Travels of Asil

Steel Realms

Dunstrand Rising Living World CAMPAIGN> 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).
CHRONICLE: Feather’s Rise > (Second Era of Feather)…

THIS CHRONICLE ACCOUNTS FOR THE HALF YEAR DOWN TIME THE PIN FEATHERS TOOK TO TRAIN AND PURSUE PERSONAL GOALS.
{– This was run on Discord and will be archived here; Each character had their own thread. –}

It is noted to be recorded and re-recorded in an archive in the secured reliquary of the Companion Library in Braddon Bog by Twitch, annalist of the Gallants and 2nd to Feather of the Gallants in castle Aqua Pluma.

{ = copied in from Discord }

Anubis comes to your dreams repeatedly. You get the sense that he is struggling to break through some barrier. No one in your order can tell you why it is happening or what message may be waiting for you. You begin to record the times and places to see if you can find something in common.

{ lots of checks } with advantage from your association with Ulrich > Its difficult to get over your strange features apparently, and that you are from The Saelish. Just too much of an outsider for the watch to consider you one of them. You decide to return to the castle of Aqua Pluma and see if you cannot get the courtroom set up, or at least begun. The issue of the assassination attempt and Danoir managing to keep the suspicion away from the party weighs on you.

…> If you are going to set up a court room, are you seeking journals of law and record? I assume so. You can either travel to Mev, the capital of Bar-Innis, or perhaps get such things from the cultural library in The Saelish.

Also, Feather asks you to preside over the ceremony to take an oath from a new member of The Gallants, a bowman named Volstagg.

Asil had returned to the Saelish to seek atonement for his inability to sense or thwart the assassination attempt. He felt he had failed the party as their moral compass. He was going to be gone at least 6 months.
Is this after that?

no, its all leading up to it. I actually have a record of all this you mentioned, so im trying to process it all in the 6 month total. Other than the brief time in town, setting up a courtroom then you were leaving. Im in the first month of the 6 total.

Aah, okay. Just getting the timeline straight.
Asil becomes very reserved, no longer giving his motivational speeches in the morning or checking in on everyone’s health throughout the day. He does his tasks and answers when questioned, but keeps his sentences short and to the point with none of his usual bravado and comradery.
He would seek the law records in Mev, if available to reach it. He would want the local laws, and spends most of his days sequestered and reading all he can find. He welcomes Volstagg in a solemn ceremony (Ceremony – Dedication spell) and quietly departs when the celebration begins. If he can, he’d find the grave of Danior and try to consecrate it. He knows his friend did a bad thing, but hopes the balance of good he achieved will counter the scales. The dreams would trouble him, making him feel even more cut off from his chosen path.

Feather gives you a letter to deliver in Mev – “Charge any books to the Companions Library – just show them this. That expense we can at least cover. When you have ordered what you need, i assume we will not see you until you have regained your strength. Please send word when you arrive safely at your destination.” Danoir is buried in the original graveyard for the villa. As you pack, and stop for quiet reflection at his unadorned graveside, you can hear his laughter in the wind. He was happy, for all his scheming, he was a light hearted soul. You summon forth your mount, its difficult and more taxing than it should be. The horse you could swear looks into your eyes and finds them wanting. Happy to be moving and with a destination again… it will take you a few days to get to Mev. You travel east, inland, the long way. It will likely take a week.

Your order: Golden Branch

The road you travel is crowded and filled with plenty of people moving East initially. With the peace talks and the problems there, the road north was blocked along the black shore. You get to the far East of crestwold and turn North. Going through the Lily Land and further north to mev overland. There is a lot of security. Your looks are startling to some but most, when they find out where you are from, simply nod their head. Mev is a large unfortified City of about 15,000 or more. There are retinues from all the nobility of the Earl in town to hear news of the peace talks. The guild of solars maintains the Earl ‘s library. They are more than happy to help you. You give them the token that feather said to give them and they seem even more interested. The companions library is well known to them. They give you a list and ask if you want it sent to the library. You say yes, and send the verifiable list to the head librarian and the companions library at bradenbog with an instruction that they are to send it to the keep when it arrives. After a couple days of taking in the sites you begin the Trek back home.

More > You know that you are protected and so traveling alone does not seem as dangerous as it normally. Would. You try and stay away from people? Because your countenance is so remarkable and even though you may not magically be tracked, it would be easy to follow your movements because you are unmistakable. And so begins your leisurely journey back to your homelands. It takes a week before you stand at the edge of the Salish Homeland. Once again. The trail markers are a welcome site on the road. You know not far away is a small village. Even the smell is familiar to you and you are slightly more at ease. You step across the threshold ceremoniously and welcome yourself. Only the animals are there to greet you, and this suits you just fine. Your destination is nearly the opposite side of your Homeland. There is enough traffic along the road if you wish to travel with folk, but you see no sense in adding any extra danger and so you parallel roads would stay away from people to ensure that you will not be tracked. You venture into the Southlands rather than going through the hills and having to funnel with pilgrims and trade traffic along roads where you may be recognized. The long way around is through a lot of open territory, but it is all territory that is familiar. Another week passes and you were within a day of the home of your order where you received your initial training.

As you approach the Tower of Womac, you begin to realize how deprived you have made yourself. , or drank. Lost and thought as you simply put one foot in front of another. Make an insight check

{ lots of checks } You get the feeling you are being watched. Not mystically, but physically. But something isn’t right.

Am I in the city, or still on empty roads leading to it?

