"It's still early, but I don't see a problem with it," Yntar says to Drexon. He turns to Halaster and says, "Take them to our probatio in their cells. It's time they wake up for basic training."
Halaster nods and takes you to the cell area. You can see the wizard, the knight, and the hunter in their own cells. They have been stripped of their accouterments and wear only simple traveling clothes. The hunter stands to attention as soon as Halaster walks in. It appears that she is the only one awake.
"Hey, maegi, someone's here to see you," Halaster says when you reach the wizard's cell. A soft bang to the cell door wakes the wizard up. "The rest of you, prepare for basic training. You're a probatio of the Rangers Conclave now." He says to the other two.
Dvark, you don't recall any Ancient ruins or dig sites near Saikhan. In Northern Vortes, you only found one other apart from the one you are interested in -- the one near the town of Villeres -- and Bast Trench. It is a ruin of an Ancient port town on an island off the coast of the town of Maldristes.
Eremoz ponders the confrontation between Cob and Saget. It seems odd to him that there would be so much animosity for seemingly no reason. Upon meeting the wizard, he is confused at Drexon’s question. He looks over the wizard. “Drex, I’m pretty sure they are treating him like any other new recruit.”
"Could use a softer bed, though," the wizard says with a grin.
Drexon, as you reach out your mind to the wizard this time, you feel no resistance. It seems that the rangers had taken the item that had blocked you before.
"Apart from it being given by the Warhawk? Not really. For all I know, it's an initiation symbol to the organization. It was given to us when we took the job to get the jade. The other three had them too."
After a short exchange of goodbye, you make your way to the train station. You have only seen a glimpse of it when you are being brought to Faete's Grove yesterday. Now, seeing it up close, you can see that it is considerably different compared to the grand station you know from your time. It is a small building, newly painted, with a long starkly white platform at the back and a canopy on top of the platform. Instead of the three worn tracks you saw when you first arrive in Erdelun in your time, you can only see one track.
The station isn't as crowded as you expected. Ravenhills, the shanty that is right beside the station, is missing from view; there is only a cordoned-off area filled with some wood planks, bricks, and goods crates. The people who mill around the station wear considerably better attire compared to the others, noting their wealthier status. You can count the number of people who enters the station on your two hands with fingers left over.
You feel a bit unsure when you see the train parked at the platform. It is not as clean as the one you took during your time. It looks rickety and there aren't a lot of coverings on the side. The carriage is simply a roofed cart with seatings and a lack of firm walls or windows. The many horse-drawn carriages passing the station from the Northern Spine Trail look safer than the train.
A dwarven man stands in front of the door to the station, leaning against a booth with the word 'Tickets' written on it. He looks bored and half-asleep as he checks the tickets from the people coming into the station.
"Have a nice travel," he says monotonically, hands moving his paper puncher to mark the tickets given to him.
"The train leaves when it leaves," the man says. You notice that his eyes look a little bit more glazed when he ushers you and the others in. He returns your ticket, each with three small holes in the shape of a triangle punched into it.
When you step into the station proper, you can see that it is indeed a rather new building compared to the other building in Erdelun. It still has that gleaming veneer of new paint and unused amenities. Apart from a couple of benches, you don't see the many unique features of the station that you have seen in the future.
The people milling around the station look ordinary. You see a family of three wearing ostentatious clothes with stacks of trunks beside them being loaded into the train -- probably off to vacation in another city. You notice an impeccably dressed man and woman discussing trade and politics; it seems that there will be a large celebration in Timaril on the 1st of Setu with many dignitaries in attendance from all five continents of Sabitah. A middle-aged woman with her child is playing with a ball inside one of the carriages, waiting for the train to depart.
You don't have to wait long after entering the station before you are led into the carriage. At first, you are a bit confused about where you can sit, but then think nothing of it when you notice the other passengers spreading out to sit anywhere they want. The family of three claimed the middle carriage to themselves with their belongings. The well-dressed man and woman sit in the same carriage as the middle-aged woman and her children near the front carriage.
