Prelude: After the incident in Mehkranov, Lord Chancellor Teodor is anxious to be rid of the troublesome PC's. He can't kill you, and he can't let you go, and he can't imprison you. It's enough to give a middle-aged nobleman an ulcer.
Brother Augustus will be imprisoned for the duration of the Vorokhoi delegation's presence. Before they leave Nyremi, the unlikeable Brother Gesh will stop by the cell one more time to gloat, or perhaps even to offer one last chance to join him - "The trials are many, but it will be worth it to be on the winning side when all of this is done." When nobody is around, two of the guards (Wilfram and Eardulf) see to it that Brother Augustus is well supplied with food, comfortable bedding, and reading materials in exchange for conducting religious services. It seems that it is bad luck to imprison clerics. About three days after the Vorokhoi delegation leaves, the guards release Brother Augustus. "Don't make trouble for your family. The Earl is still deciding what to do with the lot of you".
In the meantime, Lady Yana and Stor are brought under guard to Mekranov. They are briefly interviewed by the Chancellor, then released with the same warnings to remain within the walls of Mekranov. All of you are disarmed of weapons and armor (stored at the castle, and to be returned at the resolution of the matter), but you all still have any weapons like daggers or anything concealed - you are not searched. The PC's are quartered on the Earl's dime at a nondescript but adequate inn on the town square and restricted to the town itself - though Ash doubtless departs on his own, citing a frequent need to stretch his legs. Likewise, Laurana can pretty much depart at her leisure, being able to turn into a bird. As long as she is visibly seen with the group at morning breakfast, nobody asks. It is safe to assume that you are being watched, and the gate guards politely warn you away from the gates. I am going to assume that nobody tries to force the issue on their own, for the sake of this new story arc. If you all force the issue together as a group, well, I can do that as well. Even without weapons, you guys can probably make your escape, but you will be outlaws.
During this period, the PC's may attempt a downtime activity... just to get the Downtime rules into play (PHB, DMG, XGE). Assume about a week of kicking your heels in Mekranov, which is the largest town in the Nyra Turn. Carousing, Gambling, Pit-Fighting, Religious Services, Research are all reasonable options. Since Claire is out, Ash will take the Crime option and then disappear, only to reappear on the road next session with some new clothes and possibly a story. I'll take that up with her separately.
Assignment: After several days, during which Lord Teodor and Earl Vlastamil have been conferring, they decide to remove the PC's from the region entirely. The PC's are popular, so they cannot simply be eliminated. King Hesketos II has agreed to take them and dispatch them far away where they might be killed or achieve greatness. To this end, the PC's are sent on the 150-mile journey to the capital. From here, they can easily be sent into the mountains where the Nyremian Army is encamped. The PC's are charged with delivering several casks of distinctive gift liquors and an old clergyman (Brother Ygreau, Priest of Korjata) who brews them from Nyra Turn to the palace, so it can be handed off to royal custody. The brewmaster and the booze are wedding gifts for an upcoming wedding of one of the princesses (HRH Luitgarda) and a Nyremian earl (Earl Kyromas). The wedding is a red herring, and will come off without issue regardless of the PC's success. Brother Ygreau travels with one assistant, two horses, and two donkeys. The assistant will see to the pack animals, so the PC's need do nothing but ensure his safety. They are simply to deliver the cargo and priest safely to the palace in Nyremigrad.
First Leg: Travel to Nyremigrad is relatively simple, as the road follows the river. There are no bridges between the east and west banks, but villages are relatively common, and ferries are present in most settlements. At a normal pace, the trip will take about a week, and be relatively simple. Traffic near villages is frequent, but the road gets empty. None of these encounters will be of consequence, though they may be interesting NPC's who can give news on what lies ahead. The first day is quiet and without encounters other than road patrols. For four days after that, roll 1d6. On a 1, there will be an encounter that day. If nothing happens, rolls again after sunset, and on a 1-2 there is an encounter. Roll on the table below.
BEAST - PC's are attacked by some large predator; a bulette, ankheg, a pack of dire wolves, or something similar, determined to get at the mounts or supplies.
HORDE - A band of humanoids (day) or goblinoids (night), strengthened by the next larger category (ogres, bugbears) is raiding homesteads in the region and has spotted the PC's. They will ambush riders or sneak up to camps. If they opt to follow them to their lair, they will find treasure and prisoners.
MONSTER - The PC's will discover signs of a very dangerous predator, such as a Wyvern, or a pair of Hill Giant-sized ettin, operating in the area. Whether they look for it or it finds them, an encounter will result.
NPC FOE - The PC's will come upon a settlement being victimized by a wicked knight (Sir Valtamir). He will demand an exorbitant toll, molest travelers, and challenge the PC's to combat. If they best him, he will invite them to dine with him, whereupon he will drug them (CON DC 15 or out), rob them, and dump them by the river in their loincloths. Anyone who resists will be set upon by guards and beaten until subdued. His mother is a Hag, so he is resistant to non-magical weapons, and armed with a magic spear of Dwarven make.
DUNGEON - The PC's will come upon an ancient Dwarven ruin on a hilltop, visible from a distance. The ruin is now infested with goblins, traps, and the angry undead dwarves who now defend it. But there is a treasure to be had there. Locals wisely avoid the place.
