Story so far.
A follower of Iori has located the old shrines of Muir and Thyr. Inside he found a set of orders in the archives issued by Zelkor during the Battle of Tsar that somehow survived and were transported back to civilized lands. These orders detail the assignment of the paladin lord Bishu and his company, adherents to the faith of Muir, to hold the city of Tsar and await relief from the Army of Light.
The fact that he never returned and possibility that he or some of his command may have survived for some time at Tsar holding to their duty has ignited the church hierarchy. What did Bishu accomplish during his time in the city? Do his bones, surely now sacred relics of the church, still rest there awaiting repatriation? Could he or any of his knights somehow by the grace of the gods have survived all the intervening span of years and man their posts still awaiting relief?
The Church has asked for volunteers to venture forth into the desolation and find out what happened. Returning any relics they come across.
Lancelin seeing as no one moved to speak, filled you with shame in your fellow brothers that they wouldn’t step forward and retrieve their fallen brothers. Breaking the silence by pulling forth your sword and rising it up in posture. “I will go north and return our brethren home. I will find out what has happen.”
Letters were sent to various influential organizations and people.. The Wizards Guide sent two of its own to assist in your quest. Pledging their knowledge and arcane discoveries. Informing you that they too are here to recover arcane relics for the Tower. The Society of Arms has hired you a guide through the foothills into the north. A solid man at arms with skills in swordplay. This way you won’t lose your way, and having a extra muscle around wouldn’t hurt.
You spend the remainder of your time collecting the items or information you will need for your trip. Saying any farewells to friends, colleagues, family that you hold dear. You know that the desolation is roughly 300 miles to the north. The trade way hasn’t been used in years. The trek north will take some time.
The northern wall of Bard’s Gate looks out over a vast river valley disappearing into purple hills in the hazy distance.
The mighty gates fixed in that wall rarely open anymore. On the few occasions when the north gates do open to allow entrance to the occasional merchant caravan or especially daring traveler, they reveal a wide road, paved with great stone flags forming a smooth and level traveling surface striking due north for the hills. However, closer inspection reveals the signs of a lack of maintenance, and after a few miles the road deteriorates into little more than a wide dirt track, overgrown with weeds and with only the occasional stone paver visible in the hard soil. It obviously sees little travel and even less care.
Few stand atop Bard’s Gate’s north wall and gaze out upon that hazy vista or care to think about what lies beyond those distant highlands. Fewer still are brave or foolish enough to make the journey in that direction. Bard’s Gate relies on its commerce from other roads in other directions and pays no mind to the north, for to the north, beyond the village of Taverlan and the distant purple hills and across many leagues, lies the reminder of one of the most tragic moments in the history of the civilized kingdoms. To those who even care to remember, the north gate leads only to bad memories or mournful legend. To the rest it leads to where only madmen would dare to go—the ruined city of Tsar and the great Desolation that surrounds it.
After several weeks of travel, during which time your characters will have had time to exchange names, discuss policies of the quest once in the desolation and combat tactics incase you’re forced to defend yourselves. Nearing the end of the hill lands out before you for miles is a barren land. White chalky dust is all your see, with shrivelled sticks poking out from the land periodically. In the distance still you can tell that their is a large storm pelting the land with its might. A sudden roar close by brings your attention back. To your north west you hear load stomping noises and the sounds of foliage breaking. As you see a multi-headed flaming reptile make way for your position.
Nevak peers thru the tree outcropping and fires several arrows. You all hear a whine as a arrow burrows thru one of the creatures many necks. Lancelin pulls forth his sword to do battle with the creature. Just by looking at it, he knows that its a evil spawn. Verlis informs the group that its a rare Pryo-hyrda. She invokes a few lines of magical chant and gives Lancelin some increased strength. Baeltas points out his hands and with a gleam in his eye conjure up some quasi invisible form. All the heads swing to look at this new form. The Hydra roars out a challenge but before it could do anything it shutters and shrieks before it falls over motionless.
What other mysteries will you find now that you’ve suspected that your quest is about to begin?