As the party departed from Serendus Pass, they loaded their wagon with a variety of goods, including dried fish, meat, silk, furs, and other trade items. With horses pulling the wagon, they began their journey through the prairies.
Descending the hill path, they found themselves immersed in a vast, undulating expanse of grasslands. Dotted with patches of wildflowers and low-lying shrubs, the prairie was a sight to behold. The landscape was characterized by its rolling hills, gentle slopes, and meandering streams that cut through the verdant terrain.
The party encountered a variety of wildlife, including prairie dogs, herbivorous rodents, and bison. Wildflowers such as vervain, false sunflowers, and asters adorned the landscape.
Jacques, ever the planner, suggested they search for the frogfolk village on the outskirts of Serendus. "Antonius, the old fool, should have taken us there directly," he grumbled.
Jesse, a bit sheepish, admitted, "We forgot to ask him."
Keldrin, ever cautious, warned them of the dangers that lurked in the prairie. "We have to be careful of serpents, wolves, gryphons, and cockatrices," he said. "And with the recent war, there might be ghouls, zombies, or corpse eaters wandering the area."
Jesse, having read about such creatures in books, shuddered. "Those are just nasty creatures that feed off dead things," he said.
Keldrin nodded. "Exactly. With the war, many refugees could have wandered into the prairies."
Rhys, ever the realist, pointed out their party's inexperience. "We're ill-prepared for this," he said.
As they navigated the tall grasses and rivers, they encountered a bend in the stream. Jacques, using wind magic, cut through the tall grasses, while Meryl and Rhys guarded the rear of the wagon.
"It's hard to see through here," Meryl complained. "And there are tons of insects."
Rhys agreed, saying, "I can't see anything. Keep an eye out for signs."
After fifteen minutes of walking, they spotted a frogman and his children fishing in the stream. Jesse approached the frogman, hoping he could understand Common.
To their relief, the frogman nodded. "Yes," he replied.
"Hello, sir frog," Jesse greeted him.
"Hello, master," the old frogman replied.
"We are members of the Golden Guild and wish to trade," Jesse explained.
The frogman's eyes lit up. "Thank goodness you came," he said. "Eire traders haven't passed through here in days. Our people would be glad to buy your goods."
He asked a young mole child named Nova to guide the party to the village. Nova, eager to help, led them through the prairie.
As they approached the village, Jesse questioned Nova about the well-being of its inhabitants. "How is the village faring?" he asked.
Nova, a bright-eyed mole child, replied with enthusiasm, "It's doing great! The natives of the grasslands are kind and accommodating. There are humans, elves, and even some dwarves here, mostly refugees from Serendus and the tribes of the prairie, like the rabbits."
Rhys, curious, asked Nova why the rabbitfolk had left their mountain homes.
Nova sighed. "Pesky goblins kicked us out," he replied. "We would have been enslaved or eaten if we had fought back."
Jacques, feeling pity for the young mole, offered him an apple. "Do the Serendians guard bullies you?" he asked.
Nova shook his head. "They leave us alone and don't harass us," he replied. "You can talk to the elder or the merchant Quentyn about it."
Meryl, interested in the village's trade, asked about Quentyn. Nova explained that he was one of the leaders of the Golden Guild and traded goods with the eaglefolk. "They ride gryphons and carry the goods to various settlements in Serendus," Nova said. "Quentyn also sells toys to us."
Keldrin, ever the adventurer, inquired about other settlements like this one. Nova informed them that there were four in total, all leading to the Wood of Serendus. However, he warned them that the wood was dangerous, inhabited by goblins, corpse eaters, and giant spiders.
Jesse felt a sense of dread at Nova's words. "Could we help eliminate some of those creatures?" he asked.
Nova's eyes lit up with excitement. "That would be amazing!" he replied.
Jacques, however, was more cautious. "We came here for a reason," he said. "We can't risk our mission."
As they entered the village, Nova met up with his friend, a rabbit girl named Edith. The two children invited the party to play with them. Meryl, posing as a trader, began selling her goods, her charm and wit quickly winning over the villagers.
As the party entered the village, they were struck by its unique blend of cultures. The village was a bustling hub of activity, with villagers from all walks of life going about their daily routines.
The molefolk had dug intricate burrows and warrens beneath the prairie, creating a network of underground tunnels and chambers. These dwellings were cool and comfortable, providing a refuge from the harsh elements. The rabbitfolk had constructed a series of burrows and warrens, their homes burrowed into the earth. The earthen huts of the humans and dwarves were sturdy and practical, blending seamlessly with the surrounding landscape.
The elves had built towering treehouses that seemed to defy gravity. These structures were adorned with intricate carvings and colorful decorations, and offered stunning views of the prairie. The frogfolk had created amphibious structures near the pond, their homes designed to adapt to both land and water.
In the center of the village stood a large tent, the home of the frogfolk chief. The tent was adorned with colorful tapestries and flags, and the sound of laughter and conversation could be heard from within.
