Session 06 Report
General Summary
[session 06: 19.02.2024]
22nd of hammermoon / deepwinter 1489, year of the warrior princess
You wake up on the morning of 22nd of Deepwinter, feeling strong and relaxed. Annie has a new familiar, sleeping with her on her cot. You’re introduced to Coco, a magically conjured almiraj that to an untrained eye looks mainly like a large, fuzzy rabbit with a horn on its head. You get ready for the day, each of you settling to your morning routines, be it preparing spells or praying to your deities, or something else entirely.
As you’re getting ready, Morven comes down to the store in his comfortable pajamas and already carrying a cup of hot nettle tea. He tells you about chardalyn, and you exchange pieces of magical Sending Stones, leaving the other piece to Morven, so that he can contact you if he finds out anything in regards to chardalyn or its properties, or really, anything that seems worth reporting about. He tells you to go seek out the sailors guild if you need more information on the shipments. You leave the shard of chardalyn to Morven, so that he can examine it better in his own time.
You also learn that bear caravans, while not common, are usually driven by dwarves or duergar, but Morven refuses to tell you more in regards to the missing shipment, as getting involved too deeply also has a chance of backfiring in a much deadlier way when wrong people get interested in your comings and goings.
As you prepare to leave Targos, you notice that the guardsman in charge of letting people out of the city keeps a tally of names. Your names are wiped off the Targos list as you head out. You suspect the log has something to do with the “lottery” for deciding sacrifices each month. Annie finds out Alcor has embarked on a journey from Targos on Eleasis/Highsun 17th, 1488.
You recall miss Elva living right outside the town’s walls, and decide to stop by before you continue on your journey. Viridian gives miss Elva mittens, and Vilu notices chwinga tracks in the snow. Theyve likely stolen something, as the tracks go from Elva’s window to the forest, and next to the bird-like footsteps you can see faint dragging marks. Weather is on your side, as sunny as it ever gets under Auril’s watchful eye, but you manage to travel back to Bryn Shander in a brisk two hour - journey, just in time to get to Geldenstag’s Rest right after the worst of lunch hour has passed.
At the local inn, you notice Dannika’s usual table still has scrolls and papers and maps scattered about, but no sign of the tiefling themself. But since their items are left unguarded, it’s unlikely they’ve gone far. You share lunch with auntie Myrtle, in exchange of telling her everything of what’s happened on your travels this far. Myrtle shares that Rowan is a guardsman, an upstanding young lad, but likely still at work so he cannot be reached quite yet. Annie remembers there’s something she wanted to talk with Rowan, and you head out to look for him in the sheriff’s office in the southern Council District.
The southern quarter of Bryn Shander is easily the wealthiest, with fancy, well-kept houses and larger yards, but also with a lot more guardsmen patrolling the area in comparison to many of the other areas. You find the office and talk to ser Hulda, a tall half-orcish female guard who takes Annie’s case seriously and gets missing posters around. She promises to talk to Rowan to reprimand him for not doing this the official route, despite having learned that there is a missing persons case to be dealt with. Ser Hulda does not promise much, as Alcor was not a local, and it has been months since the last time anyone has heard of him, but she will do her best to help. You head out, and head to the north-eastern area of Bryn Shander, where the temple of the Morninglord is located, as Primrose needs to find the person who has originally requested her presence in Ten Towns, and might be there at this moment.
On the way to Morninglord’s temple, Vilu and Viridian notice someone following them. The person seems to be short and stout, but they disappear before they catch a better glimpse.
The temple is easy to locate, as it’s one of the only stone buildings with large stained glass windows that seem to glow with sunlight from within. Each of the windows is painted with sun god Amaunator’s aspects, as an old man, as a young woman, and as a young man, except the last glass windows have been boarded up, obscuring the images of the young man. When you walk inside, Viridian taps the floor to signal your coming. A priest clad in bright reddish orange uniform rushes in to tell you to get out, as she has already told you to. It seems to be a misunderstanding, and she apologises for mistaking you for someone else. Primrose gives her one gold coin in donations to appease the cleric, and she thanks her profusely, as Amaunator shall accept any and all aid in these dark times, as long as its disciples follow his word as the law.
You get a sense that the person Primrose is seeking to find - dawnseeker Salvia, is considered a heretic by cleric Mishann, as her and Salvia’s ways of worshiping the sun god are structurally different, and she does not accept the worship of Lathander in lieu of Amaunator’s worship. Annie asks about the difference in the disciples, and you prepare yourselves mentally for a long explanation as Mishann begins to lecture you.
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