Title

"Heresy is an engine. I am the tuning-fork thrust into the cogs of eternity."

Wednesday, March 20, 2024

Bonaventura!


Each Adventurer has received a special invitation to join a safari into the wilds bordering on the Greenwood in hunt of wild game, hosted by the Belebrantes and by extension, Yuko Dendrarr. The invitation is geared to each specific character, as seen below:

  • Lindion Mavienness - Personally invited by Yuko Dendrarr to accompany her.
  • Benedict Mayflower - Having used the ruse of a hastily assembled hunting expedition company. He is to organize and guide the hunt.
  • Thomas Thompson - Accompanying the expedition as some of the help, maintaining the weapons, gear and carts transporting the group.
  • Father Collins - Personal guest of Yuko Dendrarr, asked along to inquire about the religious history of the Aluminat church and its beliefs.
  • Dr Psmith - Invited by Lindion Mavienness as her personal physician and to lend his knowledge to the group.
  • Additional guests: Anastasia Dendrarr, Telmage Etherington

Additional servants accompanying the safari are servants of the Belebrantes, Lindion's gardener, Joe, and some additional hunters to aid in the hunt. A pair of hounds are coming along as well.


Adventuring Gear
Each Adventurer will receive an allotment of personal gear, along with access to other items as part of the caravan. But they must request access to these items or have one of the servants along to carry it.

Personal Items: Sturdy traveling suit/dress, wide brimmed hat, heavy boots, umbrella/cane. You can carry a knife if you wish. (If you have a something (like an asset) that grants you better clothing or gear, you may substitute the item for something of better quality.) A tent, cot, small writing desk, lantern and 1 personal touch that you could have requested beforehand.

Group Gear: There are items available for use that you might find useful but will require a requisition from the Group Supply. Sometimes these items will be given out if the group is heading out, but is regulated so as to not lose or let things get damaged. Dishes, soap and blankets are readily available.

Gear 
  • Backpack
  • Bucket
  • Lantern
  • Camping Kit
  • Small Animal trap
  • Spy glass
  • Clockwork Compass
  • Wooden matches
  • Rope 30 ft
  • Medical kit
  • Cart and horse (Max 3 available)
  • Riding horse (Max 5 available)
  • Change of clothing (Max 1 pair available each)
  • Tool kit

Weapons

  • Baker Rifle   Skill (Firearmes)    Damage (10 dice, ROF 1, Shots 1, Reload 6, Range 250 yrd)
  • Centaur .36 pistol    Skill (Firearms)   Damage (10, ROF 1, Shots 6, Reload 5, Range 30 yrd)
  • Elephant gun 6-bore    Skill (Firearms)    Damage (10, ROF 1, Shots 1, Reload 5, Range 150 yrd)
  • Axe (hatchet)    Skill (Improvised, Specialist (axe), Fisticuffs)    Damage (6)
  • Knife (small/large)    Skill (Swordplay)    Damage (4 or 6)
You may request additional items but may only requisition up to a max of 2. 

Lore
The rolling plains are a sea of prairie grass, small farming communities, quaint towns, a few lakes and the Serberis River. Knots of trees, craggy rocks and low hills protrude gracefully, giving the prairie a bit of character a naturalist or painter would appreciate. 

Sitting on the horizon like a perpetual brooding storm cloud is the mysterious Greenwood. It is considered one of the last true strongholds of Elves. Not unlike the Eldren, these are pureblooded, proud and cloistered away from the rest of the High Moor. In the East, Hellgate Keep is a bastion against the creeping decay of the Tortured Lands. Two mountains peak out from the canopy of old green trees, giving a point of reference. The one in the North is named the Lonesome Peak. The cluster of mountains in the South is known as the White Peaks. Very few people venture into the wood, and those brave or foolish enough, return with stories of strange creatures, monsters and tales of daring deeds. Others just don't return. A few have even come out having no memory of anything after they tread across the border of the Greenwood. Some tell of Fairie creatures spied from the windows of the train which passes through the wood. Others glimpse strange lights and tell of spine-chilling growls and mournful howls. Not much is known of the region, and that is just how its residents would like it to stay.

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