TUW: The Outpost

MacConnell

Creator of The Untamed Wilds
... call me Astarte... bind the living... takes off their uniforms...
Raven Elk responds... helps... rummages...
... Taylar... search... suggests burning...
Adisakti nods... asked...
Taylar shoves the cage from the wagon to make room for the bodies. Astarte looks to see what useful supplies are available in it. Every traveler carries rope. All three men have a length and there is some in the wagon that would have belonged to the soldiers. Astarte also finds her bow and arrows in the front of the wagon, along with a cloth sack containing her personal talismans. The soldiers, like all those previously encountered, have no personal items. They each have a standard sword and small wooden shield. Their corded tunics, that are dyed green for the Kingdom color, are emblazoned with the white symbol for the Lord of the Day, marking the men as Cathedral soldiers. They are carrying a total of 44 marks (coins).

Raven Elk, who nods at the woman for her use of talent on the ox, pats the huge animal on its front flanks and begins talking to it as if it were a child person. He has a far greater talent in such matters than Astarte could have imagined, and he gets the ox to move the wagon back and forth to collect the bodies rather than having to move them so far.

The two remaining Cathedral soldiers shuck their tunics and are bound with the rope. They shiver from the cold of the current season, though the sun has warmed the day a little. Astarte quickly realizes that only one of them could fit in the cage where she was held, so they sit in the road.

Adisakti, who is the most talkative, mentions that they have had the misfortune of having to do this several times, before. Though it may be difficult to work the wagon through the trees, it is safer to burn the wagon, the bodies, and other stuff in the forest south of the road rather than risk catching the grass on fire, north of the road.

The soldiers have no qualms about answering the simple questions they are asked. None seems to require anything other than common knowledge. They convey that the Hand of Justice commanded that they bring her directly back to the Cathedral in West Cove without stopping for anything other necessary rest and that they were not to stop in Outpost of Refuge, along the way.

Adisakti then asks about this Hand of Justice. The answer catches the attention of the three men. "Since you were coming from the direction of Outpost, you should have seen him, he left before us and could travel faster. He would have been needed to prepare for the trial."

Especially with the delay caused by the Nashurin ambush, the men would have seen any traveler along the road. No one was seen. The question that really pesters the three is why would a high ranking member of the Kingdom's official religion leave the road to avoid passing through one of its villages. It made no sense but it was the only reasonable explanation. Astarte confirmed that a single man on a black horse had captured her and turned her over to these soldiers, just this side of Westford, the village to the east.

The wagon has been loaded with everything but the two living guards. Raven Elk is confident he can lead the ox into the forest. There are rain clouds on the horizon, boding rain. A typical rain for this season will obscure any further signs of battle from the road.
GM: A decision must be made concerning the fate of the remaining two guards.

Taylar: full wellness
Bracers: 16
Spaulders: 18 - 2 - 1 = 15
Tunic: 57 - 2 - 6 - 2 - 6 - 6 = 35 - 2 = 33
Raven Elk: full wellness
Buckler: 19
tunic: 57 - 4 - 6 - 1 = 46 - 2 = 44
Adisakti:: Body: 10 - 19 = -9 + 1 = -8 + 15 = 7, hurt.
tunic: 49 - 1 = 48 - 10 = 38
Bracers: 19 - 2 = 17
Astarte: full wellness
OOC: Current Inventory:
harnin short swords: 21 ( 14 in Refuge)
bronze colored Dancer's Spike
harnin Longsword
Coins:
marks: 141

Animal Parts:
Feline Leg Bone: 1. ??

Minerals:
Coal: 1: {Heat x3}
dark green opaque: 1: ??
Slate: 62: {Thump x2}
Flint: 4 {Heat x2}
Bloodstone: 2: {Confluence +1}
Sunstone: 7: {Persona +1, Muddle x2}
Heartstone: 5: {Confluence +1}
Lodestone: 1 {shock x2}

Ores:
Zinc Ingots: 1: {Health +1, Mend x2}
Tin Ingot: 1: {Persona +1, Muddle x2}
Lead Ingot: 10: {- Body x2}
Iron Ingot: 1 {Confluence +1, Mend x2}
Calcium Ingot: 1: {Cohesion +1, Restore x2}

Plants:
Lighter Pine: 7 measures {heat x2}

Unknown Items:
Angry Spirit Dust: ??
Acolyte Avery's Ledger (In Refuge)
DoD Training Ledger (In Refuge)
OOC: Each character receives 5 DP. Astarte improves 2% in Markidian. State intentions. Provide a random roll.
 
