The foothills and scrubland being rocky environments, it is of no consequence for Sprthnt to find a rock suitable for his desire, and it is a simple matter to string the chitinous elytra. Though it is not their season, with the drier environment and scarceness of animals, many acorns still litter the ground from last season. Each character is able to collect a satchel, full of good acorns before continuing on. This takes very little time.
Britta is compelled to scrape around under the fallen leaves, at one point, discovering a semi-translucent, dark, purple stone. Neither Antapkos nor Siofrita discover any more plants of interest, other than the acorn trees. Kuwaia signals the group to bring their attention to a small colony of Harvesters, from which the party is able to take only two. At another time, Cormorante notices a pair of quilled rodents, about twice the size of a person’s head. The strange animals look like they could be dangerous but Cormorante senses that they should be edible. At yet another moment, Sprthnt discovers a party of indigenous Shimadows that do not notice him, as they are busy with some task of their own.
Antapkos: full wellness
Tunic: 59 Sioftrita: full wellness Cormorant: full wellness
Tunic: 59 Britta: full wellness
Tunic: 59 Sprthnt: full wellness
Tunic: 48 Kuwaia: full wellness
Tunic: 57
Coins: 113 clams
lacquered elytra: 12:
aluminum ingot: 1: (shock x 2)
OOC:
Each character receives 5 DP. State nominal actions and intentions. Provide a random roll.
Britta will attempt to identify the stone. If she is unable to do so, she will give it to Sprthnt. With the supply of meat becoming scarce, the party will attempt to take the two strange rodents from a distance, not knowing what to make of all those quills. Rather than pursue conflict, Antapkos and Siofrita will call out to the other Shinadows, to engage them in brief conversation.
Appropriately named grapestone, the semi-translucent, dark, purple stone is often used in trinkets carried by indigenous and civilized peoples who are unaware of its mystical potential. If bodily carried, a stone would augment the impetus for her physical function and her intellectual cognizance.
OOC:
Cohesion +2
With the talent to mystically affect others at a distance, there was no danger to anyone in the party when taking the two quilled rodents; however, it became readily evident as to their danger for both slung a barrage of quills in its dying moment. The quills could not carry far enough to stick anyone. The strange creatures were rather difficult to clean, for the risk of poking oneself, and the hides could not be salvaged. Eight of the spent quills were recovered, fulfilling an overt curiosity. They were hard, like beetle elytra but tapered to a very sharp point and weighted on one end to make them fly farther when slung.
Despite their natural predisposition toward hostility, Shimadows are not psychotic and will refrain from attacking their own kind. The situation does not become friendly, but an exchange of courtesies is offered, and the two groups do not interfere with one another, as both were moving in, somewhat, opposite directions.
Antapkos: full wellness
Tunic: 59 Sioftrita: full wellness Cormorant: full wellness
Tunic: 59 Britta: full wellness
Tunic: 59 Sprthnt: full wellness
Tunic: 48 Kuwaia: full wellness
Tunic: 57
Coins: 113 clams
lacquered elytra: 12:
aluminum ingot: 1: (shock x 2)
OOC:
Each character receives 5 DP. State nominal actions and intentions. Provide a random roll.
Being so curious about the rodent quills, each person, except Kuwaia will attempt to see if they hold any mystical proclivity. A bit wary of the indigenous Shimadows, as the party walk away, everyone will make sure that the others continue to leave. Everyone will continue to looks for useful or interesting items.
Everyone discovers that the Prickler quills harbor the same mystical proclivity as previous items collected from other rodents but stronger in augmenting Health. Individually they may also be sacrificed to enhance mystical toxicity. Departing as warily as the party, the indigenous Shimadows do continue to depart without incident. After a few more hours of following along the base of the foothills, the party comes to the Crystal River as it abuts a steep ridge of the Dragon’s Footprint. This is not the actual headwater, but all thirst can be slaked and water containers refilled.
