Scenes – Wrap up from part 1

READ: What’s Come Before

Sent into the Barony 2 years ago now was the newly recruited mercenary band of the Black Hounds. Almost all battles they fought in and the exploration the strange temples that resurfaced were related to the sending of ghost legions across the land to fight each other. In an effort to cement their local ties, they sided with one faction in a trade war, got involved with local politics, and fought foes hired to bring them down. Each adventure added clues and new dangers while the ghosts continued to walk. These ghosts have (seemingly) recently been put to rest by another band of adventurers.

The initial group revealed a traitor among them (“Pops”) and was destroyed from the inside out after several amazing adventures and Gwinnish insurrection influences. The remainder in the baggage train, and the Duke’s wizards of House Malor put an end to the traitor. The group had served as a scout, strike force, tax collectors, and vanguard force in the fight against Gwinn, among many other treks. They made an alliance with a local witch-woman named Bella, who got the local Lizard folk to stay away for help in their war with troglodytes. A hidden library was discovered and its odd ogre-like academic guardian set free. They rescued a White Sister of the church of light and did several quests for their burgeoning church presence – though managed to avoid the visit from the elder Justicar in the process. In town, they uncovered an old grudge war between smuggling factions, choosing the newest one fronted by a halfling “merchant” (smuggler) named “Lucky”. He has ensured the group stays supplied during the shortages of war. A burgeoning trade struggle was discovered, and they also chose a side in this, going against the Twin River powers and finding out their ally was an agent of the League of the White Lily. The mercenary wizardess “Star” of the group assumed control of the group, added recruits, and embarked on a series of events that led to great success, including an alliance with the Druids of Pranin Moorswood and Bella, the Lightbringers, the Green Church and even House Malor.

The Blackwells returned to the ancient Bronzemen ruins and were dealing with the massive ring buried in the earth in the hopes of gaining significant aid of the druids of the Moorswood. Gradually, they were led further from the material realm of Helca through strange happenstance until one of their number decided to awaken a patron he himself was siphoning power off of to get more. What they thought may have been a Lich Lord patron turns out to be Mog Creoch – the worm that devours all. In exchange for this power, they are teleported south to deal with an existing agent’s betrayal and seek the destruction of a necromancer seeking a new way to become a lich and violate the cycle of life and death. The group foolishly threw their lives away directly fighting the necromancer, leaving only a single henchman to return with news weeks later. The Blackwells were the last group directly associated with the Witch of Dwindor, who actively assisted them. Only the enigmatic and rebellious “Feather” – a Gallant and daughter to the now dead Geraldine – who serves as her mouthpiece, still hovers around the edges of the group, making herself seen but not committing to getting involved.

The death of the Blackwells is news that cannot be contained. No new faces are sent from the Gallantine Academy to take their place. The duke sends word across the duchy and a gathering is nigh. The capital of Bar-Innis, Mev, is teaming. A new flock of mercenaries, a gathering of bards, world watchers, and law minders bodes something serious. All the fiefdom rulers of the duchy in the west are arriving, including the duke. The soldiers get ready for a massive push – perhaps the High King has finally made judgement against Gwinn.

READ: What the Character Know

state of the world: The frontiers of Gladnor are kept busy with constant attacks, though lacking the usual zeal of the darkspawn. Raids are never followed by swarms any more. Is there a blight among their ranks? It would not be the first time… but their numbers in the usual places seem constant, and there is no evidence of any on any bodies. in fact, Pledius the priest of Darupet returned to the briarwood in Mev recently from a pilgrimage to the fallen east and says the Curtain of Night is not the same – it’s not as dark. The Lightbringers ring their bells and burn their candles… they warn of dire times coming. Does the evil in the east merely bide its time? Inland, there have been nearly no attacks from the Orrish in their usual fashion from the underearth in a generation. Nearly no ambushes, no raids for metal or food, no swarms in the night, no creeping shadows that murder in the night. How much longer can this relative calm last? It’s hardly worth thinking about without knowing more. That does not keep it from your thoughts though, for you have heard your elders talk about when times were different.

[Time for Questions]

Current State Locally: Late spring has come, the season of war is upon the land going into its 3rd year locally. The war between Gwinn and Dunstrand has partially shifted from the deadlocked Gillman Pass into Tarmysia to the shores of the Earldom of Bar-Innis. Most of the fighting is now being done in the Barony of Crestwold, where Gwinn has established a beachhead. Saltwater surges, cold weather and darkness grasp at the land from the sea – Elancil nearly violates the Godspeak accord with several divine interventions for her chosen people. Soldiers from the Duke’s army pour into the area around Bar-Innis in the hundreds, as the manpower and losses continue to mount in the worst year of the war since its start decades ago.

[Time for Questions]

Current State in Torrelson’s Ford: Locally in Torrelson’s Ford, the spring camp was broken and the first clash of forces with Gwinn  has been recorded on the shores of the Pranin Moorswood. The enemy has mobilized the local Troglodytes of the marshes, though they are easily spooked. The old forest path to the ancient spring west of town is open again, though many rumors abound about why it was closed. Only a few know of the ancient burial site and the few Orrish that were trying to uncover it. It lies sealed now, forever. The wizards of House Malor have been interviewing many people. No Orrish have been in this area in decades until the tomb drew the combined Orrish and Gwinnish presence. The Order wants to make sure the burial site was not attracting more. It is unknown how deeply connected to Gwinn it might be – but the tomb collapse has shut down any excavations. House Malor has an excessive presence in Torrelson’s Ford – 4 of them come and go now, all looking the same in their plain, mysterious robes working under Tal Beckam. The henchman who survived the death of the remainder of the Blackwell squad (the chapter of the Annals of the Gallants on this group is officially closed) told his tale, collected his reward, and left. The sheer volume of crazed speculation around this is not even worth the breath to detail it. 

The rumor mill and tales told: A large shadow has been seen in the sky at sundown, flying east-west over Torrelson’s Ford. People are saying a wyvern, a dragon, a evil demon, and a wizard’s carpet. Several times in the last year, the moon has seemingly risen with a blue halo. Seagulls have been running into things more often – only recently it was discovered that almost all dead ones found were blind. Each month its said, the Baron makes a strange sacrifice under the moonlight – his daughter is dying and he is holding her death at bay with blood magic!

[Time for Questions]

Word goes out

Anyone with bard, herald or skaald (those with an oral storytelling tradition) summoned to major cities across Dunstrand. In the west, the capital of Bar-Innis, Mev, is the scene of a major gathering.

The plan is to announce a truce with Gwinn – granting them the Tarmysian Peninsula. Mary is called to Mev to give her oath to support the duke.

War Time Changes

War time prices go up 50% min x2 if scarce healing, weapons, armor, 50% more normal goods