There was an explosion - and then a battle. Everything was covered in mist. There was a confusion, then another battle with unseen enemies. A retreat. Somehow, you have managed to stumble through a portal of some kind and the mists swallowed you.
Later, you woke up... someplace else. You've managed to regroup, but you've lost several members of the squad. Fortunately, the side effect of whatever mishap brought you from Golarion to this world was that you can now speak it's common tongue.
You've found out that the largest city near you is called Kaledun, and that you are in Kaledun Principality, part of a patchwork of domains between two mighty realms - Overduchy of Hohenbaurg and Sultanate of Tamur.
After several weeks of traveling, you are nearing the long line of wagons and people that seek to enter the city through its East gate, located on the south side of the city. The Imperial Road leads around the small mountain to the left of the line of wagons loaded with cask of wines and bags of grain, herds of pigs and sheep, long-horned cattle and halfling slaves.
Atop the mountain large stone tower rises towards the sky. The tower must be at least 400 feet tall, but it is so far from the road that it looks slender. The city itself can not be seen yet, since the hill in front of you blocks your view, but the wind blowing from the north bears the scents of smoke, filth and all those scents that follow every large congregation of folks gathered in one place for a long time.
Dawn broke few minutes ago, but the line is moving slow and you very well may wait till the evening to enter the city, unless you jump the line.
Lorth Blood-Seer(HP 12, AC 19, CMD 15, F +4, R +5, W +2, Init +4)
Lorth is struggling to adapt, and this pleases him. He cannot hear Pharasma's voice as cleanly in this new world - though it is still present. His arm itches and weeps blood where he has re-carved her spiral upon the dawn, but he does not seek to bind the wound.
As they approach the city, he moves to join the end of the line. Content to absorb the boredom and stifling head so that he shall not need to wait when he arrives at the Boneyard's gates.
Standing with his men in the line, he looked down to the city gates, a long snake of people and... others stretching across the field. Damn it he thought to himself.We should hurry in, but how to do so, and not break some local law and get us into trouble?
He looks around at his people and others waiting in the line with them.
Guys, I would like to know who is playing, so that I can know who am I talking to, so please, report in Perception1d20 + 5 ⇒ (12) + 5 = 17
"I can't see any way to avoid the wait without the risk of ruffling a few feathers, sir," the shimmering half-elf replies, "and that's probably something we should avoid, at least until we can get a better idea of who can make things difficult for us if we get on their wrong side."
Those of you who post by tomorrow will reach the city gates. That will be the final opportunity to join this game. After that, we continue with the players we have.
About a half of mile from the place you are standing there is a lone horseman, standing beside his horse. This person is dressed all in black, with an exception of scarlet banner tied to his lance. He looks as if he is resting before continuing towards the city.
Well, certain types of characters could have, in theory, used the time that took you to reach Kaledun to learn something of it's history. That was to be the role of Procurer. But your character was not exactly interested in history and local customs. Survival was of greater importance.
"That gentleman looks fairly official, sir," Zeltirina adds to the sergeant, with a nod towards a distant figure, who stands perhaps half a mile away clad all in black, with a red banner hanging from the end of his lance as he rests his horse.
"If we can somehow attach ourselves to his business, that might give us a way to bypass the queue... provided he's headed into the city, rather than out."
"It's worth a shot. And it would be nice to have some semblance of a friend in this place. Who knows how many things around here we are not aware of. We'll wait until he comes nearer, then approach him. Zeltrina and Tenobia with me in the first row. We need to make a positive impression, so the rest of you stand behind us and look tough and competent, but not too tough, since we don't want to appear threatening." Sorry, people, had a big exam yesterday, but now I'm all free
Taking the point, Arnad takes his small squad to the rider. As they approach, he tries to distinguish some details about the stranger.
Perception1d20 + 5 ⇒ (4) + 5 = 9
The horsemen notices Arnad and Tenobia approaching him, and he turns towards them, with a hand on the hilt of his sword. "And who are you, now?", he asks cautiously.
