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⚠️ Time's Arrow (Private)

This thread contains significant descriptions of psychological trauma or horror.
One sunny morning Rickith woke up, eyes staring up at the ceiling of his room, he was staying in. Looking as his hands, he noticed the rough wrinkles of someone who gadgeteered for years didn't show, nor were there any wrinkles upon his brow. No, he had a certain youthful air about him. And it was all because of a choice he had mad eras prior. He was 32 eras old, but only happened to look as though he was 20 eras old. Youthful in his guise, not that he had much choice, he sat up in the bed, his blue shirt crumpled on the floor next to the bed, as were his forest green hued trousers. Many thoughts crossed through his mind as he got dressed, and looked out the window of the room he was renting. Looking up at the bluish hued sky, his thoughts drifted back to the Eternal Lady, whom an old man in a very strange place had spoken of Eras prior. As his pale green hued eyes drifted back down to the wooden floor, he figured he might as well try to gather some sort of information about this mysterious Lady to help fix his afflication.

His body was growing younger with each passing minute, even as his actual age kept moving on. Time's arrow, some might call it, only going in one direction, but it seems the Time Wraith inside of him had somehow reversed it for his body. "No mortal has ever survived it" the thought raced through his head of the old man's words in that strange plane. What could this Eternal Lady have in store for me, he thought, if anything. I'm going against the grains of time, perhaps that wasn't the wisest decision, he thought to himself. No, it was nigh time to right this wrong he had done. He needed to find out who this "Eternal Lady" was, and what exactly it was that she wanted of him, so that he might reverse what it is that the Time Wraith is doing to him. So off he went to the only place he knew he could hopefully gleam some information out of. An Institute of Higher Learning. He didn't know anything about the "Eternal Lady", and needed to find something out about her, to see if he could fix the problem he wrought upon himself...
 
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⏳Time's Arrow :arrow1a:


Chapters & Checkpoints

Chapter 1: "Identify"
Chapter 2: "Locate" (Checkpoint)
Chapter 3: "Evaluate" (Checkpoint)
Chapter 4: "Apply" (Checkpoint)

Chapter I: "Identify"

In terms of higher learning, Rickith was hard-pressed to find any information outside the realm of religion, Ioannes, and Aslan. The Church was not known for its tolerance of science and heresies. Often times, those two subjects were lumped into the same category. In his research, however, Rickith did find some tomes and scrolls describing scholarly organizations.

There was no mention of an "Eternal Lady" but when he looked for references to "Time Wraiths" or "Time" in general, a reluctant library intern provided some secondhand copies of outdated journals and written works belonging to a small committee of 'Timekeepers'. After some more reading and hunting down leads in other libraries, repositories, public records, and even book stores, Rickith found a link between the so-called Time Keepers or Time Guardians to the Kalendryan Society.

In truth, the Church censored any worship of planetars and other deities outside Aslan Emmanuel. Yet the Society of Timekeepers, as they were often referenced, were famed scientists. Their studies of the heavens were often used to predict the seasons, weathers, and track the cosmos. Granted, the information Rickith found was very old. Some of the journals dated back before Aslangrad's sudden reappearance after all. All the records Rickith found were generalized and vague. They appeared to be handwritten records of the movement of the stars and passage of time.

Yet all of the writings, journals, transcripts, and commentary contained references to observatories.

Rickith only heard of one such 'observatory' and that was the Imperial Observatory. Gadgeteers had long wondered about the machinations and secret structures within such an engineering marvel. Yet few, if any, ever saw the building in person. The path was supposed to filled with peril and access was strictly limited by the Imperials.



ASLANGRAD
(City Profile and Player Guide)​

Sitting along the banks of the River Carmelya, between the Great Mountains and the Sea of Eunesia, is the giant Arium metropolis of Aslangrad. 630 Era ago the city was on the precipice of destruction when fate (and the heroic efforts of a few) intervened and teleported the entire city and it's nearly two million citizens from certain annihilation. Now, in the rejuvenating spring of Era XVIII, the populous hub of Arium has returned.
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Overview
City Name: Aslangrad
Population: ~1,200,000 (post plague and post exodus, of Era XX)
Racial Percentages:
Humans - 85% (~1,020,000)
Elves - 4% (~48,000)
Dwarves - 5% (~60,000)
Other - 6% (~72,000; Katta, Fae, Rodenti, Dracon,Dorin, Saurid)
Political Affiliation: Arium Province, Aelyrian Empire
Exports: Rugs, Furs, Grain, Pottery, Krutka (hard liquor), Marble, Coal
Imports: Lumber, Wine, Vegetables, Herbs, Spices
Publications: ?
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Geography/Climate
Aslangrad is located along the eastern edge of the southern half of Arium Province. The River Carmelya runs through the city on it's way from the Great Mountains in the heart of the realm, and into the Sea of Eunesia. Aslangrad is positioned almost equidistant from both Estelgorod to the north, and Vortex to the south. Farmland and small villages dot the outlying areas of the city, and supply it with essential food stuffs and livestock. Additionally an abundance of freshwater fish is caught and marketed in the metropolis fresh out of the River Carmelya.

The city itself, over the course of it's history, grew out from the central Kremlin, in a concentric fashion. This created, at present, a total of five distinct areas, or Prihods (Parishes) that circled the central governing area not unlike the rings of a tree trunk. Each Prihod has it's own unique population and character. The outer parishes tend to have larger and poorer populations, where as the inner circles tend to reflect more affluent and less populated neighborhoods.

Four gates, one for each compass position, interrupt the tall stone walls that encircle the outer edges of the city. Passing through these gates (otva), visitors would walk along one of the four main roadways of the city; Nord Vey, Sor Vey, Vestil Vey, and Ostil Vey. These thoroughfares provided a nearly straight path from gate to Kremlin, and so in turn, divided the city into four quadrants or districts, named for their location (NW, NE, SE, SW). Serendipitously this provided a convenient nomenclature for identifying the location of a particular address in the expansive sections of the metropolis. The standard descriptive would list district first, followed by the parish.

eg. Bordak's Steelworks is a small smithy located in the NW district of the 5th Prihod.

In addition, the entire city is transected, from North to South, by the Davat Canal. This waterway, part of the River Carmelya, is a major mode of transportation into, out of, and through Aslangrad, for both citizens and cargo alike. Dozens of barges, river boats, and ferries move along the canal each brightening.

At the heart of the city is the Kremlin. This complex of buildings includes the holy Palace, the largest cathedral, the armory, the plaza, as well as many other important locations.

The climate is temperate. The city is close enough to the sea to enjoy modest winters (though snow is common) but far enough inland to see it's share of hot weather in the summer season. Sitting on the seaside of the great mountains, the surrounding lands near Aslangrad are rich and fertile, owing to large amounts of precipitation.
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Background and History
For generations upon generations Aslangrad had sat silent as the rest of the realm reached and conquered, then reached and conquered again. Formerly known as Hespax, the Barbari city state quietly but steadily grew from a simple congregation of the various tribes, to eventually become an enormous city of near two million residents.

In 9501 the first settlers were led by Church of Faith Prelate Maximilian, then known simply as Duke Baxter, who crossed the Great Mountains into the hinterland destined to be Chesley with little more than a Royal charter for settlement and a handful of pioneers. The first Chesleyans sent timber, hemp, and furs down the Carmelya to Aslangrad and eventually to ports in the Eunesian Sea.

The city grew quickly according to the designs of top architects and engineers from Chelsey and elsewhere. The actual builders were soldiers, peasants, and artisans who resettled along the banks of the Carmelya, and were either Chesleyan explorers or civilized Barbari. They built the canal, made roads, fortified walls, and constructed the palaces and mansions that housed the new theocratic government. The Kremlin was constructed of white limestone and fortified with an outer wall.

Many foreigners from across the realm also settled there. Mostly tradesmen, merchants, sailors, healers and teachers. Many of them assimilated and blended well within the expanding population. Aslangrad was a metropolis that grew out of need, and reflected a social structure. The laborers and factory workers, along with the serfs, were located in the cluttered and crowded streets of the 5th Prihod. The merchants' district, representing the middle class, found home in the middle parishes. Finally, the residence of the nobility and elite, stood adjacent to the Kremlin and Palace complex, center of worship and administration for the court of nobles and Prelates.

For many era all was well. Maximillian conquered the hearts and minds of the people of Alsangrad and ruled them into prosperity as the official Archprelate of the church. However, while his initial intent and ambitions were virtuous, Maximillian slowly fell into the all to common trappings of pleasure and power. While the rest of the realm continued to evolve around him, Maximillian devolved into corruption, and eventually, delusional insanity.

