Jan 9, 2024 6:47 am
The Long Road stretches from Mara in the east to Grayhaven and, perhaps, beyond. As the early spring rains finally stop long enough for the sun to break through the clouds, the caravan master, a frazzled dwarf named Dugal Stonepick, rushes to take advantage of this narrow window to get underway before the torrent begins again. The dwarf yells orders at the different drivers, browbeating them to get the seven wagons lined up and the draft horses in their traces ready to leave through the gate opening onto the Long Road. Centuries ago, in the time of the War of Succession when the cowardly Gray Generals fled the Empire, this gate was mockingly dubbed "The Heroes' Gate," and the name has stuck ever since.
Dugal takes a break from yelling at people to come over and clasp hands with each of you: an old merchant custom for agreement. "It's my preference to hire a team of guards like you. I was on a caravan once when my beard was barely grown a foot where they had hired a bunch of mercenaries. They were all fearsome, but they didn't know each other and were so suspicious of each other that they couldn't do their jobs. Ever since, it's been much better to hire a bunch that know each other and work well together." He smiles approvingly at your party. "My usual group just finished two trips there and back again, and they won't go again so soon. My usual fee is one gold sun a day for twenty days, but this group" he gestures to the assorted wagons, where two teams have gotten tangled and some halflings and dwarves are good-naturedly yelling at each other to get the mess straightened out, "really wants to get on the road right away. I don't like the weather, but the rush they're in is why I'm offering you each 25 gold suns for the journey instead, on top of meals, to make sure we all get to Grayhaven with our cargoes intact. I'm going to sort this out. We should be ready to go in ten sands." You see a lean half-orc helping to get the horses back in alignment; he's probably the groom. Soon there are two draft horses in the traces for each wagon. A rotund dragonborn is loading sacks onto the lead wagon; it nods in your direction, recognizing that you are the new guards.
In the second position, a very put-upon-looking dwarf driver and a friendly-looking short woman (she's maybe a half-elf or just a short human) sit on the buckboard of a sturdy old wagon.
The third wagon, sturdily-made of dark-stained wood and bronze fittings, has a halfling driver nodding patiently in response to the agitated gestures of a very slim dwarf.
The fourth wagon is very garishly colored with thick coats of paint. The smiling halfling driver is making various observations to the person seated next to her, a handsome human man with a long, lush beard and a rich laugh.
A dwarf and a prosperous-looking gnome merchant trade tall tales at the reins of the fifth wagon, a caravan with crimson-laquered wood and brass trim.
The sixth wagon is as ostentatious as the fourth is garish: a beautiful vehicle with large wheels, advanced suspension, and a very sour human woman seated on a velvet cushion driving it.
The last position is occupied by a morose halfling driver sitting alone on the buckboard of a solid wagon with iron fittings drawn by the two largest horses in the caravan.
You don't have time for more than these observations as Dugal gives a yell, the drivers snap their reins, and the caravan lurches into motion, traveling through the Heroes Gate and onto the muddy track that is the Long Road, heading west by southwest toward Grayhaven and the distant sea.
OOC:
While we travel the road, there will be opportunities to interact with the different members of the caravan, asking questions and getting replies. For each day of travel, I will supply more information that you learn about the caravan, rumors, and/or lore about the region you will soon be entering: the Greenwold. There may also be encounters that happen on the journey, which will involve some sort of challenge or hardship, though not necessarily combat (though that could depend on you). In between any encounters, I'll prompt each player to say what one thing their characters are particularly interested in doing: talking, researching, praying, singing, story-telling, any of the traditional downtime activities, etc.