The guards at the gate were not nearly so friendly as they'd been on the way in. They questioned Sahl for over an hour, asking about his current destination and his previous travels, making him account for each of his weapons and every item in his saddle bags, and they even sent a runner to Ranes' to verify that Sahl had been staying there. Finally, they apologized rather insincerely, and explained that everyone who tried to leave had to be questioned if they were to find the murderer.
Sahl rode at a fast but reasonable pace. He wanted to catch up to his companions, but if there was trouble, he wouldn't want a tired horse. After a couple of hours, Sahl came to a fork in the road, with the minor branch leading to a modest castle. Reasoning that Ardithplugin-autotooltip__default plugin-autotooltip_bigArdith
Ardith's long hair is tied in a bun with cords dyed with berry juice, two each of red, blue and black. She wears an unbleached linen shift and bodice, a deerskin jerkin, and low brown boots. Ardith always wears the Sign of Andritha on a chain around her neck. The Sign is a three inch circle of copper with a large onyx in the center, obviously quite heavy, but Ardith wears it with the ease of one long accustomed to the burden. was unlikely to stop so close to town, Sahl pushed on. At about midday, Sahl passed a river, on which lay a small village. He turned his horse to enter the village, looking for an inn where he might eat and ask about Ardithplugin-autotooltip__default plugin-autotooltip_bigArdith
Ardith's long hair is tied in a bun with cords dyed with berry juice, two each of red, blue and black. She wears an unbleached linen shift and bodice, a deerskin jerkin, and low brown boots. Ardith always wears the Sign of Andritha on a chain around her neck. The Sign is a three inch circle of copper with a large onyx in the center, obviously quite heavy, but Ardith wears it with the ease of one long accustomed to the burden..
The inn was clearly identifiable, even from a distance. It was the largest building in the village, and the only one that looked sturdy enough to withstand any real storm. While individual homes had smoke billowing out of holes in the roof, or in the poorest huts, even leaking out of shutters, the inn had a stone chimney.
The inn looked barren inside, with neither bar nor counter. Four tables were placed fairly randomly, some with no chairs and others with too many, and two of the tables were simply empty barrels with boards balanced on top. A shelf nailed into the wall held several bottles of strong drink, and barrels of ale and mead were stacked in a corner, from which a faintly acrid smell wafted.
A young boy, perhaps six years old, sat on a barrel, kicking his feet. He did not seem to notice when Sahl entered. A man of about thirty years sat at one of the tables scratching an irregular piece of slate with a sliver of chalk. “It's eight diyarplugin-autotooltip__default plugin-autotooltip_bigRang Currency
The Aglar
Rang's economy is based on barter and silver, the later dominating commercial activity in towns and cities. The silver Aglar (ă'glǒr) has been minted since the early days of Rang, primarily out of the capitol, Duerstadt. There are also regional mints in most of the duchies, bearing unique mint marks, and producing, collectively, about four fifths as much as is produced by a night if you're staying,” he said without looking up. “Ale is a diyarplugin-autotooltip__default plugin-autotooltip_bigRang Currency
The Aglar
Rang's economy is based on barter and silver, the later dominating commercial activity in towns and cities. The silver Aglar (ă'glǒr) has been minted since the early days of Rang, primarily out of the capitol, Duerstadt. There are also regional mints in most of the duchies, bearing unique mint marks, and producing, collectively, about four fifths as much as is produced by for two mugs. You can take it yourself, and pay when you leave. I pour the fiery stuff myself.”
Sahl smiled pleasantly, walked over to the innkeeper, pulled up a chair and sat down with his back to the wall. “Two mugs of ale, one for me and one for you.”
“Go ahead. The barrel's tapped.”
Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o… filled two mugs and sat down again. “I am looking for my friend Ardithplugin-autotooltip__default plugin-autotooltip_bigArdith
Ardith's long hair is tied in a bun with cords dyed with berry juice, two each of red, blue and black. She wears an unbleached linen shift and bodice, a deerskin jerkin, and low brown boots. Ardith always wears the Sign of Andritha on a chain around her neck. The Sign is a three inch circle of copper with a large onyx in the center, obviously quite heavy, but Ardith wears it with the ease of one long accustomed to the burden., priestess of Andrithaplugin-autotooltip__default plugin-autotooltip_bigAndrithanism
Based on original ideas from Karl Schinke (Ardith). Symbols for aspects other than the Mother, along with the artwork, were contributed by Myron Wyles (Halaren).
Andrithanism and its variants are the dominant religion in Rang and the surrounding kingdoms. Within the boundaries of. She maybe was here a few days before.”
