The Saelish Sends Its Best

Steel Realms

CHRONICLE of the Gallantine: PIN FEATHERS; Pin Feathers part 1

Saelish Party Background

GO FORTH AND BE A LIGHT: Anubis and Thoth have said that the folk of The Saelish must integrate better, social interaction is the natural order. The Speaker of Anubis (Agent, not priestess) says it is time The Saelish was seen as part of Dunstrand, not an island in it. The Saelonai tribe need representation and to be seen. Look at Umbak – the xenophobia must end. Mention your homeland at every turn, where its colors and insignias. Give to the people to show them we care, and we want to be part of Dunstrand. Some of our brethren were hired by Lady Mary, waren of Dogwood Flats and the head of the Gallantine Academy. They operate under the mercenary company charter of “Belvins Brace” – though the agreement with Mary is that they will not leave Crestwold. Them and others cut off the retreat of the Gwinnish who attacked Torrelsons Ford – preventing them from using the captured Marshal Ferry Crossing. They killed the defenders there and forced the rest to retreat west through the river delta. They lost more men in their hurry and our people were noticed.

A MEANS TO AN END: Landsmen council member Latenkya, speaks to your group directly. We are leveraging this good will. A woman who goes by “Feather” has taken the villa our people are staying in. She and her allies have agreed to a bargain. You will go to her, and you will follow her instructions, your mission is special and will be kept from the general populace of The Saelish. Know that the Speaker of Anubis of the Landsmen council mentioned her by name – this is no small detail, it matters that she alone is in charge of this. “Death is coming to our enemies, and she will guide the spear of bronze. Our goal is the long term opening of cultural acceptance, and the way may be wrought with violence and fear – not our typical way. Do not flinch. You may not be welcome back into our community without a cleansing and a triumph because your souls will be stained with darkness, the violence will change you. See to it that you are victorious. But this is necessary for the greater good of our people. Anubis and Thoth are watching.”

THE MEETING WITH THE SPEAKER OF ANUBIS: The new 4 met with the great Speaker of Anubis from the Landsmen council who introduced you to each other for a special mission. You are to take on a sacred mission venturing into the lands beyond our borders. Some others from The Saelish had been employed by The Gallants of Bar-Innis; You were to join them but report directly to a… woman… named as “Feather”, she will guide you in fulfilling the goals of your people and patrons/gods. You are warned, the outside world is dark, you are the light.

INITIAL TRAVEL TO TORRELSONS FORD: From the western edge of The Saelish, it is only about 5-10 miles (territory that has always been a bit of a melting pot) into the east boundary of the Barony of Crestwold. Boundary markers are not something you normally see in The Saelish, so they are a stark reminder that you are leaving your homeland. It is another 20 mile journey along roads, about 15 or more miles distance, to Torrelson’s Ford. The road is in disrepair, and it takes you a full day and a half through unfamiliar territory. Your light colors are in contrast to what you find. The honey cakes and wine you bring with you though are welcome at every stop. You stick to the rural areas, leaving goodwill behind you. The smells are strange, but people welcoming to strangers with news more than the Soul Scourge and tales of burying the dead. It becomes obvious that the folk of The Saelish did not suffer as much as the rest of Dunstrand – perhaps the ties to the Celestines provided some protection. You do not mention this, for everyone you meet is steeped in sadness. People report seeing Orrish at sundown and mutter about how the goblins in Dwindor should be exterminated. You arrive CY 9-21-9168…

Date: Common Year 9-21-9168 About 2 weeks after the loss of the Tide Watchers, fall comes to Crestwold… Ulrich has dreams of treasure

Realm's Aptitude Powers: Divine, Occult, and Psychic