Now comes the hardest part for me.
I get to sit, and watch, and wait. My role is done, my powers currently going to confounding the enemies attempt to scry Hrogar's army, but once the battle is joined even that role will be very limited.
This is the hardest part of being a battlefield diviner. I can help up until the moment of the final outcome, but then there is nothing I can do.
Similarly, all I can do is sit and watch while the paladins go forth. Once they are inside the compound I cannot help them, but merely watch helplessly.
It is times like this that I wonder--even for a moment--about my decision to study the art of Divination. Of course that is foolish--my arts have helped us get to this moment--but it is still difficult to sit back and watch, unable to do anything.
Good hunting to them all.
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Tuesday, May 3, 2011
Tuesday, February 1, 2011
Hrefna's Calling: Stonekeep
We have fought a bitter battle to regain Stonekeep. The cost was high, but the enemy has been repelled from her shores.
I had been working here for some months trying to develop enough resistance to turn the tide and undermine the servants of the Evil Ones with some success. My position has generally been fragile, but I eventually managed to garner enough support in the right quarters that if they could be distracted we would have a chance.
But it would require a distraction.
I have sat on this for quite some time, hoping that perhaps when the Pelor-driven Paladin party went after the Egoist an opportunity would present itself. They ran off to what I can only assume will be their deaths on the Seer's plane, and instead we received help from a singular unexpected--and I am sure unintended--source.
A young aquatic elven woman came in through our gates dressed in what I can only describe as the scantiest uniform I have ever seen, comprised entirely out of skin-fitting black leather, and carrying a rod-like flogger over her shoulder. She was, suffice it to say, somewhat underdressed for the cold weather up here, but she had a variety of protective spells up and seemed to be carrying a turtle on her shoulder. Keep guards came out to meet her, and while I do not know the details of the conversation, she seemed to say something about how they weren't very nice "fishies" and proceeded to cast a spell on the guards who went from hostile to calling her "mistress" and falling over themselves as they escorted her into the main building of the Keep.
I can only hope that she is an enemy of the Evil Ones and thus transiently not actively fighting us. After what they have done to her people I would not be surprised, but at the same time, I am fairly certain that she is not on our side either. I also sensed a deeper power that she was tapped into, something that she was channeling with every step, that in truth scares me as much as the Evil Ones do if she has a chance to become established. I recognized her immediately as a former companion of the Pelor-driven Paladins, but some change has seemed to overcome her since then, and I am not sure I want to know what she has become.
Regardless, I cannot say for certain what her purpose here is. I could see that it was an opportunity we should not miss, and mobilized everyone so that they were ready to go. Several hours later she left and we went in immediately, fighting a pitched battle with the soldiers for control of the keep. They seemed disorganized, as if they had lost the communication capabilities that had made them so effective earlier, but they were still highly dangerous and many people were lost.
When we finally made it into the officer quarters, we could not find any trace of the officers or the leaders of stone keep, just a few scared squirrels.
I am not sure what she did to the officers, but whatever it was, Stone Keep is now ours and I have been working with the local wizards to establish additional magical protections to keep it from happening again. I have found a way to counter the Evil One's psionics using magic, and while those aren't foolproof they should give us some additional protection should they ever come again. So I am happy to say that, for the moment, we are safe.
At least until this "Nigori" decides to come back.....
I had been working here for some months trying to develop enough resistance to turn the tide and undermine the servants of the Evil Ones with some success. My position has generally been fragile, but I eventually managed to garner enough support in the right quarters that if they could be distracted we would have a chance.
But it would require a distraction.
I have sat on this for quite some time, hoping that perhaps when the Pelor-driven Paladin party went after the Egoist an opportunity would present itself. They ran off to what I can only assume will be their deaths on the Seer's plane, and instead we received help from a singular unexpected--and I am sure unintended--source.
A young aquatic elven woman came in through our gates dressed in what I can only describe as the scantiest uniform I have ever seen, comprised entirely out of skin-fitting black leather, and carrying a rod-like flogger over her shoulder. She was, suffice it to say, somewhat underdressed for the cold weather up here, but she had a variety of protective spells up and seemed to be carrying a turtle on her shoulder. Keep guards came out to meet her, and while I do not know the details of the conversation, she seemed to say something about how they weren't very nice "fishies" and proceeded to cast a spell on the guards who went from hostile to calling her "mistress" and falling over themselves as they escorted her into the main building of the Keep.