At the name “Ardithplugin-autotooltip__default plugin-autotooltip_bigArdith
Ardith's long hair is tied in a bun with cords dyed with berry juice, two each of red, blue and black. She wears an unbleached linen shift and bodice, a deerskin jerkin, and low brown boots. Ardith always wears the Sign of Andritha on a chain around her neck. The Sign is a three inch circle of copper with a large onyx in the center, obviously quite heavy, but Ardith wears it with the ease of one long accustomed to the burden.,” the innkeeper's eyes opened wide and shot up, and he looked not at Sahl, but at the little boy on the barrel near the door. The boy showed no sign that he noticed, and the innkeeper calmed down and focused on Sahl. He still looked wary. “She was here two days ago. You know her?”
“Yes. She gave me task to send a message. I bring her the reply. Can you say where she is?” Sahl then turned to the boy and said, “Maybe you know where she is boy? Boys see many things.”
The boy didn't show any recognition. “Yilly doesn't talk,” the innkeeper said. “At least not that I've heard. Your friends went east, towards Huerten. One of them went north with a guide. I hope you won't be causing any trouble while you're here – we don't stand for that in Osander River Village.”
“No, I will leave when I finish my drink. There is much of day to travel. Where did the lady go? East or north?”
“East. All three women went east, with that Kreemon Fangly.” He scowled at the name.
“I do not know this Fangly well. But I will travel after the lady.” Sahl paused, then regarded the boy Yilly. “I do not want to offend you, but what is wrong with the boy?” he asked.
“Nothing. He just doesn't talk… Can't talk.”
“Sorry, well I must go now. Goodbye to you innkeeper. Goodbye Yilly.” Sahl waved his hand at the boy and departed. Outside the inn he mounted his horse and took the road east. Several people stepped out of their houses as he rode past, to watch him leave. When he glanced back, a dozen more were watching, some too far to have heard his horse. Word of a visitor spread fast in Osander River Village.
Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o… spent the remainder of the day riding towards Huerten. At night, he made camp. As he was striking his fire, he saw the spark reflected in something out of the corner of his eye. When he turned to look, it vanished. He guessed it had been the eye of some creature.
Sahl hurried to make the fire, keeping his eyes on the shadows. If it was a dangerous animal, then a fire would keep it bay. As the fire caught, he placed an oil soaked rag nearby in case of an emergency, then he carefully built a structure of sticks and earth around the flame, to make it less visible from a distance. Finally, he settled down to sleep in his blanket with his sword at hand.
The fire did seem to keep it at bay, but it didn't prevent it from watching from the woods. When Sahl woke for a moment several hours later, he saw it again. Two bright blue eyes with double images of the flickering flames in their pupils. They were only visible for a moment, though. When Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o… blinked to focus more clearly, they were gone. Seeing that Zephyr showed no concern, Sahl went back to sleep.
The next day was quiet, and Sahl made good time. As evening turned to twilight, he thought he saw that glint again a couple times, though, as before, it quickly vanished.
Not inclined to blunder around in the dark, Sahl continued his journey, ignoring his stalker. At night, he set up camp again, since villages and even lone farmhouses were rare on this part of the road, and again, he fell asleep with his sword to hand, and an oil-soaked rag nearby. He woke an hour or two later to a shower of red and yellow leaves shaking to the ground. Zephyr had walked into the woods, and had pulled on the end of his tether.
Sahl stood up, sword in hand, and considered whether or not to light his torch. He decided against it since it would spoil his night vision, and also make him easy to see. Instead, trusting to the moonlight, he followed the line of the tether until he reached Zephyr. Never turning his back on the shadows, he drew Zephyr back in to the camp, and set a shorter tether.
Later in the night, Sahl woke again. Zephyr was at the end of his short rope, facing away from Sahl. In front of the horse was another figure, which, lying down, Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o… only saw as two thin, brown-clad legs.
Sahl sat up quickly, trying to get a better view of his stalker. “Why you follow me?” he asked.
The stalker froze, dropping a carrot on the ground, which had been half eaten by Zephyr. Then he took two steps back and dove into the bushes. Sahl did not get a chance to see more than his legs, and a brief view of an arm.
Sahl sighed and settled back to sleep. The intruder was a problem, but would probably not be around again tonight. In a couple days, he hoped, he would meet up with his companions and no longer be as vulnerable at night.
