Sunday, 18 January 2015
Faction Unlocked
INFO:
Its origins stem from an ancient order of Holy Knights committed to true democracy and philanthropy separate from the kings and queens of the time; the founder of which being Saint Libertorius. The concept was eventually lost, but it has since been revitalized in the form of the Order of Libertorius, which was founded seventy five years ago. The Order - or the Brotherhood as it is also known - is dedicated to upholding goodness and virtue, and smiting out evil that would threaten the realm. They remain a neutral entity from the Royal family Arcadeus and other political Houses, who collectively govern Elmunred. They have envisaged a world without the Royal Houses, a fresh start. A world where good people can live in peace and freedom, while not being oppressed by the laws and doctrines that are often forced onto them. The current leader of the Brotherhood is Johan Geist - who is the Fourteenth Lord-Commander to rule - and he resides in Ascentium; the Mountain-Fort. Many brilliant minds and warriors have travelled far and wide to be embraced into the Order and it’s ranks consist of a wide medley of individuals, from researchers, priests, soldiers to even simple labourers. All are eligible to join the Brotherhood, even ex-criminals are allowed, provided their crimes are not too severe, and they are willing to atone for them. The Order’s influence and doctrines have of course attracted the attention of the Royal House Arcadeus, who for a while set out on a campaign to pacify the Brotherhood, fortunately the campaign was retracted when the Civil War erupted and it did not succumb to any violence. Their sigil is a right-handed gauntlet held upward with an eye on it’s back, on a black and blue field. Their motto is “We are the Emancipated few. Brothers and Sisters of the Sanctum” They are de facto lords over the territories of Western Ylaskir.
Its origins stem from an ancient order of Holy Knights committed to true democracy and philanthropy separate from the kings and queens of the time; the founder of which being Saint Libertorius. The concept was eventually lost, but it has since been revitalized in the form of the Order of Libertorius, which was founded seventy five years ago. The Order - or the Brotherhood as it is also known - is dedicated to upholding goodness and virtue, and smiting out evil that would threaten the realm. They remain a neutral entity from the Royal family Arcadeus and other political Houses, who collectively govern Elmunred. They have envisaged a world without the Royal Houses, a fresh start. A world where good people can live in peace and freedom, while not being oppressed by the laws and doctrines that are often forced onto them. The current leader of the Brotherhood is Johan Geist - who is the Fourteenth Lord-Commander to rule - and he resides in Ascentium; the Mountain-Fort. Many brilliant minds and warriors have travelled far and wide to be embraced into the Order and it’s ranks consist of a wide medley of individuals, from researchers, priests, soldiers to even simple labourers. All are eligible to join the Brotherhood, even ex-criminals are allowed, provided their crimes are not too severe, and they are willing to atone for them. The Order’s influence and doctrines have of course attracted the attention of the Royal House Arcadeus, who for a while set out on a campaign to pacify the Brotherhood, fortunately the campaign was retracted when the Civil War erupted and it did not succumb to any violence. Their sigil is a right-handed gauntlet held upward with an eye on it’s back, on a black and blue field. Their motto is “We are the Emancipated few. Brothers and Sisters of the Sanctum” They are de facto lords over the territories of Western Ylaskir.
Saturday, 17 January 2015
Session 18: Group 2 Overview
RAMOS Eldnacht, Agent of the Order of Libertorius
ARESY, A humble healer from the South (Ysera Furyborn, Hell-Knight Signifer)
~8am, 25th of June, 5th Era 1486 RE (Day 13)
The Path of Amnesty, West Ylaskir
After a perilous journey east along the Path of Amnesty, Ramos, along with Aresy, Professor Glyph, Wolfgang, Duncan and the others are finally within sight of the solitary mountain. Amidst the isolated wild-lands of Western Ylaskir sits Mount Accolade (a long extinct volcano), and built into the very mountainside itself lies the fortress; Ascentium - A beacon of civilization and safety in a dangerous wilderness. The home of Ramos and the Order of Liberorius. The sun rises, and the large stone fortress sits proud and unshaken. It's design is crude and basic compared to the castles and bastions of the mainland realms. In it's center sits a large narrow tower which extends high into the sky - a watchtower. Ascentium is the primary residence and base of operations for members of the Order of Libertorius; rebel freedom fighters, that have forsaken the realms of Kings and Queens, and instead share a mutual ethos of equality, companionship and freedom of speech.
"Magnificent isn't she, Ramos? The fortress itself is worth fighting for, but the ideals that are allowed to flourish within are better still. I don't know about you, but no matter how many times I see the great fortress, my faith is renewed, and it puts to rest any doubts that I have about our cause."
- Brother Duncan
They ascend this huge stone ramp leading to the fortress gates and are immediately granted entrance. Johan Geist - however he insists for her to call him Johan, or John, as he doesn't much approve of the formality or self-importance of titles. She curtsies him respectfully, however it is met with humor from John and the others nearby, he brings her to her feet and embraces her like he would a member of his family. Inside there is a courtyard bustling with hundreds of people. People of
all races, creeds and backgrounds. There is an air of content and people
are conversing and laughing among each other. The great blue and grey
banner of the Order hangs from the wall of the central watchtower,
rippling magnificently in the wind. Emerging from the crowd, a man
notices them and makes his way towards them to greet them. Although in
basic clothes like the others, he's tall and handsome, and on his
exposed forearms are countless tattoos - the majority of which are of
birds, and other elegant animals. With the exception of Aresy, everyone
recognizes this man immediately. He expresses a warm welcome home to
Ramos and the others, and sends Wolfgang and Halstein to the infirmary
to receive medical attention. After this, he approaches the new face;
Aresy to introduce himself. To her surprise, she learns that he is the
leader of this fraternity that is the Order of Libertorius. The 14th
Lord-Commander of Ascentium,
"Ascentium is a glimpse into the future of our world, Aresy. A great utopia where all can live in harmony, no matter their religion, creed, or transgression...The Order of Libertorius has one simple ethos; to express these ideals, to scatter them over the world, and bring peace and freedom to all...I'm sorry, my child...I do have a tendency to go overboard when I speak about our cause with new faces. You must forgive me, I'm afraid I'm an immensely passionate person, but you will learn all that and more from your time here with the professor, so welcome. Welcome to our sanctuary."
