Friday, December 29, 2006

Chapter Break -- End of Chapter 14, Parts 2 and 3

Three of Wyndella's half dragon children arrive to aid the expedition to Sandstone Keep, using magical charms to maintain a massive gateway. The entire force finds little resistance at first, beyond a handful of startled Seldir seeking shelter from the sun within the crumbling outer walls. However, that changes once the Kuzani open the main accessway -- almost immediately, a shrieking fills the sky. Hundreds of frenzied Wyvern's swoop in and attack. Oddly enough, they tear at each other as much as anyone else, seemingly inflamed with an urge to mate and lay clutches of eggs at this location. Their actions are wholly artificial, so some folks wonder at the cause of such off activity. After a day of solid fighting (and a steady rain of blood), Sandstone Keep is secured, with a second battalion of Larkan Soldiers moving arriving to render aid. Cleanup of remaining Wyvern's keeps most of the mercenaries busy for the next two days while the Larkans and Kuzani set about cleaning thing up. Wyndella's children depart.

Meanwhile, Rin has found much of the Lagragon Wildlands plunged into a magical darkness. His enhanced vision, a gift from Owl, seems able to penetrate the darkness somewhat and he finds his way to his Mother's old home. Within is little more than memories... but hidden in the floor is a message of sorts. Blade was here, and left a knife to mark his passing. The next day, Soreiss picks up Rin, and finding himself plunged into magical darkness, realizes that this must be the effect of Dawnrazor, an artifact sword suspected of being in the region. Gorvalyk had spoken of a vast region of darkness a while back, and it seems none of it has yet faded.

Slip spends his free time studying with Soreiss and Krosbye, and reaps the benefits of his Usho heritage and a strong education. He picks up the rudiments of Wizardry in only a few weeks.

Rin spends time meditating in quiet contemplation, further attuning himself not only to owl, but to the greater spirit paths.

Mitu and Soreiss return to Muros's encampment with the Varukko who had aided in Sandstone Keep. They both join the battle when another attack comes, witnessing the sheer carnage and brutality that are the Krinod at war.

Mitu (egged on by Tharivol), remains at the front after the battle ends. Soreiss, however, leaves and returns to Larka City, where his services are needed by General Kethryn and Tarsus Kordir. It seems that the Sandstone Keep may gain a permanent gateway between Larka City and itself, one capable of moving many units of soldiers quickly between them. Tarsus was charges with designing the system, but seeks Soreiss's aid to finish the designs as well as implement them on the Larka City side of the gateway.

Soreiss discusses the matter with Tarsus, and they both come to the conclusion that the Eog in close proximity will have a serious warping effect on the Eldritch effects of any gateway. Slip and Rin also travel with Soreiss, offering to help the Kuzani and Larkan forces with some crafting and dowsing skills. While Rin seems fine during most of his interactions with the Kuzani, Slip became quite uncomfortable when questioned by one particular fellow some say is a "Grandfather" in training.

Soreiss takes a short trip up to the Darkweaver's transit tower when he figures out that what Tarsus and he are designing is exactly what the towers already are. On his arrival, he finds an ornately styled dagger thrust into the wall. A note pinned to it claims someone wants a meeting with him in a couple months time at the Blue Candle at a town called Epasca (Subsequent analysis leads Soreiss to believe this note may be from Marika Dracos, especially after he discovers that Epasca was the name of the village where Sashmir now stands). However, Soreiss's immediate concerns are about how the towers work, and in response to his thoughts, the tower opens the passage to Mount Thanir. Soreiss passes through to the next tower, but finds nothing of what he seeks. Only after a short while does he decide that perhaps he needs to travel inside Mount Thanir -- which means winding down the narrow path, and hoping to pass through a door barred by the Syments. Soreiss never even gets that far, with the Syment Stefan Aldroth coming up to meet him. The Syments are offering Soreiss a trade. In two weeks time he must pick up a package for them in the Kesh Confederation town of Shrewsborn, but it is a package that will reveal itself to him, as well as reveal its ultimate destination. After a successful delivery, the Syments will loan some of the Darkweaver's old notes on his tower constructions.

