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Heroes, Inc. : Rasheman
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<blockquote data-quote="DM_Matt" data-source="post: 3341145" data-attributes="member: 1213"><p>After about a day of sailing, Maggie accomplishes a breakthrough. She realizes that the mythal's teleportation abilities require about a dozen teleport spells cast into it to charge it, but that it can absorb outsiders self-only teleportation. Alethia's lantern archons are able to quickly charge it up, and Maggie manages to plot a location by scrying. </p><p></p><p>Rasheman is mostly a peninsula, with high mountains to the east blocking access except in the far North, and lakes and rivers to the south and West. To the South is Lake Mulsantir, from which River Mulsantir curves around North and West until it hits Lake Ashane. The river leaves the lake at the not-so-creatively-named city of Mulsantir, a trading town at the beginning of the Golden Way that leads up through Rashemen. Winter is beginning, and the waters are largely frozen already, making this a key time for the Thayans to cross the Mulsantir waterways.</p><p></p><p>The Rashemi gain much magic from the spirits of the land, and as such are highly superstitious. They live just to the North of Thay, a mighty, evil , and expansionist power, and as such, they have developed a bit of a seige mentaity and sometimes distrust outsiders. Kayla refers to that quality as "prudent, practical caution." Maggie claims Xenophobia is a better word for it. The Ruling Witches are led by the Witch-Queen, and a mighty warrior referred to only as the Iron Lord leads the military, which consist of very large militias and a large number of berserker lodges, entities often named after animals analogous to thier fighting styles that each have branches all over the country. The Rashemi are very competitive and enjoy a wide variety of sports and ither games.</p><p></p><p>Maggie targets the hills to the North of Mulsantir, and teleports you sucessfully. You find Thayans garissoned outside the city, to the North, as well as in camps along the golden Way. You also notice that Mulsantir flies an unusual flag -- neither Rashemi nor Thayan. It is a half-skeletal sabretooth tiger head in front of an orange flame, on a red field.</p><p></p><p>Kayla seems noticably shaken when she sees the flag. "This is the flag of House Milshilar. They are a powerful merchant family in Mulsantir, rumored to secretly harbor practitioners of dark magics. They also lead the Tiger Lodge of Mulsantir, and are influential with some of the other local lodges. I investigated them a few years back -- the witches felt they were a threat -- and a number of lower-level affiliates were arrested for involvement with orgnaized crime, but we could never pin anything on the house leaders. Its not clear how, but it appears that they may have taken the city in conjunction with the Thayans. Mulsantir is home to Southern Headwuarters, and my brother is a member of the Tiger Lodge -- in fact, if there is anytihng positive here, it is likely that this means he lives. we must enter the city and investigate"</p></blockquote><p></p>
[QUOTE="DM_Matt, post: 3341145, member: 1213"] After about a day of sailing, Maggie accomplishes a breakthrough. She realizes that the mythal's teleportation abilities require about a dozen teleport spells cast into it to charge it, but that it can absorb outsiders self-only teleportation. Alethia's lantern archons are able to quickly charge it up, and Maggie manages to plot a location by scrying. Rasheman is mostly a peninsula, with high mountains to the east blocking access except in the far North, and lakes and rivers to the south and West. To the South is Lake Mulsantir, from which River Mulsantir curves around North and West until it hits Lake Ashane. The river leaves the lake at the not-so-creatively-named city of Mulsantir, a trading town at the beginning of the Golden Way that leads up through Rashemen. Winter is beginning, and the waters are largely frozen already, making this a key time for the Thayans to cross the Mulsantir waterways. The Rashemi gain much magic from the spirits of the land, and as such are highly superstitious. They live just to the North of Thay, a mighty, evil , and expansionist power, and as such, they have developed a bit of a seige mentaity and sometimes distrust outsiders. Kayla refers to that quality as "prudent, practical caution." Maggie claims Xenophobia is a better word for it. The Ruling Witches are led by the Witch-Queen, and a mighty warrior referred to only as the Iron Lord leads the military, which consist of very large militias and a large number of berserker lodges, entities often named after animals analogous to thier fighting styles that each have branches all over the country. The Rashemi are very competitive and enjoy a wide variety of sports and ither games. Maggie targets the hills to the North of Mulsantir, and teleports you sucessfully. You find Thayans garissoned outside the city, to the North, as well as in camps along the golden Way. You also notice that Mulsantir flies an unusual flag -- neither Rashemi nor Thayan. It is a half-skeletal sabretooth tiger head in front of an orange flame, on a red field. Kayla seems noticably shaken when she sees the flag. "This is the flag of House Milshilar. They are a powerful merchant family in Mulsantir, rumored to secretly harbor practitioners of dark magics. They also lead the Tiger Lodge of Mulsantir, and are influential with some of the other local lodges. I investigated them a few years back -- the witches felt they were a threat -- and a number of lower-level affiliates were arrested for involvement with orgnaized crime, but we could never pin anything on the house leaders. Its not clear how, but it appears that they may have taken the city in conjunction with the Thayans. Mulsantir is home to Southern Headwuarters, and my brother is a member of the Tiger Lodge -- in fact, if there is anytihng positive here, it is likely that this means he lives. we must enter the city and investigate" [/QUOTE]
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