- Johan 'John' Geist
Aresy seems unexpectedly warmed by the whole event, John doesn't seem worried or threatened at all by her arrival, exactly the opposite however. Despite all these great and important things going on, he still takes the time to ask her about herself. He genuinely seems to care about his 'brothers and sisters', and seemed excited by the prospect of her being Professor Glyph's apprentice - for he hasn't taken on one for many years. When Aresy mentions the book that she found - on Glyph's work on Ancient Symbols - John, seemed a bit uncomfortable, deciding that this was neither the place nor time to discuss that, and so he agreed to meet her later for a less-public discussion regarding that matter. Ramos also had business to discuss with John, and John gave him the same promise. For now, he gave a brief tour of the fortress to his new sister; Aresy, showing her the feasting hall, the narrow tower, the mage's quarter and armory, as well as the local automaton. A crude bipedal machine, humanoid in it's appearance. Aresy had seen these creations before - at the Battle of the West-Harbour - she held no love for these war machines, for they were capable of untold destruction. This automaton however seemed different, it seemed gentle somehow, and the local children were playing with it, and it seemed to be playing back. John introduced her to 'FRANK', explaining that this machine was incapable of causing direct harm to others. He had personally assisted in the wiring of the machine's mind, and said that even the idea to commit a harmful act for FRANK was not possible. John left Aresy to attend to some business with Ramos, reminding her that the feast would begin at six o'clock in the great hall. While he is gone, Aresy tries to test FRANK by giving him commands, and taking him for a walk outside of the fortress for half an hour or so. Sitting on his shoulder, she directs FRANK to a shrub, and commands him to uproot the shrub (which he does so), and in the hole she discreetly places her Hell-Knight signifer mask and bonded-dagger, before re-planting the shrub once again. She wraps a hair-ribbon around the stem of the shrub so that she could find it again in the future before riding back to Ascentium on FRANK's shoulder.
Ramos finds John in the feasting hall, prepping the long table with cutlery and plates, and asks for a moment of private discussion with him. John obliges and leads him into an office down the hall. When they are alone, Ramos reveals to John the success of his missions in the last year. He informs John that the Von Heltzer Paladin-Lieutenant; Heidi, is dead, and that Wolfgang was equally successful in his own contracts against Lord Emmon Hyegarl as well as the Mayor of Espire; Dejan Le Torrique. John seems relieved by this news, and that the realm has become safer with the results. The Order is one step closer to ending the Civil War once and for all. Ramos also reveals to John an epiphany he had while thinking of ways he could destroy the Hell-Knight Cabal of Vigilum. Ramos explains that the geography of the Hell-Knight Bastion's location could work to their advantage. Bastion Zenith is surrounded by mountains on most sides, so Ramos conceptualized one simple plan - bring them down on top of the Bastion. Bury the Hell-Knights with thousands of tonnes of jagged rock. Put an end to their corruption and oppression, it has gone on too long. John seems impressed with this plan, he mulls it over, and it seems totally possible. He agrees to speak to his engineers and pyromancers, and make the arrangements, although he insists it will take a great amount of time to arrange, and will place many of his men's lives at risk.
While John is pleased with Ramos' progress and ingenuity, he still seems quietly worried - for there are other graver matters on his mind that outweigh the urgency of the Hell-Knights and the Civil War even. Matters relating to Glyph's research, and to the Malefic Seven. Ramos seems confused at this, but John assures him that all will be discussed in the morning. For now, they must celebrate their triumphs over the south, and bask in their freedom at the feast tonight. Ramos leaves, and Aresy soon after arrives to discuss the book with John. He explains to her that the book contains a lot of harrowing and evil concepts that might unduly scare the people should they know it's secrets. He wants to address the Malefic Seven with his followers. But only at the right time.
Before the feast, Ramos takes some time to head over to the quartermaster to improve his armour and requisition a new glaive - for his old one was discarded by Guard Captain Vissaeus in High-Haven. This new one he enhances to give it the 'Agile' weapon quality. He also speaks to the quartermaster with regards to an idea he had for some improvised explosives, and the quartermaster agrees to make them. In addition to an ample sum of gold, Ramos also hands over the gold/silver rings (he acquired from Matheus' chest in High-Haven) as payment to the quartermaster. Following his new purchases, he heads over to the mage's quarter (a two-storey tower adjacent to the corner of the fortress walls.) to acquire a Necklace of Fireballs (VII) from the mage there, she accepts the gems and winter coat he acquired from Matheus as part-payment for the necklace. While he is here, he sees Aresy enter with Professor Glyph, and the two of them make their way upstairs to his study. Amusingly to Ramos, he sees Glyph hand Aresy a broom, and the maniacal halfling genius explains to her that the study will be very dusty - it finally dawned on Aresy that these sort of menial responsibilities were to be expected of her if she was to be his apprentice. They continued upstairs and Glyph outlined details of Aresy's tutelage. He gave her a boost of his own arcane power, making her permanently stronger, and he also began to teach her the Ancient dialect of Abyssal - the language he claims the Malefic Seven speak.
As evening drew near, everyone was gathered in the Great Hall for a huge and sumptuous feast along this long narrow table. Hundreds of people took up seats and ate and drank to their heart's content. All the while, musicians played joyous and upbeat music with fiddles, flutes, and drums. Everyone was there, the young and the elderly. John was sat calmly drinking his ale and laughing among his nearby brothers and sisters. Even Wolfgang was there with a glass of Chedonian Blue, he had recovered well from the poison after his treatment from the Fortresses' clerics. Ramos and Duncan drank their fill, and began to dance on tables at the climax of the partying. Aresy seemed reserved at first, but she eventually came out of her comfort zone, downing a mug of ale, and joining in the festivities, she spent much time dancing with Duncan on the table, and afterwards when the party was winding down, she smoked some heaven-leaf with him on a settee. Halfway through the merriment, John stood up to propose a toast to his much-loved brothers and sisters, he assures them all that victory is in the distance, and that the tyranny of the noble houses of Elmunred will be ended soon. They cheer for John, and for their freedom. And they continue to party into the early hours of the morning. Duncan invites Aresy back to his room for the night, and he leads her in. He lounges on his bed seductively (seductive for a drunk man anyway), and waits for her to disrobe herself before him. She doesn't seem to be on the same page as him however, and in a moment of genius, she decides to 'play a game' with him in order escape his drunken desires. She blindfolds Duncan (kinky), and punches him in the back of the head (not so kinky), knocking him out cold. She hogties him and hangs him from the frame of the four-poster bed before leaving to her own chamber.
