[Chapter 16: Zal-Ruthara's Sanctum]
The party realizes they have trapped themselves in what is, quite literally, a death trap of mountainous proportions. For over three months, they struggle to survive as they push deeper and deeper into the various strata of chambers created by the legendary Archmage Zal-Ruthara.
Numerous traps, puzzles, and even boiler golems, seemingly intelligent machines programmed to various tasks within the confines of the sanctum, are scattered around the place seemingly haphazardly. That is, until they find a pattern. Zal-Ruthara was the teacher of the infamous Samath, a Sorcerer and Archmage in his own right who became known for terrorizing what is now modern day Sashmir and for his final defeat at the hands of the first Talmoril. Any place seemingly belonging to Samath is absolutely chaotic and random. Other places seem organized, deadly yes, but efficient and often strangely functional. Every image of Zal-Ruthara, they note, is obscured. There is never a face or a sense of absolute proportion -- just what appear to be heavy dragon skin robes and a massive glaive-staff.
As they push through, they begin to suspect that Zal-Ruthara may still be alive within the halls. There is little history remaining about the Archmage, just that he was widely considered the greatest fire wizard of all time, and that he was the chief instructor of Samath. They find indications that he was pretty masterful with all elements, and that he was indeed shaping eldritch energy to simulate elementalism. They also realize that this place is using elder Drakkhanus to power some things in the sanctum... they are "wired in" to the place, at least three of them, and seem to be insane and nearly dead. All the while, Lugh expects to sense corruption or at least very tainted balance... but beyond the elemental shifts, there is very little that is unnatural here.
Ultimately, the PCs discover what remains of Zal-Ruthara's journals -- it seems they were burned by Samath, who tore much of the Sanctum apart looking for something, or perhaps while just throwing a hissy fit. Zal-Ruthara hated dragons and seemed to be using them to "correct some mistake". He also was a bit enamored with the Darkweaver, trying many times to find him, but failing (he did meet minulex, who later delivered a gift to him from the Darkweaver, but Zal-Ruthara didn't seem to realize that at the time). Zal-Ruthara was attempting to create a new Mage Haven, a school and community of wizards, sorcerers, and elementalists independent of Mehbt or any regional politics. He was almost complete, too, where it not for some unforseen issues. He had grown suspicious of Samath, and had begun to keep the man at a distance while he finished his preparations. "Righting the wrong" created by the dragons was his first priority... whatever that meant.
When they found the man himself a short time later, they understood. Zal-Ruthara was a Koba. The soul of a human cursed to dwell within the ratdoggish form of a Koba for his whole existence, the Archmage chaffed at the thought. He used his power and genius to find a way to reverse the curse placed upon his forebears by the Elder Drakkhanus. Using the very same Dragons, the power of several Node Stones, and his own prodigious talents, Zal-Ruthara was going to strip away the Koba curse and become, as he should be, a Man.
Enclosed within a bubble of his own magical wards, Zal-Ruthara was very much alive. The party makes a deal with him and helps to accelerate the process of whatever it is he was doing. Otherwise, Zal-Ruthara will remain in his ward and the PCs stay stuck in the sanctum. The aid of the party allows him to conclude his ritual, and indeed, he has succeeded in removing the Koba curse... Zal-Ruthara is transformed from a Koba to a Human (who looks too much like Borat). Only later do they learn that the ritual has made it so no more Koba will ever be born -- all female Koba have fallen dead, and the males, still all ratdoggish, will die out in a generation. It seems Samath had returned just as Zal-Ruthara was finalising his ritual. Angry he set about destroying what he could and making it so the Dragons had to suffer for millennia instead of dying quickly. He damaged enough that Zal-Ruthara had to seal himself away, and what should have taken only days, now took a thousand times longer. But it was over now, Zal-Ruthara remains alive, and Samath is long dead.
The Big-Z, as Zal-Ruthara likes to call himself, is actually a rather friendly fellow. He is kind of a dork and is an uber-nerd through and through, but he is a brilliant spellcrafter and artificer and seems committed to the idea of a free society of mages. Most strangely, the Big-Z is a fanboy of the Darkweaver, and when he learns the party are Bearers, he pledges his help...
...Not like he can stay home, since ending the ritual so quickly destabilized the dormant volcano that was the mountain.
[End of Chapter 16: Zal-Ruthara's Sanctum]
Thursday, December 27, 2007
Chapter 15: Closing Out the Chapter
What follows is a list of basic events that close out Chapter 15: Deliverance.
Antilles returns, seemingly in better spirits though preoccupied, and Prion honors his word. Tol' Dorinn Finnian is released, and indeed, the PCs convince him that his efforts would be well spent helping to oversee the affairs at Turwinton.
The Oracle of Dunger is left alone... for now.
Tara of Turwinton finishes her series of vision quests to determine not only what weapons need to be fashioned, but what spirits must be found in order to make them. The list of spirits includes:
Nevia is going to have an official event at Chobol Narsym, the high seat of Andirion, and requires the presence of all Taerani, including Lugh, Soreiss, and Arius, in less than four months time.
The party takes information previously traded to them by Belovius, Master of the Tower of Stars, and finds the entrance to Zal-Ruthara's sanctum. Other people in the region also want to get inside, even bringing violence to try and enter first, despite the legends of incomparable danger. The party opts to let these fools enter, and before the door is even closed, hears the first sound of death...
The party waits a day, then enters Zal'Ruthara's sanctum.
[End of Chapter 15: Deliverance]
Antilles returns, seemingly in better spirits though preoccupied, and Prion honors his word. Tol' Dorinn Finnian is released, and indeed, the PCs convince him that his efforts would be well spent helping to oversee the affairs at Turwinton.
The Oracle of Dunger is left alone... for now.
Tara of Turwinton finishes her series of vision quests to determine not only what weapons need to be fashioned, but what spirits must be found in order to make them. The list of spirits includes:
- Bragg, the founder of the Braggoli culture
- Gazoph, oddly enough, an Ogren (who should not have a spirit at all!) trapped within the poisoned node at Drathmorton
- Krosbye Turwin, the Ganthur Battlemage who first saw need for weapons such as these
- The Oracle of Dunger... thats gonna go over really well
- Endannian, once the Prodigal Archmage of Tal'Megarin until trapped in a battle of wills with Zhillia
- Quentil Zah, High Priest of Darun when the City of So'Garik'Nohn fell to Bhaen
- And either the reigning King of Unger or Halladyr Kordir, a hero of the 3rd Prophecy, whose spirit is bound in the deep waters off the coast of Dun Morthus
Nevia is going to have an official event at Chobol Narsym, the high seat of Andirion, and requires the presence of all Taerani, including Lugh, Soreiss, and Arius, in less than four months time.
The party takes information previously traded to them by Belovius, Master of the Tower of Stars, and finds the entrance to Zal-Ruthara's sanctum. Other people in the region also want to get inside, even bringing violence to try and enter first, despite the legends of incomparable danger. The party opts to let these fools enter, and before the door is even closed, hears the first sound of death...
The party waits a day, then enters Zal'Ruthara's sanctum.
[End of Chapter 15: Deliverance]
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Wednesday, May 09, 2007
Chapter 15: Session 17
After some heated discussions, the party decides how to handle the Oracle of Dunger. Rin is left hidden for a few hours, watching to see how the Oracle is treated, how the spirits interact with her, and whether or not she should be "liberated".
During this time, Soreiss uses Map and spies out Veldir, finding his wasting form in the great library of the mages in Tal'Ushorin, pouring over several tomes. It seems Soreiss's "brother" is attempting to learn the secret of implanting a spirit into a crafted homonculus. He also spies out the two remaining Waywinders in the shattered isles, lounging at the observatory they found a short time prior.
The PCs tell Arius about Rhedd's words indicating a Nendir spy highly placed within the Larkan government. Arius agrees to speak with Kethryn and make a list of any individuals in Larka City who had high clearance and access two years ago. Soreiss and Slip speak with the criminal underworld of Larka City, and agree to pass on a note to Kethryn with contains the names of three people they want let free from prison if they successfully help ferret out the spy. Similarly, Mitu speaks with Red-Eye, asking him for any aid he might provide.
When returning to check on Rin, events roll out of control when the rest of the party sees Rin arguing with the spirits of the Oracle. It seems the Oracular spirit itself decided the pestering bearers were not worth her trouble. The party gates to Rin's side when they see the young girl fall limp, seemingly dead. A few moments later, a new girl, younger than the first, steps into the Oracle's Shrine, descends the stairway, removes the shackles from the Oracle's body, and, crawling atop her, peers eye to eye, forehead to forehead with the girl. Some kind of spiritual transferrance has occured, with this new girl becoming the Oracle of Dunger. The new Oracle chains herself and lays down in the pool.
Rin explains that from what he can understand, the Oracle itself is a spirit who has taken possession of each young woman in turn since the first long ago. Lugh adds that there has been an Oracle here for nearly 500 years -- longer than there has been a town, and nearly as longer as Dunger has been a Kingdom. Ther party is unsure of what to do, since the Oracle is so tightly connected with the regional culture (indeed, Mitu expresses an understanding of why the Order of Oryon has opted to seperate itself from local politics). However, before anything can be decided, they opt to figure out where this new host girl came from. Lugh and an angry Rin approach an old farmhouse near the edge of town, after having tracked the young girls passage. There are light in the farmhouse, and at least three people seem to be talking.
Inside, a man in robes -- a guard/tender for the Oracle -- is paying off an excited (ecstatic, really) mother and a visibly displeased father to the amount of one dairy cow and two pigs. Rin notices that the Oracular guard is tethered to some kind of spirit, and uses his skills as a psychopomp to wrest the spirit under his control. He learns that the spirit is sent from the Oracle herself, and the guard -- though somewhat taken aback at whats happening -- is unphased, continues his exchange, and quickly excuses himself. The mother is pleased with what has happened; her youngest daughter has been claimed by the oracle. She always knew the girl had a special destiny. The father is definitely not pleased, and speaks at length with Lugh about it. Lugh manages to convince the man not to do anything stupid since there is no freeing the girl, but promises that he and the rest of the party will look into things.
Indeed, they return and speak to the Oracle herself, who speaks only cryptically. But she seems to indicate that she is powerless to change the party's decision once they make one, but adds that mercy should be shown to those who must commit necessary evils. Some in the party speak with the shrine guard, and learn a bit more of the Oracle's history. They also demand access to the shrine records. Between the shrine guard and the records, they learn that girls tend to die off, though there is no set time, but are not abused or demeaned. There has only been one recorded case of abuse by a shrine guard, and that was nearly 200 years prior. The man was castrated and cast from Dunger. Nothing else has been done to the oracle without the oracle's expressed request.
The party's decision is to alter the Shrine. They reckon the toxic living environment contributes to the high mortality rate among the girls mounted by the oracle, and decide to seal off the the vents of sulphurous fumes, create apertures for fresh air, cleanse and then reroute the waters flowing into the chamber, insuring that there is a steady flow to help keep the place clean. Slip and Bodan spend several hours making changes to the terrain, and the party leaves Dunger.
They set back down to business in what amounts mostly to gathering intelligence and tieing up a few loose ends. First they return to Hillshadow and Mitu completes his healing treatments on the Archmage Tol'Uddi Dunn. However, it is here they meet with over a dozen Pheonix Cultists en route to Sashmir to gather around the new Talmoril -- they all shared a vision that included not only Caedin, but Mitu as well, the Messenger who bore Mevonn's Quill from the last Talmoril to the new one. The hippies descend on the Ogren, one burly fellow even snipping a lock of Mitu's scraggly hair.
As most of the party laughs, Mitu is horrified -- not only does he warn that these nameseekers are likely to find only an asskicking at the hands of the Talmoril, he fears that he will take even more of an asskicking himself simply for being involved. The cultists only seem to hear part of what he says, taking an twisting his words and message -- They should go home, and the Talmoril will show them the way.
Most of the bystanders agree in believeing that Krakaroon definitely has something to do with the shared vision of these nameseekers. Minulex, they reckon, may also have some part in it. Regardless, Map confirms that hundreds of cultists are approaching Sashmir on all roads, and some have already assembled on Moon Hill.
Antilles -- who is at Hillshadow during this time -- asks the Party to perform a task for him, one which may require negotiation and diplomacy. It seems that the Archmagus and Artificer, Tol'Dorinn Finnian (aka Dalwimple the Red) got too close to the Inta. He is currently held captive by the man and his small army of Varu shamen and Kon'Dai. Antilles simply wants the party to discuss what Prion wants in order to release the Wizard. He sees no need for combat, or he'd just go himself. Soreiss comments that the Inta is Prion, and adds that he figured they'd have to meet some time. The party agrees to speak with Prion, and returning to Map, they spy a long train of people crossing the foot hills north, across the bay, from the Imperial Hearth of Varu'Nora.
Soreiss gates the party a couple of miles ahead of the procession. Lugh sets his staff alight to show there is no stealth or hidden ambush here -- just a meeting. Indeed, Prion's outriders -- his Necrus minions who continue to serve as his military commanders -- make contact first, and arrange a meeting with Lord Prion in one hour's time.
Prion is a massive figure, retaining the full Cathanus stature he held in life. His armor is stylized Cathic Plate, and he bears a warmask much like the Varukko Kon'Dai do in battle. He removes his helm as he approaches -- unlike most necrus who usually appear in heavily decomposed states, Prion's flesh is not at all marred or putrid. His tone and pallor are corpse like and ashen, but otherwise flawless. A steady light burns in his eyes, making it hard to tell if his real eyes remained or if the lights themselves have taken that form.
Alongside Prion walks an unexpected figure -- Temu, the exiled Varu Shaman -- with his Giro assistant skulking at the fringes of darkness. Temu greets the party, but says little more as Prion takes over.
The Necrus lord speaks with the party at length, about both Tol'Dorinn Finnian and other matters. Indeed, he seems to stump Soreiss with a very simple question -- Who is Soreiss that makes him uniquely Soreiss, and not Athrin Nur? In short, why would Athrin Nur choose to become Soreiss? He speaks plainly about some issues, even when challenged, and expresses a distaste not only for his "cousin" Oryon, but for the Pheonixes as well. What good is a god, he asks, who refuses to use his divine power? Indeed, power seems to be the primary theme Prion expresses in the conversation, a focus that colors his apparently narrow world view.
Ultimately, Prion presents several useful pieces of information:
- He has always been the Inta, in all places and times the Inta has revealed himself.
- He has been shaping Varu culture according to his vision of an idealized Cathan, and has always been tied to their spiritual core.
- He thinks the Eled races are fit for nothing but death; corrupt or not, they are all a blight on the world.
- He admits that he has not yet decided where he is throwing his lot in the grand conflict, but comments that it will never be the Dark Road.
- He admits that he has met with the being the Varu call the Bone Crow, whom the PCs know as Cabot Darkhollow.
In the end, Prion agrees to free Tol'Dorinn Finnian if -- and only if -- Antilles himself meets with him. He obviously has something to say to the Guardian's son.
The party returns to Hillshadow, informing Antilles of Prion's conditions. The living shadow departs immediately. A Nom traveller in the tavern pesters Mitu about being "the Messenger", then laughs, revealing himself to be Vernir Guide in disguise. He mocks the hippy Phoenix Cultists, citing the superiority of the Path of S'qarb. However, he agrees to accompany the party back to Larka.
When they return, Arius is waiting with a list from Kethryn.
During this time, Soreiss uses Map and spies out Veldir, finding his wasting form in the great library of the mages in Tal'Ushorin, pouring over several tomes. It seems Soreiss's "brother" is attempting to learn the secret of implanting a spirit into a crafted homonculus. He also spies out the two remaining Waywinders in the shattered isles, lounging at the observatory they found a short time prior.
The PCs tell Arius about Rhedd's words indicating a Nendir spy highly placed within the Larkan government. Arius agrees to speak with Kethryn and make a list of any individuals in Larka City who had high clearance and access two years ago. Soreiss and Slip speak with the criminal underworld of Larka City, and agree to pass on a note to Kethryn with contains the names of three people they want let free from prison if they successfully help ferret out the spy. Similarly, Mitu speaks with Red-Eye, asking him for any aid he might provide.
When returning to check on Rin, events roll out of control when the rest of the party sees Rin arguing with the spirits of the Oracle. It seems the Oracular spirit itself decided the pestering bearers were not worth her trouble. The party gates to Rin's side when they see the young girl fall limp, seemingly dead. A few moments later, a new girl, younger than the first, steps into the Oracle's Shrine, descends the stairway, removes the shackles from the Oracle's body, and, crawling atop her, peers eye to eye, forehead to forehead with the girl. Some kind of spiritual transferrance has occured, with this new girl becoming the Oracle of Dunger. The new Oracle chains herself and lays down in the pool.
Rin explains that from what he can understand, the Oracle itself is a spirit who has taken possession of each young woman in turn since the first long ago. Lugh adds that there has been an Oracle here for nearly 500 years -- longer than there has been a town, and nearly as longer as Dunger has been a Kingdom. Ther party is unsure of what to do, since the Oracle is so tightly connected with the regional culture (indeed, Mitu expresses an understanding of why the Order of Oryon has opted to seperate itself from local politics). However, before anything can be decided, they opt to figure out where this new host girl came from. Lugh and an angry Rin approach an old farmhouse near the edge of town, after having tracked the young girls passage. There are light in the farmhouse, and at least three people seem to be talking.
Inside, a man in robes -- a guard/tender for the Oracle -- is paying off an excited (ecstatic, really) mother and a visibly displeased father to the amount of one dairy cow and two pigs. Rin notices that the Oracular guard is tethered to some kind of spirit, and uses his skills as a psychopomp to wrest the spirit under his control. He learns that the spirit is sent from the Oracle herself, and the guard -- though somewhat taken aback at whats happening -- is unphased, continues his exchange, and quickly excuses himself. The mother is pleased with what has happened; her youngest daughter has been claimed by the oracle. She always knew the girl had a special destiny. The father is definitely not pleased, and speaks at length with Lugh about it. Lugh manages to convince the man not to do anything stupid since there is no freeing the girl, but promises that he and the rest of the party will look into things.
Indeed, they return and speak to the Oracle herself, who speaks only cryptically. But she seems to indicate that she is powerless to change the party's decision once they make one, but adds that mercy should be shown to those who must commit necessary evils. Some in the party speak with the shrine guard, and learn a bit more of the Oracle's history. They also demand access to the shrine records. Between the shrine guard and the records, they learn that girls tend to die off, though there is no set time, but are not abused or demeaned. There has only been one recorded case of abuse by a shrine guard, and that was nearly 200 years prior. The man was castrated and cast from Dunger. Nothing else has been done to the oracle without the oracle's expressed request.
The party's decision is to alter the Shrine. They reckon the toxic living environment contributes to the high mortality rate among the girls mounted by the oracle, and decide to seal off the the vents of sulphurous fumes, create apertures for fresh air, cleanse and then reroute the waters flowing into the chamber, insuring that there is a steady flow to help keep the place clean. Slip and Bodan spend several hours making changes to the terrain, and the party leaves Dunger.
