ChaosWendell Madryt Regretting his hasty decision to leave without provisions, Wendell Madryt decides to emulate his father and go on the hunt. Looking around for tracks like Father had taught him, he begins moving through the woods.
[2] There is plenty evidence of animal presence, but when he tries to follow the tracks, they disappear into the undergrowth, circle around and become one with the soil or otherwise end in nothing. The young goblin is sure he sees rabbits and larger prey in the distance, before they vanish into thin air. The deeper he goes into the forest proper, the fewer signs of life appear, the silence of earlier returning.
Half an hour later, aware of a growing hunger, Wendell returns to the smooth cliffs and sits down. Nothing seems to be going his way today. He takes a moment to gather his thoughts, watching the birds in the trees and wondering if he could get any of them for dinner. Certainly there are nests in the trees, as there are those of land animals in the forest. If he can't catch grown prey, perhaps he ought to find the young ones.
Of course, he could just try again - a bout of bad luck is no reason to throw a fit, as Caulanne used to say - and there are other ways to get food than just hunting.
Tier I
HP: 30/30
Combat: 1 die
Action: 1 die
Magic: 1 die
Skills and Traits: None
Equipment:
*Old Crossbow (1d6+1 damage)
*Boning Knife (1d6-1 damage)
*Pouch of Coin
Known Spells: None
Grimman Vazrock Unwilling to oppose the rumblings of his stomach any longer, Grimman Vazrock begins pushing the two farum carcasses towards the cliff's edge. They slide off and fall with a solid thud at the bottom, sinking into the snow. Grimman begins to make his way down - the cliffs aren't that big - looking desperately for any shelter in the rock.
[6] Grimman quickly realizes how uneven and perfect for his purposes the bottom of the cliffside is, spaces under broken rock providing adequate protection from the wind - enough, he thinks, for a fire. He takes the two farum, their eyes staring blankly in death, and gets to work.
Survival in the wasteland is not easy - there is a reason most exiles and outcasts are never seen again - but Grimman perseveres, not allowing the seemingly malevolent forces of nature to halt his work. Soon enough, a fire is, if not roaring, reaching up into life in the tiny shelter, protected from the wind by his fur-wreathed body. The meager warmth feels euphoric after his journey. The farum are big animals, and he is careful not to extinguish the fire when he begins moving them to the fire.
It takes time, but eventually Grimman judges the meat good enough to eat and bites in. He tries to hold back at first, but his hunger overcomes him and Grimman finds himself stuffing the stringy chunks into his mouth again and again.
Eventually, satisfied and with a full stomach, Grimman drifts off to sleep...
---
Grimman dreams.
The air is thin, suffocating. Grimman sees an endless line towards a darkness in the horizon, all huddled down, bearing open wounds, eyes of despair. He alone walks with a straight back and strength in his step. As he passes the line, a voice of crackling fire whispers from within; 'You think you will be different? You think this time, it will all end? There is no salvation, no sweet embrace of oblivion, no escape from this all, only the darkness... and the light.'
Grimman turns to see. And the dream changes...
He is chasing his sisters on the melting snow, laughing all the while. Joy reverberates through the air, across the playing children, enveloping the adults, filling the elders with glorious light. The tribe's lands spread far and wide and the soft peoples pay tribute to them. There is peace, prosperity and the game is plentiful.
Alnan swirls into view, her dress of all colors spinning with her. She smiles and there is nothing in the world but her eyes her eyes of brilliant green - and then she is in his arms, calling for him to dance with her. There is only one discordant note in the dream, a flash of black hair and blacker eyes in the corner of his eye... And then Grimman remembers, and sees the black-haired man, sees the betrayer, sees Callen...
They are fighting, then, in the blink of an eye, but Callen is faster, crueler, lacking in all honour. When Grimman goes down, the others join him, raising their blades and spears, in terrible silence.
The dream changes...
Grimman is standing over the world, towering above even the highest mountains. He crosses continents with a single stride. His gaze turns cities into ash, reduces armies to blood and rust. His faintest touch breaks the world forever more, again and again. The chains fall apart behind him.
The dream changes, dissolving into memory...---
Grimman wakes wreathed in cold sweat, his heart beating against his chest. It takes him a while to calm himself and look around - the fire has died and hours passed. It looks to be near dawn soon.
Tier I
HP: 30/30
Combat: 1 die
Action: 1 die
Magic: 1 die
Skills and Traits: None
Equipment:
*Iron Hunting Spear (1d6+0 damage)
*Bundles of Furs (2)
Known Spells: None
Anathema Anathema sets down the amulet next to the gauntlet, not wishing to weigh himself down with them. He tries his best to memorize the ruined hall and sets out, searching the fading memory of the vision for more artifacts. There were many great things here in the last age, but, he supposes, most of it has burnt out or been stolen or destroyed in the aftermath. Images flash in his mind - a great suit of armor, engraved with lightning, a heart-shaped stone laid upon a dying woman's chest, a woman he feels he should know - but they fade away quickly, leaving him only with questions.
Anathema's feet take him back closer towards the palace and the prison of his master, but he finds what he is looking for underneath a thin layer of rubble and colorful flora. His hands push in, closing around something. With a grunt, Anathema pulls out an flute of shiny obsidian, untouched by the years - even devoid of the dust. He studies it for a moment, seeing nothing odd about the form, and sets off again.
There is only one strong image remaining, but Anathema finds he cannot focus on what it is. The vision leads him to a section of the city mostly overtaken by the jungle. A metre-long spike sticks out of the ground, a dull black. Anathema tries to look closer, but to his bafflement, finds it hard to focus on the spike. His gaze is attracted to everywhere but the direction of the spike itself. The air ripples behind it, but Anathema gets nothing from it except a slight headache. It's obviously a magical effect, but for what purpose?
Tier III
HP: 50/50
Combat: 3 dice
Action: 3 dice
Magic: 3 dice
Skills and Traits: None
Equipment:
*None
Known Spells:
*Unknown [Difficulty: 5]
*Unknown [Difficulty: 6]
*Unknown [Difficulty: 6]
*Unknown [Difficulty: 7]
*Unknown [Difficulty: 10]