Friday, December 30, 2005

Character History: Seebo the Thief

The Knife swiftly moved across the rooftops, hugging the tall shadows of dusk. There were many enemies out tonight and he preferred not to encounter any if he didn't have to. He slowed his pace to catch his breath as he wondered if wandering off on his own in a city full of hidden dangers was such a good idea.

The rooftops started to get lower as The Knife neared a small market place on the west side of town. He crept to the edge of the roof he was on and peered into the dark alley. His eyes, though keen, could do little to discern much more than shadows in the darkening evening light. He shrugged and made his way to the back corner of the roof to climb down.

Safely in the shadows once more, The Knife slowly crept to the side of the adjoining building, a stable for an inn. He quickly scanned for any sight of danger and seeing none, sneaked into the stable. He found a window to the inn common room on the other side of the stable. Creeping forward once more, he quickly took in the scene.


"Come on Seebo, I know you can do it." Four Halflings sat hunkered in the shadows peeking through a window into an inn common room. There was a window from the stables that conveniently gave a good view of the entire room and then some. One of the prettier waitresses walked out of the kitchen and right by the window, taking food and drinks to one of the tables. Seebo stared in fascination at the way she walked, mesmerized by the gentle sway of her hips as she glided across the floor. "Seebo! Do it, you know you want to."

"Fine, just shut up. Someone's gonna hear you." Seebo quietly stepped from the window and retreated further back into the stables. He climbed a ladder to a small loft full of hay and quietly made his way back to the side of the inn. He pulled a small knife upon reaching the edge of the stable and felt along the wall in front of him. He smiled finding what he had been looking for. He used the blade of the knife to pry out two of the boards making a small hole that overlooked the kitchen. He pulled a length of rope and secured one end to a beam and the other to his small body. He squeezed through the hole and peered into the kitchen. He was directly over a table that had several plates of food set out. He was about to lower himself down when the door to the common room swung open. Seebo quickly pulled back so that he was mostly hidden but still able to peer into the room.

The same waitress that Seebo had seen just a few moments ago came walking in, empty tray in hand. She moved to the table where the plates of food sat and began gathering up the next order. Seebo peered down at her, completely fascinated by her beauty and very low cut blouse. She stopped and looked up directly into Seebo's eyes. He froze, he was done, she would scream and he would get locked up. DAMNIT! But she didn't scream. In fact, she smiled at him. And it wasn't one of those sweet, innocent smiles either; there was mischief in her grin. She set her tray down and walked to the door, cracking it slightly and looking back into the common room. Seeing nobody was paying any attention, she walked back over to the table and looked up again. "I'm off in an hour. Meet me behind the stables" She blew a kiss and walked back into the common room, leaving her tray and the food behind.

Dumbstruck for a moment, Seebo smiled to himself. Confidence restored, he lowered himself and shoveled what food he could into his sack. He carefully hoisted himself back up and pulled himself back onto the loft. He replaced the two boards just in time to hear the waitress walk back into the kitchen.

He joined his friends and they quickly moved off away from the inn. Pulling a corner into a deserted part of the town, Seebo pulled out the sack and started distributing the spoils. "Damn Seebo, you are impressive. I wouldn't have had the balls to do that."

"Yeah man, I thought you were done for when that hot little thing walked back in the kitchen."

"How'd she not see you anyway?"

"Let's just say that after we eat, you guys are on your own for the rest of the night." Seebo smiled again as the four laughed together and finished their meal.


A perky waitress walked by the window, blissfully unaware of the stranger peering in. She disappeared into the kitchen humming the same tune the bard was playing, apparently a local favorite. The Knife took a quick glance around and stole away to the back side of the stable. He turned the corner and was greeted by the sight of two lovers enjoying the privacy of a stolen moment in the cool spring air. The Knife pulled back around so as not to alert the two of his presence. He sneaked back into the stable and made his way to the loft above. Three uncovered hatches stood open on the wall to his right. Checking one last time, The Knife carefully pulled himself through one of the hatches and up onto the roof of the stable. He swiftly moved to the inn, looking for some way into the building. Spotting nothing right away, he paused a moment to gather his thoughts and plan his next move. A back door swung open as the cook threw several loads of trash into the alley behind him. The Knife had his way in.

Waiting for the right moment, The Knife patiently sat, lost in his thoughts but still aware of everything that was happening around him. The couple behind the stable had gotten quite amorous with each other and had practically ripped off each other's clothes before they left for a more discreet location for their rendezvous. The cook made a loud racket in the kitchen before he took his next loads of trash out so The Knife was able to prepare easily.

By the cook's third trip out, The Knife had formulated a quick plan to sneak into the kitchen. When the cook came out to throw out the next load of trash, he would drop down in front of the door and swiftly and silently sneak into the kitchen before the cook returned. Timing was everything, one false move and he would be caught and in a world of trouble. Of course, The Knife lived for trouble, its what made life interesting.

Pots and pans could be heard being shuffled and banged in the kitchen and sure enough the door swung open and the cook came out carrying a large load of trash. The Knife dropped to the ground and hugged the door frame as he squeezed through the small opening and into the kitchen before the door shut completely. He spotted two plates of food on the counter a few feet from him and began to move forward.

Before he could finish a step, the door to the inn common room started swinging open. Without a second thought, The Knife leaped forward towards the back of the door and onto the counter where the food lay. He reached down and grabbed a turkey leg and dropped 2 gold in its place in one swift motion. He jumped to the wall and bounded himself up into the rafters above the kitchen and hugged a support beam waiting to see if he was spotted.

The cook came back in, seeing the waitress walk in at the same time. He made a lewd comment about how pretty she was and what he would to do to her if she let him. She just smiled and stuck out her tongue, turning her back and sticking out her ass to tease the cook as she went back into the common room. The cook got a big grin on his face and turned to the stove to start another batch of food.

The Knife slowly lifted himself up off the beam and started making his way through the rafters to a safe spot for him to drop down and get out of the inn. He glanced back at the cook who stepped away from the stove to the plates on the counter. He got an angry look on his face and was about to yell something but instead reached down and pocketed the gold coins. He glanced from side to side, then shrugged, returning to his cooking.

The Knife chuckled quietly to himself again as he disappeared into the shadows of the night, enjoying a quick dinner before he had to return to the droll of a real life.

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Thursday, December 29, 2005

Character History: Seebo the Child

Saragost was a bustling hub of activity with the news of the enemy army's progress. People crammed the streets and shops trying to prepare for the inevitable, woefully unaware of the true nightmare that was bearing down upon them.