I can only hope that she is an enemy of the Evil Ones and thus transiently not actively fighting us. After what they have done to her people I would not be surprised, but at the same time, I am fairly certain that she is not on our side either. I also sensed a deeper power that she was tapped into, something that she was channeling with every step, that in truth scares me as much as the Evil Ones do if she has a chance to become established. I recognized her immediately as a former companion of the Pelor-driven Paladins, but some change has seemed to overcome her since then, and I am not sure I want to know what she has become.
Regardless, I cannot say for certain what her purpose here is. I could see that it was an opportunity we should not miss, and mobilized everyone so that they were ready to go. Several hours later she left and we went in immediately, fighting a pitched battle with the soldiers for control of the keep. They seemed disorganized, as if they had lost the communication capabilities that had made them so effective earlier, but they were still highly dangerous and many people were lost.
When we finally made it into the officer quarters, we could not find any trace of the officers or the leaders of stone keep, just a few scared squirrels.
I am not sure what she did to the officers, but whatever it was, Stone Keep is now ours and I have been working with the local wizards to establish additional magical protections to keep it from happening again. I have found a way to counter the Evil One's psionics using magic, and while those aren't foolproof they should give us some additional protection should they ever come again. So I am happy to say that, for the moment, we are safe.
At least until this "Nigori" decides to come back.....
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Tuesday, January 25, 2011
Hrefna's Calling: A Theory of Wizards
Wizards--more than any other group--seem to be the group most likely to be obsessed with immortality. Perhaps it is a function of our relatively fragile beginnings--or perhaps it is just human nature combined with arcane power--but wizards, unlike many other professions, actually have it within their grasp to cheat death and not only might obsess over immortality, but come close to obtaining it.
As one lich of some renown is said to have remarked:
So there are a variety of less savory means available to wizards for extending their life, but the wizard's need for thinking ahead and preparation goes past just the base desire to extend their life. Much of this comes from what is just good common sense for any wizard who goes into even remotely dangerous situations.
Even those who aren't obsessed with immortality or self preservation frequently find that preparation is the difference between life and death for them, and so they cannot afford to walk into a situation without due consideration and prepwork. A wizard who gets caught without her spell components or with all fire spells memorized when the enemy has fire elementals is a dead wizard.
So a wizard who is worth his salt and wishes to survive even remotely hostile situations is well advised--and capable--of engaging in preparation.
There are a few different ways that wizards approach this problem, of course. Diviners try to anticipate what is coming in advance and build their defenses accordingly. Others might attempt to gain a little more flexibility in their spell list so that they can spontaneously cast a few relevant abilities, thus meaning they don't need to know exactly what is coming. Some put themselves behind series of elaborate traps and layered defenses. Most learn quickly to put contingencies on themselves using whatever powers they have available, many learn to keep magical defenses up on their person even when traveling in relatively safe areas, those who are not cocky learn not to show all of their power at once, and all who are even half wise learn to not directly confront an enemy unless you know you can escape. Preferably by more than one route. The paranoid might go so far as to copy their consciousness, store their soul, or make friends with a very powerful cleric so that even death does not deter them.
This might all seem excessive to some, but if you don't learn to prepare for the worst as a wizard, you end up dead well before your time.
As one lich of some renown is said to have remarked:
Don't you get it? Be a vampire, or a ghost, or an immortal with a paint-by-numbers portrait in the rec room. Hell, even a brain-in-a-jar in a pinch. Anything to avoid the Big Fire Below.
So there are a variety of less savory means available to wizards for extending their life, but the wizard's need for thinking ahead and preparation goes past just the base desire to extend their life. Much of this comes from what is just good common sense for any wizard who goes into even remotely dangerous situations.
Even those who aren't obsessed with immortality or self preservation frequently find that preparation is the difference between life and death for them, and so they cannot afford to walk into a situation without due consideration and prepwork. A wizard who gets caught without her spell components or with all fire spells memorized when the enemy has fire elementals is a dead wizard.