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Eric Zephlaer

Gaming Aficianado
Adisakti says to Taylar, "Es kann gefährlich für uns sein, diese beiden am Leben zu lassen."
It may be dangerous for us to let these two live.

He whispers the same thing to Astarte in Markidian. He takes some of the spare rope, rolls the swords up in one of the soldier's tunics so that the white symbol cannot be seen, and then ties the bundle with the rope. He puts this in the wagon for time being, knowing it will need to be carried later. He then tells Astarte that they will convey more information to her about their current plans when it is safer to so and asks her if she would care to join them, rather than risk further incident by traveling alone.
OOC: 87
 

astarte

Adventurer
"These monsters are insult to the lord of the day and must be stopped before will harm more innocent. I'm in it." she answers. Then she inquires the captives where their garrison is located, what's the name of their commander and the name of his commander (so she will know what place and people she should avoid in the future; she asks each of them separately the same questions to make sure they ain't lying.)

Then she turns again to Adisakti and says: "It's ugly, but you're right; even if we would cut off their tongues, someone still could recognize them. But I gave them my word, so I won't do this."
 
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Kwargrow

Gamer Extraordinaire
Astarte confirmed that a single man on a black horse had captured her and turned her over to these soldiers
that they were not to stop in Outpost of Refuge
Taylar replies in Maldrog, "I have no issue with disposing of these guards. We are already enemies of these soldiers. In any event, we should move on quickly. I do not like that this 'black horse rider' is going around capturing people. I like even less that these guards were told to avoid Refuge. We should return to our home and warn them of this incident. If we meet this Hand of Justice we should dispose of him as well."
84
 
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MacConnell

Creator of The Untamed Wilds
Adisakti says... whispers... tells...
... (Astarte) inquires... says...
Taylar replies...
The decision having been made, the remaining two guards are dispatched quickly and mercifully. The information they provided can be confirmed by the other three men, who relate what they know to fill in any missing information.
GM:
At the inception of play, West Cove is considered to have been in existence for about 60 cycles (years). The city and the region are ruled by a monarch who resides in the castle there. The position is inherited by each first born child without regard to gender, though both of the two rulers have been male. The kingdom was first established to promulgate a uniformity of economics and established better trade within the region.

King Pierre is becoming nothing more than a figurehead as the power of the Cathedral rises. Order is enforced within the region by Kingdom soldiers, beholden to the Castle, under the guidance of General Olivier, who is unswayable in his loyalty to King Pierre, just as he was to his father King Louis, but he is becoming aged. Blasphemy and insurrection are handled by Cathedral soldiers under the instruction of the Hand of Justice. The Hand of Justice is a military unit of six elite soldiers who answer to the Ministry of Light. Actions of the general populace within the region are surveilled by units of the Daughters of Dawn, who also fall under the instruction of the Hand of Justice.

Kingdom soldiers are dressed in corded tunics that have been dyed dark green and emblazoned with a symbol of a fish that has not been dyed, upon the front and back. Cathedral soldiers travel in units of 8 members and are dressed in corded tunics that have been dyed blue and emblazoned on the front with a red symbol for the Lord of the Day, which is a circle having rays stretching forth from it, to represent the Sun. The Daughters of Dawn travel in units of 6 members and are dressed in light leather armor that has been dyed dark blue and adorned on the back with a symbol, in black, of concentric semicircles, which is actually the symbol for Dusk not Dawn, but the general populace does not know this. A unit operating from out of Refuge has been outfitted with brighter blue armor and the correct symbol, which is a semicircle with rays extending forth from it. This unit does not enter West Cove proper but answers to Vittero Luminet, a priest of Dawn in Refuge, who was responsible for correcting their uniforms.