A lone figure stood motionless among the throngs of people, staring intently at a cart of apples. The fruit had been piled too high and every once in a while a passerby would bump the cart and the apples would threaten to tumble. The vendor would deftly steady his cart before his stock fell to the ground.

A group of four city guards turned the corner and started pushing their way through the people. One of the guards shoved a frail man to the side towards the apple vendor, bumping his cart one last time. The vendor tried in vain to steady his cart but the pile of apples shuddered and collapsed, spilling to the ground below.


Greenfield was a small village on the lone island of Verda, the land the Halflings of Ashfar called home. Among the Halfling villages, Greenfield was one of the smaller farming communities, no more than twelve families made up the whole village.

A young Halfling sat on the bank of a small river at the edge of an apple orchard. At no more than 14 years old, he had a tuft of disheveled, light brown hair atop his head and bright, innocent eyes, filled with wonder and curiosity. He sat patiently looking deep in the water, motionless as if waiting for something. Without a word he shot his hand down into the water and grabbed for something. He pulled his hand up to take a look at his prize. The boy smiled in satisfaction as he examined the turtle, looking it from all sides, occasionally poking the hard shell in various places. The turtle flailed about in a desperate attempt to reach the ground. The boy slowly set the turtle down on the bank of the river and stepped back, watching it slowly make its way back to the relative safety of the water.

The boy turned and picked up a basket of apples that had been resting next to him. His break was over and it was time to get back to his chores. He hefted the basket up on his shoulder and started making his way back through the orchard towards the house.

The boy had just stepped out of the orchard when he heard a woman scream. Before he could react, a horse came plowing through the wheat field in front of him dragging a cart behind. The horse galloped forward at a frightening speed, its eyes wide with fear. It came to an abrupt stop and reared just a few feet ahead of the boy. The horse turned and broke the already loose harness that held it and galloped off.

Fear held the boy in place; he had not moved an inch since he heard the scream. He still held the basket of apples on his shoulders as he stared at the horrifying scene that lay before him. A man and a woman could be seen pinned beneath the cart the horse had been dragging, their limbs protruding from the sides. A pool of blood began to seep out from under the cart and slowly flowed towards the boy. Still shaking, tears formed in his now darkening eyes as he tried to comprehend what was happening. The man and the woman under the cart were his parents. His body suddenly lost all strength and he lost his grip on the basket of apples he held on his shoulder. The basket dropped to the ground and tore as the apples spilled on the ground below.


"You there! Come with us. You're wanted for questioning." The four guards moved towards the lone Halfling with purpose. The lead one called out for him to halt and come with them for questioning.

The Halfling didn't even bother to look in their direction before turning and moving away from the market. The guards drew swords and gave chase, obviously not happy with the Halfling's decision. The mass of people parted quickly at the sounds and sights of weapons drawn, leaving a clear path towards where the Halfling should have been. The guards ran forward but stopped short. They had lost sight of their intended target.

The Knife moved quickly and quietly down a side alley away from the market and the guards. He was not in any mood to get into a fight right now and most assuredly a fight would have ensued with those guards. The Knife jumped up on a trash can and bounded up onto the wall, grabbing hold of a window sill and slowly making his way to the roof. He pulled himself over the edge and walked to the front to look over into the market he just left. Sure enough the four guards stood dumbfounded searching the crowd for the evasive Halfling. The Knife chuckled quietly as he turned and left.

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Tuesday, December 27, 2005

Casey: Vannondale

Wow . . . seeing a hole in the ground the size of a village was an experience. I would dearly love to know what happened! What sort of spell could make a whole village just up and disappear?!?! Of course, that does make our job a little easier. Nothing to fight there.

Upon entering Vannondale we met up with Eustace Colombe, a noble there. He had a locust face. We thought, at first it was a mask and we tried to pull it off. He didn't like that much. It didn't take long for him to tell we were friends and he calmed enough to give us some information about some wizard who'd cast this weird spell on him. He warned us of disgusting undead creatures we'd encounter upon entering the house. He kind of failed to mention dog-headed men, though!! Oh, my. In my whole 18 years I never thought I'd see that! They talked and played cards and knew how to keep poker faces! They were extremely quick on the draw, too. But, alas, we put them down with very little effort. Dog-headed men!

This wizard we met up with is most annoying to me. The only reason I can reason in my head for him wanting to discover dates and times about the Equinox would be to hand them off to someone else. Now there's a slim chance that he's working for Lady Arigane, but I somehow doubt it. I don't believe she would align herself with someone who keeps undead creatures around as guardians. I really think that he's passing this information off to someone evil, perhaps even Count Crastic. I definitely don't want to fight him again without a very well planned attack. He has this attack of three scorching rays at once! I really wonder if our wizards will ever be able to do anything like that! I certainly hope so because it was amazing to see.

This whole experience makes me wonder what else we're going to see on our fated trip to save the planet from evil.

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Monday, December 26, 2005

Chapter Four: The Lost Villages (Vannondale)

The heroes arrive in Vannondale late on March 23. They wander into town and see villagers making hasty retreats into their homes. It is obvious that no one wants to talk to them. Seeing the manor house north of town, they decide to head that way.

Eustace ColombeAs they make for the manor house a strange man approaches . . . The creature staggering up the road looks like a man dressed in expensive courtly clothing. He has a frilled white shirt that is slashed in places and stained with blood, tight breeches and boots of fine leather. His face, however, is that of a locust, with long antennae and pulsing mouth flaps. The eyes goggle at you as he comes closer. He clutches at his head and you hear a sound like stifled screaming.

The heroes prepare for the worst only to discover that the man is not an enemy, but one of the children of the local noble in need of help. He can not speak, but he etches out messages to them in the dirt. He is Eustace Colombe, the second son of Lord Padraic and Lady Martina Colombe. The wizard Petrus Carolus holds his family hostage in the manor house and he would like their help. As he speaks a pair of harpies descends on the party.

HarpyThe heroes fire a few shots at the harpies and manage to bring one of them low, but the second one ensnares Eustace Colombe, Casey, the Knife and Tilk with her song. She retreats towards the manor house as the party follows. On reaching the manor house the harpy sweeps down and drags Eustace up towards a second floor window. Ranged attacks bring her down along with the hapless Eustace.

The heroes make their way back to the inn where they learn more of the situation from Eustace and decide to spend the night here and assault the house on the morrow. Eustace advises them that the wizard has with him a two-headed giantess, a handful of zombies, and some strange creature that changes shape.

The next morning the party enters the house. Eustace had fled the house by breaking glass in the conservatory on the east side of the building. The party uses this as their entrance. Inside they find a great brown bear zombie. A hard fought battle ends with the zombie destroyed and some of the heroes wounded.

