"Orkjager: A New Beginning"
I wrote this as an introduction to a Play By Post game that I was in and it quickly died during March of 2005. I was inspired so I started to write, and this is much better than the Ceramic DM entries that posted earlier. At least I hope it is. There is a lot of DnD'isms that I am not going to explain, but I may someday try to explain or add definitions to it.
The Story
The 9th of Sutar is a day like any other spring day in Vormarsch. The sun rises early, as it always does in the spring, and the sky is moderately clouded. The birds are singing and flying about on the cool breeze that carries the smell of spring tainted by dried fish, leather, horses and freshly cut wood. The sounds of creaking wagons, whinnying horses and the chattering voices of many people can be heard outside of the South Gate. The Markin Company’s caravan gathers outside and eager voices full of anticipation and a tense excitement fills the air. Small pavilions are setup for the caravan masters to answers questions and to decide on the logistics of their forthcoming journey.
A voice that reminds you of circus ringleader carries over the dim roar of talking and movement to announce “The time to start life in a new place is what living is all about, ladies and gentleman. Change!! Here is you once in a life time chance to start over...and the Markin Company’s caravan is your answer!! You...” The rest of what he says is drowned out as the crowd starts to clap and begins to talks amongst themselves.
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Morgan’s form gracefully weaves his way through the crowd to a particular pavilion to register his family and wagon. He finishes this then quickly and quietly finds his way back to the wagon with his wife, son, and Phaelis. They appear somewhat distracted and nervous and try to use some small talk to break the tension. Phaelis is dressed very conservatively, not at all in the luxurious formfitting manner that she wore before. She now wears clothes that you would expect Endar to wear - muted, dull and not at all memorable. Her hair is pulled up and hidden in hood of her cloak, and not a trace of perfume to be found. This is an entirely different look for her, very different.
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As the train starts out people are excited and talk about how starting life in Faule will change their lives and how it will make it better. Children playing in the wagons are soon chastised by their parents for fear of them breaking something. Lone travelers that happen to be within a conversation's distance of someone offer a few moments of small talk and then gravitate into familiar groups. Settlers that see people they know arrange to change positions in the wagon train to maintain some sense of familiarity. As the day goes on the duration of the trip settles on everyone and a tense quiet hangs about the caravan. All that can be heard is the squeaking of wagon axles or the occasional whinnying and snorting of horses.
As you move farther and farther from Vormarsch the lands become rougher and more wild. The scenery moves from small rolling fields and small copses of bare trees to broad expanses of hilly plains and small forests full of bare trees. The roads become progressively worse as the distance increases from the capital city. A smooth hard-packed road becomes a rocky, muddy, jutted wagon path that has barely seen use. Your smooth ride becomes a bumpy and noisy and your butt becomes numb as you fidget to try to keep some feeling. Naked forests, devoid of leaves, seem to be alive and watch you curiously as you pass by hoping that you might bravely venture into their midst to an unknown fate.
The caravan stops several times to take care of problems that pop-up - a stuck wheel, a pet that becomes restless. In these moments caravaners take the time to adjust the order of wagons as some have requested and to give a small speech to pick up everyone's spirits. The caravan guards help to quickly resolve problems and they watch everyone carefully looking for signs of trouble. Their wary eyes keep a careful watch on the surrounding lands for problems like the ever growing wolf population and ork raiders.
The sun wanders in and out of the clouds all day long giving you warmer and cooler moments.
It seems to take an eternity for it to travel across the sky to the western horizon. It feels as if it is intently watching the caravan, not wanting to miss anything that happens, trying delay the inevitable sunset. The sun finally relents as white clouds thicken above before it starts to dip below the horizon. When the sun starts to set the temperature drops sharply reminding you that winter has recently ended. A chill runs down your back making you desire to pull out warmer clothes to stave off this nights coming chill.
Labels: DnD, RPG, Short-Stories, Writing
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