So a wizard who is worth his salt and wishes to survive even remotely hostile situations is well advised--and capable--of engaging in preparation.
There are a few different ways that wizards approach this problem, of course. Diviners try to anticipate what is coming in advance and build their defenses accordingly. Others might attempt to gain a little more flexibility in their spell list so that they can spontaneously cast a few relevant abilities, thus meaning they don't need to know exactly what is coming. Some put themselves behind series of elaborate traps and layered defenses. Most learn quickly to put contingencies on themselves using whatever powers they have available, many learn to keep magical defenses up on their person even when traveling in relatively safe areas, those who are not cocky learn not to show all of their power at once, and all who are even half wise learn to not directly confront an enemy unless you know you can escape. Preferably by more than one route. The paranoid might go so far as to copy their consciousness, store their soul, or make friends with a very powerful cleric so that even death does not deter them.
This might all seem excessive to some, but if you don't learn to prepare for the worst as a wizard, you end up dead well before your time.
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Tuesday, August 17, 2010
Hrefna's Calling: Day 261
I cannot believe those idiots.
A quest to save the world. The sort of thing that heroes are made of and that cements your name in the history books, that inspires future generations of paladins and other aspiring heroes. Yet even over a year after they have set out--with the gods themselves taking a hand in their training--they are still acting like a bunch of rookies. I have followed their progress from the beginning, yet they seem to make the same mistakes again and again and again.
It is almost like they do not learn from the deaths of their party members and from their past mistakes. I wonder if this is a unique failing of humans and dwarves, or if it is a sign that adventuring parties generally accomplish their goals more through luck and divine intervention than they do through their own skill and bravery.
First after I last left they evidently--and for some unfathomable reason--get tricked into going on this quest to help one of the Deep Ones. With the item they went to retrieve, the Deep Ones could have amplified their already significant psionic ability with a magical lens, and extended the range of their abilities indefinitely. Not merely planetwide, but to the stars themselves.
In the process of retrieving it they brought out part of the Rod of the Whispered Ones, crafted by the lich Vecna so that he may communicate with his forces, which is now in the hands of a young girl with no moral compunction and limited sanity (how, precisely, did she end up with this group?). She is now out by herself in the ocean, slowly being corrupted by the rod's influence. Thankfully, by the time she is fully corrupted by the rod she will be unable to enter the temple to retrieve the remainder, and I do not believe the gods would have been so foolish as to put *all* of the parts of the rods in one vault, no matter how secure.
Then they manage--through some combination of luck and skill--to take down one of the Deep Ones. This I must give them credit for: it was A teleportation specialist and very difficult to kill, yet they managed to lock it in one place so that it could not escape. That, thankfully, was a mighty and heroic thing and I can only presume that it was the result of having Arcadius back. There are now only 5 deep ones remaining outside of the sunken city, but I fear for what their attempts on the Shaper will look like, especially since it has a Master Abjurer under its control.
Which, on that topic, their botched invasion of the Deep One's keep. They didn't try and scry what they would face. They didn't try to figure out what the situation might look like beyond depending on a few rumors. They just charged on ahead into a series of fights they weren't going to be able to win, and nearly went charging to their deaths.
They managed to escape and survive the night, but have now split the party. At best this is a risky gambit, and the poison constructs following them are going to be too much for the team that remains to fight alone. Hopefully the team that went deep into what is now enemy territory in İzmir will return quickly and safely, but if not I fear for the future survival of the party.
I cannot leave Stone Keep without arousing suspicion and putting my mission here at risk, and even the long-distance scrying is becoming riskier by the day, but maybe I can lend the smallest nudge to help them when night finally falls and the waning moon is out. It won't be much, but I can only pray that it will be enough.
May Odin grant us victory in the battles ahead.
A quest to save the world. The sort of thing that heroes are made of and that cements your name in the history books, that inspires future generations of paladins and other aspiring heroes. Yet even over a year after they have set out--with the gods themselves taking a hand in their training--they are still acting like a bunch of rookies. I have followed their progress from the beginning, yet they seem to make the same mistakes again and again and again.
It is almost like they do not learn from the deaths of their party members and from their past mistakes. I wonder if this is a unique failing of humans and dwarves, or if it is a sign that adventuring parties generally accomplish their goals more through luck and divine intervention than they do through their own skill and bravery.