They set back down to business in what amounts mostly to gathering intelligence and tieing up a few loose ends. First they return to Hillshadow and Mitu completes his healing treatments on the Archmage Tol'Uddi Dunn. However, it is here they meet with over a dozen Pheonix Cultists en route to Sashmir to gather around the new Talmoril -- they all shared a vision that included not only Caedin, but Mitu as well, the Messenger who bore Mevonn's Quill from the last Talmoril to the new one. The hippies descend on the Ogren, one burly fellow even snipping a lock of Mitu's scraggly hair.
As most of the party laughs, Mitu is horrified -- not only does he warn that these nameseekers are likely to find only an asskicking at the hands of the Talmoril, he fears that he will take even more of an asskicking himself simply for being involved. The cultists only seem to hear part of what he says, taking an twisting his words and message -- They should go home, and the Talmoril will show them the way.
Most of the bystanders agree in believeing that Krakaroon definitely has something to do with the shared vision of these nameseekers. Minulex, they reckon, may also have some part in it. Regardless, Map confirms that hundreds of cultists are approaching Sashmir on all roads, and some have already assembled on Moon Hill.
Antilles -- who is at Hillshadow during this time -- asks the Party to perform a task for him, one which may require negotiation and diplomacy. It seems that the Archmagus and Artificer, Tol'Dorinn Finnian (aka Dalwimple the Red) got too close to the Inta. He is currently held captive by the man and his small army of Varu shamen and Kon'Dai. Antilles simply wants the party to discuss what Prion wants in order to release the Wizard. He sees no need for combat, or he'd just go himself. Soreiss comments that the Inta is Prion, and adds that he figured they'd have to meet some time. The party agrees to speak with Prion, and returning to Map, they spy a long train of people crossing the foot hills north, across the bay, from the Imperial Hearth of Varu'Nora.
Soreiss gates the party a couple of miles ahead of the procession. Lugh sets his staff alight to show there is no stealth or hidden ambush here -- just a meeting. Indeed, Prion's outriders -- his Necrus minions who continue to serve as his military commanders -- make contact first, and arrange a meeting with Lord Prion in one hour's time.
Prion is a massive figure, retaining the full Cathanus stature he held in life. His armor is stylized Cathic Plate, and he bears a warmask much like the Varukko Kon'Dai do in battle. He removes his helm as he approaches -- unlike most necrus who usually appear in heavily decomposed states, Prion's flesh is not at all marred or putrid. His tone and pallor are corpse like and ashen, but otherwise flawless. A steady light burns in his eyes, making it hard to tell if his real eyes remained or if the lights themselves have taken that form.
Alongside Prion walks an unexpected figure -- Temu, the exiled Varu Shaman -- with his Giro assistant skulking at the fringes of darkness. Temu greets the party, but says little more as Prion takes over.
The Necrus lord speaks with the party at length, about both Tol'Dorinn Finnian and other matters. Indeed, he seems to stump Soreiss with a very simple question -- Who is Soreiss that makes him uniquely Soreiss, and not Athrin Nur? In short, why would Athrin Nur choose to become Soreiss? He speaks plainly about some issues, even when challenged, and expresses a distaste not only for his "cousin" Oryon, but for the Pheonixes as well. What good is a god, he asks, who refuses to use his divine power? Indeed, power seems to be the primary theme Prion expresses in the conversation, a focus that colors his apparently narrow world view.
Ultimately, Prion presents several useful pieces of information:
- He has always been the Inta, in all places and times the Inta has revealed himself.
- He has been shaping Varu culture according to his vision of an idealized Cathan, and has always been tied to their spiritual core.
- He thinks the Eled races are fit for nothing but death; corrupt or not, they are all a blight on the world.
- He admits that he has not yet decided where he is throwing his lot in the grand conflict, but comments that it will never be the Dark Road.
- He admits that he has met with the being the Varu call the Bone Crow, whom the PCs know as Cabot Darkhollow.
In the end, Prion agrees to free Tol'Dorinn Finnian if -- and only if -- Antilles himself meets with him. He obviously has something to say to the Guardian's son.
The party returns to Hillshadow, informing Antilles of Prion's conditions. The living shadow departs immediately. A Nom traveller in the tavern pesters Mitu about being "the Messenger", then laughs, revealing himself to be Vernir Guide in disguise. He mocks the hippy Phoenix Cultists, citing the superiority of the Path of S'qarb. However, he agrees to accompany the party back to Larka.
When they return, Arius is waiting with a list from Kethryn.
Sunday, April 29, 2007
Chapter 15: Session 16
Lugh gets drunk and snarky... and then sobers up. The snark remains.
Rin and Soreiss decide to have a chat with Rhedd, the former leader of the Company, and find that he's not really that bad of a guy.
Zhebaht does not do the fishman dance.
Some young girl lies crippled in a pool of filth, breathing poison and babbling incoherently.
Mitu has a very bad day.
----
Jolt Code: [B2,C3,1R,2S]
Rin and Soreiss decide to have a chat with Rhedd, the former leader of the Company, and find that he's not really that bad of a guy.
Zhebaht does not do the fishman dance.
Some young girl lies crippled in a pool of filth, breathing poison and babbling incoherently.
Mitu has a very bad day.
----
Jolt Code: [B2,C3,1R,2S]
Chapter 15: Session 15
After passing through not only myriad traps set by Skullsneer, the party finds that they must walk the very border of the Dark Road in order to destroy the final jar protecting the Dark Shaman's essence. Only Lugh and Rin manage to walk the path, coming to find not one, but five jars (one visible, three hidden behind curtains, and the true jar locked within a hidden compartment within a raised dais) in room filled with poison. Rin and Lugh manage to find and destroy the jars, though Rin is poisoned severely. When the pair ambles out and rejoins the party, Mitu uses his healer powers to draw the poison from Rin and into himself... unfortunately, it leaves Mitu critically impaired, unable even to catch his breath.
It would seem that Skullsneer is defeated; all four jars and the man himself have been broken asunder. The party returns to Larka, and set about planning their next course of action.
----
[Jolt Code: Forthcoming]
It would seem that Skullsneer is defeated; all four jars and the man himself have been broken asunder. The party returns to Larka, and set about planning their next course of action.
----
[Jolt Code: Forthcoming]
Saturday, April 21, 2007
Chapter 15: Session 14
Something happened. I'm not sure what, though I think it involved destroying the third of four organ vessels protecting Skullsneer's essence. There may have been some traps, too. Who knows?
There was also some intraparty discussion.
There was also some intraparty discussion.
Friday, April 13, 2007
Chapter 15: Session 13
Early morning in Larka City, those sensitive to it feel the sudden presence of a massive force of corruption enter the city... and then leave just as suddenly.
Investigation reveals that the body is that of Elitheri Guide, one of the Waywinders. Her spirit is confused, and unsure of what has happened. Her last recollection was of being trapped inside Cube, and Vernir had told the party the woman had gone missing a long while ago.
As many folks investigate Elitheri's death, Mitu is at the Boat House when Sable arrives. The immortal luma says he is calling in a favor, and needs the party's help in a big brawl against Anjoule, ratdog, and several folks serving the darkroad. Most of the Waywinders have been beaten senseless, and most of Nightclan is busy on another front of the battle. Sable claims that he and Khoruff will handle Anjoule, if the party can handle other secondary objectives.
Sable and Mitu round up the party, but it is decided that they should pick up Adder for this one. (they also try and snag Antilles, but they discover he is quite busy trying to break someone out of an Arcane Council prison in Tal'Ushorin.) Adder is found rafting his way across the bay between the Dreadlands of Naganni and Southern Kesh. He is briefed quickly, and the fight is joined.
The battlefield is littered with corpses. On the field, Monique, S'qarb, Blackrobe, and a handful of Waywinders are fighting against half a dozen well trained servants of the dark road -- men who have chosen corruption for power. One such man is recognized immediately: Darville, once a Sellsword captain in the city of Flatrock. Also in the battle are a handful of grey skinned kuzani who at first look seem undead... but it turns out they are Nuzin of the Duron Clan manipulated into fighting on Anjoule's side. Anjoule is fighting Khoruff (who is wielding Thohlemmakkhan), and the big Gallus is taking a defensive tactic against the more mobile Nightmaster. There is no sign of Zulok, the Ratdog.
As they arrive, the party scatters into groups -- concentrating on picking off the people willingly serving the darkroad. Blackrobe informs them that holding the several small forts scattered on the field are crucial, and should be destroyed when the lesser fights are handled. These forts hold entrances to the tunnels of the Nuzin, and more Nuzin reinforcements are already on the way. Everyone agrees it is wise to not kill hundreds of Nuzin who may not even know what the hell is going on.
Sable, Khoruff, even Adder, all assault Anjoule -- who with his mastery over space seems a wily foe. However, Sable uses the power of his Ring, Thohlemmrhyz, to bind Anjoule within a dimensional doorway which, oddly enough, he cannot seem to escape (because it links to Shadow, they figure). Khoruff uses the opportunity to deliver a finishing blow to Sable, but Antilles warps space enough that Sable, too, takes the attack. The big Luma falls, (im)mortally wounded, and Khoruff hits Antilles one last time before the Nightmaster collapses, then disappears. In his place is a widening black void that they determine resonates with the power of the Dark God Beluss. Thohlemmakkhan seals the void, even as Arius and Slip start arranging the bodies on the battlefield to be given some measure of a funeral.
As Sable lay dying, he makes some jokes and says he hopes to be set adrift while his body is aflame. That is the funeral he wants. Without pause, Blackrobe and Khoruff disappear with Sable.
Adder and Lugh recite the canticle of Life over many of the fallen. Only two of the Nuzin survived (missing limbs) and only two of the waywinders -- Vernir, and a dark skinned human woman named Taru Guide, who has obvious southern saelish ancestry. S'qarb is around somewhere...
The waywinders talk amongst themselves, still somewhat shaken with the realization that this is essentially the death of their Order. Others interrogate the Nuzin, and discover that they have not only been duped, but they are incredibly stubborn as well. Upon learning Mitu is a healer, they apologize for mistaking him for one of the corrupted -- as a hairless Bo, he was easily mistaken for an Ogren. Lugh attempts an overture of friendship, hoping to arrange a meeting between his clan and the clan of the Nuzin, but the forgotten ones seem reluctant and guarded. Eventially, they are left to go their way.
The party teleports back to larka city, accompanied by Adder and the Waywinders. S'quarb was left behind.
Investigation reveals that the body is that of Elitheri Guide, one of the Waywinders. Her spirit is confused, and unsure of what has happened. Her last recollection was of being trapped inside Cube, and Vernir had told the party the woman had gone missing a long while ago.
As many folks investigate Elitheri's death, Mitu is at the Boat House when Sable arrives. The immortal luma says he is calling in a favor, and needs the party's help in a big brawl against Anjoule, ratdog, and several folks serving the darkroad. Most of the Waywinders have been beaten senseless, and most of Nightclan is busy on another front of the battle. Sable claims that he and Khoruff will handle Anjoule, if the party can handle other secondary objectives.
Sable and Mitu round up the party, but it is decided that they should pick up Adder for this one. (they also try and snag Antilles, but they discover he is quite busy trying to break someone out of an Arcane Council prison in Tal'Ushorin.) Adder is found rafting his way across the bay between the Dreadlands of Naganni and Southern Kesh. He is briefed quickly, and the fight is joined.
The battlefield is littered with corpses. On the field, Monique, S'qarb, Blackrobe, and a handful of Waywinders are fighting against half a dozen well trained servants of the dark road -- men who have chosen corruption for power. One such man is recognized immediately: Darville, once a Sellsword captain in the city of Flatrock. Also in the battle are a handful of grey skinned kuzani who at first look seem undead... but it turns out they are Nuzin of the Duron Clan manipulated into fighting on Anjoule's side. Anjoule is fighting Khoruff (who is wielding Thohlemmakkhan), and the big Gallus is taking a defensive tactic against the more mobile Nightmaster. There is no sign of Zulok, the Ratdog.
As they arrive, the party scatters into groups -- concentrating on picking off the people willingly serving the darkroad. Blackrobe informs them that holding the several small forts scattered on the field are crucial, and should be destroyed when the lesser fights are handled. These forts hold entrances to the tunnels of the Nuzin, and more Nuzin reinforcements are already on the way. Everyone agrees it is wise to not kill hundreds of Nuzin who may not even know what the hell is going on.
Sable, Khoruff, even Adder, all assault Anjoule -- who with his mastery over space seems a wily foe. However, Sable uses the power of his Ring, Thohlemmrhyz, to bind Anjoule within a dimensional doorway which, oddly enough, he cannot seem to escape (because it links to Shadow, they figure). Khoruff uses the opportunity to deliver a finishing blow to Sable, but Antilles warps space enough that Sable, too, takes the attack. The big Luma falls, (im)mortally wounded, and Khoruff hits Antilles one last time before the Nightmaster collapses, then disappears. In his place is a widening black void that they determine resonates with the power of the Dark God Beluss. Thohlemmakkhan seals the void, even as Arius and Slip start arranging the bodies on the battlefield to be given some measure of a funeral.
As Sable lay dying, he makes some jokes and says he hopes to be set adrift while his body is aflame. That is the funeral he wants. Without pause, Blackrobe and Khoruff disappear with Sable.
Adder and Lugh recite the canticle of Life over many of the fallen. Only two of the Nuzin survived (missing limbs) and only two of the waywinders -- Vernir, and a dark skinned human woman named Taru Guide, who has obvious southern saelish ancestry. S'qarb is around somewhere...
The waywinders talk amongst themselves, still somewhat shaken with the realization that this is essentially the death of their Order. Others interrogate the Nuzin, and discover that they have not only been duped, but they are incredibly stubborn as well. Upon learning Mitu is a healer, they apologize for mistaking him for one of the corrupted -- as a hairless Bo, he was easily mistaken for an Ogren. Lugh attempts an overture of friendship, hoping to arrange a meeting between his clan and the clan of the Nuzin, but the forgotten ones seem reluctant and guarded. Eventially, they are left to go their way.
The party teleports back to larka city, accompanied by Adder and the Waywinders. S'quarb was left behind.
Monday, April 02, 2007
Chapter 15: Session 12
The PCs send word to Stefan Aldroth about the death of Sephora.
They find that the location containing Skullsneer's heart may be under water, so they attempt to find Hargan and press the kid into helping them. He is found being watched over by a large bird, who Lugh notes is a companion animal much like his wolf. He speaks to the bird, who brings him the greetings of Orlan, an old animist in the forests near the keshite village of Hillshadow. Hargan comes with the PCs, but seems addled. It turns out he's been eating toxic berries for days.
They successfully enter a giant, sundered statue (of Uli, oddly enough) that contains Skullsneer's Heart. As usual, blood must be used to open the door (the blood of the dead). The way to the heart is guarded by beings both natural and demonic. Luckily, the demons bound to watch the Heart are reluctant and spiteful, and are easily convinced to abandon their task. Their hearts just were not into it. When taking possession of the Jar, they break it, Soreiss cuts the heart apart with an eldritch blade and he and lugh recite the canticle of life.
Soreiss uses Map and his own magic to locate the remaining two site containing Skullsneer's organs.
With the help of one of Soreiss's gateways, Lugh and Rin bring Hargen to Orlan's grove where they meet the affable old animist and his friend, the Ogren Thorn. Orlan, it seems, has been trying to do what Lugh has done, and learn about the old Order of Druidim. However, though he has met with less success than Lugh, his trail eventually lead him to S'qarb.
The rest of the party decides it is time to tie up a loose end. They report Marcus' death to the Order of Oryon, finding Thelius and giving him the news.
They head back to Larka, and find a message from Belovius waiting for them. The odd sorceror is in good health, and offers them some help. He tells them much they already know about Skullsneer's strange ability to cheat death, but he also tells them of the blood required to open the last two doors -- the blood of the guilty and the blood of the mad.
Lugh and Rin rejoin the party, leaving Hargan with Orlan. Lugh promises to return soon since both Orlan and Lugh have a lot they may teach each other.
-----
[Jolt Code: B1,C3,CB5,R2,S3]
They find that the location containing Skullsneer's heart may be under water, so they attempt to find Hargan and press the kid into helping them. He is found being watched over by a large bird, who Lugh notes is a companion animal much like his wolf. He speaks to the bird, who brings him the greetings of Orlan, an old animist in the forests near the keshite village of Hillshadow. Hargan comes with the PCs, but seems addled. It turns out he's been eating toxic berries for days.
They successfully enter a giant, sundered statue (of Uli, oddly enough) that contains Skullsneer's Heart. As usual, blood must be used to open the door (the blood of the dead). The way to the heart is guarded by beings both natural and demonic. Luckily, the demons bound to watch the Heart are reluctant and spiteful, and are easily convinced to abandon their task. Their hearts just were not into it. When taking possession of the Jar, they break it, Soreiss cuts the heart apart with an eldritch blade and he and lugh recite the canticle of life.
Soreiss uses Map and his own magic to locate the remaining two site containing Skullsneer's organs.
With the help of one of Soreiss's gateways, Lugh and Rin bring Hargen to Orlan's grove where they meet the affable old animist and his friend, the Ogren Thorn. Orlan, it seems, has been trying to do what Lugh has done, and learn about the old Order of Druidim. However, though he has met with less success than Lugh, his trail eventually lead him to S'qarb.
The rest of the party decides it is time to tie up a loose end. They report Marcus' death to the Order of Oryon, finding Thelius and giving him the news.
They head back to Larka, and find a message from Belovius waiting for them. The odd sorceror is in good health, and offers them some help. He tells them much they already know about Skullsneer's strange ability to cheat death, but he also tells them of the blood required to open the last two doors -- the blood of the guilty and the blood of the mad.
Lugh and Rin rejoin the party, leaving Hargan with Orlan. Lugh promises to return soon since both Orlan and Lugh have a lot they may teach each other.
-----
[Jolt Code: B1,C3,CB5,R2,S3]
Labels:
Belovius,
Druidim,
Order of Oryon,
Orlan,
Skullsneer,
Thelius,
Thorn
Thursday, March 29, 2007
Chapter 15: Session 11
The PCs locate two of the Jars containing Skullsneer's essence, and attempt first to find his Brain.
The PCs win past a series of traps and puzzles (using the blood of an innocent to find open the door inside), and locate the jar in an underwater chamber. They take the jar and trigger a trap of sorts -- a trap which swaps Rin's and Mitu's minds.
Oddly enough, the strange voice in Mitu's head that he calls Number 3 remains tied to Mitu's body -- conversing now with a startled, troubled Rin. Mitu suspects the voice comes from the demon bone armor, but even when the armor is removed, Number 3's voice continues speaking with Rin.
They know of only one accessible Shaman who may have enough power to reverse this strange effect of swapped minds. They head to Turwinton and speak to Tara. She drugs the pair and performs a series of rituals intended to tie the proper spirits back into one another.
However, she notes something else... Number 3. Three Minds, and Two Spirits (and one Soul). Number 3 turns out to a sharp spike of hematite imbedded subdermally in the small of Mitu's back. He is temporarily removed, and it is noted that he resonates faintly as some sort of spirit construct. It turns out that Braena, Mitu's Mother, embedded the stone in her baby as it was being born... hoping, it would seem, to guide and protect her son as much as it could.
With the issue of Number 3 still unresolved, Mitu and Rin's minds return once more to their proper homes after a protacted ritual.
