Welcome to the Halmae (updated 2/27/07)

Part the One-Hundred Eighty-Seventh
In which: among other miscellaneous encounters, Anvil gets up close and personal with a sheep.

Philinimbram has appointed himself the group’s official liason to the rest of the village, and he happily spends the afternoon introducing the village population.

From their conversations, the party learns that all the hues have the same “clan tattoo” that Philinimbram does. Apparently, it is a clan ritual to tattoo their children at birth. When asked about the origins of the custom and the symbol itself, none of the hues have any idea. Not that this appears to bother them. “It’s just what we do,” they explain.

Eventually, Anvil rejoins the group, having concluded his conversation with Granny.

“Does she know anything about Barnabus?” Annika asks hopefully.

“In a word,” says Anvil, “no.”

###

As the villagers prepare for the birthday revelry that night, the party goes to explore the island. The only other inhabitants are a flock of sheep, munching contentedly in a sunny meadow a few minutes walk from the village.

The party approaches cautiously, but it soon becomes evident that the sheep are quite tame. Even when Thatch lifts one to look for signs of the sigil carried by the hues and other creatures they’ve found on the islands, its only response is a plaintive bleat.

“I don’t see a sigil on it,” Thatch offers, “but it is kind of wooly. There could be something under there.”

“Well I’m not going to try to shear it and find out,” Eva announces, a sentiment quickly seconded by Lira.

“Besides,” Lira points out, “it’s not like everything on the islands has the sigil. The grass doesn’t, the docks don’t. Really, it’s only the weird things that try to kill us.”

“And the hues,” Thatch adds.

“They just didn’t try very hard,” she corrects him. “Remember the spears?”

Thatch is unconvinced. “They were pointy sticks.”

Lira is not one to let logic get in the way of a perfectly good point. “Whatever.”

While Thatch inspects the sheep, Anvil casts speak with animal in an attempt to ascertain its origins.

“Have you seen humans before?” he demands.

The sheep blinks at him.

“Beings like us.”

The sheep thinks about it for a bit. “Someone as tall as you,” he agrees eventually.

“How did you come to be here?”

“We walked.”

“You walked?!”

The sheep points its nose towards the woods at the edge of the meadow. “From over there.”

“No,” Anvil persists. “How did you come to this island?”

“Island?”

It takes some work, but the party does eventually explain “island” to the sheep. That hurdle cleared, they even manage to convey the concept of a boat. Now clear on what the party wants to know, the sheep agrees that it was once on such a craft, some number of days before.

“How long did you spend on the boat?” Anvil asks gravely.

The sheep chews for a long moment, then bleats unhappily.

“You can speak,” Anvil reminds it. “Do so. How long were you on the boat?”

Before that moment, Lira would never have thought it possible for a sheep to pout.

“We ate on the boat,” the sheep finally answers.

“How many times?”

The sheep’s only response is another plaintive bleat.

“Umm…” Thatch suggests. “I don’t think sheep can count.”

“Once?” Anvil asks. “Or more than once?”

Alas, try as they might to come up with a common reference, the sheep’s concept both of time and numbers proves too impressionistic to allow the party to estimate how far the sheep might have traveled to get to the island.

Next, they show the sheep a picture of the sigil, but the sheep doesn’t recognize it. Eventually, Anvil decides that he has gleaned all of the useful information he is going to be able to get out of this subject, and allows Thatch to set it free.

As the sheep is not exactly light, Thatch is more than happy to oblige.

###

The gathering that night is quite the shindig. Although the hues might celebrate their birthdays frequently, the regularity of the festivities does not appear to dampen the participants’ enthusiasm.

As dark falls, everyone in the village gathers in the common area between their burrows. Several sheep are roasting over a large bonfire. The hunters are quite pleased with their quarry, and share tales of the latest fearsome sheep hunt as several cooks bicker good-naturedly over the best method of preparation.