First after I last left they evidently--and for some unfathomable reason--get tricked into going on this quest to help one of the Deep Ones. With the item they went to retrieve, the Deep Ones could have amplified their already significant psionic ability with a magical lens, and extended the range of their abilities indefinitely. Not merely planetwide, but to the stars themselves.
In the process of retrieving it they brought out part of the Rod of the Whispered Ones, crafted by the lich Vecna so that he may communicate with his forces, which is now in the hands of a young girl with no moral compunction and limited sanity (how, precisely, did she end up with this group?). She is now out by herself in the ocean, slowly being corrupted by the rod's influence. Thankfully, by the time she is fully corrupted by the rod she will be unable to enter the temple to retrieve the remainder, and I do not believe the gods would have been so foolish as to put *all* of the parts of the rods in one vault, no matter how secure.
Then they manage--through some combination of luck and skill--to take down one of the Deep Ones. This I must give them credit for: it was A teleportation specialist and very difficult to kill, yet they managed to lock it in one place so that it could not escape. That, thankfully, was a mighty and heroic thing and I can only presume that it was the result of having Arcadius back. There are now only 5 deep ones remaining outside of the sunken city, but I fear for what their attempts on the Shaper will look like, especially since it has a Master Abjurer under its control.
Which, on that topic, their botched invasion of the Deep One's keep. They didn't try and scry what they would face. They didn't try to figure out what the situation might look like beyond depending on a few rumors. They just charged on ahead into a series of fights they weren't going to be able to win, and nearly went charging to their deaths.
They managed to escape and survive the night, but have now split the party. At best this is a risky gambit, and the poison constructs following them are going to be too much for the team that remains to fight alone. Hopefully the team that went deep into what is now enemy territory in İzmir will return quickly and safely, but if not I fear for the future survival of the party.
I cannot leave Stone Keep without arousing suspicion and putting my mission here at risk, and even the long-distance scrying is becoming riskier by the day, but maybe I can lend the smallest nudge to help them when night finally falls and the waning moon is out. It won't be much, but I can only pray that it will be enough.
May Odin grant us victory in the battles ahead.
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Thursday, June 4, 2009
Hrefna's Calling, Day 92
The time has almost come for me to return to meet with the others, but I fear that everything will be for naught. I have now seen visions of the coming of the darkness, a triumph of the World Snake looming up to swallow us whole. Stone Keep will be the first to fall, and from there the darkness will have a perch to gather itself before sweeping across the land. A better center point would be hard to find--it is relatively isolated except for sea traffic, and is perfectly situated between the Kingdom of Izmir and the Lands of Jökulmær. From there they could send representatives by sea anywhere along the coast.
The only problem--and the great tragedy--is they will have to take it by force. Stone Keep is heavily protected by powerful arcane magic which will prevent the mind-altering effects of the serpent Jörmungandr. There is the rumor that the great Abjurer Alyssanathal herself bound protective magic into the stones over a thousand years ago, and it is doubtful that it could be taken by any land force, or any force of mortals.
This, to me, implies an assault by sea, with Jörmungandr present and aiding the forces in the assault. The visions sent to me by Þōrr confirm this interpretation, and my great fear is that after the keep falls,, the population is wiped out, and with the magic stripped from the walls a puppet government could take over. The various kingdoms would file notional protests, but would simply adjust to the shift of power, and Jörmungandr would be able to spread it's influence across the land.
The Council has heard me out, but I do not know if they will provide any assistance given that the Aquatic Elves have filed a call for assistance and are much closer kin. Point of Origin has ignored our pleas, despite that Paladins could make a huge difference in this fight, and Izmir remains entirely silent. The other human kingdoms in Jökulmær have no warning on what is coming.
I am going back to meet with the group I was associated with earlier and continue my quest, but I fear that we may be focusing on the wrong target.
The only problem--and the great tragedy--is they will have to take it by force. Stone Keep is heavily protected by powerful arcane magic which will prevent the mind-altering effects of the serpent Jörmungandr. There is the rumor that the great Abjurer Alyssanathal herself bound protective magic into the stones over a thousand years ago, and it is doubtful that it could be taken by any land force, or any force of mortals.