In 9597 it all came to a moment. The city was in chaos. The people, tired of the Archprelate's abuse of power, and fall from the true faith, rose against him. Even as the citizens, led by a group of freedom fighters known as "The Partisans", stormed the kremlin and the palace within, Maximillian's own private force, the Cossacks, turned against him. They refused to carry out his final orders to slaughter the people of Aslangrad, and instead turned and fought along side the commoner and peasant.

At the end, as airships attacked, and thousands of troops led by Wessex closed in on the city, Maximillian in his insanity, decided that he would have one final moment of power, and took his own life before others could take it from him. As the heir apparent, Nicklaus, was captured and allegedly killed by the attacking rebellion, the Archprelate poisoned himself, and fell to the floor of his chambers...dead.
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Society and Culture
Aslangrad is a large metropolis that is overwhelmingly human. The vast majority of men and women who live there are descendants of the many northern barbari tribes. Classism is rampant in the city, with the vast majority being very poor, and a small minority of lords, nobles, and wealthy clergy.

Aslangrad is VERY anthropocentric. Most races are abhored, and often attacked with minimal or no provocation. Elves and dwarves, while having a somewhat substantial population within the city, are relegated to the 4th and 5th Prihods (Parishes), and often only in the poorer sections of these districts. Of the other races, most are non existent, or scarce. In particular, the race of Katta are virtually absent in Aslangrad, as there is a mutual dislike, perhaps even hatred between the feline race, and those who worship Aslan.

Day to day life for the average Aslangradi (as they refer to themselves) depends almost entirely on where within the city they live, and as a result, what status (or lack of) they possess. Life for those in the populous and poor 4th and 5th Prihods is largely focused on survival. To keep out of trouble and the Gaol, they pay token respect to their God of Honor, but otherwise pay religion or it's tenets very little mind. As one moves further in toward the kremlin, the outward display of conformity and compliance with religious dogma increases. families will be found attending church services regularly, both on holy days, as well as weekly, and in some cases daily. This is in many cases, however, a thin veil for hypocritical corruption under the surface.

While work consumes most of the lives of the poor, the wealthy of the city spend their time on various activities of a less critical nature. Officially, the nobles and lords of the city spend their time attending, and sometimes participating in, games and contests both at the Grand Arena of Courage, and the row boat races along the Davat Canal. Unspoken of activity includes the keeping of concubines (of both sexes), gambling, and in some cases things much much worse.

One disturbing, but not uncommon aspect of Aslangradi society, is the subordinate status of women in the city. Women are expected to be subservient to their husbands, and any man in their presence. Only the most simple or mundane of positions and jobs are available to them, and the taking of such are also frowned upon, often bringing shame to the woman's family as a result. Despite this, Dragon Industries as well as the government of Aslangrad does hire women, but usually to the most low level of positions, with a most arduous path to promotion, if even possible, expected.
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Major Landmarks
There are many places in a city as large as Aslangrad that one could consider monumental or noteworthy. For convenience, a list of the major landmarks is provided.

Grand Arena of Courage (Velkhala Vaha)
- The place where citizens enjoy entertaining battles, sports, and other events. Large enough to hold over 50,000 people, the building takes up several city blocks.

Sacred Square (Namesti Sveta)
- An expansive section of fine granite surrounded by the major buildings of the kremlin, it's fountains and statues are often the backdrop for many festivities and gatherings.

Immanuel Bell Tower (Balstolt Immanuel)
- Towering over all other structures in the kremlin, this tower and it's famous Cestbal (Honor Bell) ring out the call to all Aslangradi both in warning and for worship.

The Holy Palace of the Divine (Svet Castal)
- The home of the Archprelate and his family, the Holy Palace is certainly the most extravagant and admired building in all of Aslangrad. Standing nearly as high as the bell tower, the castle is the center piece of both the kremlin and the city.

The Sacred Cathedral of Aslan (Sveta Aslankirk)
- This church is the center of worship in the city of courage. It is where on rare occasion the Archprelate himself will give ceremony. Able to hold several thousand people, it is a temple like no other.

Bajecny Concert Hall (Koncerdova Bajecny)
- Musical and literary performances are the features of this popular (with the nobility) entertainment center. With tiered seating even amongst the elite, it is THE place to be for wealthy socialites in the city.

Aslangrad University (Kolegi Aslangradia)
- Despite the barbari heritage of the city, exceptional intelligence and academia abound, and this is no better exemplified then in the numerous student filled halls of "The Kolegi".
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Economy/Trade
Natural resources are not overly abundant for this major metropolis, as it is neither seaside, nor surrounded by forest. Though at one time the city did have at it's disposal a rich supply of iron, this is long since exhausted, due to the limited supply and the city's major export...iron and steel weapons and armor.

Numerous nearby farms and hamlets provide Aslangrad with enough livestock and vegetables, and sheep herding provides wool for fine clothing and exportable rugs. In addition to weaponry and carpets, the city also exports fine Marble and Coal mined from the great mountain range, as well as pottery, rare furs, and a harsh vegetable root based liquor called "Krutka".

The River Carmelya is a key component to the import and export trade of Aslangrad. As it passes through the city, in the form of the Davat Canal, the river provides accessible and negotiable transport for goods coming in and going out. The river is also the gateway to the sea, and all it offers. To this end, many of the major business, especially traders, base their businesses along the Davat.

Of all of the aforementioned businesses, the largest, wealthiest, and most renowned, is Dragon Industries, or as it is known in Varaslan (The ancient language of Aslangradi), Drakin Dunstras. Headed by the elusive Rauan MGanzi Hal and his invaluable assistant and Chief Officer, Marko Orlov, this enormous steelworks and weaponry company is involved in almost every aspect of Aslangrad commerce and business.

Imports:
  • Lumber (Harwood only)
  • Iron (from Dasmia)
  • Wine (from Nexus and Paxia)
  • Herbs and Spices (from Arakmat and Silrosia)
  • Sugar
  • Sandstone (from Arakmat)
Exports:
  • Weaponry (Major)
  • Armor (Major)
  • Steelworks (Major)
  • Krutka (Major)
  • Furs (Minor)
  • Pottery (Minor)
  • Rugs and Carpets (Minor)
  • Grain (minor)
  • Coal (minor)
  • Marble (minor)

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Government
To run a city of nearly two million people, a legion of government institutions and employees are needed. As a result, the largest employer in Aslangrad, is Aslangrad itself. Nearly half of the 1st and 2nd Prihods are consumed with street upon street of government buildings. Of course, like all things in the city, the government is largely, if not entirely, controlled by the theocracy. Most of the top government positions are held by retired priests, or family and influential friends of the church.

Holy law invades all aspects of Aslangrad works and services. All taxes collected are, in part, directed toward the upkeep and further glorification of the city's churches, church lands, and the prelacy. All major laws and acts are created by a largely appointed city council, and then must be approved by the City Senate, a group of church appointed officials who answer directly to the prelacy.

Of the numerous government departments, all located in City Hall, the following are of note here:

Aedile's Office - Directing general works and services, city maintenance.
Treasury and Taxation Department - Budget and Taxes.
Defense Department - overseer of the city guard and armaments.
Justice Department - Constabulary, Prisons, and Courts fall under this umbrella of this department.

Entry level positions in all of these departments may be available.
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Military
The Cossacks
The Cossacks are the military infantry and cavalry of Aslangrad. At the time of the disappearance they had just broken loyalty to the archprelate Maximillian, having defied his orders to slaughter all those who opposed him, soldier and citizen alike. They had also been overthrown by a group of freedom fighters, labeled "Partisans".

Yet they are well trained, skilled warriors and in the aftermath of the archprelate's demise they could once again resume their role as defenders of the city, loyal to Aslangrad, and those who paid them.

Appearance:
Most wear a long open chested coat called a Cherka, and wide pantaloons. All wear the identifying fur trimmed fleece hat known as a Japkin. The colors of the coats are dependent on rank (as seen below), as are the decoration and ornamentation placed upon the Japkins.

Armor, Weaponry, Possessions:
Armor, usually Chain, but sometimes padding only, is worn electively on top or underneath the Cherka. The favorite weapon of the Cossack, the Shripta, is a single edged curved sabre, not unlike a thinner version of the Koplesh. In addition, many will also carry with them a long hooked spear.

Velkzrebec (Cossack War Steed):
Many of the Cossacks, though not all, own and ride a well trained steed. This animal is no ordinary riding horse, but rather is a fierce beast taught to fight in defense of itself and it's rider. These horses are also armored with chain mail, and some times other weaponry or battlements.

