The party passes through Astermont to the port town of Thatcher's Bluff, where it splits: Cook and Smith catch a boat to Godfall while Chocobo and Kek go to the Northern Isle.
On the Northern Isle Kek makes his way to Driftwood, passing unnoticed through its night-time dangers to report to Calamestes on the accuracy of his information, who pays him the promised sum. Meanwhile Chocobo inquires after Elysium the blind astronomer at the Observatory, where he learns that there was indeed such a student in the Astronomy school. Found as a child, naked and unconscious on the shore during a storm, it is believed he was the victim of a shipwreck. Taken in and nursed back to health by the local fisherman who found him, the young boy proved to be blind and without memory of his prior life. Despite his handicap, the boy claimed to see the stars, and after a few years of fruitlessly trying to teach the lad his trade the fisherman turned him over to the Observatory, where he began his astronomical studies. Though he became quite knowledgeable at the Observatory, he was prompted to leave upon completion of his basic studies; apparently his understanding of the stars was blended with self-conceived mysticism, prophecy, and magic, all pursuits which the school frowns upon. That was four years ago, and the astronomers have not seen nor heard from him since.
In Graveside, Cook reviews the wealth of books and maps the party has stored there, while Smith makes use of Una's back room to weave magic into various items. Through further study and new first-hand experience, Cook discovers that the last king to hold the Asterthrone and rule over the combined Asterlands in its final days was in fact a giant and wizard, known now as a 'cloud' giant; this king was killed when the kingdoms fell into a bloody civil war which tore it asunder, and he went by the name of Xenophontes. Historically this war is blamed in equal parts upon Xenophontes's cruel, despotic rule and the intervention of the Arcane Confederacy. Cook also has it on some authority that the giant was known to lie to elementals.
Una recalls the legend of Xenophontes, and recounts it to Cook. Xenophontes and his brother Philokrates were the last scions of an ancient giantish kingdom, one that had faded even before the Second War broke the world. Both were obsessed with restoring to themself the wealth and power of their ancestors, and it was to this end that Xenophontes pursued the art of wizardry, while Philokrates pursued the arts of war.
In time Xenophontes became a powerful wizard with mastery over the souls of both the living and the dead, while Philokrates became a mighty warrior and master of a brood of fearsome hounds. When the Second War began, Xenophontes battled fiercely against the 8 Gods, while Philokrates allied with Sadis the Flesh-Eater, leading the God's forces in exchange for the secrets of blood magic. In the end, Xenophontes was crucial to the defeat of the 8 at the Isle of Martyrs and became a founding member of the Arcane Confederacy, while Philokrates died in the chaos of battle, eaten by his own terrible hounds.
Centuries later, Xenophontes became King of the Asterlands when the previous king died without an heir, due largely to his popularity and mystic knowledge of the workings of the Asterthrone. Once in power, however, he became more and more paranoid and despotic, separating himself from the Arcane Confederacy, his people from the Druidic Council, and the Asterlands from the ascendant Inner Kingdoms, fearing that whatever befell his royal ancestors would come for him as well.
Finally the Arcane Confederacy denounced him as a lunatic and a traitor, and his own people rose against him, the Astermen and the last of the giants laying siege to his mountain throne in a war which led to the loss of the Asterthrone and the sundering of the Asterlands into what would become the Eastern Monarchies.
Meanwhile Smith discovers that he has gained some mastery over the Dreamstone/Omnichalcum, able to transform it from its seemingly natural state as a lump of rock into a single masterwork item of his choice, and back again.
There is also talk around Graveside that the Grave itself seems to be undergoing some unusual changes this season, apparently displaying a mildly less ominous demeanor than it has historically. When viewed from the wall, the nearest bog trees look fairly tame; certainly not welcoming, but nor the disconcertingly twisted things they were when you entered scant months ago. No comment or explanation is forthcoming from the Druid posted by the entrance.
After meditating on the matter of who would be best to scry upon to further your investigation into the now disbanded party as Una requested, Smith's communion with Terra directs him towards Simeon Clay. Upon mentioning his divinatory intentions to Una, she has her youngest apprentice, Madge, sketch a likeness of the mercenary for him - apparently the maid has a keen memory for strapping men.