For the next hour or so the heroes explore the house. They dispatch serveral bugbear zombies and a handful of hybrid dog-men while searching the lower floor for clues about the place. The Knife manages to find a secret panel in the smoking room, but they decide to leave that tidbit for later.

Eventually they find an ettin in the main dining hall. With clever planning and resourcefulness the heroes manage to dispatch the beast with little challenge. They search the place and find a nasty mess in the kitchen, but little else of interest.

The heroes finally make their way towards the foyer of the house. Here they hear, but can not see, some creature or creatures scurrying about they place. They determine that invisible creatures are not a challenge they wish to face at this time and they make for the inn.

Back at the inn Eustace orders the innkeeper to see to the heroes' needs. They plan to hole up for the day and try the place again the next day after resting and recovering the magical strength. Unfortunately, the wizard Petrus does not afford them this time alone.

Petrus CarolusAbout 4:00 in the afternoon a wild-eyed and dishevelled man enters the inn and immediately sets to asking questions of the heroes. He wears ragged robes and has a tiny demon creature draped over his shoulders. He wants to know who the adventurers were and why they were disturbing his work and why they were destroying his minions. A few cross words and then a bit of more calm conversation leads to a job offer: Petrus knows a bit about the Equinox of Heroes. He is trying to pinpoint some dates and such about the coming Equinox and is using the telescope in the Colombe manse for his work. He lacks a particular eyepiece for the telescope to complete his work. If the heroes will help . . . well, he'll free the Colombes and be on his way.

The heroes tell him they will accept his mission and be to the house on the morrow. They plan to meet him at dawn. After Petrus leaves the discuss the situation. They believe that Petrus must be evil, he has undead servants afterall, and they must work to thwart his plans. They will either kill him or try to get the eyepiece and keep it from him. Shortly after they mention killing Petrus the front door to the inn opens and closes . . . obviously and invisible creature has either come or gone. Assuming that Petrus left a spy behind who is now going to report, the party sets out back to the house without delay.

Hookah PipeBack in the manor house they quickly make for the smoking room and the hidden panel that the Knife had found. He opens the panel and pulls a metal lever that was concealed there. Suddenly a large hookah pipe animates and sets to choking Alev. With Casey and Rygorh's help Tilk manages to free Alev from the pipe and they hold it steady until the animate objects spell wears off.

After the battle, the Knife enters a hidden passage revealed by the lever he activated. The passage leads up and down from the smoking room. He heads down. There he sees what he thinks is a body. Spooked by the sight he calls for Neil to check it out. As Neil examines the buried chamber with detect magic Petrus arrives with his quasit familiar. Neil comes out of the hidden passage but not before he casts locate object to find the missing eyepiece. While the rest of the party fast talks Petrus, Neil emerges from the passage empty-handed, but he can sense the eyepiece in or near the fireplace. Petrus sends his quasit into the passage. The quasit returns with a golden ring, which it hands over to Petrus.

The heroes apologize for coming back early and manage to get out of the place without fighting the wizard. He tells them he will await them at dawn the next day.

Back at the inn again, Rumus and Tilk cast detect magic to see if any invisible critters are around. There are. The heroes manage to get Neil, Rygorh and Tilk seperated from the rest of the party and the invisible creatures. Those three make plans to recover the eyepiece while the rest occupy the invisible critters.

The next morning the party makes for the manor house. They enter the atrium to find Petrus waiting for them. Without a word Rumus casts blindness/deafness on the wizard and the heroes set to trying to best the wizard. Not one or two, but four quasits appear and aid the wizard as he tries to flee the party. Neil casts silence on a coin and tosses it towards the wizard. Eventually the wizard backs away from the party and the silenced area and disappears, but not before his familiar is brought low by a scorching ray from Rumus.

The other three quasits flee and the party rushes to the smoking room to recover the eyepiece. The manage the task without incident after first removing the hookah pipe from the room. Eyepiece in hand, they make for the inn with the invisible quasits in pursuit.

About half an hour later, as they are discussing what to do next, the heroes hear a commotion in the inn. Petrus has returned under the guise of invisibility and has some zombies with him. Neil manages to turn the zombies, Rumus blasts the wizard with a pair of magic missiles and Alev gets off a burning hands spell in the wizards face. Petrus calls to the heroes to surrender the eyepiece and he will let them live . . .

Rygorh will hear nothing of surrender. He makes for the door to cast his own burning hands spell. Petrus appears suddenly as six bolts of fire from scorching rays blast Rygorh, Rumus and Alev. With Rygorh and Rumus unconcious and Alev looking much worse for the wear, the Knife decides to hand over the eyepiece. Petrus takes the missing telescope part and leaves the heroes with a stern warning not to disturb him again.

It is March 25; it has been three weeks since the heroes found the letter threatening a Duergar invasion. The Duergar army has been on the march for about ten days.

So, what are you going to do next?

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Sunday, December 25, 2005

Religion in Ashfar (Hernun)

Hernun

HernunHernun is the god of the hunt, who is eternally locked in the chase to bring down his brother Wohoon. Sometimes one brother will win, sometimes the other, but the hunt always begins afresh. Hernun represents man at his most basic, contending with the wild. Druids often revere him, though the more chaotic ones favour Wohoon. He is represented as a powerfully built man with antlers atop his head in honour of the beasts he hunts.

Domains: Animal, Protection, Travel, Strength
Alignment: Neutral
Favoured Weapon: Bow

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Saturday, December 24, 2005

PC Fiction: Chapter Four

Chapter Four: The Lost Villages (To Vannondale)

This was a very long session. I had a blast! Thanks for sticking around late. By the way, I got a little punchy by the end of the night. I would like to actually role-play some of the events that occured after you all fought Petrus. So, assume that the heroes have not yet returned to Saragost. It is mid-day on March 25 and you are still in the town of Vannondale. You have just given the eyepiece to Petrus and he's gone back to the manor house.

Late on the afternoon of March 22, after Rygorh's trip to the temple of Firinna, the heroes set out to learn more about Saragost and their own nature.

They first visit the Grove of Hernun in the center of Saragost. Here they question some of the priests and druids as to the existence of any ancient site which might we a focal point for the Starborn like the Stones of Heakun on the Tump. The followers of Hernun know of no such place in or near Saragost.

Later they explore the area around the harbor looking for any signs or feelings about their sacred place in the warehouse districts. They find nothing there. They also check the Tower of Undying Light to see if Michael Dunsany, the councilor and bard, might be there.

Finally they go to the Hall of Echoes and seek out Michael Dunsany there. He greets them kindly and gives them leave to use the library there as a reward . . . they are Freemen of Saragost afterall. He knows a bit about the the legends of the Starborn, but the heroes manage to learn nothing new. In fact, Alev tells much of the story as he knows it and actually fills the bard in on a few details that he did not know.