Being in such an unfamiliar environment, it seems foolish to attempt relaxing in the water until much more is known of the area. It is no longer possible to continue along the chosen path because of the location of the river; but at this point, the stream is easily crossed. The dominant trees also change from those of the acorn variety to those of the palm variety, where dates and coconuts can be gathered. Following the river, upstream, from its other bank for another couple of hours, the party hears voices and then activity of people, coming from farther ahead. As a complete surprise to the party, a civilized population of Mhytres has apparently established a permanent community at the base of a falls that are the head of the Crystal River. Only Britta recognizes the tribe as Ekimmards. The longevity of the community cannot be initially known, but several of the residents can communicate in Shimadow and Ansylin, indicating enough exposure to the two dominant tribes to have learned some of the languages.
Antapkos: full wellness
Tunic: 59 Sioftrita: full wellness Cormorant: full wellness
Tunic: 59 Britta: full wellness
Tunic: 59 Sprthnt: full wellness
Tunic: 48 Kuwaia: full wellness
Tunic: 57
Coins: 113 clams
lacquered elytra: 12:
aluminum ingot: 1: (shock x 2)
Ekimmard Village
OOC:
Each character receives 5 DP. State nominal actions and intentions. Provide a random roll.
Quickly recovering from the initial shock, the party will gesture a greeting toward the Ekimmards, to demonstrate that they are friendly. Once some communication ensues, the party will try to meet with village elders and learn overt information about the village and its people. They will also ask about the falls and anything else that piques their curiosity. Though not particularly carrying anything of trade value for these people, if anyone of the party can assist with a task in the village, this will be done to engender good will
Recognizing Britta as a Mhytre further engenders goodwill with the Ekimmard people, for they tend to favor their own species. Mixed parties of people give two instant, yet opposing opinions of the group, as those groups tend to either be friendly explorers or dangerous headhunters. Waving represents the Sojourn Six as explorers, and the crew is welcomed into the village and introduced to the village elders.
Not being particularly built for climbing palm trees, the Ekimmards had developed methods for shaking the trees in order to cause their ripened fruit to fall to the ground where it was more easily collected. Idly helping with this for even a few minutes helps further the good will. During the time there, the party learns that, like all civilized Mhytres, the Ekimmards are instinctively proficient at working metal, and miners venture short distances into the Dragon’s Footprint to search for ore.
Lacking coal which is necessary for efficiently melting harder metals, the village smith and metallurgist work mostly with Ocrin and Ularin, the alloys of tin or aluminum with zinc. As metal is non-existent in Asylim except for that imported from Boga City, this could be an extremely important find.
Antapkos: full wellness
Tunic: 59 Sioftrita: full wellness Cormorant: full wellness
Tunic: 59 Britta: full wellness
Tunic: 59 Sprthnt: full wellness
Tunic: 48 Kuwaia: full wellness
Tunic: 57
Coins: 113 clams
lacquered elytra: 12:
aluminum ingot: 1: (shock x 2)
Ekimmard Village
OOC:
Each character receives 5 DP. State nominal actions and intentions. Provide a random roll.
Knowing that South Road Fair had an established trade with Bergbaulager for metal tools and supplies of a better quality than anything that could be made from tin or aluminum. Everyone decides to relate this information to Magister Pesce. The discussion was whether to continue the original search or report this unexpected find as soon as possible. It was decided that the time that had passed was rather short in terms of exploration and that more should be expended before returning for any kind of report. After spending a few days with the Ekimmards, the six retrace their steps to continue following along the western edge of Land’s End Pass.
The six depart on friendly terms, having managed to learn a few words of the Ekimmard language during the stay. Each person carries his satchel full of palm fruit for the journey. The first day of return is routine and swift, having walked the exact path before. Travel is slowed, once again, when entering new territory.