Difficulty arises with the current situation in the fact that it happens to be the Shifting Season. A storm has blown in from the North and the current heavy rain precludes any attempt at starting a fire.

Raven Elk releases the ox, and it begins to wander about. The reasoning behind such is sound. It could not be sold for it would be considered as stolen and it would contain far too much meat that would go to waste if it were killed. Turning the wagon on its side helps make a cover for the downpour and everyone just sits.
GM: Taylar has made a suggestion to immediately return to Refuge instead of continuing on into Westford. Decide upon a destination and if the bodies are simply to be left, as the likelihood of anything being discovered of them is negligible.

Taylar: full wellness
Bracers: 16
Spaulders: 18 - 2 - 1 = 15
Tunic: 57 - 2 - 6 - 2 - 6 - 6 = 35 - 2 = 33
Raven Elk: full wellness
Buckler: 19
tunic: 57 - 4 - 6 - 1 = 46 - 2 = 44
Adisakti:: Body: 10 - 19 = -9 + 1 = -8 + 15 = 7, hurt.
tunic: 49 - 1 = 48 - 10 = 38
Bracers: 19 - 2 = 17
Astarte: full wellness
OOC: Current Inventory:
harnin short swords: 21 ( 14 in Refuge)
bronze colored Dancer's Spike
harnin Longsword
Coins:
marks: 141

Animal Parts:
Feline Leg Bone: 1. ??

Minerals:
Coal: 1: {Heat x3}
dark green opaque: 1: ??
Slate: 62: {Thump x2}
Flint: 4 {Heat x2}
Bloodstone: 2: {Confluence +1}
Sunstone: 7: {Persona +1, Muddle x2}
Heartstone: 5: {Confluence +1}
Lodestone: 1 {shock x2}

Ores:
Zinc Ingots: 1: {Health +1, Mend x2}
Tin Ingot: 1: {Persona +1, Muddle x2}
Lead Ingot: 10: {- Body x2}
Iron Ingot: 1 {Confluence +1, Mend x2}
Calcium Ingot: 1: {Cohesion +1, Restore x2}

Plants:
Lighter Pine: 7 measures {heat x2}

Unknown Items:
Angry Spirit Dust: ??
Acolyte Avery's Ledger (In Refuge)
DoD Training Ledger (In Refuge)
OOC: Each character receives 5 DP. Astarte improves 2% in Markidian. State intentions. Provide a random roll.
 
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Kwargrow

Gamer Extraordinaire
Taylar says in Markidian, "The mission to Westford can wait. This encounter changes things. I am glad we were able to rescue Astarte, and I'm concerned that someone we know from Refuge might be targeted. We should at least warn our friends and introduce Astarte."
91(+79)=170
 

Eric Zephlaer

Gaming Aficianado
Being cold and his spirits as dampened as the weather, Adisakti looks over at Taylar, nodding. "We have had to leave bodies for the beasts of the field before. Without any such designation as these tunics, they are just nondescript casualties. We should divide these, though, and bundle them up until they dry enough to get rid of them. I did not like the last Hand that we did see. Those men give me a sick feeling in my gut. Keep in mind, this one that captured our new friend, Astarte, did it by speaking a single word. That is some serious power."
OOC: 75
 

MacConnell

Creator of The Untamed Wilds
Taylar says...
... Adisakti looks...
Taylar: 43 + 170 = 213
Raven Elk: 36 + 50 = 86
Adisakti: 42 + 75 = 117
Astarte: 41 + 50 = 91
With the sense of urgency conveyed by Taylar, the party moves out along the road and is able to make what should be a five day walk back to Outpost in four days. Using what rations and water is normally carried, the party does not dally for game. Always wary of their environment, the pace does not bring misfortune, as no threat is encountered.

Being typical of the Shifting Season, the weather varies almost drastically, but clear skies and high winds, during the day, dry the carried tunics, so that early one morning before the winds rises again, they are ignited and destroyed. The swords are bundled for easy carry and divided among all party members.

