Quest: Recon Plot in Heka | World Anvil
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Quest: Recon

The leaders of the Hekan Guard are gathered around the table, above which hovers a larger globe split in two. It’s covered in pins and stuff showing Heka and other parts of the world, and showing all of the towns that have been hit by attacks. There stands Rane, A jackal man (yine), a person cloaked entirely in black (M), Thylos, Rane greets the party and asks them if they’re all holding up okay and if they need anything. He then explains why he called them there: he needs help. The guard is currently swamped trying to help the people of Heka- they’re a far-reaching organization, but they only have so many people. Rane is concerned about another attack happening, and wants the party’s help. First and foremost, they want help checking in on the other nations and allies of Heka. They explain that their are organizations similar to the guard, though some are larger than others. They’ve managed to contact several of them, but the conversations have been nowhere near enough to be reassuring and Rane would like to send emissaries to provide aid. He also wants them to perform reconnaissance while they’re out- specifically keeping an ear out for anything strange that has happened before, during, and after the attacks. Ideally they want to root out the source of these attacks and prevent them from happening again,   He gives them a sending stone that he says they may use twice a day to contact him at any moment.   Rane says that they don’t exactly want to overload them with information, but there are the main areas that need to be checked on: Riarin, Kelt, Dodeik, Frigid, Kula, and the Feywild. He says they may head wherever they want to head first, and stresses that this isn’t a mission they should rush. Time should be taken to look for signs of this evil that has befallen them.   However, he pauses and asks them if they could perhaps check on his brother in Set'hn, first. He admits that he has heard that he's alive and functioning, but his inability to make it to this meeting worries Rane and makes him think the man may be hiding some injuries in order to save face. They're instructed to head to Set'hn and the Hekan guard base there before continuing on their journey.   Up they go to Set'hn. It's a slow journey. The town of Alo seems to have had a few homes destroyed, but people mostly seem alive. Jou has made his way back there, his cart torn up and a broken rib sustained. He otherwise seems okay.. Other towns along the river banks have been hit, but they're surviving. On their way through the northern area, they may come across the bodies of the kobolds and Dwayne, along with a hoff carrying the torn up armor of Abby.   They eventually reach Set'Hn . It's a small walled off town built into the side of a mountain, the buildings almost military-like in their construction. It seems very bleak- especially considering the almost tunnel-like marks that have scourged through the town. The townsfolk say it came from some dark, snake-like shape that burrowed through the town. It seems like that was the major attack they sustained, outside of a few stray portals that opened.   Following the path the snake took leads them to larger building near the edge of town, which they recognize by the tattered flags on it as a Hekan Guard outpost. It's been split nearly in two by the snake, nothing but the bare bones of the walls and a few rooms left intact. Despite the destruction, there still seems to be people picking through the rubble and trying to find bodies and supplies.   A woman named Rhea, short red hair, half-dwarven fighter, is the first they see. Second in command of the nothern hekan guard. She seems tough but quiet- sad. She leads them to see Xerxes if they ask. He's been places in what seems to have been a meager storage room, where they find that Xerxes is passed out cold and currently missing a leg. Upon waking, he's somewhat delirious from pain and exhausted. He or Rhea will explain that the snake seemed to be coming right for him- it was a miracle he wasn't eaten whole by the thing. Rhea also explains that many members of the guard here died- they only had around 30 in the town to begin with, and now their numbers are down to around 15. Most of the others are around town helping folks rebuild and making sure there isn't any lingering evil. They're exhausted, but surviving.   Riarin : Word has been heard from their friends in the Goldlands of Riarin, but it wouldn't hurt to take a look around and see what happened specifically there. The attacks there were lighter than other areas, it seems, but assistance is never unwelcome. They should head to Earthworm Lake in the Goldlands and speak with a man named Nickel to learn more specifics.   Kelt : Three of four leaders of Kelt have responded to Rane's messages- the third, Haxx, seems to be missing. Checking in with the leaders, Peers, Slike, and Knaw would be the first step.   Dodeik : Their Dodeikan allies in the Dodeikan Empire were able to hold their ground incredibly well and have been reported to be keeping several of the attackers prisoner. They may have been attacked less harshly than other areas, but it's still worth it to check in. Huginn and Muninn of the Astrian empire should be able to give more information.   Kula : The Kulain King was killed- strangely the attack in Kula seemed targeted on him specifically, and the next person in line is being selected soon. Travel into Kula is going to be difficult.   The Frigid : Silence from the kingdom there. They are the least friendly towards the guard as a whole, so it could be out of cautiousness more than anything.   The Feywild : Close allies of theirs in the Feywild were attacked. Rane warns them that the Feywild is an unfriendly place, and that checking in on them may be unwise- he says he was planning to check himself once he gets an opportunity.

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