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Re: Act 3, Scene 1: Assembly and Supplication
Posted: Thu Jun 04, 2026 8:43 am
by Nocturno
Winding up his rope, a little more disappointed than he should have been. Nocturno patiently waits.
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Mon Jun 08, 2026 6:46 am
by TristenC
[Since it has been about a week, just to keep us from stalling out]
Once Linar is finished with his investigation he climbs back up, Nothing magical nor anything of apparent value left. He says, preparing to move forward with the others.
[Anything else anyone wants to do here?]
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Tue Jun 09, 2026 2:23 pm
by Jenara
Katten has no business here and will urge the group to move on.
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Tue Jun 09, 2026 5:49 pm
by Styrius
The appearance of Linar brings Findalsip out of whatever trance he was in. Seeing the others mount up he exits the shade and sallies forth.
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Wed Jun 10, 2026 9:18 am
by TristenC
Several hours of travel and the afternoon ages towards night as they make the final turn out of the thick of the forest.
A cleared field lies ahead, nearly a half mile wide. Stone walls beyond rise some fifty feet above the earth, a berm of which slopes downward on the approach to the outer wall. An earthen bulwark interrupts the slope just before the wall, bristling with wooden spikes that seem never to have seen action. The only opening visible on this face of the wall stands in line with the narrow road. A secondary curtain-style wall, only thirty feet high or so, runs out from the east and west of the city until it merges with the forest. Metal spikes and highly polished stone adorn the steeply peaked top of the run, discouraging trespass. Crenelations dot the battlements, alternating bastions and brief sections of taller wall for cover; with shielded areas to fire down. A pair of small towers flank the single gate visible from this side.
The open area is full of corn and what looks to be farmland for roots and tubers; with separate areas for penned hogs and grazing goats. Mounted men scan and patrol the area diligently. One such group soon spots the adventurers and trots in their direction. The evening sun casts an orange glow above the trees as it slips below their tops; still illuminating the dusky sky.
Movement atop the battlements suggests this is a closely watched and heavily guarded process. The quartet of lightly armored but swift riders draw nearer the group as they continue down the road into the open. The lead raises a hand in greeting and the other three trail him a few paces behind. Well- met, travelers... he scans the group, taking in the ragged former captives. Bordertown lies ahead. I've been told to keep an eye out for an odd group like yours, but we weren't expecting so many other folk with you.
Aldgild steps forward from the pack. Afternoon, Corporal Kent.
The leader of the scouting group's eyebrows rise in surprise. Sergeant Fletcher? I hardly recognize you. Are those your boys with you? What happened? He says, clearly concerned.
Civilian now, Kent. Just call me Aldgild. It's a long story, but these people helped us. Kent turns and says something to one of the other scouts who turns and gallops back to the city walls. He'll notify the gate and get things going. Right this way.
The remaining scouts begin to lead the group towards town. As they walk, Kent speaks with Aldgild getting a more complete picture of the goings on. As they near the wall he leads them down the sloped ground and past the spiked bulwark. The ground turns sharply uphill again as it passes through the gate, a thick oaken affair set wide against the walls and made to fit snugly against a stone foundation. Just beyond the gate a pair of portcullises loom overhead, currently raised to allow entry. Trap doors and murder-holes can be easily seen in the ceiling area between the two.
From here they can see that the road inside is flanked by 40 foot high walls, dotted with their own fortifications, that run over 100 yards in length until apparently dead-ending. Along the way, two gate-like bridges span the area between the walls, sporting more sets of portcullises. The road itself lies wide enough for perhaps three wagons, or more likely a wagon to either side and faster traffic like horses and people to pass through the center. The road at this time is fairly clear of travelers. It eventually becomes apparent that the ‘dead-end’ actually turns to additional gates to either side of the alley-like span; as the locals file in.
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Wed Jun 10, 2026 3:42 pm
by Styrius
Findalsip will do his best to remain as inconspicuous as possible. The worked stone to him is bittersweet. One hand it is stone but on the other it is worked stone. Not natural. Not as Callarduran intended. He does his best to remember the locations where he feels connected with his god. When he gets close enough he asks Linar, "How do you manage being out here under this 'sky' with no roof over your head and that fireball in the "sky" for such a long period of time?"
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Sun Jun 14, 2026 3:05 pm
by Jenara
Katten glances around nervously, the walls worried her greatly, typical Menn to shape the world like this.
"Walls high. Not nice." She muttets under her breath pulling her cloak around her body.
(Towns are not her thing)
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Mon Jun 15, 2026 5:59 pm
by Styrius
Findalsip was within earshot of Katten and heard her lament. He reached out for her, but she swift. All he can reach is her rear “Katten, I feel the….” as her pace is faster than his. “…the same..”
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Wed Jun 17, 2026 1:08 pm
by Nocturno
As opposed to the other members of the party, Nocturno seems a bit refreshed, to be able to sleep in a bed again so soon, and have a good bath, seems like a luxury compared to the last bit. He will casually follow in the rear, watching for any trouble.
