The Motkewstelu lead you off to the northwest for at least two leagues, their prizes being pulled along on long low wagons with six-wheels on each side pulled by as many small, shaggy ponies and twice as many of the Motkewstelu. An ancient rampart of earth, enclosing at least a square mile houses their encampment. Narwilk explains on the way, that this was once a Kasvattaya village, before the Last War, the earthworks would have been lined with stakes, partly as a defense against attack, but more as a deterrent to the "bison" from wandering into their crops (for the Kasvattaya are villagers and farmers, and rarely hunt so large a creature as the "bison").
The camp itself, consists of well over a hundred round, hide tents stretched over wooden frames, with central fires (judging by the thin column of smoke issuing from their center). In the center of the encampment, a large bonfire has been started to provide heat, and many smaller cooking fires surround the central fire. Small children in furs and hide run around the central area in groups or sit playing. Older children have been dragooned into helping with the preparations for dinner.
Once you are led inside the circle of cookfires, you are seated on woven mats with the five Elders of the band, as well as a half dozen of the returned hunters. The dress of the Motkewstelu seems to be of hide pants and woven, linen shirts for the men and calf-length dresses over pants for the women. The collar, cuffs and hem of the shirts and dresses are decorated intricate stitched patterns of bright reds and blues. And here, within the warmth of the fire, you notice they all go without boots, but rather wear sandals strapped to the feet and legs over wide, hairy feet.
Everyone seems to be enjoying themselves and the laughter fills the air, and cheers go up as the two beasts are wheeled past and off the side for butchering (which will feed them for many days). Small (even for the Motkewstelu) cups are passed around and filled with a clear liquid that smells of herbs.
You (and Narwilk) fill a bit left out, until I final member joins your group. She is ancient, walking unsteadily with the aid of a staff and an adolescent Motkewstelu girl. Over her traditional Motkewstelu garb she is wearing a robe of heavy wool and decorated with intricate patterns of knots.
"This is Urrileya (URR-ree-al-ee-aa), she is the tribe's Wise-Woman. She is even older than Kriskrin, though the Motkewstelu have much shorter lives. She knows much and, in her youth, studied with the Sylvan at Evrigeshee."
"Wrong, youngling," she rasps sharply, "The young do not listen, do not understand. But I have been to Evrigeshee and to the Sacred Mountian, Kartrevmamii (kAr-trev-mam-ii). And they are not the Sylvan as your people call them. You would tremble before a true Sylvan. In the Trader's tongue, they are known as the Elves."
"Apologies," Narwilk returns between clenched teeth, turning red.
Urrileya watches his reaction closely. "You would do well to go to Evrigeshee, if you wish to lead your people in greater wisdom. To learn to fight is a thing of youth and needed in a leader, but knowledge is a weapon all its own when used correctly. But I fear you will not and will continue your people's ways of drawing away from the other peoples of the land."
She then turns to you with a glint in her brown eyes, "These then are the ones who claim to be Emselydluyr?" She mutters something under her breath accompanied by the movement of her left hand.
For any who drink
This is a strong, clear, high alcohol content, corn-based liquor, with herbs such as chamomile added after the fermenting. In my mind it's a cross between White Dog and Becherovka, but with the kick, and it's supposed hallucinogen effects, of Absinthe.
Jordi greets the two newcomers with interest. "A pleasure to meet you, Urrileya. I am called Jordi. My friends and I are strangers to this land, to this whole world even, but the bodies we inhabit seem to be native. Have you ever heard of such a thing? We did not come here of our own choice. We were caught in a terrible disaster, and then, we woke up here. Unless we haven't woken up, and you are all a dream...."
Bridger chimes in after that. "Oh my god. Do you think we are just lying in a crash with a concussion hallucinating all this? Bro. I'm not some video game nerd or whatever. Why would this be in my dreams?" He gestures to all the things, a bit erratically. As if trying to indicate that indeed everything is wrong. "No way this is a dream. I'd never dream stuff up this weird. No matter how hard I hit my head. Whatever this is... is for real."
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"A dream? Perhaps the dream of a god, but not your dream. But do you really wish to discuss Dwarven philosophy?"
