Records of Feathers Rise (second era)

Steel Realms

CHRONICLE: Feather’s Rise > (Second Era of Feather)…
> Previous = Travel to Lilymarch in the Sea Slug

Dunstrand Rising Living World CHRONICLE > Dunstrand Rising is a Living World campaign set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms Setting (planet of Helca).

Starting Characters: Arabus (Jesse); Earl (Atreus); Alanna (Ulrich); Ben (Asil); Corey (Sorin); Rocky (Danoir)

Date @ Start Common Year 11-28-9168 Nov
From Travel to Lilymarch in the Sea Slug

A Deal for Treasure

Feather: You will want to follow the path to the treasure you seek… Right now, that is fine and I condone this. Because it was something you bring with you from your time before… i will take nothing for the order from it – it is all yours. In fact, I will negotiate with my re-kindled patronage in Dwindor and see if I can grant you passage through Dwindor’s haze to Dormu’s Peak without incident. She has some control over the spirit of Dwindor in some ways if she exerts control

Interlude… a Delivery and Druidic Power

None of this is recorded in any place excpt Feather’s secret journals, sent to the Companion Library.

Interlude… An unknown source has delivered the Tomes of Bittermaw to the Companions Library. It is unknown if they copied any of them. The chest is filthy and covered in dirt. It is sent with a warning and the whole thing taken to the catacombs for safety.

…Feather’s “Deal” With the Druids

Feather decides to try and make a deal by selling her soul to reconfigure a lot of power in the regions. The Druids of Pranin are the fulcrum, and she is relying on triggering their anger and hostility to make it happen. She delivers a “bundle” the druids, and asks that it be taken to the Orrish of Dwindor eventually. They agree. They stipulate to forbid the restoration of Dwindor to the nanfords old course in Westmarch. Westmarch cannot ever rise again. The power of dwindor must be brought into the druidhold, or at last some of it. It is up to her to make this happen. Druids promise to bring peace to Feather in exchange for bringing Dwindor under their Control.

A Cry for Help – Giants are Attacking

There is a flurry of activity as you prepare for setting out once again. Riders are on the roads in large numbers and the militia in Hotherwale assembles. An assistant to the Baron arrives at the villa with a sealed message from FEather, and a verbal ask from the Baron. The Baron’s herald has gone with a force assembled in Torrelsons Ford to meet a force of attacking…. frost giants!? The message says that Feather (returning from meeting with the Druids of Pranin) and a force of Tarmysean refugees, along with some of the baron’s soldiers, have gone to stop their march towards Torrelsons’ Ford. While they are entangled, the rest of you need to find out where their base in in the Gnaefor Stretch (the other side of the river from Creedsons Refuge where you are at). She will be bringing the refugees to settle in the area after… that was her agreement. The baron’s messenger says at least a dozen soldiers are already dead and several settlements smashed. The Lightbringers and Green Church both have sent out defenders. He has a summary of what is known:

  • They reported the giants as being pale white, and wielding large clubs.
  • There is no taking of animals or supplies – just destruction/killing
  • Seems like no pattern or thought – just random.
  • They dont speak or make noise
  • They are not wielding traditional weapons

Feather’s Report of the Stand Against the Giants

There were 25 of the frosty giants. In a group, they radiated cold. Our arrows and sling stones slowed down and dropped to the ground, covered in ice. It seemed they were led by an intelligent one. When that one was killed, another would take over. We killed 4 the first three days, but on the third day, they hid behind a wall of fog and sleet – a storm settled in the area. The volunteers were freezing – I did all I could to keep the fires burning and warmth flowing. They hit us at night, and the first route happened. We lost about 3 dozen that one night, as many as we had lost in total thus far. We rallied at a point in Yarans Round, and made our stand. The barricades slowed them down a bit and we fended them off for two days while they threw stones and came in groups, circling around us. Where they could, they tore apart buildings and animals. On the 5th night, they did not come in an organized fashion.It was as if the intelligence had gone from their planning. They came at us in a wave, first throwing a pair of stones, then the entire wave rushed us. Myself, Dalcia Grath-Malor from House Malor and the remaining minor priests of the Green Church hurled our magics, concentrating on one at a time while the priestess of light kept the area illuminated. We lost another 30, mostly volunteer refugees of Tarmysia, but killed ten of them in a pitched battle throughout the night. When dawn rose, the remaining began to move back to the ring of fog. We decided that it was the best opportunity, before they regained the intelligence behind their attacks. All of us hit them with everything we had before they could get back inside. It cost us dearly – another dozen mixed soldiers and volunteers. None of us had anything mystical left to throw, all of us were fighting with whatever weapons we could find. About 8 were left and made it into the safety of their ring of cold. Only a dozen of us remained… and then nothing. That must have been when you took them out. In total, the deaths caused by them were over 125, plus whatever was in your area. Probably 250 total, plus livestock, plus destruction of property. It would have been in the thousands were it not for the Gallantine presence.


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