Military Rank:
There are several ranks in the Cossack Military Hierarchy (from lowest to highest):

Prizak (Private/Corporal) - Black Cherka - undecorated Japkin
Adnik (Sergeant) - Grey Cherka - Japkin with 1 inch fur trim
Vahkmir (Lieutenant) - Brown Cherka - Japkin with 2 inch fur trim
Khopmir (Captain) - Dark Blue Cherka - Japkin with 2 inch fur and single feather
Prisal (Major) - Dark Green Cherka - Japkin with 2 inch fur and double feather
Khopmann (Colonel) - Dark Red Cherka - Japkin 2 inch fur and triple feather
Grehkmann (General) - White Cherka - Japkin (as for colonel) and Lion Broach
Velkmann (Commander) - White Cherka with Sash - Japkin (as for general)

Hand of Aslan (Mage Hunters)
The Church of Aslan, a faith headquartered in the Northern Hesparian city of Aslangrad in what is now called Arium, has a rich history of conflict with the wielders of the arcane arts. Seeing mages (besides their very own Thaumaturgical Clerics) as the children of Chaos, powermongers who seek control and command of forces best left in the province of the Gods and ultimately over the far-flung Children of the Gods, the inhabitants of Telath who were being led astray into the foulness and corruption that all non-Thaumaturgical magic brings.

The Hand of Aslan is the arm of the Church tasked with handling elements dangerous to the well-being of the Faith. While many of the threats faced by the Hand are of no issue to handle with coercion, intimidation, or sheer threat of pure physical violence, for the handling of magical threats the Faith has to turn to other solutions. As no unfettered mage is trustworthy enough to handle the task, and those under the heel of the Church are entirely too broken to work independently, a new corps was formed within the ranks of the Hand: The Mage Hunters.

Svetlevi (Holy Lions - Paladins of Aslangrad)
The elite guard imprisoned by Maximillian when they refused his orders. More to come on them soon.

City Guard and Constabulary
A city as large as Aslangrad employs thousands of men as city guards, constables, prison guards, and other law enforcement officials. These trained soldiers man the gates, patrol the streets, monitor the Canal docks and wharves, and in general, keep the peace within the city walls.

City Regiment (Militia)
Service in "The Regiment" is mandatory for every human male citizen in Aslangrad. Once they reach their 18th ordination, each young man is required to spend one full month in general combat and military training. Once successful in completion of this training, the individual must then provide 1 month of service each year until their 22nd ordination, at which time they are deemed to have paid back their debt to the city.


Aslangrad Military Size: approximately 116,000​
  • Cossacks - 5,000​
  • Hand of Aslan - 1,000​
  • City Guard - 10,000​
  • City Militia (at any given time) - 100,000
  • Svetlevi (Paladins of Aslangrad) - 100
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Religion
The city of Aslangrad follows the ways of the Church of Aslan. Few other religions are tolerated within the city. Worship of Diana and Ioannes is accepted, but looked upon as lesser then that of Aslan worship. The city is ruled by the Theocracy of the CoA (Church of Aslan), and all ordained churches are dedicated to the worship of the god of courage and honor.

Religion is of prime importance to all citizens of Aslangrad, but how much time they are able to dedicate to it, is totally dependent upon their position, economically, in life. The poor spend little time on it, as their day is consumed with survival. The middle class in the middle Prihods are perhaps the most truly dedicated, as their worship is honest, and their time better used. The nobility, on the surface would appear to be consumed with their piety, but it is a falsehood. They are more interested in what the religion, and their participation can do for them, rather then true belief and practice.

Holidays, what few are approved by the church, are more superficial then practical. No businesses close for such, and most of the population carries on as they normally would.

The church itself is organized based on the concept of parishes, or "Prihods" as they are referred to in the local dialect. Moving outward from the Kremlin, in concentric circles, the parishes evolved over time so that as of present day there are 5 such Prihods.

Each Prihod is governed by and under the supervision of it's own separate Prelates (Caronslan) and sub-prelates (Predakslan). The most senior Prelate for a given parish is responsible for all those under him, and is also directly responsible to the ruling theocrats within the walls of the Kremlin, including the Arch Prelate (Patrislan).

Because the geographical and population size of the Prihods varies, the area and population each Prelate and his assistants have to cover can be considerable. For instance, the number of priests that work within the 5th Prihod, the largest and most populous, is only slightly more then the number who work in the much less congested 1st Prihod. This was intentional, so as to not allow the lesser Parishes, and those more junior prelates and priests that work there, to overwhelm or out number the representation of those more senior and influential clergy of the wealthier inner Prihods. Unfortunately, for the outer parish church, this meant a very thin spreading of their influence.

The church is itself corrupt, through and through. Patronage and indulgences were common place, and even within the theocracy there is a war of status and influence that greatly outweighs any attempt at honest worship or benevolence. The reach of the theocracy is wide and far. Most senior positions in the clerical sham that is a government are bought by the church. Similarly, the Courts, Kolegi, Military, and most Businesses, are under the outwardly invisible hand of the CoA.
 
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As Rickith sorted through the old journals the librarian provided, he found some potentially useful information. Reading about the society of timekeepers, he thought that might be something of value. Then the talk of observatories. The only one he knew of was the Imperial Observatory, and he didn’t know if he’d have any means of access given how limited it was, but he needed to try, especially if he was to learn more about “The Eternal Lady” and her machinations.

Making his way home, he closed up shop for the journey, and then began to prepare, having his trusty metallic spear, and food and water for the journey, he’d place the spear on his back, and head out. Having garnered the location of the imperial observatory, he’d make his way there and see if there was any potential way, he could gain entrance…
 
That was the thing about generalities and vagaries: they were not specific.

Still, the gadgeteer prepared his gear and closed up shop for an expedition. The most reliable information Rickith managed to obtain was from fellow craftsmen in Aslangrad along with passing traders. The Imperial Observatory was supposed to be atop the Great Mountains.

This led Rickith to another problem: the mountain range in question was not only greatly immense but also greatly perilous. There was a reason for its namesake after all. Rickith had not the exact nor general location of the Imperial Observatory -- if it still or ever existed.
 
Rickith needed a better way to find out information about this place, he was getting nothing specific. It was in the great mountains, which was a vast huge mountain range, and it could take years to explore it all to find this damnable place. And he wasn't sure where exactly to look, given the nature of the Imperial Observatory. Who would know anything about it? Perhaps if he could find some of those time keepers, or the kalendryan society as they were, maybe they would know about it.

Whatever the issue, he wasn't going to find what he needed to find in Aslangrad, and so he'd leave the city to go to the next nearest large city, Nexus Prime, and resume his search for information there. Hopefully he'd be able to find a book/tome/journal somewhere there that would help identify where this location in the Great Mountains was, he'd even go into a variety of taverns to see if any rumors of where the observatory had graced any of the barkeep's ears. There had to be someone, somewhere that had information on the Imperial Observatory, and he wasn't going to give up until he found anything out he could about it...
 
Rickith used a moderate amount of wealth to temporarily close his business and pay for purchases (research, books, bribes, meals, prep).​

Traveling from Aslangrad to Nexus Prime took a significant amount of time. Depending on the means by which Rickith elected to travel, he either would have to join trade caravans that ventured along the coast or take a straight shot through the Ariumite Highlands.

By his own estimation, Rickith figured that going with the traders and merchants would make for a longer and more expensive journey. But there was safety in numbers and most caravans hired sellswords and guards to discourage bandits. The Highlands, on the other hand, were known for brigands and other dangers. There were sparse settlements and shelter in the vast wilderness between Aslangrad and Nexus Prime. But it was going to be faster and probably cheaper if he got through unscathed.

The Ariumite Highlands​

The vast expanse of wilderness that is the "Highlands" of the province of Arium is as beautiful as it is dangerous. While it certainly has its urban regions containing farmlands and ranches, a greater part of the area is untamed with large barren tundras, rolling hills, and smaller patches of woodland.

Scattered villages dot the region, usually located within a few brightenings' ride from the nearby cities. While the population is spread through out, a sizable portion is centralized in and around the town of Mileswick. Although those farmers and ranchers who own large parcels of land dwell several miles away from the town's borders, they still rely on the town for general supplies, and the shipping of their goods.

The highlands are filled with many dangers. To begin with, the area has one of the harshest climates in the Empire, with rainstorms and blizzards striking randomly, especially in the winters. In addition, because of the vast space of wilderness, the Ariumite Highlands has a diversity of wildlife, including large predators which can easily overcome an inexperienced traveler. Even the geography itself, a combination of treacherous mountains, and badlands with sparse vegetation, can present a formidable opponent to survival.

The greatest danger, however, takes the form of bands of raiders that frequently prowl the land. With the recent turmoil in Arium, such bandits and thieves have grown more aggressive and often make incursions into main trading routes.


General Climate

The climate, as a reflection of the terrain and location, varies considerably within the Directorate of Arium. The southern, landlocked portion of the province, with its Great (snow capped) Mountains and rolling hills, provides hot dry summers, and cold harsh winters. The more northern, coastal areas of Arium suffer less with milder winter months, and more temperate, tolerable summer seasons. The central section of the directorate tends to get a mixture of both extremes, but tends to have less precipitation on average. Despite these general features, the coastal cities of the province have seen more then one snow filled winter, and the inland populations have had the occasional cool summer.