----
[Jolt Code: Forthcoming]
The PCs win past a series of traps and puzzles (using the blood of an innocent to find open the door inside), and locate the jar in an underwater chamber. They take the jar and trigger a trap of sorts -- a trap which swaps Rin's and Mitu's minds.
Oddly enough, the strange voice in Mitu's head that he calls Number 3 remains tied to Mitu's body -- conversing now with a startled, troubled Rin. Mitu suspects the voice comes from the demon bone armor, but even when the armor is removed, Number 3's voice continues speaking with Rin.
They know of only one accessible Shaman who may have enough power to reverse this strange effect of swapped minds. They head to Turwinton and speak to Tara. She drugs the pair and performs a series of rituals intended to tie the proper spirits back into one another.
However, she notes something else... Number 3. Three Minds, and Two Spirits (and one Soul). Number 3 turns out to a sharp spike of hematite imbedded subdermally in the small of Mitu's back. He is temporarily removed, and it is noted that he resonates faintly as some sort of spirit construct. It turns out that Braena, Mitu's Mother, embedded the stone in her baby as it was being born... hoping, it would seem, to guide and protect her son as much as it could.
With the issue of Number 3 still unresolved, Mitu and Rin's minds return once more to their proper homes after a protacted ritual.
----
[Jolt Code: Forthcoming]
Chapter 15: Session 10
Rin, Sylvarsyr, and some of the Taerani return from the other Septet World. Rin is missing an arm which he seems to have replaced with a bound Air Spirit.
Aided by Sylvarsyr, Arius, and Guvani, the PCs face Skullsneer. Though Marcus falls in battle, the Dark Shaman is defeated. The telling blow comes when Mitu and Lugh time an attack for Lugh's called lightning to strike an iron spike Mitu hurls at the shaman.
However, Rin is nearly consumed by the darkroad energies, and finds himself the rope in a tug of war between the many normal spirits who inhabit this region, and the conduit to the Dark Road. Marcus's spirit sacrifices itself so Rin might escape, and Owls helps Rin to see that Skullsneer is not dead -- only defeated. He cannot be killed unless four objects containing his bodily organs and his blood are found and destroyed within one complete lunar cycle.
----
[Jolt Code: B2,C2,CB1,S3]
Aided by Sylvarsyr, Arius, and Guvani, the PCs face Skullsneer. Though Marcus falls in battle, the Dark Shaman is defeated. The telling blow comes when Mitu and Lugh time an attack for Lugh's called lightning to strike an iron spike Mitu hurls at the shaman.
However, Rin is nearly consumed by the darkroad energies, and finds himself the rope in a tug of war between the many normal spirits who inhabit this region, and the conduit to the Dark Road. Marcus's spirit sacrifices itself so Rin might escape, and Owls helps Rin to see that Skullsneer is not dead -- only defeated. He cannot be killed unless four objects containing his bodily organs and his blood are found and destroyed within one complete lunar cycle.
----
[Jolt Code: B2,C2,CB1,S3]
Labels:
Arius,
darkroad,
Marcus,
Skullsneer,
Sylvarsyr
Monday, March 12, 2007
Sunday, March 04, 2007
Chapter 15: Session 08
Setting about in Larka City, Soreiss's backside is pretty much glued to a chair for nearly three weeks as he pours over the Darkweaver's old journals on Dimensional Mechanics.
During that time, most of the others spend time with the pursuit of language study. Marcus attempts to teach Slip how to read and write in Kinlari, but progress is slow going. However, it is far worse with Mitu's continued efforts toward literacy in Paxish. The Ogren is scattered, drawing pictures with letters and generally frustrating Lugh completely.
After a week of hell, Lugh decides some help is needed. He uses one of his herbal concoctions that help the mind become more pliable, and aids Mitu in focusing his attention. Indeed, with the help of the drug, the Ogren quickly grasp the basics of what has been eluding him for so long. Lugh whips up many more batches, feeding some to Mitu before each study session. The drug continues to help, even allowing Mitu to come up with some much more complex ideas -- such as using the magical portals Soreiss and Tarsis are working on to form a trading company to facilitate the transportation of goods and services between Ghostrock and Ordona, via Larka as a central hub.
Unfortunately, no one seems particularly interested.
After nearly four weeks, Soreiss is done studying. He, Tarsis, and Bodan work together to form the portal gateway between Sandstone Canton and Larka City. Mitu finally pieces together some measure of literacy in Paxish, and with Lugh's help, Marcus teaches Slip how to read Kinlari.
-----
[Jolt Code: 1B, 4C, 1CB]
During that time, most of the others spend time with the pursuit of language study. Marcus attempts to teach Slip how to read and write in Kinlari, but progress is slow going. However, it is far worse with Mitu's continued efforts toward literacy in Paxish. The Ogren is scattered, drawing pictures with letters and generally frustrating Lugh completely.
After a week of hell, Lugh decides some help is needed. He uses one of his herbal concoctions that help the mind become more pliable, and aids Mitu in focusing his attention. Indeed, with the help of the drug, the Ogren quickly grasp the basics of what has been eluding him for so long. Lugh whips up many more batches, feeding some to Mitu before each study session. The drug continues to help, even allowing Mitu to come up with some much more complex ideas -- such as using the magical portals Soreiss and Tarsis are working on to form a trading company to facilitate the transportation of goods and services between Ghostrock and Ordona, via Larka as a central hub.
Unfortunately, no one seems particularly interested.
After nearly four weeks, Soreiss is done studying. He, Tarsis, and Bodan work together to form the portal gateway between Sandstone Canton and Larka City. Mitu finally pieces together some measure of literacy in Paxish, and with Lugh's help, Marcus teaches Slip how to read Kinlari.
-----
[Jolt Code: 1B, 4C, 1CB]
Labels:
Dimensional Mechanics,
drugs,
journals,
literacy
Wednesday, February 28, 2007
Chapter 15: Session 07
Being free from Marcus's spying eyes, Mitu takes a moment to speak with Bodan and Slip about their shared experience in the Cave of Voices (What happens in the Cave, stays in the Cave...). They converse as they walk, the Talmoril's Sword still pointing to the Northwest -- into the Mountains past the river.
Marcus uses his sorcerous powers to make contact with Soreiss, explaining that he was abandoned and was making his way to Corwinton instead. Soreiss tells him to return to the waywinder stone, and Soreiss -- leaving Lugh on the road to Sashmir -- opens a gateway for Marcus and his eagle. Mitu, Bodan, and Slip pay it little mind when the eaglerider emerges. Soreiss does not bother to stick around, returning instead to Lugh's side, and choosing to head into The Barrens, a slum built outside the city's south wall, in the hopes of getting aid from Lugh's family.
Marcus takes to the sky just as the ground begins to shake. Bodan uses his Earthmastery to anchor Mitu and Slip to the ground so they might weather the tremor. Unfortunately, they seem to be under attack. Slip uses his waterlens to discern a balding Usho magus clad in deep blue and gold robes. A booming voice proclaims that he is hunting the Necromancer Veldir Kedrith, and will slay all his minions if they do not stand down. Once again Soreiss's necromantically tainted eldritch signature has been mistaken for that of his brother. Marcus flies up toward the source of the voice, but loses sight of him. And suddenly, the voice speaking is calm -- an invisible hand rests itself on Marcus's shoulder. The mage addresses Marcus, noting that he is an eaglerider of the Order, and therefore no likely to be in league with Veldir. Marcus explains that what the magus sensed was not Veldir, and offers to say more if he ends the tremors on the ground below, and lands so that all present may speak. The Magus agrees.
He identifies himself as Zillmiran, a name recognized by both Mitu and Slip. The Ogren knows that Tharivol and Uli had some contact with the man back before meeting Mitu, and Slip knows the mage by reputation. Zillmiran is known as an Archmage, a former lecturer at the Southern Academy at Tal'Ushorin, and a condescending prick. Indeed, the rumors were quite true -- immediately condescending, Zillmiran is only respectful to Marcus, and to a lesser extent, Slip. They discuss what Zillmiran sensed, and Slip slips that the archmage sensed Soreiss, Veldir's "brother". For once, there is someone who seems to have never heard of Soreiss.
Zillmiran and the party verbally fence for a while, with Zillmiran belittling Mitu and seeming to read the Ogren's every behavioral trait without recourse to Magic. After a time, and the understanding that they are all heading in roughly the same direction. Zillmiran teleports the party in a northwesterly direction, jumping from hilltop to hilltop. At each stop, he asks a question of the party, and agrees to answer one in turn. Mitu consults the Talmoril's Blade at each stop, and eventually Mevonn's Quill points someplace other than into the high Mountains of the Northwest.
There is evidence that the Krinod of Muros's army is camped in the valleys and far hillsides across from where the party now stands. Zillmiran takes his leave of the PCs, claiming that he must go and find a friend of his down there. Mevonn's Quill, however, does not point at Muros's Camp. Instead, it seems to point along a rough path along the very ridge upon which they stand. After a short walk, the party hears a voice rumble from the rocks beneath them. Unmistakably, it is the voice of Warrin, the chosen of Caarpachi. When Warrin asks whats up with the sword, Mitu explains about the Talmoril; Warrin laughs heartily, and approaches from the rocks. The sword does not point toward him, and Warrin laughs even more soundly. He explains that the sword seems to be pointing to his camp, which leaves only Caedin and Fartlegoth as its chosen. Both options, the barechested warrior admits, are amusing enough to drive him to convulsions.
It turns out that the sword identifies Caedin... who refuses to accept it, and storms down into the valley, into the hordes of Krinod, and soon it is obvious, into the heart of Muros's own encampment. Mitu and Marcus follow, even as Warrin and Fartlegoth offer Bodan and Slip a drink and the general hospitality of their camp. Soon after, Zillmiran arrives again -- Warrin was the very friend he was seeking.
Mitu and Marcus follow the path Caedin has cut through the Krinod, ad find him railing at Min, the humanoid guise of the phoenix Minulex, Akarri, and Izizi. Caedin is demanding to speak with Mevonn, but the assembled Phoenixes are not responding to him. Min actually seems amused. When Muros attempts to approach, Caedin shoots him a comment as well, warning the Archon to mind his business and stay out of this matter. Sensing the implied threat, Tharivol steps in front of Muros to defend him -- but his face clearly shows an understanding that he won't hold Caedin off for long. Mitu tries to speak to the enraged swordsman, but Caedin warns Mitu to back off. So long as Mitu is carrying Mevonn's Quill, he and Caedin are not on the same side. He urges Mitu to toss the sword aside, since Caedin will not take it. Let the Phoenixes handle their own mess for once.
Eventually, the situation calms enough for Caedin to state that he will not even consider taking the sword until he has a chance to speak to Mevonn. Minulex agrees to pass on the message.
Mitu and Marcus follow Caedin back to camp. They discuss the issue of Caedin with Warrin even as the swordsman sits alone, brooding.
They all sense a strange presence a moment before a glimmering humanoid figure, albeit a massive, 8 foot tall one, with a hawks head and eyes like turquoise stones approaches. The being gleams like burnished steel, and all realize that they are in the presense of Mevonn (Who rests his hand on Mitu's shoulder as he passes, filling the Ogren with a sense of serene calm).
Caedin leaps up, but the others watch as Mevonn states calmly that the choice of the Talmoril cannot be unmade, regardless of whether or not Caedin ever accepts the sword or not. Furthermore, he curses the swordsman to be without any sword save the talmoril's blade. If he is to continue as a swordsman, Mevonn's Quill is the only sword that will have him. To make this point, Caedin's own sword cracks and disintegrates. Caedin hurls down the remains of his sword, but refuses to take the Phoenix blade and Mevonn tells Caedin to enjoy his life as a farmer.
Caedin goes off alone, even as others in the camp talk about what just occured. Zillmiran finds it all quite amusing, but is too drunk to participate for long. Marcus, Mitu, and Warrin each have different viewpoints about the whole affair bickering about the differences between chosen responsibilities and those which are imposed. Sometime during the conversation, a storm breaks out... and a short while later, they notice that Caedin has gone.
Just before dawn, Caedin staggers back into camp. His face is bloodied raw, and his eyes dark. When asked what happened, he informs the party that he "had it out" with the Phoenixes, all of them. Then he tells Mitu to toss him the Talmoril's Sword, adding that, ultimately, he lost. After a short conversation, Mitu understands that it was probably Krakaroon who cowed the proud swordsman, since Caedin admitted that it was he who pummeled himself into his present condition. After that, Caedin sprawls out on the rocks to rest.
Meanwhile, back in Kesh, Soreiss and Lugh poke around the Barrens, hoping to find Manny Pazuna, a Kuzani clan cousin of Lugh's that Grandfather had advised him to seek if his travels lead to Sashmir. Indeed, they eventually find Manny (and his door closing Luma son, Lolo), a corpulent Kuzani living in a house in the center of the Barrens. Manny listens to them, and agrees to arrange for them to slide into the Sashmir port a few hours before dawn. Oddly enough, it is Captain Ahze (whose ship they thought they saw in the Barrens' port) who is tasked -- reluctantly -- with ferrying the two travelers as well as Manny's son Lolo into the great city.
Unfortunately, things do not go as planned. As they near the Sashmir docks, they can see something amiss with the dockmaster (who is connected to Manny, and therefore supposed to be an ally). They push into port anyway, and even as the dockmaster helps them secure the ship and climb up to the docks, he apologizes, saying he had no choice.
A flurry of small darts streak out and blanket the area, and all five men (Ahze, Lolo, Lugh, Soreiss, and the dockmaster) collapse.
When Lugh and Soreiss awaken, they are in a small room with a handle-less door. All of their belongings seems present and untouched. A small bowl of dried fruits and bread are set on a table near a pitcher of water and some glasses. A note informs them to be comfortable and eat and drink what they wish. They start making noise on the door, and they discern the sound of approaching footsteps. Backing away from the door as it opens, a smoky miasma pushes into the room. Three shadowy figures wrapped in pale gauze stand there. They wear masks which cover the lower halves of their faces, and only their eyes seem uncovered by the gauze wraps.
The three people identify themselves as members of the Alu Mahar, and apologize for the method of their first meeting. They inform Lugh and Soreiss that their coming was foretold by a book nearly 150 years prior, and that they must not venture into the city until well after dawn. Inquiring why, Lugh and Soreiss are told that the Beast-Who-Wears-the-Skin-of-a-Man watches the city, and would surely find the pair this night if not for the measures taken by the Alu Mahar.
(The Alu Mahar is an ancient order of assassins and mystics founded sometime during the era of the 2nd Prophecy).
The Alu Mahar eventually escort the pair outside, and leave them by the University's great courtyard, near enough their destination. They pass time shopping and drinking at a bar across town before heading into the Blue Candle Tavern, supposedly the oldest Bar in the world. Just about midnight, Marika Dracos arrives -- she is taller than Maraianna, her features more stern and slightly sharper, but her eyes are almost identical. She walks right to their table and Soreiss returns her dagger to her (those she already has several worn openly, once which, it seems, she has used several times since arriving in Sashmir). Marika admits to having some serious confusion -- the world has changed significantly since her time, and she needs a while to sort things out. She implies that she has some of Maraianna'a memories, but lacks the context to properly understand them right now. In Marika, much of Maraianna can be seen plainly; they are not so different at all. Yet, they are not the same, either.
Marika seems startled when she learns that two of her former companions are the most dangerous of the Nightmasters. Anjoule was a rival of hers, but she seems genuinely surprised at his fall. Akur, though, was one of her closest friends and is almost incredulous at the statement. That the dragon fell to the darkroad seems to trouble her. She informs Soreiss and Lugh that she will be remaining in town, heading to Moon Hill to find some answers. She also comments that the Alu Mahar contacted her as well, claiming to have been founded by her, and therefore, are at her disposal.
The meeting ends, and Marika departs the Blue Candle. Soreiss and Lugh teleport away to rejoin the rest of the Party on the glass continent.
As Caedin has taken up Mevonn's Quill, the task of delivering the blade is complete. They all decide that it is best to rest for a few days back in Larka. Caedin surprises everyone by asking Soreiss for a ride to Sashmir. It seems that Muros decided there is no room in his army for the Swordsman.
Back in Larka, there is a huge crate of books and journals on the table in the study. It contains copies of the materials promised to Soreiss by the Syments. Soreiss forgets about sleeping and pours over the ancient notes on Dimensionl Mechanics penned by the Darkweaver himself.
----
[Jolt Code: 3B,5C,2CB, 2R]
Marcus uses his sorcerous powers to make contact with Soreiss, explaining that he was abandoned and was making his way to Corwinton instead. Soreiss tells him to return to the waywinder stone, and Soreiss -- leaving Lugh on the road to Sashmir -- opens a gateway for Marcus and his eagle. Mitu, Bodan, and Slip pay it little mind when the eaglerider emerges. Soreiss does not bother to stick around, returning instead to Lugh's side, and choosing to head into The Barrens, a slum built outside the city's south wall, in the hopes of getting aid from Lugh's family.
Marcus takes to the sky just as the ground begins to shake. Bodan uses his Earthmastery to anchor Mitu and Slip to the ground so they might weather the tremor. Unfortunately, they seem to be under attack. Slip uses his waterlens to discern a balding Usho magus clad in deep blue and gold robes. A booming voice proclaims that he is hunting the Necromancer Veldir Kedrith, and will slay all his minions if they do not stand down. Once again Soreiss's necromantically tainted eldritch signature has been mistaken for that of his brother. Marcus flies up toward the source of the voice, but loses sight of him. And suddenly, the voice speaking is calm -- an invisible hand rests itself on Marcus's shoulder. The mage addresses Marcus, noting that he is an eaglerider of the Order, and therefore no likely to be in league with Veldir. Marcus explains that what the magus sensed was not Veldir, and offers to say more if he ends the tremors on the ground below, and lands so that all present may speak. The Magus agrees.
He identifies himself as Zillmiran, a name recognized by both Mitu and Slip. The Ogren knows that Tharivol and Uli had some contact with the man back before meeting Mitu, and Slip knows the mage by reputation. Zillmiran is known as an Archmage, a former lecturer at the Southern Academy at Tal'Ushorin, and a condescending prick. Indeed, the rumors were quite true -- immediately condescending, Zillmiran is only respectful to Marcus, and to a lesser extent, Slip. They discuss what Zillmiran sensed, and Slip slips that the archmage sensed Soreiss, Veldir's "brother". For once, there is someone who seems to have never heard of Soreiss.
Zillmiran and the party verbally fence for a while, with Zillmiran belittling Mitu and seeming to read the Ogren's every behavioral trait without recourse to Magic. After a time, and the understanding that they are all heading in roughly the same direction. Zillmiran teleports the party in a northwesterly direction, jumping from hilltop to hilltop. At each stop, he asks a question of the party, and agrees to answer one in turn. Mitu consults the Talmoril's Blade at each stop, and eventually Mevonn's Quill points someplace other than into the high Mountains of the Northwest.
There is evidence that the Krinod of Muros's army is camped in the valleys and far hillsides across from where the party now stands. Zillmiran takes his leave of the PCs, claiming that he must go and find a friend of his down there. Mevonn's Quill, however, does not point at Muros's Camp. Instead, it seems to point along a rough path along the very ridge upon which they stand. After a short walk, the party hears a voice rumble from the rocks beneath them. Unmistakably, it is the voice of Warrin, the chosen of Caarpachi. When Warrin asks whats up with the sword, Mitu explains about the Talmoril; Warrin laughs heartily, and approaches from the rocks. The sword does not point toward him, and Warrin laughs even more soundly. He explains that the sword seems to be pointing to his camp, which leaves only Caedin and Fartlegoth as its chosen. Both options, the barechested warrior admits, are amusing enough to drive him to convulsions.