In the morning, they meet up in the Grand Hall once again (with the exception of Duncan). The mess from last night's revelry has been cleared up, and an adequate breakfast buffet has been set up for them - soup with crusty bread, and freshly squeezed juice. Most of the people from last night have gone back to their quarters, and only John, and Professor Glyph are at the table, eating and conversing together, the pair of them look remarkably fresh-faced compared to the hungover Aresy, and Ramos (who stumbles in shortly afterwards wearing pajamas and a complacent grin). John bids them a good morning, and gets up to serve some soup and juice to the two of them. He informs them that after breakfast, they shall and discuss the details concerning a great evil that threatens Elmunred. They hear a thud from upstairs, and moments later a drowsy and disheveled Duncan joins them for a late breakfast. He appears to have a colossal headache, and doesn't seem to remember much of the shenanigans that happened last night. (probably for the best). The five of them are led out of the Great Hall and into a large open room with a tall ceiling. On all sides of this room lie stained-glass windows - the likes of which resemble those in a church or a cathedral, except this room holds no altar, pews or religious iconography. There is a statue at the end of the room of a knight (or paladin) holding up a curved sword in triumph, and near the middle lies a six-seater table and next to it, a large board with a map of Elmunred displayed across it.
Scarce few that have even heard of the Prophecy of the Malefic Seven, and those that have rarely regarded it as anything more than childish folklore, a story...or a riddle. Although the original prophecy has been lost to time and to mistranslation. It is generally relayed as such:
John is rather skeptical about this prophecy, it seems farfetched and imprecise, but Glyph insists that it holds great significance, and like a riddle, sections of the prophecy are relevant to current events. For instance:
"The garden of men" refers to Elmunred, the Realm of Men (Humans)
"The great tree stands proud, watching over all." could refer to the Alliances of the Noble Houses.
"And from the deep, Seven seeds of chaos will grow." refers to the arrival of the Malefic Seven.
"But the roots are cursed to never bloom." meaning they are secretive, and indirect.
"Each seed wields a different form of chaos." meaning each of the Seven possesses it's own unique form of evil.
"Afflicted and blinded by chaos, they will destroy each other." could very well refer to the Civil War.
"The great tree wilts and decays, it cannot save the plants and flowers." could mean the Alliance is failing, and as a result, the Realm of Men is not strong enough to protect itself.
"And so the garden of men shall be no more."....One fears the worst.
Ramos also seems skeptical, but he's willing to trust John and the Professor on this one. He is but their instrument, the hand and sword of the Order. Aresy seems intrigued by all of this, and Duncan seems hungover still (for him it's too early to talk about the end of the world). But if the prophecy is to be believed. Then grave danger threatens all of them, and all of Elmunred. If the prophecy is to be heeded, then the Civil War and the Order's vendetta against the Hell-Knights do not compare to the threat of the Malefic Seven. Professor Glyph strongly demands some intervention in this matter, and John abides. When he points out on a map of Elmured where incidents/disturbances have taken place, there seems to be a worrying pattern emerging. Ramos and Aresy watch intently.
1.) The Western Reach
In recent years, this region has become a wasteland of emptiness, devoid of most life.
2.) The Northern Reach
Much of the local wildlife from this region has disappeared. Plants and crops suffer blight and die.
3.) Val Némor
The bodies of those living and dead are going missing, survivors are often disfigured and mutilated.
4.) The Nibelish Peninsula
The people here distance themselves from the affairs of others. Hedonists, they wallow in their own debauchery and desires.
5.) South of the River
Settlements and Cities alike in this region waste away, wealth is lost and frittered away on material possessions.
6.) The Bay of Elmunich
Corsairs are bolder and stronger, also there are reports of a great sea-serpent that dwells in the waters.
7.) Meridiangard
Bodies of livestock and people alike lie scattered needlessly across the countryside.
"And from the deep, Seven seeds of chaos will grow."
"And so the garden of men shall be no more."
There is an air of dread in the room, and John looks to Ramos, Aresy and Duncan. Ramos knows what John would ask of him, and he seems resolute, impetuous, and eager to lend his spear to whatever plan-of-action his Lord-Commander would have lined up for him. John stresses that these regions must be investigated, and these 'seeds of chaos' must be uprooted. Aresy agrees to join Ramos on this voyage (with Glyph's consent) and Duncan also seems to sober up and accept this task. Ramos looks to the map and decides that the Western Reach must first be investigated. The Lord-Commander reveals to them that the Order has lost contact with one of it's scouts in the region; a man named Octavian, so they should keep an eye out for him. Geographically however, they are so very far from the reach, and in order to hasten their arrival, John devises a plan to steal an Airship from a Royalist hangar in the township of Espire. He concludes that this voyage will take place in the next few days and that he himself will be joining them in the Airship raid.
When the meeting is adjourned, Ramos and Aresy leave the Temple Hall and when they are outside in the courtyard, they see a noticeboard with several wanted posters on it. The wanted men/women are all Hell-Knights and there names read; Gabriel Salvo, Mélanie Van Scherade, Parvane the Bloodhound, and Nefarion Furyborn. Moments later, an individual with a strange accent interjects.
"Well it seems we've arrived at a fortuitous time, wouldn't you agree?"
ARESY, A humble healer from the South (Ysera Furyborn, Hell-Knight Signifer)
~8am, 25th of June, 5th Era 1486 RE (Day 13)
The Path of Amnesty, West Ylaskir
After a perilous journey east along the Path of Amnesty, Ramos, along with Aresy, Professor Glyph, Wolfgang, Duncan and the others are finally within sight of the solitary mountain. Amidst the isolated wild-lands of Western Ylaskir sits Mount Accolade (a long extinct volcano), and built into the very mountainside itself lies the fortress; Ascentium - A beacon of civilization and safety in a dangerous wilderness. The home of Ramos and the Order of Liberorius. The sun rises, and the large stone fortress sits proud and unshaken. It's design is crude and basic compared to the castles and bastions of the mainland realms. In it's center sits a large narrow tower which extends high into the sky - a watchtower. Ascentium is the primary residence and base of operations for members of the Order of Libertorius; rebel freedom fighters, that have forsaken the realms of Kings and Queens, and instead share a mutual ethos of equality, companionship and freedom of speech.
"Magnificent isn't she, Ramos? The fortress itself is worth fighting for, but the ideals that are allowed to flourish within are better still. I don't know about you, but no matter how many times I see the great fortress, my faith is renewed, and it puts to rest any doubts that I have about our cause."
