Showing posts with label apologist. Show all posts
Showing posts with label apologist. Show all posts

Marshal of Somerstôn

It had been paved, once. You could still see the slabs here and there, though many had been taken to build the hovels of the nearby hamlets and outposts. More had simply been swallowed up by the grass. The wet sod buried them, but if you dug any distance, you'd find them. He was sure of it.

Like memories, he thought. The rain blew in.

You could see a long way from up here, once you'd scrambled up the slope. A holy landscape. A ritual landscape. The great Valley of the Sun stretched off into the distance; but it was hidden from view by this ridge. Hidden until the very top, when it struck you all at once, and drew a gasp. A beautiful jewel of a valley, gateway to the desert to the north, Stonehold to the south, and the first step into the Great Plain further west. 

You had to have imagination to picture it in its glory. A thousand celebrants coming from all around, and following this same path – paved then, stone-bright in the midsummer sun. They would be driving beasts, carrying ale and summerwine for the feast, laughing and joyful. 

Picture it. You round the corner and – all at once – you take a step and find the sun. A huge, natural arena from horizon to horizon, with jewel-bright grass cropped by the ovistriders, and warm. Here you would sit, and feast, and celebrate 'til the sun had sunk, its duty done for the year; the harvest safe and full and gathered. This was a time for old friends; news from the heart of the realm; gladness and comfort.

Not... not like this. Not with the grey, sheeting rain. Not with just four of you for the observance. Something had changed. The empire? The sun? 

All at once, the Marshal turned away from the valley. The movement sent cold water dripping from his helm and cloak.

Straightening, the dwarf by his side sniffed ruefully, rubbing his nose with a gloved knuckle. Helped by the elf, the old man moved to pull his cloak more tightly round his thin shoulders as they turned to go. It had been observed. The ritual, unbroken these thousand years – or so Aenur claimed – had been observed. 

All four were armed. The borders were no longer safe. 

The old world was gone. Part of him knew it. No tax-collectors had seemed a blessing – for a year or two at least. Families laughed; put a little away just in case. Then the raids had started. Help was slow in coming that first year; fewer still the next. In the third year, the beacons drew no help at all, and that was a dire time.

His father had a duty. Somerstôn's walls were strengthened – in the absence of good quarried stone from Three Bridges, his father had ordered the paving be torn up. What else could be done?

The little burh became an island; a border outpost. The beacons sometimes drew help; but more often mercenaries – as likely to become an enemy as to protect against them. Sometimes the beacon drew... other things. Warbands. Beasts. 

Now was a time of monsters. The old, familiar world was gone, its rituals and certainties with it. The new one was struggling to be born.

The roads had gone. But there were still swords.

The Emperors Lost Mines - Recovery?

The Emperors Lost Mines - A Roleplaying Adventure

The Emperors Mines had been lost to time, the forges and production lines silent and buried.  Is it possible that their secrets would ever see Sigmars or anyone else's light again?

The PCRC decided that as an alternative to meeting up during the COVID lockdown we could engage in a number of other things we really wanted to do but had not got around to. namely:
  • Fleshing out the Tallowlands a bit more
  • Roleplaying
  • Getting Excited about Age of Sigmar
In other posts Apologist has gone into detail on other aspects of this but here, well here is the story of the PCRCs foray into the Tallowlands as a party of Adventurers, using the D&D 5e rules to give us some structure.

We have had a ball so far, one of their quests involved rescuing a town near Narya:


from the clutches of an evil wizard, based in the dungeons of the local manor house:



The party itself consists of:
  • Wutroth - A wandering Dwarf from the North West with a typical rich dawi outlook on life.
  • Torquil - A human folk hero and swashbuckling rogue whose only weakness is a mirror.
  • Lackjon - An Idoneth Aelf who is on a journey of self discovery as much as he is there to help his friends
  • Balthazer - A Lumineth / High Elf Wizard
  • Xali-Qhops - A 1 year old Lizardperson from a distant realm adventuring for posteriority, to discover the meaning of the twin tailed comet
  • Oriorin - A Paladin who is devoted to Alarielle and to nature as much as he is to his friends.
  • Alaster - A mysterious human Lockpick and rogue from the Sinian Empire before its fall
I am hoping that the PCRC edit this post and/or post their own updates on the adventures of their characters!

They were brought together by their Dawi friend Gun-dren who has caught wind of the Emperors lost mines.  After foiling an ambush and rescuing Sildar (who wishes to bring order to the town), they finally discovered the location of Krag-maw castle, the old ruling center of the vassal fief, from an old witch hunter, Josef. 

Josef was a mysterious man who seemed to know an awful lot about the Sinian Empire at its peak and even some of the characters visiting him.  He showed a keen ability to dispatch the undead with his gleaming antique pistols.

Josef shown here in his official capacity of a Sinian Empire With Hunter.  
That position no longer officially exists since the Empire fell.  Thanks to Apologist for the pic.

The group now seem to be hard on the trail of the mines and of those that are intervening to stop their quest...