It turns out that the sword identifies Caedin... who refuses to accept it, and storms down into the valley, into the hordes of Krinod, and soon it is obvious, into the heart of Muros's own encampment. Mitu and Marcus follow, even as Warrin and Fartlegoth offer Bodan and Slip a drink and the general hospitality of their camp. Soon after, Zillmiran arrives again -- Warrin was the very friend he was seeking.
Mitu and Marcus follow the path Caedin has cut through the Krinod, ad find him railing at Min, the humanoid guise of the phoenix Minulex, Akarri, and Izizi. Caedin is demanding to speak with Mevonn, but the assembled Phoenixes are not responding to him. Min actually seems amused. When Muros attempts to approach, Caedin shoots him a comment as well, warning the Archon to mind his business and stay out of this matter. Sensing the implied threat, Tharivol steps in front of Muros to defend him -- but his face clearly shows an understanding that he won't hold Caedin off for long. Mitu tries to speak to the enraged swordsman, but Caedin warns Mitu to back off. So long as Mitu is carrying Mevonn's Quill, he and Caedin are not on the same side. He urges Mitu to toss the sword aside, since Caedin will not take it. Let the Phoenixes handle their own mess for once.
Eventually, the situation calms enough for Caedin to state that he will not even consider taking the sword until he has a chance to speak to Mevonn. Minulex agrees to pass on the message.
Mitu and Marcus follow Caedin back to camp. They discuss the issue of Caedin with Warrin even as the swordsman sits alone, brooding.
They all sense a strange presence a moment before a glimmering humanoid figure, albeit a massive, 8 foot tall one, with a hawks head and eyes like turquoise stones approaches. The being gleams like burnished steel, and all realize that they are in the presense of Mevonn (Who rests his hand on Mitu's shoulder as he passes, filling the Ogren with a sense of serene calm).
Caedin leaps up, but the others watch as Mevonn states calmly that the choice of the Talmoril cannot be unmade, regardless of whether or not Caedin ever accepts the sword or not. Furthermore, he curses the swordsman to be without any sword save the talmoril's blade. If he is to continue as a swordsman, Mevonn's Quill is the only sword that will have him. To make this point, Caedin's own sword cracks and disintegrates. Caedin hurls down the remains of his sword, but refuses to take the Phoenix blade and Mevonn tells Caedin to enjoy his life as a farmer.
Caedin goes off alone, even as others in the camp talk about what just occured. Zillmiran finds it all quite amusing, but is too drunk to participate for long. Marcus, Mitu, and Warrin each have different viewpoints about the whole affair bickering about the differences between chosen responsibilities and those which are imposed. Sometime during the conversation, a storm breaks out... and a short while later, they notice that Caedin has gone.
Just before dawn, Caedin staggers back into camp. His face is bloodied raw, and his eyes dark. When asked what happened, he informs the party that he "had it out" with the Phoenixes, all of them. Then he tells Mitu to toss him the Talmoril's Sword, adding that, ultimately, he lost. After a short conversation, Mitu understands that it was probably Krakaroon who cowed the proud swordsman, since Caedin admitted that it was he who pummeled himself into his present condition. After that, Caedin sprawls out on the rocks to rest.
Meanwhile, back in Kesh, Soreiss and Lugh poke around the Barrens, hoping to find Manny Pazuna, a Kuzani clan cousin of Lugh's that Grandfather had advised him to seek if his travels lead to Sashmir. Indeed, they eventually find Manny (and his door closing Luma son, Lolo), a corpulent Kuzani living in a house in the center of the Barrens. Manny listens to them, and agrees to arrange for them to slide into the Sashmir port a few hours before dawn. Oddly enough, it is Captain Ahze (whose ship they thought they saw in the Barrens' port) who is tasked -- reluctantly -- with ferrying the two travelers as well as Manny's son Lolo into the great city.
Unfortunately, things do not go as planned. As they near the Sashmir docks, they can see something amiss with the dockmaster (who is connected to Manny, and therefore supposed to be an ally). They push into port anyway, and even as the dockmaster helps them secure the ship and climb up to the docks, he apologizes, saying he had no choice.
A flurry of small darts streak out and blanket the area, and all five men (Ahze, Lolo, Lugh, Soreiss, and the dockmaster) collapse.
When Lugh and Soreiss awaken, they are in a small room with a handle-less door. All of their belongings seems present and untouched. A small bowl of dried fruits and bread are set on a table near a pitcher of water and some glasses. A note informs them to be comfortable and eat and drink what they wish. They start making noise on the door, and they discern the sound of approaching footsteps. Backing away from the door as it opens, a smoky miasma pushes into the room. Three shadowy figures wrapped in pale gauze stand there. They wear masks which cover the lower halves of their faces, and only their eyes seem uncovered by the gauze wraps.
The three people identify themselves as members of the Alu Mahar, and apologize for the method of their first meeting. They inform Lugh and Soreiss that their coming was foretold by a book nearly 150 years prior, and that they must not venture into the city until well after dawn. Inquiring why, Lugh and Soreiss are told that the Beast-Who-Wears-the-Skin-of-a-Man watches the city, and would surely find the pair this night if not for the measures taken by the Alu Mahar.
(The Alu Mahar is an ancient order of assassins and mystics founded sometime during the era of the 2nd Prophecy).
The Alu Mahar eventually escort the pair outside, and leave them by the University's great courtyard, near enough their destination. They pass time shopping and drinking at a bar across town before heading into the Blue Candle Tavern, supposedly the oldest Bar in the world. Just about midnight, Marika Dracos arrives -- she is taller than Maraianna, her features more stern and slightly sharper, but her eyes are almost identical. She walks right to their table and Soreiss returns her dagger to her (those she already has several worn openly, once which, it seems, she has used several times since arriving in Sashmir). Marika admits to having some serious confusion -- the world has changed significantly since her time, and she needs a while to sort things out. She implies that she has some of Maraianna'a memories, but lacks the context to properly understand them right now. In Marika, much of Maraianna can be seen plainly; they are not so different at all. Yet, they are not the same, either.
Marika seems startled when she learns that two of her former companions are the most dangerous of the Nightmasters. Anjoule was a rival of hers, but she seems genuinely surprised at his fall. Akur, though, was one of her closest friends and is almost incredulous at the statement. That the dragon fell to the darkroad seems to trouble her. She informs Soreiss and Lugh that she will be remaining in town, heading to Moon Hill to find some answers. She also comments that the Alu Mahar contacted her as well, claiming to have been founded by her, and therefore, are at her disposal.
The meeting ends, and Marika departs the Blue Candle. Soreiss and Lugh teleport away to rejoin the rest of the Party on the glass continent.
As Caedin has taken up Mevonn's Quill, the task of delivering the blade is complete. They all decide that it is best to rest for a few days back in Larka. Caedin surprises everyone by asking Soreiss for a ride to Sashmir. It seems that Muros decided there is no room in his army for the Swordsman.
Back in Larka, there is a huge crate of books and journals on the table in the study. It contains copies of the materials promised to Soreiss by the Syments. Soreiss forgets about sleeping and pours over the ancient notes on Dimensionl Mechanics penned by the Darkweaver himself.
----
[Jolt Code: 3B,5C,2CB, 2R]
Labels:
Alu Mahar,
Blue Candle,
Caedin,
Captain Ahze,
Fartlegoth,
Manny Pazuna,
Marika Dracos,
Mevonn,
Muros,
Phoenix,
Sashmir,
talmoril,
The Barrens,
Warrin,
Zillmiran
Sunday, February 18, 2007
Chapter 15: Session 06
Back in Mount Wind, Krius informs a young Eaglerider named Marcus about a new assignment. Marcus, an expert at gathering intelligence in the Varukko Market, is tasked with following and assisting the party of Bearers. Marcus is not entirely pleased with the notion of babysitting, even though Krius insists it is not. Yet Marcus is a professional and will follow orders, waiting for the Party's return to Mount Wind.
Having left Drathmorton, the party sets off to buy Durin dinner in Port Arlin, Kesh. The establishment he wants to visit is a place called "The Burning Tree" a name which does not make Lugh all too happy.
The name comes from a local story about the origin of the town. The founders of the this town had come upon this land and saw two potential parcels in which to populate. One, a rocky coastal shelf, the other, a wooded area in need of much effort to clear. The settlers asked their gods for an answer to this dilemma; that night a great thunderstorm rained down lightning bolts on the wooded area, catching the forest ablaze, clearing the wooded spot. Seeing the destruction as a bad omen the settlers decided upon the difficult to farm rocky shelf and built first a common house, today named, "The Burning Tree" (Others say that the location of the town was placed to spite the gods through the intentional misreading of an obvious omen).
Port Arlin, is the northernmost port city in Kesh, located just south of Rocky Bay, a region ceded to the Kinlarn Hegemony after a short territorial and trade dispute. Kesh gave up the rights for any ports in Rocky Bay itself, in return for reduced tariffs on trade goods. It was the same agreement that has recently caused Shrewsborn to grow into a regional tradehub as products are brought overland between Kesh, the Hegemony, and the Protectorate.
The streets of Port Arlin are rough gravel and the buildings reflect much of the same rough but sturdy construction. The Burning Tree is a large building made of stone and wood, with a large black metal sculpture of a tree worked into the side of the building, extending over the roof and shading the rear outdoor dining area. The inside looks much the same, sturdy with barely a nod toward aesthetics.
As the party approaches The Burning Tree, Mitu, among others, notices a man in an alley across the way, seemingly watching their movements. The man appears suspicious, the kind of suspicious that makes you wonder if any second he could pull open his cloak and flash his fleshy wangdoodle. That, or perhaps he intends to harm you. Thinking the latter, Mitu tries to stare down the man who keeps a steady gaze locked on the party, seeming unimpressed. He nods an acknowledgment to the party before disappearing down the alley.
The party enters The Burning Tree and is seated in the outdoor area behind the main building, since this is more comfortable seating for someone as large as Mitu, it also helps put the other patrons at ease to see this strange group seated away from them.
The food is remarkable, fine selections of local fish, poultry and mutton, roasted or stewed with root vegetables and exotic herbs; food fit for the Merchant Princes. Durin recalls the last time he dined at the establishment some 25 years ago, remarking that the food is better than he remembered. This could be due to the fact that living in Drathmorton in the past few years, everything local seemed to taste kind of "off".
Dinner is abruptly interrupted as flaming glass bottles come flying over the roof and into the outdoor dining courtyard. Mitu beats a hasty retreat from the fire as Soreiss, Slip and Bodan easily contain and extinguish the minor nuisance. Lugh and Bodan are fired upon by two men perched in the tree sculpture on the side of the building. Mitu and Soreiss investigate the front of the building, hoping to discover who threw the bottles. They find four men, possibly mercenaries, readying weapons as they recognize both Soreiss and Mitu by name.
Lugh summons a mighty gale, knocking the pair of men from the tree. Bodan cripples one man with a shard of stone through his knee, while Lugh and his wolves easily subdue the other. Bodan turns his attention toward the scene in the front of the building, as Slip simply walks through the back door of the building and out the front to see the same. Soreiss shows uncharacteristic calm and restraint as Mitu charges at the four men.
The attacking archers coordinate their bow-fire on Mitu as the monster rushes forward to pummel someone into unconsciousness. Quickly, and luckily, although not luckily enough, their arrows strike the Ogren's head and shoulders; the attack does not cause the Ogren any pause. An instant later one of their rank lies flat on his back, dazed and in pain from a brutal suicide rush. Bodan, seeing a perfect opportunity, uses his earth mastery to shake and move the earth beneath the feet of the four men, knocking the rest to the ground.
Mitu takes a split second to assess the arrows in his armor notices the color of the fletching, gray and blue, the colors of the Sellswords... and of the Company. These aren't mercenaries, these are the unwitting soldiers of the Nendir hoping to earn a hefty reward for the capture or death of anyone in this party. This information makes Soreiss stop using restraint, and Mitu takes up a more lethal weapon than his hands.
Seeing that the attack is foiled and their chances of survival have faded quickly, the leader of the four Company men crushes a small jade pendant...
In a flash of pale green light, they disappear.
The two captives are questioned as local guards show up to police this commotion. Not wanting to be bothered with local politics Soreiss simply opens a gate to Turwinton taking the two captives with us, and the guards follow. Seeing the error of following, the guards surrender much to the amusement of Soreiss and he sends them back with a grin.
As the two company captives are questioned, Mitu gives them a choice -- talk and have their injured legs splinted, their open wounds bound, or remain silent and have their uninjured legs broken. They opt to talk, but reveal nothing of importance. The low ranking Company men don't have any idea who they serve or why. Some of Turwinton's Ganthur (bystanders to the scene) laugh at the two as they hobble away, giving the two "ladies" thirty seconds to "get the hell out of their town"
Durin joins the effort of crafting the Eog, and Bartlebye and his family are picked up in Drathmorton.
Moments later, Everyone stands on the shores of Ghostrock. It is the day of the towns first election.
Bartlbye begins the process of settling in and everyone chats with the locals for a short while. Lugh walks around the town, looking at the changes that have been made since he last saw this rapidly expanding sea side town. Everyone else takes a letter of passage from Tol'Urvinn Silliann, the newly elected mayor of Ghostrock, giving them access to the cave of voices to see if they can investigate further into the darkness than they could last time.
Quickly, Soreiss realizes that the darkness remains just as impenetrable as before and convinces everyone that this is a waste of time. But he convinces them too late. The entrance to the shrouded underground pass has been sealed, it would seem, by the Mirror Black.
The walls grow slick with a sickening ichor that appears alive, responding to your every fear. The slimy blackness stretches, making the mouth of the pass appear farther and farther away. Soreiss's skin draws tight to his bones as it withers and dries, his eyes sink back deep into his head until only two bright pinpoints radiate from within hollow sockets. Soreiss is quickly fading back into the form he shed as Athrin Nur. Completely disgusted at the games the Mirror Black plays on your fears, Soreiss curses the mirror (...and the GM), and through his sheer indomitable Ego ignores the Mirror's corruptive impulses. Instantly, Soreiss returns to normal and walks to the mouth of the path.
Unfortunately, Slip, Bodan and Mitu are not so lucky. They fall victim to their deepest fears and regrets.
Across town, Lugh senses a sudden shift in balance to that of corruption, emanating from the cave of voices. He rushes off to assess the situation.
At the Cave's entrance, Lugh is faced with The Mirror -- dark and oily slick. He calls forth Warwood on his druidstaff and strikes at the Mirror in defiance. As before the Mirror yields to his blow and begins to pull Lugh inside. Fighting with all he has to remain outside The Mirror, Lugh pulls half of his druidstaff out forming what appears to be a lever.
Inside, Mitu tries to rally his friends, urging them not to give up and to walk alongside him to the entrance. They all hear that failure is upon them; they should stop fighting and give up, for all is lost. Mitu closes his eyes to what his mind might see in an attempt to break free as he feels that he is treading on something sickeningly squishy, presumably his family, now dead beneath his feet. Slip feels all of his water mastery draining away, being ripped from him, as if he stood in the massive water vortex of Mount Wind. the power drains and begins to pull away his own life as his control fails him. Bodan hears the desperate cries of everyone he ever helped, or tried to help, as they blame him for not doing enough or doing too much, failing them in the end.
Meanwhile Lugh pushes the lever his druidstaff had formed and finds himself in the Ymorphus -- a small Andir girl standing next to him. He realizes this is the dream of Nalema Renda, lady of house Renda, which he carries in a dream bottle in his pack. Knowing that the destruction of the Mirror in this realm must be a sacrifice, he asks that this girl might help. After brief explanation, she agrees to try, and try as she may, nothing happens.
Lugh turns the lever again to the real world to contact Nevia (since he's wiser than Lugh... and everyone else for that matter). Nevia confirms a suspicion Lugh has. The real Nalema had sacrificed herself to save the honor of her house and her family -- she is no longer alive. With that sacrifice made, Lugh knows what he must do as he re-enters the Ymorphus.
Lugh spins a tale, the tragic tale of House Renda and thier betrayal to the Andir people. Young Nalema's dream knows what she must do. She must rejoin her body and soul in death, and sacrifice herself to the Mirror. But sacrifices to The Mirror Black are always somehow twisted -- House Renda is doomed to fall, and this sacrifice forgotten.
In the final fleeting moments of Nalema's sacrifice, Lugh grasps at the story so as not to forget, luckily remembering enough to write another tragedy. A story doomed to be mis told or forgotten.
A bit disheartened, Bodan, Slip and Mitu emerge from the shrouded pass. Soreiss is angry at the attempt to control his feelings and Lugh is somber in writing a new tale and relieved at his victory over the Mirror.
The party assembles to meet their next task as hand... While Soreiss and Lugh attempt to plan out a means of sneaking into the city of Sashmir to meet someone at the Blue Candle, Mitu, Slip, and Stony Johnson (erm, Bodan) decide it is time to have Mevonn's Quill lead them to the next Talmoril. The party briefly returns to Mount Wind, and there they acquire Marcus before they head off to the Glass Continent.
After Soreiss has opened a gateway for them, and then leaves with Lugh to head to Sashmir, Mitu, Bodan and Slip quickly ditch Marcus through the waywinder stones, affording them a few moments to discuss what occurred in the Cave of Voices.
----
[Jolt Code: 1B,3C,2CB,2R]
Having left Drathmorton, the party sets off to buy Durin dinner in Port Arlin, Kesh. The establishment he wants to visit is a place called "The Burning Tree" a name which does not make Lugh all too happy.
The name comes from a local story about the origin of the town. The founders of the this town had come upon this land and saw two potential parcels in which to populate. One, a rocky coastal shelf, the other, a wooded area in need of much effort to clear. The settlers asked their gods for an answer to this dilemma; that night a great thunderstorm rained down lightning bolts on the wooded area, catching the forest ablaze, clearing the wooded spot. Seeing the destruction as a bad omen the settlers decided upon the difficult to farm rocky shelf and built first a common house, today named, "The Burning Tree" (Others say that the location of the town was placed to spite the gods through the intentional misreading of an obvious omen).
Port Arlin, is the northernmost port city in Kesh, located just south of Rocky Bay, a region ceded to the Kinlarn Hegemony after a short territorial and trade dispute. Kesh gave up the rights for any ports in Rocky Bay itself, in return for reduced tariffs on trade goods. It was the same agreement that has recently caused Shrewsborn to grow into a regional tradehub as products are brought overland between Kesh, the Hegemony, and the Protectorate.
The streets of Port Arlin are rough gravel and the buildings reflect much of the same rough but sturdy construction. The Burning Tree is a large building made of stone and wood, with a large black metal sculpture of a tree worked into the side of the building, extending over the roof and shading the rear outdoor dining area. The inside looks much the same, sturdy with barely a nod toward aesthetics.