On the eighteenth, Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o… pushed Zephyr hard to make good time. A number of times he waited at points on the trail to try to surprise his stalker, but was never successful. Towards evening, he began looking for a suitable campsite, selecting one with care. The clearing he chose was thirty to forty feet wide, with several low leafy trees at one end. He made his campfire in the middle of the clearing, shielded as usual, with his bed next to it. He tethered Zephyr on a short lead next to his bed, towards the side of the clearing with the low trees, so that at full stretch, the horse could just reach the nearest tree. He then stripped off his armor and dressed only in his leather gambeson and warm clothes, he made a wide circuit of the camp, picking up firewood, but also on the lookout for his pursuer.
When evening darkened to night, Sahl made a last circuit of his camp. Finding no one close, he arranged the extra firewood into a manlike form in his bed, and covered it with armor and blanket. He then climbed into one of the low leafy trees near Zephyr, settled onto a convenient crook, and waited, scimitar and ghurka to hand.
Sure enough, midnight rolled around, and someone was there. There was no sound that Sahl detected, but Zephyr made his way to the end of the tether, and someone was there with a handful of carrots. He was invisible to the wood-pile that Sahl had set up as a ruse, but the real Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o… saw a short man, or possibly a boy, with a long head and a thin body. More detail was impossible to make out in the dark at this distance.
As Sahl had planned, Zephyr's tether placed the stalker almost directly below him. Although he held a scimitar, Sahl chose to drop down on the intruder, attempting to hit him with his full body weight with the aim of severely injuring or stunning him, or at least bearing him to the ground.
Zephyr reared and took a few steps back when Sahl fell out of the tree. His target responded quickly, moving away by instinct, but not before Sahl could land an elbow on his shoulder, turning his graceful step into a stagger. As Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o… recovered from his own fall, he got a better look at his stalker. The person had child-like features, and an all-too-familiar set of pointed ears.
Surprised, Sahl stopped his attack, stepping back from the creature with scimitar and ghurka in hand. He had assumed that his pursuer was an ordinary human horse thief. “Who are you? Why do you follow me,” he whispered.
The Brinninig stepped back and froze, his eyes darting back and forth but not meeting Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o…'s gaze. Then he seemed to come to some sort of resolution. He looked at Sahl innocently, took a step forward, and held out a carrot.
Sahl didn't relax his guard. Every encounter he had had with the Brinninig had ended in violence. However, this was the first time any one of them had seemed willing to engage with him, so he wanted to see if communication was possible. He did not take the proffered carrot, but instead stepped between Zephyr and the creature. However, to show his peaceful intent, he lowered his weapons, sheathed his ghurka, but not his sword, and then gestured towards the campfire, indicating that the Brinninig should sit down at the fireside. “Sit down,” he said. “Do you wish food?”
The Brinninig looked unsure for a few moments. Then he took one step towards the fire, and deftly threw the carrot into the flames.
Sahl walked over to the fire, not turning his back on the Brinninig. Rummaging in his pack, he pulled out some honeyed journey cake. Nibbling some himself, he held out some towards the Brinninig, then placed it by the fireside at arm's length, waiting to see if the Brinninig would take it.
The creature stared at the cake for a long time, while rubbing his injured shoulder. Then he approached it in a roundabout manner, avoiding getting too close Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o…. When he was near enough, he picked it up and handed it back to Sahl.
This interaction continued for over an hour, and the Brinninig was endlessly amused despite the lack of any meaningful communication. After the first hour, Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o… began to have some success. He got the Brinninig to say Sahl's name (though he pronounced it “Shiala”), and heard what he thought had to be the Brinninig's name, though he could not even form his lips into the proper shapes to say it. The closest he could get was “Kgeih.”
Their languages and hand gestures were so distinct from each other that it was late in the night before any level of communication was achieved. Fortunately, there seemed to be no limit to the Brinninig's patience. By midnight, they had established a basic vocabulary, mainly including the names of nearby objects, such as “food,” “fire” and “horse.”
Sahl bedded down that night, close to Zephyr, hoping that Kgeih would not attempt to steal the horse. In the morning, he said goodbye to the Brinninig and saddled his horse. The creature seemed excited to convey something before Sahl left, but it was difficult to understand what he was saying. He waved at the sky, and swooped his hands toward Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o…. He did the same again, this time first waving at the ground. Dissatisfied with Sahl's lack of understanding, he ran around touching trees and shouting “Shiala!”
Sahl was helpless to understand Kgeih's meaning. All he could do was ape the Brinninig's actions with words in the creatures language. “Sky, Earth, Trees, Shiala,” he said in the Brinninig tongue.
The Brinninig was overjoyed with Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o…'s understanding, though what he thought Sahl meant was a mystery, and soon, he ran back into the woods. Sahl shrugged his shoulders, mounted Zephyr and rode on to Huerten.
Over the next day, Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o… saw nothing of the Brinninig, though various signs suggested that the creature was still following him. That night, Sahl again slept close to his horse, but the Brinninig did not appear.