- Brother Duncan
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| Johan 'John' Geist 14th Lord-Commander and Castellan of Ascentium |
"Ascentium is a glimpse into the future of our world, Aresy. A great utopia where all can live in harmony, no matter their religion, creed, or transgression...The Order of Libertorius has one simple ethos; to express these ideals, to scatter them over the world, and bring peace and freedom to all...I'm sorry, my child...I do have a tendency to go overboard when I speak about our cause with new faces. You must forgive me, I'm afraid I'm an immensely passionate person, but you will learn all that and more from your time here with the professor, so welcome. Welcome to our sanctuary."
- Johan 'John' Geist
Aresy seems unexpectedly warmed by the whole event, John doesn't seem worried or threatened at all by her arrival, exactly the opposite however. Despite all these great and important things going on, he still takes the time to ask her about herself. He genuinely seems to care about his 'brothers and sisters', and seemed excited by the prospect of her being Professor Glyph's apprentice - for he hasn't taken on one for many years. When Aresy mentions the book that she found - on Glyph's work on Ancient Symbols - John, seemed a bit uncomfortable, deciding that this was neither the place nor time to discuss that, and so he agreed to meet her later for a less-public discussion regarding that matter. Ramos also had business to discuss with John, and John gave him the same promise. For now, he gave a brief tour of the fortress to his new sister; Aresy, showing her the feasting hall, the narrow tower, the mage's quarter and armory, as well as the local automaton. A crude bipedal machine, humanoid in it's appearance. Aresy had seen these creations before - at the Battle of the West-Harbour - she held no love for these war machines, for they were capable of untold destruction. This automaton however seemed different, it seemed gentle somehow, and the local children were playing with it, and it seemed to be playing back. John introduced her to 'FRANK', explaining that this machine was incapable of causing direct harm to others. He had personally assisted in the wiring of the machine's mind, and said that even the idea to commit a harmful act for FRANK was not possible. John left Aresy to attend to some business with Ramos, reminding her that the feast would begin at six o'clock in the great hall. While he is gone, Aresy tries to test FRANK by giving him commands, and taking him for a walk outside of the fortress for half an hour or so. Sitting on his shoulder, she directs FRANK to a shrub, and commands him to uproot the shrub (which he does so), and in the hole she discreetly places her Hell-Knight signifer mask and bonded-dagger, before re-planting the shrub once again. She wraps a hair-ribbon around the stem of the shrub so that she could find it again in the future before riding back to Ascentium on FRANK's shoulder.
Ramos finds John in the feasting hall, prepping the long table with cutlery and plates, and asks for a moment of private discussion with him. John obliges and leads him into an office down the hall. When they are alone, Ramos reveals to John the success of his missions in the last year. He informs John that the Von Heltzer Paladin-Lieutenant; Heidi, is dead, and that Wolfgang was equally successful in his own contracts against Lord Emmon Hyegarl as well as the Mayor of Espire; Dejan Le Torrique. John seems relieved by this news, and that the realm has become safer with the results. The Order is one step closer to ending the Civil War once and for all. Ramos also reveals to John an epiphany he had while thinking of ways he could destroy the Hell-Knight Cabal of Vigilum. Ramos explains that the geography of the Hell-Knight Bastion's location could work to their advantage. Bastion Zenith is surrounded by mountains on most sides, so Ramos conceptualized one simple plan - bring them down on top of the Bastion. Bury the Hell-Knights with thousands of tonnes of jagged rock. Put an end to their corruption and oppression, it has gone on too long. John seems impressed with this plan, he mulls it over, and it seems totally possible. He agrees to speak to his engineers and pyromancers, and make the arrangements, although he insists it will take a great amount of time to arrange, and will place many of his men's lives at risk.
While John is pleased with Ramos' progress and ingenuity, he still seems quietly worried - for there are other graver matters on his mind that outweigh the urgency of the Hell-Knights and the Civil War even. Matters relating to Glyph's research, and to the Malefic Seven. Ramos seems confused at this, but John assures him that all will be discussed in the morning. For now, they must celebrate their triumphs over the south, and bask in their freedom at the feast tonight. Ramos leaves, and Aresy soon after arrives to discuss the book with John. He explains to her that the book contains a lot of harrowing and evil concepts that might unduly scare the people should they know it's secrets. He wants to address the Malefic Seven with his followers. But only at the right time.
Before the feast, Ramos takes some time to head over to the quartermaster to improve his armour and requisition a new glaive - for his old one was discarded by Guard Captain Vissaeus in High-Haven. This new one he enhances to give it the 'Agile' weapon quality. He also speaks to the quartermaster with regards to an idea he had for some improvised explosives, and the quartermaster agrees to make them. In addition to an ample sum of gold, Ramos also hands over the gold/silver rings (he acquired from Matheus' chest in High-Haven) as payment to the quartermaster. Following his new purchases, he heads over to the mage's quarter (a two-storey tower adjacent to the corner of the fortress walls.) to acquire a Necklace of Fireballs (VII) from the mage there, she accepts the gems and winter coat he acquired from Matheus as part-payment for the necklace. While he is here, he sees Aresy enter with Professor Glyph, and the two of them make their way upstairs to his study. Amusingly to Ramos, he sees Glyph hand Aresy a broom, and the maniacal halfling genius explains to her that the study will be very dusty - it finally dawned on Aresy that these sort of menial responsibilities were to be expected of her if she was to be his apprentice. They continued upstairs and Glyph outlined details of Aresy's tutelage. He gave her a boost of his own arcane power, making her permanently stronger, and he also began to teach her the Ancient dialect of Abyssal - the language he claims the Malefic Seven speak.
As evening drew near, everyone was gathered in the Great Hall for a huge and sumptuous feast along this long narrow table. Hundreds of people took up seats and ate and drank to their heart's content. All the while, musicians played joyous and upbeat music with fiddles, flutes, and drums. Everyone was there, the young and the elderly. John was sat calmly drinking his ale and laughing among his nearby brothers and sisters. Even Wolfgang was there with a glass of Chedonian Blue, he had recovered well from the poison after his treatment from the Fortresses' clerics. Ramos and Duncan drank their fill, and began to dance on tables at the climax of the partying. Aresy seemed reserved at first, but she eventually came out of her comfort zone, downing a mug of ale, and joining in the festivities, she spent much time dancing with Duncan on the table, and afterwards when the party was winding down, she smoked some heaven-leaf with him on a settee. Halfway through the merriment, John stood up to propose a toast to his much-loved brothers and sisters, he assures them all that victory is in the distance, and that the tyranny of the noble houses of Elmunred will be ended soon. They cheer for John, and for their freedom. And they continue to party into the early hours of the morning. Duncan invites Aresy back to his room for the night, and he leads her in. He lounges on his bed seductively (seductive for a drunk man anyway), and waits for her to disrobe herself before him. She doesn't seem to be on the same page as him however, and in a moment of genius, she decides to 'play a game' with him in order escape his drunken desires. She blindfolds Duncan (kinky), and punches him in the back of the head (not so kinky), knocking him out cold. She hogties him and hangs him from the frame of the four-poster bed before leaving to her own chamber.
