Mini 1: A Noble Request Report
General Summary
30th of Emmanir 1524 The Northern Marches are the most dangerous and least civilised part of Anuire. This area is home to only two kingdoms from the old Empire, for the land seems hostile to civilisation. Dhoesone and Cariele lie nearly surrounded by inimical forces. Dhoesone borders three non-human lands, as well as Stjordvik of the Rjurik. Cariele shares its borders with four non-human realms. Life in these lands is uncertain and nearly as brutal as in neighbouring Rjurik. The nobles and rulers here have little time to waste on pleasantries and pleasures. They must instead save their energies for the unceasing battles against enemies on all sides. Of all the lands in Dhoesone, Giant's Fastness most often feels the tread of giants. Several nomadic giant clans winter in the province before travelling north to spend summer in the Giantdowns. Fortunately these nomadic giants do not seem overly interested in the folk of Dhoesone, unlike the Fhoimorien who raid every few years. Giant's Fastness is one of the three provinces, along with Dharilein and Soniele, where the Sons of Hjalsone have significant influence and as a result many of the people live a nomadic life. Aubreycott is a small village on the Rudle River that separates the Giant’s Fastness of Dhoesone and the region of Dhoneaghmiere of Tuarhievel. It has a quarry on the river as its main trade with a lumber yard. They also have orchids and farming lands. The manor is inherited by Landen Hallan, a (very) minor noble. Landen has set about ordering the local village, Aubreycott, to make it more productive, especially with the Winter Solstice just a few days away. The winter solstice is a time of fear and dread for some culture, raucous revelry for others. Increasingly however it is becoming a day when the Shadow World impinges on Cerilia and shadow-fiends and undead walk the face of Cerilia. It is often called the Eve of the Dead. Amongst the people of Anuire, the Eve of the Dead is the day when the Crown of Haelyn (the star at the top of his constellation) disappears beneath the southern horizon and they are vulnerable to the terrors of the Shadow World; the day is spent in doors with fires built high. The Lord is doing what he can to make sure his people feel safe during this time and is organging for a festival to happen on the fifth of Keltier. Today is the 30th of Emmanir. Two days until the solstice. The shops will be closed on this day and only the tavern will be open. Five individuals have been are invited to Lord Landen Hallen’s study at 8am. A servant greets each of you and takes you to a waiting area until everyone arrives. A Lady in her late 30s dressed in fine clothing enters the room. She is carefully inspecting each of the group carefully for a few moments. She reminds the group about expectations for being here before leading them into the study. They're led to a modest study, but considering these are meant to be the nobles of the area the housing does not seem to match their status. The man in the study is in his late 40s. He has a well kept but long beard covering his face that he strokes as he writes. After a moment the man speaks with the group, telling them about the witchcraft at the manor that he is to inherit. He asks that they assist him with dealing with this issue. He tells them about the legend of the heir, but does not seem to believe in it. The group agrees to help him. They are to clear the house and give him a full report. They are given a 5 gold advancement and directions to find the manor up the NE road out of town. The group talks a little on the way, feeling one another out. Killi strums her out of tune lute all the while. As they approach they spot the manor in question at 8:30am. The manor is clearly near deserted, ragged hedges mark out where fields were once tended but have clearly not been managed in decades, some effort appears underway to prepare the land for planting next spring and clear ditches and the like but it has yet to make a significant impact. The woods are little better, the underwood has clearly not been coppiced in decades and the maiden trees have grown vast over time. A person skilled with wood-lore could determine that the manor has been abandoned for at least a century by the state of the wood. The manor house itself is fairly typical for the region, a sturdy wall surrounds a two floor house, the lower two floors are made of the local stone with the upper floor wooden. The house is in relatively good repair and free from ivy or other creepers. The house grounds look to be a garden, despite the passage of time the garden is clearly identifiable - someone is clearly tending to it. The garden is a herb garden but rose bushes and lavender are planted along the main path to the house. A doll of a knight and some sort of steed are perched on a sundial in the grounds, through some trick of the light they seem to be looking at the group. They approach and learn that this is Sir Frithkin. A knight of the Griffin Order. He sits on top a griffin and demands to know why the group is here. Leolen tries to bluff they are looking around and here for tea. The knight doesn't believe this. However the group learns that the Mistress sleeps here and the Master ( a wizard) has left. They are awaiting his return. The girl's parents died in a war that happened 100 years ago. They keep her safe while she sleeps. The group asks to speak with Snoogie, who is brought up in conversation. The knight shows they the way into the manor and up to the other companions. There they meet all the toys. The toys are:
- Snoogie is a plush doll in the form of a matronly woman. Snoogie is somewhat bossy but good hearted. Snoogie contains the spirit of an apprentice of Magus Shaemes who was reincarnated (of sorts) by the power of Magus Shaemes. Her role was to run the household and lead the other companions.
- Sir Frithkin is a foot-high wood, leather and metal doll who has a similar griffin companion. Sir Frithkin has the ability to shrink others for a period and was intended as a friend and guardian. Sir Frithkin is virtually fearless.
- Puff is an 8 foot long stuffed embryonic dragon. Somewhat gruff and prone to sleeping, Puff is nevertheless a loyal guardian. Puff contains a remnant - an echo might be a better description - of the still-born dragon that was used to make him.
- Wuffles is a cloth and thread dog, Wuffles is fast and excitable but relatively harmless (teeth and soft willow do little damage). Prone to barking excitedly and even less restrained than Sir Frithkin, Wuffles can’t speak but is quite adept at dog.
- Big Ted is a large teddy bear some 4 feet tall. He is somewhat sleepy, generally hungry and very dim - but he loves Brienda and has a good heart.
- Mr Tiddles is a plush cat with green and yellow fur - and a predatory gleam in his eye.
- Master Wizard is a plush wizard with a set of "thinking caps" which give him various skills including magic. Master Wizard is a dream-spirit shaped by Magus Shaemes and with a small fragment of a soul.
- Silent George. A knight that came in and was doing their quests but attacked Mr Tiddles. Master Wizard turned him to stone as a result.
Rewards Granted
For retrieving the axe, they are able to keep it. It is magical.
Missions/Quests Completed
Toy | Quest | Complete? |
---|---|---|
Snoogie | Defeat the creeping cold | Yes |
Sir Frithkin | Take on the ogre in the stables with the night. Mr Tiddles has suggested they do so at toy size. | |
Puff | Retrieve the egg of his clutchmate from the Shadow World before the portal becomes hard to pass through | |
Wuffles | Play! | Yes |
Big Ted | Retrieve an axe from a tree out back by the pond. | Yes |
Mr Tiddles | Remove the Shrieks and Blades Nightmare from the house without violence. | |
Master Wizard | Negotiate with the fey queen for a brew to wake the Mistress. |