We’ve been having a lot of fun over at The Arcanist’s Mill and the roleplaying community has exploded. There are now more people than ever who are interested in fleshing out their characters. While the Tavern is free for all to join, and anyone is welcome - this is something different.
The Caravan to Avermore is a ‘closed roleplay’ where we invite people to join in. We will all work together to form a story, much like a television series, only the players control the characters and decide the direction of the story. If you would like to roleplay, please join The Arcanist’s Mill - it is very welcoming and free for anyone to join.
This is a story set in the world of Fractured, including Beastmen from the planet Arboreus. It is set on the human planet of Syndesia and follows on from the Arcanist’s Mill as the characters travel from the town of Kuasrine to Avermore. An 'event' will occur every Friday that the characters will need to react to.
We hope you enjoy and follow along. This should be fun.
Players involved:
Malyvern
WhoAteTheCat
Mimi
Retias
DocBilbo
Cronykil
Chise
Glim’s Mercenaries embark on a mission to Avermore, a major coastal human city. Word has spread that a rogue faction calling themselves the Outer Regions Alliance has taken the city in an armed revolt. Glim, his mercenaries and companions have been tasked with providing escort to a caravan of merchants and travellers who are making their way to the city. With them they have supplies for the families there, and there is talk of meeting a contact who is organising the resistance in the city.
The caravan is the flagship trading convoy of the The Rhila Trading Company. The merchants affectionately refer to it as “The Rhila.” It is said that Rhila means ‘journey’ and was the name of one of the merchant’s children. At the top of the caravan is a long, red flag that spreads the length of the Rhila. The caravan is lead by a merchant known only as Ruve, a member of the Rhila Trading Company. He is the man who has hired Glim and his mercenaries. Glim and Ruve have agreed a sum of nine hundred and fifty gold for the successful escort of the caravan to Avermore.
The Rhila is travelling on foot, lead by a pack of elk and large draft horses. There are seven wagons in total, with more than a hundred people. The caravan is made up of a mixture of wagons bearing goods and carriages to eat and sleep. You get a sense that they are mostly tired. The journey has been long and will be longer still. Morale is low, and some of the travelers appear slightly desperate and terrified after the run-in with the arachnid which resulted in the loss of their last escort. It carries various wines, spirits, gemstones, food and supplies intended for Avermore. Ruve’s own personal bodyguard maintains a watchful gaze over one wagon bolted shut that Ruve insists should not be opened.
The Rhila will travel to many locales before reaching its destination. One of the most treacherous is the Frigid Mountains, though it will be some time as the caravan moves much slower than a smaller band of mercenaries could.
After you rendezvous with the caravan, Ruve introduces you to the variety of people who have called the caravan home on its long journey.
Seryn the caravan master is a femme fatale looking for drinking companions and storytellers. She’s taking special care to avoid thieves, ancient ruins and cursed places along the way. She carries extravagant jewels, silks and a superbly crafted sword. She appears to come from a foreign land and her accent is incredibly charming. After some small talk she suggests that she is planning revenge on a band of mercenaries she encountered years ago.
Phorud the cook greets you with a hearty handshake, but you get the sense that he is looking for someone more important to talk to. He carries a wooden spoon and is wearing a grease smeared apron with a crooked smile. He’s always up for a good joke or story, but his own are either very crass or boring. He laughs heartily all the same.
Ora, Ruve’s bodyguard is a stoic veteran of war. She works for steady pay, probably much more than any of the travelers on the caravan could afford. She carries two swords on her back and looks capable of wielding both. She’s most often seen with a deck of cards, either playing alone or with others.
Imri the animal handler has been exiled from her land. She is a personal friend of Seryn’s. She’s fond of riddles and she travels with an owl perched on her shoulder. Her wide smile hides a sad story.
Irumac the guide is a strange hermit looking to fill his purse with gold. He carries an unusual map, which doesn’t seem to have any actual bearing on the route the caravan is taking yet he consults it with every major decision. He smells foul, and it’s best to talk more than a foot away from him.
Pharla, one of the Rhila Trading Company’s merchants is a member of a prominent family of Avermore and seeks someone to identify a mysterious artefact she picked up a few moons ago. She carries several inventories and invoices. She will trade water, provisions and other goods.
Jasoendes or 'Jaso', is a pilgrim who enjoyed stopping by the Old Academy of Kuasrine. He’s looking for someone to have a good time with. He carries a small marble statuette of a swan, a family heirloom and is looking for an old friend along the path. He brandishes a flute and threatens to play it the next time the caravan makes camp.
Osse is an enterprising trader from the Rhila Trading Company and a good friend to Ruve. He’s quiet, but from the jingle of coins each time he rustles his long leather jacket you can tell he has the best merchandise. He’s willing to purchase all types of goods and in his pocket he carries a letter that certain people in Avermore would pay dearly to read, or destroy.
Gori the hunter has an awkward gait, and simply wants to have a drink and rest. He carries several morsels of animal feed, a worn axe and a well-used fishing line.
Arshalu is an older woman clutching a young child. Her eyes beg you not to ask questions, but will gladly talk of times long gone.
These characters are free for people to use in any way, from dialogue to actions to further the story.