On the road. There is a main road that goes north outside ofits gate, and smaller road going east. There is an ancillary road that approaches from the south – you are on that.

Asil stops in the road. His eyes scan the surroundings, but he makes no threatening motions.
“I know you are there. If you have grievance or need assistance, come out and we can discuss it. But do not skulk in the shadows.”

Nothing moves but the area goes quiet. Slowly there is a rustling and a horse stands up among the high grass! It wickers at you but does not move. It is wearing leather barding, a bit old. The colors are Umbakian. It paws the ground, beckoning you towards it. You approach cautiously, appreciating the steed – it may be old, but it was once a strong and loyal beast like those you summon. As you approach, you see a fallen rider. An older man (perhaps around 55-60?) wearing the colors of Umbak – though not an armored knight. He is obviously wounded and not conscious. His arm is at an angle that clearly shows it is broken. It is swollen with blood – probably bleeding internally. You check and he is not dead, but soon will be. You can easily go get help before that happens. What do you do?

Do I see what might have caused his injuries? Do they look like he fell from his mount, or was he in a fight and fled to here? Either way, the first thing I’d do is attempt to use my Healing Hands to stabilize him, if the power will come to me.

{ checks } Well, it looks bad. The grass is slightly trampled around the area, it looks like something may have spooked the horse and he fell, though his arm was caught in the saddle tether. Healing Hands will stabilize him, but as you begin to treat his wound, you at least realize that he is going to require either more materials or a better healer. You are weary and tired, and know that much at least.

And we’re not at war with Umbak, they’re just kind of militant assholes, right?
Would I know if there are healers in the tower and how long it would take to get there? Or somewhere closer to take him if he looks like he won’t survive. I’d like to use my cloak and some tent poles to try and make a stretcher for him, safer than picking him up or bouncing him on a horse.

There are definitely healers and apothecaries at the city. your healing hands will prevent further damage for 24 hours. Getting him ready and getting him there will put you there probably past nightfall.

I will continue on into the night to get him there as soon as possible, relying on dark vision to keep on the trail. If ambushed, I will cast light on my shield to draw attention off of him.

The horse follows you. It is about 11pm when you arrive at the outskirts. A sprawling public market exists outside of the walls. The Womac Watch meets you with lanterns as you approach. They begin their usual questions and you are too tired to do much, but quickly see through the trail dust and recognize you as you draw up to them. There is a call for aid, and one of them tries to take the reins, but thinks better of it. He says to follow him. There is a public apothecary on the same road as the rebuilt Inn of the Golden Child. You tredge your way there, a crowd gathering around you. Kalus, a name typical of common folk of The Saelish in the east, motions for you to bring him in. He has a table waiting. He, the watch and you move the traveler to the table, and he still remains unconscious. After a quick examination, he says you must have mystically healed him. He asks that you stay close, as he begins to drain the bad blood in his arm. “Hard to tell when this happened – your healing has masked some of its effects. I will do my best to re-set it.” He works through a couple hours, there is a lot of blood but it is bad. The resetting of the bone startles the old man awake, and his screams are loud enough to wake sleepers nearby. His age belies a strength he still possesses as it takes you, a watchman, and him to hold him down. Milk of the poppy quickly sends him back to sleep. He asks that you stay the night, in case there are any complications. The watchman requisitions food and drink from the Inn down the street – your rank and position require no payment.

Do you wish to spend a few days and assist in the recovery, or travel on to your order? You can leave word to come get you when he is recovered.

Asil would spend the night, and take a level of exhaustion to watch the unconscious man until morning. If he’s still not risen by noon, Asil would leave 50 silver to cover the basic medical costs and continue on his way. He would tell Kalus where he is going if they have questions later.

He does wake the next day. There is no payment required, not for you. The old man is in pain. He says his name is Sir Roryin Lavinge, father of Sir Dimitri Lavinge. He is an old man, on a pilgrimage to see the fields where his eldest son died a few years back when war with Umbak and Dunstrand was happening. His youngest son, Squire Sacha, brought hsi body back. He told him harrowing tales, and strange things that prowled the hills in that time as well. He came seeking some of the sources of the tales. He was getting off his horse to make camp, and a snake startled his horse and he fell. He thanks you for your kindness and insists on repaying you some way. Make a history check. With advantage.

{ checks } 10 was the target. Its pretty well known, especially since you grew up this close to Umbak, it would be rude to to not allow him to repay your kindness. You must make a really good persuasion check to brush it off, or accept what he offers.

Amongst the cracks and lines and Haggard look of his face recognition dawns on him. He says that you are asil. He says it might even be possible that my son or even me fought against one of your comrades years ago. Now he exclaims, he must repay you. You. There is a personal honor at stake ” because we are connected’.

“You are an honorable man, but I have few needs, and none that I need fulfilled at this time. I am returning to my order to seek contemplation and absolution. I do not know that this journey will provide you opportunities. If you would repay my assistance, I ask that you pass it on. The world can be brutal and cold and cruel. Many are less fortunate than you or I. Help those you come across, where you can.”

{ checks; ends with NAT 1 } ..well shit.

I wow. Wow. This is going to go in a direction I didn’t anticipate. Here’s what happens. He says I knew you were a man of great honor and virtue but now I see it clearly. Fate has brought us together. I may be old but my heart is pure and my body has yet strength in it. By all the Lords of light, I pledge to you my life, my honor, and my loyalty. Loyalty. I will accept nothing less than being your squire for a year before my debt is repaid.

Oh god, this isn’t going to help me not loo weird when I go back.

End of June, 9169 – The Sound