The good mood of the night is infectious, and the adventurers quickly gets into the spirit of the celebration. Thatch becomes incredibly popular with the children as they take turns being lifted onto his shoulders and trotted around the commons for a big-feets-eye view of the village. With some amusement, Lira catches a few of the adults sending longing looks in his direction, clearly curious, but not quite wanting to ask.

As Thatch begins to look just a little tired on his twentieth-odd trip around the bonfire, Lira beckons a group of children over.

“Do you want to see a trick?”

They all nod eagerly, eyes bright.

“Look carefully…” Lira tells them, and pretidigitates a shower of sparkling flowers that rain down on the children’s heads.

Much to her dismay, as one, they all take to their heels, shrieking in terror. Lira turns to Eva, stricken, “I hope that isn’t—”

Before she can even finish the thought however, the children have returned, and Lira is up to her knees in a tiny mob pleading, “Do it again! Do it again!”

Lira is happy to indulge them.

###

Reyu watches with amusement from a little distance away, then turns back to her conversation with one of the villagers, a woman who bears the family name of her old adventuring companion, Hue Brindlestock.

“Tell me,” she asks, “do you have a relative named Hufaziloranix?”

The woman thinks. “That was my great, great, great, great, great, great, great grandfather’s name… I think.”

Reyu cannot hide her disappointment. “No one more… contemporary?”

The woman shakes her head. “Why?”

“I met an individual of that name who would seem to be a… person… such as yourself,” Reyu explains. “He did not know of his origins. I had thought perhaps they might be here. Apparently not.”

“It might have been my great, great, great, great, great, great, great grandfather,” Ms. Brindlestock helpfully suggests. “No one’s seen him in a really long time.”

Somehow, Reyu doubts it, but is too polite to say anything.

The other woman leans in close, as though to whisper a confidence. “Some of the hunters were talking earlier,” she confesses. “Is it true that big feets live for hundreds of years?”

“Not… all of them,” Reyu responds diplomatically.

The woman’s jaw drops. “Some live even longer?”

###

As the night wears on, Anvil discusses the group’s mission with some of the village elders who are slightly more… cogent than Granny. The hues do not know of a man named Barnabus. They are equally ignorant of the builder of the island’s dock. They do confirm that the dock—and the village itself—are the areas of the island where they are most likely to find big feets tracks. Those who have studied the phenomenon agree that the big feets usually come to the island in groups of two or three at a time. To what purpose, remains a mystery.

Anvil files this information away and finally asks the question that has been weighing on his mind since he first encountered the hues.

“Tell me,” he says gravely, “of the Justice of your people.”
 

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Part the One-Hundred Eighty-Eighth
In which: *sniff* Isle of Hue too, man.

As the children start dropping off to sleep, Thatch and Lira are able to take a break from their duties as entertainers, and the tenor of the celebration changes. Kegs of the local ale are brought out and Philinimbram soon approaches the party with an overflowing stein. Even at a distance they can hear it hissing and popping, and it effervesces with a vaguely noxious odor.

“Want some?”

“What is it?” Eva asks, clearly skeptical.

“Badgerbite!”

The party members all look to Lira. (Except Thatch, who—somewhat miffed—mutters, “I drink Dwarven Ale too, you know.”)

Lira ignores him. She takes the offered beverage with thanks, privately amused at her role as party imbiber of potent potables. My mother would be so proud, she thinks.

In her head, Euro snorts.

With silent toast to their hosts, Lira knocks back a healthy slug of the local brew. She analyses the first mouthful thoughtfully. Okay… looks nasty, smells worse, but once you get past that… not half-bad. And actually, it isn’t even too stron—

The ale knocks back.

Boss? You cool?... Oh….

It always takes a few seconds for alcohol’s full impact to hit the other side of the mater/familiar bond. A stray thought flits across Lira’s consciousness that she hadn’t been aware that “brick to the head” was available in beverage form.

Lira sits by the fire blinking for a few seconds. Holy crap.

Eventually, with an act of will (and use of an action point) Lira calms her stomach, and a beat later, manages to get her voice back.

“Not bad,” she rasps, and then, to the chagrin of the tiny piece of her brain that still cares about such things, she giggles.