The party retires to the Inn of the Flaming Beard for a night's rest and an early start to Astercote on the morrow. They set watches throughout the night. Near midnight the innkeeper warns Neil and the Knife that someone was asking for "your elven friend" and he looked none to friendly. Alev's payment of 200 gold for two weeks' stay in the inn has paid off. Later Neil and the Knife see and hear a short, hooded figure making his way to their rooms. The Knife scouts about the place while Neil wakes Tilk and they confront the would-be assassin. He dismisses them as harmless and makes for the stairs. Tilk approaches, and the assassin strikes! With lightning quickness he guts the barbarian with his hooked hammer, bringing him low and makes off into the night. The Knife toys with the idea of confronting the killer, but thinks better of it.

With Tilk healed up and the rest of the heroes awake they leave Saragost around 2:00 am. They find a place some ways east of the city to camp the rest of the night and on into the afternoon. While resting they meet a traveling merchant who tells them that Astercote is gone (the whole village has vanished) and that the people of Vannondale won't talk to anyone.

That afternoon the adventurers find the hole that was Astercote. A massive crater one mile across and two hundred feet deep rests where the village of Astercote once lay. Rumus detects magic in the area, but is a faded aura of a long-gone, but very powerful force.

Finally, as evening approaches the party makes their way into Vannondale . . .

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Friday, December 23, 2005

World Map

Thursday, December 22, 2005

Character Spotlight: Casey Straton (Rozanne)

Background

  1. Where was your character born? Casey was born and raised in Kahoor.
  2. Who raised her? Casey's parents, Duke Chandos and Duchess Courtney Straton, of the Kahooran nobility.
  3. Does your character have any relatives? Casey has three brothers and numerous cousins and sundry other family members. She is also betrothed to a minor noble of Kahoor who is a royal pain in the ass.

Motivation

  1. What are your character’s immediate goals? Casey wants to run away and od what no woman would do . . . be a bounty-hunter.
  2. What would she like to do in the coming year? Casey seeks to establish a life as a woman who can live as free as a man, free to do whatever she pleases just as a man can.
  3. What are her long-term goals? Casey wants to convince her father that she can do everything a man can do and that is it's not necessary to marry just because she's a woman.
  4. What type of person would be her ideal mate? Casey would like to find a handsome, loving, caring man who knows who she is and that she's not just some pretty face.
  5. Who is his patron deity? Is he a devout worshiper? Casey follows the family god, Hombel. She is not particularly devout.
  6. Is there any race, creed, alignment, etc. against which she is strongly prejudiced? Casey doesn't particularly like elves.
  7. What is her greatest fear? Casey fears that her father will find her before she has proven herself.
  8. What is the one task she absolutely refuses to do? Casey will never give up.

Idiosyncrasies

  1. What is your character's motto or favorite saying? Hmph, try me!
  2. What is her favorite color? Blue.
  3. Describe what she would wear if money were no object: Money is no object; she wears whatever she feels like at the moment.
  4. What is her farovrite food and drink? Casey like fresh fruits, cheeses, stewed cabbage, fish spiced with garlic and pepper and bread.
  5. What is her favorite animal? Casey likes horses.

Traits

Courtesy: 10 Valor: 10 Self-sacrifice: 7 Generosity: 8
Sobriety: 10 Calm Temper: 1 Optimism: 5 Curiosity: 8
Forgiveness: 7 Cheerfulness: 4 Patience: 8 Honesty: 10
Helpfulness: 8 Loyalty: 10    

Miscellaneous

  1. What would be her theme song? R-E-S-P-E-C-T by Aretha Franklin
  2. If her friends write her epitaph, what will it be? Illegitimati non carborundum.
  3. What would be her job in modern society? Casey would be a rancher.

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Map of Chillhame

Chillhame is a small island with a total population of somewhere less than 50,000 people. Saragost is the only major port on the island. There is a port on the river east of Lower Scumsgrove and north of Chalksmere, but it is mainly a smugglers' port used by the criminals of Lower Scumsgrove.

The eastern portion of the island north of Chalksmere is mostly inhabited by orcs, goblins and other undesirables.

The map marks the largest settlements:

  • Bronce: 249
  • Lichgate: 1,300
  • Lower Scumsgrove: 4,000
  • Churney-on-the-Green: 1,200
  • Hockton Barrow: 1,900
  • Saragost: 25,000
  • Chalksmere: 300
  • Astercote: unknown
  • Vannondale: unknown

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Wednesday, December 21, 2005

Casey: Chasing Rygorh

Oh, Rygorh just thinks he's sneaky enough. I kind of enjoyed the Cloak and Dagger bit. I do wish I could've gotten into the church without being seen! There was just no place to hide. So as I sit here and wait for him to exit the church, I think back on the day's events.

Oh, this Council is so annoying. Just let them all in. It's a matter of life and death! Of course, saying that out loud would do absolutely no good. I personally have no desire to visit this place again. Whether or not she thinks she knows of another Starborn place is irrelevant. While it would be nice to know, and I'm betting it's in the Druid grove, I don't care to get any of their couseling again, especially when it makes Rygorh so mad . . . although, he gets mad about anything with a title. Oh, if he only knew.

I probably should run over to the Druid's place again to ask them about it. Surely they'd know of something. As soon as Rygorh gets out of there :::growl::: I can head over there. I think I'll take Neil with me this time. He's always fun to have around. Or...no, on second thought...I'll ask Alev. He's excellent at getting information out of folks. I wonder what he had to say to Lady Arigane.

I'm getting restless being here. I will tell the group when we get back (before Rygorh has a chance to spill his guts) that I'm headed over to the Druid's place to get some info and that first thing in the morning we should leave. I don't like sitting in one place too long in this new world we've entered. It's not safe anywhere, but if no one knows which way we're headed then we are safer for now. If there is a fate we are to meet I'd like it to be the good fate and not the evil fate.

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Chapter Four: The Lost Villages (Rygorh at Church)

Jaramus Artlemay leads Rygorh into the Sanctuary of the Sacred Flame within the shrine to Firinna.

"So, what is it I can do for you, Brother Rygorh?"

"As I told you previously, the high priest from my home temple in the Scarred Lands believed I was chosen of the Goddess for some great purpose." Rygorh goes on to tell the tale of his rescue and shows Jaramus his birthmark. "Of course you are aware of the coming duergar invasion. We now have additional information that the drow are involved. A band of five attacked my companions and me on the road north of Saragost. Those drow no longer draw breath. One of the drow carried a note that indicates a larger force is involved and that there are drow agents in Saragost already working to destroy the city. I am of the opinion that the only place free of drow infiltration is this ground which is holy to Firinna."