Early the next morning, Sahl took apart his camp and approached the road. Almost directly ahead were four knights and their squires, traveling west from Huerten. They did not seem to be aware of him yet. Sahl discreetly rode under cover of the woods until the knights passed. There was no purpose in meeting armed men who outnumbered him. He had to travel cautiously for the remainder of the day, moving with bursts of speed and moments of hiding. It became increasingly difficult to hide, however. The land was more open here, more fertile and populous. Cultivated farmland stretched out in all directions, interrupted only by small clumps of trees. Around mid-day, Sahl successfully hid from another party of knights, but in the evening, a third party appeared and there was nowhere to hide. Carrot crops offered little cover to a man with a horse.
Sahl continued to ride in an unhurried manner, not showing any alarm at the appearance of the knights. When they approached closer, he raised his hand in a gesture of greeting.
The four knights stopped ten feet in front of him, and formed a semi-circle, their squires behind them. The knight at left-center unrolled a scroll, looked at it, and then put it away. “Good sir,” he said. “We are patrolling these roads for a party of four – a man robed in white and a man robed in black, a woman soldier and a priestess of Andrithaplugin-autotooltip__default plugin-autotooltip_bigAndrithanism
Based on original ideas from Karl Schinke (Ardith). Symbols for aspects other than the Mother, along with the artwork, were contributed by Myron Wyles (Halaren).
Andrithanism and its variants are the dominant religion in Rang and the surrounding kingdoms. Within the boundaries of. We also search for a group of three criminals who may be traveling with the party or members of it.” The knight to his right took out a scroll and unrolled it with the marked side facing Sahlmanplugin-autotooltip__default plugin-autotooltip_bigSahlman El Musafir
Sahlman's hair is blue-black and graying. His skin is dark and weathered. A huge handle-bar mustache sweeps down to cover much of his lower face, and Sahl is always careful to keep it properly groomed. He is generally very particular about his clothing, equipment and appearance. Sahlman wears the desert robes of his homeland, with headgear that blocks out the sun and hangs over his neck. He wears light trousers and high hard boots, and when his robes are wet, the hard links o…. He shined a lantern on it so Sahl could see it from a distance. On it was a crude drawing of two women and a man. The women were not really identifiable as anyone, but the man was clearly Kreemon. “Have you seen these people?”
“I know this man. I saw him in Maelbourgplugin-autotooltip__default plugin-autotooltip_bigMaelbourg
[This map is obviously missing a lot. There aren't huge open spaces in Maelbourg.]
Maelbourg is a walled town in the Barony of Huerten, with a population of approximately six thousand. Its primary exports are textiles, wool and coal, the last of which it acquires from deposits in the nearby hills. The land on which the town sits was added to maelbourg index on second Farindon. There was some trouble there. I am traveler and mercenary. I was traveling through Maelbourgplugin-autotooltip__default plugin-autotooltip_bigMaelbourg
[This map is obviously missing a lot. There aren't huge open spaces in Maelbourg.]
Maelbourg is a walled town in the Barony of Huerten, with a population of approximately six thousand. Its primary exports are textiles, wool and coal, the last of which it acquires from deposits in the nearby hills. The land on which the town sits was added to maelbourg index. I know he was with a priestess of Andrithaplugin-autotooltip__default plugin-autotooltip_bigAndrithanism
Based on original ideas from Karl Schinke (Ardith). Symbols for aspects other than the Mother, along with the artwork, were contributed by Myron Wyles (Halaren).
Andrithanism and its variants are the dominant religion in Rang and the surrounding kingdoms. Within the boundaries of. I do not know of any criminals. Is this man and priestess accused of a crime?”
“There is suspicion that the priestess is one of these two women. The three of them participated in an attack on the Second Clerk of Huerten, an act performed in the presence of a dozen witnesses. If you have any information regarding these three, or if you can assist in making these drawings more accurate, your help will be rewarded. We will escort you to the city.”
Sahl agreed to accompany the knights back to town. “Yes, I can make this drawing better”, he said, indicating the drawing of Kreemon. As they rode, Sahl corrected a few details, always being truthful in his description. He saw little harm in this, as the drawing of Kreemon was basically accurate.
Late at night, when they finally made camp, Sahl spotted Kgeih in the woods far behind him. How he'd caught up was a mystery, since they'd been riding at full gallop for some hours. The creature quickly returned to the forest, and, presumably, continued to follow.
Sahl has made it to level 4. He gains 6HP, bringing him up to 28. Please assign 6 skill points, one attribute point and a bonus fighter feat. When you're done, I'll throw it all together on the character sheet.