Scions of the Four Winds

Introductions and Revelations
1st Session

Your group was invited to the sea dock district of Melen, the capital of Iscobal. There you were introduced to Tuss Tono, the sole survivor (as far as he knows) of the Scions of the Four Winds. You learned that your parents and other members of you family were once part of the adventuring Order. You accepted his offer to carry on the family tradition and joined the Scions. Your overarching quest; to discover the state of the Scions. Each of the nine kingdoms of the Steadfast once housed Scion safe houses where dangerous numenera was taken to be stored or disposed to keep it from the clutches of The Convergence, a shadowy organization bent of global domination by taking control of numenera and weapons of the Ancients. Tuss sent you on your first mission. To contact a crime syndicate headed by a man known only as Dracogen and sabotage his mission of collecting a dangerous artifact housed in a floating bastion of the Ancients 80km offshore.
You made contact with the smuggler vessel Water’s Blade and her captain Anastasia. She directed you to Dracogen. Dracogen hired you to collect numenera and valuables from the floating bastion and return them to him.
Arriving at the bastion you delved the ruins of a conical tower which dominated the plaform. Searching through the demolished and long ago ranstacked tower you felt as though this was a wild goose chase until your searching antagonized a Plasmar who has made the ruins his den. After a protracted combat you bested the creature and explored the lower reaches of the bastion all the while being harassed by some sort shadow creature. Collecting numenera and trinkets you egressed the platform and returned to Dracogen but located no artifact or numenera that Tuss feared was on the platform.However you can’t shake the feeling that maybe something that should have stayed the platform left with you.
You have now returned to Dracogen and pleased with you work he has tasked you to recover a cypher know as the Revitalizer for him, stolen by a college known. You have taken the job (at a hefty profit thanks to some cunning negotiation by the group’s nano). How dangerous will the recover be and what, if anything, came off the platform with you. You will find out in the next session.

Joining the Scions

A cool breeze comes in off the Sea of Secrets. The sun setting the rolling waves which kiss the pier a menagerie of golds and yellows. Tri-finned Helioseals dance amongst the bobbing ships tethered to the docks hoping to snatch the offal and scraps from the fishmongers and they ply their trades in conjunction with the fishers and spearers. The city of Mulen is only a ten minute walk from here, the high syth walls a glittering wash of marble and copper and the towering spires of the noble districts peering cautiously above the wall to stare out at the sea. In the shadows of these walls lay the Seafarer district. Home to the hovels and homes of those who ply the seas and those who support them. It is also a point of commerce with the towns and villages of from the Hitcher’s Firth to the Ison Cape coming to trade and sell their wares.

You find yourselves before the Wind’s Whistle Inn located a short walk from the docks. A stout two story traveller’s bastion of stonework, sythwood and steel glass bids welcome from the aroma of the kitchen is inviting as well. Summoned by either messenger of caller you have been notified that a friend of your respective families, one Tuss Tono, has requested your presence with an offer of employment and perhaps acceptance into “the family business”. Upon entering your senses are assaulted by a mosaic of aromas. Pipe tobacco ranging from the spice laden leaves of Ghan to the stark thick headiness of Milave is married with the scent of cooking fish and cabbage. The sythwood floors are stained with 20 years of muddy boots and spilled drink. The hearth is warm and beside it some sort of numenera music box (a collection of clear tubes and wiring a fixed with a simple square with a series of speakers) belts out an old tune popular with the older generation. A smattering of patrons occupy the tables scattered about the dining hall. A couple look up at you as you enter but go back to their meals or companions. The walls are lined with an eclectic collection. Skulls of creatures you don’t recognized, blades of foreign design and framed drawings and paintings of places and people you don’t recognize, save one. Amongst the assortment of blades and busts and maps and art you see images of your parents many years ago amongst strangers and in locales never spoken of to you. Behind the bar a portly man dressed in some sort of uniform and with a numerneric arm and eye addresses you without looking up from the drinks he is preparing, “Well, looks what the bushwara dragged in.”
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