Let's play a role-playing game

The chief does indeed permit you to contribute to the workings of the settlement. So what can you do?

Help with the farming? Women’s work. Hunting? Only Antinor seems to have any skill at that, and even then he’s rather clumsy. Woodworking? No one has any decent skill at it, other than fashioning some weapons (spears, staves, and shields). Fashioning, repairing, and sharpening weapons seems to be where you’ll be most helpful. That and heavy lifting.

While a few elite tribesmen have metal weapons, you see no means to produce them. There are no smelts or anvils.

In various conversations that you pick up on, you notice that four distinct personalities seem to emerge: The hed-headed woman, who is known as the Tuathar; “The One”, a greatly revered giant; Alwynn, a highly revered mythical woodcrafter and healer; and the Giver of Life, which seems to be the Sun. All are held in high esteem.

It also seems that this is one tribe of the greater Taelda Nation.

A few things that you notice about Indwallys (the Tuathar): She seems to spend a lot of time alone, in what seems like a trance. She is often missing. Sometimes you catch her looking at you, then inscribing something on a clay tablet.

Some women bring you a beverage in elaborately carved wooden cups. It smells of honey, and you are told that it is a sort of health tonic.

Explaine that I am feeling much better and would like to see my companions. Thanks them profusely for their aid in healing me. Ask them some general but polite questions about where we are and explaine that I am a stranger to this land.

They are polite back, and tell you that you are on Bearkill Ridge, not far from the Big Tree where Myrra saw a deer, and five days* from the Great Tribal Moot at Barsothe Falls, and three days* from the Great Tower of the Khuzdul.

Anything more specific you’d like to ask them?

*Numbers rectally derived. I don’t have my maps with me.

(ETA: Join your companions at any time.)

Describes the skills that the team knows themselves to have, while noting that they likely have other skills they can’t recall at the moment. Also notes that NAF seems to be favored of Larani and regularly has his prayers answered.

Like I said, weapon repair and maintenance is something you can all do. Heavy lifting is another. You don’t seem to have many other skills that really intersect with what they need. And there are certainly other unskilled tasks that could be done, like skinning a deer or splitting wood or removing rocks from the soil.

So… working hard? Goofing off? Checking your e-mail while there are arrows to be fletched?

I will gratefully drink the health tonic and work as hard as I can whilst favouring my injured foot.
I will also observe the various jobs being done and see if any of them jog my memory.
I will mention to Antinor that we should build up enough ‘work credit’ to cover the hospitality and healing - then aim to earn enough to buy some weapons and hire a guide.

Yes, I would like to:
Compliment them on their kindness and care.
Explain that I don’t remember anything and why (as much as I know).
Ask the name of their people and if the foulspawn are their enemies?
Also, who else lives nearby and do they look like us?

Soon after drinking the honey drink, you feel health and vitality coursing through your body – you do not heal, but you feel like when you do, it will be excellent healing. (Maybe ask a favor of NAF, hint hint?)

You observe the weapon crafting, the practice sparring, and some of the farming, and think to yourself “That could use improvement in this technique. That technique is a really good idea. The other technique could use some good fertilizer.” You seem to know something about all three subjects, but martial skill seems to be what you know the best. These people seem really backwards, but they excel in several areas. They are excellent fighters, some of them. They are amazing woodcrafters. And they really know the healing arts. This is a very healthful environment,

Good.

The women are appreciative and really seem to take to you. Some of the men as well. You seem to have a natural charisma among these people.

That concerns them, and they find it frightening. Maybe someone put a hex on you or fed you some bad roots or something. A few mention that they hope it won;t happen to them, and they keep their distance.

They (“we”) are the Taelda. The fowlspawn are most definitely their enemies. They live in constant fear of the things. They sometimes refer to them as “Lothrim’s Fowlspawn.” The name Lothrim sends a chill down your spine. It is vaguely familiar to you, and does not inspire a warm fuzzy feeling.

“You look like Outsiders. You are not Jarin. Taelda are Jarin. More Jarin live north, with the Mountain Dwellers, but are not Jarin. Outsiders live south. They do not come here much. They go on the big road. We avoid the big road. Fowlspawn come from Fana. You were at Fana. Do not go there again.”

You’re not sure what she (the woman you are talking to, Emeralda) means about Jarin or Taelda. But you notice that the tribesmen look a little different than you. Three of you have fairly light hair. Antinor has black hair. You all have medium to fair complexions, and – well, a variety of features. The tribesmen are the same, but fair skin, red or auburn hair, and blue or green eyes seem much more common.

They look the same, but different. Like Chinese vs Japanese. Better yet, British vs Scottish

Like I can tell the difference. But there is a distinct yet subtle difference.

I quoted this again because I feel that we need to move the plot along. You guys are doing great, but this is really all just pre-game stuff. By Monday the 14th (IRL time), you should begin the next phase of your adventure.


This is the end of phase one.

You have until the end of this weekend to ask whatever questions you need to ask. I have provided just about every bit of information I am prepared to give at this point. Let’s use the weekend to tie up loose ends and get prepared for phase 2.


