Since then there has been multiple funerals in Harken, mass graves dug, incredible outpouring of grief. The girl in the burning house with the yappy dog was reunited with her parents who had been captured, and with some pride she pointed out Augustin the delver as her rescuer. The villagers understand that the heroes are not invincible, they saw the wounds, burns from fire and cold, on the heroes' bodies, and the trauma in their eyes, the same trauma the villagers held in theirs. Comfort was given and received. They came together and cheered the day Baron Stockmer and his family returned home to Harken Keep, accompanied by Old Kellar and many other refugees who wanted to make Harken their home.
Rennis the alleged Iron Circle informer was imprisoned, but then released. He protested he was forced to collaborate, having his family threatened, but no one fully trusts him now. It won't be long until Rennis and his family move on, or are moved on. Someone will buy the Trading Post business, and already there are offers as merchants and donations of goods arrive from Fallcrest and Hammerfast.
Life slowly, slowly returns to some routine. Not the same as it was, but life finds a way.
Meanwhile in Albridge, life continues as well. The village Elder, Gerrad Button manages village affairs competently, and there are also merchants, soldiers, and workers from Fallcrest and Hammerfast. It seems the entire Nentir Vale has seen the threat the Iron Circle pose and that Harkenwold is the place to stop them. Next time there may not be competent delvers to turn the tide, so the bigger communities are establishing close ties with Harkenwold, which should benefit all sides. From now on dwarven soldiers will be a regular sight, patroling the lands of Harkenwold, as is a rotating unit of militia with the blue and green insignia of Fallcrest.
Esa is both amused and annoyed to see that some younger folk have started calling themselves "delvers" and are looking for jobs to do. They inspect the underground ruins underneath Albridge, search for mysteries or legends to be investigated, and pester Esa with questions. One such group is a surprise - the tiefling Shepherd ended up getting talked into helping an unusual group, comprising of a halfling named Cryswin Longbluff, and a bugbear of all things - the bugbear had been a captive slave and one point, then became a labourer for the White River halflings, before recently being given his freedom and then surprised everyone by choosing to stay in Albridge.
This group of delvers earned themselves the name "Imp Slayers" as they uncovered Marco's benefactor, an imp to whom Marco had signed over his soul for money. They killed the imp in a public and spectacular fight at the tower, after which building resumed. After that even more young delver groups formed, causing Esa to roll her eyes so hard her eyeballs nearly did a complete turn in her head, but most of these neophyte groups of "fanboys" and "wannabes" as Esa called them, disbanded within a short time. This was partly because of ridicule of the locals, partly because they really weren't cut out for it, and partly because a couple of groups just disappeared chasing stories or rumours, and then their mums told them to stop being so foolish and get a proper job, like farming.
RL would like to make 10 potions of healing and go back to Albridge to pay off his debts for the golden acorn and get the Angkeg armour made. With all the coins we have there is 500 sp equivalent for each party member
Vakiel has a back strap contraption that holds his blade and a javelin. He wants to acquire a couple of thigh straps for daggers - either buying them or commissioning them… if anyone can make them for his fabio-esque thighs. If there is no one in Harken that can help, he’ll wait.
Then he will take his 20 days to recover, spending some of them relaxing in either a tavern or community gathering area listening to gossip and news from the area and beyond. Listening in particular to anything about IC movement or odd happenings.
If there is still time once he is recovered, he would seek out a blacksmith to ensure his weapons are in good condition. Talking to the blacksmith about weapons in general , any interesting weaponry that might have come across his anvil and any lore he may know of weapons in the area.
RL can spend one day per potion at a cost of 25sp per potion and can sell for 50sp to merchants.
Loot distribution 500sp equivalent from travels to date without selling any of the mundane items acquired to date to each party member.
RL would like to hire a cart to drive him to Albridge and back to use 400sp of his payout to pay his debts in Albridge, 200 for the gilded acorn and 200 sp for the Ankheg plate. He will hope to see Esa in town while he is there before heading back to Harken.
RL will then make 20 potions of healing selling the first 10 to merchants and 10 for the party, so 2 potions of healing each. Which will account for 20 days of his rest. The other 20 will be spent watching the people in the town and spending time with the party in the tavern.
