Journey into Nex (15 Feb 2012)
Having solved the problems in Wildsgate and said their
goodbyes to Ancilith, Marshak, Nazost and the other friends they had made, the
party prepare for their journey across the wilds of Nex. With a gypsy wagon and
two good horses, the party are ready to go.
Following the road, they decline to visit the small town of Wester and like-wise,
though they see it in the distance, they avoid the water-pools around the
grassland oasis of Sheneny. The signs
and tracks across the grasslands speak of huge dinosaur-like herbivores
dissuade them from exploring too far from the road.
During the first night of camping, the guards are disturbed
by a large tyrannosaur stalking past the camp but concealed inside the instant
fortress or hidden inside the wagon, the great beast doesn’t recognise them as
prey. The ruined city that they can see
to the north glows in the night with the sickly corpse-shine of magic gone
awry. The spell-casters related a little
of the history of this country and of how it’s great war with the necromancers
of the country of Geb to the south resulted in the dangerous and unpredictable
areas, both fixed and free-floating, of wild magic plaguing the country. The cities and larger towns are able to
protect themselves from the vagaries of this wild magic with huge protection circles
cast around them but outside of the towns, magic is not so safe and reliable.
Investigating the ruin of the city of Petcarlham the next
day, they discover first one and then a number of what they at first take to be
skeletons but under investigation are revealed to be a simplistic form of bone
construct or golem generally referred to as thralls. Investigating further into the city, Tay Vorn
discovers the bodies of the fools who attempted to mine the city of its
valuable marble using the bone constructs only to have the magic that animated
them go wrong and rebound on them in a hostile fashion. Confronted by one of the thralls that is
different to the others, it’s animating runes shining and crawling, Tay Vorn
decides that discretion is the better part of valour and they party flee the
ruins for now.
The party camped in the grasslands for a second night, this
time south of an unnamed ruin marked on their map and again the evening was not
without its incident. During the night
some kind of strange, blind and blighted dragon-like creature with the intelligence
to use mimicry to lure its prey attacked the party and only quick thinking by
Gith’orl saved the wagon from destruction by the napalm-like breath of the
dragonspawn.
The next morning put the party close to the town of Powmonoah
where they stop to allow Moretta to get the wagon a fresh paint job. While in town, Tay Vorn tries out some of the
firearms that have been imported from Alkenstar in the Mana Wastes and Talum
and Nazel investigate the steamjacks; steam powered constructs that aren’t
vulnerable to the wild magic but aren’t all that reliable either without
skilled maintenance.
Leaving Powmonoah, the party find themselves on a much more
well-travelled and well maintained road and, as they are travelling in the same
direction, they give a ride to a currently unemployed mercenary called Laris. Laris seems to keeping an eye out for someone
but seems friendly enough. He hasn’t
been with the group for many miles when he spots a possible ambush and dashes
into the woods at the side of the highway. Tay Vorn rides after him and is in
time to see Laris changing into a kind of were-wolf but the distinctive feeling
of wild magic is in the air and from his behaviour, Tay Vorn realises that
Laris is cursed in some way rather than evil. Subduing the beast, the group
save Laris, at least for now and he accompanies them on the last leg of their
journey to Quantium.
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