Voadam
Legend
King's Blessing and Warning
Voadam:
You are quickly granted an audience with the king who listens to your request.
The king encourages his subjects to explore and learn about the areas and peoples outside of the Dover territory and so as expected he gives his blessing for your proposal. He offers warnings though as his dealings with the goblins has demonstrated their unreliability and the need to watch ones back with them.
He says though that this is a good opportunity to observe their southern neighbors. During the previous conflict the dover and elves scythed through their invading hordes and forced them to abandon their war of aggression. After the peace settlements and the deaths of many goblin warriors a faction favoring trade became ascendant among them, but many still favor death and slavery for all non-goblins and it is always good to get a sense of how things currently stand.
Their chieftan is a faust named Galak. Faust he explains, are a powerful but bestial type of goblin known for their wickedness and treachery. Galak generally construes even the smallest etiquette breach as a grave insult and when within Goblin territory you are within his power so if you deal with him, tread carefully. He has proven to be quite exacting in interpreting the terms of the peace agreements made and within his recognized territory he commands the hunters and can call a hunt upon any he chooses. His favorite past-time seems to be boasting and appears to be in favor of the trade faction, at least for the moment. If Doverspeak speaks truly, the king says, then Galak is not throwing his weight on either side of the mine issue. In any case, he says, t would be in the dover's interest that the trade faction remained dominant in goblin politics.
The king therefore grants his blessing but asks you to keep your ears pricked and your noses to the wind as you enter the goblin's internal politics.
"Good hunting."
Voadam:
With the King's permission granted the party informs Doverspeak of their intention to accept his offer.
Reeking of the animal fat concoction that helps keep dry goblin skin from cracking under the Forge's two suns, Doverspeak grins broadly at your acceptance and says he will be leaving in two days time, travelling late to take advantage of as much of the night shadow as possible.
The journey will take over a day's travel by the narrow twisting game trails that separate the two territories. While the trails within the territories and over the bridges are wide, the unclaimed wilderness between requires traversing single file. Once to the goblin village and his goods are unpacked his plan is to lead you the half day's travel to the mine during the day so you can take them at their weakest, and then await your succesful return at his uncle's warren.
Endovior:
Alan agrees to this plan, and spends the next two days in training and meditation, honing his skills before the excursion.
D20Dazza:
Cursed readies himself for the journey ahead, gathering the necessary focus items to aid him in his spellcasting.
Fenris:
Noni bows in response to his King's will.
He will spend the next two days crafting a few additional arrows.
Voadam:
The evening of departure comes and the goblins pack up their new trade goods into stuffed packs. Tefan has some porter goblins who take on the heavy packs and two warrior types with shields, javelins, and spiked clubs for the front and rear of the procession. Another leather clad goblin with a small spear is their pathfinder and leads the way through the trails squinting in the declining red light of the evening sun.
Tefan has timed the journey so that the return occurs in the week long summer season when the nights are almost nonexistant. He hopes this will give the hired non goblins an advantage against his siblings.
Endovior:
Alan takes the right flank, his mindblade lighting the way.
He keeps his attention on the woods... although he's hardly an expert, he's learned to recognize some of the dangerous predators by now, and he's determined not to screw up on his first mission.
D20Dazza:
Cursed walks stiffly next to the merchant, his 'eyes' sweeping the darkness, 'hearing' for any sound of movement.
Voadam:
You are quickly granted an audience with the king who listens to your request.
The king encourages his subjects to explore and learn about the areas and peoples outside of the Dover territory and so as expected he gives his blessing for your proposal. He offers warnings though as his dealings with the goblins has demonstrated their unreliability and the need to watch ones back with them.
He says though that this is a good opportunity to observe their southern neighbors. During the previous conflict the dover and elves scythed through their invading hordes and forced them to abandon their war of aggression. After the peace settlements and the deaths of many goblin warriors a faction favoring trade became ascendant among them, but many still favor death and slavery for all non-goblins and it is always good to get a sense of how things currently stand.
Their chieftan is a faust named Galak. Faust he explains, are a powerful but bestial type of goblin known for their wickedness and treachery. Galak generally construes even the smallest etiquette breach as a grave insult and when within Goblin territory you are within his power so if you deal with him, tread carefully. He has proven to be quite exacting in interpreting the terms of the peace agreements made and within his recognized territory he commands the hunters and can call a hunt upon any he chooses. His favorite past-time seems to be boasting and appears to be in favor of the trade faction, at least for the moment. If Doverspeak speaks truly, the king says, then Galak is not throwing his weight on either side of the mine issue. In any case, he says, t would be in the dover's interest that the trade faction remained dominant in goblin politics.
The king therefore grants his blessing but asks you to keep your ears pricked and your noses to the wind as you enter the goblin's internal politics.
"Good hunting."
Voadam:
With the King's permission granted the party informs Doverspeak of their intention to accept his offer.
Reeking of the animal fat concoction that helps keep dry goblin skin from cracking under the Forge's two suns, Doverspeak grins broadly at your acceptance and says he will be leaving in two days time, travelling late to take advantage of as much of the night shadow as possible.
The journey will take over a day's travel by the narrow twisting game trails that separate the two territories. While the trails within the territories and over the bridges are wide, the unclaimed wilderness between requires traversing single file. Once to the goblin village and his goods are unpacked his plan is to lead you the half day's travel to the mine during the day so you can take them at their weakest, and then await your succesful return at his uncle's warren.
Endovior:
Alan agrees to this plan, and spends the next two days in training and meditation, honing his skills before the excursion.
D20Dazza:
Cursed readies himself for the journey ahead, gathering the necessary focus items to aid him in his spellcasting.
Fenris:
Noni bows in response to his King's will.
He will spend the next two days crafting a few additional arrows.
Voadam:
The evening of departure comes and the goblins pack up their new trade goods into stuffed packs. Tefan has some porter goblins who take on the heavy packs and two warrior types with shields, javelins, and spiked clubs for the front and rear of the procession. Another leather clad goblin with a small spear is their pathfinder and leads the way through the trails squinting in the declining red light of the evening sun.
Tefan has timed the journey so that the return occurs in the week long summer season when the nights are almost nonexistant. He hopes this will give the hired non goblins an advantage against his siblings.
Endovior:
Alan takes the right flank, his mindblade lighting the way.
He keeps his attention on the woods... although he's hardly an expert, he's learned to recognize some of the dangerous predators by now, and he's determined not to screw up on his first mission.
D20Dazza:
Cursed walks stiffly next to the merchant, his 'eyes' sweeping the darkness, 'hearing' for any sound of movement.