RL's cart costs him 1sp per day to hire = 2sp if he goes up and stays one night and comes back. He makes his potion for the day then heads to Albridge. His first stop after arrival and securing a room at the Mallard Inn is to visit Kathrid the armourer and blacksmith to pay her to make the ankheg breastplate - which will take 10 days. He then catches up with Esa after her daily language lesson who tells him all about the silly humans pretending to be delvers. RL invites her to come with him to the Druids' Grove to see the half-elf druid Leaflock. Once there he pays his debt to Leaflock who accepts his coin with a smile and a nod. The three of them spend an hour or so chatting about Albridge and fey and druid things. RL thinks that being a druid of The Grove would actually be a good thing - tutoring, support, sharing of knowledge, and just being around his people. Esa smiles quietly, knowing they actually know little about fey matters, even though they are druids.
Over tea Leaflock tells RL some disturbing reports about the Harken's Heart - they are protectors of Harken Forest, but their view of what constitutes a threat is becoming increasingly broad. RL has known Harken's Heart as vigilant protectors of the forest, mostly wood elves, and quick to turn to violence if a threat to the forest is identified. But Leaflock tells RL that the druids are now coming into regular conflict with other groups, residents, and races that seek to use the forest's resources because the Heart's idea of protection often goes well beyond what most druids or rangers would consider reasonable.
"We of the grove, and indeed other druids and rangers, seek to protect the forest as well as the balance of nature. Harken's Heart considers no factors beyond those that affect the forest directly," says Leaflock in a serious tone. "This short sighted approach might lead to a major conflict. They are planting trees to extend the forest, which is a good thing, but rumour has it that they will start trying extend the forest into settled lands. This means they might attempt to oust farmers and communities close to the forest. There might be conflict, even war."
RL thinks of Gravelstoke Estate, close to Harken Forest. The proud Gravelstokes would not relinquish their lands quietly. RL has a thought and enquires about the dragonborn Drith who has based himself in the Harken Forest who Reithann thought might have access to regeneration magic.
"He's had some trouble, yes," replied Leaflock. "According to the White River halflings who have traded with Drith. It will probably get worse."
Esa and RL take their leave of Leaflock and the Druids' Grove and head back to Albridge in the usual afternoon rain. They encounter Marigold and assure her that Augustin is safe and well, just busy.
RL spends the evening at the Mallard Inn. The usual crowd are there, and so is Fredrick Quicksilver, the bard in his traditional white and yellow outfit. He performs his normal routine, getting his audience to participate, and earns a few coins with his gambling side hustle. The bard talks to RL and Esa and catches up with everything that has happened in Harken. Fredrick tells them that no one has yet gone to the Haunted Manor, it's been left to its ghosts. He asks to accompany RL back to Harken the next day.
RL's cart costs him 1sp per day to hire = 2sp if he goes up and stays one night and comes back. He makes his potion for the day then heads to Albridge. His first stop after arrival and securing a room at the Mallard Inn is to visit Kathrid the armourer and blacksmith to pay her to make the ankheg breastplate - which will take 10 days. He then catches up with Esa after her daily language lesson who tells him all about the silly humans pretending to be delvers. RL invites her to come with him to the Druids' Grove to see the half-elf druid Leaflock. Once there he pays his debt to Leaflock who accepts his coin with a smile and a nod. The three of them spend an hour or so chatting about Albridge and fey and druid things. RL thinks that being a druid of The Grove would actually be a good thing - tutoring, support, sharing of knowledge, and just being around his people. Esa smiles quietly, knowing they actually know little about fey matters, even though they are druids.
Over tea Leaflock tells RL some disturbing reports about the Harken's Heart - they are protectors of Harken Forest, but their view of what constitutes a threat is becoming increasingly broad. RL has known Harken's Heart as vigilant protectors of the forest, mostly wood elves, and quick to turn to violence if a threat to the forest is identified. But Leaflock tells RL that the druids are now coming into regular conflict with other groups, residents, and races that seek to use the forest's resources because the Heart's idea of protection often goes well beyond what most druids or rangers would consider reasonable.
"We of the grove, and indeed other druids and rangers, seek to protect the forest as well as the balance of nature. Harken's Heart considers no factors beyond those that affect the forest directly," says Leaflock in a serious tone. "This short sighted approach might lead to a major conflict. They are planting trees to extend the forest, which is a good thing, but rumour has it that they will start trying extend the forest into settled lands. This means they might attempt to oust farmers and communities close to the forest. There might be conflict, even war."