The first morning of scrying finds the mercenary, who wears a mithril breastplate, sparring in unarmed combat against an unarmored opponent. Clay seems both very strong and very nimble, somewhat similar to Cook in his movements, though Clay's seem more graceful and almost artistic compared to Cook's more efficient maneuvers. His training area is well-lit with a floor of dark, polished stone with no visible ceiling, but Smith doubts that it is outdoors.
Just before noon Clay is in a rather dank chamber of rough dark stone, where he sits on a stool next to a standing candelabra and very small table, the former providing light for Clay and a dim illumination of the room. On the table sit a sheaf of parchments, several quills, and two inkpots. Clay is situated in a corner of what appears to be a 15' square room, with an open door of heavy construction visible directly behind him. The trunk of a tree, about 3 feet thick and covered in green moss, lays on the floor to his left, pushed up against the wall and extending into the far corner across from him. That same wall has empty chains and manacles hanging from it. He appears to be having a conversation with someone and while he shuffles amongst the parchments and makes notes, you cannot see into the far corner across from him to discern whom he might be addressing.
The second day of observation yields similar results, except that his morning training session is done with an adamantine-bladed guisarme against multiple opponents at once; from Smith's description Cook is able to deduce that Clay possesses the Combat Reflexes feat.
From what he hears while scrying these first two days, Smith deduces that Clay has five students whom he is training in the ways of combat - he spars with these men every morning, practicing with unarmed and pole weapon fighting, both one on one and one against multiple opponents.
He also overhears the conversation in the cell, which seems a rather calm interrogation of the unseen subject, with Clay asking highly specific questions regarding a battle involving the forces of Asmodeus, mainly about troop dispositions, battle standards seen, and which forces fought each other. From the line of questioning, it seems that Clay is reconstructing the disposition of a very large battlefield.
The responses to his questions are answered by a very tired, almost confused voice, interspersed with jumbled, stream of consciousness murmurs; it seems obvious that the interviewee is not in a healthy mental state.
The third day of scrying, with Smith completing his first spell at noon, Simeon Clay resists Smith's attempt, thus thwarting any further scrying on him that day, as well as possibly alerting him to the fact that something is up.
The fourth day of scrying reveals Clay outdoors in the rain just after midday. He stands on rocky ground, speaking with a man clothed in sturdy traveller's clothes of grey and brown and armed with a long bow. Occassionally they point into the distance, almost always at a downward angle, leading Smith to believe they are standing on some vantage point at notably higher elevation than the surrounding terrain. They speak for several minutes, after which Clay begins walking, passing a bunch of barrels and casks stacked nearby before the spell ends. Smith's follow-up spell that day is resisted by Clay.
Clay's conversation with the man is about the disposition of his defenses where he holds the high ground; it seems he is considering an attempt to engineer a landslide to block a pass which allows access to him and his forces. It seems that Clay has an unknown number of men at his command, and his five students are merely his elite.
Day 5: Mid- afternoon. Clay is again in combat training; he is unarmed, fighting students armed with guisarmes one at a time, attempting to move adjacent to them without presenting a weakness in his defense through acrobatic movement. More often than not he is successful.
The follow-up scrying fails.
Day 6: Late afternoon; Clay stands at a large table (5' x 10') indoors in a large room (able to see only one wall behind him, no corners) seemingly lit by natural light augmented by candelabra on table. The table is covered in wooden blocks of various shapes, sizes, and colors. He has a sheaf of parchments which he seems to be consulting to place more blocks on the table. For the first time, Clay isn't wearing his armor.
The follow-up scrying fails.
Day 7: scrying fails.
Day 8: End of afternoon; Clay is once again training, in armor. Follow-up scrying fails.
Days 9-12: Scryings fail.
Days 13 & 14: Night, both dates. Clay is unarmored, and begins disrobing from what appear to be multiple layers of heavy clothes. He stands next to a hearth filled with a large roaring fire, and once down to his underthings, lays down in a nearby bed, where he closes his eyes and rests.