Jaramus listens with interest and draws a deep breath, "I admire your loyalty to you brothers here. I can say with some confidence that none of the priests that practice here are beholden to the drow or their foul deity. There have been some strange goings on of late in Saragost which may bear on the matter of this invasion. As you may already know there is a new group in the city that carries these haematite discs you have mentioned. It seems that they are busy with many things. They generally venture out at night and have some interest in several of the warehouses near the docks. I have also heard that there is a plot among some here to surrender the city when the duergar arrive. I will look into these things and get back to you as soon as possible."

Rygorh inclines his head respectfully to the priest, "I thank you ahead of time for any information you can help us with. As we both know the Goddess rarely chooses to fight for any cause on this plane. I beleive that she has made a choice in this matter; I believe that I am living proof of her hand at work on this land. I have fallen in combat and seen the Flaming Coliseum of Eternal War. I was however brought back to walk the earth in life once again as Firinna is not yet finished shaping me as her tool against the spider queen. She has also given me a great weapon with which to do her bidding," tapping the pommel of the longsword, "a weapon that called to me".

"This is a most wondrous and rare thing! To see a sign of the Goddess with my own eyes . . . I am humbled. Should it be that you are in fact one chosen by the Goddess I would consider it a great honor to do your bidding . . . What is this you say about dying? You have seen the Flaming Coliseum?"

"My bidding? I do nothing of my accord only the Will of the Goddess. By helping me you are doing her bidding; by no means is it mine. As for the death: I took an ogre's club to the head attempting to protect my companions, and in a sense I was successful as they both survived. This is not really the time, but at a later date when I have more time I will come and tell you the tale."

Rygorh continues, "We both know that the Goddess is not petty like so many of the other gods, and she cares not for how one serves her: good and evil mean little in service to Her. With this in mind, I would ask that you get word to one of our brothers who serves the Goddess in ways opposed to my chosen side of good. One of my companions recieved a bottle of wine from the Midnight Enclave. It's possible that one of our brothers may have some influence over the Enclave. I wish them to know that my compainions and I are not their enemies; in my personal opinion this city needs the Enclave to battle the terminal lawfulness around here and cause a little chaos," looks up with a michivous smile. "I also have heard these rumors", rolls off information from here. "I would like to know which are off target and which strike home. I have a good idea of some but not all."

Jaramus looks worried. "Ah, yes, the Midnight Enclave; a terrifying bunch. The stories say that Crastic is counted among their numbers. If one among your friends has received their "gift" . . . well, he will likely be dead before sunrise. You have my condolences. As to making peace with them . . . I have no contact with any among the Enclave, but I will see if I can find some who do and learn their intentions with regard to you and your companions."

Rygorh stares into the deep flames of the Sanctuary, "My elven companion is the one who received the wine; his heart is in the right place, though at times he believes not much other than what he finds in his precious books. We assume that he received the wine because of his research in some arcane library in the city, but if possible I would like to know exactly what it was he did to to offend the Enclave. He does get on my nerves at times, but I do not wish to see his death, nor the deaths of any of my companions. I do not find it necessary to kill anyone with the Enclave either. This is why I would like to have a truce between us."

Rygorh continues, "If the Enclave will accept my desire for a truce or maybe just a mutual understanding I know how they can let me know. The damn counsel refuses to allow anyone into the city that they cannot use if you haven't noticed. I am assuming that the Enclave has hidden ways into the city. If they use their hidden tunnels to start bringing people into the city then we can all thumb our noses at the lawful counsel together and create lots of chaos and havoc within the city! I want them to know our only enemy is the drow goddess as should be with all surface races . . . If she wins . . . Human, Orc, or whatever will be slaves. They need to understand she won't care if they helped or not. I don't see this as a fight of good and evil but of the underworld against the surface, and I am sure the Goddess sees this as well and that is why she has chosen to be involved in this!"

"I will try to get word to the Midnight Enclave for you and relay these messages.

"Also, we may want to rouse the followers of Firinna. I know that the priest from Lower Scumsgrove has come to Saragost and brought his followers. It would be most beneficial to have a cadre of Firinna's fiery warriors leading a charge against the duergar."

Jaramus's eyes light up in anticipation of the battle, "Ah, yes, this would be most gratifying."

Rygorh asks, "Also, do you know anything about ancient stones that have the star signs engraved on them in or around Saragost?"

Jaramus shakes his head, "I have heard nothing of such a thing."

Jaramus offers a hearty handshake, "Well, let's just see what we will see then. I look forward to hearing your tale of the ogre's club. I will do what I can to assist you and get word to you as soon as I may." Jaramus escorts Rygorh out of the temple.

Casey spots Rygorh leaving the temple from her hiding place in the nearby alley.

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Character Spotlight: Rygorh's History

His birth and parentage unknown, a cleric of Firinna found a young nameless boy hidden in a false panel inside a wagon. The story offered by the cleric was that while traveling back to his temple he came a across a caravan of wagons that had been attacked. The priest was unsure as to the developments surrounding the attack and saw no bodies left behind; nor was there one ounce of food or supplies remaining. A few damaged weapons, lots of dried blood and some horse tracks were all that remained besides the damaged wagons to mark the battle. As the young cleric searched the wagons for any clues, or possibly something of use left behind, he heard the muffled cries of a baby under the floor of a wagon. Using a knife he was able to pry up some of the wooden slats that hid the compartment and found a baby tightly bundled in a red cloak. After checking the baby for injuries or ailments he found the child to be in perfect health and bearing the birthmark of the Reaper; he decided to carry him to the temple of Firinna.

They arrived at the Fiery Haired Goddess's temple where the cleric presented the baby to the high priestess, Valeria. Valeria decided that for this child to have survived not just the battle but in the harsh environment of the Scarred Lands must be Firinna's will. The child was then consecrated on the altar of Firinna and would be raised as a servant of the temple.

His childhood was one of work, meditation and prayer, and the boy was encouraged to grow up rather quickly under this environment. He was considered a ward of the temple, he was given no name, and his job was service. However, one cleric with a good heart took the boy under his wing. Hemrill taught the boy the art of the long sword and the shield, and the ways of Firinna and how to read and write.