Back on the frontlines of Muros's war, Mitu discovers that the Phoenix's are present there, at least five if not six of them, but are not taking much of an active role beyond support. After another day or two of intense battle, Mitu also meets up with the warriors three -- Caedin, Warrin, and Fartlegoth -- all of whom are pleased to see him. During conversations with many of these people, and a steady westerly march, Mitu learns that they are crossing over the now buried ruins of Ganth, the capital city of a kingdom that bore the same name. Furthermore, he remembers something about Ganth from Adder's list of items -- the Star Scepter of Ganth -- and discovers that it must still be buried beneath them. He attempts to dig his way down (foolishly), until Soreiss arrives to pick him up, and convinces him that they will have to come back later when better prepared.

Another few days are spent figuring out where to go and what to do next -- so many loose ends remain -- with little forward progress in the nearly two and a half months since their return from the Violet Path.

[Jolt Code: 1C, 2CB, 3R]

Monday, December 18, 2006

Chapter Break -- End of Chapter 14, Part 1

Plans are made at the boathouse in Larka City as, for a time, the party members must each individually address some loose ends.

Lugh returns to the glass continent for an undetermined amount of time so he may find S'qarb and learn all he can about the order of the Druidim.

Mitu returns to Ghostrock to visit Stonecutter and his other friends, and finds the small community to be growing quickly. Already, they are seeking to expand the post and hold elections as a free city. However, they have drawn the ire of Mehbt's Arcane Council -- an always troubling situation.

Rin must take a fortnight -- and perhaps longer -- to reconnect with his past. He hopes to find the old home of his mother and with the aid of her spirit, learn more about the story of his blood.

Soriess is greeted as a traveling dignitary when he arrives at the Principality of Amundus, Taladne to return the crown stolen by Sable. The Bone King speaks at length with Soriess about various issues.

Slip helps to make arrangements for Valkar and Uvorr to find refuge among the Shadesmen. Valkar hopes to take some time nursing his ward back to health, and then findt he boy some proper training. The Shadesmen know just the place, and Valkar and Uvorr are relocated to Sashmir with the Lion, Judu Mitra.

With the timetable for the Sandstone Keep expedition advanced, making contact with the scattered persons involved becomes quite the task. Eventually, contact is made -- Lord Muros is fully engaged in the war with Akur, and reports some strangeness among the Krinod. However, he commits several Varukko troops to the expedition. Redeye returns from the desert with fifty kuzani soldiers (including miners and combat engineers), and with Soreiss's help, the Bronze Bulls offer two score of soldiers for only a nominal fee. Arius readies a batallion of Larkan Military, while using his spare time to speak and train with Sylvarsyr, Mitu, and the three knights of the Order of Oryon.

Only on the last day before the expedition is slated to depart does Wyndella make contact...

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[Jolt Code: 3C, 2CB, 3R, 9S]

Sunday, December 10, 2006

Chapter 14: Session 09

The Necropolis of Para and Korma is under seige by minions of the Dark Road, wave after wave of otherwordly nightmares being kept at bay only barely, but three members of the Order of Oryon. Two are immediately familar, Thelius and Cadmon, and the third, the apparent leader, is soon recognized as Grand General Menotarus, commander of the Blade of Oryon. They are pressed back nearly to the closed gates of the Necropolis' sanctum when the party, much needed aid, arrives via a gateway.

Rather quickly, Rin notices a point of substantial spiritual power high up, on or above one of the clock towers. He learns that it is a dark shaman, a Koba in fact, that has been summoning these minions to assault the Order here. The Koba stands at the cusp between the spirit realms, the real world, and the Darkroad itself, calling in a new wave of attackers even as the last was struck down. Rin gets a good look at the Koba, and his description fits a figure familiar to Lugh alone... that Koba is Zulok, the Ratdog.

While the battle rages below, Rin attacks Zulok with some desperation. The Koba responds mockingly, and instead of worrying about Rin, focuses instead on his spirit totem, the owl suddenly visible near Rin. Zulok assaults Owl, bathing him in an umbra of dark energy -- Rin can feel his own spirit powers being stripped away from him. In a desperate move, Rin slashes at Zulok with Lucky Day (his enchanted sword) -- and the sword lives up to it's name. Impossibly, the sword manages to clip Zulok, even though partially transdimensional, cutting a thin line across his furry flesh. Zulok, true to his often cowardly nature, screams up at the sky (high up above can be seen the tiniest of black specks, presumably Anjoule...) and retreats. The summoned minions remain.