Late night, both dates; Clay is in the same bed, sleeping, covered in sheets and blankets, with fire about the size you'd expect if untended since his lying down.
Port Somber
Port Somber is a port town of around 1,200 people on the western coast of Southwatch. Cook believes it to be the third largest settlement in Southwatch, behind the town of Thistlebrook to the east and the somewhat central capitol city of Redbush.
Harbor officials wait at the docks, herding people coming onshore into a line which passes through a squat log cabin for "inspection". Wooden pallisades block any other egress from the docks, manned by a dozen bowmen. Inside the cabin are three grim-faced soldiers armed with spear and axe, who question you regarding your religious affiliations; after answering honestly you are allowed to pass. You note that these soldiers (bowmen included) wear different colors and heraldry than the harbor officials and the other soldiers/watchmen about the town. Cook recognizes their insignias as the crest of Count Thorgriff Baer.
Inquiring about Simeon Clay in the modest pubs and shops of Port Somber garners a slew of rumors and gossip: he is an Infernalist, or a half-giant, or a bandit, or a warrior monk, or a kidnapper-for-hire, or the leader of a goblin army, or an evil duplicate of the "true" Simeon Clay, or all of the above. The only thing most agree on is that he's causing enough problems somewhere in the east of the kingdom that he has a price on his head.
Two major roads provide a means of eastward travel, both of which eventually pass through Thistlebrook, the easternmost town of any note. The High Road passes through the city of Redbush and continues east near the border with Eslanda before cutting south towards Thistlebrook, and apparently passes by several small keeps. The Low Road is a more rural route used mainly by peasants and their tax collectors, passing through/by no notable settlements until it reaches Thistlebrook.
**
Redbush
The party leaves Port Somber the morning after their arrival, Smith driving the wagon pulled by two horses. The High Road proves to be in reasonable condition, a beaten track almost 15 feet wide, with wagon ruts shallow enough to prove some sort of regular maintenance.
The buildings of Port Somber quickly dwindle to alternating open farmland and light forest, thought in wooded areas the trees are cut back from the road 50 yards on either side. The terrain remains remarkably flat, and from the state of the farms you pass, it looks as though the soil is hard to work.
The trip to Redbush takes 7 days (100 miles), and you arrive in the late morning of the 7th day. You pass through several populated small villages (50 or less people) along the way, but they have little in the way of news or conversation; indeed, they seem quite suspicious of foreigners, and almost incredulous of Chocobo. You pass through even more abandoned villages, most seemingly uninhabited for decades. You also pass several trade caravans of modest size heading out to Port Somber; these talk briefly with you, but have no urgent or interesting news.
Redbush itself is refreshingly unrustic, though not as large or as modern as Astermont. Unpaved streets are lined with mostly wooden buildings in a variety of states of repair, with Stonewall Castle often visible, looming out from the center of the city. It's population of roughly 10,000 live without sewers or plumbing, resulting in a myriad of midsummer smells. Unlike the almost abandoned countryside, people are everywhere here, making travel by wagon slow.
There are several inns at the edge of the city should you wish to purchase rooms there and explore the city on foot. A few well-placed questions to guardsmen and innkeeps inform you that the city highlights include the Royal Gardens (viewable from afar for free, one gold to enter), the Parade Grounds (where one can often watch knights of the classic cavalry variety practicing for tourney and battle, if there isn't an actual event), the Eagle Market (where merchant caravans barter goods), and Stonewall Castle itself, which even from a distance does indeed look massive.
Let me know if you stay at city outskirts or in the city proper; also any gather info checks you'd like to make.
**FROM HERE we can try to do as much as possible before Saturday; maps will probably have to wait for in session. The above info is using Knowledge checks for local, nobility, and geography, Smith's relevant knowledges for his scrying, and everyone's diplomacy for gathering info about Clay at Port Somber. Please post any additional gather info checks you'd like to make other than on Clay, and if possible pick a road. I'm currently not worried about what specifically you have in the wagon, that can wait til Saturday. If you can decide upon a road by Thursday night, I can post up travel, arrival, and description of next major stop (either Redbush or Thistlebrook, depending on road chosen.)
Edited by: 9thdm on 11/7/14