Back to Pavis County and Rendezvous

 

To make a long (14 day) story short, you ride with the assortment of nomads into Pavis county on Day 40 of Earth Season, almost one full season after you left (roughly 7 weeks really, not 8).

Along the way the nomads have little interest in speaking to most of you; you are along for the ride and they doubt you'll stay with them long, plus they have their families, beasts, and clan to worry about in the first place.  You camp on the outskirts of their encampments each night and they mingle little.   The storm bulls in the group go into the hills for a day for their High Holy Day celebration (complete with captive broo and a lunar scout for slaughtering!), with Dorgon.

At Far End, as I'd mentioned, you see little but burnt-out hulks of tents, buildings, and other semi-permanent structures, and plenty of scavengers feeding on the remains of the slaughtered.  Not a living person there, and from your vantage point down into the valley it looks like most nearby villages suffered the same fate.  Smoke curls up here and there where villages and forts used to be; circles of vultures dance across the sky over carcasses of man and beast.  At night the hideous laughter of hyenas and the flickering of distant fires and magical bursts are noticeable even during the nomad celebrations.  Word already has come of the wonderful looting that is proceeding, and no nomads seem to be leaving the valley; in fact you see not a single beast or rider headed the opposite direction as you.  All trails seem to be converging on Pavis.

 

Elohwyn expresses desires to go to Pairing Stone and see what has become of her friends, but is uncertain if this is the right course.  Groloday listens and tries convincing her that it is not a good idea, and soon resorts to begging her:

            "Elohwyn, I have been called on a great mission, probably even greater than this last one, and I have been asked to bring my trusted allies with me to Waterby Grotto, where our forces gather in secrecy.  I have grown to trust you during this last escapade, although at times you greatly frighten me and I am not sure what fell thoughts pass through that fire-haired head of yours.  I beg of you, come with us, you are one of the greatest swordswomen in all of Prax and I am sure that skill will be needed badly.  Also, I know little of what has happened at Pairing Stone of course, but I am certain that there is nothing there that you can do, despite your great prowess.  You will either find nothingness, desolation, and horror, or you will find The Bat and experience those same things firsthand.  I plead you, put your worrysome heart in fetters and listen to my words with your razor-edged mind.  We need you now, alive and with all your dangerous might.  A battle looms and we may have a chance to save Pavis and bring freedom to our peoples. Will you join us?"

            Wow, I just rolled an 02 for his orate, no joking!  He made a compelling story that dripped with honesty and respect, and Elohwyn is convinced.  She puts her worries behind her and sets out with you for Waterby with renewed focus.

 

You can arrange trades for beasts (proposals?), then set out south for Waterby.  Along the way you pass among the company of many nomads moving with odd, singleminded determination for Pavis, getting more and more serious and quiet as they go.  Soon all eyes are locked in the direction of Pavis: beast, man, woman, child, spirit.  Everywhere you look in the valley, you see streams of beast riders headed for Pavis.  Storm clouds begin to boil from the mountains and hills to the north, east, and west, converging on Pavis and whipping up moist winds, thunder, dust clouds, and here and there crackling air spirits.  But the moon hangs ominously and defiant above it all, unobscured by storm.  In the first day of travel, you begin seeing more and more surprises among the nomads.  Sun-worshipping clans and storm-worshippers, ancient enemies, camp beside each other with barely a scowl toward the other.  Clans who have fought feuds since ancient times are seen meeting under peace tents.  You are shocked to see sable rider and impala rider warriors talking together, sharing the nomad greeting and kvass [fermented milk and blood nomad drink].  Soon you do see entire sable clans camped among others: the other four great tribal nations of bison, llama, impala, and even the despised morokanth are seen.