This, to me, implies an assault by sea, with Jörmungandr present and aiding the forces in the assault. The visions sent to me by Þōrr confirm this interpretation, and my great fear is that after the keep falls,, the population is wiped out, and with the magic stripped from the walls a puppet government could take over. The various kingdoms would file notional protests, but would simply adjust to the shift of power, and Jörmungandr would be able to spread it's influence across the land.
The Council has heard me out, but I do not know if they will provide any assistance given that the Aquatic Elves have filed a call for assistance and are much closer kin. Point of Origin has ignored our pleas, despite that Paladins could make a huge difference in this fight, and Izmir remains entirely silent. The other human kingdoms in Jökulmær have no warning on what is coming.
I am going back to meet with the group I was associated with earlier and continue my quest, but I fear that we may be focusing on the wrong target.
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Tuesday, April 21, 2009
Hrefna's Calling, Day 62
After my last entry where the party had successfully defeated a pair of Driders--vile creations of evil Drow lords--my magic informed me of a humanoid in one of the adjacent chambers. It was revealed to be a Drow woman, sitting by herself. She clearly felt in full command of the situation, and was just resting comfortably waiting for the group to meet her.
It surprises me to see such clear signs of Drow this far south. Our War with them took place long before I was born, but our legends have them originating in our lands and--after the War--heading underground and into the wilds. They evidently have traveled a long way in that time.
From my training, the woman had all of the markings of a Priestess of a noble house. A snake whip, a mace, and a spider emblem, and the air crackled with her power. The legends say that after they left us, some of them were embraced by the dark goddess Lloth, and these rumors appear to be true. My homeland will be very interested in seeing this, and may wish to pursue these issues farther. At first light I'll send a message on the wind to my Master.
After meeting her we were waylaid by a group of bandits out in the woods. Shelré and Arcadius proved instrumental in defeating them, as the attackers had taken position in a group of trees. We easily dispatched them, and then headed into İzmir.
On the way back to town, Fflam started turning grey and complaining of sickness. The natural world avoids him now, creeping away as he turns slowly into something unnatural. We go forth now to find a priest capable of killing the sickness within him, and I can only hope that by the time we get there it will not be too late.
It surprises me to see such clear signs of Drow this far south. Our War with them took place long before I was born, but our legends have them originating in our lands and--after the War--heading underground and into the wilds. They evidently have traveled a long way in that time.
From my training, the woman had all of the markings of a Priestess of a noble house. A snake whip, a mace, and a spider emblem, and the air crackled with her power. The legends say that after they left us, some of them were embraced by the dark goddess Lloth, and these rumors appear to be true. My homeland will be very interested in seeing this, and may wish to pursue these issues farther. At first light I'll send a message on the wind to my Master.
After meeting her we were waylaid by a group of bandits out in the woods. Shelré and Arcadius proved instrumental in defeating them, as the attackers had taken position in a group of trees. We easily dispatched them, and then headed into İzmir.
On the way back to town, Fflam started turning grey and complaining of sickness. The natural world avoids him now, creeping away as he turns slowly into something unnatural. We go forth now to find a priest capable of killing the sickness within him, and I can only hope that by the time we get there it will not be too late.
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Tuesday, April 7, 2009
Hrefna's Calling, Day 59
The Paladins, seeming lacking in anything better to do, have decided to retrace their steps to some form of Drow Laboratory. This place is evil--an entire hallway in the complex is warded against scrying, along with several of the rooms. Before heading down I cast runes to see how the future might manifest, and the result was not pretty. Halgaz, Isa, and Pethro came up, indicating that there is not much to learn for us down this path, but we are probably were to make our situation far far more complicated.
Still, when we entered the lab, I was surprised. The place has a faint but distinct smell of sea caves, and yet we are a long way from the ocean. In one room there is a mural of ancient underwater city, the likes of which are not entirely familiar to me, but for which I have seen illustrations in old books writing of the myths of the Reindeer Tribes. I do not know what this portends, but it cannot be good.
I am now beginning to understand why Óðinn felt it necessary that I join with this group. They are a formidable force to be reckoned with, at least on the battlefield, though there seems to be a bit of a problem in getting them onto the field of choice with all of their weapons pointed the same way.