As the party approaches The Burning Tree, Mitu, among others, notices a man in an alley across the way, seemingly watching their movements. The man appears suspicious, the kind of suspicious that makes you wonder if any second he could pull open his cloak and flash his fleshy wangdoodle. That, or perhaps he intends to harm you. Thinking the latter, Mitu tries to stare down the man who keeps a steady gaze locked on the party, seeming unimpressed. He nods an acknowledgment to the party before disappearing down the alley.
The party enters The Burning Tree and is seated in the outdoor area behind the main building, since this is more comfortable seating for someone as large as Mitu, it also helps put the other patrons at ease to see this strange group seated away from them.
The food is remarkable, fine selections of local fish, poultry and mutton, roasted or stewed with root vegetables and exotic herbs; food fit for the Merchant Princes. Durin recalls the last time he dined at the establishment some 25 years ago, remarking that the food is better than he remembered. This could be due to the fact that living in Drathmorton in the past few years, everything local seemed to taste kind of "off".
Dinner is abruptly interrupted as flaming glass bottles come flying over the roof and into the outdoor dining courtyard. Mitu beats a hasty retreat from the fire as Soreiss, Slip and Bodan easily contain and extinguish the minor nuisance. Lugh and Bodan are fired upon by two men perched in the tree sculpture on the side of the building. Mitu and Soreiss investigate the front of the building, hoping to discover who threw the bottles. They find four men, possibly mercenaries, readying weapons as they recognize both Soreiss and Mitu by name.
Lugh summons a mighty gale, knocking the pair of men from the tree. Bodan cripples one man with a shard of stone through his knee, while Lugh and his wolves easily subdue the other. Bodan turns his attention toward the scene in the front of the building, as Slip simply walks through the back door of the building and out the front to see the same. Soreiss shows uncharacteristic calm and restraint as Mitu charges at the four men.
The attacking archers coordinate their bow-fire on Mitu as the monster rushes forward to pummel someone into unconsciousness. Quickly, and luckily, although not luckily enough, their arrows strike the Ogren's head and shoulders; the attack does not cause the Ogren any pause. An instant later one of their rank lies flat on his back, dazed and in pain from a brutal suicide rush. Bodan, seeing a perfect opportunity, uses his earth mastery to shake and move the earth beneath the feet of the four men, knocking the rest to the ground.
Mitu takes a split second to assess the arrows in his armor notices the color of the fletching, gray and blue, the colors of the Sellswords... and of the Company. These aren't mercenaries, these are the unwitting soldiers of the Nendir hoping to earn a hefty reward for the capture or death of anyone in this party. This information makes Soreiss stop using restraint, and Mitu takes up a more lethal weapon than his hands.
Seeing that the attack is foiled and their chances of survival have faded quickly, the leader of the four Company men crushes a small jade pendant...
In a flash of pale green light, they disappear.
The two captives are questioned as local guards show up to police this commotion. Not wanting to be bothered with local politics Soreiss simply opens a gate to Turwinton taking the two captives with us, and the guards follow. Seeing the error of following, the guards surrender much to the amusement of Soreiss and he sends them back with a grin.
As the two company captives are questioned, Mitu gives them a choice -- talk and have their injured legs splinted, their open wounds bound, or remain silent and have their uninjured legs broken. They opt to talk, but reveal nothing of importance. The low ranking Company men don't have any idea who they serve or why. Some of Turwinton's Ganthur (bystanders to the scene) laugh at the two as they hobble away, giving the two "ladies" thirty seconds to "get the hell out of their town"
Durin joins the effort of crafting the Eog, and Bartlebye and his family are picked up in Drathmorton.
Moments later, Everyone stands on the shores of Ghostrock. It is the day of the towns first election.
Bartlbye begins the process of settling in and everyone chats with the locals for a short while. Lugh walks around the town, looking at the changes that have been made since he last saw this rapidly expanding sea side town. Everyone else takes a letter of passage from Tol'Urvinn Silliann, the newly elected mayor of Ghostrock, giving them access to the cave of voices to see if they can investigate further into the darkness than they could last time.
Quickly, Soreiss realizes that the darkness remains just as impenetrable as before and convinces everyone that this is a waste of time. But he convinces them too late. The entrance to the shrouded underground pass has been sealed, it would seem, by the Mirror Black.
The walls grow slick with a sickening ichor that appears alive, responding to your every fear. The slimy blackness stretches, making the mouth of the pass appear farther and farther away. Soreiss's skin draws tight to his bones as it withers and dries, his eyes sink back deep into his head until only two bright pinpoints radiate from within hollow sockets. Soreiss is quickly fading back into the form he shed as Athrin Nur. Completely disgusted at the games the Mirror Black plays on your fears, Soreiss curses the mirror (...and the GM), and through his sheer indomitable Ego ignores the Mirror's corruptive impulses. Instantly, Soreiss returns to normal and walks to the mouth of the path.
Unfortunately, Slip, Bodan and Mitu are not so lucky. They fall victim to their deepest fears and regrets.
Across town, Lugh senses a sudden shift in balance to that of corruption, emanating from the cave of voices. He rushes off to assess the situation.
At the Cave's entrance, Lugh is faced with The Mirror -- dark and oily slick. He calls forth Warwood on his druidstaff and strikes at the Mirror in defiance. As before the Mirror yields to his blow and begins to pull Lugh inside. Fighting with all he has to remain outside The Mirror, Lugh pulls half of his druidstaff out forming what appears to be a lever.
Inside, Mitu tries to rally his friends, urging them not to give up and to walk alongside him to the entrance. They all hear that failure is upon them; they should stop fighting and give up, for all is lost. Mitu closes his eyes to what his mind might see in an attempt to break free as he feels that he is treading on something sickeningly squishy, presumably his family, now dead beneath his feet. Slip feels all of his water mastery draining away, being ripped from him, as if he stood in the massive water vortex of Mount Wind. the power drains and begins to pull away his own life as his control fails him. Bodan hears the desperate cries of everyone he ever helped, or tried to help, as they blame him for not doing enough or doing too much, failing them in the end.
Meanwhile Lugh pushes the lever his druidstaff had formed and finds himself in the Ymorphus -- a small Andir girl standing next to him. He realizes this is the dream of Nalema Renda, lady of house Renda, which he carries in a dream bottle in his pack. Knowing that the destruction of the Mirror in this realm must be a sacrifice, he asks that this girl might help. After brief explanation, she agrees to try, and try as she may, nothing happens.
Lugh turns the lever again to the real world to contact Nevia (since he's wiser than Lugh... and everyone else for that matter). Nevia confirms a suspicion Lugh has. The real Nalema had sacrificed herself to save the honor of her house and her family -- she is no longer alive. With that sacrifice made, Lugh knows what he must do as he re-enters the Ymorphus.
Lugh spins a tale, the tragic tale of House Renda and thier betrayal to the Andir people. Young Nalema's dream knows what she must do. She must rejoin her body and soul in death, and sacrifice herself to the Mirror. But sacrifices to The Mirror Black are always somehow twisted -- House Renda is doomed to fall, and this sacrifice forgotten.
In the final fleeting moments of Nalema's sacrifice, Lugh grasps at the story so as not to forget, luckily remembering enough to write another tragedy. A story doomed to be mis told or forgotten.
A bit disheartened, Bodan, Slip and Mitu emerge from the shrouded pass. Soreiss is angry at the attempt to control his feelings and Lugh is somber in writing a new tale and relieved at his victory over the Mirror.
The party assembles to meet their next task as hand... While Soreiss and Lugh attempt to plan out a means of sneaking into the city of Sashmir to meet someone at the Blue Candle, Mitu, Slip, and Stony Johnson (erm, Bodan) decide it is time to have Mevonn's Quill lead them to the next Talmoril. The party briefly returns to Mount Wind, and there they acquire Marcus before they head off to the Glass Continent.
After Soreiss has opened a gateway for them, and then leaves with Lugh to head to Sashmir, Mitu, Bodan and Slip quickly ditch Marcus through the waywinder stones, affording them a few moments to discuss what occurred in the Cave of Voices.
----
[Jolt Code: 1B,3C,2CB,2R]
Labels:
Company,
Durin,
Election,
Ghostrock,
House Renda,
Krius,
Marcus,
Mirror Black,
Port Arlin
Tuesday, February 13, 2007
Chapter 15: Session 05
The PCs spend some time pursuing various interests in the city at Mount Wind, waiting for the Council to end its meeting. The bladesmen, Thelius and Hovirith are the first to find the party, arriving in the company of Krius and an unnamed female. Unfortunately, Soreiss and Slip need a member of the Voice -- preferably Olarus -- to enter the Library's closed section.
Mitu, who has been walking about town running errands with Bodan, sees Olarus seemingly walking alone, though engaged in conversation. However, Mitu begins to suspect that someone invisible is walking with the older man. The mysterious conversation ends when Olarus greets Mitu, and informs him that he is already planning a visit to the other Bearers where they are staying. Mitu waves him on, but lingers. Indeed, the Ogren's suspicions are confirmed when he hears a voice address him. First met years prior, Mitu recognized the voice of Domaorin, the thief responsible for stealing the gem of Doxinaru and revealing the Warpstone. And Domaorin's invisibility lends credence to the notion that the man still bears the Gem.
Domaorin greets Mitu, but the Ogren is somewhat defensive. He accuses the theif of spying for the order, but Domaorin responds that such is not the case. While he is certainly giving information to the Voice through Olarus, he claims he is not working for them. Further clarifying, he states that he works only for the being who seems somehow able to see him, and then says nothing more. This sets Mitu's mind racing. Does Domaorin work for Minulex? Or perhaps for Cabot?
After Olarus arrives to greet the rest of the party, he agrees to their request about accessing the voice's portion of the library. Thus, the better part of the next two days are spent researching assorted subjects.
Lugh finds volumes of journals and historical records documenting various rites of the Druidim, many written by famous members of that order. He focuses on the rite to summon the World Wolf, and then turns his attention on how the Druidim cleansed and restored balance to a corrupted Node.
Slip spends a while learning about how elementalism and magic relate, and learns that that some users of either, or both, have used one set of powers to augment the other.
Soreiss turns to history, and finds no shortage of volumes about the past era's of prophecy. His finds a wealth of information specifically about the Mirror Black, including how it has been defeated in the past. Once more it is confirmed, the mirror must be twarted twice -- in the physical world, the otherworld of the spirits, or in the Ymorphus, the realm of dreams. Soreiss also begins studying the circle of Shadowwall and their accomplishments and mostly tragic fates.
Soreiss and most of the party follow Soreiss to the Darkweaver's transit tower in the northern Hegemony when they want a safe, secure place to talk. Mitu tells them all about Domaorin -- when the thief himself chimes in. It seems he has been following them. He speaks with them a short time, confirming that he does, indeed, work for Minulex and is sharing information with the Order at the request of the Phoenixes. He also makes a comment about Adder not having yet returned from the desert -- which the PCs assume means that he travelled back to the Cradle of Life for more guidance and the hope for another vision. Domaorin insists that he is on the same side as they are, then leaves -- hopefully.
Mitu's continuing errands had included asking about any regionally famous smiths -- he still hopes to find more Eog crafters. Everyone told him much the same thing. Speak to Naris, an old smith to the north, in the little village of Harestown. And the following day, the party follows Mitu's lead and travels there.
Harestown is a cluster of a couple dozen wooden homes and small buildings along a road running north from Mount Wind. Harestown's resident Sherriff is a Sheildsman named Loril Manus who tries to be at once both helpful and authoritative, but fails at both.
In short order, they find Naris's smithy in one of the larger homes, where he and most of his family live. Naris turns out to be a retired Shieldsman himself, with a slight limp and a cranky disposition. He yells at Mitu for interfering on one of his grandchildren's chores, and then has his sons bring out some morning coffee so all may sit and discuss whatever it is the odd folks of the party came to discuss.
Naris's sons, Lornius and Velis, both in their forties, join the conversation. Neither are members of the Order itself, although Velis reveals that he spent many years as a merchant sailor in northern Kesh. Lornius has never ventured beyond the bounds of the Protectorate. When the PCs reveal that their main reason for coming is to see if they can work Eog, the trio of smiths set to work immediately. Each, it seems, is indeed capable of shaping the Eog, and each seems well versed in the theory and metallurgy involved in their craft as well as the practical aspects.
Naris says that in no uncertain terms is he willing to leave his home, regardless of however noble the end may be. He is just too old, he claims, with too many responsibilities at home. Velis, the youngest son, jumps at the chance to leave for the glass continent, volunteering immediately. Lornius, although somewhat reluctant, agrees to come as well when his father says he'll be fine handling the business alone for a while. As they prepare to leave, Naris adds one final comment -- He knows an old smith in the Ganthur town of Drathmorton. If anyone else can craft that stuff, Naris is sure that old Durin can do so. Lugh recognizes the name immediately. He has had business with Durin in the past, back when he was travelling with the likes of Rymar, Ebu, and the others.
Arriving in Turwinton with a pair of new smiths, the party is greeted by Krosbye, who takes the two newcomers to introduce them to the other smiths. Although he does pause to complain about one of the smith's (Smithy) eccentric behavior and how it is made worse by the man's companion (Cardinal).
Travel to Drathmorton is a quick affair as well. However, the town looks like a place of illness. The people seem listless, their skintone sallow and their eyes yellowed. Many of them seem too thin for Ganthur, although life indeed continues in the city. Lugh explains a bit about this towns recent, and tragic, past and adds that he is not well liked here. Conversation turns to the warrior Bartlebye who was one of only two survivors of Wilgoth's tragic attack on Muros at he ruins of Harbinton nearly ten years prior. Lugh and the man hashed out some of their differences the last time Lugh passed through here, but he still worries. Mitu decides that he should try and heal the man, with luck wiping the slate clean, when he is told that Bartlebye owns the local inn.
Bartlebye is still a densely muscled Luma, although some of his mass hs gone to pudge. All of his hair is long burned away, and his skin is a patchwork of burn scars. He seems reluctant to take Mitu's offer at first, wondering at the motivation of an armored Ogren suddenly coming into the bar and offering healing services. However incredulous he may have been, he agrees to let Mitu try and heal him... with great success on the Ogren's part. In less than a minute's time, Bartlebye's scars begin to thin and fade, leaving little sign of his past injuries. The Luma is shocked, stammering a thank you, but seeming now quite confused. Bartlebye's wife comforts him, even as Mitu eases himself away.
After healing Bartlebye and giving the Luma some time to come to terms with his sudden life-change, the party crosses the road to Durin's Smithy. Unfortunatly, all they find are a man and a woman, undressed, in bed, and seemingly addled. The party gets enough information from the woman (Durin's daughter, herself once a glass-crafter) to determine that Durin himself has business with the town's fletcher, across town. Lugh knows the place.
Durin, a man even older than Naris, is bickering with the hawknosed fletcher about certain crafting costs. When the party arrives and asks for Durin, Durin breaks off and speaks only to the PCs. He agrees with almost no hesitation to leaving Drathmorton, and when Mitu pulls forth the Eog chunk, Durin comments that he has actually worked Eog before. Returning to Durin's forge, the old man proves his ability to work the metal. Another of the line of Greymalken has been found. He agrees to go to Turwinton under one condition -- they buy him a meal at a certain resturant in Port Arlin, Kesh. Durin's request is intriguing enough to Soreiss that he agrees to it.
Mitu and Lugh also hit upon the idea of taking Bartlebye, his wife, and his child, from Drathmorton and taking them anywhere else they might want to go. Bartlebye agrees, saying he would like to be someplace small and rustic, where he can see the ocean. Considering Bartlebye's heritage, the party recommends the town of Ghostrock. The Luma is fine with leaving for Ghostrock, but requires a day or so to prepare his belongings.
-----
[Jolt Code: 3C,1CB,7R,1S]
Mitu, who has been walking about town running errands with Bodan, sees Olarus seemingly walking alone, though engaged in conversation. However, Mitu begins to suspect that someone invisible is walking with the older man. The mysterious conversation ends when Olarus greets Mitu, and informs him that he is already planning a visit to the other Bearers where they are staying. Mitu waves him on, but lingers. Indeed, the Ogren's suspicions are confirmed when he hears a voice address him. First met years prior, Mitu recognized the voice of Domaorin, the thief responsible for stealing the gem of Doxinaru and revealing the Warpstone. And Domaorin's invisibility lends credence to the notion that the man still bears the Gem.
Domaorin greets Mitu, but the Ogren is somewhat defensive. He accuses the theif of spying for the order, but Domaorin responds that such is not the case. While he is certainly giving information to the Voice through Olarus, he claims he is not working for them. Further clarifying, he states that he works only for the being who seems somehow able to see him, and then says nothing more. This sets Mitu's mind racing. Does Domaorin work for Minulex? Or perhaps for Cabot?
After Olarus arrives to greet the rest of the party, he agrees to their request about accessing the voice's portion of the library. Thus, the better part of the next two days are spent researching assorted subjects.
Lugh finds volumes of journals and historical records documenting various rites of the Druidim, many written by famous members of that order. He focuses on the rite to summon the World Wolf, and then turns his attention on how the Druidim cleansed and restored balance to a corrupted Node.
Slip spends a while learning about how elementalism and magic relate, and learns that that some users of either, or both, have used one set of powers to augment the other.
Soreiss turns to history, and finds no shortage of volumes about the past era's of prophecy. His finds a wealth of information specifically about the Mirror Black, including how it has been defeated in the past. Once more it is confirmed, the mirror must be twarted twice -- in the physical world, the otherworld of the spirits, or in the Ymorphus, the realm of dreams. Soreiss also begins studying the circle of Shadowwall and their accomplishments and mostly tragic fates.
Soreiss and most of the party follow Soreiss to the Darkweaver's transit tower in the northern Hegemony when they want a safe, secure place to talk. Mitu tells them all about Domaorin -- when the thief himself chimes in. It seems he has been following them. He speaks with them a short time, confirming that he does, indeed, work for Minulex and is sharing information with the Order at the request of the Phoenixes. He also makes a comment about Adder not having yet returned from the desert -- which the PCs assume means that he travelled back to the Cradle of Life for more guidance and the hope for another vision. Domaorin insists that he is on the same side as they are, then leaves -- hopefully.
Mitu's continuing errands had included asking about any regionally famous smiths -- he still hopes to find more Eog crafters. Everyone told him much the same thing. Speak to Naris, an old smith to the north, in the little village of Harestown. And the following day, the party follows Mitu's lead and travels there.
Harestown is a cluster of a couple dozen wooden homes and small buildings along a road running north from Mount Wind. Harestown's resident Sherriff is a Sheildsman named Loril Manus who tries to be at once both helpful and authoritative, but fails at both.
In short order, they find Naris's smithy in one of the larger homes, where he and most of his family live. Naris turns out to be a retired Shieldsman himself, with a slight limp and a cranky disposition. He yells at Mitu for interfering on one of his grandchildren's chores, and then has his sons bring out some morning coffee so all may sit and discuss whatever it is the odd folks of the party came to discuss.
Naris's sons, Lornius and Velis, both in their forties, join the conversation. Neither are members of the Order itself, although Velis reveals that he spent many years as a merchant sailor in northern Kesh. Lornius has never ventured beyond the bounds of the Protectorate. When the PCs reveal that their main reason for coming is to see if they can work Eog, the trio of smiths set to work immediately. Each, it seems, is indeed capable of shaping the Eog, and each seems well versed in the theory and metallurgy involved in their craft as well as the practical aspects.
