4 Neth 4709 (12:09:30)
Road Just South of Kassen, Southern Fangwood, Nirmathas
The air is cool and dry. The road, starting at about 25 feet wide and narrowing down to about 15 feet as it enters the forest proper, is hard and dusty. You notice that storm clouds are slowly beginning to roll in above the trees on the horizon. As the sky gradually turns overcast during your journey, the light slips from bright to normal, and the ambient temperature drops several more degrees.
Some of you might know something about the country of Nirmathas:
[sblock=Nirmathas Information, DC 10 Knowledge (Geography)]
A struggling country only recently escaped from the grasp of an imperialistic master,
Nirmathas finds itself trapped in a constant war with the nation that seeks to reclaim it. Its people, proud of their newly gained freedom, try to maintain normal lives while still being ever-ready to fight off the imperial advances of their southern neighbor. Interesting attributes of the nation are its heavy reliance on the foresting industry, and the large number of rangers and druids that call the country home.
Nirmathas lies on the western shores of Lake Encarthan, one of Avistan's largest bodies of fresh water. As a nation, Nirmathas is surrounded by enemies: to its south lies Molthune, its parent nation and the country that Nirmathas has unofficially been at war with since its creation. To its west, along with Varisia, lies Nidal, the home of fell shadow beast and the foul aristocracy that commands them. To the north lies the orc-infested Hold of Belkzen; it inhabitants' warlike ways are a constant threat to lasting peace.
Nirmathas does have one friendly neighbour: the kingdom of Lastwall at its northern border. Both countries share a respect for one other, and though they do not give each other direct military aid (as Lastwall is also an ally of Molthune), they both share a common enemy in the orcs of Belkzen.
Nirmathas is a very free-spirited nation and does not have a true central government; the small settlements throughout the nation effectively govern themselves. The little central government it does have is run by an elected Forest Marshal, whose primary role is to unite the rangers, lumberjacks, and woodcutters of the country into a military when necessary.[/sblock][sblock=Map of Nirmathas, DC 15 Knowledge (Geography), Trained Only]...[/sblock][sblock=Map of Nirmathas with Crypt Location, DC 20 Knowledge (Geography), Trained Only]...[/sblock]
OOC:
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Make one knowledge check with a +2 bonus for being residents of the country. Feel free to take 10 on this one. Depending on how well Gamble rolls, you'll get both, one, or none of the two higher Geography DCs.
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GM: | As you begin your trek, it is important to know what kind of travel preparations you have made. In addition to the distribution of your gear, the party needs to decide what marching order it will use. Any other preparations you make also need to be included in your post and possibly your status block. The first post has been updated with the current campaign status, including the current light level of normal light. Use these status blocks as a start when you update your status. | |