
The Buyer
Before handing over the ring, the Buyer makes a note of it's transfer in their ledger, and requests that
Mance use the crest of the Diarchy to stamp a seal of acceptance of the artifact, along with the rest of the supplies.
"If you want mounts, you'll want to see to them first." The Buyer says, their eyes going to
Teo as they seem to be the reindeer expert of the group.
"Then, for tonight, there is an unoccupied yurt in the north quarter that should accommodate all of you, no need to stay on your ship or in the inn for the night."
Morgo, from the back, pipes up incredulously,
"You're going to pawn off Bertron's yurt?"
The Buyer doesn't blink at the outburst,
"I can't see how he would be using it. Resources are far too scarce to waste needlessly. Steaking of which,"
The Buyer pulls out a rolled map of the area, as well as a smooth, rune-covered stone.
"This is covered as part of your temporary supplies. A simple map of what we know of this region, and a sending stone."[ +- ] Sending Stone, weight 0
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can send a short message of twenty-five words or less to the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and the message doesn't send. If the message does send, the creature with the other stone can answer in-kind.
Once a stone is used, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
[ +- ] Eisecross Map - Path Options
OOC:
It would be shorter to go through the river, but possibly more dangerous. I've color-coded the potential paths available (that make sense).
Before now: you began your journey from Nohme on the morning of Day 1.
Normally you would have reached Syrinlya by the morning of Day 2, but investigating the Flying Remorhaz caused you about half a day, so you arrived in Syrinlya the afternoon of Day 2. If you spend the night, you will be setting out the morning of Day 3.
With that starting point in mind:
The Green Path (through the Mountains) is the trail that the previous adventuring party took. Each circle represents a Make Camp location when going at a fast pace (with mounts). You can modify these times and locations by going slower or travelling longer. Using this path you will reach Cobalt Station the evening of Day 5.
The Red Path (going around the Mountains) this is a slightly longer, but presumably safer path. Each circle represents a Make Camp location when going at a fast pace (with mounts). You can modify these times and locations by going slower or travelling longer. Using this path you will reach Cobalt Station the morning of Day 6.
The Blue Path (going through the River Inferno) this is actually the shortest, but most dangerous route. Each circle represents a Make Camp location when going at a fast pace (on a ship). You can modify these times and locations by going slower, but it already assumes the ship will be travelling all day and night, so you can't travel longer. Using this path you will reach Cobalt Station the morning of Day 5.
The Purple Path (going around the east coast) this is another possible water-route. So far you have no information about this route. Each circle represents a Make Camp location when going at a fast pace (on a ship). You can modify these times and locations by going slower, but it already assumes the ship will be travelling all day and night, so you can't travel longer. Using this path you will reach Cobalt Station the evening of Day 5.