RL thinks of Gravelstoke Estate, close to Harken Forest. The proud Gravelstokes would not relinquish their lands quietly. RL has a thought and enquires about the dragonborn Drith who has based himself in the Harken Forest who Reithann thought might have access to regeneration magic.
"He's had some trouble, yes," replied Leaflock. "According to the White River halflings who have traded with Drith. It will probably get worse."
Esa and RL take their leave of Leaflock and the Druids' Grove and head back to Albridge in the usual afternoon rain. They encounter Marigold and assure her that Augustin is safe and well, just busy.
RL spends the evening at the Mallard Inn. The usual crowd are there, and so is Fredrick Quicksilver, the bard in his traditional white and yellow outfit. He performs his normal routine, getting his audience to participate, and earns a few coins with his gambling side hustle. The bard talks to RL and Esa and catches up with everything that has happened in Harken. Fredrick tells them that no one has yet gone to the Haunted Manor, it's been left to its ghosts. He asks to accompany RL back to Harken the next day.
RL is happy to accept the company on the way back to Harken. He would like to know from Leaflock what is involved in being part of the druid grove, hes always been a solo operator before and while being part of this delver party is fun its the most stable thing that has ever happened to him. Being a shifter he is used to things changing and being tied to one location might not sit well with his shifter nature.
RL will be back in 10 days to get the plate and spent more time with Esa if she isnt too busy.
Grimbald will largely commune with nature in the surrounds of Albridge. He will talk with squirrels and and read the signs that nature shows. He can help RL making potions for a few days as well. More to bond and debrief than anything else.
RL is happy to accept the company on the way back to Harken. He would like to know from Leaflock what is involved in being part of the druid grove, hes always been a solo operator before and while being part of this delver party is fun its the most stable thing that has ever happened to him. Being a shifter he is used to things changing and being tied to one location might not sit well with his shifter nature.
RL will be back in 10 days to get the plate and spent more time with Esa if she isnt too busy.
Leaflock advises that all that is required is to be a druid or ranger and have a commitment to the local land, to help balance the needs of nature with the needs of people of all races, and be willing to work with farmers, hunters, trappers, dryads, animals, fey - sometimes as advisors, sometimes as guardians, sometimes as negotiators. He suggests that it would be difficult to balance the life of a delver - who may go anywhere in the Nentir Vale - with the duties required of membership of the Grove.
Back in Harken Vakiel spends time recovering from his injuries. His head still aches from time to time - but it is getting less often. His skin is slowly losing its discolouration from the cold damage from being frozen. His hair is recovering its sheen and softness.
The leatherworker in Harken was one of those killed by devils, but a refugee from the destroyed village of Marl arrives and proves himself a competent leatherworker. He fashions the dagger sheath thigh straps required for Vakiel for 1sp each.
Vakiel spends much of his downtime in the various taverns and inns - the Cliffside Brewery where the three Ironbeards, Omurk, Dannurk, and Dannurk's notoriously short-tempered wife Dathilda - all survived the Iron Circle occupation. They have a small taproom where one can sample their fine ales. Vakiel goes here when he feels like a quieter night.
The Broken Gaol was once a respected taphouse named The Silver Nail prior to the occupation of the Iron Circle. An opportunistic half-orc woman named Krutha runs the place now and renamed it, allegedly named after the heroes jail break of the Stockmer family. It is a rough place but Krutha keeps a big club behind the bar for threatening those who might damage her furniture. Vakiel goes here when he wants a little excitement - although as an observer rather than a participant. It is also a good place to meet with his "rascal" network of colourful characters.
Nonnie's Place is still called that, even though the halfling owner Aunt Nonnie is still recovering from being injured on the night of the Iron Circle's departure. She is still there, limping around, often sitting with a brew in a corner, watching her relatives and employees as they work her business. Vakiel sometimes sits with her, after realising she knows more about the village and its people than almost anyone. She tells him that the shifter family of Vine and Sunrise - both bowyers and fletchers - have arrived back in Harken despite some pressure put on them by the Gravelstokes to stay on Gravelstoke Estate. They wanted to come home but also have a new contract to supply the militia of Gravelstoke Estate with ammunition.