{{The question would be whether you want to sit on a carriage by yourself or join with the other passenger? There are seven carriages connected to the locomotive. Carriage number 1 and 4 has people in it.}}
"All aboard!" The conductor yells accompanied by a sharp whistle.
By the looks of it, we have lots of fresh air, no matter the events. Carriage 3 is a decent joice, its the first half without all the noise of the locomotive.
When inside Karm will try to sit corridor side, as far away from the "widows" as possible
Cob joins the others in carriage 3, sitting right next to the window, and looking out while the others get settled.
He thinks for a moment about whether he should try and explain his interaction with Saget or not. But he realizes he's not all that sure what to make of it either. Saget could have been lying or the stories may have gotten skewed over time.
Anyway, they haven't asked, so that spares Cob the necessity of trying to sort out the jumble in his head.
Instead, Cob idly strums a few notes on his fiddle with his fingers rather than the bow.
Drexon enters carriage 3 and sits down, then looks around to ensure there is no-one else within earshot before speaking.
"For what it is worth, I managed to read Saget's thoughts during our conversation. It is fair to say he has his own agenda, but he didn't mislead or lie to us", he says to the group.
Telepathically he adds to Cob, "That includes how he responded to you, Cob. The situation in Pancarona seemed to sadden him and he was quite stressed by it".
"He believes our presence might flush out his adversary", he continues out loud to the group.
"I'm not sure how much you all know about Pancarona," Cob says out loud. "But in our time, the elves live in cities, for lack of a better word, and don't associate with the other groups who live there."
Cob strums absently on one of the strings while he talks.
"The rest of us consider ourselves the True Children of Tuada. Fairies, Pixies, Centaurs, Harengons and Satyrs. They all live more in the wilderness. At least that's what I was told. I left when I was very young." Cob adds. "But it seems like that split is just in the process of happening in this time."
Eremoz furrows his brow before looking to Cob. “You’re right. It won’t help, but it definitely gives you something to think about.” He takes a deep breath, “So what is our plan when we arrive?”
Honestly not sure. But i have something i want to talk about. We have found a few interesting things until now. And at the time they are all stowed in my bags. Not fair in my opinion. As of now we have this here ring, wich is a not entirely special magical focus that allows you to be a bit more flexible in terms of gestures to channel your magic. Karm then takes out the bag with the magical dust and opens it a bit so the others see inside. This right here on the other hand is fairly special. It is a arcane catalyst and functions in a way similar to the etheric amber, though not as potent. Should be good for 3 separate spells. At last i have this pearl, which i dont think one of you has a use for. How do you want to split? I personally think Drex could like the ring. You wont have to fiddle with money when talking to people then.
"The catalyst," Cob begins. "How does that work? Does it absorb energy from a spell directed at you so you can then use it with you own magic?"
Cob looks around.
"If that's the case, it might be good if we hang on to that one for a bit. If we have to send someone into a tough spot as a decoy or something, it might give them a little extra protection."
The Catalist has a more or less predetermined effect. You channel some of the magic through it to poke at it's potential and then it just goes. At least that's the way i understand it. What i am thinking about is if you should spread it over the group that way some of us would have access to a possible panic button or if we just keep it and use it planned.
"It's still early, but I don't see a problem with it," Yntar says to Drexon. He turns to Halaster and says, "Take them to our probatio in their cells. It's time they wake up for basic training."
Halaster nods and takes you to the cell area. You can see the wizard, the knight, and the hunter in their own cells. They have been stripped of their accouterments and wear only simple traveling clothes. The hunter stands to attention as soon as Halaster walks in. It appears that she is the only one awake.
"Hey, maegi, someone's here to see you," Halaster says when you reach the wizard's cell. A soft bang to the cell door wakes the wizard up. "The rest of you, prepare for basic training. You're a probatio of the Rangers Conclave now." He says to the other two.