With Rin's sudden stroke of luck, and Zulok's surprised retreat, the battle is soon over. Menotarus thanks the party, and confirms that Thelius, Cadmon, and Hovirith will be travelling to Larka City within the week to offer assistance with Sandstone Keep. However, he decides that those three should instead remain with the party until after the Sandstone Keep expedition is completed.

At noon, the gate to the inner sanctum opens. Mitu and Soreiss complete their pilgrimage here, while some of the others perform the rites, knowing they will have to backtrack and make a proper offering to Nekarnus. Slip and Hovirith bond over water magic, spending some time practicing at Sh'kaels Necropolis. Lugh scrawls down many sad stories on the walls of Para and Korma's sanctum (it's ok, they do that here), before the next night is through.

The following day, Lugh, guarded by Mitu, returns to Nekarnus' sanctum and makes an offering. Meanwhile, the others head part of the way down the Violet Path, hoping to find the bound demon ogre. Instead of a body, they find a message in Dematic, etched into the hillside stone. Translated, it reads, "I have been shown another way". However, true to his word, he left his spirit imbued bonds of cold iron. Rin asks owl about them, and is informed that they are powered by anicent ancestor spirits, and the objects must be brought together for thier resonance to remain.

Their time on the Violet Path, the Hills of Necropoli, and the Cities of the Dead Gods has come to an end. Relieved, they return to Larka City where they are met by Tol'Uddi Dunn and Antilles, who has returned with Uvorr -- injured, traumatized and without skin. Mitu and Valkar tend to the young one, and with Mitu's healing, knit his physical wounds. However, he is a long way from healing -- enough so that Valkar realizes that he must stay with Uvorr for a time, helping him and giving him a chance to heal.

Sylvarsyr, his Taerani guard, and Zenzyk also returned with Tol'Uddi Dunn (it would seem they are establishing some ties to the Shadesmen)... however, Zenzyk becomes visibly upset when he sees his brother Hovirith and storms away.

The Bronze Bulls have made their changes at the Boat House as well. Lorin and Ruln have been set up as the commanders in charge of the Larkan operation, where it seems a cluster of a halfscore green recruits have been sent for training. Krosbye and Soreiss kick back and watch the show, even as Slip and Lugh join in for some much needed Hand to Hand practice. Mitu attempts to help, but grows frustrated -- only made worse by Zenzyk's outburst.

However, they all are at what passes for Home. Certainly, many loose ends remain -- Sandstone Keep looms in the immediate future; Zal-Ruthara's Sanctuary and the tower of the Azuruth the Violet Mage remain unfound; Veldir Kedrith (Soreiss' "brother" and other half" remains at large, working with the Arcane Council; Slip is a wanted man; Lugh must learn more of the Druidim from the few who remember that order; and both Muros and Adder have a war that must be won. Perhaps above all, both Oryon and Bhaen could return at any moment... and no one really knows which one will be worse.

[End of Chapter 14]
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[Jolt Code: 1B, 6C, 2CB, 3S]

Sunday, December 03, 2006

Chapter 14: Session 08

(Note: Entry was greatly aided by Rob's record, gaining him an XP for Rin)

After some final preparations at the Boathouse in Larka, the party leaves for the Necropolis of Skael, hoping to discover who this "old friend" is that Lord Death mentioned. A few names came to mind, but there was only one way to find out.

Arriving at Skael's Necropolis, they quickly discover that this Necropolis is also a very powerful Water Node that seems to have been lifted right out of a giant lake. The pary secures passage to the Node with a Ferryman operating a skiff on the shore. For a Pilgrim's Token each, the party is ferried across.

Slip finds that his Elemental powers are greatly enhanced while in the presence of the Node and he decides to show off his attunement with water by walking on the water and also accelerating the skiff across the lake. The Ferryman expresses his pleasure at this newfound capability of his craft, but then seems to deflate a bit when he's told that it was Slip who gave it the extra "push."

Initially, the structure of the Necropolis appeared to be some type of crystalline structure, but, as the boat came closer, it turned out the walls were somehow crafted from liquid water. Entering the Temple, the party is surrounded by other travelers as well as the Acolytes of the Temple. Slip revels in the augmentation of his powers, while the rest of the party ambles around the complex.

Shortly after arriving, Lugh, Soriess and Mitu discover that there is, in fact, an old friend here waiting for them. Zhebaht, the last Pradari (and a hero of the first prophecy, reformed and uncursed after the party's first visit to the Cradle of Life), introduces himself to the newer party members and catches up on current events. Topics of interest were Lord Muros, Cabot, Antilles, Corwin, Sandstone Keep, and the Scar, among other things.