Other times Vakiel sits at Nonnie's Place with Alesia Gravelstoke who, with some magical healing, has recovered from her mistreatment at the hands of the Iron Circle and has returned to Gravelstoke Estate, but often visits Harken accompanying the resupply wagon. Their relationship has become one of easy friendship. While Alesia has made it known she would like more, she is neither desperate nor pushy. Their conversations range from news of the land to the goings on of the locals, including the Gravelstokes and the party.
While most people are making Harken great again, there are some issues, the most pressing is that the price of building material has sky rocketed, with the result that most folk can't afford to repair their damaged homes. They have to live with relatives or accept that one or more rooms of their homes are uninhabitable for the moment. The sight of makeshift repairs on homes and other buildings is a common sight in Harken.
Vakiel also sees to his weapons. The magical greatsword needs no maintenance, it's edge remains sharp and the weapon is rust free. He maintains his other weapons and equipment, talking to merchants, traders, and the local smith, a human woman named Celee. While no expert in weaponry, as the only smith in town, Celee has broad knowledge of general smithing, as well as weapon smithing and armour smithing - much like Kathrid in Albridge. She doesn't know much about lore of weapons, but suggests Sister Sondal of the House of Faith. Sister Sondal maintains the temple which houses shrines to the main deities, but also has what passes for a reference library. She collects books and allows anyone to come browse them, and is also keen to buy any books people find on their travels.
Vakiel goes to see Sister Sondal, a middle aged woman who lives a simple, spiritual life, and one who values books and knowledge. She has an interest in history, and is currently looking through her books to find out more about the abandoned wizard's tower. She tells Vakiel the tower was thought to be the residence of an ancient arch-mage who long ago departed the world to explore other planes of existence, but Sister Sondal is unable to find much information to confirm the legend.
RL is happy to accept the company on the way back to Harken. He would like to know from Leaflock what is involved in being part of the druid grove, hes always been a solo operator before and while being part of this delver party is fun its the most stable thing that has ever happened to him. Being a shifter he is used to things changing and being tied to one location might not sit well with his shifter nature.
RL will be back in 10 days to get the plate and spent more time with Esa if she isnt too busy.
Leaflock advises that all that is required is to be a druid or ranger and have a commitment to the local land, to help balance the needs of nature with the needs of people of all races, and be willing to work with farmers, hunters, trappers, dryads, animals, fey - sometimes as advisors, sometimes as guardians, sometimes as negotiators. He suggests that it would be difficult to balance the life of a delver - who may go anywhere in the Nentir Vale - with the duties required of membership of the Grove.
Then it is something for another time then when RL is no longer delving.
Leaflock thinks that possibly there may be need for a far ranging member of the Grove. There just hasn't been one before. He will talk to Reithann about it.
Leaflock thinks that possibly there may be need for a far ranging member of the Grove. There just hasn't been one before. He will talk to Reithann about it.
RL will thank LeafLock. The greater freedom of action and movement would sit better with his Shifter spirit from a freedom point of view but also for being able to intervene in situations outside the groves area of influence that would have an impact on the areas serviced by the Grove.
Once back to Harken RL will sit down with Grimbald and let him know about the Grove as both a debrief and to see if Grimbald would be interested in that as well.
RL would like to investigate the arch mage tower while he is recovering, he is wondering if there might be something inside that he could retrieve to give to Esa. Talk to some locals like Dar and see what information can be collected and then go up to close to the tower and standing just over 30ft from the tower ritually cast detect magic and then slowly move towards the tower door. He is willing to re-cast it as many times as needed as a ritual each time he loses concentration due to his injury until he is close to the door or comes close to a source of magic.
RL would like to investigate the arch mage tower while he is recovering, he is wondering if there might be something inside that he could retrieve to give to Esa. Talk to some locals like Dar and see what information can be collected and then go up to close to the tower and standing just over 30ft from the tower ritually cast detect magic and then slowly move towards the tower door. He is willing to re-cast it as many times as needed as a ritual each time he loses concentration due to his injury until he is close to the door or comes close to a source of magic.
Dar Gremath is in Albridge, but Augustin is a local. :)
Grimbald decides to head back to Hammerfast with the merchants. It's been a while since he sent back the body of the dwarf scholar Tholarn Goldspinner and Grimbald is feeling the need to give him - and any family he has - some closure.