She draws the robe closely around her and sits on a folding chair that another provides for her. "I have read of such stories of such cases. This goes back into the very stories of creation of Ariandyr, and as one you touches the power of Ariandyr, I can feel the power of the Earth Mother and so know part of it is true. According to the Elves, there are two great spirits of Ariandyr. The Earth Mother who represents Order in Life. The sun and earth feeds the grass, the rabbit eats the grass, the hawk eats the rabbit, the hawk dies, the fungi eat the hawk and the fungi feed the earth. This is order. But the Earth Mother has an opposite, they call the Dark One. He feeds on disorder and destruction."
"In order to populate Ariandyr, the Earth Mother brought forth life, but Dark One marred her creations, turning some to destruction. So the Earth Mother turned to bringing in creatures and people from other worlds and dimensions, but the disorder of the Dark One, did not just bring the Good she wished, but creatures of Evil. And though the Mother tried to stop this the Dark One causes this to continue."
"In the beginning, the Mother brought entire peoples, but now, some Elves believe it mostly happens randomly now. Others believe that the Mother still influences those that are brought to Ariandyr. Sometimes it is as themselves, other times they inhabit other bodies like yourselves. Many of the Elves believe this actually happens often, but few are so lucky as to make it out of the wilds, or not to lose their minds in the changes."
"Was this random or for some greater purpose, I cannot say."
"I'm just sayin',"says Jordi a little defensively, "I'm just saying that it's no more preposterous to consider that you are all figments of my dying mind than it is to imagine that we have all been transported to some magical Tolkein-world with elves and gnomes and goblins. I find both possibilities equally absurd. But, as I said before, there's really no way to distinguish between the two, so we might as well act as if it were real."
Turning back to Urrileya, he says, "So if we are examples of the Earth Mother bringing souls from other worlds to Ariandyr... then what do we do now? Does this Earth Mother have some purpose for us? Are we supposed to seek her out? Fight the Dark One? Save the world? What do the legends say happens to others like us who DO survive the wilds?"
The old woman shakes her head. "So many, many questions. And I have so few answers for you. In the legends, such were the first inhabitants of this world, and over the unknown eons of Ariandyr there have been great heroes, called by the Mother to do great deeds. But the rest... here we are," she says spreading her arms to indicate the camp.
"But I believe you are going the right way by going to the Library. The Wise, the Arcanum of the Elves, may have better counsel for you. But I sense no inherent evil in you. This may be a second chance for you, it may be much, much more."
"I think what most of really wanna know is... do any of these people this Earth Mother brings to Ariandyr ever go home again? And, how?" Bridger asks the old woman.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"As a student of nature, when I was in the Library it was to study plants and animals. It was not to study history and philosophy, I am sorry. But the Elves have access to all the Libraries in all of Ariandyr, if there is an answer, it would be them. Though, though," she pauses as she continues to think, "There are tales of the Traveller. An Ascendant, a god-like being from another world that traveled between worlds and the realms."
"BLASPHAME!!" growls a voice from behind. A "short" Motkewstelu has entered the circle. He is not dressed as the others but is in surcoat emblazoned with a stylized sun over a coat of scale mail. His dark hair is long and caught in a ponytail at the back, and he has muttonchops, which are so long, they too have been braided. "How dare you speak of such abominations? There is only Aurinko, Ku and their children. I have told you before witch, I would have you burned at the stake for such talk."
"Timo, priest of Aurinko," she says to you before rising to address the priest. "You have neither the power nor authority with the tribe to lay hands on me or you will find yourself walking this world alone. If I do not break your knees myself. Are you ready to tangle with my power?" Suddenly, she starts to shimmer, and that blur grows, when it is done seconds later, a grizzly bear stands where she stood. As it raises up to its 9' height on its hind feet, it roars in defiance at the now trembling and retreating priest. When the bear lumbers a few steps toward Timo, he breaks and flees.
A moment and a blur later, Urrileya stands there a croaking laugh issuing from her. The rest of the elders and hunters soon join the laughter. "I have nothing against the priests of Aurinko, Ku and the rest. But Timo is of a new ilk. They will not abide any use of power, but their own, and seek to displace all in their favor to rule the people."
Jordi chuckles nervously, as one does when watching a married couple argue in public. "Uh.. yeah... we have some religious fanatics in our world too, who will do anything to force their beliefs on others, including violence... luckily most people don't follow that philosophy."