In early adolescence the temple came under attack by one of the petty lords of the Eagle Nations. In the ensuing fight Hemrill fell. Upon seeing the lifeless body of his mentor, and the closest thing to a father the boy knew, he flew into a rage. Taking up Hemrill's fallen blade he sought out the assailant on whom he could take his vengeance. Looking out across the smoky blood streaked courtyard he spied his prey: a young human soldier who had a half-orc cleric pinned against the wall and weaponless. The boy charged across the courtyard bellowing a bloodcurdling cry of rage that made several combatants stop and stare. He reached the soldier just as he turned to the sound of a boy's battle cry. The half-orc was forgotten for the moment as Hemrill's sword found a seam in his armor and drove full to the hilt into his side. The last thing that this unnamed soldier saw was the red streaked, bloodthirsty eyes of a child enraged.

With the battle soon ending the boy knelt over Hemrill's corpse and swore an oath to remember him always. He then took the bloody weapon and shaved his head with the blade and uttered a curse for any king, lord or noble who would attack a temple for his own vanity and greed.

During the weeks that followed the young boy was ordered to his room while the high priestess and clergy met and to discuss the events. Finally the boy was called upon and brought to the high altar of Firinna to give his accounting as to what had happened. Once the boy had finished the high priestess declared, "Surely Blessed Firinna smiles upon this one." She then ordered that he was no longer to be a mere servant but was to undergo studies as a brother of the order. Standing before the altar he took his new name, taken from the half-orc that he had saved, Rygorh. He was now to become the student of the half-orc with whom he shared a name.

Under the half-orc's tutelage he learned much of the region and surrounding tribes. As he learned and traveled the land his disdain for self-proclaimed nobles and royals grew; he could not understand how some weak individual could claim the lives of so many. Nobles oppressing the people while they lived in lavish comfort surrounded by their armies and walls to keep them safe nearly drove Rygorh to madness. As he learned and grew in strength, learning to wield the divine power of Firinna herself, he stepped from the shadows of his teacher to speak out against the oppression by the petty dictators of the Eagle Nations. At one point he even inspired several small villages and communities to join together to rise up against their lord and overthrow him.

After this incident the temple regulated his travels to the tribal clans of barbarians and areas not in control of any nobility. This suited Rygorh as he found he respected the leadership of such communities where the leaders were chosen by combat or by the people themselves. Thus remained his duties to travel the scarred lands and speak of Firinna to small tribes and peoples while the Eagle Nations warred with one another.

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Tuesday, December 20, 2005

Alev: Through the Lion's Den

March 22, 998 CE

Well, Lion's Den is an apt name for the City of Saragost. It is not Crom Calamar, as the corruption runs rampant here. As we return to the city, we are swarmed by evacuees. Not only has the city not expedited its efforts to bring the people inside the safety of the walls, the crowd has nearly doubled in size. If these councilors cannot get these people inside to safety, then everything we have done is for naught.

On the way to meet with Lady Arigane, Rygorh pulls myself, Casey and the Knife aside to inform us of his plan to meet with someone at the Temple of Firinna. I do not think this a wise course of action, especially with him taking the Starkweather John sword, but he is set in his course. Casey is intent on following him though, as added protection. She is a smart woman, I like her tactics.

We meet with Lady Arigane at the Sanctuary of the Seven Archways, base of the Order of the Prism. She informs us that the enemy has learned of our actions and increased their numbers to double what we originally discovered, nearly ten thousand troops. Also, it appears the Drow have taken a more direct command role of the army. This gets more interesting every day. Lady Arigane also has been doing her research into us and the Legend of the Starborn, which Rumus discovered on our previous visit, of which she has found mention of a place within Saragost that was Sacred to the Starborn of old. The description reminds me of the Tump, which would come in handy should one of us fall before or during the upcoming battle.

We do learn that Count Crastic appears to be the one holding up the admission of the people to the city. I feel that he is likely one of the allies of the Drow that they mentioned in their letter. Lady Arigane is much too trusting of her colleagues in the Council. Were we in Crom Calamar, this would not happen.

Rygorh very adeptly feigned anger as an excuse to storm off and separate himself, Casey and Seebo from the group for his task. And here I thought he wasn't skilled in the art of stealth and diplomacy.

We spend the rest of the day selling off the possessions of the drow we slew on the road, then make it over to the Flaming Beard for drinks, dinner and a night of rest. It is amazing how much room this city does have that is not being utilized efficiently. They could easily house these refugees.

Our plan is to depart just before first light, but much depends on whether Rygorh returns alive or the tails return with ill news. We cannot afford another set back at this point in the mission.

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Character Spotlight: Seebo "the Knife"

Background

Seebo Hallowfield
  1. Where was your character born? The Knife hails from the island nation of Verd.
  2. Who raised him? Seebo's parents raised him until he was fourteen.
  3. What was happening in the region when your character was growing up? Verd has long been an isolationist land with limited contact with the elves of Xoth Sarandi.
  4. Does your character have any relatives? The Knife has no living relatives. His parents were killed in a freak farming accident when he was fourteen.

Motivation

  1. What are your character’s immediate goals? The Knife wants to see the world. The bug of wanderlust combined with boredom pushed him to leave home.
  2. What type of person would be his ideal mate? Seebo does not seek a mate at this time.
  3. Who is his patron deity? Is he a devout worshiper? The Knife pays lip service to Arosi of the Callistan pantheon. He is not a devout worshiper.
  4. Is he a devout member of any nonreligious cause? The Knife is the first (and only) member of the Verdan Explorer's League.
  5. Is there any race, creed, alignment, etc. against which he is strongly prejudiced? The Knife is an open-minded sort that lets people prove their worth before making judgments. He's pretty much happy go lucky.
  6. What is his greatest fear? The Knife fears losing wonder of the things in the world.
  7. What is the one task he absolutely refuses to do? The Knife will not crawl into tight spots. If you won't do it, neither will he.

Idiosyncrasies

  1. What is your character's motto or favorite saying? He doesn't have one.
  2. What is his favorite color? Green.
  3. Describe what he would wear if money were no object: The Knife would wear flamboyant and bright colored clothes that can turn inside out into dark nondescript clothes.
  4. What is his farovrite food and drink? The Knife likes a nice MLT: mutton, lettuce and tomato sandwich as long as the mutton is nice and lean.
  5. What is his favorite animal? The Knife likes his pet squirrel, Lucky, who he left at home on Verd.
  6. What habits of his friends annoy him the most? The Knife does not like for others to make fun of the less fortunate. People who think they are better than others really annoy him.

Traits

Courtesy: 7 Valor: 8 Self-sacrifice: 6 Generosity: 8
Sobriety: 7 Calm Temper: 5 Optimism: 9 Curiosity: 10
Forgiveness: 4 Cheerfulness: 9 Patience: 7 Honesty: 8
Helpfulness: 8 Loyalty: 9    

Miscellaneous

  1. What well-known media figure from sports, movies or politics most closely resembles your character? John Cussack's character from the movie Grosse Pointe Blank, only shorter, like a halfling.
  2. What would be his job in modern society? As little as possible; enjoy life and just scrape along to pay the bills.
  3. What would his theme song be?Haunted by Poe

Character history part I, part II, part III.

