The heroes stay in the capital city, Credia, for little over six months allowing the fall and winter months pass before heading north to their new land. Since the heroes are renowned for their part in saving Timiro from the ogre invasion life in Credia is easy on them.
The heroes spilt up for a time to pursue their own agendas. Devin announces that he will depart for the Old Kingdom Mountains in an attempt to gather elven people to populate and work their new land. He tells the others he will rendezvous with them at their manor in the spring. Krimp approaches the Church of Light about learning to be a Paladin. He is referred to a dwarven paladin named (blank). Nestor receives formal military training from the Timiro army garrisoned in Credia. Wronski studies with clerics from the Church of Light to deepen his spiritual connection with Kormath. Norda tries to keep a low profile knowing the bounty is still on her head but still manages to exercise her skills while in Credia.
The beginning of spring: The heroes charter a ship to Erat. The people of Erat are glad to see them and are hopeful that they have come to stay. The heroes only pass through and continue on to Sino the nearest settlement to their new home.
The Heroes arrive in the village of Sino. This small community boasts a population of almost 600 residents. It is the beginning of spring and again travelers heading north into the Eastern Territory and merchants heading south to the sea pour through the little village dropping nuggets of prosperity that will keep Sino going for another year. Sino is much further north then Ibi and Erat but news of the thwarted ogre invasion has made it’s way up the trade road.
When the heroes are identified as “The Defenders of Timiro” they are welcomed with enthusiasm and discounts at the local shops. The heroes begin to ask about their new estate. The people of Sino refer to the plantation as “Gate Manor”. They seem shocked, some even horrified, when they realize the heroes are now the lords of Gate Manor but then quickly recover with politeness and congratulations. When the heroes question the villagers about their initial reaction, the villages respond with, “it has been 20 years since anyone lived there, is all.” And they quickly change the subject. Finally they corner the elven wheelwright into letting them know something is not right with Gate Manor but he refuses to give any details. Instead the elf refers the heroes to the Sino Brews saloon, the last building on the left before leaving the village, across from Gustoes’ Baskets. They are told that an old grizzled storyteller named Ishmael Orenstein will tell them all about… well anything… for a pint.
Sino Brews is a shabby dirt hut of a saloon consisting of a few tables with short backless chairs, a fire place, a short bar and two occupants, a shifty bartender and wild old man that looks homeless and insane sitting by the fire. The old man by the fire turns and looks at the heroes, “The Defenders of Timiro!” he coughs as he laughs out the side of his mouth. The heroes are taken aback by the old man’s uncanny knowledge. They begin to speculate if he is a diviner, a great bard, or a mad wizard. The old man guzzles his first couple of pints and tells the heroes of their new home.
To Be Continued.....
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