Midieval RP

Wednesday, November 23, 2005

Prelude, Choices, and Resolution

Haz'rd Vulp
Prelude
It was near morning when they reached a small village. It was basically the middle of nowhere, and scouting revealed that there was a single road heading South. They got to the well and thankfully there was a bucket, which allowed them to refresh themselves with water.

Searching about they counted about a dozen houses, and that was about it. It probably wouldn't be the best idea to stay until it got light out, but they had to find somewhere to sleep for the night. They tried a door to one of the houses and found that it was unlocked.

Inside they used their senses other then sight to snoop around. Finding the house empty and devoid of pretty much everything except dust, they picked a room that would have little light when the sun rose, and went to sleep.

Choices
Haz'rd and his companion had stumbled upon a deserted town. All that stood were empty houses that looked liked they hadn't been lived in for a long time. Niether could rememember having heard of a town this close to the Vulpen border, either.

Since there was fresh water here they decided to stay a day to rest up and clean themselves of the dirt of the desert. As they stayed there they wondered which way they wanted to head to get to their target.

Choices
1. Go South, roughly following the river.
2. Go East, into the unknown.

Resolution
It was decided that they would travel South, going along the river. Unlike the riverside in Vulpen territory, the way travelled was devoid of much vegetation. There were some things growing here and there, but for the most part it was all as dead as dead can be.

They travelled the day and rested at night. As dawn was rising they heard footsteps on the ground. Being near the riverbank they had some cover, but a sniff of the air revealed something they weren't expecting. Down the side of the riverbank came three Vulpen warriors, who had each likely seen battle.

Along with them they brought weapons, freshly made, and barely tested. There was only one type of weapon for Haz'rd and his companion, and it was a pistol. It seemed fairly small, but firing it gave a kickback strong enough to knock over a mule. The otehr addition was a scope, which fit nicely on top of boyonette that they had.

Haz'rd felt reassured by all of this, as he now had a small company under his command.

Sylus Horonto
Prelude
After sending the information on, Sylus attempted to track where the Vulpen went. Gathering some supplies he walked through the woods. Not finding much at first, he thought it was pointless, until he found prints. He knew that Vulpen were often in these woods, but this was the best lead he had.

Following it, it made his way into the desert, where he came upon freshly upturned dirt.

Choices
When he came upon the dirt he wondered what could have caused this. He certainly hoped it wasn't the Vulpen taking victims, but there was the wonderment who could be buried in these plots of bulging desert.

Choices
1. Dig up the graves to find out who is in there.
2. Move on.

Resolution
Digging up the grave he found four bodies. Two showed signs of being taken by surprise, and the other two looked as though they had been executed. Sylus thought these two Vulpens, for which he found tracks for, to be very cold blooded creatures.

Nenimeindrol
Prelude
He reached a town which seemed to have some bustle too it. People were heading to the North and East in great numbers, and he figured this would be a good place to hear some stories.

Choices
After he told the local authorities what he had found out in the wilderness, Nenimeindrol went into a local tavern to hear some tales. When he got in there he found three people that seemed interesting enough.

There was a firebrand preacher, telling of the dawn of choas sowed with destruction should sin win over the land. Someone who appeared to be a wisened traveller who sat at the bar, alone. The third person he saw of interest seemed to be a wealthier person, which in most of the Aqku lost is very rare.

Choices
1. Talk to the preacher.
2. Talk to the traveller.
3. Talk to the merchant.

Resolution
Nenimeindrol decided to talk with the preacher. After the sermon they chatted for a bit. Questions were asked, such as, "How did you get started as a preacher?" "What brought you on the path of God?" "Care to teach me to become a better orator?"

The preacher gave a little laugh at the last one, with the way it was phrased. He told Nenimeindrol that a good idea is to keep things simple, to make the people understand better. With that in mind, the preacher imparted a bit of knowledge in regards to preaching unto Nenimeindrol.

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