![]() Given the potential dangers associated with travelling into a war zone, the PCs suggest to the caravan leaders that they scout ahead to ensure the safety of the supplies. The caravan leader mentions it’s a sign they have entered Damara. The land becomes more barren as they press north, and slowly the road starts to progress gradually uphill, ever so gently. The late spring snowfall blankets the land in a cloak of silence.Īpart from a brief sighting of a wolf pack, the caravan is spared any attacks, and makes good time, despite the snowfall. The road north is mercifully flat for the first several days, however it does begin to snow on the second day and does not let up for a few more. Moving away from the river that feeds the waterfalls and the city, they soon lose sight of all signs of civilization, and find themselves in thickly forested lanes heading into the wilds. It takes the better part of the morning to complete the loading process, but soon they are under way. ![]() Each is being pulled by a team of four heavy draft horses. ![]() Each wagon is large and built to carry large weights, with sturdy axles. The following morning, the PCs get their belongings together and meet Yarin and Bogol at the docks, where they are busy unloading their wares onto carts, which are then being ferried up the escarpment to the waiting caravan of large wagons above. The PCs get an escort and guide into unfamiliar territory, and the merchants more muscle. The merchants agree to pay them a modest sum for their help too. The PCs petition them to aid them in their efforts at least part of the way, as caravan guards. Their faction, the southern one, are the latter. Those controlling the source of Bloodstone, and those controlling the trade routes out. They inform the party that the land is now divided into two main factions. It becomes clear that they are traders, with a large cargo of supplies bound for Damara, to aid in the war effort, specifically, to the efforts of the southern alliance of duchies and baronies. Pretty soon Frak strikes up a conversation with patrons at another table, who introduce themselves are Yarin and Bogol. They need to get to Helgabal, the capital of Damara, but how? They dine on fine fare and quench their thirst with good wine, all the while discussing their plans. They book rooms under the alias ’Karf" and then proceed to get some food in the main taproom and dining room downstairs. Their gentle rushing an ever-present sound even indoors. The locals refer them to a well appointed, clean inn called ‘The Gilded Ram’ overlooking the bay and it’s many lights, with gorgeous views of the waterfalls. The party walks onto the dock an inquires with some locals for a nicer place to stay the night, as darkness has already settled across the land. The Zephyr is tethered and secured at one of the many docks jutting out into the bay, and soon enough the captain is barking orders at his men to unload their cargo. Settlements dot the landscape around the base of the falls, with winding pathways leading up to the elevated escarpment. ![]() To their surprise, where they expected to find chaos and disorder, they discover a town dominated by a beautiful series of waterfall, atop which sit a series of majestic fortresses. ![]() Docking in the main harbour overlooking the city. It is in this atmosphere that the group arrives. The kingdom has also increased its military presence in light of these events. With the war raging to the north, it has also become a destination for refugees. Ilmwatch serves as a strategic outpost that oversees all northern trade along the Merchant’s Run, and thus fulfills a vital role in Impiltur’s economy. Beyond the town lies a wild and lawless expanse stretching northwest until the dominion of Damara provides some measure of order once more. Their destination, the city of Ilmwatch, is a fortress town on the frontier land close to the border with Damara. Sailing north aboard the Silver Zephyr, from The Great Dale and the town of Uthmere, the PCs travel to Impiltur. ![]()
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