
Begin: Ancient Eastern Africa near the Realm of
King Kazzurog
Local Features: Lowport, Shabbad, and Rengard; the Coast
Road and the paved Ancient Road, Five Tower Keep and Rappan Athuk, the City of Horcton (three
days hard journey from there it was said would get you to RA), now Horcton is in ruin and with an overrun of a near by river caused most of Horcton to succumb to the swamps. Also nearby are the Ogre-fens.
Alaric Edgehill: Kind of like a magus with a mystical aura; Alaric is a human who fights with a long sword and buckler. A young adult traveler from Carthage who
is indifferent toward the dragon kind and their establishment.
Drake: A human from Dunlap Thorpe near Five Tower Keep. He fights with a lucern hammer and carries a machete and hates the jungle. Mauled by a tiger as a young age, he is very goal oriented and does not care for dragon kind.
Mesha: Abandoned by her birth parents Mesha is an aaismar who was raised by a fey woman named Heleen and raised at Golden Oaks Thorpe. Mesha was stricken lame when she was attacked by a vicious tiger at a young age. She is a sympathetic healer, is generally kind towards dragon kind, and has a first-world connection when it comes to religion.
Stoutwood Jax: Human who hails from Swampland Thorpe the most southern such community from Five Tower Keep that borders on the swamplands. Stoutwood is also indifferent to dragon kind, however he understands dragon kind serve a purpose but generally distrusts them.
Melderon Wilder: An aaismar geomancer with ties to Deep
Magic ley lines who was raised in Elfhome. Melderon is resentful to dragon kind; he met Inskipp
through a half-elf tobacco finisher and pipermaker named Claremont.
Five Tower Keep is a large central tower surrounded by four
smaller towers that stand over some 500 individuals that call the area their home. About a
day’s journey from the keep are communities called Thorpes where folk who work the farms and fields call home: Dunlap,
Swampland, and Golden Oaks.
Center Tower (also Old Keep #6) is the oldest building and still
holds a museum of the razing of Rappan Athuk and venerates the destruction of
Orcus. The (#10) south-west
tower is called Tower of Fighters, most of us are familiar with this tower.
The tower of Abbadar (#7) is a bank and a training hub for Five Tower experts but some refer to is as a thieves guild. (#5) Arcane tower is known to have only a single wizard and an apprentice. The fifth tower is known
as the Granary (#8) is also the Temple of Aristil and warehouses the food stores.
Inskipp is our impatient handicapped commanding dwarf
officer. He has dirty hair, intellectually quick and is seldom without an unlit
cigar in his gob and -unusual for his race- Inskipp does not drink. He carries a
short sword and a light crossbow and is an expert by profession.
 |
| Inskipp |
We fight for the Legion Company of Lowport; a group who takes
special assignments and supplements the existing armies against draconic
actions and subterfuge.
Our characters know the jungle has never been officially mapped; some areas having never been explored.
We begin on a Tuesday when a girl named Torvi arrived ahead of the night with her dog. She has comes from Swampland Thorpe and with news of strange activities last night. On the second night of the full moon (last
evening) the farms near Swampland Thorpe saw movement in the darkness of a large number of Horclings and orgres traveling throughout the night. Animals were upset and the direction seemed to be in the
direction of Dunlap Thorp. East and north. About an hour before sunrise all movement
seemed to be at an end. It was at that time her father went out to investigate and he sent her here to rely the troubling news.
Inskipp takes in the information gravely. The next morning a rider from Dunlap came into town reports much the same as Torvi did the night before. By noon,
after consulting with others, Inskipp decides to send us into the field: to Dunlap ahead
of this movement of orogs or Swampland to investigate there.
We decide to head to Golden Oaks trying to cut off the
horde. When we arrive our news comes at a surprise to the half dozen farmers
that come out to meet us. We have a small meal as we discuss options. We plan
on heading out to within close range of the moving horde to see for ourselves.
Eventually we find a tobacco drying shed where Mesha stakes out. Shortly after
midnight orogs and Horclings begin to be seen traveling and heavily encumbered.
We ascertain five groups totaling about 30-35 individuals traveling with a noticeable lack of weapons heading in the direction of the road and perhaps beyond to the
Ogre fens. We wait another hour, and see more large travelers, some beyond our range of vision at night. As they move we notice them harvest wild vegetation as they travel;
their is a notable absence of animals or beasts of burden.
Eventually Mesha, Stoutwood and Drake approach a group of large
travelers while Melderon and Alaric stay behind. Mesha eventually hails a group of
Horclings, they stop and they hunker down and hauntingly repeat Mesha’s words
of help. Seems they are limited in their grasp of the common language. Mesha approaches a woman Horcling and notices every one of the
Horclings have a beaten look. The woman Horcling expresses they run from
something/creature called
Gyronna who has somehow commanded them to leave the swamps. The Horcling repeats the name often when
asked further questions regarding their exodus. When asked to draw the enemy,
the woman Horcling draws four stick figures in the ground. We learn the group are going north to the
Fens and were taking pains to avoid human settlements. Before they leave, Mesha
offers them her trail rations.
About an hour before dawn, their movement stops. We decide
to return to Five Tower Keep and report back and arrive between 8 and 8:30, in
time for a second messenger from Swampland Thorp with news of Orogs pillaging
the surrounding areas. We eventually head to an old blind druid who has some information about the name
of Gyronna. Gyronna is an ancient
evil demon goddess known as the angry hag of hatred, extortion and spite.
After a brief respite our characters send a message to Swampland Thorpe about the attacks on
the farms before our characters head south east perhaps just ahead of the rear
aggressors.