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The Nine Duchies (An Of Sound Mind Storyhour)
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<blockquote data-quote="arwink" data-source="post: 314096" data-attributes="member: 2292"><p>Dinner with Othic is pleasant enough, although Herne refuses the stewed fish the old man offers and spends the evening picking potatoes and carrots out of the broth. Othic tells the party a few choice stories about Seluri, and although he mentions the headaches and the recent troubles, it's obvious that he's much more interested in rehashing the old days. Talon presses the man for more information, particularly interested in the tales of missing children and the adventurers that had gone after them.</p><p></p><p>"Forget it, lad" Othic tells him. "The towns seen worse than missing children in its past. People are just getting antsy and nervous, what with the wizards and the preists leaving town. You'll see when you get in there. A quarter of the town just paniced a few days after the dreams started, refused to listen to reason. Bain't no reason to go fleeing the town though. When you compare it to the dragon, this is like a summer's walk."</p><p></p><p>After dinner finishes, Othic bids the party good evening, explaining he's got an early morning ahead of him tomorrow. He asks if anyone has somewhere to stay in the area, when it becomes apparent that everyone is a complete stranger to the town, he recommends the Bell and Anchor. The owner, Techic, is a good man, and the ale's quite reasonabley priced.</p><p></p><p>The party follows the road past the outlying farm and into Seluri. It's a small, coastal town, wedged in between a thick woodland to the south and the borders of the dangerous Bloodstone Hills to the north. A small mounatin looms in the darkness, a shadowy presence that makes several of the party uncomfortable. </p><p></p><p>Talon has heard a few stories about the town, and is happy to point out the landmarks as they pass. THe Shadowy Mountain is Steeple mount, the home of the towns copper mine and once the lair of the dragon Copperdeath. The woods to the south are Fenring Forest, home to fey creatures both wild and dangerous, and rarely touched by the feet of men. The party pass through the towns wide streets, following Othic's directions towards the inn while they listen to Talon's commentary. They find themselves in the town square, looking up at a fifty-foot tower where the faint gleem of a giant bell can be seen in the moonlight.</p><p></p><p>"That's Wyrmcall," Talon says. "When Copperdeath controlled the town, it was used to warn the townsfolk that the dragon was coming. The towns known for its craftsmen, you know. There isn't a church in the duchies that doesn't hire a Seluri craftsman to craft their bell..."</p><p></p><p>Talon trails off. He's been reciting the story from memory, momentarily pausing beneath the bell-tower in order to gain some dramatic impact. Everyone else, having heard all that they need, has already started off down the street and left the bard talking to the empty town squar. Talon coughs, then scurries down the street to catch up with his new friends. There's a large building ahead of them, light and the rumble of conversation spilling from its open windows. In the flickering light of the lanterns set out the front, the party can read the inns name: THe Bell and Anchor. Thier muscles aching after three days of walking, there's a cheerful skip in everyone's step as they move towards the door.</p></blockquote><p></p>
[QUOTE="arwink, post: 314096, member: 2292"] Dinner with Othic is pleasant enough, although Herne refuses the stewed fish the old man offers and spends the evening picking potatoes and carrots out of the broth. Othic tells the party a few choice stories about Seluri, and although he mentions the headaches and the recent troubles, it's obvious that he's much more interested in rehashing the old days. Talon presses the man for more information, particularly interested in the tales of missing children and the adventurers that had gone after them. "Forget it, lad" Othic tells him. "The towns seen worse than missing children in its past. People are just getting antsy and nervous, what with the wizards and the preists leaving town. You'll see when you get in there. A quarter of the town just paniced a few days after the dreams started, refused to listen to reason. Bain't no reason to go fleeing the town though. When you compare it to the dragon, this is like a summer's walk." After dinner finishes, Othic bids the party good evening, explaining he's got an early morning ahead of him tomorrow. He asks if anyone has somewhere to stay in the area, when it becomes apparent that everyone is a complete stranger to the town, he recommends the Bell and Anchor. The owner, Techic, is a good man, and the ale's quite reasonabley priced. The party follows the road past the outlying farm and into Seluri. It's a small, coastal town, wedged in between a thick woodland to the south and the borders of the dangerous Bloodstone Hills to the north. A small mounatin looms in the darkness, a shadowy presence that makes several of the party uncomfortable. Talon has heard a few stories about the town, and is happy to point out the landmarks as they pass. THe Shadowy Mountain is Steeple mount, the home of the towns copper mine and once the lair of the dragon Copperdeath. The woods to the south are Fenring Forest, home to fey creatures both wild and dangerous, and rarely touched by the feet of men. The party pass through the towns wide streets, following Othic's directions towards the inn while they listen to Talon's commentary. They find themselves in the town square, looking up at a fifty-foot tower where the faint gleem of a giant bell can be seen in the moonlight. "That's Wyrmcall," Talon says. "When Copperdeath controlled the town, it was used to warn the townsfolk that the dragon was coming. The towns known for its craftsmen, you know. There isn't a church in the duchies that doesn't hire a Seluri craftsman to craft their bell..." Talon trails off. He's been reciting the story from memory, momentarily pausing beneath the bell-tower in order to gain some dramatic impact. Everyone else, having heard all that they need, has already started off down the street and left the bard talking to the empty town squar. Talon coughs, then scurries down the street to catch up with his new friends. There's a large building ahead of them, light and the rumble of conversation spilling from its open windows. In the flickering light of the lanterns set out the front, the party can read the inns name: THe Bell and Anchor. Thier muscles aching after three days of walking, there's a cheerful skip in everyone's step as they move towards the door. [/QUOTE]
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