In the morning, they meet up in the Grand Hall once again (with the exception of Duncan). The mess from last night's revelry has been cleared up, and an adequate breakfast buffet has been set up for them - soup with crusty bread, and freshly squeezed juice. Most of the people from last night have gone back to their quarters, and only John, and Professor Glyph are at the table, eating and conversing together, the pair of them look remarkably fresh-faced compared to the hungover Aresy, and Ramos (who stumbles in shortly afterwards wearing pajamas and a complacent grin). John bids them a good morning, and gets up to serve some soup and juice to the two of them. He informs them that after breakfast, they shall and discuss the details concerning a great evil that threatens Elmunred. They hear a thud from upstairs, and moments later a drowsy and disheveled Duncan joins them for a late breakfast. He appears to have a colossal headache, and doesn't seem to remember much of the shenanigans that happened last night. (probably for the best). The five of them are led out of the Great Hall and into a large open room with a tall ceiling. On all sides of this room lie stained-glass windows - the likes of which resemble those in a church or a cathedral, except this room holds no altar, pews or religious iconography. There is a statue at the end of the room of a knight (or paladin) holding up a curved sword in triumph, and near the middle lies a six-seater table and next to it, a large board with a map of Elmunred displayed across it.
Scarce few that have even heard of the Prophecy of the Malefic Seven, and those that have rarely regarded it as anything more than childish folklore, a story...or a riddle. Although the original prophecy has been lost to time and to mistranslation. It is generally relayed as such:
In the garden of men.
The great tree stands proud, watching over all.
It is a garden of many plants and flowers.
They live together in peace and harmony.
But the seeds of corruption lie deep beneath the earth.
And from the deep, Seven seeds of chaos will grow.
Their roots will expand and corrupt the land.
But the roots are cursed to never bloom.
They will spread across the land.
Tainting and deforming everything in their path.
They will spread across the land.
Tainting and deforming everything in their path.
Each seed wields a different form of chaos
It is a garden of many plants and flowers.
Afflicted and blinded by chaos, they will destroy each other.
The great tree wilts and decays, it cannot save the plants and flowers.
And so the garden of men shall be no more.
And so the garden of men shall be no more.
"The garden of men" refers to Elmunred, the Realm of Men (Humans)
"The great tree stands proud, watching over all." could refer to the Alliances of the Noble Houses.
"And from the deep, Seven seeds of chaos will grow." refers to the arrival of the Malefic Seven.
"But the roots are cursed to never bloom." meaning they are secretive, and indirect.
"Each seed wields a different form of chaos." meaning each of the Seven possesses it's own unique form of evil.
"Afflicted and blinded by chaos, they will destroy each other." could very well refer to the Civil War.
"The great tree wilts and decays, it cannot save the plants and flowers." could mean the Alliance is failing, and as a result, the Realm of Men is not strong enough to protect itself.
"And so the garden of men shall be no more."....One fears the worst.
Ramos also seems skeptical, but he's willing to trust John and the Professor on this one. He is but their instrument, the hand and sword of the Order. Aresy seems intrigued by all of this, and Duncan seems hungover still (for him it's too early to talk about the end of the world). But if the prophecy is to be believed. Then grave danger threatens all of them, and all of Elmunred. If the prophecy is to be heeded, then the Civil War and the Order's vendetta against the Hell-Knights do not compare to the threat of the Malefic Seven. Professor Glyph strongly demands some intervention in this matter, and John abides. When he points out on a map of Elmured where incidents/disturbances have taken place, there seems to be a worrying pattern emerging. Ramos and Aresy watch intently.
1.) The Western Reach
In recent years, this region has become a wasteland of emptiness, devoid of most life.
2.) The Northern Reach
Much of the local wildlife from this region has disappeared. Plants and crops suffer blight and die.
3.) Val Némor
The bodies of those living and dead are going missing, survivors are often disfigured and mutilated.
4.) The Nibelish Peninsula
The people here distance themselves from the affairs of others. Hedonists, they wallow in their own debauchery and desires.
5.) South of the River
Settlements and Cities alike in this region waste away, wealth is lost and frittered away on material possessions.
6.) The Bay of Elmunich
Corsairs are bolder and stronger, also there are reports of a great sea-serpent that dwells in the waters.
7.) Meridiangard
Bodies of livestock and people alike lie scattered needlessly across the countryside.
"And from the deep, Seven seeds of chaos will grow."
"And so the garden of men shall be no more."
There is an air of dread in the room, and John looks to Ramos, Aresy and Duncan. Ramos knows what John would ask of him, and he seems resolute, impetuous, and eager to lend his spear to whatever plan-of-action his Lord-Commander would have lined up for him. John stresses that these regions must be investigated, and these 'seeds of chaos' must be uprooted. Aresy agrees to join Ramos on this voyage (with Glyph's consent) and Duncan also seems to sober up and accept this task. Ramos looks to the map and decides that the Western Reach must first be investigated. The Lord-Commander reveals to them that the Order has lost contact with one of it's scouts in the region; a man named Octavian, so they should keep an eye out for him. Geographically however, they are so very far from the reach, and in order to hasten their arrival, John devises a plan to steal an Airship from a Royalist hangar in the township of Espire. He concludes that this voyage will take place in the next few days and that he himself will be joining them in the Airship raid.
When the meeting is adjourned, Ramos and Aresy leave the Temple Hall and when they are outside in the courtyard, they see a noticeboard with several wanted posters on it. The wanted men/women are all Hell-Knights and there names read; Gabriel Salvo, Mélanie Van Scherade, Parvane the Bloodhound, and Nefarion Furyborn. Moments later, an individual with a strange accent interjects.
"Well it seems we've arrived at a fortuitous time, wouldn't you agree?"