The trip is three days. The dwarf merchants and their guards are friendly with Grimbald. He can tell they think him odd, but most dwarves live long enough for them to understand different can not only be good, it is essential for the continuation and evolution of culture and society. It's only the short lived races - orcs, humans, halflings - who seem to have a desire for conformity and homogonousness. Dwarves seem to outsiders to be rigid and conservative, and they are, but they are also accepting of change. Grudgingly. Grimbald also knows that when change is too fast, or too.. strange.. then dwarves are - like any other race - subject to bias and rejection of the new thing. Grimbald knew his behaviour in his clan in his early days when the Acorn was filling his head with new wonders and ideas, was too strange for his clan to tolerate. Which led to him exploring the world. And for the most part he is so glad he did.
The dwarf merchants tell Grimbald about Hammerfast. Hammerfast was once a necropolis - a city of mausoleums and crypts. The wealthy were interred on the surface, the less wealthy in catacombs underneath. After the collapse of the Nerath Empire the dwarven kingdoms were in disarray, suffering economic collapse from the fall of their biggest trading partner. Famine and plague grew thick across the Vale, and monsters and raiders prowled freely. The dwarves returned to Hammerfast and decided to use its fortifications. Why waste fortifications on the dead? They do not need it. Hammerfast was transformed into a town of the living. Then the dwarves suffered terribly from the attacks of the Bloodspear Orcs, who managed to get inside the walls. But the orcs, thinking to find easy treasure, were disappointed. Many tombs were empty, many others could not be broken into, and those they could were trapped. The orcs soon realised no amount of gold was going to make up for their terrible losses, but even so they were stubborn. A deal was struck - some say between Gruumsh and Moradin - allowing those slain - orc and dwarf - to be laid to rest and to even act as guardians if they wished. And so the living orcs left Hammerfast for the dwarves to rebuild and many of the dead orcs and dwarves became ghosts who still haunt and defend the city today. It is enshrined in law that you may not harm a ghost in Hammerfast, unless in self defence.
Today Hammerfast is perhaps the only factor stopping the Nentir Vale from sliding into barbarianism. It provides items that cannot be manufactured elsewhere anymore, and also is everyone's main trading partner.
RL would like to investigate the arch mage tower while he is recovering, he is wondering if there might be something inside that he could retrieve to give to Esa. Talk to some locals like Dar and see what information can be collected and then go up to close to the tower and standing just over 30ft from the tower ritually cast detect magic and then slowly move towards the tower door. He is willing to re-cast it as many times as needed as a ritual each time he loses concentration due to his injury until he is close to the door or comes close to a source of magic.
Dar Gremath is in Albridge, but Augustin is a local. :)
Good Point :P
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Since then there has been multiple funerals in Harken, mass graves dug, incredible outpouring of grief. The girl in the burning house with the yappy dog was reunited with her parents who had been captured, and with some pride she pointed out Augustin the delver as her rescuer. The villagers understand that the heroes are not invincible, they saw the wounds, burns from fire and cold, on the heroes' bodies, and the trauma in their eyes, the same trauma the villagers held in theirs. Comfort was given and received. They came together and cheered the day Baron Stockmer and his family returned home to Harken Keep, accompanied by Old Kellar and many other refugees who wanted to make Harken their home.
Rennis the alleged Iron Circle informer was imprisoned, but then released. He protested he was forced to collaborate, having his family threatened, but no one fully trusts him now. It won't be long until Rennis and his family move on, or are moved on. Someone will buy the Trading Post business, and already there are offers as merchants and donations of goods arrive from Fallcrest and Hammerfast.
Life slowly, slowly returns to some routine. Not the same as it was, but life finds a way.
Meanwhile in Albridge, life continues as well. The village Elder, Gerrad Button manages village affairs competently, and there are also merchants, soldiers, and workers from Fallcrest and Hammerfast. It seems the entire Nentir Vale has seen the threat the Iron Circle pose and that Harkenwold is the place to stop them. Next time there may not be competent delvers to turn the tide, so the bigger communities are establishing close ties with Harkenwold, which should benefit all sides. From now on dwarven soldiers will be a regular sight, patroling the lands of Harkenwold, as is a rotating unit of militia with the blue and green insignia of Fallcrest.
Esa is both amused and annoyed to see that some younger folk have started calling themselves "delvers" and are looking for jobs to do. They inspect the underground ruins underneath Albridge, search for mysteries or legends to be investigated, and pester Esa with questions. One such group is a surprise - the tiefling Shepherd ended up getting talked into helping an unusual group, comprising of a halfling named Cryswin Longbluff, and a bugbear of all things - the bugbear had been a captive slave and one point, then became a labourer for the White River halflings, before recently being given his freedom and then surprised everyone by choosing to stay in Albridge.