The Kingdom Regulars on watch along the road just before entering the village proper are distinguished from those of Cathedral soldiers by the wearing of their blue tunics, instead of green ones. Once near enough for parlay, the red embroidered fish, the symbol for the kingdom, is also visible. Simple conversation is negligible and everyone continues on their way. It is noted, to the irritation of Taylar and Adisakti, that one of the guards follows the group into town.

Plascimon, the local Priest of Dawn and Vittero's father, who is well known to and known by the three men, happens to be visiting with other villagers in the street. Seeing the party, he greets them, warmly, and approaches. Sensing the measure of urgency, he inquires as to its nature. He also apologizes for his neglect and introduces himself to Astarte, saying that any friend of his son's friends is a welcome addition.

Being quickly told of the concern, he says, "Let me tell you what I know of the structure of our religion before you continue on your way to Vittero."
OOC: to be continued...

Taylar: full wellness
Bracers: 16
Spaulders: 18 - 2 - 1 = 15
Tunic: 57 - 2 - 6 - 2 - 6 - 6 = 35 - 2 = 33
Raven Elk: full wellness
Buckler: 19
tunic: 57 - 4 - 6 - 1 = 46 - 2 = 44
Adisakti: full wellness
tunic: 49 - 1 = 48 - 10 = 38
Bracers: 19 - 2 = 17
Astarte: full wellness
OOC: Current Inventory:
harnin short swords: 22 (14 in Refuge)
bronze colored Dancer's Spike
harnin Longsword
Coins:
marks: 141

Animal Parts:
Feline Leg Bone: 1. ??

Minerals:
Coal: 1: {Heat x3}
dark green opaque: 1: ??
Slate: 62: {Thump x2}
Flint: 4 {Heat x2}
Bloodstone: 2: {Confluence +1}
Sunstone: 7: {Persona +1, Muddle x2}
Heartstone: 5: {Confluence +1}
Lodestone: 1 {shock x2}

Ores:
Zinc Ingots: 1: {Health +1, Mend x2}
Tin Ingot: 1: {Persona +1, Muddle x2}
Lead Ingot: 10: {- Body x2}
Iron Ingot: 1 {Confluence +1, Mend x2}
Calcium Ingot: 1: {Cohesion +1, Restore x2}

Plants:
Lighter Pine: 7 measures {heat x2}

Unknown Items:
Angry Spirit Dust: ??
Acolyte Avery's Ledger (In Refuge)
DoD Training Ledger (In Refuge)
 
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MacConnell

Creator of The Untamed Wilds
GM: Theology:
For the official religion of the Kingdom of West Cove, the main deity is called the Lord of the Day and is represented by the Sun. (He was originally called the Lord of Light but after the Game of Thrones was published, the name was changed.) This deity is considered to represent law and justice and sets forth a code of conduct for all aspects of life. Neither benevolence nor malevolence figure into the teachings, only obedience. Dedication and obedience are believed to govern the destination of the life force.

The wife of the Lord of the Day, a new deity, is represented by the silver moon and is called the Lady of Reflection. She is believed to offer guidance in feminine ‘duties’ and crafts of the arts. Together with the Lord of the Day, she gave birth to a daughter called Dawn. The Dawn has no celestial representation but is depicted, in symbol, as a semi-circle with extending rays. The Dawn is responsible for bringing forth spring growth and beneficial rains. She is worshiped most prevalently in Outpost.

The former mistress of the Lord of the Day, also a new deity, is represented by the orange moon and is called the Mistress of Darkness. She is believed to inflict misfortune upon civilization. Various rituals are performed to appease her before trips are taken, especially on the ocean, events are planned, or copulation is conducted with the intent of bearing a child. Any suspected homage, not appeasement, of the Mistress is punished by public beating. The administration of this punishment can be and is readily abused. Together with the Lord of the Day, she gave birth to a daughter called Dusk. Dusk has no celestial representation but is depicted, in symbol, as concentric semi-circles. She is the patron of bullies, assassins, and poison makers. The symbols for Dusk and Dawn are readily confused by the general populace. This confusion is helped by malevolent individuals in positions of power, though who is exactly responsible is not known.