Areas of Interest

The Great Mountains

The Great Mountains form the heart of Arium. A vast mountain range, it runs through from the South of Nexus Prime through to the West and South-West of Vortex. The Great Mountains suffer weather at its most severe, with legendary cold, horrendous snow storms, and inescapable avalanches.

In addition to the environmental risks, the mountain chain is filled with Orc and Goblin tribes that still infest the northern parts of the range, hiding in a great many caverns and tunnel networks hidden deep in the mountains. In more recent times, however, the threat of these creatures has declined, due to campaigns of "cleansing" by various factions and cities. The areas are now patrolled frequently by provincial military and constabulary, in order to keep the region free of such monsters. Despite this, Trolls are still hunted by Vortexians in the Great Mountains for their famous trollskin leather armor. For the most part, traveling off the beaten track is not advisable, even in areas better populated such as the areas near Mileswick, Fairhaven, and Vortex. Other monstrous creatures roam the crags and cliffs of the mountain chain, including (according to legend) a large black dragon that plagues travelers of the nearby foot hills and Nod Ruins.

The southern regions of the Great Mountains are held by the more "civilized" Vysstichi. More civilized in that they do not randomly attack merchants and travelers. The region directly west of Vortex in particular is believed to be inhabited by Vysstichi, using secret networks of tunnels and camouflaged paths to maintain their discrete control over the region.

The eastern parts of the great ranges are home to the Rhagrhnd mountain tribes. While there are not all that many of them, their mastery of the mountains and rugged strength make them fearsome mountain warriors. It is only in recent times that outsiders have managed to come in contact with these reclusive people.

Curiously enough, the isolated regions near the Imperial Conservatory and the Evile Estate seems to be somewhat a dull section of the Great Mountains. It has been observed that there are living creatures there, but most are of the greater predator kinds, rather then sentient species. Travel here is no less dangerous though, as the weather here is generally colder and harsher than that of the western and northern slopes of the mountain range, as this region is set closer to the heart of the Great Mountains.

Castle Nocturna
Located in the upper portion of the Great Mountains Chain, this legendary fortress is rumored to house powerful undead. Mythical stories of Vampyres and Liches abound, while still other tales speak of a vast network of tunnels underneath the castle that connect the subterranean lands of the dark elves. Very little facts exist for this location, as few if any have lived to tell of visiting.

Solace Island
Though technically a part of the lands owned by the city of Paxia, Solace Island is separate and unique in almost every regard. Located just off the coast of the city, several miles out past Paxia Harbor, the formidable land mass is a collection of mountain peaks and glacial valleys. On the coasts sparse settlements have sprung up, including the Imperial Shipyard, the Elsdragon Naval Academy, and Trosdorf (the island's Kontor Settlement). In addition, some of the interior (The Plains of Salvation) have recently become cultivated and populated by agriculturalists and farmers. The mountains, and much of the northern half of the island are filled with dangers, both environmental and monstrous.

Chesley Ruins
For hundreds of eras, the cracked, sparse stones and masonry believed to be the remnants of the city of Aslangrad sat shrouded in mystery and legend. Nestled about the hills and valleys along the River Carmelya, few adventurers spoke of what lay there, and for many a generation the ruins were mentioned only in childhood tales, and campfire stories. Then in the Era XVIII, the earth shook, and the skies turned bright. New legends, new tales began to filter in from the Highlands. Where once the ruins of Chesley stood, now stood a gigantic walled city. The northern metropolis of Aslangrad, had suddenly appeared.

Temple of Aetheria
Little is known about the place that lies at the heart of the Great Mountains. It is the uncommon adventurer that has managed to survive the hostile environment of the Great Mountains and its perils to come close enough to see the hints of white that are the rooftops of what are most certainly ancient ruins.

Mists and a mysterious woodlands surround the place, befuddling most travelers with the great winding paths, and the cold mists that often cover the place as if the wilderness and forests themselves want to protect what lies within. Legend has it that this mysterious temple can only be found by those who are willing to defy all odds and risk everything for gold and glory. And for those who enter the location unprepared, stories of the temple's guardians -- whether it be walking trees, giant serpents, or winged horses -- are all but uncommon to locals.

Nod Ruins
Located west of Aslangrad, and just north of the Shankspine Ridge, these mythical ruins are often avoided by travelers, and even the most hardened of adventurers. Those who do approach are usually scared off by the howls and screams that are frequently heard across the nearby barrens. Explorers tell of strange lights, and mysterious moving fog, while other souls fortunate enough to recall, tell of horrid beasts such as Dire Wolves and giant bears. An occasional wanderer will even speak of a giant black winged beast that flies over the ruins, sweeping in from the nearby mountain chain.

Three Towers
This remote and essentially hidden village is found in the forested area just south east of Pisabia. It is so well hidden, in fact, that most of the very rare encounters mortals have had with it, have been through stumbling upon it accidentally. Rumored to be the home of several different clans of Goblins, the village gets its name from the three colored towers that stand within it. Each of the three clans of goblins allegedly wear clothing the same color as their tower.


Populated Areas


1. Cities in the Region

Paxia
A small city at the north western tip of the Arium Directorate, Paxia is known to most Ariumites as the mercantile hub of the province. A city of goodwill and peacefulness, Paxia promotes openness and tolerance to almost all races, and nearly all religions. It is a place for entrepreneurs and fresh starts. As one of the major seaports on the northern coast, it is brimming with sea trade and boasts one of the finest harbors in northern Aelyria.

Set in the region between the Northern Sea and the Eunesian Sea, the region and wilderness around Paxia is a cool and often tempestuous one. It is prone to rainfall and windy days all throughout the year, though many of these rain showers are cool and pleasant ones. This precipitation feeds the soils of the rough plains nearby, although the tree farms made there in recent times break up to otherwise plain features of the land. Besides the forested regions, natural glades dot the land around Paxia. It is said that because of the climate and nature of the region, underground caverns filled with fresh water and such might be found in the surrounding lands.

The Paxia coast is rocky and jagged, but can vary slightly, depending on which shore one goes to. The Northern Sea shores are cold and have strong currents a short distance from the coastline. Brisk winds and scattered rain are a common feature of the environment. The eastern shores are not too much different, although the clime is slightly more temperate and warmer in general, due to the Eunesian sea.

Points of Interest - Grand Arena, Paxia Harbor, Paxia Vineyard, Moonstar Bazaar, Rainbow Citadel, Temple of Aslan, Vagrants Row, Urdu Attsa (Dracon District).

Nexus Prime
A short journey from Paxia to its north, is the much larger mercantile and academic city of Nexus Prime. The city has become known for its tolerance to those practicing the arcane, though the mercantile sector still rules the day within the city walls.

The region of Nexus Prime is another place where a cool climate reigns, though it is buffered by the slightly more distant winds of the Eunesian Sea as it sweeps westwards. Due to its position, the regions near of Nexus Prime actually has fewer rainstorms, and snow is less common there, though during the coldest months of Winter it is not an unlikely event.

The region around Nexus Prime, especially towards the north and west, is heavily forested. The woods extend for miles in those directions, and are filled with flora and fauna of all sorts, though dangerous creatures and predators certainly prowl the woods, it is not particularly dangerous by much beyond that of any typical wild forest.

Great plains are the south and southeastern part of Nexus Prime's lands, and here lie the trade routes to the province of Arakmat. The border of Arium with Arakmat lies under the watch of a small fort built on the slopes of the Great Mountains, overlooking the trade routes. As such, raiders and bandits are less populous here then in other places, since patrols often pass by this area and strikes against outlaws are often staged from here.

Points of Interest - Secluria, City Gardens, The Colosseum, The Tiger's Den, The Temple of Aslan, The illuminated Savants, Arcane Rainbow Towers Academy

Vortex
A dark and notorious city, Vortex sits adjacent to the Great Mountains, and on top of an undercity of dark elves, the Vysstichi undercity of Har'oloth. The city of nearly a hundred thousand souls, is ruled by powerful necromancers, and rival underworld gangs. Amidst it all is a culture of contrasts. Orcs and Humans live among Dorins and Elves. Mages and business men rub elbows with soldiers and others.

Vortex has arguably the most hostile and dangerous wilderness among the cities. Lying under the shadow of the Great Mountains, Vortex has a climate that is temperate, even in the summer, that grows even colder during the Autumn and Winter.

The regions around Vortex are dark and have a heavy atmosphere. The slopes of the mountains to the north, west and north-east of Vortex are covered in deep woodlands. As it reaches the south and southeast, it becomes a land that is oddly enough a mix of marsh or swampland and forest. Such a terrain makes exploring around Vortex a delicate thing. The eastern part of Vortex is tamer, looking more like the great wild plains that is typical of Arium.