Dvark, you don't recall any Ancient ruins or dig sites near Saikhan. In Northern Vortes, you only found one other apart from the one you are interested in -- the one near the town of Villeres -- and Bast Trench. It is a ruin of an Ancient port town on an island off the coast of the town of Maldristes.
"Good morning", Drexon says congenially to the wizard. "I just wanted to make sure you were being treated ok?", he adds.
Whilst he makes idle conversation, he links to the wizard telepathically.
"That symbol you wear, what does it mean? Where does it come from? Do you know the history?"
Eremoz ponders the confrontation between Cob and Saget. It seems odd to him that there would be so much animosity for seemingly no reason. Upon meeting the wizard, he is confused at Drexon’s question. He looks over the wizard. “Drex, I’m pretty sure they are treating him like any other new recruit.”
"Could use a softer bed, though," the wizard says with a grin.
Drexon, as you reach out your mind to the wizard this time, you feel no resistance. It seems that the rangers had taken the item that had blocked you before.
"Apart from it being given by the Warhawk? Not really. For all I know, it's an initiation symbol to the organization. It was given to us when we took the job to get the jade. The other three had them too."
Drexon nods to Eremoz.
"It seems you are right, let's get going to that train", he turns and leaves, keeping the telepathic link going.
"Warhawk does not seem the sort who would be forthcoming were I to ask, but thank you. Hope all goes well for you".
After a short exchange of goodbye, you make your way to the train station. You have only seen a glimpse of it when you are being brought to Faete's Grove yesterday. Now, seeing it up close, you can see that it is considerably different compared to the grand station you know from your time. It is a small building, newly painted, with a long starkly white platform at the back and a canopy on top of the platform. Instead of the three worn tracks you saw when you first arrive in Erdelun in your time, you can only see one track.
The station isn't as crowded as you expected. Ravenhills, the shanty that is right beside the station, is missing from view; there is only a cordoned-off area filled with some wood planks, bricks, and goods crates. The people who mill around the station wear considerably better attire compared to the others, noting their wealthier status. You can count the number of people who enters the station on your two hands with fingers left over.
You feel a bit unsure when you see the train parked at the platform. It is not as clean as the one you took during your time. It looks rickety and there aren't a lot of coverings on the side. The carriage is simply a roofed cart with seatings and a lack of firm walls or windows. The many horse-drawn carriages passing the station from the Northern Spine Trail look safer than the train.
A dwarven man stands in front of the door to the station, leaning against a booth with the word 'Tickets' written on it. He looks bored and half-asleep as he checks the tickets from the people coming into the station.
"Have a nice travel," he says monotonically, hands moving his paper puncher to mark the tickets given to him.
{{ Do we have the tickets on us, or are we picking them up? }}
{{I must have forgotten to write it down, but Yntar would have given each of you a ticket before you depart from the conclave's building.}}
{{ No worries, I only had a quick look }}
Drexon wanders over to the ticket master and holds out his ticket.
"Good day sir, my ticket for your approval", he says with a winning smile. "Is the train due to leave on time?".
He looks about the other people waiting for the train, trying to see if any are behaving abnormally or paying particular attention to the group.
Perception: 8+5=13 (Passive: 15)
"The train leaves when it leaves," the man says. You notice that his eyes look a little bit more glazed when he ushers you and the others in. He returns your ticket, each with three small holes in the shape of a triangle punched into it.
When you step into the station proper, you can see that it is indeed a rather new building compared to the other building in Erdelun. It still has that gleaming veneer of new paint and unused amenities. Apart from a couple of benches, you don't see the many unique features of the station that you have seen in the future.
The people milling around the station look ordinary. You see a family of three wearing ostentatious clothes with stacks of trunks beside them being loaded into the train -- probably off to vacation in another city. You notice an impeccably dressed man and woman discussing trade and politics; it seems that there will be a large celebration in Timaril on the 1st of Setu with many dignitaries in attendance from all five continents of Sabitah. A middle-aged woman with her child is playing with a ball inside one of the carriages, waiting for the train to depart.