Once the group feels they sufficiently exhausted all the topics at hand (and after Zhebaht does the fishman dance), they decide to travel to their final destination on their pilgrimage, the Necropolis of Para and Korma.

Here the party is met by a very disturbing sight. Amidst the large clock towers representing light and darkness, a horde of Darkroad minions is spotted attacking a beleagured group of the Order of Oryon. Quickly, the party springsinto action. Mitu boosts the endurance of the party using his True Healer gifts and Soriess enacts a translocation spell to bring them right into the fray.

For some reason, in the overwhelming presence of the Darkroad, Rin finds that he has unlocked the Shamanistic "Ghost Cutter" ability, making his weapons lethal to spirits, which does not bode well for the ethereal darkroad entities.

----
[Jolt Code: 3B, 2C, 2CB, 5R, 2S]

Chapter 14: Session 07

Death is met again in the Necropolis of Woed when Mitu, Val, and Rin discover that Woed's presence is absent, unlike the first two necropoli. Mitu worries that wherever they go, they find death -- who responds in turn that it is death that dogs the heels of the bearers. Lord Death once more decides that he will meet with the bearers, but not until later...

In the wake of Tol'Orsiss Sarai's attack of the Boathouse in Larka City, arrangements are made with the family of the fallen majordomo. They are going to Malron to be with family, and one of Ruckus' children -- the runt of the litter -- is going with them.

Then, the remainder of the party also heads to Woed's Necropolis.

While spending some time there, the PCs encounter an aloof nom wearing a tattered, dusty cloak and wielding an enchanted poleaxe. He does little more than snort derisively at them and returns to his own affairs.

Meeting with Lord Death, the PCs are informed how Nekarnus was wrong. Or, more specifically, the consciousness claiming to be Nekarnus at his Necropolis was wrong, because it was not Nekarnus at all. Death explains that come the dawn of creation, the five gods of the pentad had to align themselves with certain cosmic principles -- Darun with Death; Woed with Life; Nekarnus with Zhirihz, the power of the Ouric and the wellspring of Eldritch energy; Beluss with Subtance and Matter; and Para/Korma with Time and its markers, light and darkness. It was Zhirihz's own memory of Nekarnus to whom Soreiss and Mitu spoke -- truly an echo and not the being himself. It is the same way that while Lord Death will oft times wear the mask of Darun, that god himself is long gone, cast away with the others during the fourth prophecy.

The PCs, with much more now to think about, decide upon a plan to rescue Val's ward and isolate Skullsneer the shaman from Belovius' aid. First they seek Belavius at his tower of stars in Nekarnus' necropolis, and offer a deal. The extract of Illmorthus root will restore the vigor and health Belovius craves so desperately, and should be a fair equivalent to whatever Skullsneer had offered. In return, they want the child. The sorceror agrees, summoning young Uvorr.

However, it is not Uvorr -- much to Belovius' surprise -- but a simulacrum wearing the child's skin. Another doll of Skullsneer's it would seem, scamming Belovius as well as the party. The false child is dealt with and Belovius seems genuinely angry at Skullsneer -- and desperate for the Illmorthus root. He seeks an alternate deal, and the shard of a wellspring node is the initial counteroffer. However, a new deal is struck, with Belovius providing maps and lore about a hidden sanctum belonging to the Archmage Zal-Ruthara, in which he knows the mage's staff still resides. Powering that staff, he knows with great certainty, is a wellshard. Furthermore, that sanctum contains the mage's studies, laboratories, and other gear.

Finished with Belovius, the party turns to the rescue of Val's ward. That the boy is still alive they are fairly certain, although in what condition no one can say. They arrange to meet Tol'Uddi Dunn and Antilles at the Bronze Bull fort in the heart of Westroad (with Kestra's consent). They learn quite a bit about Tol'Orsiss Sarai and after some trouble, manage to convince Antilles to rescue Uvorr from Skullsneer's trap (when all is said and done, Antilles is, as Cabot said, his Father's son). They await word from Antilles or the other Shadesmen, and prepare to visit the remaining two Necropoli, all the while making some additional plans (Arius opts to advance the timetable for Sandstone Keep, for example).