The others watch with a mixture of amusement and incredulity.

“Is she actually drunk?” Thatch whispers to Eva.

Lira giggles again.

“I believe the proper term is ‘wasted.’”

“Am not,” Lira retorts, the effect of her scowl somewhat marred by a delicate hiccup.

###

When one of the hues starts hitting on Annika, the party decides that the time has come to make their exit and go pitch camp.

They find Philinimbram to say good-night, who waves cheerily and then asks, “Are you going to your burrow now?”

Anvil and Reyu exchange glances. In all of their interactions with the hues, no one made mention of guest accommodations. But there’s something about the way he said, their burrow… Could he mean…
But before anyone can think of a way to ask what Philinimbram might mean without broadcasting their ignorance, Lira blurts out, “We have a burrow? Where?”

Philinimbram looks a little puzzled, then realization dawns. “Badgerbite’s good stuff, huh?”

Lira nods happily. “Yeah.”

“Here,” he says, gently taking her hand. “I’ll show you.”

###

Philinimbram leads Lira (and the party) to a small copse of trees not far from the village. Apparently satisfied that he has seen them to the door, he takes his leave and returns to the village, where the festivities show all signs of going until dawn.

The party has only one problem. There is no “burrow” in evidence. Reyu and Kiara scour the area, but aided only by Anvil’s light spell and Annika’s everburning torch, they can find no sign of any shelter at all.

“If Barnabus or other ‘big feets’ do come around,” Annika offers, “he seems to be pretty careful not to let the hues see him. If he’s made himself a place to stay, he’s probably hidden it magically so they can’t find it.”

“Well, that worked,” Eva grouses, indicating the route Philinimbram took back to the village.

Lira giggles. “We could tell the hues we lost our key.”

Annika, who has already had several offers of a burrow where she could spend the night, is the first to quash that suggestion. “No.”

“Do you have detect magic prepared?” Reyu asks her. “If the burrow is magically concealed, perhaps we can locate it that way.”

The wizard shakes her head. “I used it earlier.”

Both women look at Anvil. “Kettenek did not see fit to grant me that ability last time I petitioned him.” He clarifies, “More to the point, I did not ask.” He then shrugs and indicates Lira. “She can always cast it.”

Lira realizes that someone is talking about her. “Cast what?”

Reyu pats Lira on the arm. “Never mind.”

Lira is not to be put off. “Cast what?”

Detect magic.”

“Of course I can detect magic. Why didn’t you ask?” Lira rolls her eyes at her friends’ apparent idiocy and begins to cast the spell.

(“Concentration check, please,” says the DM.)

It takes a little longer than usual, but Lira finally finishes her arcane chanting and arm-waving. Finished, Lira stands perfectly still, staring at the party. The others look on expectantly.

“Are you alright?” Reyu asks gently.

Lira blinks. “Ooo,” she says at last, “pretty colors.”

###

Once the rest of the party is standing behind her and Lira is no longer distracted by the auras of their magic items, she does manage to locate the concealed entrance to what is presumably Barnabus’ “burrow” by the aura of abjuration radiating from the latch.

When repeated attempts at opening the door fail, the party finally decides that the best plan of action is for Annika to memorize knock in the morning, and in the meantime, they take out their bedrolls, and camp under the stars.

###

The next morning dawns bright. Really bright. Far too bright. And—as far as Lira is concerned—far too early. She has never in her life been this hung-over. Not even after the dwarven ale sludge. Her head aches, her mouth tastes like the inside of a sock, and every sound reverberates inside her head.

Very carefully, Lira finishes her morning prayers and focusing exercises, and opens her eyes. A beam of sunlight, Ehkt’s glory on earth, comes lancing through the trees right into her eyes and explodes inside her brain.

Lira winces, and grits her teeth. This is a challenge, she reminds herself. Embrace it. This is a challenge.

Next time you take on a challenge, leave me out of it. Euro grumbles into her head.

What’s your problem?

I’m just sayin’. You think you could think a little quieter maybe Boss?