"Sir, we wish you no harm. We are a band of warriors in search of an potential employer or an ally in this land that is foreign to us. We would like to offer you our services, if you could find a need for them"
The horsemen does not relax, although he removes his hand from the hilt of his blade. Now that you are closer, you can see that the sword on his hip is long and gently curved in its sheath. "Well, you must be strangers if you do not recognize this uniform. Or really clever scoundrels. Either way, you should know that I belong to the Cockatrice Knights of Kaledun. And I'm afraid that it's forbidden to us to have retainers. We work alone, you see. But I can feel that you have an interesting story to tell. Pray, do so. It should help the time pass more swiftly while I wait for my mount to recuperate."
"An honor to meet you sir knight, we are also of an elite group where we hail from. We find ourselves lost after misadventure, with little knowledge of the area."
Speaking casually to Zeltrina This a lone man Zeltrina and we are not here to entertain scuffing and almost spitting the words I mean no disrespect to his "Grace" of course making what would be a formal salute to the knight in a sarcastic way.
After listening to Tenobia speaking It is an honor alright with sincere words We also need some help that is true too and friends are short supply I hope we can befriend him, might have to use my charm on him if I must
Lorth Blood-Seer(HP 12, AC 19, CMD 15, F +4, R +5, W +2, Init +4)
Lorth looks up at the knight with his one-eyed stare, though does not act.
Lorth is a bit of a doormat unless called upon to act, just a quick post to let you know I'm still here.
"It is true, we came here from a completely different realm, flung by a mishap we don't quite understand. We desire to go back home, and since this was the largest city in the area, we thought it to be the best place to search for help. So, in essence we don't really know where we or how we came to be here. That is the whole story."
Arnad carefully watches the knight, too painfully aware of how ignorant they are, and that they could easily talk to a wrong person and get in trouble. So as they speak, he tries to discern if the knight speaks true or is just putting a face for them.
Sense motive1d20 + 5 ⇒ (3) + 5 = 8
"Very well", says the horseman. "My name is Damyan. I am in a bit of a hurry, but your need seems to be pressing as well. And your tale is intriguing. I think that you should meet the head of my order. If there are magical mishaps in the Kaledun District that bring folks from other worlds, he should be made aware of that. Do you have horses?"
"Hmmm... Very well. There is an old saray a couple of miles from here. It's on the left side of the road, in the little valley. You will see a lot of horses there. The place is called Drum's Creek and it serves as the horse market, ever since the Lord Mayor forbid it inside the walls of Kaledun. Go there and look for the man called Jezda. He will provide you with horses. After that, you'll have a day to reach the headquarters of my order in Kaledun, or become fugitives."
"Sir Damyan, we thank you for your kind help and trust. Just tell us if there is something we need to know about entering the city. Are there any specific rules or laws? I do not want for us to be late and become fugitives because of some delay caused by our ignorance of local customs and laws."
"Wait. Why would being delayed suddenly make us fugitives? We approached you. How do you treat those you declare...fugitives? For that matter fugitives from what?"
For her longtime friends it is evident that the terminology has invoked Tenobia's infamous ire.
I shurg at Tenobia Well I guess the boss Arn is right, they will be lending us the horses to arrive to a certain location, so we sould be thieves if we don't show up
Aye! Your always so cheerful and by the looks of it he has got some hefty amounts of pain or at least his horse
The knight throws himself in the saddle and rides off. You decide to follow the road and after an hour of walking you arrive at what seems to be a large fair of horseflesh - and not only horseflesh. In the small valley in front of you thousands throng the improvised streets that lead between the roped horses, caged griffons and hipogriffs, wyverns and other flying creatures. There are even large bipedal lizards with large claws and curious-looking saddles.
In the middle of that commotion there is a large but plain building, with large red letters painted on a whitewashed wall. "Jezda's Tavern".
As the remnants of the company make their way through the fair, Zeltirina looks around at the varied mounts appreciatively. At the sight of the griffons, a look of great fondness comes to her face and she unconsciously slows her pace.