You don't have to wait long after entering the station before you are led into the carriage. At first, you are a bit confused about where you can sit, but then think nothing of it when you notice the other passengers spreading out to sit anywhere they want. The family of three claimed the middle carriage to themselves with their belongings. The well-dressed man and woman sit in the same carriage as the middle-aged woman and her children near the front carriage.
{{The question would be whether you want to sit on a carriage by yourself or join with the other passenger? There are seven carriages connected to the locomotive. Carriage number 1 and 4 has people in it.}}
"All aboard!" The conductor yells accompanied by a sharp whistle.
"let's hope this train ride is a little less eventful then the last." Dvark says as he heads for carriage number 3.
By the looks of it, we have lots of fresh air, no matter the events. Carriage 3 is a decent joice, its the first half without all the noise of the locomotive.
When inside Karm will try to sit corridor side, as far away from the "widows" as possible
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Cob joins the others in carriage 3, sitting right next to the window, and looking out while the others get settled.
He thinks for a moment about whether he should try and explain his interaction with Saget or not. But he realizes he's not all that sure what to make of it either. Saget could have been lying or the stories may have gotten skewed over time.
Anyway, they haven't asked, so that spares Cob the necessity of trying to sort out the jumble in his head.
Instead, Cob idly strums a few notes on his fiddle with his fingers rather than the bow.
Drexon enters carriage 3 and sits down, then looks around to ensure there is no-one else within earshot before speaking.
"For what it is worth, I managed to read Saget's thoughts during our conversation. It is fair to say he has his own agenda, but he didn't mislead or lie to us", he says to the group.
Telepathically he adds to Cob, "That includes how he responded to you, Cob. The situation in Pancarona seemed to sadden him and he was quite stressed by it".
"He believes our presence might flush out his adversary", he continues out loud to the group.
Cob looks over at Drexon and nods.
"I'm not sure how much you all know about Pancarona," Cob says out loud. "But in our time, the elves live in cities, for lack of a better word, and don't associate with the other groups who live there."
Cob strums absently on one of the strings while he talks.
"The rest of us consider ourselves the True Children of Tuada. Fairies, Pixies, Centaurs, Harengons and Satyrs. They all live more in the wilderness. At least that's what I was told. I left when I was very young." Cob adds. "But it seems like that split is just in the process of happening in this time."
He stops playing and holds his hands up.
"But none of that will help us find these kids."
Eremoz furrows his brow before looking to Cob. “You’re right. It won’t help, but it definitely gives you something to think about.” He takes a deep breath, “So what is our plan when we arrive?”
Honestly not sure. But i have something i want to talk about. We have found a few interesting things until now. And at the time they are all stowed in my bags. Not fair in my opinion.
As of now we have this here ring, wich is a not entirely special magical focus that allows you to be a bit more flexible in terms of gestures to channel your magic. Karm then takes out the bag with the magical dust and opens it a bit so the others see inside. This right here on the other hand is fairly special. It is a arcane catalyst and functions in a way similar to the etheric amber, though not as potent. Should be good for 3 separate spells. At last i have this pearl, which i dont think one of you has a use for. How do you want to split? I personally think Drex could like the ring. You wont have to fiddle with money when talking to people then.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Drexon smiles at Karm and inclines in his, “Very perceptive, it is true I used the coin to channel my magic. Maybe it would be helpful”.
He looks to the others, “Unless anyone else has a need?”.
As he is talking, his hand moves into his pocket and retrieves his deck of cards, which he starts to shuffle once more.
Cob looks over at the items Karm is describing.
"The catalyst," Cob begins. "How does that work? Does it absorb energy from a spell directed at you so you can then use it with you own magic?"
Cob looks around.
"If that's the case, it might be good if we hang on to that one for a bit. If we have to send someone into a tough spot as a decoy or something, it might give them a little extra protection."
The Catalist has a more or less predetermined effect. You channel some of the magic through it to poke at it's potential and then it just goes. At least that's the way i understand it.
What i am thinking about is if you should spread it over the group that way some of us would have access to a possible panic button or if we just keep it and use it planned.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist