Post by TheUdjat on Mar 18, 2009 18:34:40 GMT -5
The sun is rising in the distant east when your small group sets out for Freiburg. In all, you number twelve, a number that one of the magi, Marten, deems fortuitous. The party is ostensibly led by the two apprentices, Joseph and Amalric, set upon their course by Master Leopold himself. Ever since the previous night, when he made his instructions clear, they have rung through both young men’s minds: they must take their sealed roll of vellum to Old Grigori at the edge of the Black Forest, near Freiburg, and then do as he commands. There is nothing more to be known by the pair—just the name, and the rough location, but surely this is part of the old magus’s test for them.
There is also the matter of supplies, but both apprentices recognize that this is more a task for their fellows than themselves. Why else should Elric, captain of the guard, be along on this mission? He carries the Covenant’s silver coins, a sign of his station, though all know that the true bartering will be left in the hands of Tawno, the mysterious gypsy that has taken up residence at the Covenant, or else it will be left in the hands of Arnaud, the troubadour recently arrived at the Covenant. Both have opted to accompany the little journey for reasons of their own. Perhaps they simply wish to have an escort in their travels.
Also along for the journey are Jakob, a woodsman known to all Covenant residents, a man skilled in tracking beasts and navigating the many dangers of the outlying woods. The young boy Rupert has also been conscripted with the task of managing the horses and taking care of other small chores—much the same role all are familiar with seeing him execute at the Covenant.
Besides all of these, there are also five guardsmen under the command of Elric. One drives the cart, two take turns walking beside it, and the others are mounted like their commander. Two horses drive the cart itself, laden with foodstuffs, wine, and fine cloth made at the Covenant, meant for trade in the town of Freiburg. The Covenant is impressively self-sustaining, but certain items are beyond the ability of their smiths and the surrounding land. The magi oft-times have peculiar demands for spices and herbs, and the lone blacksmith of the Covenant has not yet mastered the delicate art of fashioning hinges, springs, and other delicate metalwork. There are also requests for certain types of wood, jewelry, gems, and the precious vellum parchment that the magi do so much scrawling upon. All of this is contained in a list Elric himself carries, though he is unable to read it. Another reason to have the apprentice magi along for the journey.
There is no-one to bid farewell to the group, or to tell them when to leave, and all is left completely in the hands of the two apprentices to orchestrate the details of their journey—more testing. But soon enough they are off, knowing that the sooner goods are acquired in Freiburg and the matter with Old Grigori concluded, the sooner they might return and be proclaimed true Magi. Or so they hope.
It is yet two and a half days’ travel through the heavily forested hills and narrow paths of the region, Jakob assures the group. He has made this journey several times before on behalf of the Covenant, for every spring and autumn the magi deem such a trip necessary. There are closer villages and hamlets, but the freshly-established Freiburg has been a favorite of the magi since its establishment some years ago, mostly because its lax restrictions on bartering and trade attract merchants from all over. Only there can the peculiar items be found without a great deal more travel.
Halfway into the day, the winding road looms ahead, turning and shifting with the terrain, barely wide enough for the little cart. With any luck, it will be a long and dull trip...
[Welcome to the game, everyone! This will, god-willing, be a ‘Short’ adventure. We shall we what happens. This initial post is an opportunity to acquaint yourselves with one another, establish any relationships to other characters you would like, and to describe yourselves. Remember that most characters have been living together in the Covenant for some time, but this does not mean they know each other well. The Covenant is like a small village—they have some essential craftsmen, farmers, and herders, but the purpose of the settlement is always the magi and the magic they do, most of it hidden from the common folk.
If you had Ride as a trained skill, I gave you a horse. Everyone else is expected to ride in the wagon or walk alongside it. I also doled out weapons, but I thoroughly expect characters to have possessions in accordance with their professions. You can freely assume that.
Also, Bad* and Menatkhufu, my Wanderers—you have PMs.
Any questions?