Naris says that in no uncertain terms is he willing to leave his home, regardless of however noble the end may be. He is just too old, he claims, with too many responsibilities at home. Velis, the youngest son, jumps at the chance to leave for the glass continent, volunteering immediately. Lornius, although somewhat reluctant, agrees to come as well when his father says he'll be fine handling the business alone for a while. As they prepare to leave, Naris adds one final comment -- He knows an old smith in the Ganthur town of Drathmorton. If anyone else can craft that stuff, Naris is sure that old Durin can do so. Lugh recognizes the name immediately. He has had business with Durin in the past, back when he was travelling with the likes of Rymar, Ebu, and the others.
Arriving in Turwinton with a pair of new smiths, the party is greeted by Krosbye, who takes the two newcomers to introduce them to the other smiths. Although he does pause to complain about one of the smith's (Smithy) eccentric behavior and how it is made worse by the man's companion (Cardinal).
Travel to Drathmorton is a quick affair as well. However, the town looks like a place of illness. The people seem listless, their skintone sallow and their eyes yellowed. Many of them seem too thin for Ganthur, although life indeed continues in the city. Lugh explains a bit about this towns recent, and tragic, past and adds that he is not well liked here. Conversation turns to the warrior Bartlebye who was one of only two survivors of Wilgoth's tragic attack on Muros at he ruins of Harbinton nearly ten years prior. Lugh and the man hashed out some of their differences the last time Lugh passed through here, but he still worries. Mitu decides that he should try and heal the man, with luck wiping the slate clean, when he is told that Bartlebye owns the local inn.
Bartlebye is still a densely muscled Luma, although some of his mass hs gone to pudge. All of his hair is long burned away, and his skin is a patchwork of burn scars. He seems reluctant to take Mitu's offer at first, wondering at the motivation of an armored Ogren suddenly coming into the bar and offering healing services. However incredulous he may have been, he agrees to let Mitu try and heal him... with great success on the Ogren's part. In less than a minute's time, Bartlebye's scars begin to thin and fade, leaving little sign of his past injuries. The Luma is shocked, stammering a thank you, but seeming now quite confused. Bartlebye's wife comforts him, even as Mitu eases himself away.
After healing Bartlebye and giving the Luma some time to come to terms with his sudden life-change, the party crosses the road to Durin's Smithy. Unfortunatly, all they find are a man and a woman, undressed, in bed, and seemingly addled. The party gets enough information from the woman (Durin's daughter, herself once a glass-crafter) to determine that Durin himself has business with the town's fletcher, across town. Lugh knows the place.
Durin, a man even older than Naris, is bickering with the hawknosed fletcher about certain crafting costs. When the party arrives and asks for Durin, Durin breaks off and speaks only to the PCs. He agrees with almost no hesitation to leaving Drathmorton, and when Mitu pulls forth the Eog chunk, Durin comments that he has actually worked Eog before. Returning to Durin's forge, the old man proves his ability to work the metal. Another of the line of Greymalken has been found. He agrees to go to Turwinton under one condition -- they buy him a meal at a certain resturant in Port Arlin, Kesh. Durin's request is intriguing enough to Soreiss that he agrees to it.
Mitu and Lugh also hit upon the idea of taking Bartlebye, his wife, and his child, from Drathmorton and taking them anywhere else they might want to go. Bartlebye agrees, saying he would like to be someplace small and rustic, where he can see the ocean. Considering Bartlebye's heritage, the party recommends the town of Ghostrock. The Luma is fine with leaving for Ghostrock, but requires a day or so to prepare his belongings.
-----
[Jolt Code: 3C,1CB,7R,1S]
Labels:
Bartlebye,
Domaorin,
Drathmorton,
Druidim,
Durin,
gem of Doxinaru,
Harestown,
Mirror Black,
Naris
Sunday, February 04, 2007
Chapter 15: Session 04
After a night spent drinking and conversing with Thelius, Cadmon, and Hovirith, the PCs begin to make their way out for the day. Mitu decides to chat with some of the locals, and Lugh gets an early start with his language tutelage, while the others choose to return to the library under the mountain. However, as Soreiss dawdles, he is approached by that odd, barefoot fellow, Bodan Weepingcrow. Bodan apologizes for his odd behavior, explaining that he mistook the wizard for another person; as usual, Soriess has been mistaken for Veldir. Soreiss accepts Bodan's word before meeting with Slip at the library.
Lugh's language studies intensify at a rapid rate, especially once his teacher realizes that Lugh has a solid understanding of not only Kinlari, but of ancient Cathic as well. Slip studies some magical theory, especially where it concerns the nature and development of focus objects. Soreiss researches the minor prophecies of the earlier cycles... and finds a startling revelation from an ancient prophecy from the era of the first cycle. He learns that "the first hero will fall to the Painking, but soon will rise from death to exact his vengeance against tormentor and betrayer alike. However, in a time long hence, when the darkness has come and gone and come again many times over, he will unite the slaves and lead them into battle". Notations imply that the Order suspects this first hero is most likely Lord Prion of Cathan, the first of his people's great heroes to battle against the Daemok. And with that piece of knowledge gleaned from a minor prophecy several thousand years old, Soreiss confirms his suspicions that Lord Prion the Necrus is Puraiun, the In'ta of the Varukko.
During this time, Bodan finds a distressed child wandering the streets in the avenue between Mount Wind and the first tier of houses. The kid is dressed in a somewhat archaic style, clad in a fine, silk cloths of deep red with gold trim and white accents. Around his neck is a pendant resembling an inverted hammer. He speaks to the child (though neglects to ask the boy's name), and learns that the child has been having dreams of his uncle since four days prior. The kid seems to bounce between levels of listlessness and being generally distraught as he explains his dreams are more like visions in which he sees his Uncle, Daenus, an eagle rider of the Blade, in mortal peril. In his dream, the great eagle plummets from the sky over a dead field containing a single, large tree, and his uncle is thrown from the eagle's back, and wounded, crawls through the hills to seek shelter in abandoned ruins. The child explains that he has been seeking the Blades for over a day, but no one seems to be around. Bodan offers to help the kid, and heads to where he knows members of the Order are stationed.
Mitu notices Bodan and the child, and inquires about what is happening. Once more the kid tells his story, and when Mitu asks, explains that many of his dreams come true. Once he had a vision of his older cousin dying in battle, and soon after, the vision was revealed to be true. Mitu offers to help as well, but seems oddly ill at ease (even to the point of rudeness) around the boy. The two men and the boy head to the local barracks and speak to the Watch Commander, who does not seem to notice the boy (who has wandered off to chase an odd, brown lizard down a narrow, gravelly side street) until Mitu drags him forward. The Watch Commander explains that almost anyone of rank is currently meeting in closed council, and that the only local member of the Blades not on an assignment is a man named Krius who is training in a local park.
The trio head to the park and meet Krius, a very tall, well built (but not quite ganthur burly) man with a tiny mustache and a torso full of random tattoos. He wears only loose, wool pants and is fighting of other men two at a time unarmed as they attack him with sticks. He laughingly mocks his attackers as he throws them to the ground each in turn. When Mitu and Bodan inquire regarding Krius, he ceases his training exercises to speak to them. He does not know anyone in the Blades of Oryon by the name of Daenus, but he explains thats not unusual since until a few days ago, he had been assigned to coordinate intelligence gathering in the Corwinton area of the Glass Continent. Krius is convinced to help the boy after hearing the tale, since he recognized some of the places described in the boy's dream. The large tree, he explains, is in a field of strewn gravel. It is said to be a very old grave, and when he last saw it, had strange writing on it. He adds that there are many old ruins in the hills south of Mount Wind.
Krius enlists the aid of his Eagle companion to fly a scouting mission, but warns him to return if he senses any serious danger or threat. If something killed another great Eagle, then Krius would prefer not to jeopardize the life of his own companion. The Eagle heads out to scout, while the others await word of what he finds.
Soreiss and Slip finish their research, and they hope to find Olarus so they might attempt to gain his support in accessing the restricted portions of the library. However, they are told that Olarus is in closed council chambers and not to be disturbed. The Watch Commander adds that the only person of rank within the Voice or the Blade who is available is Krius, who can be found in the park. And thus, Soreiss and Slip find their way to Mitu and Bodan. They are filled in about the boy (who glares at Soreiss, seeming to sense the man's dark aura) and his vision, and continue to wait.
The Eagle telepathically informs Krius that he senses corruption in the hills. Krius has him come back; there is no point risking danger now. Krius writes a quick note to be given to Thelius of the Blade when the council meetings have ended, explaining whats happening and that he is joining the party to figure out what is happening.
Lugh finishes his language study for the day, and decides to head to the park to unwind. Instead, he comes upon his friends and a member of the Order discussing a plan of action. They explain to Lugh that there is dark road corruption in the hills, and tell him about the child's dream (and still no one has asked his name), glossing over the part about trying to find the wounded or dead Daenus.
Everyone is committed to heading into the southern hills, with Krius agreeing to fly overhead while the others handle the ground. Everyone gears up expecting a fight, and after Soreiss attempts to scry upon the area (and finds far too much of it to be warded), the Wizard opens a portal just outside a warded area at the northern edge of the small valley containing the ancient tree.
The valley is little more than a steep-sided bowl nestled between two hills. With a narrow pathway leading in and out, the valley is filled deep with gravel and hillside detritus. It is immediately apparent that something is amiss, which Krius confirms when he indicates that he sees something moving under the gravel, rapidly approaching the party from the valley's far side. Lugh and the great Eagle both sense corruption coming from the hills a fair distance north of them, however, they also sense a lesser source of corruption coming from the being moving under the gravel. Addressing the immediate thread, they all take a defensive posture.
Slip tosses up a thick barrier of water just as a long stream of acid sprays from something that pops up from the gravel. Soreiss and Krius quickly see the source -- a Dragon.
A fight ensues, and within seconds the Dragon has burst from the gravel and taken to the sky in a hasty retreat after a barrage of spell fire, forced dehydration, and stabbings. However, Bodan reveals his mastery of Earth as he hurls a volley of sharpened boulders into the sky, tearing a hole through the beast's wing and smashing it about the neck and chest. Stunned, it plummets to the ground, where both Krius (who stabs it from Eagle-back with his lance) and Mitu (who smacks the dazed dragon in the side of the head) put it out for good. However, even dead, Lugh and the Eagle can still sense corruption from it...
...From INSIDE it, they realize, as they surround its crumpled form. Mitu guts the dragon, opening its stomach and spilling the contents all over the gravel. While they find some evidence of it having feasted upon birds, and maybe even an eagle, there is not enough there for it to have recently devoured a great eagle within the past couple of days. They root through the remainder of it's stomach contents, and Slip finds the source of corruption within it -- a stone ring with Daematic inscriptions, still on the severed, half digested finger of a woman. Perhaps a Pax'a priestess? Krius confirms that the Order knows the Matriarchy sends spies into the hills all the time, so the notion is not implausible.
Lugh examines the tree itself, and confirms that it is indeed a grave of sorts. The writing on the tree is an old Ogham script explaining that this is the final rest of Gwynn, the first Heirophant of the Druidim. Bodan uses his earth mastery to search under the gravel around the tree itself. He finds several hundred coins of various types and some odd jewelry. Most interesting, however, is a bone scroll case containing a note. The note itself is in no language understood by the party -- until Krius sees it and explains that it is a coded message using the current encryption sequences for the past few months. This dates the note itself as being fairly recently penned.
After studying the daematic ring for a while, Soreiss dispels the magic of the ring, and Mitu shatters the stone. With those efforts, that source of corruption fades. However, there remains the greater source of corruption still in the hills. Lugh seems ready to head into the hills immediately to confront that corruption, but is dissuaded when it is stressed that Daenus's potential rescue is first and foremost the priority. Instead, he communes with the stones themselves, and learns that no eagle has landed in this clearing in many, many months -- however, there was a great impact four days prior just outside the valley, further up the southern path.
Heading south, the party does indeed come upon the decomposing corpse of a great Eagle. First examination indicates that it was struck by acid on its underside, however, deeper probing uncovers three arrows embedded deep it its chest. The arrows are made from a black colored, very light weight metal shaft, (shattered, red) glass tipped arrows, and deep blue (though stained black with blood) fletching, with a yellow-gold contrasting feather. Soreiss notes this immediately as the colors of Pax... once more the Matriarchy's presence is identified.
As the party prepares to leave, Krius's Eagle requests that the dead eagle be incinerated. Too badly decomposed to bring to the summit of Mount Wind, he would rather the bird be burned to ash than be left to the earth. Lugh recites the canticle of life when Soreiss agrees, burning the corpse until nothing remains but black smoke pouring into the sky. The Eagle is satisfied.
Lugh notes faint indications that someone has dragged themselves up hill from the where the eagle died. They follow the path up hill, noting several ruined structures in a small gully down one hillside. The path disappears over that edge, so the party heads down into the ruins. Krius calls out in Pargrati, but there is no response. However, after entering the nearest of the shattered old buildings, they see a red, white, and gold lump on the ground. Definitely a man, his legs are bent at odd angles and his hips seem collapsed. He breaths, but slowly and laboriously, and appears unconscious.
Mitu rushes forward and attempts to heal the injured man, who mutters when he sees Krius, begging the man to bring him home.
Krius explains that he knows this man, a fellow member of the Blades of Oryon. However, his name is not Daenus, but Urith Danius. As Mitu takes on many of Urith's wounds, the fallen man regains consciousness. He speaks to the party, wondering how they ever found him. They speak of the boy and his dream, but Urith is confused. He has no nephew -- he does not even have a family. When he is told the name Daenus, he seems surprised they know the name. He explains that Daenus is an archaic form of his family name, Danius. He adds that he was carrying a message from the midlands of Kesh, and was supposed to be reassigned to the region around Shrewsborn.
As Danius and Mitu rest a short while, the others discuss what to do next. The issue of the boy is an odd one. Considering his description, Soreiss recalls that he had seen the hammer pendant before as an ancient holy symbol of the God, Woed. There is some speculation that the boy was a ghost, but that seems to quickly shift toward speculation that perhaps the boy was an aspect of Oryon himself. Tired, confused, protective of his family, and wearing the colors of the Order. Oryon, too, had once been a loyal follower of Woed. Furthermore, known only through tales of his apparent superficial juxtapositioning with the Guardian, Corwin, who is known are Dark haired and bright eyed, Oryon was supposedly light haired and dark eyed, like the boy. It remains a mystery, for upon returning to Mount Wind, there is no sign of the boy.
It is decided that after Urith and Krius make reports to Thelius, the will inquire about the Order's response to the apparent incursion of Matriarchy persons into the hills of the Southern Protectorate.
-------
[Jolt Code: 3B,6C,3CB,5R,3S]
Lugh's language studies intensify at a rapid rate, especially once his teacher realizes that Lugh has a solid understanding of not only Kinlari, but of ancient Cathic as well. Slip studies some magical theory, especially where it concerns the nature and development of focus objects. Soreiss researches the minor prophecies of the earlier cycles... and finds a startling revelation from an ancient prophecy from the era of the first cycle. He learns that "the first hero will fall to the Painking, but soon will rise from death to exact his vengeance against tormentor and betrayer alike. However, in a time long hence, when the darkness has come and gone and come again many times over, he will unite the slaves and lead them into battle". Notations imply that the Order suspects this first hero is most likely Lord Prion of Cathan, the first of his people's great heroes to battle against the Daemok. And with that piece of knowledge gleaned from a minor prophecy several thousand years old, Soreiss confirms his suspicions that Lord Prion the Necrus is Puraiun, the In'ta of the Varukko.
During this time, Bodan finds a distressed child wandering the streets in the avenue between Mount Wind and the first tier of houses. The kid is dressed in a somewhat archaic style, clad in a fine, silk cloths of deep red with gold trim and white accents. Around his neck is a pendant resembling an inverted hammer. He speaks to the child (though neglects to ask the boy's name), and learns that the child has been having dreams of his uncle since four days prior. The kid seems to bounce between levels of listlessness and being generally distraught as he explains his dreams are more like visions in which he sees his Uncle, Daenus, an eagle rider of the Blade, in mortal peril. In his dream, the great eagle plummets from the sky over a dead field containing a single, large tree, and his uncle is thrown from the eagle's back, and wounded, crawls through the hills to seek shelter in abandoned ruins. The child explains that he has been seeking the Blades for over a day, but no one seems to be around. Bodan offers to help the kid, and heads to where he knows members of the Order are stationed.
Mitu notices Bodan and the child, and inquires about what is happening. Once more the kid tells his story, and when Mitu asks, explains that many of his dreams come true. Once he had a vision of his older cousin dying in battle, and soon after, the vision was revealed to be true. Mitu offers to help as well, but seems oddly ill at ease (even to the point of rudeness) around the boy. The two men and the boy head to the local barracks and speak to the Watch Commander, who does not seem to notice the boy (who has wandered off to chase an odd, brown lizard down a narrow, gravelly side street) until Mitu drags him forward. The Watch Commander explains that almost anyone of rank is currently meeting in closed council, and that the only local member of the Blades not on an assignment is a man named Krius who is training in a local park.
The trio head to the park and meet Krius, a very tall, well built (but not quite ganthur burly) man with a tiny mustache and a torso full of random tattoos. He wears only loose, wool pants and is fighting of other men two at a time unarmed as they attack him with sticks. He laughingly mocks his attackers as he throws them to the ground each in turn. When Mitu and Bodan inquire regarding Krius, he ceases his training exercises to speak to them. He does not know anyone in the Blades of Oryon by the name of Daenus, but he explains thats not unusual since until a few days ago, he had been assigned to coordinate intelligence gathering in the Corwinton area of the Glass Continent. Krius is convinced to help the boy after hearing the tale, since he recognized some of the places described in the boy's dream. The large tree, he explains, is in a field of strewn gravel. It is said to be a very old grave, and when he last saw it, had strange writing on it. He adds that there are many old ruins in the hills south of Mount Wind.
Krius enlists the aid of his Eagle companion to fly a scouting mission, but warns him to return if he senses any serious danger or threat. If something killed another great Eagle, then Krius would prefer not to jeopardize the life of his own companion. The Eagle heads out to scout, while the others await word of what he finds.
Soreiss and Slip finish their research, and they hope to find Olarus so they might attempt to gain his support in accessing the restricted portions of the library. However, they are told that Olarus is in closed council chambers and not to be disturbed. The Watch Commander adds that the only person of rank within the Voice or the Blade who is available is Krius, who can be found in the park. And thus, Soreiss and Slip find their way to Mitu and Bodan. They are filled in about the boy (who glares at Soreiss, seeming to sense the man's dark aura) and his vision, and continue to wait.
The Eagle telepathically informs Krius that he senses corruption in the hills. Krius has him come back; there is no point risking danger now. Krius writes a quick note to be given to Thelius of the Blade when the council meetings have ended, explaining whats happening and that he is joining the party to figure out what is happening.
Lugh finishes his language study for the day, and decides to head to the park to unwind. Instead, he comes upon his friends and a member of the Order discussing a plan of action. They explain to Lugh that there is dark road corruption in the hills, and tell him about the child's dream (and still no one has asked his name), glossing over the part about trying to find the wounded or dead Daenus.