Points of Interest - Har'oloth, D'Rinishad Academy of Arcana, Blackwing Manor, Golden Dragon Inn, White Night's Drink Tavern, The Great Mausoleum, Hangman's Hill

Estelgorod
Known locally as "The City That Never Sleeps", Estelgorod is known as the entertainment hub of Arium, and is a key trading city for the entire Arium Directorate. It is of paramount importance to fellow cities Aslangrad and Vortex, for it sits at the mouth of the River Carmelya, and is a port of call for all sea trade from other provinces. As a result of this, the city has developed a splendid example of mercantile industry at its finest.

In stark contrast to its sister city, Aslangrad, Estelgorod is a place of tolerance, and political neutrality. Politicians and citizens alike, prefer to stay out of the affairs of the province, both inter, and intra-provincially. They welcome almost all races, and abhor prejudice of any kind.

Major landmarks and points of interest include The Aslangrad Arena, Aetheria's Gateway, The Thanal Mansion, and the Famous "Market Road".

Aslangrad
Originally founded over 700 years before the Fracture, this giant metropolis was believed destroyed during a siege launched upon it by Empress Fire and Emperor Constantine, rulers of the Aelyrian Empire at the time. This poorly documented history, however, was turned upside down when the city mysteriously reappeared in Era XVIII (PF) in the exact location where it once stood.

The City of Courage, as it now refers to itself, is home to nearly two million citizens. The structure of Aslangrad is a set of concentric circles, or Prihods, which become larger, and more populated, as they expand outward. At the center is the fortified heart of the city, the Kremlin, where the ruling theocracy of the Church of Aslan resides.

Aslangrad boasts a burgeoning armed militia of some 100,000 troops, most with basic military training. In times of armed aggression for or against the city, this number can be increased dramatically through mandatory service by all male citizens. In addition, there is a standing guard of 10,000 men, 5,000 highly trained Cossacks (clan based barbaric warriors), and a hundred loyal and extremely well trained knights, known as the Svetlevi.

To the average traveler, the city itself may be more dangerous then the lands that surround it. Arcana in all forms but church permitted Thaumaturgy, is criminalized. In addition, the city is extremely anthropocentric, and hence most other races are usually discriminated against. Outside the city, the lands tend to be decently patrolled, and as a result the roads tend to be safe. The wilderness, however, may hold many odd, and unforeseen dangers.

Sancta Nova
This small city, in fact more of a large town, is located on the southern coast of the Bay of Kyathis, and a short journey to the south west from Nexus Prime. When the fog of darkness swept across the western realm, those who were able to flee formed camps of refugees, and one such camp formed in the spot where Sancta Nova now sits. In fact, the town itself is a result of the evolving of the camp into something more permanent, and more ordered.

Sancta Nova has a population of about 25,000 but can swell to 50,000 when there is a strong military presence. This swelling does occur quite frequently, due to the proximity of the town to the western border, where numerous attacks from the Xet Alliance occur.


2. Towns and Villages

Mileswick
* NOTE: As of Autumn Season Era XX(PF) Mileswick has been destroyed by the Xet, and lays in ruin.
Population: 7,000
Humans: 65%, Dwarves: 24%, Cether: 10%, Dorin: less than 1%

Town Overview
A township in northern Arium, located east south-east of Nexus Prime or south of Paxia. The area is predominantly lowland set among the foothills of the Ariumite highlands. A lonely woodland sits north of the township providing lumber while its farmlands and ranches provide its residents foodstuffs. South of the township are the rolling hills and majestic plains that separate the population from the Great Mountains. While there are certainly natural resources in the area, including a number of mines, much of the metals and precious stones have been harvested.

Mileswick is an agricultural center and trading post for many scattered homes and farmsteads dotting the Ruidi Valley, as well as a few enterprising souls from the bigger cities of Arium. A bastion of order, the town is laid out in perfectly square streets and blocks, and is home to a great many halflings and dwarves, aside from the human population.

The town is accessible from all directions depending solely on the traveler's starting location. Patrol outposts dot the main roads, providing shelter for the guards and local militia. The wood structures stand some thirty feet above the ground and are equipped with large torches that are lit in case of an attack. Mystics are assigned to relay telepathic messages to the Thane as well, just in case it becomes impossible to light anything under heavy arrow fire.

The outer limits of the town consist of farmland and ranches. Water is available through a series of underground tunnels that are tapped by local wells. Most, if not all the farms, are owned by families and are passed down to their sons after them. The ranches, however, are newer to the town's thriving food industry, many of them purchased by visiting investors and immigrants to the area.

The path to the town's housing district is that of a dirt road stretching several miles long. Upon entering town, an endless barrier of houses make a square border around the town's shopping district and town center. These are the homes belonging to the town's non-farmer inhabitants. Some of them are miners, shoppe owners, scribes, librarians, soldiers, magi, and any other number of occupations. Though soldiers who arrive single rarely remain so, adultery and prostitution is greatly looked down upon, though not illegal by law. To prevent crime, and provide illumination for the public as well as the darkening patrols, lamp posts stand every dozen yards or so, lining the streets with arcane light.

After the box-like sections neighborhoods, is the shopping district. Here sits, well, the shoppes and commercial centers of the town. The town's butcher, Andrews Kil'herden, opens his butchery every brightening before sunrise and closes promptly after sunset. Beside his business is the bakery, owned by the Mellingham family. The tailor's and general clothing store stand only a few shoppes to the right, and is owned by Mr. Berkley. Fruit and vegetable venders are also evident here from their yell-by-advertising methods. But the most popular shoppe is the Mileswick General Store. Easily the largest store in town, it was started by four families: the Jellians, Kelv'ynvas, Luvenlends, and Moonstars. Having "a bit of everything" has its advantages, but the store is regulated to ensure that it does not monopolize the entire industry and effectively bankrupt everyone around them.

On the opposite side section are the shoppes that sell non-consumable good such as weaponry and tools. The blacksmith, Mr. Fethorn Diggory is famous for his crafty weapon hilts and high-grade steel. Several carpenters, repairers, and local handymen also mind their business here. Names like Steelsaw, Kemmikslim, and Correnthious are but a few well known names should anyone require a plumber, carpenter, or repairman.

And in the heart of the town is Mileswick's town center. Here lies buildings like the Great Hall, local library, Aedile's / Trade Minister's office, and guilds dedicated to an assortment of occupations. A cobblestone plaza replaces the dirt roads here, highlighting the town's love of their local leaders and politicians. No blood has ever been shed in the making of Mileswick, and elections are held every pattern to elect the Thane and Justicar.

Military
The township is defended largely by volunteers that join the local militia. For their time in service, they are given free training and receive small bonuses from time to time. Men who fight in for the town's militia are also held in high esteem and older boys are usually encouraged to defend their town come their nineteenth pattern. At any given time, up to 3,000 men can be summoned to fight under some 150 trained officers.

Economy
Predominantly the town is driven by the nearby forestation and agriculture. There is some minimal mining as well as river fishing. There is a small textile industry as well.

Exports: Lumber, Foodstuffs, Cloth
Imports: Stone, Metals, Precious Stones

Social History
Of peculiar origins, the town of Mileswick owes its foundation to the disappearance, and alleged destruction of the city of Aslangrad. When the large metropolis disappeared, there were many refugees from the settlements nearby and surrounding the city. Mileswick arose from a large settlement of these homeless Ariumites, that gathered together in the Ariumite Highlands. Combine this humble beginning with a wealth of natural resources, and the perfect circumstances for a booming community were born. The town's economic boom was also a result of the sudden increase in trade and business that came with the harvesting and processing of the nearby resources. With the strengthening of the town's economy came even more people, including farmers and ranchers, who preferred living out in the country than inside city walls. These people, of course, brought their values, morals, and teachings.

Not long after the town expanded, adventuring soldiers for hire and traveilng magi arrived, offering their services to the town for a reasonable price. Amongst these band of soldiers was the young Thane-to-be, Conrad Bluel, and his dorin companion, M'elenir Fowlsin. Then, they were two good friends who had turned from swords-for-hire to "responsible citizens". Suffice to say, this transformation took many eras; Conrad pursued politics (being able to read minds helped a bit), while M'elenir followed the path of a soldier.

After almost a decade, the two men had turned into local heroes, even legends to be forever remembered, because of their leadership. While Conrad focused on the town's economy and domestic issues, his trusted Justicar and Prefect, M'elenir, kept the peace, organized and trained the local militia, and protected the town's borders, along with the satellite farms and ranches.

Recent History
Era I - XVIII (PF)

Banditry and raiding as a result of provincial unrest, and heavy trade between Arium and adjacent provinces.