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Thursday, December 15, 2005

Religion in Ashfar (Firinna)

Firinna

FirinnaScarlet-haired Firinna is the quick-tempered goddess of the hearth and of battle. She is compared to the sudden spark that shoots from the fire and burns down your house when you are not looking. She represents the stubborn, selfish side of humanity and is a goddess of envy, resentment and grudges, though she is also the fiery spirit that inspires you to fight to your last breath.

Domains: Fire, War, Chaos, Trickery
Alignment: Chaotic Neutral
Favoured Weapon: Longsword

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Religion in Ashfar (Aranu)

Aranu

Aranu

Aranu is the high God of the Avillon pantheon, a personification of the Sun who bears a spear of golden fire. He is the Lawmaker of the Gods, setting limits on what even the divine beings may do. Aranu is the special patron deity of kings and tribal chiefs.

Domains: Sun, Law, Protection, War
Alignment: Lawful Neutral
Favoured Weapon: Spear

The people of Saragost hold Aranu above all other gods; there is a great temple of Aranu near the Tower of Undying Light in Saragost.

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Alev: Through the Thicket and Back Again

March 18, 998 CE

Our elven companion seems to have upset someone is his search of the library at the Order of the Prism. He received a bottle of Elven wine this morning, that Lady Arigane has made us aware is a warning from the Midnight Enclave. At least we now know we are on the right track. But, I wonder what it is that they fear us learning? We shall learn soon enough, I am sure.

Symbol of AranuThis Lady Arigane has been a delightful interruption to our "by the seat of our pants" strategy thus far. She has been most helpful, and not a sore on the eye either. She is pressuring us to leave post haste, which I do not disagree, so we gathered up our things and made small stops on the way out of town. The Temple of Aranu here is magnificent. It reminds me much of home and the Great Temple in Crom Calamar. They are wise to follow the Lawmaker.

Our journey to Chalksmere began smoothly, we stopped over in Hockton Barrow first. I was glad to see that Captain Lucie took some of my defense recommendations to heart. They seem well fortified, as well as they can I guess. When the time comes, they will be just another bettle in the path of a swarm of ant, they may sting a few, but will be overwhelmed and swallowed in the end. What a wasteful loss that will be.

On the road between Hockton Barrow and Chalksmere, we encounter a Wyvern. More like it encounters us and attempts to make quick work of my companions. It was perhaps the deadliest creature we have come across on our trip thus far. After taking down Rumus and severely injurying Casey, the barbarian Tilk was able to slay it. His mixture of magic and muscle is most interesting, he will be a deadly force once he comes into his prime. There is sometimes an advantage to brawn over brain, I must learn to use his talents to our advantage in the future. I'm sure this wyvern poison will come in handy some day, I must keep it close and secure until then.

When at last we reach the border of Chalksmere, the bridge is blocked unceremoniously by felled trees and some scribbling written on a sign. It was almost uncomprehensible, but we deciphered it none the less. The pair of eyes we saw watching from the forest were threatening enough, though I did not fear them. The group decided to spend the eve in a nearby farmhouse. Rumus and Casey are still quite hurt.

March 19, 998 CE

Just past dawn, we depart from the farmhouse, easily bypassing the blockade on the bridge. We arrive to the town to find it quiet and the people busy about their day. The villagers are not a friendly sort, and any attempts to talk are met with retisence and evasion. Eventually good Neil is able pry some information out of a villager. We speak to the elder, but he seems not to care in the least about the upcoming war. Wen, the local idiot appears to have been the one who wrote the sign, though no one is saying why. Tilk shows us to a local shrine of Wohoon where we find human bones that appear to have been cooked and eaten! We also find some blood near the ground and multiple tracks, but are unable to find anything in our search.

That night we find that the villagers are actually cursed, as they hide in the Town Hall and turn into boars. The local idiot, Wen, stands guard at the door. Eventually, the "Huntsman" comes, he's a half-man/half-deer creature with a large bow and spear. Accordingly to Tilk, he's the Avatar of Wohoon. Well, he did not want to speak and eventually was able to get into the Town Hall through a window, no matter how Wen tried to stop him. As Wen pulls the doors open, the boars go off into the night and the Huntsman begins his search. We do see him eat another villager before the night ends, and stack the bones in another pile.

March 20, 998 CE

Finally, with proof of the issue, we are able to get the Elders to tell us exactly what is going on. It seems that one of their hunters killed a white boar, which they feasted on and since have been cursed as thus. After we encounter the hunter, we determine that he is lying but he runs off before we can convince him to tell us the truth. Tilk and Rumus go off to gather the hunter as the sun begins to set, while the rest of us wait at the Shrine. The tree speaks, saying "That which was taken must be replaced." Then the Huntsman forms up from the water pool at the base of the tree and walks off.

War Tusk of ChalksmereRumus and Tilk appear with the hunter knocked out and then wrap him in the skin from the White Boar. He transforms into another white boar, which proceeded to move up to the tree and go to sleep. What a coward that hunter was, killing a sleeping boar. The shrine then speaks again saying the curse was lifted, but the people would remain were-boars of pure blood for as long as their bloodline ran. Too bad you can't become a were by sleeping with one, otherwise I would have taken advantage of it. That is more a benefit than a curse in my eyes.

We convince the villagers to head down to Saragost, these were-boars will make a savage addition to bolster the strength of the Saragost forces.

March 21, 998 CE

We travel this day towards our next destination, Astercote. The party decides to stick to the roads, which take us to Hockton Barrow.

Day goes uneventful.

March 22, 998 CE

Between Hockton Barrow and Saragost, the group is ambushed by a party of five Drow, one of which is a wizard of some strength. We dispatch them, chasing down the runners, but not easily. This was a tough encounter. With the letter we found on the body of the wizard, we finally have proof of the mind behind this war; the Drow must be the ones organizing the Duergar and directing them. And apparently they have already infiltrated the city of Saragost, not surprising really.

Rygorh receives a sending from Lady Arigane with a summons. Looks like it's time to venture again into the lion's den.

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Wednesday, December 14, 2005

Chronicles of Rygorh: Chalksmere

We set out the morning after everyone was finished equipping themselves. Hmmm I like this new armor seems to fit much better and doesn't hinder my movement as much. I need to have this shield enchanted at first opportunity. We headed towards the most northward city and were very gratified to see that Hockton Barrow had preparation well underway for defending itself as we passed through. We traveled most of the day uneventfully until late afternoon someone shouted look out above.

