Lost in the Mists
After over a year of travel through the domains of dread, our heroes had returned to Miredus and found that they had even found their way home to Jura! Each of the party experienced different emotions connected to this tremendous event. For Goodman, Saima, Zephryam and Garret, the return to their homeland brought joy—even if it was with a hint of apprehension. The others, who had lived their whole lives in the Mists were surprised to say the least. What did this mean for them? What indeed!
Under the almost forgotten warmth of a full sun, the party journey from the outskirts of Miredus to the city proper, where they were greeted by members of the Midnight Watch and brought before Councilman Duran. He greeted his friends warmly and explained to them what had happened during their long absence. Time had moved quiet differently for the city of Miredus. Whereas the party had been gone for just over a year, to the people of Miredus the heroes had been on their journey for over three years. During this time, the city had adapted and survived. The Mists had been cruel as always, but without Vosk’s tyranny the people were able to better organize and fight against the horrors. And the citizens had never lost hope that their Heroes would return. They knew that the heroes had been successful in their quest when suddenly, some six months prior, the people of Miredus awoke to find the city had returned to Jura!
The Order and the Midnight Watch sent scouts into the surrounding area to find out that had happened. Their reports confirmed the amazing truth: the kingdom of Miredus had returned to the exact location on the plains of Jura where it had once occupied. But they had not been protected by the movement of time, indeed things were very different. Where the people of Miredus had been lost in the Mists for some eight years, the kingdom was missing from Jura for over ten years! The scouts also learned that the world had moved on without Miredus present.
The kingdoms of Resmir, Grullan, Endril and Strava had been destroyed in the Drought War and were never rebuilt. The ruins of those razed kingdoms remained, grim and haunted monuments to the evil of Vosk Fayden. The refugees and survivors of the Drought War had gathered together away from the ruins of their cities on the banks of the Lagan River, and there founded the kingdom of Thoral. With the royal families of these kingdoms massacred, the people elected a new king to lead them: King Othmar. Through ten long years, the kingdom of Thoral had been forged in the flame of hardship. Many died due to hunger and exposure as the people tried to grow new crops and build a new city. But they prospered in time, with the lessons learned in the early years making them hardy people.
Certainly it was only a matter of time before Thoral learned of Miredus’s return. The Council debated how to handle this situation. How would the Thoralans respond to Miredians? Would they be met with fear due to their magical disappearance? Rage over their dark crimes? Should the a peace envoy be sent? These questions were debated for days before the party’s timely return, and were brought to a head when our players discovered a Thoralan scout in the area!
The scout, who identified himself as Meker, was reluctant to share any information about Thoral or their plans. The party worked to convince Meker of their good will and eventually he yielded some information. He explained that Thoral knew of Miredus’s return and was afraid that the kingdom was one of evil magic and death. They were gathering information to determine what to do. The heroes discussed and saw that this situation was a powder keg ready to burst. They opted to journey to Thoral on a diplomatic mission to prevent any violence between the two kingdoms.
Meker accompanied the party of their journey, and led them through the countryside. They traveled though the savannah, eventually coming upon the haunted ruins of Resmir. They solemnly passed through the city, with the memories of Vosk’s crimes weighing heavily on them. In the city, the encountered a team of witch hunters from Thoral, who accused the party of witchcraft and evil when they identified themselves. Goodman attempted to parley, but the inquisitors would have none of it. The heroes of Miredus defended themselves against the stern witch hunters, sparing their lives in the melee.
Leaving the ruins, the party made camp for the night and expected to reach Thoral the next morning. That evening, they encountered a roving band of restless dead—-revenants that prowled the wastes of Remir and the surrounding area. These ghosts attacked the party as they slept, requiring our heroes to react quickly to survive. Once they gathered their wits, our players quickly put the dead to rest.