Era XIX (PF) - Present
With the Fog of Darkness that destroyed much of the province to the west of Arium, raids and banditry still exist, but are considerably less then in previous eras. Increase in nearby settlements due to massive exodus of refugees from Arakmat.

Points of Interest
The Abandoned Tower
- An ancient stone tower still stands in the lonely fields of Mileswick known for its former use when airships soared in the skies of Telath. Standing some twenty stories with a base larger than two medium sized barns, the structure's fortified spire has proven itself against Arium's harshest climates.

Though few have been inside, many have come to believe that its dark and damp interior is home to foul creatures that need to be removed to keep the monument intact. Its large base has two main staircases on the east and west wings that twist and turn to the lookout on the highest floor. Each stairwell is lined with oiled, unlit torches. When it was still in use by the townspeople and the Aelyrian government, the tower had been used to garrison scouts on patrol. That explains the empty rooms on almost every floor, all of them complete with bunk beds, a simple closet, chest, and study desk. Broken glass line each of the tower's countless windows, most likely the result of damage caused by one of Arium's notorious blizzards.

Beyond the tenth floor of the tower are the laboratories used by the tower's many brilliant alchemists, magi, and gadgeteers. Here, dusty rolls of parchment still exist, many of them lining the innumerable book shelves. Others are still left undisturbed in locked chests and drawers. Large blueprints of airships, their mechanics, and other "lost" technology cover the walls. the bulk of the labs are filled with alchemy and mechanical equipment, desks, chairs, dried inkpots, and quills.

The Great Hall- Serving as both a training facility and Mileswick's town center, the Great Hall is home to the humble township's politicians, merchants, and other concerned citizens. The wooden building stands three stories high, which includes the attic in which the town stores emergency supplies. Its first floor consists of a reception center, in the middle, from which one may either go to the comfortable waiting room on the right, or to the Thane's office on the left.

The waiting room which serves the Great Hall's guests and visitors was designed for both comfort and luxury. Large couches stuffed with fine wool line three of the four walls while a tall bookshelf filled with the town's history leans against the fourth and final wall. When the Thane Conrad Bluel's wife, Elizabeth, still lived she fancied decorating this room to ensure that everyone was comfortable and their stay enjoyable. Because of her all the furniture in the room was ordered to be violet in color with golden trimmings. "It looks prettier when everything follows a theme", she always told her husband. Three great windows open on three of the outside-facing walls, also draped in crimson and gold. Between the eastern window and the shelves is a fireplace.

The room to the left serves as the Thane's office away from home. Though much smaller than the waiting room, its design is for both efficiency and comfort. A large oak desk sits in the midst of the room, on both sides a chair: one for the thane, and the other for his visitor.

NPCs of Note
Conrad Bluel (human male, early forties)
Position: Thane of Mileswick
Conrad is a typically joyous fellow that is widely known for his success as Thane of Mileswick. Being a fairly lanky man of forty patterns, he prefers to wear navy blue and silver suits with his knee-high black boots complete with his magical staff. His wife, Elizabeth, passed away some decades ago when his beloved daughter, Catherine, celebrated her second summer. In his 'spare' time, Conrad also hobbies as a master mystic.
Skills: Mysticism (L3), Quarterstaff (L1), Aelyrian Law (L2)

Catherine Elizabeth Bluel (human female, late teens)
Position: Thane's Daughter
Catherine is the beautiful daughter of Mileswick's thane. Her golden hair and deep blue eyes have captivated many, but she still remains a mystery even to her own father. Ever since her mother's death she, like her father, resorted to working tirelessly at her studies and training while effectively avoiding unnecessary social contact.
Skills: Longsword (L2), Throwing Knives (L1), Aelyrian Law (L1)

Lord M'elenir Fowlsin (male dorin, mature adult)
Position: Prefect and Justicar, Mileswick
Fowlsin is a holy knight, and is built for battle. The dorin stands just a few inches above six feet, with a coat of almost pure white, except for several spots on his back which are grayish in color. On duty, he wears his Justicar uniform which consists of chain mail armor, midnight trousers, and a velvet cape adorned with the symbol of a black sword. Having been trained under the art of war, Lord Fowlsin uses both long and short bladed weapons in melee combat but can call forth his healing powers as a Paladin when needed.
Skills: Longsword (L3), Shortsword (L2), Thaumaturgy (L2), Tracking / Herbal Lore

Wilson Vessell (human male, middle aged)
Position: Aedile of Mileswick
The kind and gentle Aedile of Mileswick is perhaps the strangest man in the township. Despite his kind demeanor, he truly dislikes leaving work unless it was the end of the brightening (he would simply look forward to going back on the morrow). With a long face, lanky figure, and often-wrinkled forehead the man is known for his calculating personality and always-anticipating gaze. It is no wonder, then, that he is unmarried; but then again, he would probably marry his job anyway. To add to his list of strange qualities, he is absolutely -- and sometimes violently -- allergic to what strongly seems like the rest of Telath. Should he ever need to leave Mileswick, he would require enough herbal medicine to combat the symptoms that come with this violent reaction: swelling of the throat, watery eyes, difficulty breathing, and itchy skin.

When on the job, the Aedile typically clothes himself in dull colors like brown, gray, or black. Seldom does he wear anything but his uniform which consists of a longboat, vest, trousers, and a collared tunic. Newly brushed leather boots usually complete his ensemble, and of course his trusty walking staff.
Skills: Aelyrian Law (L2), Business & Commerce (L2), Sorcery (L3) (Secretly)


Fairhaven
General Description
Brooding pine trees leaned menacingly in on both sides of the dirt road. These were old pines, no one had cut any trees here for hundreds of patterns, the thick, gnarly trunks were all easily so wide only a giant could reach around them. The trees stayed green through the entire era, they did not wither and they did not die. By the road they stayed, watching and waiting for the quick, flesh creatures to die so that a new age when the slow thought forms of the trees would dominate the world of Telath. This was their place and it seemed almost as if they were ready to kick-start this era by ridding themselves of some of the flesh and blood creatures that were slogging by now. This time of era the snow made the trip much harder than usual. It clogged up the wheels of carriages, it clung to the fur of unlucky animals and horses as they made their way through it. It came down from the sky, making sight all but impossible.

And then, the road curved and widened out onto a village. The situation seemed to be much the same here though. The wooden houses seemed old and toothless, huddling together as if to somehow hide from the woods surrounding it. Villagers moved around the place sullenly, their clothes were common and plain, greys and browns seemed to be the order of the brightening. Suspicious glares followed anyone new to the village. No one ever came to Fairhaven, no one ever came to Fairhaven without trouble following on their heels. The villagers here knew better than to trust outsiders. They were the keepers of the hill. Each family had lived here for countless patterns, perhaps since before the Aelyrians came to the Medonian Continent.

To the south fields could be seen, a lumber mill was hidden in that direction too. Lumber was the main export of Fairhaven, it was that they traded new things with. But no one dared venture into the forests to the north. A good distance had been cut though, from the village to the woods, obviously nothing would easily sneak out of there. As for just what they feared though, the villagers refused to even talk of it. There were a lot of things the villagers refused to talk of. Like the natural amphitheatre that was in the middle of the village, it seemed abandoned, the wooden benches had long since started to rot and decay and yet nothing grew there, there were no weeds, nothing.

Even from the very western edge of the village the discontent rumbling of the River Carmelya could be heard. It was the very eastern edge of Fairhaven, beyond the river a hill rose out of the surrounding terrain like some kind of pus-filled boil on the landscape. Maps of the province named it, modestly enough, Boot Hill, though the name hardly gave any indication of it’s true nature. It was an aberration. Even from here the eye seemed to want to not pass over it. Even those houses closest to the river had been abandoned for untold patterns. No one wanted to live close to Boot Hill. There was only one apparent way of crossing the river. An old, worn stone bridge that had in several places collapsed, leaving gaping holes in the stone and mortar.

Though no sane person would want to cross over except in the direst of needs. There was something about the way the twisted branches of what might have once been trees fluttered in the wind that did not exist. There was something about the stench of decay that came wafting down from the top of Boot Hill. There was something about the way lights could sometimes be seen from the ruins of what was once a monastery. And there was something about the way the bell tower on Boot Hill tolled in the new era every era, despite the fact that no one had been up on Boot Hill for patterns.

Points of Interest

Boot Hill
- a hill like aberration on the far side of the river carmelya, surrounded by abandoned and boarded up houses, accessible from Fairhaven only by a washed out, rickety bridge. Rumors abound of screams in the night, lights in the darkness, and a foul smell of decay, that make this place one that few if any visit.

White Willow Tavern - A modest single storied Tavern of brick and wood, stands on Main Street, lit by a single street lamp. It has been owned and ran by the Black family for generations. It is a quiet and quaint little inn that boasts a friendly atmosphere, and typical tavern fair. Originally established by Aaron Black, it was handed on to his son Jaras. Unfortunately Jaras was murdered by mage hunters who killed the man when he refused to assist them in their bounty. The inn is presently run by Jaras son, Tarin Black.