As the party explored the village, they were greeted by friendly villagers from all walks of life. Children played in the streets, their laughter echoing through the air. Adults tended to their gardens, their faces etched with the lines of hard work and contentment.
As the party entered the frog chieftain's tent, they presented the permit to Quentyn. "This should grant us access to the village," Jesse said.
Keldrin, ever cautious, cautioned against trusting Quentyn immediately. "He might be leading us into a trap," he warned.
Rhys agreed, "We can't endanger the villagers."
Jacques, examining the permit closely, noticed something unusual. "Bertram attached something different to the permit," he said. "It's a burning sword. This isn't the sign of the Golden Guild."
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Jesse realized the significance. "It must be a secret code," he said. "Only Quentyn knows what it means."
Rhys cursed Bertram for not being more clear. "He should have told us the details," he grumbled.
Keldrin reminded them to act naturally. "We can't let them suspect anything," he said.
The frog chieftain welcomed the party, recognizing them as messengers from King Bertram. "You are welcome to trade with us," he said. "King Bertram has been hospitable to us."
Rhys asked for safe passage to the woods to trade with Serendus. The chieftain agreed but warned that he couldn't send guardsmen due to the threat of greenskins.
Jacques thanked the chieftain and asked for safe refuge in the village. The chieftain agreed, but reminded them to be respectful of the frogfolk's culture and traditions.
Quentyn, a trader from the desert, introduced himself. He had tanned skin like a woodland elf but was in fact human. Dressed in the attire of those who worshiped the gods of the dunes, El-Roi, he exuded an air of mystery.
Jesse greeted him, addressing both the chieftain and Quentyn. "I bring good tidings from Eire," he said, handing over the letter and permit.
The chieftain examined the permit, his eyes widening as he saw the burning sword. "This is a sign from King Bertram," he said. "You are welcome here."
Rhys asked if they could trade with Serendus. The chieftain agreed but warned that the journey would be dangerous.
Jacques thanked the chieftain and asked if they could be given safe refuge in the village. The chieftain agreed, but reminded them to be respectful of the frogfolk's culture and traditions.
Quentyn, his eyes fixed on Jesse, whispered, "You're no ordinary traveler. Bertram sent you here. Come to my room, and we'll discuss how to proceed."
As Quentyn spoke, he subtly shifted his hand, revealing the hilt of a dual-bladed sword, Devil's Dance. Jesse recognized the sword immediately, his eyes widening in surprise.
Quentyn's quarters were a modest room, simply furnished with a bed, a table, and a few chairs. The walls were adorned with maps and charts, indicating his extensive knowledge of the region.
As they entered the room, Quentyn closed the door behind them. "You're not just merchants," he said. "Bertram sent you here for a specific reason."
He closed the door, signaling to his messengers to ensure no one could hear or enter.
Jesse nodded. "We're searching for the Sword of the Sun," he replied.
Quentyn laughed, his eyes glinting with amusement. "You would see the world burn to cinders for your quest?" he asked, mocking Jesse's idealism. "The world of men is different from a halfling village."
Keldrin tensed, his hand instinctively reaching for his sword. "Do you know something?" he asked, his voice filled with suspicion.
Rhys and Jacques remained on guard, their eyes scanning the room for any signs of danger.
Quentyn laughed again. "Aethred got willing goblin slaves here for a reason," he said. "They had something nefarious in mind. Aethred wanted the Sword of the Sun. That's why he set up slave miners in the Croyhill Mountains."
He told them that he had asked for help from the manhunters of the Badlands and the Golden Guild to excavate the ruin. However, the guild saw this as bad press for them and their god. "The Golden Dragon would have burned us all if he knew what we were up to," Quentyn said. "Too bad he loved his companions and turned a blind eye to their greed."
The guild abandoned him, and his son, Aamon, greedy for power, sought to use an army of private goblin conscripts to attack Sylvanvale, Grassmere, the highlands, and the city-states.
Quentyn asked the party to keep their misdeeds a secret. "In return, the guild will help you destroy the encampment of Drakthar," he offered. "We'll send our assassins to attack Meryl, Mel Guar, and Bal-Gog outside."
Rhys panicked, trying to break free from the room. However, Quentyn had cast a powerful enchantment that held them captive.
Jesse, realizing the gravity of the situation, agreed to the proposal. "What do we gain from this?" he asked.
Quentyn smiled. "I won't chase after a myth," he said. "If a dark lord rises, the worshippers of El-Roi from Al-Gharb will cross the sands of emptiness to vanquish him."
He continued, "The only thing that matters to us is gold. If the people of Serendus hear that our company destroys Drakthar with your help and the king's, we all win. Nobody will know we searched for the Sword of the Sun. We'll get our losses back."
"We back Aethred, but he lost," Quentyn said. "We must put a new head to restore the kingdom. And you, my heroes, shall play kingmaker."
Jacques, using his magic, managed to break the enchantment. Quentyn congratulated him. "Well done for a wizard," he said.