You’re not the quietest thinker yourself, you know.

[size=-1]Oh… sorry about that.[/size]

Sigh. [size=-1]Yeah, me too.[/size]

As Lira and Euro work out their morning grumpiness, Annika easily knocks open the door to the burrow Philinimbram led them to the night before.

From the outside, the door is highly camouflaged behind bushes, branches, and other natural brush. Otherwise, it looks very much like the doors on the hues’ own burrows.

Inside, the party finds to their surprise and satisfaction that the ceiling is high enough to allow everyone but Thatch to stand comfortably erect. The burrow consists of a single room, simply furnished with a table and two wooden stools. The floor, ceiling and back wall are bare dirt; however, the side of the burrow facing the hues’ village is made of woven sticks and leaves.

Through the screen, the party is able to see outside remarkably well, although from the outside, the wall is completely opaque.

“It’s like a duck blind,” Thatch observes.

“So Barnabus brought the hues to the island so he could observe them?” Eva looks a little unsettled. “That’s kind of creepy.”

“Creepier than keeping a talking golden skull in your basement?” Kiara asks.

Eva has to admit she has a point. “Well, no.”

Lira, recovering a bit already from her hangover casts detect magic again. Although the auras she sees on the party are not quite as… vivid… as they were the night before, at least they don’t make her want to lose her breakfast.

After a close scan of the room, she returns her verdict. “There’s nothing magical in here that we didn’t bring ourselves, and,” she adds, “nothing we brought with us reads as magical that shouldn’t be.”

Eva sighs. If she still owned something beyond the clothes on her back, she might be more worried about things like that.

Although Reyu finds many tracks, none appear to have been made more recently than a month ago, leading her to surmise that this probably isn’t one of Barnabus’ primary haunts. Still, the party composes a note to the archmage and leaves it on the table, just in case the long absence implies that he will be returning soon.

Once that is taken care of, the party decides that the time has come to move on to another island in the archipelago. Of course, this will necessitate bidding good-bye to the hues. As they shove-off from the dock, it is Reyu who finally finds the words to express the party’s thanks.

“Good-bye,” she tells Philinimbram warmly. “May all of your sheep be succulent.”
 

Part the One-Hundred Eighty-Ninth
In which: another day, another island.

The islands in this part of the archipelago are somewhat closer, and the party can in fact see two from the hues’ island. There is a small island not too far away, and then in the distance, they can make out a piece of a larger one.

Thatch, as the party’s chief rower, puts in a strong vote for heading for the near island.

As they approach, Kiara notices something.

“There’s a building on that island!”

This is cause for some excitement among her fellow travelers.

“Really?”

“Are you sure?”

“It isn’t just another dock?”

“I think I see it too!”

“I don’t see anything.”

“Are you sure your eyes are open?”

Kiara’s bounces up and down in her seat. “Can I go look at it? Can I, Annika? Can I?”

Anvil discretely grips the side of the boat, currently rocking with some vigor under Kiara’s excitement. “Perhaps,” he observes through clenched teeth, “that would be a wise plan.”

“Okay, okay,” Annika relents. “But be…”

Kiara shifts to swallow form and is gone in seconds.

“…careful.”

Lira pats Annika on the arm sympathetically. “She knows.”

###

Sure enough, Kiara is back—safe and sound—a few minutes later, brimming with even more enthusiasm than before.

“There are a whole bunch of buildings. They were kind of back in the trees, but there were definitely a bunch of them… Oh, and there’s a dock, too.”

“Excellent,” Anvil proclaims before anyone else can respond. “Thatch, proceed.”

Thatch puts his back into it, and everyone else in the boat concentrates on courteously ignoring the delicate shade of green creeping up Anvil’s skin.

###

Although the soil of the island is rather rocky, Reyu is able to discern the tracks of four humans (or humanoids), leading away from the dock into the island’s wooded interior and then back out again.

“How long ago?” Eva asks.

“No more than a week.”

“Well,” says Lira, “let’s see where they went.”