Horeth's Hovel - This small single storied house is the home of the local Hag, Horeth. She is a recluse, but also a finer healer (non thaum). If you get injured in or near Fairhaven, seek her out, and she might save your life.

Grelik's Cabin- Located just outside the town limits is the small singled roomed home of hermit and recluse, Grelik. Always grumpy, and rarely helpful or wanting to be, the old man is rumored to be one of the few people to enter, and successfully leave the 'Forbidden Caves'. His home and property is protected by his mangy mutt, Gronk.

Forbidden Caves - A series of subterranean caves and caverns accessible only via small cracks and openings in the stone river beds outside of Fairhaven. Hazardous Obstacles and dangerous natural geography combine with unspeakable creatures to make this location formidable to even the most hardened adventurers and explorers.

Credits:
Original text by Crimson, Fairhaven
Details and revisions by Darian, Shalafi
 
Getting through unscathed was his best bet at this point, and would be a lot faster in his opinion than if he ran into any trouble in the open wilderness, thus he opted to go with the trade caravans, and work as a guard for them, until they reached Nexus Prime, hopefully that would cover any costs associated with going with them, or was an even trade to keep him safe (unless of course the caravan got into trouble) and to guard the caravan at the same time. Eitherway would be beneficial he supposed, and he'd hopefully join the next one he could as a guard, he had former experience with a spear, was pretty good with it, as well as used to be an Aslangradi guard before he opened his shop up for gadgeteering and alchemy...

Relevant Skills
Gadgeteering L2 - 8 XP
Spear, L2 - 11 XP
Alchemy L1 - 2 XP
Main items with him
Spear,
Clothes,
Food and water,
3 bottles of Stink Bomb Mixture
 
"Free 99" Secret Achievement unlocked.​

With a little bit of luck, Rickith secured passage and bartered a part-time gig as a caravan guard. Though the merchants and traders were less more impressed with his reputation as a tinkerer and alchemist than his previous work as a cop. A handful of travelers joined the wagons ferrying everything from white and yellow feathered fowl to a miniature goat with a single horn on its forehead named 'Unicorn'. Some of the passengers were priests from the Church sent with letters and large leather bags intended for faraway missionaries. Rickith counted about a dozen women and children among the men. Some traveled with family, others perhaps running to relatives or seeking refuge in other cities of the Realm.

Summer was a beautiful time in the Highlands. The caravan departed at dawn two brightenings later and they ventured north. After some hard riding and close calls with a group of sellswords traveling opposite them on the road, they reached the township of Xania. Rickith overheard the priests in his party whispering about rumors of undead. But the gadgeteer saw that a beautiful new church stood near the town square. The locals said that it was built by a cherished hero and adventurer. Rickith didn't quite catch the man's name since the villagers had strange, hard accents even when they spoke in Common. This famous carpenter was either called 'Ross' or 'Moss'.

After a few short market days in the town square, the caravan traders and merchants packed up their wares and bartered for fresh horses and mules for the next leg of their trip. Rickith earned a few coins after clipping a few would-be thieves; a local smith asked about his unusual steel spear. Soon the small fleet of wagons and baggage trains and riders were steadily moving north again. A few ferries and rafts carried them across the River Carmelya on its narrowest section near the neck of Krois. Some passengers and a monk left their party at this point, venturing toward the islet.

Before long, the warmth of summer seemed to disappear as they traversed the Hesperian Steppes. The northern edge of Arium was known for its harsh terrain and few, if any, vegetation. Rickith soon discovered the reason for the added horses and cargo trailing behind them. The merchants brought extra hay and seed for the horses, as well as additional provisions for the passengers -- which they sold for a premium. Rickith spent the next few nights shivering under a cold, clear sky with the other sellswords and caravan guards. He discovered that some of them used to be in the Legion while others took up the sword after their family farms were destroyed during the Xetan Wars. When Rickith asked why they were avoiding the coast, he was reminded about the ruins of Estelgorod. Some of the travelers swore that the fallen city's former inhabitants were now undead thralls and slaves used for unholy rites.

Several days later and the caravan reached a town called Luctetia. It was once a small village that supplied Estelgorod with grain and livestock. But after the War with the Xet, the township boomed after being bolstered by refugees and fresh trade along the Western Road. The merchants had arranged for the stopover to take place during Market Day and the town was buzzing with excitement and anticipation. Rickith heard that traders from as far as Begeo and Ara Lyffredna had come with their wares. Some knights in mirror-black armor also joined the milling crowds. Their shields and heralds wore the sigil and blood red colors of Dragmacht Tower.

"Sir! If you have a moment!"

Rickith turned to see one of the old monks hurriedly gliding toward him. He wore the plain woolen robes of the Church.

When he caught his breath, the old monk looked up at Rickith pleadingly. "My companion has taken ill. The other guards said that you were some kind of potioner?"

Objectives:
  • "Blessed" - help the priest
  • "Blood" - interact with the Tower Knights
  • "Coin" - set up shop during Market Day
 
As the monk approached him, and ask him about his companion, Rickith said, "I know the basics of alchemy yes, but not of anything that would help to heal someone. The alchemy I practiced was just to create stink bombs, and a few other offensive types of potions. I don't know how much help I would be..." With that, if the monk wished for him to still come look at his friend, he would, but there might not be much hope for him as Rickith didn't know much about medicinal herbs, and creating potions for that type of situation. If not, then he'd take a look towards the tower knights, and go say hello to them.

"Serale," he would say to them if he didn't get pulled away by the monk, "You wouldn't happen to be able to answer a few questions for me, would you?" If they were amicable, Rickith would ask them about the imperial observatory to see if they had any knowledge of the place, and he would also ask around any one else to see if anyone else had knowledge of the place. If he was still summoned by the monk, while looking over the monk's friend, and trying to decide the best course of action, he'd make small talk about the Imperial Observatory and see if the monk had any knowledge of it as well...
 
The priest was disappointed but he seemed to understand. Alchemy was as varied as theology, he supposed, in the same way that worship of Aetherians did not make one a scholar in the Church of Aslan.

Rickith eventually found an opening to speak with the Tower Knights. Two members of their order were talking to a armorer who might be interested in a commission of new shields and repairs. The armored men looked imposing in their back polished armor. Rickith hardly saw a dent or scratch even up close. Neither were helmed due to the heat though they each carried a sheathed long sword and a dagger on their belts.

One of the knights turned toward Rickith's greeting. The young man had a hard, square jaw and cropped auburn hair that was typical of squires. He could not have been older than eighteen summers. His companion was an older man with broad shoulders and a thick neck. The knight had thick mane of dark blonde hair and a matching beard.

"How can we be of service?", asked the older knight in a stern voice.
 
The man was stern, just as Rickit expected him to be, being a knight, but perhaps he might be able to get him to part with some useful information. ”Have either of you ever heard of the ‘Imperial Observatory’? I’ve heard it’s just a myth, but other people say it’s really there, and nobody knows exactly where it is in the Great Mountains… I’m just wondering if you two knew anything about it?” he asked.

It seemed to him the best way of obtaining information was always the most direct way. He had no use of any type of magic and was pretty oblivious to it for that matter. His mind was more logical than abstract anyways, always looking for the reason in things, it may have been apparent to the knights by the goggles on top of his head that he used when gadgeteering.

If the Imperial Observatory really did exist, then someone had to know something right? It was just a matter of finding out who the right person is to speak to it about. He’d also keep an eye as to when the caravan was about to move onto Nexus Prime, and would leave with them at the appropriate time, so that he could continue guarding them all the way to their and his initial destination…
 
"We are from the Dragmact," said the older knight. "I have not heard of this Imperial observ --", his gray eyes narrowed, struggling to recall the strange word.

That's when Rickith caught the young knight's expression change. Then he stepped forward and asked, "Is that like a telescope?"

The more senior of the pair glanced down at the youth with a frown. But an understanding seemed to pass between the two knights. So the younger man continued. "The Tower's steward has a telescope," he said. "He would let the squires peer through the lens during full moons or on clear nights during the new moon."

"Even if the steward is familiar with this Imperial thing," cautioned the senior knight, "Nireus does not have time to chit-chat with strangers. Pardon us, ser. But we are here on business. We need weapons and armor for our men-at-arms. The coastal villages are being harassed by raiders from the land and sea. The Tower has no more room for farmers and fishermen."

"We are also looking for volunteers", added the young knight helpfully, eying Rickith's spear.
 