Factions Unlocked
The ruthless and unpredictable Corsairs of Gâlgemeyr are among the most prolific and antagonistic of the island’s populace, regularly departing to mainland settlements across the Elmunich basin to plunder and raid. The majority of whom are Fetchlings, and the other percentages are Tieflings, Drow and Humans. With distinct black banners on angular warships, they most often dock from the Port of Cyraqlis, on the southern bay on Gâlgemeyr. Their sigil is an orange, frilled dragon-pike on a black field with crossbow, trident and cross-muskets insignias. They have no known mottos. They were not known to intervene with the political affairs of the mainland kingdoms, however during the Battle of the West-Harbour, a fleet of jagged warships was dispatched to the beachhead adjacent to the battle’s location, and many scores of fetchling corsairs were released into the battle. The exact reasons behind their interjection remains a mystery, however it seemed that they fought on behalf of the renegade forces of House Villeroy in the battle.
INFO:
House Rommedal are a noble family based in Val Némor, their seat is the harbour city of Port Zeiduch, which sits on the far south along the coast overlooking the Elmunich Basin. They are vassals of House Villeroy, pledging an oath of fealty, which was reinforced by Lady Zerya Rommedal’s marriage with Lord Desmond Villeroy. Their sigil is a red and blue field, divided in four per cross, with a white swan on the top right and a set of three intertwined arrows on the bottom left. Their current head is Lady Evelyn Rommedal.
Friday, 16 January 2015
Session 18: Group 1 Overview
NEFARION Furyborn, Hell-Knight Commander of the Cabal of Vigilum
SELTYIEL Garrott, a Maniacal, heavily Mutated Tiefling Alchemist
CYNTHIA of Ostenheim, a Vampire Curse-Weaver in Hell-Knight Custody
HEL, the White Necromancer and Apprentice of Nefarion
~11pm, 24th of June, 5th Era 1486 RE (Day 12)
The Elmunich Basin, Celmarune Ocean
Under arrangements made by the Arch Lictor, Nefarion, Hel, Seltyiel, and Cynthia wait anxiously and helplessly aboard a warship worked by corsairs and other undesirables. To these brigands, they are mere cargo, and they have been treated as such. Along the twelve hour journey across the bay, the ship passes the Floating Island (where the idyllic and wealthy city of Falcos Prime is situated atop). Once again, the distinctive Red Airship was seen in the skies nearby - a red balloon section, with a white and gold cabin and fixtures. They continue to cross the waters of the bay unhindered by weather or other vessels for that matter - until they finally see the coastlines of Val Nemor - the shadow realm of the renegade House Villeroy. Coming into an estuary leading to the Port of Zeiduch, the ship passes a cluster of islands stemming from the mainland and on the furthest expanding island the party can see an old ruin claimed by nature, the remains of a once great castle made from a deep red stone - the Corsair Captain explains - but when they ask him how it came to be abandoned, he did not know, or care for that matter. While Nefarion gazes at the old castle from the boat, for a moment, he swears he can see a figure standing atop one of the castle's great towers. The figure seems to be watching the boat, but seems far too tall to be human. When he alerts the corsair captain of his sighting, the figure is gone, and the captain ponders at why Nefarion wanted to share this unremarkable sight with him. As dusk descended, the Captain directed his 'cargo' to their sleeping quarters - which was thankfully in the cabin - although the four of them had to make do with two sleeping-rags. The captain began conversing with them, asking them about their business in Val Nemor, but Nefarion was adamant in not disclosing anything. He spoke to Seltyiel openly and respectfully, for he was a tiefling like him. The two of them conversed in Abyssal for some time, and the captain asked him why he was traveling with Nefarion and the others (collectively referring to them as 'Goat-Fuckers' as he asked this). Seltyiel seemed amused by this, but Nefarion was not - for he also understood Abyssal.
A couple of hours later, the boat finally reaches the Port of Zeiduch, and the captain wakes Nefarion and the others, providing them with rags to wear instead of their current garb. In the dark of the night, torches illuminate the dockyard, and a number of tall and elegant white towers can be seen adjacent to the docks. The rumors regard Port Zeiduch as a beautiful and fair city, paved with pure white stone, and it's also known as the City of Cygnets for it's abundance of swans that inhabit the lakes and ponds within it's walls. The corsair ship is moored at a pontoon, and a plump, imperious looking elf can be seen awaiting their arrival. It's at this point, he tells Nefarion and the others to get inside a large storage crate so that they may be transported to the docks secretly. Through a peep-hole in the crate, Nefarion spots the corsair captain conversing with this obtuse, uppity elf. It's not clear what they are discussing, but the captain eventually signs a book and shakes hands with the elf before returning to his ship to oversee the rest of the cargo drop. At this time in the night, the dockyard is very quiet. There are stacks of crates and barrels, some containing fish and others spices and salts. There are a couple of white buildings with light illuminating from them, and there are only a handful of people out in the yard. They decide to wait in the crate for a number of hours for the 'contact' that the Arch Lictor had mentioned would meet them. When no-one appeared, Nefarion hacked his way out of the crate using his great-axe, and made his way discreetly towards the nearest building (which happened to be a tavern) He entered the Squid and Anchor and was welcomed by a roaring hearth...a single barman swept the floors, and two patrons were seated - one passed out drunk on a bar-stool, and the other hooded figure was sat by the fire reading a local newspaper. Nefarion wanders in and begins to talk to the barman, about finding temporary work. He puts on a typical farmer's accent and claims to be from a small ficticious village called 'Farome'. The unusual spectacle piques the interest of the hooded figure sat by the fire, when she turns around, Nefarion sees her. See's her familiar mocking grin, golden hair, and black leather eye-patch.
"Well well, you made it. I'm actually quite impressed."
*She gets up, folding up the newspaper and grabbing a sheathed rapier she had on the table next to her*
"My name is Astrid. Now I know you must be weary from your travels, but there is much to discuss."
Nefarion seems surprised, he knows this woman, but by a different name; Melanie. He carries on the act of the simpleton, and follows her out of the bar area, up a spiral staircase, along a corridor and into her rented appartment within the tavern. He returns to the cargo crate beforehand to collect Seltyiel, Hel and Cynthia. When everyone is together in 'Astrid's apartment', they are pleasantly surprised to see that the apartment is well furnished (with a fireplace, a comfortable seating area with two chaise lounges, and multiple bedrooms) and more than adequate for the four of them to stay. A large table is placed in the center of the living room, and on it sit many old books, newspaper extracts and building plans. Astrid shuts the door behind them, and expresses a sigh of relief. She reassures them that this room is safe for them to talk freely in. She explains to them all that these quarters served as her work/research station while she has been undercover in Val Nemor. So as not to arouse suspicion, she went under the guise of 'Astrid'; a shipwright's daughter from Vollengarde. Melanie explains the political situation in Val Nemor to the others; on account of their allegiance in the Civil War, there can be no safety for them in this part of the world. Port Zeiduch is a renegade-aligned city headed by House Rommedal - enemies of the crown, among House Villeroy's greatest allies and by affiliation, among the Royalists/Hell-Knights' greatest foes. Melanie's investigation regarding this 'Dark Master' (who was fabled to operate here) has so far proved fruitless. She is beyond frustration, and now begins to admire his secretive ways. How can one so prolific and renowned operate unseen and uncharted? She fumbles through her notes on the table, and some of the newspaper articles can be seen to the party. They read:
"Harrington Mausoleum Desecrated. Bodies still Missing"
"Missing People across Val Nemor. Highest cases in Fifteen Years"
"Lady Carmine's face marred by Acid. Perp still at Large."