###

Past three forks on the twisting wooded trail the party comes around a bend to find themselves standing before a most curious artifact.

It’s an Ebisite ziggurat.

Although it looks extremely old, it appears to be in good-repair and otherwise well-maintained. Lira casts comprehend languages to read the inscriptions, and finds that it is the tomb of “His Holiness Azad al Gazi.”

“If he’s so holy,” Thatch asks, “what’s his tomb doing all the way out here?”

“Maybe he was trying to avoid Gemil,” Eva suggests.

Although the party has to allow that Ebis seems to have more than its share of necromancers, it doesn’t seem like the most likely explanation.

Plus, on the door is the same sigil that was tattooed on the hues, carved in the stone by the acid pond, and branded onto the killer plant.

The party is beginning to sense a theme.

Although there are no obvious magical auras anywhere on the building, the sigil itself radiates abjuration, and sure enough, the door is locked. After a quick vote, the party members decide not to break in. Instead, they backtrack to a previous fork in the trail.

###

A tower rises out of the trees. This must be what Kiara spotted from the boat. As the party approaches, a high stone wall with a single set of iron gates comes into view.

Surprisingly enough, there is no sigil in view.

After Eva checks the gates for traps and a loud knock receives no response, Eva tries the handle. To her surprise, the latch turns easily, and the gate swings silently back on its hinges.

The group enters and finds themselves in the courtyard of an old-fashioned keep. Surrounding the yard are various doorways, some unmarked and open. Most have sigils on them, and are locked.

Anvil considers. “Do you think the sigils are tied to the door locks in some manner?”

“Umm… Given the abjuration auras they’re all giving off, I’m thinking yes.”

Thatch digs through his pack. “Didn’t you say that this one from the acid pond radiated enchantment?”

Lira nods.

“Why the difference?”

The sorcerer shrugs. “You can't lock a pond?”

###

One of the unmarked doors leads to a smithy, which to Annika’s not entirely unexperienced eye, looks as though it is regularly cleaned, but has not been in use for some time. Other unmarked doors lead to a set of equally vacant stables.

As the marked doors are all magically sealed, and since Annika does not have a second knock prepared that day, Eva borrows Kiara’s tools and unlocks a shuttered window.

“What have you found?” Anvil asks.

“Looks like some kind of barracks,” Eva reports back from the window. “But there’s a door, it might lead to the rest of the building.”

Except for Thatch, the rest of the party follows her through, where they find sleeping quarters for twelve. They also find storage where monastic robes still hang, clean and undisturbed.

With Thatch following their progress as he keeps watch outside, the rest of the party leaves the barracks room. The door leads to a great hall, with huge stone fireplace, and a table still set with wooden plates.

After passing a kitchen, the party finally finds a narrow twisting staircase leading up to the top of the tower.

###

They emerge into a domed room with a massive telescope and movable roof controlled by an intricate pulley system.

“It’s an observatory,” Annika whispers, voice tinged with wonder.

“Wow,” Kiara echoes. Then a pause. “Why are we whispering?”

A small dark passage leads from the observatory to another room containing row upon row of scribe’s desks. On one wall is a massive mural painted with an intricate star chart in the familiar patterns of the night sky. The other walls are lined with honeycomb like shelves, each niche filled to the brim with scrolls.

The next room is a more conventional library, filled with books on astrology and the stars. Anvil takes one from its place and opens it.

Inside the front cover, a bookplate declares the volume to be part of the collection of Cosmia Astrologica Darine, written by Brother Anekitos in the year 163.

“One-sixty three…” Annika starts to do the math in her head. “So if this is 153 that would make the book… from ten years in the future?” She frowns.

Kiara’s eyes go wide. “Wow!”

“Umm… I hate to sound like Thatch here,” Eva begins, “but isn’t that impossible?”

“It is some kind of trickery,” Anvil announces.

“Or they’re using a different calendar.”

All eyes turn to Lira.

“This is the year 385 in the Hennan calendar. Plus it would explain why the reference is to the Cosmia Astrologica Darine, not the Cosmia Astrologica Dar Darine.”

