The Journey to Kaer-Duval
Having secured the funds to buy themselves a partnership in the Krebeaux Northern Expedition, The Thirteen have made their way to the city of Autumn's Landing to provide M. Krebeaux with the finds he requires to get the expedition rolling. In this section of the story they will begin their journey northward and enter the unknown world.
Plot points/Scenes
This story part will be broken down into three principal encounter:
Following the completion of the above list they will arrive at the gates of Kaer-Duval and be permitted access to the city state, thus concluding this story part and transitioning into the next.
- The Markets of Autumn's Landing
- The Abandoned Festival
- April Showers and Foul Flowers
Following the completion of the above list they will arrive at the gates of Kaer-Duval and be permitted access to the city state, thus concluding this story part and transitioning into the next.
Themes
Structure
Exposition
Autumn's Landing to Kaer-Duval. A staggering journey by any account. Your Journey begins as all great journey's do: with a first step, and as you step on the the deck of The Dying Light you can't help but feel a sense of excitement bubbling up in your stomach like so many butterflies fluttering around. As the deckhands ready the ship around you, you hear the sails unfurl catching the wind, and you quickly find a seat out of the way and settled down for the trip.
The expedition fleet sails along the Summervine for a few hours before splitting off on to one of the northern tributaries. You continue sailing along this smaller river for over a week, and what began as a sensation of excitement and wonder for what adventures lie ahead quickly subsides into boredom and complacency. Even with the wind the boats move slowly as you are both traveling against the current and pulling large rafts containing the expedition's supplies and equipment. The boats constantly jerk and splash against the wake, occasionally managing to get stuck on sandbars delaying the journey further while the deckhands work tirelessly to free them.
The trip is not entirely unpleasant however. This branch of the river passes through long stretches of beautiful countryside, where rolling plains of grass seem to continue on forever, gently dancing in the breeze. The long stretches of day are quiet and peaceful, on the upper decks you let the summer sun beat down on you, warming your bodies and skin, lulling you into a half conscious state of peace and relaxation. During the nights when sleep just wont come you spend them in quiet contemplation staring at the twinkling stars in a miraculously clear sky, or playing games with the deckhands in the lower deck.
At long last Gregor gives the signal and the deckhands begin the process of of slowing the convoy and banking the boats towards the right banks. You gaze up at the blazing sun above you, squinting against the harsh light common this time of year. The sun hangs high in the sky, leaning a little to the west. It can't be more than a few hours past noon, and it is quickly becoming the hottest point of the day. You offer to help where you can, beaching the boats on the riverbanks and then hauling in the rafts before everyone begins the long work of assembling the carts, wagons, crates and barrels acquired for the journey while others work tirelessly to get the pack horses out of the holds of the main boat.
After a few hours of hard, depleting work, you find yourselves sticky with sweat, and every muscle of your bodies' are screaming with pain. But M. Duchamp informs you that the light is dying and the first scheduled campsite is still a few miles northeast from here. So, loading up what you can in the wagons you head off with the company. Exhausted, sore and sweaty you walk for several hours as the sun begins to set behind you and when it does your discomfort is forgotten. You discover that the brilliant orange light on the horizon basking the endless grasslands and hills in a warm glow and twinkling off the distant river as if it was on fire is a magical distraction from the rigors of the journey, and as night settles over the hills and the expedition begins making camp you each find yourselves in a joyful mood, and the eagerness of adventure tingling in your belly returns.
The expedition has made its camp by circling the carts and wagons together in a small meadow not far form a wide dirt road that M. Duchamp indicated you'll be traveling for the remainder of the journey. A large fire was built to cook dinner and you each enjoy a bowl of soup that smells rich and filling and tastes of perhaps too much Fefieran spices. As you eat you notice what appears to be an ancient square tower perhaps three hundred feet away from your camp on the other side of the road. With dinner finished and the camp set you have the night off. The tower seems to overlook some kind of parade ground and you can see tents and decorations, but curiously you cannot seem to hear any people nor even see them moving about.
What would you like to do?
The expedition fleet sails along the Summervine for a few hours before splitting off on to one of the northern tributaries. You continue sailing along this smaller river for over a week, and what began as a sensation of excitement and wonder for what adventures lie ahead quickly subsides into boredom and complacency. Even with the wind the boats move slowly as you are both traveling against the current and pulling large rafts containing the expedition's supplies and equipment. The boats constantly jerk and splash against the wake, occasionally managing to get stuck on sandbars delaying the journey further while the deckhands work tirelessly to free them.
The trip is not entirely unpleasant however. This branch of the river passes through long stretches of beautiful countryside, where rolling plains of grass seem to continue on forever, gently dancing in the breeze. The long stretches of day are quiet and peaceful, on the upper decks you let the summer sun beat down on you, warming your bodies and skin, lulling you into a half conscious state of peace and relaxation. During the nights when sleep just wont come you spend them in quiet contemplation staring at the twinkling stars in a miraculously clear sky, or playing games with the deckhands in the lower deck.