First impressions:
Tupper means well, but seems to have some sort of communication issue. He went in to talk with the seneschal and, while I wasn't scrying that meeting so I am uncertain on the details, managed to get himself committed. Thankfully it was a fairly small fee to get him out this time, though it is probably best if he stays out of the Seneschal's way.
Arcadius is a Paladin of Palor and is from a land I do not recognize. We have gotten travelers in the past who bear a superficial resemblance to his race, but none of his specific culture. I do not know what this "land of the five rivers" is that he speaks of, but it sounds like a harsh place wholly lacking in the natural and untamed beauty of our lands.
Oda is one of the most amazing swordsmen I have ever seen. We have warriors in Romsdahl who are a sight to behold on the battlefield, who are capable of ignoring great injury and inflicting tremendous damage in battle. Some are blessed--or cursed--by Wod and will work themselves into such a fury that they will bite their shields and be unable to tell friend from foe. Oda possesses none of this fury, but what he lacks in obvious passion he makes up for in iron discipline. I am uncertain of what to make of this combination, and will be keeping my eye on him in the future to see what I might learn and bring back to my homeland.
Hrogar I met only briefly, but seems to be the brunt of many jokes. I wonder what a "Honest Hrogar's Emporium" is and why the others mock him for it?
Fflam is one of the Dwarves, but wholly unlike any of the Dvergar we have encountered in my homeland. For one, he is much too short and seems to lack any skill at fine crafts. I do not quite know what to make of him, though to be fair I am not sure he knows what to make of me either. He seems to be accident prone, and is the first one through the door in times of trouble, leading to an awkward situation when he ran headlong into a Drider's web.
This leaves us with Shelré. I do not know what to make of her as yet. She has evidently proven herself very useful to the group, but also seems to have some ulterior motive in her actions. Time will tell what she is trying to achieve.
That is the group the Raven Lord has seen fit to place me with. We'll see what things they can accomplish in the future.
Still, when we entered the lab, I was surprised. The place has a faint but distinct smell of sea caves, and yet we are a long way from the ocean. In one room there is a mural of ancient underwater city, the likes of which are not entirely familiar to me, but for which I have seen illustrations in old books writing of the myths of the Reindeer Tribes. I do not know what this portends, but it cannot be good.
I am now beginning to understand why Óðinn felt it necessary that I join with this group. They are a formidable force to be reckoned with, at least on the battlefield, though there seems to be a bit of a problem in getting them onto the field of choice with all of their weapons pointed the same way.
First impressions:
Tupper means well, but seems to have some sort of communication issue. He went in to talk with the seneschal and, while I wasn't scrying that meeting so I am uncertain on the details, managed to get himself committed. Thankfully it was a fairly small fee to get him out this time, though it is probably best if he stays out of the Seneschal's way.
Arcadius is a Paladin of Palor and is from a land I do not recognize. We have gotten travelers in the past who bear a superficial resemblance to his race, but none of his specific culture. I do not know what this "land of the five rivers" is that he speaks of, but it sounds like a harsh place wholly lacking in the natural and untamed beauty of our lands.
Oda is one of the most amazing swordsmen I have ever seen. We have warriors in Romsdahl who are a sight to behold on the battlefield, who are capable of ignoring great injury and inflicting tremendous damage in battle. Some are blessed--or cursed--by Wod and will work themselves into such a fury that they will bite their shields and be unable to tell friend from foe. Oda possesses none of this fury, but what he lacks in obvious passion he makes up for in iron discipline. I am uncertain of what to make of this combination, and will be keeping my eye on him in the future to see what I might learn and bring back to my homeland.
Hrogar I met only briefly, but seems to be the brunt of many jokes. I wonder what a "Honest Hrogar's Emporium" is and why the others mock him for it?
Fflam is one of the Dwarves, but wholly unlike any of the Dvergar we have encountered in my homeland. For one, he is much too short and seems to lack any skill at fine crafts. I do not quite know what to make of him, though to be fair I am not sure he knows what to make of me either. He seems to be accident prone, and is the first one through the door in times of trouble, leading to an awkward situation when he ran headlong into a Drider's web.
