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Chapter 2: Whispers from the Past
You watch as the remaining green flagged frigates in the harbor of Grenna sail away in retreat, the mast of the first ship hit is now barely above water. Lifeboats tag along to the tails of the green flagged ships but as you watch you see the same scaly hands that hoisted themselves onto your ship violently breaking through the wood and capsizing the tiny vessels. You hear screams for a moment, and then no longer. Taking some time to asses the damage done, and express sorrow to the lives you could not save, it is determined that promptly getting out to see would greatly benefit everyone aboard. Below deck on The Drunken Harpy a map is found in the same language that you had seen earlier on during your time in this world, however the more that you stop to look at the map, the more that the characters seem to shift and turn, until suddenly it looks no different than if it had been written in your home tongue. A voice is heard far, far above you... "Ugh... fine" The voice spooks everyone on board and you are puzzled to find that everyone can now read the language Ferron refers to as Pexwa (Pesh-wa). You travel to the city of Crandlewood, which Ferron claims could give you a chance gain passage to Ilstese, and save Ioanna from Immeshar's curse. Ferron takes a moment to give everyone a quick run over on various nautical terms as its going to take the whole party to sail this ship. Everyone takes their positions and after a few mostly successful rounds The Drunken Harpy is catching the wind and traveling out into the Bay of Kamard. As you make your way out to sea you notice the early morning light seems to be completely devoid in the direction you are heading. Dark clouds loom on the horizon and the waves around you begin to chop. Ferron keeps steady at the wheel with little time to relax, the bay is filled with obstacles. Pillars of rock jut out of the water, some stretching hundreds of feet in the air, others large enough to be considered islands of the same rocky formations. You take your stations again but this time you have a harder time regaining control of the boat. Several times a few of you (Odi in particular) are bruised and battered by the relentless work of the sails. A group of tall, rocky islands with a beach around them comes into view and you decide to weigh anchor, almost able to complete the maneuver until the winds overcome the group and the main mast brakes at its base, falling off to the side. The party is a short ways from land and decide to use the raft found in the hull to get to shore. Built into the mountainous cliffside itself you see a steep set of stairs, ascending far up into the forested land above and sitting on the stairs is a large black panther, staring back at your with yellow eyes that seem to glow. "Well, come on then. They're waiting." As soon as you step towards the panther she seems to sink into the shadows and disappears. At the top of the long staircase into the cliff there is what appears to be the remains of a small village. The party investigates the area only to see the shape of what looks like a dragonborn, rummaging about in a hut, and it doesn't appear completely alive. The Zombie Dragonborn notices Odi and Ioanna peering through the window and launches a blast of blue flame at them. Causing a commotion the party prepares to fight with this new enemy before two more zombies are found, one of them much larger than the others. This zombie resembles the the type of larger Dragonborn some of the party saw on the battlefields outside Grenna , he is (was) a Half-Dragon. A fight ensues. You realize that death does not come as easy for zombies as it does for other enemies you have encountered. Multiple methods are attempted to knock them down for good, with varying results. After the battle ends, nothing else of value can be found in the area. One of the huts has a large vat that contains what looks like dried blood. Confidence hears the cry of a child coming from the furthest most hut. Inside you find a young elf girl with scales in patches on her skin. She is scared and shy at first but slowly begins to slowly trust the group and talks with you. She asks if you are with the "bad elves" and if you've seen her papa. You learn her name is Ryn , and she seems to be the daughter of a Dragonborn. The appearance of Firn lightens the mood as Ryn becomes very excited about the "talking kittycat". Looking for a place to spend the night and regain energy, Ryn leads the party towards where she says there is a shrine, a "safe space", which is on the other side of a chasm that opens up between two sections of the island. There is a bridge, but its incredibly rickety and sways with the wind. Ryn offers an alternative path. She climbs a tree and lets loose a rope swing and easily swings to the other side. Confidence and Odi decide to take the bridge and manage to make it across while the others use the rope. Luckily everybody makes it over. On the other side of the bridge the path leads to a wall of foliage that once pushed through reveals itself to be a dome made completely out of leaves. The walls of the dome are incredibly thick and appear to be a substantial barrier. Ryn realizes she has made a mistake by bringing the party here as the dome "will not let you leave" until the dawn. You're all generally fine with this as you need a rest anyways. At night it is Imarra's turn to take watch when she notices a strange sweet odor coming from the trees. She does her best to stay awake but is unable to resist nodding off. When she opens her eyes again she realizes that things are suddenly very different. The ruins of the shrine that was there before lies before her in its full stature, and none of the party remains by her side. Also, she can't move. The rest of the party (minus Ferron) realize also that they are perceiving what Imarra perceives and one at a time they can choose to delegate her movements, while Imarra remains trapped outside of her body. You decide to walk up to the tower and upon getting closer you hear a conversation going on inside. Looking through the window you hear two dragonborns talking. One of them is certainly the Dragonborn you had encountered earlier the previous day, the general Immeshar , while the other has copper scales who Immeshar calls Aben his brother. They talk in a small wooden room with a large brass bell hanging above them. Immeshar urges Aben not to provoke a war with the Elves but Aben insists that they need to defend themselves. Aben opens a crate and reveals a strange metal tube with a handle attached like a crossbow. Immeshar scoffs at him and Aben leaves in a huff without noticing Imarra looking through the window. Then inside the shrine you see Ryn, with nicer clothes, climbing out of a door in the wooden floor. Immeshar greets her and asks if she can get home okay in the dark. Ryn smiles and says brightly "My angel will guide me!" at this Immeshar's expression falls and he turns at once to see Imarra... then you wake up.