“So how old would that make the book?”

Lira shrugs. “Old.”
Annika brings the conversation around to the more germane question. “But what is it doing way out here? Not even Dar Darine claims to have been exploring this far out in the Halmae during that era.” She turns to Eva, who is from the city. “Have you ever heard of this place?”

Eva wracks her brain, but can’t come up with much. “I think I heard something… once… a story about some monastery, or some monks… somewhere.” She gestures helplessly. “But I don’t know if this was them.”

The party looks through some more of the books, but can find no clue as to how the monastery came to be in its present location, or any mention of Barnabus’s name. Ultimately, they leave the archmage another note on the table of the main hall downstairs, and resume their exploration of the island.

Their wanderings next lead them to a Sovereign-style house, built overlooking a running brook.

After that, they find a Temple to Alirria. Built of pure white stone and covered in heraldic and decorative carvings. Lira takes one look at it, and its distinctive Dar Hennan decoration, and makes a decision.

“This was definitely built somewhere else and moved here,” she pronounces with nearly Anvil-like certainty.

“And how do you know that?” Anvil asks, unimpressed.

“Because,” Lira points out details of the ornate façade as she explains, “this temple was built and dedicated by the di Scallini family. The di Scallinis are one of the oldest, most powerful families in the city and there is no way they would build a temple out here where no one could see it.”

“Alirria can see it,” Thatch mutters in a low voice to Eva.

“I don’t think it was Alirria they were trying to impress with all that gold leaf,” she replies.

“Do you know when it was built?” Reyu asks.

Lira shakes her head. “There isn’t a date that I can see, but it must have been a while ago.”

“What makes you say that?”

“Rumor has it these days the di Scalinis are living on credit. My brother Pascal was engaged to a daughter from the family for a little while, but Papa called off the wedding.”

“Because they didn’t have money?” Reyu asks, puzzled.

Lira shrugs. “He didn’t exactly share his reasoning with me, but that would have done it.” She gestures to the building. “This must have been done back when they still had money.”

Although Reyu is somewhat puzzled over the intersection of marriage and commerce, she decides she will probably be happier not knowing the details.

###

That night, the party gathers around their fire, a merrily crackling circle of light on yet another empty beach. Although no one says anything directly, they are all too aware that it has been five days since they left The Fool’s Errand, almost half of their allotted time before Captain Elsuki will declare them lost and abandon them.

They’ve learned much. Unfortunately, they are no closer to locating Barnabus than they were the week before.

“But why would he bring the building here?”

“Maybe Barnabus collects buildings.”

“Not just buildings,” Lira points out. “First there was the island full of killer plants, then there was the island full of water and watery things…”

“You suspect he…” Reyu searches for an appropriate word, and settles for one that reflects her disgust, “…collected… the hues as well?”

“They got there somehow, and someone watches from that burrow and brings them sheep.”

“Are we even sure we want to find this guy?” Annika asks. “We’ve got four candidates already.”

“We were charged with delivering the invitations to all candidates,” Anvil reminds her, “even if we found them wanting.”

“Besides,” Lira argues, “it’s not like this is the first archmage we’ve found with strange hobbies.”

“It might not be Barnabus doing the collecting,” Thatch suggests.

He is met with puzzled silence.

“Well, it’s true,” Thatch repeats, a tad defensive. “We know that he lives somewhere here. We don’t know that he’s the only one.”

“He’s an archmage,” Eva argues. “Even if he doesn’t keep this collection himself, he condones whoever does.”

“Well,” says Reyu, getting off and brushing the sand off her hands. “It will be another thing to ask when we find him.”

“And hey,” Lira says brightly as the party settles down to sleep. “Look on the bright side. We’ve been all over this island and nothing’s tried to kill us.”

Miraculously, in spite of that pronouncement, the night passes quietly.
 

That's it! We're caught up with all the old updates (including a few tweaks to Part the 188th to try and clear up some of the confusion over burrow ownership). As promised, new update to come in a just a moment.