Everyone is committed to heading into the southern hills, with Krius agreeing to fly overhead while the others handle the ground. Everyone gears up expecting a fight, and after Soreiss attempts to scry upon the area (and finds far too much of it to be warded), the Wizard opens a portal just outside a warded area at the northern edge of the small valley containing the ancient tree.
The valley is little more than a steep-sided bowl nestled between two hills. With a narrow pathway leading in and out, the valley is filled deep with gravel and hillside detritus. It is immediately apparent that something is amiss, which Krius confirms when he indicates that he sees something moving under the gravel, rapidly approaching the party from the valley's far side. Lugh and the great Eagle both sense corruption coming from the hills a fair distance north of them, however, they also sense a lesser source of corruption coming from the being moving under the gravel. Addressing the immediate thread, they all take a defensive posture.
Slip tosses up a thick barrier of water just as a long stream of acid sprays from something that pops up from the gravel. Soreiss and Krius quickly see the source -- a Dragon.
A fight ensues, and within seconds the Dragon has burst from the gravel and taken to the sky in a hasty retreat after a barrage of spell fire, forced dehydration, and stabbings. However, Bodan reveals his mastery of Earth as he hurls a volley of sharpened boulders into the sky, tearing a hole through the beast's wing and smashing it about the neck and chest. Stunned, it plummets to the ground, where both Krius (who stabs it from Eagle-back with his lance) and Mitu (who smacks the dazed dragon in the side of the head) put it out for good. However, even dead, Lugh and the Eagle can still sense corruption from it...
...From INSIDE it, they realize, as they surround its crumpled form. Mitu guts the dragon, opening its stomach and spilling the contents all over the gravel. While they find some evidence of it having feasted upon birds, and maybe even an eagle, there is not enough there for it to have recently devoured a great eagle within the past couple of days. They root through the remainder of it's stomach contents, and Slip finds the source of corruption within it -- a stone ring with Daematic inscriptions, still on the severed, half digested finger of a woman. Perhaps a Pax'a priestess? Krius confirms that the Order knows the Matriarchy sends spies into the hills all the time, so the notion is not implausible.
Lugh examines the tree itself, and confirms that it is indeed a grave of sorts. The writing on the tree is an old Ogham script explaining that this is the final rest of Gwynn, the first Heirophant of the Druidim. Bodan uses his earth mastery to search under the gravel around the tree itself. He finds several hundred coins of various types and some odd jewelry. Most interesting, however, is a bone scroll case containing a note. The note itself is in no language understood by the party -- until Krius sees it and explains that it is a coded message using the current encryption sequences for the past few months. This dates the note itself as being fairly recently penned.
After studying the daematic ring for a while, Soreiss dispels the magic of the ring, and Mitu shatters the stone. With those efforts, that source of corruption fades. However, there remains the greater source of corruption still in the hills. Lugh seems ready to head into the hills immediately to confront that corruption, but is dissuaded when it is stressed that Daenus's potential rescue is first and foremost the priority. Instead, he communes with the stones themselves, and learns that no eagle has landed in this clearing in many, many months -- however, there was a great impact four days prior just outside the valley, further up the southern path.
Heading south, the party does indeed come upon the decomposing corpse of a great Eagle. First examination indicates that it was struck by acid on its underside, however, deeper probing uncovers three arrows embedded deep it its chest. The arrows are made from a black colored, very light weight metal shaft, (shattered, red) glass tipped arrows, and deep blue (though stained black with blood) fletching, with a yellow-gold contrasting feather. Soreiss notes this immediately as the colors of Pax... once more the Matriarchy's presence is identified.
As the party prepares to leave, Krius's Eagle requests that the dead eagle be incinerated. Too badly decomposed to bring to the summit of Mount Wind, he would rather the bird be burned to ash than be left to the earth. Lugh recites the canticle of life when Soreiss agrees, burning the corpse until nothing remains but black smoke pouring into the sky. The Eagle is satisfied.
Lugh notes faint indications that someone has dragged themselves up hill from the where the eagle died. They follow the path up hill, noting several ruined structures in a small gully down one hillside. The path disappears over that edge, so the party heads down into the ruins. Krius calls out in Pargrati, but there is no response. However, after entering the nearest of the shattered old buildings, they see a red, white, and gold lump on the ground. Definitely a man, his legs are bent at odd angles and his hips seem collapsed. He breaths, but slowly and laboriously, and appears unconscious.
Mitu rushes forward and attempts to heal the injured man, who mutters when he sees Krius, begging the man to bring him home.
Krius explains that he knows this man, a fellow member of the Blades of Oryon. However, his name is not Daenus, but Urith Danius. As Mitu takes on many of Urith's wounds, the fallen man regains consciousness. He speaks to the party, wondering how they ever found him. They speak of the boy and his dream, but Urith is confused. He has no nephew -- he does not even have a family. When he is told the name Daenus, he seems surprised they know the name. He explains that Daenus is an archaic form of his family name, Danius. He adds that he was carrying a message from the midlands of Kesh, and was supposed to be reassigned to the region around Shrewsborn.
As Danius and Mitu rest a short while, the others discuss what to do next. The issue of the boy is an odd one. Considering his description, Soreiss recalls that he had seen the hammer pendant before as an ancient holy symbol of the God, Woed. There is some speculation that the boy was a ghost, but that seems to quickly shift toward speculation that perhaps the boy was an aspect of Oryon himself. Tired, confused, protective of his family, and wearing the colors of the Order. Oryon, too, had once been a loyal follower of Woed. Furthermore, known only through tales of his apparent superficial juxtapositioning with the Guardian, Corwin, who is known are Dark haired and bright eyed, Oryon was supposedly light haired and dark eyed, like the boy. It remains a mystery, for upon returning to Mount Wind, there is no sign of the boy.
It is decided that after Urith and Krius make reports to Thelius, the will inquire about the Order's response to the apparent incursion of Matriarchy persons into the hills of the Southern Protectorate.
-------
[Jolt Code: 3B,6C,3CB,5R,3S]
Labels:
15,
Daenus,
Dragon,
Eagles,
Gwynn,
Krius,
Order of Oryon,
Prion,
Urith Danius
Tuesday, January 30, 2007
Chapter 15: Session 03
Accessing the Order's library was not so simple a task. Radiating outward from a central hub, myriad rooms and chambers connect via access tunnels, with each room representing a different area of study. After sending Mitu back to Larka City so he can work on his armor, Lugh and Soreiss spend a day poking though materials seraching for information about the Druidim and, after finding Druidim too broad a topic, the World Wolf. The creature known as the World Wolf is said to be the instrument of Life's justice, a massive wolf capable of being called forth by a ritual of the Druidim only in a place where blood has been spilled where friend has become enemy, and family, foe.
Lugh's further research is slow, since he learns quickly that most works written for the Order's archives are written in Pargrati, an ancient language spoken only within the Protectorate. He is referred to Lord Berlitz, the premier language instructor in the region (and a joke that nobody seemed to get, alas).
Meanwhile, Slip begins exploring the pathways beneath the Mountain, hoping to find the waternode. His wandering leads him to a massive subterranean river, where he finds a fisherman setting traps in water. He asks about a "node", but the fisherman has no idea about what Slip is discussing. He does, however, ask if that is the same thing as the Maelstrom, the churning whirlpool where the various water streams all converge. Going to investigate, Slip finds that indeed, they are much the same thing -- the most forceful node he has ever felt moves the water here, pushing and pulling the flow like a watery heart. It dwarfs the power of the node at Sh'kael's Necropolis, and Slip can feel the node pulling him closer like being in a gravity well of pure elemental force. Slip quickly decides to leave, unsure of what might happen if he is pulled into the water node's thrashing vortex.
Rin has taken some time to commune with the spirits of air who drift about the steep, mountain slopes. He climbs for most of the day, taking a moment of respite from the affairs of people.
[Placeholder]
-----
[Jolt Code: 2B, 13C, 2CB, 3R, 2S]
Lugh's further research is slow, since he learns quickly that most works written for the Order's archives are written in Pargrati, an ancient language spoken only within the Protectorate. He is referred to Lord Berlitz, the premier language instructor in the region (and a joke that nobody seemed to get, alas).
Meanwhile, Slip begins exploring the pathways beneath the Mountain, hoping to find the waternode. His wandering leads him to a massive subterranean river, where he finds a fisherman setting traps in water. He asks about a "node", but the fisherman has no idea about what Slip is discussing. He does, however, ask if that is the same thing as the Maelstrom, the churning whirlpool where the various water streams all converge. Going to investigate, Slip finds that indeed, they are much the same thing -- the most forceful node he has ever felt moves the water here, pushing and pulling the flow like a watery heart. It dwarfs the power of the node at Sh'kael's Necropolis, and Slip can feel the node pulling him closer like being in a gravity well of pure elemental force. Slip quickly decides to leave, unsure of what might happen if he is pulled into the water node's thrashing vortex.
Rin has taken some time to commune with the spirits of air who drift about the steep, mountain slopes. He climbs for most of the day, taking a moment of respite from the affairs of people.
[Placeholder]
-----
[Jolt Code: 2B, 13C, 2CB, 3R, 2S]
Sunday, January 14, 2007
Chapter 15: Session 02
The Warbringer Daemok is questioned for a short time, revealing that after its revelation by the theft of the Doxinaru's Gem, those Daemok loyal to Calimus had stolen the Warpstone from the Scar to use for their own ends -- in this case, to keep Liera, the Talmoril, imprisoned. They seek to keep Mevonn's Quill from passing, therefore hindering the ascension of a new Talmoril upon Liera's death. When questioned why, the Warbringer scoffed at them, revealing only that the next Talmoril will be a danger to their kind. Instead of killing the Warbringer, Soreiss dismisses it, and it departs -- but not before attempting to collapse the tunnel atop them all.
Relocating to the surface with much haste, Warpstone in hand and a beleaguered Talmoril in tow, the party decides upon their options. They realize they cannot use magic to move the Warpstone, so wherever they end up going, it must be physically carried along with them. Two ideas seem the obvious options -- once more contact Sable and use to shadow powers of his ring, Thohlemmryz, to transport the Warpstone, or makie contact with the Order of Oryon, and see if they will carry the stone via their great eagles and then perhaps hold the stone at Mount Wind. Sable could not be located, leaving the Order of Oryon to be contacted. However, they were unable to contact the Order either. Kestra makes an offer to the party, presenting them with a short term contract for the Bronze Bull's services for guarding and delivering the Warpstone into the Mount Wind Protectorate. The party agrees, albeit somewhat reluctantly, and for two days travels along the roads connecting Kesh to the Hegemony, and, ultimately, the Hegemony to the Protectorate.
After two days, however, contact is made with the Order of Oryon, with the spellsword Hovirith arriving to palaver. He tells the party that they must wait an additional day for an answer as he must report the finding of the Warpstone to his superiors.
The following day, and Order of Oryon contingent arrives along with Hovirith. The man in charge, a stooped, wizened old fellow named Ulius, claims to lead the Voice of Oryon and begins a series of negotiations. Eventually, the matter is resolved simply. The Order will take possession of the Warpstone for safe keeping, to use at their discretion until such time as the Party comes to reclaim it, and providing the stone is not needed for use for immediate Order concerns. The PCs are told that within two days time, Eagleriders will arrive to take the Warpstone, after which they are all welcome guests of the Protectorate.
Liera, the Talmoril, says very little during this time, except to respond to questions and generally to indicate (after seemingly consulting her sword) that her path leads to Mount Wind.
True to their word, members of the Order of Oryon arrive in two days time lead this time by a stocky, older man named Vargus. Vargus is both a sorceror and wizard of some skill, as well as an accomplished warrior, who reveals later that he is the head of the Shield, the faction of the Order of Oryon dedicated to Internal Security and the general protection of the Protectorate. Once the Warpstone is secure and being flown westward, Vargus offers his services for rapid transport to the Protectorate. The Bulls are dismissed from service and the bill settled before the party departs.
The Mount Wind Protectorate extends a great distance beyond the mountain itself, and includes the hills, forests, and grazelands all around it. It is to the foothills by the edge of the northern forests that Vargus takes the party. Within a small base camp of sturdy yurts Vargus reveals that he has an immediately pressing concern to handle, and that come morning he will transport the party to the city itself at the base of great Mount Wind itself. Liera reveals that she has matters to deal with at the foot of the mountain itself and then must reach its summit. But first, she comments that her path lies downhill, in the nearby forest. Vargus comments that there are many Nom communities in those woods, and the party should find hospitality there if that is their desire. Only Rin seems reluctant to leave the hills and enter the forest, although he does so with everyone else.
The forest itself is home to a thriving Nom community preparing for the Festival of Krakaroon... which causes Mitu to scowl. Indeed, most of these Nom are ardent Phoenix Cultists, and their animated frenzy is almost infectious. The party settles in quickly enough, and decide to join in the festivities. Rin and Mitu go so far as to join some of the other festival goers in Krakaroon's First Rite of Weathering, kneeling in sand pits adorned with multiple iron lightning rods. Liera, the Talmoril, disappears into a small hut for most of the festivities, but emerges later to sit beneath an old tree and watch.
The cultists claim that Krakaroon's favor will be gained if the festival is loud and boisterous enough to draw his attention and therefore, bring forth a lightning storm. And indeed, a short time before midnight, the hooting, hollering, and whistling festivalgoers are rewarded by a flash of lightning, crash of thunder, and a torrent of rain that plunges from the sky. The storm grows rapidly more intense, and lasts until just before dawn.
Come the morning, the party rouses themselves even as a messenger comes from Vargus to rally them. However, something is amiss. The Talmoril remain sitting beneath her tree, a calm, placid expression on her face. Attempts to rouse her fail. The Talmoril is dead.
Rin attempts to communicate with her spirit, which responds like a whisper in the wind. She has passed on, but her final task is known to the PCs. She must be anointed by the dust of Mount Wind's foot and then carried up to its summit where they all will meet someone awaiting them. After this, the party must ferry her sword, Mevonn's Quill, to the next Talmoril. The sword knows where it must go and thus will point the way.
The party carries Liera's corpse back up to the Order's basecamp in the hills, where Vargus whispers the Canticle of Life over her body. He opens a gateway to the great city at the base of the Mountain, and all pass through it. The city is a sprawling assemblage of dusty gray buildings lined upon broad avenues that run along the hilly terrain like waves of stone. A minor member of the Shield rushes out to Vargus, informing him of a pressing issue in a nearby forest glen. Vargus informs an aid to help the PCs settle into the manor house at which they will be staying. He tells them they are free to move around as they see fit, but would consider it a courtesy if party informed one of the manor house guards where they were planning on being in case they are needed.
Meanwhile, Lugh, having recently finished several months learning more about the Druidim from S'Qarb, has used a Waywinder stone to get passage to Mount Wind. It seems the Order's libraries contain a wealth of information about the ancient rites of the Druidim, including -- he hopes -- how to call forth the World Wolf. However, upon his arrival in a small forest glen, he is surrounded by a half dozen Order of Oryon soldiers, questioned, and detained. That is, until Vargus arrives, and, after questioning the man himself, accepts Lugh's story. Vargus and Lugh walk back to the nearby residential districts, approaching the PCs manor house just as the rest of the party has decided it is time to ascend Mount Wind. When Vargus learns that Lugh is part of the same circle as the others, the animist, too, is quartered at the Manor. Satisfied that everything is in order, Vargus takes his leave of the party.
The PCs gather dust from the foot of Mount Wind and then begin the ascent of the Mountain itself. Perhaps it would be dangerous and quite difficult under normal circumstances, however, with Soreiss's expert translocation magics, they reach the summit in short order. Great Eagles circle them, and more than one of them stares intently at both Mitu and Soreiss. Voices fill their heads -- the voices of the Eagles it would seem -- questioning who they are, and deciding upon whether or not to eat them. Eventually, the eagles decide to leave the Party's fate in the hands of "The Lord of the Peak" and seem content just to watch.
The party lays Liera's corpse atop a flattened space, and then Lugh, too, recites the Canticle of Life over the dead Talmoril. Dust from the Mountain's foot is spread over her. Then the party steps back... Eagles approach her body and then begin to devour it. They tear apart her remains until barely a stain is left upon the stone. And yet, the whole time, there is no sense of ferocity -- indeed, there is an impression of reverence in the act. When the Talmoril's body is gone, the Eagle's step back in two lines that form a corridor. The Lord of the Peaks comes, they claim, and almost immediately something begins to amble up over the ridge.
Vaguely horselike, though massive in its proportions, the creature is covered in thick, dark hair with a silvery mane and beard that shimmers with a chromatic, oily sheen. Horns grow from atop its head, and curled tusks sprout from its chin. Smoke puffs out from its nose and mouth, and seems to refract the light that passes through it. There is no doubt that this creature is the Lord of the Peaks, and it speaks to the party about a few things -- Oryon, the Talmoril, the need for a new Talmoril who can be found on the Glass Continent all are addressed before the creature departs.
The party descends from Mount Wind, mulling over what has happened. However, before they can leave, they still need to access the Order's libraries located beneath the mountain itself.
----
[Jolt Code: B2,C2,CB2,R3,S1]
Relocating to the surface with much haste, Warpstone in hand and a beleaguered Talmoril in tow, the party decides upon their options. They realize they cannot use magic to move the Warpstone, so wherever they end up going, it must be physically carried along with them. Two ideas seem the obvious options -- once more contact Sable and use to shadow powers of his ring, Thohlemmryz, to transport the Warpstone, or makie contact with the Order of Oryon, and see if they will carry the stone via their great eagles and then perhaps hold the stone at Mount Wind. Sable could not be located, leaving the Order of Oryon to be contacted. However, they were unable to contact the Order either. Kestra makes an offer to the party, presenting them with a short term contract for the Bronze Bull's services for guarding and delivering the Warpstone into the Mount Wind Protectorate. The party agrees, albeit somewhat reluctantly, and for two days travels along the roads connecting Kesh to the Hegemony, and, ultimately, the Hegemony to the Protectorate.
After two days, however, contact is made with the Order of Oryon, with the spellsword Hovirith arriving to palaver. He tells the party that they must wait an additional day for an answer as he must report the finding of the Warpstone to his superiors.
The following day, and Order of Oryon contingent arrives along with Hovirith. The man in charge, a stooped, wizened old fellow named Ulius, claims to lead the Voice of Oryon and begins a series of negotiations. Eventually, the matter is resolved simply. The Order will take possession of the Warpstone for safe keeping, to use at their discretion until such time as the Party comes to reclaim it, and providing the stone is not needed for use for immediate Order concerns. The PCs are told that within two days time, Eagleriders will arrive to take the Warpstone, after which they are all welcome guests of the Protectorate.
Liera, the Talmoril, says very little during this time, except to respond to questions and generally to indicate (after seemingly consulting her sword) that her path leads to Mount Wind.
True to their word, members of the Order of Oryon arrive in two days time lead this time by a stocky, older man named Vargus. Vargus is both a sorceror and wizard of some skill, as well as an accomplished warrior, who reveals later that he is the head of the Shield, the faction of the Order of Oryon dedicated to Internal Security and the general protection of the Protectorate. Once the Warpstone is secure and being flown westward, Vargus offers his services for rapid transport to the Protectorate. The Bulls are dismissed from service and the bill settled before the party departs.