This group of delvers earned themselves the name "Imp Slayers" as they uncovered Marco's benefactor, an imp to whom Marco had signed over his soul for money. They killed the imp in a public and spectacular fight at the tower, after which building resumed. After that even more young delver groups formed, causing Esa to roll her eyes so hard her eyeballs nearly did a complete turn in her head, but most of these neophyte groups of "fanboys" and "wannabes" as Esa called them, disbanded within a short time. This was partly because of ridicule of the locals, partly because they really weren't cut out for it, and partly because a couple of groups just disappeared chasing stories or rumours, and then their mums told them to stop being so foolish and get a proper job, like farming.
Let me know if you want to do anything specific in your down time.
RL would like to make 10 potions of healing and go back to Albridge to pay off his debts for the golden acorn and get the Angkeg armour made. With all the coins we have there is 500 sp equivalent for each party member
RL can spend one day per potion at a cost of 25sp per potion and can sell for 50sp to merchants.
Vakiel has a back strap contraption that holds his blade and a javelin. He wants to acquire a couple of thigh straps for daggers - either buying them or commissioning them… if anyone can make them for his fabio-esque thighs. If there is no one in Harken that can help, he’ll wait.
Then he will take his 20 days to recover, spending some of them relaxing in either a tavern or community gathering area listening to gossip and news from the area and beyond. Listening in particular to anything about IC movement or odd happenings.
If there is still time once he is recovered, he would seek out a blacksmith to ensure his weapons are in good condition. Talking to the blacksmith about weapons in general , any interesting weaponry that might have come across his anvil and any lore he may know of weapons in the area.
Loot distribution 500sp equivalent from travels to date without selling any of the mundane items acquired to date to each party member.
RL would like to hire a cart to drive him to Albridge and back to use 400sp of his payout to pay his debts in Albridge, 200 for the gilded acorn and 200 sp for the Ankheg plate. He will hope to see Esa in town while he is there before heading back to Harken.
RL will then make 20 potions of healing selling the first 10 to merchants and 10 for the party, so 2 potions of healing each. Which will account for 20 days of his rest. The other 20 will be spent watching the people in the town and spending time with the party in the tavern.
RL's cart costs him 1sp per day to hire = 2sp if he goes up and stays one night and comes back. He makes his potion for the day then heads to Albridge. His first stop after arrival and securing a room at the Mallard Inn is to visit Kathrid the armourer and blacksmith to pay her to make the ankheg breastplate - which will take 10 days. He then catches up with Esa after her daily language lesson who tells him all about the silly humans pretending to be delvers. RL invites her to come with him to the Druids' Grove to see the half-elf druid Leaflock. Once there he pays his debt to Leaflock who accepts his coin with a smile and a nod. The three of them spend an hour or so chatting about Albridge and fey and druid things. RL thinks that being a druid of The Grove would actually be a good thing - tutoring, support, sharing of knowledge, and just being around his people. Esa smiles quietly, knowing they actually know little about fey matters, even though they are druids.
Over tea Leaflock tells RL some disturbing reports about the Harken's Heart - they are protectors of Harken Forest, but their view of what constitutes a threat is becoming increasingly broad. RL has known Harken's Heart as vigilant protectors of the forest, mostly wood elves, and quick to turn to violence if a threat to the forest is identified. But Leaflock tells RL that the druids are now coming into regular conflict with other groups, residents, and races that seek to use the forest's resources because the Heart's idea of protection often goes well beyond what most druids or rangers would consider reasonable.
"We of the grove, and indeed other druids and rangers, seek to protect the forest as well as the balance of nature. Harken's Heart considers no factors beyond those that affect the forest directly," says Leaflock in a serious tone. "This short sighted approach might lead to a major conflict. They are planting trees to extend the forest, which is a good thing, but rumour has it that they will start trying extend the forest into settled lands. This means they might attempt to oust farmers and communities close to the forest. There might be conflict, even war."
RL thinks of Gravelstoke Estate, close to Harken Forest. The proud Gravelstokes would not relinquish their lands quietly. RL has a thought and enquires about the dragonborn Drith who has based himself in the Harken Forest who Reithann thought might have access to regeneration magic.