This leaves us with Shelré. I do not know what to make of her as yet. She has evidently proven herself very useful to the group, but also seems to have some ulterior motive in her actions. Time will tell what she is trying to achieve.
That is the group the Raven Lord has seen fit to place me with. We'll see what things they can accomplish in the future.
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Saturday, April 4, 2009
Hrefna's Calling, Day 56
The portents are strange and speak of dark things to come. A siren's call seems to be cycling in the depths, and smaller fish are booming while larger sharks and whales vanish without a trace. Fishermen and traders sail to the west and never return. We are told that crops will be good this year by the farmers, and not a fortnight later we find them being decimated by insects unlike any we have ever seen. Insects are rare enough in our lands, let alone ones that destroy crops.
Recently we had an aurochs die during calving, but when we sliced it open we found the calf to be badly deformed and long dead. We burned them both, not in sacrifice, but in warding.
My journey took me through Umea, where the rumors became even more dire. Despite it being late in the spring, the ice has not yet broken around their ports, and on the rocky beaches they are finding strange fishlife the likes of which are seen only in the deepest of deep water nets. Oarfish and dogfish, and crustaceans the size of lynx, all washed up on the stone shore. When I was there they were in the process of dealing with a whale that had washed up on the shore, deep lacerations running down the length of its body.
Point of Origin is not oblivious to these omens, and they have also become even less communicative with us than usual. When I arrived there, their seaport was closed and they were accepting no visitors who weren't on official business. We were forced to weigh anchor in a town slightly to the north. From there I made my way east to the capital of this region.
I entered without causing a fuss--elves are rare in this region, but I am the right height ((nearly 1.8 meters)) that if I throw up a hood no one would be the wiser.
First I entered the temple of Þórr to check in, where the disciples were worried about the head priest not having returned. There are rumors of a serial killer targeting foreigners, and there are rumors of a group of Paladins disappearing. I have met another group of Paladins who seem to be fighting for a cause, but seem to not be wholly aware of the greater fabric. I am uncertain where they are going, but I see that I should travel with them for the time being.
The gods choose strange bedfellows for us indeed. Why did they see fit to send me to a group of Paladins? A more fractious and divisive group is hard to imagine, and while the sea tells me this is the correct place and the correct time, I am left with some deep doubts about the future of my mission.
From what I have seen so far, the strange signs that we have been seeing in Romsdahl and its surroundings simply don't seem to be here in the same degree... but the moon is full tonight, the winds still whisper, and I cannot help but worry.
Recently we had an aurochs die during calving, but when we sliced it open we found the calf to be badly deformed and long dead. We burned them both, not in sacrifice, but in warding.
My journey took me through Umea, where the rumors became even more dire. Despite it being late in the spring, the ice has not yet broken around their ports, and on the rocky beaches they are finding strange fishlife the likes of which are seen only in the deepest of deep water nets. Oarfish and dogfish, and crustaceans the size of lynx, all washed up on the stone shore. When I was there they were in the process of dealing with a whale that had washed up on the shore, deep lacerations running down the length of its body.
Point of Origin is not oblivious to these omens, and they have also become even less communicative with us than usual. When I arrived there, their seaport was closed and they were accepting no visitors who weren't on official business. We were forced to weigh anchor in a town slightly to the north. From there I made my way east to the capital of this region.
I entered without causing a fuss--elves are rare in this region, but I am the right height ((nearly 1.8 meters)) that if I throw up a hood no one would be the wiser.
First I entered the temple of Þórr to check in, where the disciples were worried about the head priest not having returned. There are rumors of a serial killer targeting foreigners, and there are rumors of a group of Paladins disappearing. I have met another group of Paladins who seem to be fighting for a cause, but seem to not be wholly aware of the greater fabric. I am uncertain where they are going, but I see that I should travel with them for the time being.
The gods choose strange bedfellows for us indeed. Why did they see fit to send me to a group of Paladins? A more fractious and divisive group is hard to imagine, and while the sea tells me this is the correct place and the correct time, I am left with some deep doubts about the future of my mission.
From what I have seen so far, the strange signs that we have been seeing in Romsdahl and its surroundings simply don't seem to be here in the same degree... but the moon is full tonight, the winds still whisper, and I cannot help but worry.
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