Plans and Preparations, 626
As the adventurers return to their oft frequented gathering place, news reaches their ears of what has been happening while they were away. News of long lost kingdoms, elements behaving strangely, and much more.
As knowledge of the City of Petals spreads across the kingdom, protests to protect the ancient culture and the increasing safety risks posed by Eltierre Nodra have ground progress at the site to a halt. Several archaeologists have quit the dig site in response. Some townsfolk throughout Armonia have also been discussing the risks versus merits of potential rule under Eltierre.
Murmurs of another successful expedition have reached the far away La Pagras: the “Assorted Adventurers from Whitehall”, who returned successfully from delving into what is often referred to as the most dangerous forest in the world. People are already taking bets on how far the adventurers will make it before they perish, like every other expedition before them.
The interference of Yun Eglessia continues, not only from House Dopploni and their merciless witch hunt, but now House Remeni is coming to call in old debts that Armonia owes. And who better to collect than the famous sage, Catherine Merkady?
Arcadia has shaken off cobwebs it didn’t even know it had when dread Queen Mab took a ward for the first time in written history. Now Summer’s power is growing as their solstice approaches, but with an antsy undertone, as everyone asks what has moved the Winter Queen to have taken such drastic action.
As seemingly uncontrollable inspiration strikes across the land, strange energies abound. Magic schools are having more difficulty than ever keeping their apprentices from debuting fascinating conjurations, smiths are waking up with designs for new furnaces bubbling in their heads and if rumours are true, the artisans of Primulac’s Founding Day are packing the fireworks fuller than ever before. And it’s not just the people acting strange, natural instances of physical elements are behaving oddly too. Campfires burn hotter for a moment, water becomes unseasonably cold in an instant, gusts of wind stir up leaves, and rocks occasionally resist the first strike of a pickaxe.
Closer to home, Blackadder’s experiment in automated guardsmen has ended but the automatons remain. And while you can never be sure, perhaps this gathering will see some visits to test security at the strangest inn in Armonia.
Another strange place begging to be explored lies just off the eastern shores. Known as the “Shuttered Phare”, shaped like a lighthouse with no light and once kept as a wizards tower, it has been long undisturbed. Now, as interest sparks in the spirit suppression work used in the revolutionary war, plans are being made to crack the Phare open and delve the secrets within.
News also comes of the dwarf Au’wryon, who has been undergoing treatment at the sanitarium. In the occasionally period of lucidity, he talks about something he did to create a “contingency plan”. He has been constantly requesting that he be allowed visitors, as he thinks he has something important that he can’t quite remember, that could help against Grief in the future.
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