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2nd Day in Barovia

Exit Barovia (Village); Tser Pool Encampment

by Aesigvarr

We finally depart the miseries of the village of Barovia. Ireena is alongside us.
 
We are not far outside of the village's bounds when we hear the approach of horse and rider. Quicknife and I rapidly move to cover, as do the others, while Belmont and Ireena hesitate but slowly follow suit. A ghostly spectral rider moves along the road, headed for Barovia. There is brief debate before we agree to continue our advance.
 
At the fork in the road, we opt to head to the Tser Pool encampment occupied by the Vistani. Quicknife in particular is eager to befriend them, seemingly based on his focus on revealing an escape from this realm. As we draw near the encampment, I retain my human facade of "Mannheim Huleman". We are welcomed in our approach, and the others quickly integrate into the campfire's conversations (at Ireena's hesitations). The only time I ask about unusual sightings, it is met with uncertainty and nothing of note. I keep to myself afterward, until we are directed to speak with the fortune teller, Madam Eva.
 
As we enter her tent, she greets each of us individually in cryptic selections. On my turn, she announces her awareness to my nature and my presented mask. I do my best to conceal my defensive nature and listen to what she has to offer.
 
Eva presents her divining deck, the tarokka. She readies herself and begins her reading.
 
To the left, she draws the Illusionist card. "This card tells of history. Knowledge of the ancient will help you better understand your enemy. A man is not what he seems. He comes here in a carnival wagon. Therein lies what you seek."
To the top, she draws the Hooded One card. "This card tells of a powerful force for good and protection, a holy symbol of great hope. I see a faceless god. He awaits you at the end of a long and winding road, deep in the mountains."
To the right, she draws the Avenger card. "This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight. The treasure lies in a dragon's house, in hands once clean and now corrupted."
To the bottom, she draws the Raven card. "This card sheds light on one who will help you greatly in the battle against darkness. Find the leader of the feathered ones who live among the vines. Though old, they have one more fight left in them."
And placed in the middle, she draws the Broken One card. "Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him! He haunts the tomb of the man he envied above all."
 
With her reading complete, several others ask their questions, but I am without focus in my momentary desperation. I look to Eva and request: If she knows what I am, and why I am here, then she is to answer if my fears are realized and my investigation here is justified.
 
The hag cackles and responds only with, "The ones you're searching for are within the mists." The vague response is useless and infuriating. I step up and leave the tent, needing to remove myself before escalation ensues.
 
I walk to the edge of the encampment and look out into the settling dark, reflecting upon my mission here. This may have been a colossal mistake, and a choice I will no doubt pay for, one way or another. It is impossible to discern without additional data, and ignoring it was an impossibility. I reassure myself that this labor is a necessary expenditure and will grant boons of a different nature, regardless of my mission's true parameters.
 
The sun has set. My companions have chosen to camp here, and I must abide. Though my facade has expired, I pull my hat low and my collar high, return to their circle, and rest beside them.

Continue reading...

  1. Commence Fact-Finding Mission: Barovia
    First Moon of Autumn, 1491 Dale Reckoning
  2. Inspection of House Durst: Upper Floors
    1st Night in Barovia
  3. Inspection of House Durst: Catacombs
    1st Night in Barovia
  4. Expulsion from House Durst
    1st Night in Barovia, Post-Rest
  5. Barovia (Village): Entry and Introduction
    1st Morning - Afternoon in Barovia
  6. Barovia (Village): Continued Presence
    1st Afternoon - 2nd Night in Barovia
  7. Barovia (Village): Burial
    2nd Morning in Barovia
  8. Exit Barovia (Village); Tser Pool Encampment
    2nd Day in Barovia
  9. West Gate & The Windmill
    3rd Day in Barovia
  10. Exit Windmill; Enter Vallaki
    3rd Afternoon - Fifth Day in Barovia