"Dangerous to deny to others their gods and dangerous to have all power in one person," she replies.
The rest of the evening passes without incident, the Motkewstelu make a party of it with them dancing and playing music on drums and large, loud stinged instruments and woodwinds, much like large recorders. For the evening you bed down beside the bonfire. The next morning, after a soup of tubers and fresh corn bread.
By early morning, the Motkewstelu are packed up and ready to go. Narwilk leads you off to the east pointing out a gap ahead in the mountains. Again, the morning warms and the grass becomes boggy again, with red clay-like mud oozing up in patches. As you climb into the mountains again, you are once again surrounded by pines and winter barren trees.
Reaching the highest point of the pass, you look back at the valley and the mountains to the west in a bluish haze. Just over the pass, Narwilk turns right, following some path he seems to know unerringly. Not far from the turning, you come upon earthworks surmounted by a wooden palisade. At Narwilk's approach a gate under the tower opens and you walk through without incident.
Beyond is a village of two dozen miniature stone homes with Gnomes wandering about on their normal evening business. As you pass, they stop to look at you, and congregate in groups to discuss the strange sites. At the center of the village is large central hall, surmounted by a stone tower. With a pair of double doors five and half foot tall, it is the first structure approaching something comfortable for you. The ceiling inside is fully six foot tall, and the main room is 20 x 40 ft, with a dividing wall at the far end. A large wooden table stretches across the far end of the table with a half a dozen Gnomes seated at it, talking and drinking.
Kriskrin approaches you and takes four necklaces from a pouch at his belt, "Can you kneel friends, for I cannot reach so high," he says with a less formal voice. After kneeling, he places a silver amulet with an engraved pick around your neck, then he places his hand over the amulet and pressing against your heart says in Gnomish, "Modlaim me uwn ta valon," before motioning you to rise and follow him outside.
Hunched over still quite a bit to squeeze inside, Bridger looks down at our little guide and asks"Who are these fine people Narwilk?'
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Magnus, "Guys it is seriously not right that I am this hungry. Maybe I have a tapeworm".
"But yes! Absolutely! Let's go."
The Motkewstelu lead you off to the northwest for at least two leagues, their prizes being pulled along on long low wagons with six-wheels on each side pulled by as many small, shaggy ponies and twice as many of the Motkewstelu. An ancient rampart of earth, enclosing at least a square mile houses their encampment. Narwilk explains on the way, that this was once a Kasvattaya village, before the Last War, the earthworks would have been lined with stakes, partly as a defense against attack, but more as a deterrent to the "bison" from wandering into their crops (for the Kasvattaya are villagers and farmers, and rarely hunt so large a creature as the "bison").
The camp itself, consists of well over a hundred round, hide tents stretched over wooden frames, with central fires (judging by the thin column of smoke issuing from their center). In the center of the encampment, a large bonfire has been started to provide heat, and many smaller cooking fires surround the central fire. Small children in furs and hide run around the central area in groups or sit playing. Older children have been dragooned into helping with the preparations for dinner.
Once you are led inside the circle of cookfires, you are seated on woven mats with the five Elders of the band, as well as a half dozen of the returned hunters. The dress of the Motkewstelu seems to be of hide pants and woven, linen shirts for the men and calf-length dresses over pants for the women. The collar, cuffs and hem of the shirts and dresses are decorated intricate stitched patterns of bright reds and blues. And here, within the warmth of the fire, you notice they all go without boots, but rather wear sandals strapped to the feet and legs over wide, hairy feet.
Everyone seems to be enjoying themselves and the laughter fills the air, and cheers go up as the two beasts are wheeled past and off the side for butchering (which will feed them for many days). Small (even for the Motkewstelu) cups are passed around and filled with a clear liquid that smells of herbs.
You (and Narwilk) fill a bit left out, until I final member joins your group. She is ancient, walking unsteadily with the aid of a staff and an adolescent Motkewstelu girl. Over her traditional Motkewstelu garb she is wearing a robe of heavy wool and decorated with intricate patterns of knots.
"This is Urrileya (URR-ree-al-ee-aa), she is the tribe's Wise-Woman. She is even older than Kriskrin, though the Motkewstelu have much shorter lives. She knows much and, in her youth, studied with the Sylvan at Evrigeshee."