Thanks to everyone for your patience, and big thanks to StevenAC for his incredible archiving prowess.
 

Part the One-Hundred Ninetieth
In which: if we don’t find Barnabus soon, Thatch is going to have a stroke.

Stroke. Stroke. Stroke… Stroke.

The really frustrating thing about a rowboat, Thatch reflects, is that you can’t see if you’re making any progress. I mean, sure, I can see the island we just left getting farther, and farther… and farther, but that’s not exactly encouraging.

Thatch tries to glance over his shoulder on the backstroke, hoping he can catch a glimpse of the large island they sighted that morning on the horizon.

Yup, there it is. A green blob. Green blob in front of me, green blob in back of me, white blob to the right of me… Thatch blinks. Then looks again. Is that a—

“I see a sail!” Kiara shouts.

It’s true. After close to a week of empty seas, there is suddenly a small vessel, speeding along several hundred yards off their port side.

###

As Reyu (wildshaped into a pelican) draws alongside the other vessel, she knows that at least part of their search has ended. The boat is a small swift craft, clipping along at full sail. And at the top of the mast, above the sail, a small pennant bearing the same sigil that they have found throughout the islands flaps in the breeze.

From what Reyu can see, the crew is entirely human: three men and two women. Two are obviously professional sailors, while the other three wear elaborate grey and red livery. Around the necks of these three hang medallions embossed with the same sigil that is on the vessel’s flag.

As Kiara hangs back, ready to fly back to the longboat for help if needed, Reyu circles the boat slowly. She makes sure that she has been spotted, then comes in for a gentle landing on the deck and shifts back into an elf.

Her sudden appearance is met with understandable surprise. One sailor loses his grip on a line he was hauling, but a barked order quickly quells any panic. Good, Reyu thinks, these humans do know how to think before acting. She tries not to think about the fact that she is effectively staking her life on their continued good sense.

Reyu bows slightly and speaks.

“I do not wish to alarm you,” she says calmly. “My friends and I have come to these islands seeking a great wizard by the name of Barnabus. Do you know where we can find him?”

A tense silence follows her words. Reyu catches the strangers sneaking glances at each other, as if wondering how to respond.

Finally, one of the men in livery—whose slightly more ornate braiding appears to designate a position of authority—meets her gaze and speaks. “I don’t know any Barnabus. I work for the Count.”

“Do you know where we might find him, then?”

The man appears more and more confused by the moment. He does not reply, but silently points in the direction of the large island that the party has been rowing towards.

Reyu smiles. “Very good then.”

Behind the man, a woman in livery speaks up. “You know you are in the Count’s domain.” It’s almost, but not quite, a question.

“I knew we were in someone’s lands,” Reyu answers. “But we have no knowledge of your Count.”

Once again, the crew of the small ship exchange uneasy glances.

“He unaware of your presence?” the man asks.

“To my knowledge.”

The man appears to come to a decision, and snaps to with brisk efficiency. “You should report to the Guard immediately. We will escort you.”

Reyu is unruffled. “We would like nothing more.”

The crew indicates to Reyu the proper direction for them to take, and Reyu and Kiara both fly back to the rest of the party in the longboat.

###

Anvil is quite pleased to finally have contact with an official authority. “Excellent. Take us there, Thatch.”

“Easy for you to say,” the fighter mutters.

Sensing Thatch’s fatigue, Kiara helpfully perches on his shoulder and whistles a jaunty tune to help him keep time. Much to her disappointment, he does his best to ignore her completely.

Eva helpfully suggests that Kiara probably just isn’t whistling loud enough. Thatch glares at her as if to say, “If I wasn’t charged with keeping you safe, I’d kill you right now.”

###

Thatch finally pulls the longboat in to dock alongside four or five light skiffs at port on the island indicated. Word of their arrival appears to have preceded them and a small crowd of has gathered. Liveried sailors, a fair number of dock-workers, fishermen, and a few teamsters press forward to get a look at the strangers coming into port. A line of armed liveried men, most likely the County Guard, keeps anyone from getting too close.