At long last Gregor gives the signal and the deckhands begin the process of of slowing the convoy and banking the boats towards the right banks. You gaze up at the blazing sun above you, squinting against the harsh light common this time of year. The sun hangs high in the sky, leaning a little to the west. It can't be more than a few hours past noon, and it is quickly becoming the hottest point of the day. You offer to help where you can, beaching the boats on the riverbanks and then hauling in the rafts before everyone begins the long work of assembling the carts, wagons, crates and barrels acquired for the journey while others work tirelessly to get the pack horses out of the holds of the main boat.
After a few hours of hard, depleting work, you find yourselves sticky with sweat, and every muscle of your bodies' are screaming with pain. But M. Duchamp informs you that the light is dying and the first scheduled campsite is still a few miles northeast from here. So, loading up what you can in the wagons you head off with the company. Exhausted, sore and sweaty you walk for several hours as the sun begins to set behind you and when it does your discomfort is forgotten. You discover that the brilliant orange light on the horizon basking the endless grasslands and hills in a warm glow and twinkling off the distant river as if it was on fire is a magical distraction from the rigors of the journey, and as night settles over the hills and the expedition begins making camp you each find yourselves in a joyful mood, and the eagerness of adventure tingling in your belly returns.
The expedition has made its camp by circling the carts and wagons together in a small meadow not far form a wide dirt road that M. Duchamp indicated you'll be traveling for the remainder of the journey. A large fire was built to cook dinner and you each enjoy a bowl of soup that smells rich and filling and tastes of perhaps too much Fefieran spices. As you eat you notice what appears to be an ancient square tower perhaps three hundred feet away from your camp on the other side of the road. With dinner finished and the camp set you have the night off. The tower seems to overlook some kind of parade ground and you can see tents and decorations, but curiously you cannot seem to hear any people nor even see them moving about.
What would you like to do?
Relations
Protagonists
Allies
The Krebeaux Expedition (Dramatis Personae)
- M. Davon Krebeaux - Expedition Backer - A human male of 43 years, athletic build despite his bookish nature and spectacles. Has been dreaming of this expedition for more than fifteen years and is determined to see it through no matter the cost.
- M. Tristan Duchamp - Expedition Leader - Human male explorer of 67 years. Despite his age, Tristan is a hulk of a man, standing nearly 7 feet tall and a chest the size of a barrel he has seen and experienced more than any of candidate for the lead of this expedition, and M. Krebeaux chose him on account of that.
- Mlle. Karine Allaire - Assistant Expedition Leader - A Half-Orc female of 34 years. Karine spent most of her life working the docks of Port Hathor until she joined Tristan on one of his previous adventures. They have worked together for almost ten years now and together form a perfect expeditionary leadership duo.
- Mde. Nathalie Levett - Expedition Doctor - A Halfling female of 31 years, Nathalie has served in a healer's guild for more than 15 years before being recruited for this expedition. While this is her first scientific expedition, Nathalie has spent time traveling with her former healer's guild to remote parts of the world to bring healing and medicine to the underdeveloped societies of Unorrea.
- M. Jean-Christophe Devereaux - Expedition Ranger - A human male of 45 years, JC spent much of his life as a trapper and hunter in the Hinterlands of the Dragon Mountains before he began hiring out his services as a ranger. While not an expert of an arctic biome, his extensive experience in the Taiga biome of the Hinterlands more than qulifies him for the lead ranger position within the expedition.
- Mlle. Rose Trottier - Secondary Expedition Ranger - A human female of 22 years. She spent the early years of her life traveling with her mother who was a famous explorer. The youngest member of the expedition, Rose knows she has a lot to prove and doesn't take shit from no one.[/li
- M. Gilles Blanc - Expedition Chronicler - A Human male of 39 years and long time friend of M. Krebeaux. The two have worked together at the Museum for almost their entire careers and his addition to the expedition came as a personal request from the Museum directors. His main job is to chronicle the expenses of the expedition to ensure the proper use of the museum's funds as well as ensure that the expedition itself is documented for historical purposes.
Ancillary Expedition Members
- Edric Terin - Expedition Survivor - A male dwarf of 34 years, Edric boasts being the only person alive to have traveled to the Fell Stones and back. While he doesn't recall the exact location of the ruins, should his story prove true his knowledge and experience in the Wastes could save the Expedition valuable time, money and resources
- Ixtab - Ship Captain - A female elf of 208 years, Ixtab has been many things in her life, but for the past 50 years or so she has worked as the captain of the Merchant vessel Dying Light, M. Krebeaux, at great expense to the museum, has retained the use of her vessel and two smaller ships under her command to ferry the expedition members and their gear up the river and then await their return to bring them back to Amaranthine.
- Weasle - Camp Cook - No one is really sure of his real name, Weasle has been the cook for the expedition since the beginning and an excellent one at that.
- Minor Members of the Expedition - Various Roles and Titles - The Expedition numbers almost 150 personnel as it stands, the majority of which are naturalists, laborers, hunters and other ancillary roles that are vital to the expeditions success, but more behind the scenes than the general leadership.
Plot type
Story Part
Parent Plot
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