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Thu Jun 18, 2026 3:36 pm
by TristenC
Night has already fallen fully in narrow space between the high walls, a few torches lining them to provide some guiding light. The sound the outermost gate and portcullis closing can be heard behind as the party nears the end of the run. The final reach leads to a flat wall with scores of arrow slits and defensive shutters. A wide banner hangs in the center, boasting the Bordertown crest from a much higher wall which appears to be part of a centralized Keep. To the East and West are gates and portcullises similar to the main on the outer wall of the city. Both sides stand open now, though there is a sense of mild urgency and Kent pauses. East is Farmers Ward. Supplies, taverns, and general goods. West is the Stable Ward for livestock and such things. Either of these can lead you to the Southern Shield and Spear wards, which have smithies, masons and merchants of other goods.
Aldgild chimes in, I can lead them around if they need. Sadly I may have to find an inn if our old house has already been rented out. she muses.
Jeram stares off towards Stable ward before stepping forward. Well, my home is modest at best, but you're more than welcome to stay until you can get sorted... we survivors have to look out for each other. Right? he says to Aldgild.
We stayed at the Horse and Plow last time, and I think we had an offer to stay at the keep too. This rescue was kind of a 'mission' from Lord Ulfbert, so I'm sure he'd find us accomodations. Jordek offers.
If this truly was a task set by Lord Ulfbert, then are very probably right. I can present you at one of the KeepWays and give your names. There is one Keepway in each ward. I know you have done service to our town in the past, but it is my duty to instruct all newcomers that this is a peaceful town. Theft, manipulation or violence in any form will not be tolerated. If you have any basic questions I can answer a few now before returning to patrol outside. Or if you think of any later any guardsman or many local merchants will be willing to assist.
He pauses to allow them time to pose queries.
[Does the party want to stay at Jeram's, Find an inn like the Horse and Plow, or see if they can get rooms at the Keep?]
===
Bordertown reminders:
Population of Bordertown: appx 7,400. Each of the 4 wards is sized to house roughly 21-22% of that, if that helps with the scale. the Remainder reside in the central keep. Re-uploaded the map as well in the "General Knowledge" thread
The portcullises coming into town are set in pairs all have stone headers above them into which a portion of the gate rises. Arrow slits and murder holes abound on the approach. The main gate and secondary portcullises have all been closed now, but the ward gates remain open at the moment.
The outer wall has sections set forward so people can fire down at anyone attacking the wall itself. It also has sections of cover for troops defending it. The ground slopes down towards the earthen bulwark, and then up after so troops charging will have trouble stopping before crashing into the pikes, and then have to climb the steep and heavily defended approach.
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Fri Jun 19, 2026 12:13 pm
by Nocturno
"A fine glass of wine, and a soft warm bed seem like a treat, and again so soon, compared to the days on the road. Maybe the Inn for the night, and we can treat with the Lord in the morning?"
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Sun Jun 21, 2026 3:06 am
by Jenara
Katten nods in a suspicious way, agreeing with the Elf as she pulls the Gnome closer ."We stay together. Walls high." She keeps her voice low.
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Sun Jun 21, 2026 9:26 am
by Styrius
The gesture from Katten surprises Findalsip. He appreciates the gesture and makes sure he doesn't run afoul of Dran. "Thank you, Katten." he whispers back.
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Thu Jun 25, 2026 7:21 am
by TristenC
Aldigld leads them on through the gate to the East. The layout of this section of the city is basically square, with one corner jutting into it from the centralized keep. Another large set of gates stands in the wall there. The bustle of a small city mills about in the dusky evening as tavern, shop and home lights bare their warm glows. The sounds of stock animals can be heard as well, pens of goats and hogs and other livestock.
As they go, the pair spots butchers, cheese makers, chandlers, leatherworkers, provisioners, saddle and tack supplies, general supply, farriers and a variety of other shops. There are also many residences and a few flophouses, inns and taverns. Finally they reach the now familiar "Horse and Plow." The boys and I are going to take Jeram up on his offer. I'll return in the morning in case you have any questions or need anything. When you go to the Keep in the morning, just state your names. Kent will have informed them of your arrival by then. Aldgild says, bidding them goodnight.
Inside, the Inn has a an immediately homey feel to it. A few sturdy looking tables stand about, and booths along the edges of the common area. An L-shaped counter stands to one side in front of a swinging door that obviously leads to the kitchens. Candles gently light the room, and a low fire burns in the hearth; the spring so far this year having been fairly mild. A few patrons are filtering in as the sun begins to set, taking their evening meal or washing down the dust of the workday with an ale or two.
Re: Act 3, Scene 1: Assembly and Supplication
Posted: Thu Jun 25, 2026 7:32 am
by Nocturno
"Good night, and good blessings on your family."Nocturno will speak eloquently with some form of elven blessing.
He will then head into the Inn, and over to the bar to setup accommodations.