The Mount Wind Protectorate extends a great distance beyond the mountain itself, and includes the hills, forests, and grazelands all around it. It is to the foothills by the edge of the northern forests that Vargus takes the party. Within a small base camp of sturdy yurts Vargus reveals that he has an immediately pressing concern to handle, and that come morning he will transport the party to the city itself at the base of great Mount Wind itself. Liera reveals that she has matters to deal with at the foot of the mountain itself and then must reach its summit. But first, she comments that her path lies downhill, in the nearby forest. Vargus comments that there are many Nom communities in those woods, and the party should find hospitality there if that is their desire. Only Rin seems reluctant to leave the hills and enter the forest, although he does so with everyone else.
The forest itself is home to a thriving Nom community preparing for the Festival of Krakaroon... which causes Mitu to scowl. Indeed, most of these Nom are ardent Phoenix Cultists, and their animated frenzy is almost infectious. The party settles in quickly enough, and decide to join in the festivities. Rin and Mitu go so far as to join some of the other festival goers in Krakaroon's First Rite of Weathering, kneeling in sand pits adorned with multiple iron lightning rods. Liera, the Talmoril, disappears into a small hut for most of the festivities, but emerges later to sit beneath an old tree and watch.
The cultists claim that Krakaroon's favor will be gained if the festival is loud and boisterous enough to draw his attention and therefore, bring forth a lightning storm. And indeed, a short time before midnight, the hooting, hollering, and whistling festivalgoers are rewarded by a flash of lightning, crash of thunder, and a torrent of rain that plunges from the sky. The storm grows rapidly more intense, and lasts until just before dawn.
Come the morning, the party rouses themselves even as a messenger comes from Vargus to rally them. However, something is amiss. The Talmoril remain sitting beneath her tree, a calm, placid expression on her face. Attempts to rouse her fail. The Talmoril is dead.
Rin attempts to communicate with her spirit, which responds like a whisper in the wind. She has passed on, but her final task is known to the PCs. She must be anointed by the dust of Mount Wind's foot and then carried up to its summit where they all will meet someone awaiting them. After this, the party must ferry her sword, Mevonn's Quill, to the next Talmoril. The sword knows where it must go and thus will point the way.
The party carries Liera's corpse back up to the Order's basecamp in the hills, where Vargus whispers the Canticle of Life over her body. He opens a gateway to the great city at the base of the Mountain, and all pass through it. The city is a sprawling assemblage of dusty gray buildings lined upon broad avenues that run along the hilly terrain like waves of stone. A minor member of the Shield rushes out to Vargus, informing him of a pressing issue in a nearby forest glen. Vargus informs an aid to help the PCs settle into the manor house at which they will be staying. He tells them they are free to move around as they see fit, but would consider it a courtesy if party informed one of the manor house guards where they were planning on being in case they are needed.
Meanwhile, Lugh, having recently finished several months learning more about the Druidim from S'Qarb, has used a Waywinder stone to get passage to Mount Wind. It seems the Order's libraries contain a wealth of information about the ancient rites of the Druidim, including -- he hopes -- how to call forth the World Wolf. However, upon his arrival in a small forest glen, he is surrounded by a half dozen Order of Oryon soldiers, questioned, and detained. That is, until Vargus arrives, and, after questioning the man himself, accepts Lugh's story. Vargus and Lugh walk back to the nearby residential districts, approaching the PCs manor house just as the rest of the party has decided it is time to ascend Mount Wind. When Vargus learns that Lugh is part of the same circle as the others, the animist, too, is quartered at the Manor. Satisfied that everything is in order, Vargus takes his leave of the party.
The PCs gather dust from the foot of Mount Wind and then begin the ascent of the Mountain itself. Perhaps it would be dangerous and quite difficult under normal circumstances, however, with Soreiss's expert translocation magics, they reach the summit in short order. Great Eagles circle them, and more than one of them stares intently at both Mitu and Soreiss. Voices fill their heads -- the voices of the Eagles it would seem -- questioning who they are, and deciding upon whether or not to eat them. Eventually, the eagles decide to leave the Party's fate in the hands of "The Lord of the Peak" and seem content just to watch.
The party lays Liera's corpse atop a flattened space, and then Lugh, too, recites the Canticle of Life over the dead Talmoril. Dust from the Mountain's foot is spread over her. Then the party steps back... Eagles approach her body and then begin to devour it. They tear apart her remains until barely a stain is left upon the stone. And yet, the whole time, there is no sense of ferocity -- indeed, there is an impression of reverence in the act. When the Talmoril's body is gone, the Eagle's step back in two lines that form a corridor. The Lord of the Peaks comes, they claim, and almost immediately something begins to amble up over the ridge.
Vaguely horselike, though massive in its proportions, the creature is covered in thick, dark hair with a silvery mane and beard that shimmers with a chromatic, oily sheen. Horns grow from atop its head, and curled tusks sprout from its chin. Smoke puffs out from its nose and mouth, and seems to refract the light that passes through it. There is no doubt that this creature is the Lord of the Peaks, and it speaks to the party about a few things -- Oryon, the Talmoril, the need for a new Talmoril who can be found on the Glass Continent all are addressed before the creature departs.
The party descends from Mount Wind, mulling over what has happened. However, before they can leave, they still need to access the Order's libraries located beneath the mountain itself.
----
[Jolt Code: B2,C2,CB2,R3,S1]
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Sunday, January 07, 2007
Chapter 15: Session 01
[Chapter 15: Deliverance]
Hitting upon the idea of finding an air stone to help Rin overcome his issues with enclosed spaces, Mitu, Slip, and Rin get the aid of Vernir Guide of the Waywinders to bounce them from marker to marker. At each locale they search for the remnants of node stones and shards, and indeed, four days into searching, they find a small elemental shard. Unfortunately, it is an earth shard.
At waywinder stones located in more civilized regions, they also ask around about gifted smiths, hoping to uncover other persons capable of working Eog. They find two promising candidates, but only one has the blood of Greymalken -- an Oranian Braggol woman named Rowena with a sharp tongue and biting sense of humor.
Meanwhile, Soreiss and Tarsus work on a gateway between Larka City and Sandstone Canton (formerly Sandstone Keep). Although it is more limited than any of them had hoped (no more than four persons at a time may pass), it will have to suffice in the interim.
Arrangements are made in Sandstone Canton for Gorvalyk to carry the 20lbs of Eog from there back to Larka City, since the Eog has limited affects on his air powers. However, the larger issue of transporting it to the glass continent remains. Soreiss realize that he can solve several issues at once if he can make contact with Sable and successfully solicit the immortal's aid. After a brief communication with Lugh, Soreiss locates a small supply of "dream juice", Lugh's dream enhancement potion. He takes several doses over the next few nights, and eventually finds Sable in the Ymorphus, sailing the Sea of Despair. The immortal's aid is secured, and in a few days time he will arrive to not only carry the Eog from Larka City to Turwinton, but to ferry the traveling Kuzani settlers from New Colony and Paxis to Sandstone Canton.
But before the immortal arrives in Larka, Mitu, Rin, and Slip return after Vernir reports an immediate emergency that demands his attention. Rin takes a day to rest, but then is teleported to the region of Northern Kesh to scout out Shrewsborn for any clue about the nature of this package the Syments are charging Soreiss to deliver.
The next two days in Larka City are spent in training and study, ending when Sable arrives. Mitu has Sable take a side stop to pick up the Braggoli smith who agreed that she would meet the other Eog crafters, but seems reluctant to work without substantial pay. The woman seems to take a liking to Slip -- who seems tiny next to her -- and upon reaching Turwinton, she seems ever more reluctant to include herself in the plan. Only after Arius is asked to help smooth things over with her, she agrees to help for a period of one month, after which there needs to be further negotiation.
Meanwhile, in Shrewsborn, Rin notes some strangeness -- Owl warns him of slight Darkroad taint somewhere below the town. The strength of it leads Rin to assume there are Daemok there... somewhere. On his second evening there, Rin finds a young burglar who uses magic to aid in his chosen profession. Rin interrogates the man about areas under the town and any subterranean access. He learns of some old mines a short distance into the hills, but realizes quickly that the mines are clean. There must be another way under the town.
The next morning, Slip, Soreiss, Mitu, and Lorin (one of the Bronze Bull Sergeants) arrive in Shrewsborn. They investigate the mines further, and all come to agree with Rin's assessment. Slip dowses an underground waterway that passes under Shrewsborn, moving right beneath the fountain at the town center. They all agree, the fountain must be the key.
Slip shifts himself into a watery form and slides down below the fountain and into the subterranean waterway. He notes something odd moving toward him against the current, but by the time he realizes the danger, he is already seriously injured. The oddity is a daemok taken the form of a large watery serpent which nearly severs Slips leg as it attaches itself to him like a giant lamprey. Slip, weak and rapidly being drained of blood, manages to get himself up the water stream into the fountain above the surface. However, the daemok -- a Demon of Hunger -- still feeds, and Slip soon finds himself unconscious and mortally wounded.
Mitu, Rin, and Soreiss struggle to free Slip from the daemok, while Lorin attempts to support the fallen elementalist. Oddly, Slip begins to float, and both Soreies and Rin note that someone in a nearby tavern just cast a spell of levitation. Managing to cut Slip free (and forcing the Daemok to recoil back into the waters below), Mitu heals his companion -- at great cost to his own health. Rin crosses the town plaza, and drags the spellcaster -- the same burglar he'd met earlier -- out into the plaza. He informs the burglar that he's just been drafted.
Slip dowses the waterflow, and outside of town, Mitu smashes a hole in the ground with "nutbuster", his enchanted tetsubo. With an accessway into the waters, the PCs know the demon is aware of their intention, and mockingly, the PCs attempt to taunt the demon(s) out into the open. However, there is no response. The PCs seize the opportunity to rest before venturing into the waterway.
And indeed, they needed that moment of respite, for they find far more than anticipated in the hollows beneath Shrewsborn. A taunting exchange reveals that these daemok -- indeed, more than one -- serve the "True" Master, revealed to be the Archdemon and Dark God, Calimus. Also hinted at is a bit of strife among the daemok of The Scar, where many of them have fallen in line under the Dark God Xakros, ostensibly still the god of Pax.
Instead of waterbodied hunger demons, they find a variety of types -- war and pain most notably, but even a Lasher, the masters of the Demon Ogres, stands among them. After a protracted battle (and the need for supplies and reinforcements, as Lorin uses an Arcane Token Charm to send a message to Kestra of the Bulls -- which she responds to in person, joining the fight)the party winds their path forward to an open chamber.
Within the final chamber is a massive War Daemok standing enthralled, swaying even, to the faint song being hummed by an old woman with a sword who is trapped in a massive crystalline cage of sorts. The woman is the Talmoril, the chosen of Mevonn and spiritual leader of the organized Phoenix Cults, and while she seems unharmed, everything is not as it seems. Another daemok is in the room, invisible, it mocks the party, laughing even as it comments that it has lost the day. Identified as the infamous Imp of Calimus, it departs, abandoning the War Demon to the party.
Entering the chamber itself seems to warp the various magics active within -- eldritch force (most notable Arcane magic) most dramatically. Soon, they realize that the source is the strange crystal cage, which upon closer examination strongly resembles several large tentacles intertwining and converging at the base. Soreiss suspects he knows what it is -- the Warpstone, a lost artifact created in the last days of the 4th Prophecy when the Darkweaver returned to Mt. Thanir and was ignorantly assaulted by Gore, the Lord of the Syments. The Warpstone is what remains of Gore's right arm, crystallized, when it reached forth (and failed) to bind the Darkweaver. The Warpstone is pure Chaos given shape and mass.
Mitu lifts the Warpstone and frees the Talmoril, who is relieved. Between information from her, and from the now captive War Demon (who seems listless, drained, and ultimately devoid of aggression), they learn that until a few years ago, the Daemok in the scar had possession of the Warpstone, which they had kept hidden from others using the Gem of Doxinaru. However, with the theft of the Gem (by Domaourin Redmask, a master thief met years prior in Flatrock just after the theft), the Warpstone became visible. These demons managed to steal the Warpstone itself, using it to hold the Talmoril for (as yet) an unrevealed reason.
However, the party remains at a loss regarding two main concerns. Is the Talmoril or the Warpstone the package mentioned by Stefan Aldroth, and what should they do with the Daemok of War?
----
[Jolt Code: 1B,3C,2CB,1S]
Hitting upon the idea of finding an air stone to help Rin overcome his issues with enclosed spaces, Mitu, Slip, and Rin get the aid of Vernir Guide of the Waywinders to bounce them from marker to marker. At each locale they search for the remnants of node stones and shards, and indeed, four days into searching, they find a small elemental shard. Unfortunately, it is an earth shard.
At waywinder stones located in more civilized regions, they also ask around about gifted smiths, hoping to uncover other persons capable of working Eog. They find two promising candidates, but only one has the blood of Greymalken -- an Oranian Braggol woman named Rowena with a sharp tongue and biting sense of humor.
Meanwhile, Soreiss and Tarsus work on a gateway between Larka City and Sandstone Canton (formerly Sandstone Keep). Although it is more limited than any of them had hoped (no more than four persons at a time may pass), it will have to suffice in the interim.
Arrangements are made in Sandstone Canton for Gorvalyk to carry the 20lbs of Eog from there back to Larka City, since the Eog has limited affects on his air powers. However, the larger issue of transporting it to the glass continent remains. Soreiss realize that he can solve several issues at once if he can make contact with Sable and successfully solicit the immortal's aid. After a brief communication with Lugh, Soreiss locates a small supply of "dream juice", Lugh's dream enhancement potion. He takes several doses over the next few nights, and eventually finds Sable in the Ymorphus, sailing the Sea of Despair. The immortal's aid is secured, and in a few days time he will arrive to not only carry the Eog from Larka City to Turwinton, but to ferry the traveling Kuzani settlers from New Colony and Paxis to Sandstone Canton.
But before the immortal arrives in Larka, Mitu, Rin, and Slip return after Vernir reports an immediate emergency that demands his attention. Rin takes a day to rest, but then is teleported to the region of Northern Kesh to scout out Shrewsborn for any clue about the nature of this package the Syments are charging Soreiss to deliver.
The next two days in Larka City are spent in training and study, ending when Sable arrives. Mitu has Sable take a side stop to pick up the Braggoli smith who agreed that she would meet the other Eog crafters, but seems reluctant to work without substantial pay. The woman seems to take a liking to Slip -- who seems tiny next to her -- and upon reaching Turwinton, she seems ever more reluctant to include herself in the plan. Only after Arius is asked to help smooth things over with her, she agrees to help for a period of one month, after which there needs to be further negotiation.
Meanwhile, in Shrewsborn, Rin notes some strangeness -- Owl warns him of slight Darkroad taint somewhere below the town. The strength of it leads Rin to assume there are Daemok there... somewhere. On his second evening there, Rin finds a young burglar who uses magic to aid in his chosen profession. Rin interrogates the man about areas under the town and any subterranean access. He learns of some old mines a short distance into the hills, but realizes quickly that the mines are clean. There must be another way under the town.
The next morning, Slip, Soreiss, Mitu, and Lorin (one of the Bronze Bull Sergeants) arrive in Shrewsborn. They investigate the mines further, and all come to agree with Rin's assessment. Slip dowses an underground waterway that passes under Shrewsborn, moving right beneath the fountain at the town center. They all agree, the fountain must be the key.
Slip shifts himself into a watery form and slides down below the fountain and into the subterranean waterway. He notes something odd moving toward him against the current, but by the time he realizes the danger, he is already seriously injured. The oddity is a daemok taken the form of a large watery serpent which nearly severs Slips leg as it attaches itself to him like a giant lamprey. Slip, weak and rapidly being drained of blood, manages to get himself up the water stream into the fountain above the surface. However, the daemok -- a Demon of Hunger -- still feeds, and Slip soon finds himself unconscious and mortally wounded.
Mitu, Rin, and Soreiss struggle to free Slip from the daemok, while Lorin attempts to support the fallen elementalist. Oddly, Slip begins to float, and both Soreies and Rin note that someone in a nearby tavern just cast a spell of levitation. Managing to cut Slip free (and forcing the Daemok to recoil back into the waters below), Mitu heals his companion -- at great cost to his own health. Rin crosses the town plaza, and drags the spellcaster -- the same burglar he'd met earlier -- out into the plaza. He informs the burglar that he's just been drafted.
Slip dowses the waterflow, and outside of town, Mitu smashes a hole in the ground with "nutbuster", his enchanted tetsubo. With an accessway into the waters, the PCs know the demon is aware of their intention, and mockingly, the PCs attempt to taunt the demon(s) out into the open. However, there is no response. The PCs seize the opportunity to rest before venturing into the waterway.
And indeed, they needed that moment of respite, for they find far more than anticipated in the hollows beneath Shrewsborn. A taunting exchange reveals that these daemok -- indeed, more than one -- serve the "True" Master, revealed to be the Archdemon and Dark God, Calimus. Also hinted at is a bit of strife among the daemok of The Scar, where many of them have fallen in line under the Dark God Xakros, ostensibly still the god of Pax.
Instead of waterbodied hunger demons, they find a variety of types -- war and pain most notably, but even a Lasher, the masters of the Demon Ogres, stands among them. After a protracted battle (and the need for supplies and reinforcements, as Lorin uses an Arcane Token Charm to send a message to Kestra of the Bulls -- which she responds to in person, joining the fight)the party winds their path forward to an open chamber.
Within the final chamber is a massive War Daemok standing enthralled, swaying even, to the faint song being hummed by an old woman with a sword who is trapped in a massive crystalline cage of sorts. The woman is the Talmoril, the chosen of Mevonn and spiritual leader of the organized Phoenix Cults, and while she seems unharmed, everything is not as it seems. Another daemok is in the room, invisible, it mocks the party, laughing even as it comments that it has lost the day. Identified as the infamous Imp of Calimus, it departs, abandoning the War Demon to the party.
Entering the chamber itself seems to warp the various magics active within -- eldritch force (most notable Arcane magic) most dramatically. Soon, they realize that the source is the strange crystal cage, which upon closer examination strongly resembles several large tentacles intertwining and converging at the base. Soreiss suspects he knows what it is -- the Warpstone, a lost artifact created in the last days of the 4th Prophecy when the Darkweaver returned to Mt. Thanir and was ignorantly assaulted by Gore, the Lord of the Syments. The Warpstone is what remains of Gore's right arm, crystallized, when it reached forth (and failed) to bind the Darkweaver. The Warpstone is pure Chaos given shape and mass.
Mitu lifts the Warpstone and frees the Talmoril, who is relieved. Between information from her, and from the now captive War Demon (who seems listless, drained, and ultimately devoid of aggression), they learn that until a few years ago, the Daemok in the scar had possession of the Warpstone, which they had kept hidden from others using the Gem of Doxinaru. However, with the theft of the Gem (by Domaourin Redmask, a master thief met years prior in Flatrock just after the theft), the Warpstone became visible. These demons managed to steal the Warpstone itself, using it to hold the Talmoril for (as yet) an unrevealed reason.
However, the party remains at a loss regarding two main concerns. Is the Talmoril or the Warpstone the package mentioned by Stefan Aldroth, and what should they do with the Daemok of War?
----
[Jolt Code: 1B,3C,2CB,1S]
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