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Nodding half a dozen times, Torok's head slowly dropped forward, and his snoring told the merchant that the conversion was very likely over for now.
At the half-elf's soothing words and tone, the beggar gradually calmed down, until he sported a serene smile. He slowly took the silver piece, and kept it between his palms, as if warming it.

Despite all the chaos in his soul, he seemed quite clear and focused at certain topics. Allan saw it dozens, if not hundreds of times, to recognize those parts. Strangely enough, the house drinking the life from people sounded solid, then the ravens flying west, and the key he showed was the most focused.

He was also prone to take proper names literally, so the 'Where the dead go. Or come from?' part could refer to a location with cemetery, grave or tomb in its name. "If you take it to them, will you share your reward with me? Old Torok can eat well many times, and maybe have a bath or two, if they are a straight deal."


"Mmmmm. Nice person, aintcha? Not many like that. Poor Old Torok, left alone." He suddenly looked up at the half-elf after miserating to the dirt. "The house is not empty, no no no no. Not. Empty. I'm telling you now. It drinks ... the life from you, that he will do. Yes. Don't go there, nice person." Shaking his head, he started crying sadly. Then his head shot up to look Allan in the eye. "The rats, mind you, they are here. They are here, as always. And they will be, too, for ever and ever. The rats, them. Together with the dead, for ever. And, you know, dear customer, the dead in the walls and the flags flying in the wind. All full of the dead. But the ravens, they flew west, do you believe that??? West! They have no business there, poor boy. They should stay away." He carefully leaned closer, with a conspiratory smile, and a quiet, snorted laugh. "They will want this badly," he showed Allan a key on a chain around his neck. ", oh, yes! Where the dead go. Or come from? I don't know, please don't hurt me!"


Late Greenwash was unusually pleasant that year, as many resident have noted. The day started crisp and clear, and by mid-morning the sun was bright and the air had a certain fragrance from new plant life, even inside the keep.

A surprising amount of folks were in, even the leader of the rangers has come to visit the fort. While most people were going about their business, Torok was sitting with his back leaning to the south wall, 'greeting' everyone with a smirk. Olek was slowly preparing his cart, his aides hauling the heavy bags and boxes. Karek was hurrying (as usual) across the yard on some important business and Cass was listening to a few farmers with a sceptical eye.

The adventurers' guildfolks were practicing some with weapons to the delight of a few local kids, while two of the rangers - not Blackhand, of course - were negotiating with Jarek in front of his shop.


If that's ok for you, the story starts in the early summer when the weather is usually fine but not searing hot.

Would you like
- some instant action (e.g. you're on the path to ... when suddenly ...)
- some instant job in a settlement, but time to prepare
- to just interact with people in the keep and find some jobs from them while talking?
I added stuff to the 0th post: images and summaries of people in the keep.
The Setting (the Wildlands on the PHB map)

The center of civilized life in the game is Skenrith Keep, which is literally a keep. The road from the south-west ends in the keep, from there to east and north there are only paths, if at all. There are only few villages: Woodhaven is south-east of Skenrith Keep, Alwick is north from it, Gravestone (mining 'town') is a little more north from Alwick.

The known factions: (all based in the keep)
- Skenrith Keep, focused on protecting the keep





- Eastwatch Rangers, focused on protecting the common folk


- Adventurers' Guild, focused on gathering gold and reputation


The whispered factions:
- rebels hiding in the east, plotting to occupy the keep
- shady witch hunter(s), hunting magic users and artifacts
- Elven tribe far to the east, protecting the forest
- a hidden heir of Sentra gathering support
- beastmen (orcs?) gathering in the north
- dark creatures led by ghostly horsemen
Welcome to the game, Rush!
Cool guy.

How long has he been in Skenrith Keep?
If he just arrived recently, he doesn't know much about the residents, but if he spent at least a few years here, he knows most of the significant people.

Could you reply in our OOC thread?
That's ok.

Would you like some help with character creation?

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The Setting (the Wildlands on the PHB map)

The center of civilized life in the game is Skenrith Keep, which is literally a keep. The road from the south-west ends in the keep, from there to east and north there are only paths, if at all. There are only few villages: Woodhaven is south-east of Skenrith Keep, Alwick is north from it, Gravestone (mining 'town') is a little more north from Alwick.

The known factions: (all based in the keep)
- Skenrith Keep, led by Lord Commander Cullyn, focused on protecting the keep
- Eastwatch Rangers, led by 'Blackhand', focused on protecting the common folk
- Adventurers' Guild, led by Fain Blackthorne, focused on gathering gold and reputation

The whispered factions:
- rebels hiding in the east, plotting to occupy the keep
- shady witch hunter(s), hunting magic users and artifacts
- Elven tribe far to the east, protecting the forest
- a hidden heir of Sentra gathering support
- beastmen (orcs?) gathering in the north
- dark creatures led by ghostly horsemen
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