[h1][u]Act Two: Scattered to the Winds[/u]____ __ _ _[/h1] [h2][u]Chapter One: Favoured of Móður[/u]_________ __ __ _ _[/h2] [hr][hr] [center][img]https://i.imgur.com/FsR9XaC.png[/img][/center] [hr][hr]It was a cool, foggy morning when the five longships slid out to sea from their makeshift port. The sheer chalky cliffs of La Baie de l'Éperon offered few landing places outside of Relouse, Megeron, and Port Morilles and scant shelter from ocean waves. The vessels hove to momentarily as they rounded a makeshift breakwater and set their sails, laden with those handchosen by the king to deliver his message and prisoners who would bring the best ransoms. Then, they were on their way south: specks against an endless grey blue canvas. The Navelin Sea rolled and undulated lazily: its waves like the hills of Parrence. After two days, the seagulls were behind them. Two more, and they were skimming over the Sargasso Beds just East of Sturmreef. Then, on the fifth, the sea bared its teeth. The hills became mountains, and the Eskandr were forced to seek shelter on a small island with naught but an empty fishing camp, some caves, and altogether too many birds. For a day and a night they hunkered down, prisoners lashed to the masts of their ships, beatings for their most hated one suspended as Father, in his wrath, did the job instead. Thunder rippled across the heavens - hoofbeats of his great horse, Sortorden - and streaks of lightning lit up the night. In those brief flashes, where a limitless expanse of thrashing, whipping water was illuminated, some swore that the island was haunted. Some claimed that it was the Sea People, beloved of Móður. Others claimed to have seen a trio of longships lashed to the rocks in another small cove: ghosts or else pirates who had refrained from attacking only because Kol's ship flew the royal banner of Sturmreef. Regardless, there were those who found sleep anyways in their caves and, when they rolled over in the morning, the wind was gone and all that remained of the rain was a sticky grey drizzle that coated every surface in sight. This did not include the 'ghost ships' or the 'sea people' from the night before. Both were gone as the five ships set off again, or perhaps they had never been there at all. Three more days passed at sea, in the open waters that few but the Eskandr dared to navigate. They did so by the winds, the currents, and the stars at night. The sky turned blue and the breeze bracing. Any time that had been lost was quickly regained. Spurred onward by liberal use of The Gift, the five long, low drakkars raced toward Meldheim. On the fourth day, as eyes turned to the skies in the hope of sighting seagulls or the waves in hope of finding fish, something else was sighted instead. A trio of longships - some claimed the same ones they'd seen sheltering from the storm - cut holes from the horizon's canvas. The five tries to signal the three but had little luck before the blue skies gave way to a fog bank and the quarry was lost. The sun set and rose again to the bleating of birds and the slapping of fat fish against the longships' oars. [color=00746b]"Not long now, boys,"[/color] rumbled the tillerman, but eyes still watched for the mystery ships. A couple claimed to have spotted them shortly before land itself was sighted, skewing east. Some supposed they were headed down the windward coast to Vigholm. It was hard to say, but made fodder for idle speculation in between discussions on the gold they would spend, the friends and loved ones they would see, or the portside whores they would fuck. It was dark when they made landfall, coasting into Meldheim's forest of piers. Five moons glowed softly in various shapes and shades and hundreds of torches and fires twinkled under the stars, tracing crooked lines up the hills from which the Grøntempel and the Kongesalan watched over the city. In the distance loomed the hulking black shape of the Eldfjall, its molten fury placated today and for the past hundred-thirty years. Standing on the docks was a woman surrounded by men. Some secured the lines and made fast. Others leapt aboard the longships to remove treasures and prisoners alike. There were as yet more, though, who waited to receive the king of Sturmreef and to hear his words and those of Vali the Twice Born. Beneath the formality of greeting burned an eagerness to hear news of the battle. Had they met with victory or defeat? What of this person or that? The strangely dressed one who spoke with an accent: were he and those with him the Kressian delegation? Had they proven themselves in war? Finally, and most pressingly, they asked: would there be land in Parrence to settle soon so that one might make something of him or herself? Then, once most everyone was ashore, and prisoners were being hauled away to the havnefængsel, where they would be both jailed and put to work, it was the woman's turn. She had waited so patiently, and yet she was none other than Queen Astrid, with Snorri, Ulf, and Inga clustered round her. [color=a187be]"What news?"[/color] she commanded. [color=a187be]"What news from my husband, and what else has he not said?"[/color] [hr][hr] [hider=Eskandr Action Opportunities]There are a number of things that you can play out. Feel free to do any of the following: 1)Volunteering for and setting out on this voyage. 2) The voyage over and any social opportunities during it. 3) Your night on the island. Did you see anything? Do anything? Did you encounter any 'Sea People' ([url=https://docs.google.com/document/d/1SBUQFsTJsMOhxYunF-hoZi-CTYbkFdYGI2tTrAZU2X4/edit?usp=sharing]Eeaiko[/url])? Collab with me if you did. 4) Feel free to go and pray, make offerings, see friends or family, drink, gamble, and whore away some of your winnings, or let yourself be lauded as a hero. You're on friendly round for the first time in a while. 5) What are you going to do in this city? You are supposed to have one week there before returning to Hrothgar. Each of your characters have been given certain priorities: [list][*]Kol: speak with the Queen and the head priests of the Family, spread news of the victory but also the necessity to keep pushing. Hrothgar's desired messaging is that the Parrench are tough foes, and it's tough going, but victory and green lands are within our grasp! Induct the two new members into the Æresvaktr. The Skygge is particularly unsavoury, imprisoned until recently for practicing dark and cruel magics. Arne is yasoi. [*] Dietrich: much of the actual negotiation will be done with Hrothgar, but the Queen may be a good one to sway, as well as the head priests. You'll also be getting a full tour and royal treatment. The Eskandr aim to impress you with how wealthy and powerful they are... also how [i]civilized[/i]. However, Drudgunzeans, they are not. [*]Vali: speak with the Queen and investigate the three mysterious ships and increased sightings of the Sea People. Make an appearance at the temple and checking on the prisoners. It is up to you whether to beat them, allow the status quo, or stop the beatings. Each option will have consequences. Accompany Kol when possible. [*]Asier: Most everyone on the longships heaped abuse on him for his role in burning their fleet. However, given what Hrothgar is trying to hide here, it isn't widely known too his jailers. Healed, he is led to the havnefængsel (Harbour Jail), where he is put to work under heavy guard along with other ransoms and some Eskandr prisoners (many converts among them) in backbreaking labour: dredging, unloading, and building piers. For some reason, in the vicinity of the jail, nobody may call upon the Gift.[/list][/hider] [hr][hr] [h2][u]Chapter One: Thieves in the Night[/u]_________ __ __ _ _[/h2] [hr][hr] It had been on their second day at sea that they had sensed the presence of five other ships. The Eskandr were strung out over about three miles, their great drakkars heavily laden with prisoners and plunder. The enemy did not sense the trio of Parrench interlopers, and it was just as well, for the latter were outnumbered and would have stood little chance in a pitched battle on the open ocean. So it was that, for three days, they shadowed the Southmen, fourteen-year-old Maud - an Kressian-Eskandr convert both afflicted and blessed with the tethering - forced to call out rough distances every hour or so. On the third, as they left the sargasso fields of Sturmreef behind, the sky turned grey and the clouds crackled. [color=fdc68a]"Echeran spare us,"[/color] the girl mouthed. Huddled up beside Nettle - the only other member of the party close to her in both age and sex - she made the sign of the Pentad repeatedly. [color=7bcdc8]"They will be looking for an island, to shelter in the leeward side,"[/color] remarked Lazy-Eye Jacques. A grizzled fisherman turned pirate turned captain of the crown, he was nominally in charge of the seabound portion of the expedition, though many aboard outranked him. In practice, he deferred about half of the time to Svend, the second of their three Eskandr converts, who knew these seas well as a former raider and tillerman. Before long, the rolling seas had become mountainous and waves crashed over the bow. The three longships grouped up as closely as they could and Jacques was ever yelling at Maud and she yelling back over the wind and the lashing rains. Somehow or another, with copious use of The Gift, they took advantage of a small lull in the storm and coasted in on the leeward side of an island. There, in the burgeoning dark and the pouring rain, they lashed their ships to some rocks and avoided the shore where they could see figures moving and the faint, distant twinkle of fires in caves. When night fell, it was a sleepless affair, and those versed in the Gift of Essence did tireless work filling their allies with energy. Yet, in this ungodly place, paranoia and hallucination sunk their claws into people nonetheless. Dark figures could be seen racing through the night, picking through the detritus of the sea, staring back at the ships from all directions with glowing eyes the colours of gold, red, and orange. They were no mere illusions, some of those strong in the Gift insisted. Whatever they were, they were [i]there[/i]. [color=a36209]"Demons,"[/color] whispered some, though Svend muttered that they were the 'Sea People' and were known to him. [color=2e3192]"Harmless,"[/color] he insisted, [color=2e3192]"So long as they know you're stronger than them or more useful alive than dead."[/color] They didn't wait for morning. The storm was ebbing and it would not do to be too close to the Eskandr. The Parrench were well on their way by sunrise, maintaining a safe distance but for one brief incident where a couple of longships perched ominously on the horizon behind them for a few hours. Upon sighting the Doggr Isle, Trygve, their third convert and a onetime local, took the lead. Others were encouraged to hide or part with any articles they carried that might not look the part of Eskandr. The three ships - looking no different from any number of other Southern vessels - skewed eastward, aiming for the fishing village of Rigevand. [i]There [/i]was a place, their guide insisted, so sleepy and isolated, so buried in its work of existing, that few would dare ask questions. There, then, was the place where they landed, some five miles out from the capital, but still in the shadow of the great Eldfjall, its silhouette towering ominously above them as the sun died. As they neared, the only person at the pier was an old man who ambled out from a hut upon their approach, but this changed once they docked. It had been agreed upon that Svend, Trygve, and Gerard would play the role of captains, Maud would be Gerard's daughter, and the three actual Eskandr, who didn't speak with an accent, would do most of the talking. A young boy came galloping down the dock. [color=0076a3]"Are you back from fighting the Parrench?"[/color] he demanded, wide-eyed and excited. A handful of other children tumbled after him. [color=39b54a]"Did we win!?"[/color] [color=82ca9d]"Did you slay many?"[/color] [color=f6989d]"Are we all gonna get farms in Parrence!?[/color] [color=f7941d]"Were they tough?"[/color] [color=00a651]"Do you know anyone named Olaf? He's my Grandfather. He's a great Shaman! He's in the Æresvaktr![/color] [color=ed1c24]"I bet you got to see the Nashorn!"[/color] enthused one, his intonation a bit odd. [color=ed1c24]"He's my hero!"[/color] [color=92278f]"Yeah, Knud never used to talk, but now he does!"[/color] [color=a0410d]"Shoo!"[/color] shouted the dock's owner, a grumpy old sort. [color=a0410d]"Go play somewhere else and stop bugging my patrons! They come here to [i]not [/i]be questioned."[/color] He turned a knowing smile their way as the kids scampered away. [color=a0410d]"I suppose you did well, huh?"[/color] He started helping those still on the ships tie them fast to the dock. [color=a0410d]"Something valuable you don't wanna split?"[/color] He raised his eyebrows. [color=a0410d]"Came back before you were supposed to?"[/color] He grinned conspiratorially. [color=a0410d]"Dodging someone in the city?[/color] His eyes scanned the ships, seeming to take in every detail. [color=a0410d]"Not trying to extort you or anything, by the way. I wouldn't have lasted in the business if I did, you know. Just get curious is all. Helps me lie better on your behalf too if I ever need to."[/color] He hooked his thumbs into his belt and his eyes did a sweep of the area. [color=a0410d]"Dami's cleared 'em all out,"[/color] he said quietly, his demeanour changing slightly. There was a long pause and Svend scowled. [color=a0410d]"It appears so, brother. We can speak in confidence here?"[/color] The dockman nodded. He reached into a hidden pocket in his sleeve and pulled out a Pentact before quickly tucking it back in. [color=a0410d]"Name's Birger,"[/color] he said. His eyes roved over the sizable group filtering out onto his dock. [color=a0410d]"I take it you're all converts?"[/color] he asked. Svend nodded. [color=2e3192]"Yes, all of us follow the Pentad,"[/color] he replied cautiously, and Birger smiled. He clapped the taller man on the back. [color=a0410d]"Then welcome!"[/color] he crowed, [color=a0410d]"Welcome back home! We will spread the light yet."[/color] [color=2e3192]"We shall,"[/color] agreed Svend. [color=2e3192]"We just... need to be careful."[/color] It was dark, they had slept poorly on their voyage, and Birger advised them that there were sometimes rats in the walls. They decided to spend the night in the village, but it was decided first that they would filter out to a cave their host had told them was in the mountainside. They would bring the 'valuable plunder' Arcel had provided them with so as to confirm, in the minds of anyone with a mind to notice them, that they were no worse than simple pirates or brigands trying to keep their personal loot out of the public pool. There, before sleep, they would make their plans for the morrow. They would have to carry the girl up, but they would have Maud sweep the city with her tethered range and see if they could learn anything. [hr][hr] [hider=Action Opportunities: Parrench]Feel free to play out: 1) Volunteering for and setting out on this voyage. 2) Any practice and preparation you've done with the Eskandr tongue and costuming. 3) The voyage over and any social opportunities during it. 4) Your night on the island. Did you see anything? Do anything? Did you encounter any 'Sea People' ([url=https://docs.google.com/document/d/1SBUQFsTJsMOhxYunF-hoZi-CTYbkFdYGI2tTrAZU2X4/edit?usp=sharing]Eeaiko[/url])? Collab with me if you did. 5) Did you respond or react to any of the questions and prompts? First impressions of Eskand? 6) Most importantly, we need to make a plan to meet our objectives and stay coordinated. We have five objectives, in order of priority: [list=][*]Burn down the Grøntempel (Green Temple) [*]Burn down the Kongesalan (Hall of Kings) [*]Rescue the Parrench prisoners [*]Steal anything you notice of particular value. [*]Burn the city.[/list][/hider] [hr][hr] [h2][u]Other Stories: See Below[/u]_________ __ __ _ _[/h2] [hr][hr]