NPC FRIEND - The PC's encounter a traveling bard named Caligos, from Alastin. He hanging by a rope, being forced to entertain a group of tribal bandits. If the PC's don't intervene, he will become supper for the bandits' pet Owlbear "Merlyaff' when the bandits grow bored. The bandits are led by an outlaw mage from Tarath, a land far to the south.
Once the PC's reach the entrance the Valley of Hyros, the roads are too well patrolled for monsters. The last two days are quite safe and uneventful, and the roads are settlements bustle with activity. The PC's will notice that new fortifications are being built along the entrance to the valley.
In Nyremi: Once the PC's reach Nyremi, they can proceed to the palace. After turning over their charge to a chamberlain, they will be parked in a side room, given refreshments, and made to wait a while. Nyremi is dominated by wooden and stone buildings, whitewashed with dark brown tiles roofs. On the map, only the major streets have these nice buildings - the lesser streets are mostly slums and such. The palace is at the top. Each ward has a single shrine, each one with a single Stone Golem and attendant priesthoods. The golems are all named, and seen as lesser city gods predating the Ten. On the north end of town, a small castle is under construction that will serve as a base for a permanent standing Nyremian army in the future. The city is prosperous and well run, but not very cosmopolitan. The economy is centered on Lake Hyros rather than trade, and as a result is not a terribly colorful place. Several other kingdoms do maintain representatives here, mostly wealthy private citizens with staffs and sending stones. In fact, stonework and enchantment are two things that the city -is- known for, so golems and sending stones are both crafted in the city workshops.
Once the PC's arrive at the palace with the brewmaster and his booze, they will be paid a small amount of silver and told to return in a presentable state in the morning after dawn prayers for a meeting with His Majesty Hesketos II. If any adventures were had, Brother Ygreau will tell the king of their exploits. If the PC's are at a loss for housing, Dame Cyrodil's small house is available. Gavonis, the halfling steward, will happily let the twins in but will scowl at the others. She is currently away in the mountains. The PC's are free to do as they wish for the afternoon and evening.
Meeting His Majesty: The PC's will be met at the entry by a group of armored huscarls, who will escort them to a meeting room where they will meet the king. Hesketos II will outline the false war plan. The Dark Empire will attack Halak, and Nyremi will guard its borders and remain defensive, to avoid provoking the Vorokhoi. The PC's will be ordered to remain here in the city, and stay out of trouble, and if they are lucky the Vorokhoi will forget about them. He adds that they are only being spared as a kindness to the Dame Cyrodil. They will then be escorted to her domicile once more. Without their knowledge, they are being carefully watched. If they plot to escape, or to otherwise make independent trouble, they will be met again by huscarls and escorted to the palace. This time they will be taken down a set of stairs lined with lead, into the mountain. Once down here, in a zone of truth, they will be interrogated as to their true motives. Once satisfied of their loyalty and reliability, the King will reveal himself and the true war plans. The intention is to draw the Vorokhoi into Halak but to reinforce them with Nyremi's army. They will fight to hold the Vorokhoi there long enough for the kingdoms of Alastin, Leinth Gemir, and Alakai to join the Five Cities in battle. After the Vorokhoi forces in Halak are destroyed, the alliance will push north up the Rannik River and drive on Karkulis itself to end the Empire. It is even said that the Pershamon will send aid.
King Hesketos II needs the PC's to serve as eyes, ears, and blades for Nyremi in the mountains to the north. There are countless passes and little valleys up there, and the kingdom is vulnerable to infiltrators and raiders. He would like to entrust the defense of the Middlemounts to the PC's and several other small bands like them. The PC's will need to hunt and destroy Vorokhoi forces as necessary when they cross into the Nyremian territory. Unlike the vulnerable territory to the south, where diplomatic pretense is vital, mountain warfare is ideally suited for small, mobile, independent forces. If the PC's are able to draw Vorokhoi forces into the mountains, so much the better. When the actual war begins, the PC's will be called upon to attack Vorokhoi rear areas in support of the main attack. The king will supply healing potions and silver sufficient to keep the PC's in the field for a long time. He will provide other assistance as necessary, including extra people.
Things to know about the Middlemounts:
There are extensive Dwarven ruins there. The entire range was once a center of Dwarven civilization, but most of the great cities have long since been abandoned. A few small populations of them still remain inhabited, though most have been claimed by other races. Most are connected by long underground tunnels and rivers.
Most humans live in small mountain villages, farming in the valleys or herding goats. A few areas are fortunate enough to have terraces left over from previous generations. These communities are generally fairly isolated from one another and from the outside world. They pay homage to whoever rules their areas but usually do not concern themselves with the doings of lowlanders.
Small groups of giants and the occasional dragons inhabit the Middlemounts, usually claiming the greatest peaks as their own.
There are no real roads in the Middlemounts, but there are extensive mountain trails.
The Daero wood elves primarily inhabit the lands to the north, between the Cheresk and Tempelstraum. They handle much of the defense of that portion of the border, but they are few in number.
The Vorokhoi portion of the Middlemounts is ruled as a single Province, and a legion with its HQ at the fortress of Metrom. Metrom also has a Bone Citadel, with ample supplies of undead troops that can be loaned out as necessary. This is further subdivided into three satrapies - Tempelstrom in the north, Voldur in the south, and Stredni to the west. Each one has assigned army cohorts, composed mostly of conscript spearmen, stiffened by crossbowmen and cavalry. Additional auxiliary units are also available, especially Karkulian heavy cavalry.