"Wrong, youngling," she rasps sharply, "The young do not listen, do not understand. But I have been to Evrigeshee and to the Sacred Mountian, Kartrevmamii (kAr-trev-mam-ii). And they are not the Sylvan as your people call them. You would tremble before a true Sylvan. In the Trader's tongue, they are known as the Elves."
"Apologies," Narwilk returns between clenched teeth, turning red.
Urrileya watches his reaction closely. "You would do well to go to Evrigeshee, if you wish to lead your people in greater wisdom. To learn to fight is a thing of youth and needed in a leader, but knowledge is a weapon all its own when used correctly. But I fear you will not and will continue your people's ways of drawing away from the other peoples of the land."
She then turns to you with a glint in her brown eyes, "These then are the ones who claim to be Emselydluyr?" She mutters something under her breath accompanied by the movement of her left hand.
For any who drink
This is a strong, clear, high alcohol content, corn-based liquor, with herbs such as chamomile added after the fermenting. In my mind it's a cross between White Dog and Becherovka, but with the kick, and it's supposed hallucinogen effects, of Absinthe.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi greets the two newcomers with interest. "A pleasure to meet you, Urrileya. I am called Jordi. My friends and I are strangers to this land, to this whole world even, but the bodies we inhabit seem to be native. Have you ever heard of such a thing? We did not come here of our own choice. We were caught in a terrible disaster, and then, we woke up here. Unless we haven't woken up, and you are all a dream...."
Bridger chimes in after that. "Oh my god. Do you think we are just lying in a crash with a concussion hallucinating all this? Bro. I'm not some video game nerd or whatever. Why would this be in my dreams?" He gestures to all the things, a bit erratically. As if trying to indicate that indeed everything is wrong. "No way this is a dream. I'd never dream stuff up this weird. No matter how hard I hit my head. Whatever this is... is for real."
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"A dream? Perhaps the dream of a god, but not your dream. But do you really wish to discuss Dwarven philosophy?"
She draws the robe closely around her and sits on a folding chair that another provides for her. "I have read of such stories of such cases. This goes back into the very stories of creation of Ariandyr, and as one you touches the power of Ariandyr, I can feel the power of the Earth Mother and so know part of it is true. According to the Elves, there are two great spirits of Ariandyr. The Earth Mother who represents Order in Life. The sun and earth feeds the grass, the rabbit eats the grass, the hawk eats the rabbit, the hawk dies, the fungi eat the hawk and the fungi feed the earth. This is order. But the Earth Mother has an opposite, they call the Dark One. He feeds on disorder and destruction."
"In order to populate Ariandyr, the Earth Mother brought forth life, but Dark One marred her creations, turning some to destruction. So the Earth Mother turned to bringing in creatures and people from other worlds and dimensions, but the disorder of the Dark One, did not just bring the Good she wished, but creatures of Evil. And though the Mother tried to stop this the Dark One causes this to continue."
"In the beginning, the Mother brought entire peoples, but now, some Elves believe it mostly happens randomly now. Others believe that the Mother still influences those that are brought to Ariandyr. Sometimes it is as themselves, other times they inhabit other bodies like yourselves. Many of the Elves believe this actually happens often, but few are so lucky as to make it out of the wilds, or not to lose their minds in the changes."
"Was this random or for some greater purpose, I cannot say."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"I'm just sayin'," says Jordi a little defensively, "I'm just saying that it's no more preposterous to consider that you are all figments of my dying mind than it is to imagine that we have all been transported to some magical Tolkein-world with elves and gnomes and goblins. I find both possibilities equally absurd. But, as I said before, there's really no way to distinguish between the two, so we might as well act as if it were real."
Turning back to Urrileya, he says, "So if we are examples of the Earth Mother bringing souls from other worlds to Ariandyr... then what do we do now? Does this Earth Mother have some purpose for us? Are we supposed to seek her out? Fight the Dark One? Save the world? What do the legends say happens to others like us who DO survive the wilds?"
The old woman shakes her head. "So many, many questions. And I have so few answers for you. In the legends, such were the first inhabitants of this world, and over the unknown eons of Ariandyr there have been great heroes, called by the Mother to do great deeds. But the rest... here we are," she says spreading her arms to indicate the camp.