The spokesman for the Lord of the Day is called the Divine Praetor. He, and it is always a man, is chosen by the nine members of the Ministry of Light. The Ministry of Light also chosen its own members from the body of Dedicated Clergy, should a member die and need to be replaced. It is the members of the Ministry who set forth the rules, regulations, and edicts that affect the everyday life of the citizenry. Any new edicts are supposed to be conveyed to the Ministry by the Divine Praetor, who is the one to proclaim the word of the Lord of the Day. Visions or messages from the Lord of the Day are not received directly by the Divine Praetor, who is only the speaker or oracle. The messages are delivered by the Prophet of Light who is never seen by anyone other than the Divine Praetor. The Prophet is believed to be an avatar, a person who was specifically chosen to carry out such tasks by the Lord of Light, himself. The general populace holds faith in all such proceedings; although, if skepticism were to be expressed, the one doing so should probably expect a visit from the Daughters of Dawn to investigate any such misgivings. Those charged with blasphemy or dissension are remanded to the Hand of Justice, who determine the means of punishment. Punishment is usually imprisonment or hard labor.
 

MacConnell

Creator of The Untamed Wilds
GM: The Cathedral:
This is a magnificent structure of masonic excellence. It was constructed from hewn stone that had to be transported from quite a distance for such large pieces. The building is a single, rectangular structure, facing west, inland of the Port, north of the Castle, yet south of the Outlying Farms. It is the first structure that a travelers eyes would be drawn to when arriving by the main road. Its spires stand some 10 strides in height, higher than those of the Castle. The main entrance that faces the setting sun opens to the main worship hall, where messages are given to the faithful, who attend the first day of each Tenday. The faithful includes every member of town who is adolescent or older. Little exception is given to absences; which if too frequent, could garner a visit from a Seeker of Truth of the Daughters of Dawn.

The Divine Praetor resides within the Cathedral but the Ministers of Light only meet there. They reside in their own houses, but their individual identities are not known to those outside of the Ministry, for they wear hoods and masks when dealing with others, even other members of the religion, including during all Ministry proceedings. Older members do know the younger ones who have been chosen within their lifetime, but the younger do not know the older. This protocol is allegedly justified by the precepts of the religion but appears to be completely nefarious in application to anyone else.

When in town, the members of the Hand of Justice and the Seekers for Truth are both housed in the Cathedral. The Hand is housed in a level below ground. The Seekers are housed on the second floor above. There are meeting rooms for both organizations, adjacent training grounds, and a second sub-level for holding cells. Those remanded to Reflection are held under the Cathedral by its own authority not that of the King.

The Cathedral employs a Body of Clergy that maintain the cleanliness of the structure and of the grounds as well as to perform various duties associated with the religion. These employees all reside within the structure and are forbidden to marry or have children. Those who have family members in town are allowed to visit them, once each Tenday. Clergy members are respected within the town for their dedication to the Lord of the Day. Some dedicated volunteer for such appointment but others are actively recruited by members of the Hand. All actively recruited clergy are born with the talent to manipulate waylines; though recruited as children, they are taught to believe that they carry a blessing from the Lord of the Day. Ministers, Hands, and Seekers are more feared for the power they wield, as all are extremely powerful benders, but this is completely unknown by the general populace. A few of these individuals may even believe that their talent is a blessing from the Lord of the Day.

Adjacent to the Cathedral is a plain stone structure, which is the barracks for Cathedral Soldiers when they are in training. Training numbers are kept small and instruction is conducted by a member of the Hand. Dispatched units travel abroad and sleep where they can. A stable for the horses that belong to the Hand abuts this building. Each Hand employs one person to tend his horse and no one else is allowed to touch it. The war horses are trained to be mean and will not tolerate other intrusion, anyway. Each horse is beholden to its specific rider.

OOC: Each character receives 5 DP. Astarte improves 2% in Markidian. I know the desire is to press on to Refuge. State nominal actions and other intentions. Provide a random roll.
 

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