As the cold, rainy winter turns to spring, the southern trade routes dry up. The first caravan of the season rolls out of Aiden’s Wall, on route to Erian’s Glen. The merchants’ trail stretches a quarter mile interspersed with carts carrying goods, roofed wagons providing living arrangements, and guards, seemingly alert, providing defense on both flanks. Also with the caravan are many travelers that signed on to make the journey including teams of expeditions, transients hoping to find work and stability, and members of the church commissioned to Worship Halls in settlements along the way.
One day into the journey, a horse merchant, apparently from Sheldon, loses control of several of his horses. They buck and whinny upsetting a horse carrying a guard on the creatures’ flank. The guard, unable to settle the brown and white gelding, is flung to the ground with a ’crunch’. A young human male on horseback with long dark hair, wearing an open cloak revealing fine studded leather armor and a polished exquisite hilt of a longsword, and a wild elven female with ivory skin, light brown hair, and a wolf at her heals, move in quickly. Instantly, using some type of affinity towards animals and nature, they provide a calming effect on the startled horses. Meanwhile, a cloaked man with sun-bleached dark hair, a pony tail trailing down his back and into his cloak, moves up to the wounded guard. Displaying a holy symbol to Fharlanghn, the tan skinned man prays over the guard and heals a broken arm.
The first stop along the journey is Sibley. More of an outpost than an actual settlement, merchants meet to barter, sell, and purchase goods and food stuffs for the continued journey. Using one day and night to rest the horses, replacing any in the process, it is a night spent under the stars sharing stories with the local farmers from the small outpost.
The next stop along the journey is Sceotend. The settlement was established in and along large patches of Sceot Trees, known for their fine wood in bow making. This is a three day break for the caravan. More deals are made between merchants. Food stuffs, weapons, and magical supplies, imported in from Stedman, are the main purchases. During the first night, bandits from the surrounding forest, probably reaching in from nearby Lake Sihtric, make an attempt to steal some horses. While the bandits lead the horses away, a young human male making the journey with the caravan, his short dark hair blending into the night, catches sight of the theft. He follows the bandits and confronts them. Using intimidating words and the gleam of his bastard sword in the moonlight, he scares off the bandits and rescues the stolen horses. That morning it is revealed that the young man is a Knight of Aidens Wall.
There is one final stop for three days in Rodor to acquire more supplies and complete trade deals. During the evenings while the sun sets in the west, great shadows spread out over the town created by the towering Rodor’s Peak. The few days break with warmer weather and the beautiful landscape allows for outdoor leisure. While kids play in town and elders rest, the young man who helped with the horses earlier, walks west out of town to get a better look at the great peak. Taking out some sketching tools, he catches the smallest details and records them to scale on a map he is working on.
The caravan is smaller when it leaves Rodor as many expedition parties, hired by private contractors and sanctioned by church officials, stay to venture into the great peaks. As the caravan continues, the temperatures increase. This far south, Spring is in full swing. Animals scamper about chattering, chasing and developing territorial boundaries. At one point, the female elf and her wolf companion, from earlier, venture off the trade route and into the forest. About a day later, she reunites with the caravan.
Throughout the journey, friendships are made and contracts are agreed upon. A female elf, who purchased boarding from a wealthy merchant for the journey, speaks with many members of the caravan. She asks questions and inquires of her traveling companions about their goals and plans when they reach the growing city. During the last stages of the journey, there is talk of rest, but there is also excitement in the air regarding reaching their destination of Erian’s Glen.
The final day of the journey is greeted with cooler temperatures and a missing sun. It is two hours past noon and clouds are rolling in as the North Gate comes into view. Erian’s Glen is situated in a small valley surround by GoldLeaf forests, rolling hills and plains, and rock formations. As you view the city from the north, the Skyward River is on your left, flowing south. There is a man-made channel diverting some of the river flow directly through a gate in the wall on the northeast side of Erian’s Glen. The channel extends throughout the east end of the city and apparently vacates the city through a southern gate before it reconnects with the main river.
The wooden palisade-like walls stretch two miles on all sides forming a huge almost-perfect square. After a quick meeting between the caravan leader and the North Gate guard in charge, the North Gate opens and Erian’s Glen welcomes you. The main road as you enter is Erian’s Way. It is a fifty foot wide, well cobbled street stretching northeast into the city. Unlike most cities, the sights are not automatically interrupted by building after building. There is an airy feel with trees, rock formations, and nature surrounding you. Shortly after the gate, walking southeast as Erian’s Way nears its first intersection, there is a fifteen foot black marble statue of a human male. The man is handsome with a strong jaw line, piercing eyes, and a handle-bar moustache. He wears an explorers outfit and his right hand rests on the hilt of a sheathed blade. His left hand is on his hip and a smoking pipe extends from closed lips. At the base of the statue, in common, simply reads Danaus Erian.
At the first intersection of Erian’s Way, the west / east roads have different names. To the west, the road is simply called the West Road. To the East, in honor of a founding ancestor of Adiens Wall and Rutania, the road is called Hamia’s Passage. At the intersection, on the north side of the West Road is a simple Worship Hall. Built of thick wood with stone stairs leading up to its simple double-doors, it bears a slight resemblance to the Great Temple in The Holy City of Cein. It’s colored, paned windows revolve around the single-story building each outlining the symbol of a deity. From this view, not being able to see all sides of the Worship Hall, you can only assume there is a window for deity as they extend around the building. Behind each window, you can also guess, lies a shrine to that deity.
Directly across the West Road from the Worship Hall is a large multi-level stone building. It stretches further down the West Road before it is met by several other shops. The architecture has been adopted from the styles of Aidens Wall. On the higher levels, several balconies look out over Erien’s Glen and the surrounding valley. Near the base of the West Road, there are stone steps leading up to the long front porch which extends the length of the building. On the porch are several tables and chairs. You can see people relaxing, sharing a drink and conversation, and playing games of checkers, cards, and dice. Above the porch hangs a large red wooded sign engraved with ordinary straight letters. The letters are painted in a dark blue, and the sign reads ERIAN’S REST.
some have posted intent and rolls on the discussion thread, I am currently working on your individual scenes. With this added post feel free to add, delete, or change your decisions. At everyone’s convenience, please post intent and the rolls requested. Also, please bear with me. Until I get you all together, I may temporarily skimp on detail and description just to move things along. I have a lot of typing and editing to do, but I am having a blast. I hope you are too.