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<blockquote data-quote="MacConnell" data-source="post: 7362148" data-attributes="member: 6855223"><p><strong>Day 203: Moving Toward the Mountains</strong></p><p></p><p>[gm]The intriguing and insightful, thought sometimes comical, conversation continues for a bit as the crew gathers their borrowed gelding and continues to follow what they think is the path that will lead them to their quarry. </p><p></p><p>The remainder of the day and the following one prove to be above normal hot with no rain and no wind. Travel is slowed somewhat due to the fatiguing nature of the weather. The topographical changes become greater with more scrub and less grass. The dry land looks parched. By late afternoon, as the party considers itself to truly be entering the mountain range, the sandiness of the soil reveal a travel path that has definitely been used by people, and further investigation reveals what is sure to be horse tracks.</p><p></p><p>Deciding that they must be close to whom they are seeking, the crew decides to travel a bit longer rather than risk making camp so close to a possible enemy. While it is still yet plenty light enough to see, the smell of smoke reaches each person. It is suspected that around the very next bend in the path lies a camp of the culprits.[/gm]</p><p>[ooc]In D&D monster races such as goblins, orcs, and gnolls can be encountered in the wilds. En mass, these creatures are considered malevolently hostile, and no negotiation is possible. Solitary individuals and very small groups indicate the only exception.</p><p></p><p>In TUW, there are malevolently hostile tribes of people that are commonly known by the same non-negotiating status, especially when encountering youths or young adults. These tribes are Katalian, Kaalatala, Gragorrid, Evipau, Da'Roneh, Medderin, Kinamin, Shimadow, Deviard, Nishurin, Amiradtha, and Zveddig. Of these, Da'Roneh, Kinamin, and Deviard are known to be able to manipulate Way and are termed as Blighters.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 7362148, member: 6855223"] [b]Day 203: Moving Toward the Mountains[/b] [gm]The intriguing and insightful, thought sometimes comical, conversation continues for a bit as the crew gathers their borrowed gelding and continues to follow what they think is the path that will lead them to their quarry. The remainder of the day and the following one prove to be above normal hot with no rain and no wind. Travel is slowed somewhat due to the fatiguing nature of the weather. The topographical changes become greater with more scrub and less grass. The dry land looks parched. By late afternoon, as the party considers itself to truly be entering the mountain range, the sandiness of the soil reveal a travel path that has definitely been used by people, and further investigation reveals what is sure to be horse tracks. Deciding that they must be close to whom they are seeking, the crew decides to travel a bit longer rather than risk making camp so close to a possible enemy. While it is still yet plenty light enough to see, the smell of smoke reaches each person. It is suspected that around the very next bend in the path lies a camp of the culprits.[/gm] [ooc]In D&D monster races such as goblins, orcs, and gnolls can be encountered in the wilds. En mass, these creatures are considered malevolently hostile, and no negotiation is possible. Solitary individuals and very small groups indicate the only exception. In TUW, there are malevolently hostile tribes of people that are commonly known by the same non-negotiating status, especially when encountering youths or young adults. These tribes are Katalian, Kaalatala, Gragorrid, Evipau, Da'Roneh, Medderin, Kinamin, Shimadow, Deviard, Nishurin, Amiradtha, and Zveddig. Of these, Da'Roneh, Kinamin, and Deviard are known to be able to manipulate Way and are termed as Blighters.[/ooc] [/QUOTE]
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