"Scrying is patchy at best. What little our mages have been able to view we'll share with you. 2 days ago we dispatched several scouts to recon the condition of the Darkwood. They knew they may not be coming back but for hope of determining what the condition of the woods interior was we sent them in. Hoping to aid their chance of survival we equipped them with wands of fire but the effect the woods had on its magic seemed to make them unreliable."
Captain Falconhand gave her briefing cooly and with composure. She was an experienced commander. They all say gathered around a large crystal ball structure in the Border Fort. This was the most southern Imperial outpost. No more than a hundred yards from where they now sat was the Darkwood, an ancient forest of vast size and populated by a large variety of monsters and other creatures. Despite the Crystal Empires might, they had not been able to colonize the wood. Mostly because they saw no value in doing so. While it was in the empire on the map, they exercised no real control.
She continued, "Everyone must stay on the path. There are worn paths through the wood which things seem to behave relatively normal. Crossing the path into the forest itself causes one to be randomly teleported to a location within the wood. We can expect several types of encounters once inside. The wood is native home to monsterous creatures such as giant spiders, scorpions, orcs and the like. The wood also has portals to many lower planes. Demons and undead are reported plentiful too. Also keep in mind there is likely to be a significant population of Imperial citizens. One of our duties here is to keep fugitives and others from escaping into the wood. We do not always succeed. Many outlawed dark religious movements and treason meaning fugitives have escaped into the Wood through the centuries. There is really no way to tell the full extend of whatever society they have built with in it. While our current lead theory to the cause of the zombie outbreak and attempted invasion is this Veritas, we must stay open to all possibilities. Our orders to determine the source of them and destroy if possible come from the Empress, may she live forever, and should be carried out as such. Any questions?"
"What can you tell us more about the behavior of magic?" Blade asked. Though Galan believed he went by Serith now. Released from the Mercykiller prison a sworn MercyKiller himself. In Khan's last notes to Galan about his plan to destroy Filtch it mentioned that Blade would no longer be a concern. He had to trust that to be truth even if he was here with them. He was serving as one of Lord Raquel's personal attendants and was assigned to help since he was the mage who cast the trapping spell on Veritas last time.
She responded, "That it is unpredictable. Sometimes it casts perfect other times it will form the wrong spell or an undesired results. Many times it will not work at all. The whole thing seems to be, to one degree or another, a wild magic zone." Serith gave a serene expression and nod. "With no other questions let me show you what little scrying we had returned from out scouts.
In a land torn by war but blessed with heroes, adventure thrives. In the shadow of the holy Isle of Winds--the Bastin of light, truth, and righteousness in the world--the island of Geneva holds the city of Atlanta, capital to the Island nation. It would take days, maybe weeks to travel the whole country by boat. It is a huge melting pot of racial and cultural richness. A council comprising the Blessed Keeper of the Seals Atrayu, The fearless Vanquisher of Shadows Raquel Al-Shatel, and Defender of the Earth Jerico, rule the islands in peace. To the east a land torn by war is home to man, elf, dwarf and worse. Welcome adventurers - destiny awaits you. This is their story based in a Dungeons and Dragons world.
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