A New Season

Three days into Fang

Hunter and Islana - Your escape is getting slower and slower. You can tell that your horse is tiring, having to carry at least one of you all the times and your equipment. Despite the danger you are in the beauty of Fang with its high rising cliff, green luscious valleys and snow capped peaks, is breathtakingly beautiful. Here and there you see herds of mountain goats watching your every move, watching silent from ledges you find impossible that any animal can reach. Starn keeps to the well worn pathways that run across the mountain valleys in an attempt to avoid injuring ono of the animals needlessly. Mid afternoon when you plan to have a short break you notice smoke from rising from one of the plateaus up to your left. Suddenly the air is filled with whistling, that by now you know is a form of language among the Odonine. You are close to a village it seems.

Malacost - The passing of the warband close to your position has made your tracking more difficult as 3o horses rode over the clues your were following. However you push forward knowing that two injured people on one horse are limited in the paths they can take or even attempt to hide. You keep to the main fareway, keeping your eyes and ears open looking for signs of your prey. Malacost spends his time coming up with ways of torturing the pair. The longer they make them chase them the more painful he will make it.

Maru Caravanserai

Wim - A day later you come from under the ruined fort, dirty and bloody. You have taken Boyce's items and buried his body and start to wonder how you are going to explain what happened to your companions. Your arm and leg needs could do with some stitching. The bandages have stopped most of the bleeding but you need to look out for infection and avoid reopening the wounds made by Wolf's blade.

Cave overlooking the Maru Caravanserai

Alexis, Gonyaul, Tarmen and Voah - You say your goodbyes to the strange man Tar, who thanks the mercenary and the Vauxian for their help in the crypt with the Naylmo. Without the beast, his exploration of the mausoleum can be done much quicker he tells you. He bids your farewell with some strange words, about seeing you again when the seasons turn and warning to watch out for signs of over exposure to the Neph-Kin mould.

As the four of you make your way back to the Maru fort, down the mountain path, you notice three riders in the distance. Scouts of some sorts on horseback. They observe as you taking the the path to the ruins. They watch you from afar, before turning back deeper into the mountains, towards the path you saw Hunter, Islana and the prospector Alcuin taking 2 days ago.

Aghul clan village

Shalia Nix -Before leaving Koshnem gave you strict instructions to not join the warbands. This is likely the first time in almost 4 years that you two have been apart for longer than a couple of days. He leaves you with a mission. To meet an emissary from the Ozainae. You are to meet at the Armat Caravanserai, the last of the old mountain bastion before you reach the Great Desert of Skulls, which is now under the control of the Ihlara clan. You are to meet with a general of The Horde.

Bootlegger's Pier

Sir Zane - Taking a squad of Knights you travel to Aquilo. News of the problems with production in the mining settlement have reached you and the Duke as tasked you to help resolve the issues. The first trains of Odsier slaves bound to work in the mines should help with the curious refusal of the Odonine to brave the depths.

Margrave - Every dawn and every dusk, you lead prayers and litanies among the faithful. Your rousing and inspiring speeches quickly become part of the war camp's daily routine. At first only a few dozen attend but the religious fervour your words inspire quickly draw hundreds to your sermons. 'The Gods Will It!', soon becomes more than a simple sermon or prayer but it becomes the motto of the men of iron.

< Prev : Morning Conversation Next > : Down To Maru