Chp 2 Laketown
You arrive in Laketown, a town on a large lake near the mountains that form the barrier between your nation (Golden Realm) and Molthue. Asking around you learn that Diridon the Dashing has left, and the consensus is that only Julian, a cleric of Soralyon (Good demigod of Guardians, magic and monuments), might know where he went. However, Julian left a few days ago to investigate a strange incident of flames in the hills reported by some fishermen. He probably went to a small unnamed fishing village. (ooc:DIPLOMACY OR KNOWLEDGE LOCAL) The people from that village decend from a mostly a nomadic and warrior people who lived in the area long before other human groups. Many of them feel that long hair is a dangerous liability in battle and thus shave their heads. They also have tattoos over much of their bodies. They are distrustful of outsiders, though it appears Julian was acquainted with them.
OOC: Please list anything you want to buy here as the small unnamed fishing village has a limited marketplace.
The sound of crashing waves and birds mixes with the smell and cool spray of water at the entrance of a wide, low lake cave. A bustling community is hard at work in the dim morning light: tall, tattooed men and women clean and fillet fish, while others toss crustaceans into pots; a group of older children sit in a circle on the sand near the water’s edge and repair nets and harpoons; nearby, several women are busily patching holes in a small boat. You convince the locals that you are looking for Juian.
“This is not a sight very many outsiders ever see, outsiders,” says a tall, muscular woman. Her head is shaved and tattoos line her shoulders, arms, and neck. “But we are pleased you have come. Kel-grish! Welcome! Let us walk. I am Tide Watcher, the jothka of this tribe,” she says, as she leads the way onto a small path heading up the hill above the cave. “As you probably know, We do not often call upon outsiders for help. But this is a special circumstance.” She stops atop the hill and takes a deep breath of the wind blowing off the water before turning to the hills and mountains to the north. “Two weeks ago I stood watch on this spot, minding both the water and the land. Suddenly a plume of flame rose into the air in the hills there.” She points slightly northwest. “I took a group of warriors to investigate. When traveling down familiar caverns, we soon found a place where the floor had recently collapsed into another series of tunnels that had smooth, worked walls. Then we found the stone door. It flickered with flame and was deeply carved with the runes we know to be the language of the Ancients.” She pauses, a sour look on her face. “It is forbidden to explore places marked with these runes, so I thought it best to simply try to collapse the cave entrance and be done. But then I saw the door was open. Something had either gotten in or gone out. I sent word to our friend Julian because he has made fair dealings with the us. A few days ago, Julian arrived and claimed he could seal the door. He worships a good god of monuments, he said, and was confident he could succeed. I have not seen him since, however, so I do not know what has happened.” Tide Watcher turns to the group. “Outsiders, I want you to learn the nature of this place beyond the door and determine if it is a threat to my tribe. If it is within your ability to eliminate it, do so. If not, we will discuss closing off the cave entrance permanently. Do you have any questions?”
OOC: Please list anything you want to buy and that a small fishing village might have.
KNOWLEDGE (ARCANA) OR KNOWLEDGE (HISTORY) The Ancients was an empire that ended some 10,000 years ago in this area. The seven-pointed star, called the Sihedron, is a commonly seen motif in Ancients art. There were seven realms in the Ancients empire, each controlled by a powerful practitioner of magic called a runelord. Each treated his or her own realm as a kingdom onto itself. This area was likely in the kingdom known as Bakrakhan, domain of wrath, ruled by Runelord Alaznist. Each Runelord was associated with a sin and tied to a school of magic: envy to abjuration, gluttony to necromancy, greed to transmutation, lust to enchantment, pride to illusion, sloth to conjuration, and wrath to evocation. The Ancients empire came to an end in the great cataclysm known as Earthfall, but it is suspected the Runelords all had preparations in place that would allow them to survive, perhaps even until the present day.
This message was last edited by the GM at 18:55, Sat 18 Apr 2020.