(Character Status)
Amalric – Normal
Arnaud – Normal
Elric – Normal, Mounted
Jakob – Normal, Mounted
Joseph – Normal, Mounted
Rupert – Normal
Tawno – Normal
Guardsman 1 – Normal, Driving Cart
Guardsman 2 – Normal, Mounted
Guardsman 3 – Normal, Mounted
Guardsman 4 – Normal, Walking
Guardsman 5 – Normal, Riding Cart
There is also the matter of supplies, but both apprentices recognize that this is more a task for their fellows than themselves. Why else should Elric, captain of the guard, be along on this mission? He carries the Covenant’s silver coins, a sign of his station, though all know that the true bartering will be left in the hands of Tawno, the mysterious gypsy that has taken up residence at the Covenant, or else it will be left in the hands of Arnaud, the troubadour recently arrived at the Covenant. Both have opted to accompany the little journey for reasons of their own. Perhaps they simply wish to have an escort in their travels.
Also along for the journey are Jakob, a woodsman known to all Covenant residents, a man skilled in tracking beasts and navigating the many dangers of the outlying woods. The young boy Rupert has also been conscripted with the task of managing the horses and taking care of other small chores—much the same role all are familiar with seeing him execute at the Covenant.
Besides all of these, there are also five guardsmen under the command of Elric. One drives the cart, two take turns walking beside it, and the others are mounted like their commander. Two horses drive the cart itself, laden with foodstuffs, wine, and fine cloth made at the Covenant, meant for trade in the town of Freiburg. The Covenant is impressively self-sustaining, but certain items are beyond the ability of their smiths and the surrounding land. The magi oft-times have peculiar demands for spices and herbs, and the lone blacksmith of the Covenant has not yet mastered the delicate art of fashioning hinges, springs, and other delicate metalwork. There are also requests for certain types of wood, jewelry, gems, and the precious vellum parchment that the magi do so much scrawling upon. All of this is contained in a list Elric himself carries, though he is unable to read it. Another reason to have the apprentice magi along for the journey.
There is no-one to bid farewell to the group, or to tell them when to leave, and all is left completely in the hands of the two apprentices to orchestrate the details of their journey—more testing. But soon enough they are off, knowing that the sooner goods are acquired in Freiburg and the matter with Old Grigori concluded, the sooner they might return and be proclaimed true Magi. Or so they hope.
It is yet two and a half days’ travel through the heavily forested hills and narrow paths of the region, Jakob assures the group. He has made this journey several times before on behalf of the Covenant, for every spring and autumn the magi deem such a trip necessary. There are closer villages and hamlets, but the freshly-established Freiburg has been a favorite of the magi since its establishment some years ago, mostly because its lax restrictions on bartering and trade attract merchants from all over. Only there can the peculiar items be found without a great deal more travel.
Halfway into the day, the winding road looms ahead, turning and shifting with the terrain, barely wide enough for the little cart. With any luck, it will be a long and dull trip...
[Welcome to the game, everyone! This will, god-willing, be a ‘Short’ adventure. We shall we what happens. This initial post is an opportunity to acquaint yourselves with one another, establish any relationships to other characters you would like, and to describe yourselves. Remember that most characters have been living together in the Covenant for some time, but this does not mean they know each other well. The Covenant is like a small village—they have some essential craftsmen, farmers, and herders, but the purpose of the settlement is always the magi and the magic they do, most of it hidden from the common folk.
If you had Ride as a trained skill, I gave you a horse. Everyone else is expected to ride in the wagon or walk alongside it. I also doled out weapons, but I thoroughly expect characters to have possessions in accordance with their professions. You can freely assume that.
Also, Bad* and Menatkhufu, my Wanderers—you have PMs.
Any questions?
(Character Status)
Amalric – Normal
Arnaud – Normal
Elric – Normal, Mounted
Jakob – Normal, Mounted
Joseph – Normal, Mounted
Rupert – Normal
Tawno – Normal
Guardsman 1 – Normal, Driving Cart
Guardsman 2 – Normal, Mounted
Guardsman 3 – Normal, Mounted
Guardsman 4 – Normal, Walking
Guardsman 5 – Normal, Riding Cart