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Ione of Saria Julie vex­ing.­query@g­mail.­com

Sor­ceror

Fam­i­ly:

Pregame:

You come from Sari­a, a small town in the Wild­lands east of the Pelosian Em­pire. At one time it was part of a Pelosian colony that has since been aban­doned by the em­pire. Pelosians are a mi­nor­i­ty and the town strug­gles to sur­vive. It pays trib­ute to Pa­p­inia Meru­la, a mi­nor war­lord, for pro­tec­tion. Which she bare­ly pro­vides. The pop­u­la­tion is most­ly back­wards and xeno­pho­bic.

You left Saria trav­el­ing down riv­er and across the Theops Sea. Then up the mud­dy deltas to Tar­si(2nd largest city in Pe­los Em­pire). But it was bor­ing so you went south and then west along The Great Road. Fi­nal­ly reach­ing the Ax­ius Riv­er which you took the short dis­tance to Philopolis, cap­i­tal of The Em­pire. Philopo­lis was fun, a lit­tle too fun it turns out. You get in­to some sort of trou­ble and sneak/flee to Pe­los Mi­nor.

Not feel­ing quite far enough away from The Em­pire’s reach you de­cide to head to one of the mar­gin­al colonies. In the great li­brary of Am­phipolis(­cap­i­tal of Pe­los Mi­nor) you read about The great wiz­ard Vervigis’s ear­ly life and how he’s sup­pose to have built a lab in what is now Scu­pi Prov­ince. You sneak/talk your way aboard a navy re­sup­ply “fleet”(t­wo ship­s) head­ing that way. Not­ing with be­muse­ment that “Gull Chaser”, the war­ship es­cort­ing the car­go ship you are on, is be­ing chased by gulls af­ter the garbage that is tossed over­board. You set­tle in for the un­event­ful 14 day voy­age.

Uck! Scu­pi is tiny, crowd­ed, busy and most­ly un­der­ground. You waste no time join­ing the first car­a­van head­ing across the desert to the east­ern bad­lands and hope­ful­ly wily, old Vervigis’s se­cret­s.

1st session “Deadly Desert part1”

Es­cort­ed by 9 Pelosian sol­diers on hors­es who are dressed in black with sandy yel­low cloaks and black and yel­low crest­ed hel­met­s. Talk­ing up the sol­diers over dai­ly meals you find out these are the col­ors of the Desert Con­dor cal­vary “bird”(a mi­il­i­tary unit of about 700 men) to which they be­long. You try to talk with ev­ery­one but on­ly the sol­diers and the few oth­er Pelosians re­al­ly want to talk

Trav­el is fast at first along a fine stone road. Sad­ly on the 4th night you pass the end of this road and past a large num­ber of Ka’im, slaves?(btw slaves are com­mon) led by en­gi­neers and sol­diers from Desert Con­dor who are busy ex­tend­ing the road. Be­yond the road the bare­ly vis­i­ble track is rough, filled with stones, and rat­tles the wag­on vi­o­lent­ly. The car­a­van’s once good speed is cut in half. This is not ex­act­ly the ad­ven­ture you ex­pect­ed.

Late on the 7th night a hor­ri­ble sand storm en­gulfs the car­a­van. It was worse than you could have imag­ined and gives cre­dence to what you had thought were ab­surd sto­ries of winds and sand so fierce they strip flesh down to the bone. Dur­ing this the car­a­van is at­tacked by un­known as­sailants. You nev­er see the at­tack­ers get lost and col­laspe in the stor­m.

2nd session “Deadly Desert part2”

You stum­ble on a “forest” of stone trees. Many of which are top­pled and bro­ken. You have seen frag­ments of stone trees be­fore in the Wild­land­s.

You bare­ly es­cape an am­bush by hye­na men but the rest of the group are dead or cap­tured. Once again you find your­self wan­der­ing alone in the desert. Even though there is no sand storm this time, you run out of wa­ter and col­laspe from ex­haus­tion.

Then you have a bizarre dream. You and your re­cent com­pan­ions are to­ge­hter in what ap­pears to be a city park. In stark con­trast to the arid dusty desert there are rolling lawns of grass, pond­s, creek­s, and leafy copse of un­fa­mil­iar trees. The park is full of High Pelosian­s. Hm­m­m, but odly no Com­mon Pelosians or Gnomes. They are busy strolling, frol­ick­ing, talk­ing. It looks like a nor­mal day out in the sun ex­cept there are an ab­surd num­ber of golem­s, con­structs and oth­er mag­i­cal servi­tor beasts walk­ing, crawl­ing, rolling, and fly­ing ev­ery­where. There’s more ar­ti­fi­cial be­ings than peo­ple!

In­ex­plic­i­ty you can now read the words carved in­to the pil­lars of this tem­ple. It ap­pears to be ded­i­cat­ed to some na­ture/­for­est god, you guess Brogine. Af­ter solv­ing the rid­dles a hu­man who looks more Dar­sian then Pelosian dressed in un­usu­al green cloths (like noth­ing you have ev­er seen, pants, shirt, many pock­et­s) ap­pears who looks at each of you and then says “Don’t open the Flakarg, argh! The seal, don’t open the seal.” Then looks over his shoul­der and dis­ap­pears. Very strange as you ex­pect­ed that to be Brogine, but Brogine has no hu­man for­m. He’s al­ways de­pict­ed as a tre­ant or satyr.

A very strange and in­ter­est­ing if con­fus­ing vi­sion.

Some time lat­er, days? You awake to find your­self in an­oth­er build­ing with a priest of Mylien tend­ing your wound­s. Your hawk, perched on a stand near­by, tilts its head to look at you and squawk­s.

<to be con­tin­ued>