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[Jolt Code: B6, 2C, 1CB, 6R, 1S]

Chapter 14: Session 06

In the early morning, the PCs begin readying themselves for the many pressing matter to be attended. Belovius and Skullsneer still hold Val's ward, Uvorr. Three of the five Necropoli remain unvisited. And an odd light flitters about the southern horizon. Rin and Slip both discern within the lights many sand skiffs fashioned of bone, crafted as if in parody of the Seldir ships. They glide around the desert sands in seemingly random paths.

And then suddenly, Rin sense a dark spiritual force flash through in one moment only to disappear in the next. Owl hesitates to name what it sensed, but confirms that it is a potent Darkroad force... greater than Skullsneer.

The PCs redouble their efforts to get ready and leave for the day. They note that Sylvarsyr and his Taerani guard are not up and about, and the contingent of Bronze Bull Mercenary Soldiers is missing. Arius has left for work, and Zenzyk Threefingers gets an early start to resupply some basic carpentry materials for the house.

When the PCs are just about ready, there is a knock on the door. What began innocently enough ends in tragedy, when an explosive force of magic sunders the door and sends the majordomo (who had gone to answer the knock) hurtling through the air, only to impact against the far wall of the inner compound and fall in a crumpled heap. A large creature of shimmering eldritch force stampedes into the courtyard, attacking any who are near. A few seconds into the melee, the true source of the problem is seen floating in the sky watching the scene -- Tol'Orsiss Sarai, the pale haired Usho archmage, has come back to finish what he'd started. The magus uses his potent dweomercraft to divide the party, neutralizing them each in turn so that he can engage in a one on one battle with Soreiss. Obviously, their last encounter was a bit personal.

The battle rages: Mitu flails around in impotent fury; an injured Val takes opportunity shots; Rin's mobility is stymied as he finds himself trapped in a force barrier; Lugh is knocked about, but takes opportunity shots when he can; Slip eats a vicious attack and falls quite early on; and Soreiss takes to the sky, being pressed and countered time and again. The Eldritch Servitor is defeateed in time, but at great cost -- perhaps even too late. Half the party is knocked about, unconscious or removed from the fighting. Tol'Orsiss Sarai is toying with Soreiss, until a clever idea (and bit of luck) dispels the Archmage's flight. Prepared with a contigency for everything, Tol'Orsiss' explosive retreat is activated -- blasting Mitu into tatters and pushing Soreiss back.

The battle ended, Tol'Orsiss Sarai repulsed once more, the PCs assess the damage. Mitu is dying, though skillful tending of his wounds gives him some stability as his own natural regeneration saves him. Val is seriously wounded, and Slip must be roused from deep unconsciousness. The Boat-house's majordomo is quite dead, his neck broken on impact. Within a minute or two, Arius arrives with Sylvarsyr, the Taerani, and a small contingent of Larka Cityguard in response to the action heard at the house. Zenzyk returns a short time later...

...And is thrust into a rage. Resigning his post, he snaps the head from his broom and handles the remainder like a sword. He inquires into the identity of the attacker, and swears that he will teach this mage what it means to attack the innocent. Lugh is the first to realize that the old swordmaster intends to slaughter the the Archmage's friends and family back in Mehbt. Lugh immediately attempts to dissuade the old man, and with some time and success, convinces him to remain and not betray his own ideals so callously. Furthermore, he convinces the old swordmaster that perhaps he should realize that there are others who wish to see Tol'Orsiss Sarai brought to task, and some of them (ahem, Mitu) could use training from a Dorrivaire School master.

The family of the majordomo is distraut, and start deciding if they wish to leave the city to return to family east of the desert. Soreiss and Slip send a message to Tol'Uddi Dunn back in Tal'Megarin regaring Tol'Orsiss Sarai. And Mitu, Val, and Rin -- all upset, still -- ask for passage to the Necropolis of Woed while the other matters in Larka City are handled.

Woed's Necropolis is sprawl of greenhouses and small huts, with a walled monastery on the west side of the highest hill. In the center of the community is an old statue, large and weather worn, ostensibly depicting the god Woed. However, unlike with Darun's and Nekarnus', there is no sense of Presense here... just cold stone. Emptiness. Having expected to sense some aspect of the god here, Mitu slumps in frustration and hears a familiar voice.

"The one you know as Nekarnus was wrong," Death says, walking up to them.

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[Jolt Code: B2,C2,CB1,R5,S1]