It has been seven days since you woke up in the cave. You have been with the Taelda for five of those days.

Since you have arrived at the Taelda settlement:

You have made good friends among the Taelda. They love and respect you. You have worked hard and have shown your quality.

It is clear that you need to go to the civilized area to the south, the Kingdom of Kaldor. You do not know the way, but the chief’s doofus son, Gaerlen (as played by Doper Koldanar) will act as your guide.

Koldanar, I’ll help you to help them via e-mail

The red-headed woman is a healer and spiritual guide. She gives kind women a drink to give to you. It aids in healing.

You have helped with crops, heavy lifting, weapon making, and a few other skills. You have learned much, and have taught a little.

The journey will take maybe 4-5 days. What will you need?

-Good quality footwear. Hide sandals have been made for you.

-Clothing/armor. You are garbed in the Taelda hunter fashion of a hide tunic, hide leggings, and a fur vest. Very stylish, and offers protection from both wind and weapon.

-Food. The very curious Taelda have drained your original supplies of salted meats, cheeses, and wine. The tribal chief took your wine earlier on. You had lots of laughs with him. The laughs were augmented with Skotich, a tribal drink made from roots and spit and berries and stuff you’d rather not think about. It tastes like rot, and does as much to your brain and liver. You remember little about your pasts. You remember even less about that great night with the chief, but you’re sure it was a fun night.

Anyway, you’ve got one wineskin full of Skotich, and three full of water. You’ve got enough fresh and preserved meat to last you 35 man-days.

-Weapons: Gaerlen has a shortsword and a dagger. The four of you have the choice of the following, which you must divvie up:

1 dagger
2 roundshields
2 spears
1 shortbow, with 6 arrows.

-100 feet of rope.

Negotiate with me to see whatever else you might take with you.

selects the shortbow

“I’ll need two hands for this, so you guys can use the shields. Shall we try to negotiate for something to construct makeshift shelter along our route? Some hides, perhaps?”

Do I have any memories triggered by looking at these items that may lead me to believe I am proficient in any of their uses?

You can take a couple of small tents. Each one will sleep three men. Each one weighs a good 20 pounds, but can be split up into 2 10-pound bundles.

Anything but the bow and arrow.

The spears can be used one-handed, but at something of a penalty. Used two-handed, they can be used to parry as well as thrust.

I choose a shield and dagger.

“Let’s each take 1/2 a tent.”

Here is what you carry:

Santo: 1 shortbow and 6 arrows, 1/2 tent, clothing, food.
Antinor: Shield, dagger, 1/2 tent, clothing, food.
NAF: Shield, spear, 1/2 tent, clothing, food.
glee: Spear, 1/2 tent, clothing, food.
Gaerlen (Koldanar): Shortsword, dagger, clothing, food, rope.

You also each have a jar of honey, 1 dose each of improved healing. Doing some rough calculations, that’s about 25 pounds of stuff each.

Santo Rugger END=11 25#/11 = 25% = 10% penalty to all actions.
NAF1138 END=9 25#/9 = 3
5% = 15% penalty to all actions.
glee END=15 25#/15 = 25% = 10% penalty to all actions.
Antinor END=13 25#/13 = 2
5% = 10% penalty to all actions.
Gaerlen END=11 25#/11 = 2*5% = 10% penalty to all actions.

Loads can be dropped, traded, etc., of course. But you are all in very decent shape to travel.

You have chosen remarkably (and uncharacteristically) nice weather to set out. The temperature is warm but not hot, there are a few little puffy clouds in the sky, and a gentle mist is gathered in the valleys.

You say a fond farewell to your hosts. You are honored guests and are welcome to return at any time.

Gaerlen leads you over hill and dale, through mountain passes that you never would have found without him. For a day you march, and come upon another Taelda tribe. Gaerlen knows some of them, and you are able to camp on the outskirts of their settlement.

The next morning greets you with light rain. You pack up and resume your march, westward and downward. Looking back, you can see the awesome mountains from which you came. You descend further.

Around mid day, you come to a narrow road. It is paved with carved stones, and is weathered beyond years. On either side of the road are grooves, about 3 inches deep and about 4 feet apart. You turn left and follow the road.

As you walk, the hills to your left rise higher and higher. The gentle slope to your left falls off more and more, so much so that the drop is close to several hundred feet. The wind starts to pick up and the rain worsens.

Around late afternoon, you come to a building on your left. It is a small stone building with iron doors. The road continues beyond it.

“Hey guys, we should totally check out this building. It might be a good place to set up shop for the night?”

I agree we shuold check out the building.

(Sorry I haven’t posted recently, but the hotel computer link is tedious)

Could we have brought some trade goods along? (furs? dried meat?)

I recall that I had some weapon proficiencies - am I OK with the spear or could I use the roundshiled as a weapon?

You have what you have. The tribe could spare no more.

You do have that magic honey.* It might be hard to convince someone of its real value, though.

You are good with both. And you can use either for defense or offense, though the shield is far better for defense. You can still hurt someone by hitting them with it.

I forgot to put in the footnote.

Originally I mistyped that as “hiney.”