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Wizards and wars
Following the lead from Clive€™s friend€™s neighbour, the group, decides to go to the local blacksmiths. When questioned about wizardly customers, he just sighs.
€˜The only one I had was that rogue Hayse. Now he€™s gone and pulled this stunt, I won€™t be seeing any more custom from him. It€™s a shame, too. He may be an insufferable pest, but he always paid well.€™
When asked what sort of things Hayse had ordered, he just shrugs.
€˜Oddly shaped things mostly, don€™t know the name of €˜em. He always said that you couldn€™t just make magical artefacts with magic, so he needed to get the shape of €˜em made, then he put the magic in later. Like I said though, if you want to talk to him, you€™ll have to find him. If you wait around here, you€™ll be waiting a long time.€™
When told about the destroyed house by the harbour he shrugs again.
€˜Some kind of local thief, went and stole one of his artefacts just for the challenge of it. I wouldn€™t mess with him like that, he may seem polite but he has a wizard€™s temper.€™
Deciding this to be a waste of time, the group decides to leave town. According to the map, they can follow the road for two days and reach the small town of Kant. But they can follow the road for one day, then cut through some woodlands to reach the town of Yurell in three days, cutting a day off the overall journey time.
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Wizards and wars
Ill cut through the woodlands and encourage others to do the same. If I find enemies, kill them. If not, then yippee-kiyay. :proud:
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Wizards and wars
Ill follow Kodys lead then :proud:
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Wizards and wars
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Wizards and wars
On a further note, lack of recent drawing and boredom has lead to me illustrating my character, so:
http://www.deviantart.com/deviation/57034738/http://www.deviantart.com/deviation/57034738/
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Wizards and wars
By the way, I need to know whos carrying the pigeon. If no-one volunteers Ill dump it on Chayne, seeing he has the most carrying capacity.
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Wizards and wars
The group leave the town and follow the road. The going is long, but easy enough, with the weak autumn sun not punishing them for their excursions.
As the day draws to a close, Istal points out that they should be able to save a days journey by cutting through the nearby forest. Although they will be in the wilderness for a little longer, Kant is a very small town and would only be useful for lodgings. The others agree, and when the time comes to break camp, they veer away from the road and into the forest.
The forest is cool and pleasant, although the four walk with some trepidation. The Harrshan forces keep monsters away from the roads, but there€™s no telling what hides away from civilisation.
But are they away from civilisation? After only two hours journey into the forest, they come across a signpost, which has been well maintained. It gives directions to a nearby shop called €œGrimwolds, shop of magic.€Â
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Wizards and wars
Oh wait, Im with the group? Sorry, didnt know.
Ill just go with what the most people want to do.
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Wizards and wars
Personally, I dont mind if we continue onwards, but Ill go with the majority. If we do go to the shop, ask if theres anythign we can help with. Plus Ill take the pigeon.
(Message edited by alex_holt on June 09, 2007)
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Wizards and wars
Lets go to the magic shop. I dont need anything, but Im sure the others might want to get some stuff. :)