Re: Chapter 5: Occupied
At the Safe House
The conspiracy slowly breaks up, each member making last-minute preparations to undertake his or her assigned task. Nic's ravens will serve as go-betweens (as suggested by Overmark), linking the various scattered teams. Although only Nic can communicate directly with the birds, they can still carry simple written messages from place to place, person to person, and Nic quickly teaches them the names of each of the assembled conspirators.
The rain-washed streets are empty of Bloodforged patrols, their commander opting to seize and hold strategic ground in various parts of the city instead of impeding movement throughout. Whether its a sound decision or tactical misstep remains to be seen, but the Four intend on making sure it is the latter.
A cold sun dodges puffy white clouds against a pale blue backdrop of sky. It's a bit nippy out, especially closer to the harbor, but it looks like the rains are taking a break, at least for today.
Tension fills the air like a thick fog. A few Balefyreans are out an about, testing the waters, as it were, moving purposefully to and from their destinations, not loitering, giving the Bloodforged detachments clustered about the city's meeting spaces a wide berth, and keeping their distance from strangers.
Nic and Corros
The two city boys set up to surveil the Mermaid's Tale, loitering under the eaves of the nearby, pearl-roofed Temple of Mera. Breakwater accompanies them, the Queen of the Deep's house being a likely spot where he can get into contact with his FA officers. The grizzled Fisherman disappears into the sanctuary, leaving Nic and Corros to spy from the shadows around the entryway.
The area around the inn is fairly lousy with Redcloaks. At least a dozen are in plain site before the front entrance. There are more fronting the nearby Red Lantern and, around the corner and down the street from that house of ill repute, still more milling around Three Sheets and the Breakers.
As the watchers settle in, a liveried coach arrives at the inn, emblazoned with the double-V monogram of the Vander family. A richly dressed man, wearing the royal colors of Varimor, exits the Mermaid's Tale and boards the coach, accompanied by a man wearing expensive fighting leathers and oozing deadly competence. The two Vander footmen step down from the running boards and their places are taken by a pair of Bloodforged. A third mercenary, armed with a crossbow, climbs up to the sit beside the driver. The coach moves off, headed east, most likely towards the neck and on to the Keep. A be-turbaned figure watches from one of the upstairs windows facing the street. Given his fine clothing, the man is likely an emissary from one of the Caliphates.
It's going to be difficult to contact the Mermaid's proprietor, or any of his staff, for that matter, unless they happen to leave the premises.
Jenna
Jenna makes her way, unmolested, to the temple of Arma. The temple doorway offers a clear view of Fire Watch Keep's entrance gate, being as it is across the wide east-west street. Next to the doorway, someone, presumably Brother Jaro, has tried to scrub a crudely painted red axe, symbol of the Reaver, off of the pale grey marble of the temple's façade. Incensed by the desecration, Jenna shoulders her way roughly through the front doors. As usual, Brother Jaro is there, quietly tending to an otherwise empty sanctuary.
"Strength and honor," Brother Jaro greets the young priestess.
"I can't tell you much more than you already know," the white-haired priest explains. Jenna had already outlined what she'd recalled about Tokar from her studies- that it is a small, independent Duchy occupying a particularly mountainous patch of the arid western shore of the Southern Continent, about two-hundred miles southwest of Freeport. The Tokari mountains aren't particularly tall, but they're forbiddingly jagged, covering nearly all of the kingdom's territory, from the interior almost right down to the coast, bordered to the south by the reputedly impassable Dune Sea, and the myth-shrouded Darklands beyond. The kingdom's half-dozen or so major arable valleys are controlled by feudal lords, of which the Kreyg family was one.
Brother Jaro picks up the thread there, fleshing out the history of Zardis Kreyg. A little over ten turns ago, the Kreygs attempted to overrule the Grand Duke and place one of their own on the ducal throne of Tokar, but were foiled- those Kreygs (and their retainers) who didn't perish during the rebellion were put to the sword; a few managed to escape, settling into a relatively comfortable exile in Freeport. When the money ran out, the surviving Kreygs had to find other work. Zardis, a knight of some renown when the coup collapsed, became a mercenary officer, rising to command a company that he rechristened the Bloodforged. It has since built quite a reputation.
Being a particularly mountainous land, most of Tokar doesn't lend itself to cavalry combat. Therefore, Tokari men-at-arms are almost exclusively foot soldiers, and Tokari mercenaries are prized as light infantry and skirmishers, lightly armored, agile, and proficient with spear, sword, and axe. The Bloodforged company, however, is made up of fighters from all around the Great Inner Sea, most being demobilized Varimorian soldiers. The Bloodforged tend to fight in slightly heavier armor, often supplementing their employers' less experienced levies of spearmen and bowmen, and acting as elite shock troops.
Gronk
Following Nic's instructions, Gronk arrives at Bojidar's, order in hand. It takes a while for the weary White Alchemist to answer his door, unknown half-orcs being infrequent and, judging by the delay, unwelcome patrons. A small hatch in the heavy, iron-bound oak door finally opens, purple eyes narrowed in suspicion peering out from the shadows within.
"Romanelli sent me." Gronk says through the tiny, eye-level wicket gate. A delicately-fingered hand extends from the open hatch, into which Gronk presses the folded parchment containing Nic's order. A few seconds later, the door cracks open, and the half-orc is ushered into a dim foyer, where he is bid to sit and wait while the elven alchemist crafts the requested super-purgatives. An hour or so later, Bojidar returns, bottle in hand and a list of instructions for the potent tincture's optimal use. Gronk pays the man and departs, heading back towards the safe house. He doesn't notice the two men following him.
Party Purse -200GP
Your Turn.
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This message was last edited by the GM at 01:11, Thu 22 Sept 2016.