"Distinguished Knight; Cort Vel Drune dies from Tournament Injuries."
Nefarion mentions the yearly Tournamentum at Dunfarg being held in a couple of days, insisting that this is probably their best chance of finding the Dark Master. Melanie thinks it a bad idea, insisting it's quite challenging...and not without it's share of death. But for the meantime, Nefarion is right, it seems to be their only option. Melanie agrees to go with them to the City of Dunfarg; which is situated a few days northwest. Before they even think about leaving however, she insists that everyone must think up new aliases and occupations - should they get accosted or give cause for suspicion along the way. Conveniently, Melanie has a trunk full of outfits and disguises in her room, in preparation for their identity changes.
Nefarion becomes 'Nygel'; a Bodyguard for Hire.
Seltyiel becomes 'Glorfindel'; a Travelling Healer.
Hel becomes 'Eevee'; a Monk who was born blind.
Cynthia becomes 'Kandi'; a Traveling Courtesan.
Melanie becomes 'Astrid'; a Shipwrights Daughter
They spend the rest of the night at the Tavern apartment, and head out at first light to Port Zeiduch's market square. The streets are bustling with all manner of individuals, aristocrats, guardsmen, laborers, street-urchins. Their first order of business is finding Nygel (aka: Nefarion) some suitable bodyguard armor to adorn. They find him some at the local blacksmiths, and become quite friendly with the proprietor in the process, before they leave, he tells them that he will be going to watch the Tournamentum, and that he might see them there. For the most-part, Port Zeiduch seems as nice a settlement as any other in the realm - perhaps nicer even. The people here seem quite harmless and pleasant. With no-one having any means of transport to Dunfarg. Glorfindel (aka: Seltyiel) calls upon a favor from an old friend he knows to live here. They find the rotund, bearded and obnoxious man at a stall in the market square. His stall contains numerous magical knick-knacks and trinkets. He recognizes his old friend; Seltyiel, and the two of them converse for some time. To the others, he is revealed as Black-Hand Gregor; a sort of jack-of-all-trades, master-of-none. Seltyiel offers some payment to Gregor and explains to him that he and his accomplices require transport to Dunfarg in time for the upcoming knightly event. Gregor obliges, and tells them to find a man called 'Umberto' on the outskirts of the city. He warns them not to trust him however, for Umberto is not your average travelling salesman. When they finally locate the eponymous and peculiar Umberto, it is as his stagecoach is rolling into town. The coach is opulent and emblazoned, and the slim, pale man at the reigns is dressed just as impeccable (boasting multiple waistcoats, cravat, and tall top-hat.) His face is completely hairless except for two long sideburns amidst a curly mess of black hair. As he speaks to the party, he seems gentlemanly in his speech, although quirky in his manner. He introduces himself as a traveling salesman, and medicine-man - purported to sell unique miracle potions which he calls his 'elixirs'. They assess him carefully with wary eyes, and consider him more of a fraud or a charlatan than a humble traveling apothecary. Nonetheless, beggars can't be choosers, and they decide to go with him to Dunfarg, and he agrees to take them - for payment has been arranged by Gregor.
SELTYIEL Garrott, a Maniacal, heavily Mutated Tiefling Alchemist
CYNTHIA of Ostenheim, a Vampire Curse-Weaver in Hell-Knight Custody
HEL, the White Necromancer and Apprentice of Nefarion
~11pm, 24th of June, 5th Era 1486 RE (Day 12)
The Elmunich Basin, Celmarune Ocean
Under arrangements made by the Arch Lictor, Nefarion, Hel, Seltyiel, and Cynthia wait anxiously and helplessly aboard a warship worked by corsairs and other undesirables. To these brigands, they are mere cargo, and they have been treated as such. Along the twelve hour journey across the bay, the ship passes the Floating Island (where the idyllic and wealthy city of Falcos Prime is situated atop). Once again, the distinctive Red Airship was seen in the skies nearby - a red balloon section, with a white and gold cabin and fixtures. They continue to cross the waters of the bay unhindered by weather or other vessels for that matter - until they finally see the coastlines of Val Nemor - the shadow realm of the renegade House Villeroy. Coming into an estuary leading to the Port of Zeiduch, the ship passes a cluster of islands stemming from the mainland and on the furthest expanding island the party can see an old ruin claimed by nature, the remains of a once great castle made from a deep red stone - the Corsair Captain explains - but when they ask him how it came to be abandoned, he did not know, or care for that matter. While Nefarion gazes at the old castle from the boat, for a moment, he swears he can see a figure standing atop one of the castle's great towers. The figure seems to be watching the boat, but seems far too tall to be human. When he alerts the corsair captain of his sighting, the figure is gone, and the captain ponders at why Nefarion wanted to share this unremarkable sight with him. As dusk descended, the Captain directed his 'cargo' to their sleeping quarters - which was thankfully in the cabin - although the four of them had to make do with two sleeping-rags. The captain began conversing with them, asking them about their business in Val Nemor, but Nefarion was adamant in not disclosing anything. He spoke to Seltyiel openly and respectfully, for he was a tiefling like him. The two of them conversed in Abyssal for some time, and the captain asked him why he was traveling with Nefarion and the others (collectively referring to them as 'Goat-Fuckers' as he asked this). Seltyiel seemed amused by this, but Nefarion was not - for he also understood Abyssal.
