Tuesday, July 26, 2016
Arden Est: Journey to the North. Session 1.
The affair with the cats is one best forgotten, but it brought you to the attention of the local constable, who suggested that you head north to Obertor. "The Marschall is looking for good men, they're sayin'. Might be he could use some like you too." The town was feeling small anyway, and so you went north to seek your fortune. Or perhaps you were a wanderer, journeying across the lands still bearing the scars, now fading, of the Second Demon War, when you came across a fortress perched like a bird above a pass leading either into the lands of Fogelon, or the forested wilderness to the north. Or you were part of the army, and when the Marschall offered release from your vows, you jumped at the chance.
Whatever the case, you were in Obertor seven nights ago, and so when Feldmarschall Hubertus was looking for volunteers, you stepped up. "We have a problem, gentlemen. You know Neufeld, yes? It is a small town across the border, nominally part of our kingdom, but largely left to its own devices, as long as it pays its taxes. These payments have grown intermittent lately, and as of six months ago, have stopped entirely. We need men to go in and find out why, and ensure the taxes resume flowing south. Afterwards, you should stay in the north. We hope to have a more substantial presence there, and could use men familiar with the terrain. Questions." His tone did not suggest questions were welcome, and so one week later, you found yourselves in Neufeld.
It's not a bad town. The first thing you notice is the gate, which is flanked by two stone towers. The remainder of the palisade is still wood, but far more formidable than you would have expected. Your first sight on entering the town is a muddy field to the right, and a small farm on the left. About 100 yards from the gate, the first townhouses appear. These are two stories, and stone, with a square in front that leads to the Temple of Fayon. On the east side of town, the buildings are less nice, made of wood, and the way they lean in together combined with the narrow alleys suggests a warren of rats. You'd guess there are about 75 families living in the town, all told. You find a place at the Sign of the Xorn, and start to discuss your next move.