The commander of these last watches the party dock soberly, his expression betraying no emotion beyond a sense of guarded wariness.

Anvil greets him without qualm. “We are here seeking the wizard Barnabus.”

The guardsman stands firm. “I should take you to see the Count.”

“As we have told the others, we would like nothing better,” Anvil replies. “Please, take us to him.”

###

The guardsman commanders a skiff and by early afternoon the party has been taken to yet another island, to be met by yet another group of liveried guards. While their escort is a bit severe and not inclined to small talk, they are also not unfriendly, and the group chooses not take offense at the healthy display of caution.

Mostly, the party members hope that no one will mind the fact that they killed a deadly plant and an acidic pool on their way in.

This island is the largest they have seen so far, and although there are a few gently rolling hills, the terrain is for the most part flat and the walking is easy. They are taken down a wide dirt road past several hamlets to a large manor house, built on the center and highest point of the island.

###

Although the manor house sits resplendent behind open gates, the thick stone wall those gates are set in is clearly built to withstand unwelcome visitors. Along with the Count’s mansion, the walls also shelter guard barracks, servant quarters, and a stable.

And as the party approaches, no one can help but notice that the Count’s sigil is on every wall, gate-post, and uniform they pass.

Lira also can’t help but notice that the entire compound reeks of understated wealth. Everyone’s clothes—down to the boys sweeping out the stables—fit perfectly. The wall surrounding the manor and its outbuildings has been cleanly finished on both sides. For that matter, she’d be willing to bet the stones for the house have been imported.

Which begs a nagging question. The Halmae, although certainly vast, is a heavily-traveled sea. Surely, someone would have made contact before now?

After all they had heard about the Islands of Mirage, Lira had thought she was prepared for anything they might encounter. Strange beasts, reclusive wizards, untold riches. But… a kingdom? Or, rather, a county that has remained unknown to its surrounding neighbors for who knows how long?

The front door of the manor has been carved in an intricate relief depicting the known world. The Darine Peninsula curls up the right hand side, and on the left the mountains of the Ketkath appear to have been depicted in a thousand individually carved peaks. And in the center of the doors—and the center of the Halmae—is the Count’s sigil.

The doors swing outward, revealing a short man of middle years, wearing a much more decorated version of the livery they have seen on the guards, rich with deep blues and reds. Around his neck is the now expected medallion.

He makes a sweeping bow at the party’s approach. “Greetings,” he says, turning to include each of the adventurers as he speaks. “I am Lord Marmion, chamberlain to the Count. Welcome to the Islands of Agramount.”
 

Is there a way to post the link for the compilied pdf's of the story hour. I only recently found this story hour and was on part three. I think for poeple trying to catch up, the pdf's were great! Thanks in advance.

Beldar
 


beldar1215 said:
Is there a way to post the link for the compilied pdf's of the story hour.
Heh, I thought. Silly Beldar. Of course there's such a link. I'll just reference him to it. It's in the very first post of the Story Hour...

...but it wasn't there in December. >sigh<

I'm sure Spyscribe will correct that soon enough, but in the meantime, you can find the collected PDFs, compliments of the brilliant and talented StevenAC, by clicking here.

el-remmen said:
I think more than anything I really love the sense of discovery in this campaign. Awesome stuff!
Thanks, el-remmen. One of the whole points of this initial adventure (and believe it or not, according to my original Master Plan the entire quest for the archmagi was just the first adventure) was to introduce the PCs to the gameworld. The Halmae is atypical enough that I thought it would be better to follow the old adage and show, not tell, the PCs what the world was like.

I don't think I quite realized just how much there would be to show... :)
 


Fajitas said:
Heh, I thought. Silly Beldar. Of course there's such a link. I'll just reference him to it. It's in the very first post of the Story Hour...
Right where it should be! :D

The info box is back at the top of the thread with handy links to the new story hour index, StevenAC's compiled pdf files, and Fajitas' Secrets of the Halmae thread.

Click it! (You know you want to.)
 

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