 

The next day you see this trend even more strongly, and can even see the hordes around the city of Pavis down the valley from you.  You are now threading through nomad encampments that surround the Pavis area.  You have seen no one but nomads along the way: every fort, village, stead, or trading post is abandoned, burnt to the ground, looted, and littered with corpses of Pavis county citizens, Lunars, nomads, and others.  The scavengers are the winners here.  You have never seen so many vultures, giant condors from the south, hyenas, and other vermin.  The roads are hard to spot amidst the hundreds of nomad trails that have been cut into the earth by countless hooves.  The last night before you reach Waterby grotto, as the sun sets and a purple glow from the west casts an eerie pall on the river valley, you can look down on Pavis and count thousand upon thousand of camp fires glittering there, and the nomad eyes you see around you are locked on the walled city ringed by those fires, and those nomad eyes glitter as well, with anticipation.  Amid the campfires in twilight you see great figures striding here and there; faint silhouettes of the giant founder totems of the nomads: bison-headed giants and bipedal rhinos (seen Black & White video game?  kinda like that).  Blasts of magic: red bolts from Pavis which is covered by a great crimson dome of magic, lightning bolts from storm clouds, and dancing spirits or sylph-borne warriors decorate the sky around Pavis.  It seems that all of the tribes and clans of Prax are here now; how the city of Pavis can still be standing is a testament to its legendary defenses!  The nomads have clearly been leading assaults on the city for days, and there is no clear way to get into or out of the city.  The Rubble must be filled with battling nomads and others; a no-man's land.

 

As you camp alone within sight of the Waterby stream, you lie awake listening to the sounds of the river valley.  Thunder, screams, hooves beating, the clash of metal all night long.   But as Yelm the sun finally descends into Hell, you hear a sound growing to drown out the other sounds of the valley.  Voices of the nomads from their campfires, at first scattered and out of synch, but as the hours go on they find unison and their words are clear, they chant:

"Jal.....don.  Jal-don.  Jaldon.  Jaldon!  JALDON!"

 

And at the first crack of dawn there is a great cheer among the nomads who have been chanting all night, and a sea of riders surges around Pavis.  At the western edge of this surging sea a gap opens and a string of figures, too distant to make out details, winds its way into the cleft as weapons are pounded on shields in celebration and the unified nomad tribes of Prax welcome their demigod, Jaldon Toothmaker, Jaldon Goldentooth, Jaldon the undying hero of Waha atop his faithful steed he calls Home.  As prophecy proclaimed and as has happened a few times in history, when the tribes of Prax are at peace, they can will the return of their ancient leader to bring them to war.  And each time, the war is meant to crumble the walls of Pavis and slay their sworn enemies of the city.

 

The battle begins and you watch the amazing drama unfold as you hurry to Waterby Grotto.  Soon it is out of your sight as you are in the valley near Waterby, but you can hear it all the way, and its visions are burned into your memories.  Waves upon waves of riders, spirits, giant founders, Oakfed's wildfires, shrieking missiles, and shamanic magics crash against the walls of Pavis one by one, and are driven back by massive defensive magics, troops, and fortifications.  This won't end quickly, you can tell.

 

As you reach Waterby grotto you look down river to Waterby and see a twisted hulk of the town with plumes of old smoke rising delicately from it, whipped around and then disintegrated by the winds higher up.  At the Grotto itself, you finally see non-nomads peering out from the cave and scanning the sky.  A huge green carp was lying on the shore, and then flops back into the river and swims off as it sees you.  There on the shore, the newtling Blu is wiping fish mucus off him and nibbling on shreds of skin hanging off his body.  He does not look well; half-digested by the fish perhaps?  [Sami will have an introduction later]  Looking at him, and then you, with illegible amphibian expressions are five one-eyed newtlings with death runes on their foreheads: the Five of Five Eyes that have grudgingly worked with the River Voices before.   You see no one else around.

 

Inside the Grotto you meet an old ally, Miloh the Shrewd, who is dressed in his typical dark grey cloak with a hood that lets his grizzled grey beard stick out.  Sternly, he looks you over and says,

 

"Worse for wear but we'll work with it.  Friends, I have a lot of explaining to do but we are in a rush.  Hurry in and wash up; we're not here for long.  I'll talk and we'll keep talking once we move."

Runequest Summaries

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