A couple of hours later, the boat finally reaches the Port of Zeiduch, and the captain wakes Nefarion and the others, providing them with rags to wear instead of their current garb. In the dark of the night, torches illuminate the dockyard, and a number of tall and elegant white towers can be seen adjacent to the docks. The rumors regard Port Zeiduch as a beautiful and fair city, paved with pure white stone, and it's also known as the City of Cygnets for it's abundance of swans that inhabit the lakes and ponds within it's walls. The corsair ship is moored at a pontoon, and a plump, imperious looking elf can be seen awaiting their arrival. It's at this point, he tells Nefarion and the others to get inside a large storage crate so that they may be transported to the docks secretly. Through a peep-hole in the crate, Nefarion spots the corsair captain conversing with this obtuse, uppity elf. It's not clear what they are discussing, but the captain eventually signs a book and shakes hands with the elf before returning to his ship to oversee the rest of the cargo drop. At this time in the night, the dockyard is very quiet. There are stacks of crates and barrels, some containing fish and others spices and salts. There are a couple of white buildings with light illuminating from them, and there are only a handful of people out in the yard. They decide to wait in the crate for a number of hours for the 'contact' that the Arch Lictor had mentioned would meet them. When no-one appeared, Nefarion hacked his way out of the crate using his great-axe, and made his way discreetly towards the nearest building (which happened to be a tavern) He entered the Squid and Anchor and was welcomed by a roaring hearth...a single barman swept the floors, and two patrons were seated - one passed out drunk on a bar-stool, and the other hooded figure was sat by the fire reading a local newspaper. Nefarion wanders in and begins to talk to the barman, about finding temporary work. He puts on a typical farmer's accent and claims to be from a small ficticious village called 'Farome'. The unusual spectacle piques the interest of the hooded figure sat by the fire, when she turns around, Nefarion sees her. See's her familiar mocking grin, golden hair, and black leather eye-patch.
"Well well, you made it. I'm actually quite impressed."
*She gets up, folding up the newspaper and grabbing a sheathed rapier she had on the table next to her*
"My name is Astrid. Now I know you must be weary from your travels, but there is much to discuss."
Nefarion seems surprised, he knows this woman, but by a different name; Melanie. He carries on the act of the simpleton, and follows her out of the bar area, up a spiral staircase, along a corridor and into her rented appartment within the tavern. He returns to the cargo crate beforehand to collect Seltyiel, Hel and Cynthia. When everyone is together in 'Astrid's apartment', they are pleasantly surprised to see that the apartment is well furnished (with a fireplace, a comfortable seating area with two chaise lounges, and multiple bedrooms) and more than adequate for the four of them to stay. A large table is placed in the center of the living room, and on it sit many old books, newspaper extracts and building plans. Astrid shuts the door behind them, and expresses a sigh of relief. She reassures them that this room is safe for them to talk freely in. She explains to them all that these quarters served as her work/research station while she has been undercover in Val Nemor. So as not to arouse suspicion, she went under the guise of 'Astrid'; a shipwright's daughter from Vollengarde. Melanie explains the political situation in Val Nemor to the others; on account of their allegiance in the Civil War, there can be no safety for them in this part of the world. Port Zeiduch is a renegade-aligned city headed by House Rommedal - enemies of the crown, among House Villeroy's greatest allies and by affiliation, among the Royalists/Hell-Knights' greatest foes. Melanie's investigation regarding this 'Dark Master' (who was fabled to operate here) has so far proved fruitless. She is beyond frustration, and now begins to admire his secretive ways. How can one so prolific and renowned operate unseen and uncharted? She fumbles through her notes on the table, and some of the newspaper articles can be seen to the party. They read:
"Harrington Mausoleum Desecrated. Bodies still Missing"
"Missing People across Val Nemor. Highest cases in Fifteen Years"
"Lady Carmine's face marred by Acid. Perp still at Large."
"Distinguished Knight; Cort Vel Drune dies from Tournament Injuries."
Nefarion mentions the yearly Tournamentum at Dunfarg being held in a couple of days, insisting that this is probably their best chance of finding the Dark Master. Melanie thinks it a bad idea, insisting it's quite challenging...and not without it's share of death. But for the meantime, Nefarion is right, it seems to be their only option. Melanie agrees to go with them to the City of Dunfarg; which is situated a few days northwest. Before they even think about leaving however, she insists that everyone must think up new aliases and occupations - should they get accosted or give cause for suspicion along the way. Conveniently, Melanie has a trunk full of outfits and disguises in her room, in preparation for their identity changes.
Nefarion becomes 'Nygel'; a Bodyguard for Hire.
Seltyiel becomes 'Glorfindel'; a Travelling Healer.
Hel becomes 'Eevee'; a Monk who was born blind.
Cynthia becomes 'Kandi'; a Traveling Courtesan.
Melanie becomes 'Astrid'; a Shipwrights Daughter
They spend the rest of the night at the Tavern apartment, and head out at first light to Port Zeiduch's market square. The streets are bustling with all manner of individuals, aristocrats, guardsmen, laborers, street-urchins. Their first order of business is finding Nygel (aka: Nefarion) some suitable bodyguard armor to adorn. They find him some at the local blacksmiths, and become quite friendly with the proprietor in the process, before they leave, he tells them that he will be going to watch the Tournamentum, and that he might see them there. For the most-part, Port Zeiduch seems as nice a settlement as any other in the realm - perhaps nicer even. The people here seem quite harmless and pleasant. With no-one having any means of transport to Dunfarg. Glorfindel (aka: Seltyiel) calls upon a favor from an old friend he knows to live here. They find the rotund, bearded and obnoxious man at a stall in the market square. His stall contains numerous magical knick-knacks and trinkets. He recognizes his old friend; Seltyiel, and the two of them converse for some time. To the others, he is revealed as Black-Hand Gregor; a sort of jack-of-all-trades, master-of-none. Seltyiel offers some payment to Gregor and explains to him that he and his accomplices require transport to Dunfarg in time for the upcoming knightly event. Gregor obliges, and tells them to find a man called 'Umberto' on the outskirts of the city. He warns them not to trust him however, for Umberto is not your average travelling salesman. When they finally locate the eponymous and peculiar Umberto, it is as his stagecoach is rolling into town. The coach is opulent and emblazoned, and the slim, pale man at the reigns is dressed just as impeccable (boasting multiple waistcoats, cravat, and tall top-hat.) His face is completely hairless except for two long sideburns amidst a curly mess of black hair. As he speaks to the party, he seems gentlemanly in his speech, although quirky in his manner. He introduces himself as a traveling salesman, and medicine-man - purported to sell unique miracle potions which he calls his 'elixirs'. They assess him carefully with wary eyes, and consider him more of a fraud or a charlatan than a humble traveling apothecary. Nonetheless, beggars can't be choosers, and they decide to go with him to Dunfarg, and he agrees to take them - for payment has been arranged by Gregor.
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