By Nerd SquadChapter 2: Whispers from the Past
You watch as the remaining green flagged frigates in the harbor of Grenna sail away in retreat, the mast of the first ship hit is now barely above water. Lifeboats tag along to the tails of the green flagged ships but as you watch you see the same scaly hands that hoisted themselves onto your ship violently breaking through the wood and capsizing the tiny vessels. You hear screams for a moment, and then no longer. Taking some time to asses the damage done, and express sorrow to the lives you could not save, it is determined that promptly getting out to see would greatly benefit everyone aboard. Below deck on The Drunken Harpy a map is found in the same language that you had seen earlier on during your time in this world, however the more that you stop to look at the map, the more that the characters seem to shift and turn, until suddenly it looks no different than if it had been written in your home tongue. A voice is heard far, far above you... "Ugh... fine" The voice spooks everyone on board and you are puzzled to find that everyone can now read the language Ferron refers to as Pexwa (Pesh-wa). You travel to the city of Crandlewood, which Ferron claims could give you a chance gain passage to Ilstese, and save Ioanna from Immeshar's curse. Ferron takes a moment to give everyone a quick run over on various nautical terms as its going to take the whole party to sail this ship. Everyone takes their positions and after a few mostly successful rounds The Drunken Harpy is catching the wind and traveling out into the Bay of Kamard. As you make your way out to sea you notice the early morning light seems to be completely devoid in the direction you are heading. Dark clouds loom on the horizon and the waves around you begin to chop. Ferron keeps steady at the wheel with little time to relax, the bay is filled with obstacles. Pillars of rock jut out of the water, some stretching hundreds of feet in the air, others large enough to be considered islands of the same rocky formations. You take your stations again but this time you have a harder time regaining control of the boat. Several times a few of you (Odi in particular) are bruised and battered by the relentless work of the sails. A group of tall, rocky islands with a beach around them comes into view and you decide to weigh anchor, almost able to complete the maneuver until the winds overcome the group and the main mast brakes at its base, falling off to the side. The party is a short ways from land and decide to use the raft found in the hull to get to shore. Built into the mountainous cliffside itself you see a steep set of stairs, ascending far up into the forested land above and sitting on the stairs is a large black panther, staring back at your with yellow eyes that seem to glow. "Well, come on then. They're waiting." As soon as you step towards the panther she seems to sink into the shadows and disappears. At the top of the long staircase into the cliff there is what appears to be the remains of a small village. The party investigates the area only to see the shape of what looks like a dragonborn, rummaging about in a hut, and it doesn't appear completely alive. The Zombie Dragonborn notices Odi and Ioanna peering through the window and launches a blast of blue flame at them. Causing a commotion the party prepares to fight with this new enemy before two more zombies are found, one of them much larger than the others. This zombie resembles the the type of larger Dragonborn some of the party saw on the battlefields outside Grenna , he is (was) a Half-Dragon. A fight ensues. You realize that death does not come as easy for zombies as it does for other enemies you have encountered. Multiple methods are attempted to knock them down for good, with varying results. After the battle ends, nothing else of value can be found in the area. One of the huts has a large vat that contains what looks like dried blood. Confidence hears the cry of a child coming from the furthest most hut. Inside you find a young elf girl with scales in patches on her skin. She is scared and shy at first but slowly begins to slowly trust the group and talks with you. She asks if you are with the "bad elves" and if you've seen her papa. You learn her name is Ryn , and she seems to be the daughter of a Dragonborn. The appearance of Firn lightens the mood as Ryn becomes very excited about the "talking kittycat". Looking for a place to spend the night and regain energy, Ryn leads the party towards where she says there is a shrine, a "safe space", which is on the other side of a chasm that opens up between two sections of the island. There is a bridge, but its incredibly rickety and sways with the wind. Ryn offers an alternative path. She climbs a tree and lets loose a rope swing and easily swings to the other side. Confidence and Odi decide to take the bridge and manage to make it across while the others use the rope. Luckily everybody makes it over. On the other side of the bridge the path leads to a wall of foliage that once pushed through reveals itself to be a dome made completely out of leaves. The walls of the dome are incredibly thick and appear to be a substantial barrier. Ryn realizes she has made a mistake by bringing the party here as the dome "will not let you leave" until the dawn. You're all generally fine with this as you need a rest anyways. At night it is Imarra's turn to take watch when she notices a strange sweet odor coming from the trees. She does her best to stay awake but is unable to resist nodding off. When she opens her eyes again she realizes that things are suddenly very different. The ruins of the shrine that was there before lies before her in its full stature, and none of the party remains by her side. Also, she can't move. The rest of the party (minus Ferron) realize also that they are perceiving what Imarra perceives and one at a time they can choose to delegate her movements, while Imarra remains trapped outside of her body. You decide to walk up to the tower and upon getting closer you hear a conversation going on inside. Looking through the window you hear two dragonborns talking. One of them is certainly the Dragonborn you had encountered earlier the previous day, the general Immeshar , while the other has copper scales who Immeshar calls Aben his brother. They talk in a small wooden room with a large brass bell hanging above them. Immeshar urges Aben not to provoke a war with the Elves but Aben insists that they need to defend themselves. Aben opens a crate and reveals a strange metal tube with a handle attached like a crossbow. Immeshar scoffs at him and Aben leaves in a huff without noticing Imarra looking through the window. Then inside the shrine you see Ryn, with nicer clothes, climbing out of a door in the wooden floor. Immeshar greets her and asks if she can get home okay in the dark. Ryn smiles and says brightly "My angel will guide me!" at this Immeshar's expression falls and he turns at once to see Imarra... then you wake up.