During the second day, Siofrita comes across a small shrub with moderately aromatic flowers that could have some commercial value, if more were located. Various names are given to the flowers depending upon the culture, but the mystical identification is universally called Tranquility. One measure, when mixed as a decoction or infusion, will accelerate the normal restoration of the loss of Mind or its developmental components by double as well as augmenting olfactory awareness, for one hour. The flowers offer the same benefits if placed over coals in a steam bath. For a Bender, a measure of the dried or fresh flowers may be chewed for the same benefit. If held in hand by Antapkos or Siofrita, a measure will enhance the mystical effectiveness of the Identity task by triple; after which, the measure disintegrates.
Antapkos also discovers a small flowering shrub, but its flowers have little aroma. Careful analysis reveals that the plant is of a variety called Berserker. One measure of the flowers, when mixed with food or drink, will increase the strength of the consumer but decrease mental faculties, possibly causing a berserker rage. Despite the negative potential, when dried and ground into a powder, it is a popular narcotic, discretely sold by nefarious traders. The augmentation and detriment last for one hour.
Within the rocks of the foothills, Britta discovers a relatively soft and dull yellow, opaque rock about the size of her fist. Analysis allows her to realize that it is a brick of sulfur. If a piece about the size of a normal stone or a measure of powder is held in hand by any of the party, except Kuwaia, the quantity will enhance the mystical effectiveness of generating heat by a multiple of three; after which, the quantity disintegrates. If a like quantity is held in hand by Antapkos, it will enhance the mystical effectiveness of the Ionize task by a multiple of three; after which, the quantity disintegrates.
Britta also discovers a dark, iridescent, slightly soft metal, called nickel, used by knowledgeable smiths in the manufacture of weather-resistant alloys. If held in hand by anyone in the party except Kuwaia, an ingot will enhance the mystical effectiveness of the Shock task, by double; after which, the ingot disintegrates.
Kuwaia is the first to recognize a bramble thicket off in the distance. It is not the season for berries but it is a good place to stop and set snares, hoping for some variety of rodent or running bird. With his chosen location, Cormorante does capture a fairly decent sized running bird, which is better fare than mere rodents. While cleaning the animal, he discovers that its spurs, skull, and a particular three of its tail feathers will augment the impetus of resilience and vitality. While the spurs can be used by anyone except Kuwaia, the feathers are more suited to Antapkos or Siofrita, while the skull is more suited to him or Sprthnt.
While taking some rest in the convenient location, as the afternoon is nearing dusk, Sprthnt hears movement that attracts his attention, discovering an approaching group of beige colored Aedamans, a bit on the shorter side of height, with highly decorated skin. The group of all males is attired in crude skins and equipped with rudimentary stone spears. Recognizing them as Katalians, it is known that these monsters have no language or social skills. When encountered, they are extremely violent and aggressive, being headhunters and suspected cannibals. It is likely that the bramble thicket has been used by them before to trap game and conflict is sure to arise when the party is seen.
Antapkos: full wellness
Tunic: 59 Sioftrita: full wellness Cormorant: full wellness
Tunic: 59 Britta: full wellness
Tunic: 59 Sprthnt: full wellness
Tunic: 48 Kuwaia: full wellness
Tunic: 57
Siofrita will gather a measure of the tranquility flowers, but Antapkos disregards the berserker shrub. Not he nor any member of the party has any interest in engaging in that sort of commercial enterprise. Britta breaks the chunk of sulfur into pieces and divides it among everyone who can make use of it. She also keeps the ingot of nickel. Cormorant keeps one of the rooster’s feet and gives his grapestone to Antapkos. He gives the tail feathers to Siofrita, who makes a hair fetish of them. He gives the other foot to Britta. As Sprthnt already carries a bandy skull, the one from this rooster is discarded.
With regard to the approaching headhunters, Sprthnt and Kuwaia signal that they will move off to the right, readying weapons. Antapkos and Siofrita move away to the left. Siofrita readies an arrow and Antapkos readies a javelin to throw. This leaving Cormorant and Britta to remain in place, weapons ready. Antapkos and Siofrita will both cause their skin to better match their surroundings. The other four will all obscure their lifeforce making themselves harder to focus upon.