[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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