"He's had some trouble, yes," replied Leaflock. "According to the White River halflings who have traded with Drith. It will probably get worse."
Esa and RL take their leave of Leaflock and the Druids' Grove and head back to Albridge in the usual afternoon rain. They encounter Marigold and assure her that Augustin is safe and well, just busy.
RL spends the evening at the Mallard Inn. The usual crowd are there, and so is Fredrick Quicksilver, the bard in his traditional white and yellow outfit. He performs his normal routine, getting his audience to participate, and earns a few coins with his gambling side hustle. The bard talks to RL and Esa and catches up with everything that has happened in Harken. Fredrick tells them that no one has yet gone to the Haunted Manor, it's been left to its ghosts. He asks to accompany RL back to Harken the next day.
RL is happy to accept the company on the way back to Harken. He would like to know from Leaflock what is involved in being part of the druid grove, hes always been a solo operator before and while being part of this delver party is fun its the most stable thing that has ever happened to him. Being a shifter he is used to things changing and being tied to one location might not sit well with his shifter nature.
RL will be back in 10 days to get the plate and spent more time with Esa if she isnt too busy.
Grimbald will largely commune with nature in the surrounds of Albridge. He will talk with squirrels and and read the signs that nature shows. He can help RL making potions for a few days as well. More to bond and debrief than anything else.
Leaflock advises that all that is required is to be a druid or ranger and have a commitment to the local land, to help balance the needs of nature with the needs of people of all races, and be willing to work with farmers, hunters, trappers, dryads, animals, fey - sometimes as advisors, sometimes as guardians, sometimes as negotiators. He suggests that it would be difficult to balance the life of a delver - who may go anywhere in the Nentir Vale - with the duties required of membership of the Grove.
Back in Harken Vakiel spends time recovering from his injuries. His head still aches from time to time - but it is getting less often. His skin is slowly losing its discolouration from the cold damage from being frozen. His hair is recovering its sheen and softness.
The leatherworker in Harken was one of those killed by devils, but a refugee from the destroyed village of Marl arrives and proves himself a competent leatherworker. He fashions the dagger sheath thigh straps required for Vakiel for 1sp each.
Vakiel spends much of his downtime in the various taverns and inns - the Cliffside Brewery where the three Ironbeards, Omurk, Dannurk, and Dannurk's notoriously short-tempered wife Dathilda - all survived the Iron Circle occupation. They have a small taproom where one can sample their fine ales. Vakiel goes here when he feels like a quieter night.
The Broken Gaol was once a respected taphouse named The Silver Nail prior to the occupation of the Iron Circle. An opportunistic half-orc woman named Krutha runs the place now and renamed it, allegedly named after the heroes jail break of the Stockmer family. It is a rough place but Krutha keeps a big club behind the bar for threatening those who might damage her furniture. Vakiel goes here when he wants a little excitement - although as an observer rather than a participant. It is also a good place to meet with his "rascal" network of colourful characters.
Nonnie's Place is still called that, even though the halfling owner Aunt Nonnie is still recovering from being injured on the night of the Iron Circle's departure. She is still there, limping around, often sitting with a brew in a corner, watching her relatives and employees as they work her business. Vakiel sometimes sits with her, after realising she knows more about the village and its people than almost anyone. She tells him that the shifter family of Vine and Sunrise - both bowyers and fletchers - have arrived back in Harken despite some pressure put on them by the Gravelstokes to stay on Gravelstoke Estate. They wanted to come home but also have a new contract to supply the militia of Gravelstoke Estate with ammunition.
Other times Vakiel sits at Nonnie's Place with Alesia Gravelstoke who, with some magical healing, has recovered from her mistreatment at the hands of the Iron Circle and has returned to Gravelstoke Estate, but often visits Harken accompanying the resupply wagon. Their relationship has become one of easy friendship. While Alesia has made it known she would like more, she is neither desperate nor pushy. Their conversations range from news of the land to the goings on of the locals, including the Gravelstokes and the party.
While most people are making Harken great again, there are some issues, the most pressing is that the price of building material has sky rocketed, with the result that most folk can't afford to repair their damaged homes. They have to live with relatives or accept that one or more rooms of their homes are uninhabitable for the moment. The sight of makeshift repairs on homes and other buildings is a common sight in Harken.