"But I believe you are going the right way by going to the Library. The Wise, the Arcanum of the Elves, may have better counsel for you. But I sense no inherent evil in you. This may be a second chance for you, it may be much, much more."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"I think what most of really wanna know is... do any of these people this Earth Mother brings to Ariandyr ever go home again? And, how?" Bridger asks the old woman.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"As a student of nature, when I was in the Library it was to study plants and animals. It was not to study history and philosophy, I am sorry. But the Elves have access to all the Libraries in all of Ariandyr, if there is an answer, it would be them. Though, though," she pauses as she continues to think, "There are tales of the Traveller. An Ascendant, a god-like being from another world that traveled between worlds and the realms."
"BLASPHAME!!" growls a voice from behind. A "short" Motkewstelu has entered the circle. He is not dressed as the others but is in surcoat emblazoned with a stylized sun over a coat of scale mail. His dark hair is long and caught in a ponytail at the back, and he has muttonchops, which are so long, they too have been braided. "How dare you speak of such abominations? There is only Aurinko, Ku and their children. I have told you before witch, I would have you burned at the stake for such talk."
"Timo, priest of Aurinko," she says to you before rising to address the priest. "You have neither the power nor authority with the tribe to lay hands on me or you will find yourself walking this world alone. If I do not break your knees myself. Are you ready to tangle with my power?" Suddenly, she starts to shimmer, and that blur grows, when it is done seconds later, a grizzly bear stands where she stood. As it raises up to its 9' height on its hind feet, it roars in defiance at the now trembling and retreating priest. When the bear lumbers a few steps toward Timo, he breaks and flees.
A moment and a blur later, Urrileya stands there a croaking laugh issuing from her. The rest of the elders and hunters soon join the laughter. "I have nothing against the priests of Aurinko, Ku and the rest. But Timo is of a new ilk. They will not abide any use of power, but their own, and seek to displace all in their favor to rule the people."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Unless someone has reaction, I will continue on the morning...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi chuckles nervously, as one does when watching a married couple argue in public. "Uh.. yeah... we have some religious fanatics in our world too, who will do anything to force their beliefs on others, including violence... luckily most people don't follow that philosophy."
"Dangerous to deny to others their gods and dangerous to have all power in one person," she replies.
The rest of the evening passes without incident, the Motkewstelu make a party of it with them dancing and playing music on drums and large, loud stinged instruments and woodwinds, much like large recorders. For the evening you bed down beside the bonfire. The next morning, after a soup of tubers and fresh corn bread.
By early morning, the Motkewstelu are packed up and ready to go. Narwilk leads you off to the east pointing out a gap ahead in the mountains. Again, the morning warms and the grass becomes boggy again, with red clay-like mud oozing up in patches. As you climb into the mountains again, you are once again surrounded by pines and winter barren trees.
Reaching the highest point of the pass, you look back at the valley and the mountains to the west in a bluish haze. Just over the pass, Narwilk turns right, following some path he seems to know unerringly. Not far from the turning, you come upon earthworks surmounted by a wooden palisade. At Narwilk's approach a gate under the tower opens and you walk through without incident.
Beyond is a village of two dozen miniature stone homes with Gnomes wandering about on their normal evening business. As you pass, they stop to look at you, and congregate in groups to discuss the strange sites. At the center of the village is large central hall, surmounted by a stone tower. With a pair of double doors five and half foot tall, it is the first structure approaching something comfortable for you. The ceiling inside is fully six foot tall, and the main room is 20 x 40 ft, with a dividing wall at the far end. A large wooden table stretches across the far end of the table with a half a dozen Gnomes seated at it, talking and drinking.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Magnus, over the course of the night previous attempts to attune the necklace we were given by other other tribe.
Please give me an arcana check
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Magnus Arcana 9
You feel an existing connection already to the amulet, but are unable to glean anymore information
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Magnus puts it on. It didn't feel threatening at least.
A reminder
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Hunched over still quite a bit to squeeze inside, Bridger looks down at our little guide and asks "Who are these fine people Narwilk?'
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
"Hello," says Jordi in a friendly tone, "Thank you for inviting us into your village."