Sunday, November 25, 2012

City of Thrall

Vengeful, proceed...

The City of Thrall lies in the mid-North of the continent.  Once the center of God-Worship, the fall of the Ancient Ones has yielded to the whims of many would-be conquerors and lesser 'Gods.'

The city has existed and expanded since time-immemorial, and has housed many generations of heroes and their kin, as well as the scum of society.

The city is sprawling, comprised of maze upon maze-like corridors and bridges connecting roads and structures that have been built upon the cityscape.

The journey to find your loved ones has led you here.  Others drawing upon the strength of your ancestors have gathered, seeking information and supplies sufficient to continue the hunt...

Thrall

The city of Thrall is your starting point, and your adventuring hub.  You may seek out and possibly obtain any additional materials for your quest.

In the comments, state the circumstances that have led you to this destination, as well as your actions upon entering the city, and proclaim any items you wish to procure before setting out for vengeance...

Thrall theme

26 comments:

  1. Amberdin had sat and prayed for an entire day straight, drawing upon
    himself all of the divine essence he channel. When he glanced out, the
    northern trail head shone like a beacon to his eyes. The remnants of evil
    left from the All-Father's repugnant minions stood out like a blister
    upon the earth. Amberdin hoisted his Warhammer through it's beltloop, and
    clutched the prayer beads once said to have belonged to his ancestor
    Althalus about his wrist. His pace would have shamed many younger men.
    Amberdin's arrival at the city of Thrall was not unexpected. Many years
    ago, he had dispenced justice around these parts. He knew what kind of
    foul persons could be found here. Amberdin set off through the maze of the
    city to find the magistrate's offices. It was there he intended to begin
    his hunt for knowledge.

    [Tech]
    Amberdin enters the city and heads to the offices of the local governing
    body seeking information on the activity of evil doings in the area. If he
    tracked the All-Father's demons into the city, it is doubtless they left
    behind some sort of trace.

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    1. The magistrate's office is in the eastern half of the city, lying in the shadow of the Great Candle of Justice, a watchtower tipped with burning flame, like a second sun.

      Lord Grimble, an elderly man twisted with age, turns a wry smile to you, half his face drooping, likely from stroke.

      'Amberdin, old friend,' he croons, 'We have had no disturbances in the great city of late, but strange tales arrive daily from the frontier.
      'Fell creatures are said to stalk the night, and the wailing of women drifts on wind. Some say their cries drift on the northern winds, even reaching as far south as Thrall. We have paid these superstitions little heed; our duty is to Thrall.'
      He reclines thoughtfully. 'Dalkon Graylock is the one you should seek. He is a mercenary that does some scouting for the city. He is not easy to find, provided that he is for once sober...'

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  2. I should warn you all, do not tarry too long in Thrall at this point. Your urgency lies with your loved ones; the enigma of Thrall can be explored more fully at later time.

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  3. With the name Dalkon Graylock fervently burned into his memory, Amberdin absentmindedly bade goodbye to his old acquaintance—he had other things on his mind. He set off into the afternoon, a shroud of clouds hiding what little there was left of daylight. He must tread carefully here, he knew that mercenaries could be a fickle lot and listened only to the chime of the coin. He silently mused that it was fortuitous he had pulled a large sum out of his coffers before embarking. Amberdin stalked among the crowd like some not-human being covered in metal plates, topped with a short grey mane. He would his search start closest to his destination, which surely lied to the north. The first tavern he stumbled upon on the north side of Thrall, The Maid’s Whimsy, seemed a wreck. The faded peeling paint of a busty female with a wry grin hung above the front door. With a distant roll of thunder and a smell on the wind that promised rain, Amberdin stepped inside with his hand firmly on the head of his hammer.
    [Tech]
    Amberdin leaves the offices of the magistrate and heads to the north side of the City of Thrall. There, he begins his search entering the first tavern he comes upon. He uses the gold in his pocket and drinks from the barkeep to work the room for information regarding Dalkon Graylock.

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  4. 'Ole Dalkon's right o'er thar,' the hairy barkeep admits, gesturing to the far corner. Sure enough, the crowd you had deemed a belligerent mob surrounded a stocky half-orc, one eye scarred, milky white and blind. His short tusks drool, a mixture of blood and spit and ale. His eyes are rolling in their sockets.

    'OOh, the derivly I seen ta da Narth! I tell ya, walkin noightmarrss be afoot, and they be travlllin' through White Elf territory, 'fraid o' nothin!'

    He downs more swill.

    'They be not man-loik, nor aminal! And the screams! Nuff tae wake the dead gods, ya ask me! I say we stay awayss, now, they ain't nuthin natural! I said stay away form the Sanctum of Aglaeca!'

    He slumps forward, passed out.

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  5. [Lagormeth]

    Lagormeth had awoken from her unconscious state, where she had been for what seemed like days, to find herself under a large tarp, lying next to an assortment of goods. She felt the uncomfortable rumble of wagon wheels rolling along a very well-traveled path. Ripping the covering from atop the wagon, she focuses her weary eyes on the monumental city towering before her.

    A small man (halfling), steering the wagon, speaks to her, "I see you've risen. We have just arrived to the bustling city of Thrall. You can find anything you need here!" Lagormeth replies to the halfling, "Why have you taken me? Who are you? Where is my sister?!" The halfling responds, "I just told you where I've taken you, Thrall. I couldn't just leave you along the path. Now me, I am but a merchant. The name's Quinn. Your sister? Haven't seen her. You should try the city. I'll let you on your way once we get into the city." Lagormeth remains silent with a very focused gaze towards the city.

    Once inside the city, Lagormeth walks to the nearest blacksmith, for she has never met a blacksmith that has given her poor information, to find out any recent disturbances or missing persons.

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    1. Passing through the great copper Heathen's Gate, it is not long before you hear the methodical singing of a blacksmith's hammer.

      The floorman greets you as you enter, the air acrid and filled with soot.

      'You wish to speak to with the smith himself?' Inquires the little man. 'uh, This way.'

      The smith can be no older than 15, his beardless face flanked by corded neck and arms that appear to have serpents writhing under the skin, so toned by his work. His eyes glint under a busy shock of hair. 'I am Bente.'

      'I admit I have heard little of your plight. My work is not often affected by events outside of the city; most seek a blade for protection within.'

      As you hurry on your way, the floorman places a hand upon your shoulder.

      'Bente is a fool. He does not speak with, ah, customers as I do. Thrall is a port city, after all, and sailors have lips looser than my, ah, nevermind. There is an island to the west, I hear, where, ah, strange lights can be seen. The sailors are too superstitious to approach...Bente is watching. You should go.'

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  6. Amberdin curses to himself underneath his breath; although overhearing Graylock’s drunken story, Amberdin would need the man himself to lead the way. Stepping back out into the street, Amberdin finds a small trough around back for horses. There he counts out 100 gold pieces from his pack, and moves it to his coin purse. He then borrows a nearby wooden bucket, and fills it to the brim from the trough. Once back inside he makes his way to the slumped, sleeping figure. With great care, Amberdin tips the bucket of water over the half-orc’s head. “You’re hired” he softly announces.

    [Tech]
    Amberdin procures a bucket of water from outback the tavern. He then attempts to wake the half-orc with it, announcing upon his revitalization the offer of employment. Should the half-orc awake and feel overly aggressive, a hefty shake of Amberdin’s coin purse will be added to soothe his spirits.

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    1. [Davok]

      The drunkard shakes his head, and immediately clutches it, wincing in pain. Two shaky eyes focus on you, and the blind one widens.

      Wif all due respect, me lord, I'd be 'appy ta tell you the way, but anyfin' that ain't scared o' the White Elves ain't my business!

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    2. Please remember to Bracket your name as well!

      Delete
  7. After Katherine was taken, Jenisys decided that she would not stop until she found and avenged her sister. In her home of Brookmore, Jenisys sought council from her guard captain, Valeven. Under his council she set out for the City of Thrall. Valeven told her this was the place to go for answers. Jenisys walks boldly into the City of Thrall. Upon her entrance, she judged the surrounding citizens. She knew that she did not want to deal with the seedy underbelly of the city. She saw drunks scurrying in and out of dilapidated establishments. Jenisys, after working hard to get here, knows that this is the beginning of a long journey. She must find answers from people she trust, she turns her attention to finding members of the guard. Being unfamiliar with the City of Thrall she begins to make her way through the confusing maze that lies before her.

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    1. It is not difficult to encounter the guard in the upper districts of Thrall, though even here they are sometimes sparse. They nod respectfully; you are obviously not the common rabble.

      'M'lady Jenisys,' one replies at your passing, and you realize you recognize each other. An unremarkable man stands at his post, uncharacteristically dutiful among the Thrall ranks. She is pale, neither thin nor muscular, a shock of deep crimson hair curling from under her sallet.

      'My name is Tatiana. I served with you against the hoards of the men with heads of Jackal, nearly a decade ago. They called me The Red in those days.

      'The people of Thrall are wary, m'lady, and are unaccustomed to fear. They murmur of the Bloody Moon, and what it may pertain. The regent, Ser Aedh, once loved by many, has all but disappeared from the public eye. What he does with his time, none know, but all are aware of his Ancestry, and his fear of the All-Father's smite.

      'There are rumors of the God's Children, roaming the countryside. That is all I can say on the matter. Good luck.'

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  8. I will give all until Friday to complete your business in Thrall. After that, I will give you your choice of all the rumors you have uncovered to follow. You will then vote on your desination and begin the adventure.

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    1. [OOC]

      Sounds good! A lot of cool stuff to go on

      Delete
  9. [Lagormeth]

    Trying to find answers to where I must go to avenge my sister, I head down to the docks to speak with some of the sailors. Maybe they could give me a little more insight on any happenings that have been going on recently.

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    1. Since the deadline for your Thrall actions are drawing near, you are presumed to have made all efforts possible in ascertaining information from the sailors. They reveal more or less the same information gleaned from the smith, though described a bit more colorfully, as sailors are wont to do.

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  10. Ricben wakes from his bed at the Inn near the front gates of the town. Exhausted from the journey that led him to the city, it seems like the rest he did acquired is never enough in a place where you have to sleep with one eye open. Ricben gets up and equips his gear but his family crest (a necklace that his mother wore seems to be missing). He spends agreat deal of time looking throughtout the room with no luck. He does notice the window leading to the outside is open and unlatched. Ricben curses and is furious for the lose of the crest. He finishes getting ready and heads down to the front desk to pay the tab for the night. He questions the lady behind the counter about the missing item and hopes that she might know of the other happeningsof theft reported. Afterwards Ricben heads to the local traven to gain the lastest news of the town.

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    1. Knowing that your family's peril comes before your lost trinket, you are determined to find clues as to where they may have been stolen away. In the tavern you find a slovenly, scarred half-orc drunkenly relaying his knowledge on the Northen mysteries to a representative of the First Men, the cleric Amberdin...

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  11. Just to remind you, the adventure starts AFTER all of this. The events in Thrall are preliminary to adventure. It is really just a launch point where you can get your affairs in order, such as seek out and buy exotic items that are unavailable at character creation, acquire hirelings, etc. Plenty of time and opportunities for roleplay once you decide on your destination, which will be voted upon soon.

    You are all presumed to be aware of each other and your common plight, as you are all well known Heroes. Once you are on the road, you can begin getting to know each other.

    I will compile a list of the enigmatic destinations of which you have learned, and from there you will vote upon a destination to begin the adventure.

    Email me if you have any questions.

    Good Luck!

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    1. [Amberdin]
      As the dogged cleric hands Graylock 10 gold pieces from his belt, he considers the coward with a sneer. Despite his distaste for those of his profession, something had him dead scared. “For your trouble-- and the bath” snorts Amberdin, departing from this den of fools with far less promising information than he had hoped. Pausing a moment to consider the oncoming black of night, he hated the realization that he would have to stay the night in the city. After all, he was not a young man anymore and would not be any use to his purpose lest he be sharp. Setting out for a better part of the city Amberdin hoped that wherever he ended up, it did not continue to smell like the acrid fumes of the drunk and the unwashed. After a unfettered walk, the sign board of the Helm’s Deep Inn greets him. “What a sight for sore… noses,” Amberdin muses to himself, glancing at the swept porch and clean exterior “This will do just fine.”

      [Tech]
      Amberdin hands 10 gold to Dalkon Graylock and leaves the tavern (1928 gp remaining). When he comes across the Helm's Deep Inn, he decides to stay for the night. Amberdin will pay whatever room fee and meal fee he comes across as long as it is not outrageous.

      [OOC (out of character)]
      The original premise is that our characters know each other. Unfortunately I did not take that into consideration when I posted first. Let’s make an effort to regroup and get our party together. We should keep the introductions brief so that we can vote on our destination and get moving—I propose that we all “accidentally” run into each other at the same inn (see above post).

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    2. Based on my post above, I will presume that you and Ricben are staying together and returning to his room at the Inn.

      Ricben, let me know if there is anything else you want to include, or I will assume that you are preparing with Amberdin.

      Delete
  13. [Lagormeth]

    After listening to the sailors banter about all of the demented things their eyes have seen, leaving me feeling ill from the abundance of vulgarities, I decide to turn to one of the local shops to find if there are any necessities I need to grab before turning in for the night. While at the shop, I will be keeping my eye out for any interesting items that I might find useful on my journey...

    [OOC]

    I also had no idea that we knew each other. I down for us meeting at the inn.

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  14. [Lagormeth]

    Perhaps your casual browsing overlooked the truly unique items, or perhaps you didn't use the correct words when speaking with the shopkeep, but your search turns up little aside from the standard adventuring items.

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  15. [OOC]

    I get it now. I must be more in depth!!! lol
    Thanks brando

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