As the younger knight spoke of the Imperial Observatory, Rickith thought this might be a chance to gain some more information on it, so he would need to seize it. Then the elder knight stated that the tower had no more room for farmers and fishermen. "I assure you, I am neither," he said to the man, not sure if he was talking about the imperial observatory, or the dragmact, whatever that was, probably some knightly order in the region. "I'm a skilled gadgeteer, whom doubles as a spearman. Got my training with the guard of Aslangrad before I went to being a gadgeteer full time. And I assure you, I can most definitely handle myself..." he stated with a boon of confidence the knights may not have previously detected.

"If you're looking for volunteers, I could definitely help, if it will help get me into the Imperial Observatory, or if you can get me permission to enter. Like I said, I'm pretty good with a spear, and am not one to shy away from a fight..." he said, even though in the back of his mind, the only fight he had ever shied away from was when the Aslangradi people fought the Xet. It was more of an Aslangradi slaughter to be honest, and Rickith managed to escape with his life, being one of the sole survivors of the fight. He didn't know of anyone else whom had survived, but he was the one who came with news to Aslangrad about how much of a slaughter it had been...
 
"A gadgeteer?", asked the younger knight. He wasn't even trying to hide the wonder in his voice anymore.

The older fellow gave his squire a meaningful look then turned to face Rickith again.

"If you would lend the strength of your spear and your skill, perhaps we can strike a bargain. Our steward may know some information about this observatory." The senior knight still did not like that particular word in his mouth. But he continued saying, "We have some scorpions that have need of repair. If you could help us, we would be grateful."

"I am Alaire", introduced the squire with a curt nod. "Squire to Ser Belmont of the Dragmact."

Ser Belmont nodded in turn. "We should be finished soon. The Tower is just north of here. Follow the road to the coast."

Rickith has 1 turn to prepare.​
 
”I can most certainly take a look at them and see if I can’t get them patched up for you…” said Rickith, and after the knights had told him how to get to the tower, he made sure that his bag of tools was ready, as well as his spear sharpened, and made good use of the markets in order to make sure he had adequate food for the journey, though, he hoped that would feed him at the tower, but at this point who knows?

Anyway, once he was adequately prepared, he would make his way north along the road and then follow the coast as he did, keeping an ever watchful eye out for this… “Tower”…
 
The journey was not long and so Rickith did not need to buy a lot of supplies. It was wise to buy extra rations, though, in case hospitality was lacking. Rickith also managed to borrow a horse with some coin and a promise to return it as soon as he was done aiding the defenders of Dragmact Tower.

Dragmact Tower rose along the edge of Arium like a jagged black blade. Long used as a garrison for the local fighting force and Tower Knights, it stood alone among the villages and small towns that dotted the coast. Rickith saw plumes of smoke rising from the east and west. Those could easily be fields put to the flame or hovels set ablaze by the raiders Ser Belmont and his squire mentioned.

The narrow dirt road eventually led him to the tower's exterior walls. Alaire, the squire with a strong jaw and red hair, greeted him and ordered the gates opened. A handful of other riders, presumably volunteers and sellswords, joined Rickith and Alaire in the tower's bailey. Inside, Rickith saw that dozens if not a hundred or more women and children were huddled together in makeshift dwellings and tents. There were babes crying and animals intermixed with the peasants seeking refuge at the tower.

"We'll have one of the lads stable your horse", said Alaire as a means of greeting to Rickith. "I will show you the scorpions. Ser Belmont is about to lead riders out to the west. With the villagers safely behind our walls, the bandits have begun to burn our fields for sport."

A meandering stone stairwell led higher into the battlements. There, Rickith saw the ancient wooden scorpions framed with iron and furred with moss. Unlike the immense seige weapons the Imperial legion were known to use in the field, these were more akin to large mounted crossbows. A dozen or so metal rods with wicked, hooked ends lay next to each scorpion along with piles of rope.

"We ... we have not been able to use or repair them," admitted the squire.

There were four in total secured and placed on the embrasure of the stone wall. Rickith also saw that some of the wooden parts were rotten and sagging; there was also rust on the iron fittings and springs.
 
As he was informed of what Ser Belmont was doing, and after seeing the destitute that seemed to be within the fortress as it housed dozens of women and children in the makeshift tents and dwellings, a pang of sorrow seemed to hit him for these people. Terrible what they were going through, but he was glad that the knights of Dragmact tower were there to assist in protecting them from bandits, as well as anything that might want to terrorize their villages. Making his way behind Alaire, Rickith would look and see the scorpions as they began approaching them. It seemed there were for of them, and he could easily see that the wood on some of them was rotting, and the iron fittings and springs were rusted.

Taking out a few sheets of parchment, and a thin charcoal drawing utensil, he'd look to Alaire and would ask, "Is there a flat table or somewhere I could go to make a list of the things I'll need to repair these as well as specifications for a blacksmith to make new iron parts for portions of these?" Once Alaire had pointed him in the right direction, Rickith would then begin examining each of the scorpions, and seeing what each of them needed to get fixed up to be in proper operating order. He had never seen a scorpion up close before so a few questions to Alaire were in order.

"Now, Just so I can get a more clear understanding of the scorpions, as I'll be honest, I've never seen one up close before, but that doesn't mean I can't fix them, I'm pretty good at working out most gadgets, and this is just another gadget, albeit larger than the one's I've usually worked on," he said admitting honestly that he hadn't, but that didn't mean he couldn't fix them. "These weapons are designed to shoot those metal rods with the hooked ends outwards towards the enemies correct? And what might I ask is the coiled rope for? I just want to make sure I understand the mechanism behind a scorpion, so I can get them fixed up properly for you. Don't want any bad designs that would end up hurting someone that is shooting it compared to something that is on the receiving end of it..."
 
"We have a smith", Alaire said. "I can ask him to share his workspace."

Nearly all of the scorpions required new fittings and fresh screws. But it was the loading mechanism with the spring that needed extra attention, as far as the gadgeeter could tell without taking the mounted crossbows apart.

The squire nodded. "Aye, the older guards say that they were used to shoot harpoons." He motioned at the long bolts of iron with the hooked ends. It was unclear what the rope might be used for. Perhaps to board siege towers? Or maybe the cords could be soaked in oil and then used to set illuminate and flame against wooden ladders? Without the ropes, Rickith estimated that the harpoons alone could be a formidable deterrent. The mounted crossbows could be aimed downward, after all, in case attackers were foolish enough to try and climb the stone barrier.

Alaire helped Rickith remove one of the scorpions from its mount (which took some effort) and carry it down toward the courtyard again (which took a lot more effort). The weapon was very heavy.

A spartan space with a long table, shelves, and metal rack indicated the smithy's location. His furnace burned bright red and Rickith saw a burly Medonian with black hair and a matching mustache. He had a handful of apprentices running here and there.

"Wadard", said Alaire before introducing the smith to the newcomer. "We found a gadgeteer that might be able bolster our defenses." The old smith grunted before nodding at Rickith in turn. "If he could find some place to work, I'd appreciate it."

Again the smith nodded. "Guess yer gonna need some tools too, eh?", he asked Rickith roughly.
 
Rickith did have some tools with him, his basic gadgeteering tools, but there were others he might need given how large the scorpions were, and what all needed to be done with them. Looking at the scorpion and examining it, he could easily see that all of the screws needed to be replaced, and it needed fresh fittings too. Looking closer at the loading mechanism and spring, seemed to definitely require the most attention, and then he'd turn to the blacksmith, and would say, "Why yes, there might be a few extra tools i'll need as I don't have everything with me given I had to travel a bit lighter than normal. My name is Rickith by the way, Nice to meet you. Would it be possible for you to replicate the screws and fittings on the scorpion so that they could be replaced?"

After he finished asking the question, he'd go back to examining the scorpions loading mechanism once more to see if he couldn't figure out what exactly the entire issue was with it. Was it just rusted and needed replaced or was there pieces missing, something broke that could be patched up. He wanted to make sure he knew exactly what was going on for it, so he could formulate a fix for it...
 
"Rickith", muttered the smithy with an expression like he'd just bitten into a sour peach. Millennials and their weird names, he guessed. Wadard motioned for the gadgeteer to follow him. "Ye can use these", he said motioning toward a few wooden racks and a long table littered with iron tools. "Jus' let me know if you're going to use the forge. I got lots of plate to repair and twice as many swords and spears." With another gruff nod, he walked away and started barking orders at his apprentices again.

From his new work station, Rickith could see that the loading mechanism was essentially a spring-loaded firing sequence. Without doing all the repairs and necessary adjustments, it was difficult to get a good read on how well it worked. But Rickith understood the theory and concept quite well. As a professional, he might be able to adequately fix the scorpion or attempt a better design based on his own specifications and specialties.

OOC: don't worry about the technical jargon (unless you're an engineer and tinkerer IRL). Have fun, focus on what it's supposed to be, and speak in general terms regarding what Rickith is doing as a gadgeteer : )
 
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