As the party stood in stunned silence, they realized the gravity of the situation. Quentyn had offered them a dangerous deal, one that could have far-reaching consequences. They were being asked to become pawns in a deadly game, risking their lives and the lives of their loved ones for the sake of a kingdom they barely knew.
Jesse's mind raced as he tried to weigh the odds. The journey ahead would be perilous, and the Sword of the Sun might not even exist. If they failed, they could be trapped in Serendus, at the mercy of the warring factions. And even if they succeeded, they might still be caught in the crossfire of the political turmoil.
A wave of despair washed over Jesse. He had always been optimistic, but now he felt a deep sense of hopelessness. Had they made a terrible mistake? Were they doomed to perish in this foreign land?
Just as he was about to give up, a flicker of hope ignited within him. He remembered the words of his aunt delphie who had always told him to never lose faith. She had taught him that even in the darkest of times, there was always a glimmer of light.
Jesse nodded. "We accept," he said, his voice filled with determination. "But we need to know more about the Sword of the Sun."
Quentyn smiled. "It's hidden in a dwarven ruin, deep within the mountains," he revealed. "A god-forsaken ruin, as the scriptures say."
The party exchanged glances. The journey ahead would be perilous, but they were determined to see it through. The Sword of the Sun, if it existed, could be the key to saving Serendus. And for that, they were willing to risk everything.
jesse sighs knowing quentyn doesn't believe in the hopebringer as he's from another continent of upsurgeth and he's maerialistic and hedonistic
jesse says who do yo want to make king?
quentyn said that it doesn't matter to them they would rather have princess jenna but he said that woman is a schemer and cannot be trusted as well the lord knight stephen which is very idiotic but with a heart of gold like his former captain bruin any of them can be suitable candidates but we prefer bruin hes young aqnd strong and will not do stupid things. hell we can even keep aethrted under our leash.
rhys angrily asks so what do you want us to do you evil whoreson
quentyn told him to calm down. saying as he cannot be traced with all of this hed have king bertram take some of the glory and the heroes would need to talk to aethred and set plans to attack drakthar with him, he will certainly do so as he had promised this to bertram asnd it would help clear his name
to bruin in the abandoned fortess of rothville south of the city tell him that a toymaker sent you and make haste.
some goblin stragglers are in the forest kill as many as you can he quipped.
As they left Quentyn's quarters, Jesse couldn't shake the feeling of dread that had settled in his gut. The deal they had just made was fraught with danger, and he couldn't help but worry about Meryl. He had promised Rhys to keep her safe, and now he felt like he had failed him.
jesse hugged rhys and meryl meryl unaware asked their party leader why is he crying he said we promised to stick together yet i couldnt protect you in peril. it would never happen again.
Jesse sighed, his heart heavy. Quentyn, a man from the distant lands of Upsurgeth, was as materialistic and hedonistic as they came. He had no faith in the Hopebringer, a belief that was as ingrained in Jesse as the very air he breathed. "Who do you want to make king?" Jesse asked, his voice barely a whisper.
Quentyn shrugged, his eyes devoid of passion. "It matters little to us. Princess Jenna would be a suitable choice, but she is a schemer, untrustworthy. Lord Knight Stephen is a fool, but with a heart of gold like Bruin, our former captain. Any of them could lead, but we prefer Bruin. He is young, strong, and won't make foolish mistakes. With him, we can keep Aethred in check."
Rhys, his anger barely contained, snarled, "So what do you want us to do, you evil whoreson?"
Quentyn, ever the schemer, remained calm. "Calm down, Rhys. We cannot be traced. King Bertram will take the glory. We must speak with Aethred, plan an attack on Drakthar. He owes Bertram a debt, and this will help clear his name. Tell Bruin, in the abandoned fortress of Rothville, that a toymaker sent you. And hurry. There are goblin stragglers in the forest. Kill as many as you can."
As they left Quentyn's quarters, a chilling dread settled over Jesse. The deal they had just made was fraught with danger. He thought of Meryl, his promise to Rhys to keep her safe. He felt like he had failed.
He pulled Rhys into a tight embrace, his tears wetting the younger man's shoulder. Meryl, oblivious to their distress, asked, "Why are you crying, Jesse?"
Jesse swallowed hard. "We promised to stick together, Meryl, no matter what. I failed to protect you, and that will never happen again."
The sun was just beginning its descent, casting long, dancing shadows through the trees. With a heavy heart, the company turned their backs on the familiar comforts of Frogfolk camp. Before them lay the Serendus Woods, a place of ancient magic and whispered tales of danger. Little did they know that a silent shadow was following them, a band of mercenaries sent by the treacherous Princess Jenna. As they ventured deeper into the unknown, a figure emerged from the twilight, a lone elf with eyes that held the wisdom of centuries. Her name was Aibine, a female ranger elementalist, and her arrival would change the course of their journey in ways they could never have imagined.