Vakiel also sees to his weapons. The magical greatsword needs no maintenance, it's edge remains sharp and the weapon is rust free. He maintains his other weapons and equipment, talking to merchants, traders, and the local smith, a human woman named Celee. While no expert in weaponry, as the only smith in town, Celee has broad knowledge of general smithing, as well as weapon smithing and armour smithing - much like Kathrid in Albridge. She doesn't know much about lore of weapons, but suggests Sister Sondal of the House of Faith. Sister Sondal maintains the temple which houses shrines to the main deities, but also has what passes for a reference library. She collects books and allows anyone to come browse them, and is also keen to buy any books people find on their travels.
Vakiel goes to see Sister Sondal, a middle aged woman who lives a simple, spiritual life, and one who values books and knowledge. She has an interest in history, and is currently looking through her books to find out more about the abandoned wizard's tower. She tells Vakiel the tower was thought to be the residence of an ancient arch-mage who long ago departed the world to explore other planes of existence, but Sister Sondal is unable to find much information to confirm the legend.
Then it is something for another time then when RL is no longer delving.
Leaflock thinks that possibly there may be need for a far ranging member of the Grove. There just hasn't been one before. He will talk to Reithann about it.
RL will thank LeafLock. The greater freedom of action and movement would sit better with his Shifter spirit from a freedom point of view but also for being able to intervene in situations outside the groves area of influence that would have an impact on the areas serviced by the Grove.
Once back to Harken RL will sit down with Grimbald and let him know about the Grove as both a debrief and to see if Grimbald would be interested in that as well.
RL would like to investigate the arch mage tower while he is recovering, he is wondering if there might be something inside that he could retrieve to give to Esa. Talk to some locals like Dar and see what information can be collected and then go up to close to the tower and standing just over 30ft from the tower ritually cast detect magic and then slowly move towards the tower door. He is willing to re-cast it as many times as needed as a ritual each time he loses concentration due to his injury until he is close to the door or comes close to a source of magic.
Dar Gremath is in Albridge, but Augustin is a local. :)
(based on chat)
Grimbald decides to head back to Hammerfast with the merchants. It's been a while since he sent back the body of the dwarf scholar Tholarn Goldspinner and Grimbald is feeling the need to give him - and any family he has - some closure.
The trip is three days. The dwarf merchants and their guards are friendly with Grimbald. He can tell they think him odd, but most dwarves live long enough for them to understand different can not only be good, it is essential for the continuation and evolution of culture and society. It's only the short lived races - orcs, humans, halflings - who seem to have a desire for conformity and homogonousness. Dwarves seem to outsiders to be rigid and conservative, and they are, but they are also accepting of change. Grudgingly. Grimbald also knows that when change is too fast, or too.. strange.. then dwarves are - like any other race - subject to bias and rejection of the new thing. Grimbald knew his behaviour in his clan in his early days when the Acorn was filling his head with new wonders and ideas, was too strange for his clan to tolerate. Which led to him exploring the world. And for the most part he is so glad he did.
The dwarf merchants tell Grimbald about Hammerfast. Hammerfast was once a necropolis - a city of mausoleums and crypts. The wealthy were interred on the surface, the less wealthy in catacombs underneath. After the collapse of the Nerath Empire the dwarven kingdoms were in disarray, suffering economic collapse from the fall of their biggest trading partner. Famine and plague grew thick across the Vale, and monsters and raiders prowled freely. The dwarves returned to Hammerfast and decided to use its fortifications. Why waste fortifications on the dead? They do not need it. Hammerfast was transformed into a town of the living. Then the dwarves suffered terribly from the attacks of the Bloodspear Orcs, who managed to get inside the walls. But the orcs, thinking to find easy treasure, were disappointed. Many tombs were empty, many others could not be broken into, and those they could were trapped. The orcs soon realised no amount of gold was going to make up for their terrible losses, but even so they were stubborn. A deal was struck - some say between Gruumsh and Moradin - allowing those slain - orc and dwarf - to be laid to rest and to even act as guardians if they wished. And so the living orcs left Hammerfast for the dwarves to rebuild and many of the dead orcs and dwarves became ghosts who still haunt and defend the city today. It is enshrined in law that you may not harm a ghost in Hammerfast, unless in self defence.
Today Hammerfast is perhaps the only factor stopping the Nentir Vale from sliding into barbarianism. It provides items that cannot be manufactured elsewhere anymore, and also is everyone's main trading partner.
To be continued..
Good Point :P