I looked up to see what appeared to be a Dragon coming straight for us. I could hear Neil chanting for his gods blessing upon the group that was fine with me, I can allow his God to waist energy on minor spells like that and wait to call upon the massive power of Firinna to strike down my foes. As the creature came closer I could see it was not a dragon but some type of beast that looked like a dragon but had a scorpion's tail. There was nothing that I could do but grab my bow and begin firing arrows as it did not seem as though it was going to land. Tilk who did not suffer my problem enlarged himself and with his huge two handed sword cleaved the creature right out of the sky but not before it was able to score some hits on the group with that tail. Rumus looked the worse and was far beyond my skills, I suggested that we take him back to Hockton Barrow for assistance however no mater how much me and Rumus both wanted to return the rest of the group was intent on continuing onward in the hopes that their may be aid for him in Chalksmere.

We continued onward through the rest of the day with no other surprises with the exception of some farmers who had received word of the army moving south and were headed to Saragost. Just after dark we reached a bridge that appeared to have a barrier on the other side preventing anyone from crossing with a sign that looked to have been put up by a child. A couple of the party members said that they could see a set of green eyes watching us in the darkness then disappear. Hmmmm, "best to approach this in the daytime" I thought. We decided as a group to stay the rest of the night in one of the abandoned farm houses. The next morning we started out early just after breakfast and began to cross the bridge, everyone looking around carefully. About halfway across the bridge while reading the misspelled and childlike handwriting I muttered, "by Firinna's sacred flame", almost instantaneously there was a bright flash as the blade of my sword burst into flame looking like a life-size version of my Holy Symbol. Everyone marveled at the flaming sword in my hand for a moment while I said a silent prayer to Firinna thanking her for this latest blessing.

We entered the town, tried to speak with the villagers who were not real cooperative they seemed very secretive. We were able to determine that everyone here worshiped Wohoon and found his shrine in the woods outside the village. As evening approached all the villagers began filling into the city hall but barred us from entering, well except for Tilk who worshiped Wohoon and Casey who said that she did as well. Shortly after they entered a very large odd looking individual kind of walked up and looked at us saying not to go in cause, "they's pigs"!

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Chapter Four: The Lost Villages (Rygorh goes to Church)

Rygorh unceremoniously leaves the meeting with Lady Arigane at the Sanctuary of the Seven Archways. The Knife is right behind him. Casey pauses a moment and then slips out behind them being careful to hide her presence.

Rygorh makes for the Inn of the Flaming Beard with the Knife tagging along. While Rygorh has no idea that Casey is behind him, the Knife spots her slipping among the crowds at a distance.

Once inside Rygorh makes arrangements to meet with the whore he had on his first night in town. She will be available in a half hour or so. In the meantime the Torbrind Gilhoolie, the barkeeper, serves up some drinks and takes to cursing and insulting Rygorh and the Knife. Casey manages to slip into the bar without Rygorh seeing her. The Knife spots her right off.

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Monday, December 12, 2005

Chapter Four: The Lost Villages (Interlude II)

Having decided to move on to Saragost and meet with Arigane the heroes make their way to the big city again. The crowds of refugees trying to get into the city are bigger than ever. There are many hundreds of farmers, craftsmen, the elderly, women and children begging for passage into the city. Most do not have the cash or the requisite abilities to enter the city. Some of the refugees cry out to the heroes as they pass offering to sell household goods, livestock or anything they might have to collect the funds to enter the city. A group from Lichgate recognizes the heroes and they are nearly buried in the press as dozens of people rush forward asking for news of the Duergar, begging for the heroes' blessings or crying out for salvation and entry into the city. A passing guard patrol sees the situation and presentation of the Freeman of Saragost badges gets the party into the city without a problem.

So, off to buy/sell gear or find Arigane or otherwise first . . . what are you going to do?

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Saturday, December 10, 2005

Religion in Ashfar (Wohoon)

Wohoon

Wohoon

Wohoon is the god of the wild things, brother to Hernun. He is not fully human and has the ears and teeth of a wolf. There is nothing of civilisation about him at all. The only worshippers of Wohoon are druids and those who live their lives in the outdoors. Everyone else is content to honour him for what he is – the wild, animal nature that they have left behind.

Domains: Animal, Trickery, Chaos, Strength
Alignment: Chaotic Neutral
Favoured Weapon: Greatclub

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Character Spotlight: Rygorh (Mike)

Background

Rygorh
  1. Where was your character born? Rygorh was raised by priests of Firinna in the Scarred Lands.
  2. Who raised him? Rygorh was orphaned at a young age. A cleric of Firinna found and rescued him from death by exposure.
  3. What was happening in the region when your character was growing up? Warring factions in the Scarred Lands laid low many a petty dictator.
  4. Does your character have any relatives? Rygorh has no known living relatives.

Motivation

  1. What are your character’s immediate goals? Survival is Rygorh's primary goal.
  2. What type of person would be his ideal mate? A female.
  3. Who is his patron deity? Is he a devout worshiper? Rygorh is a devout priest of the Goddess Firinna.
  4. Is he a devout member of any nonreligious cause? No.
  5. Is there any race, creed, alignment, etc. against which he is strongly prejudiced? Rygorh despises nobility; the oppression of any people by the rule of one because he thinks he has the right is dead wrong.
  6. What is his greatest fear? Rygorh fears not being able to care for himself.
  7. What is the one task he absolutely refuses to do? Rygorh will never deny his Goddess.

Idiosyncrasies

  1. What is your character's motto or favorite saying? Strife makes life worth living.
  2. What is his favorite color? Crimson.
  3. Describe what he would wear if money were no object: Material wealth is unimportant to Rygorh.
  4. What is his farovrite food and drink? Meat and ale.
  5. What is his favorite animal? The eagle represents power, courage and freedom to Rygorh.
  6. What habits of his friends annoy him the most? Rygorh does not like when people talk too much.

Traits

Courtesy: 1 Valor: 9 Self-sacrifice: 8 Generosity: 1
Sobriety: 2 Calm Temper: 2 Optimism: 5 Curiosity: 3
Forgiveness: 1 Cheerfulness: 2 Patience: 5 Honesty: 7
Helpfulness: 6 Loyalty: 10    

Miscellaneous

  1. What well-known media figure from sports, movies or politics most closely resembles your character? Charles Barkley
  2. What would be his theme song? War Machine by KISS
  3. If his friends were to write his epitaph, what would it be? He was a hard man, but if you could earn his trust and respect he would bleed for you.
  4. What would be his job in modern society? Collections!

Character history

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Chapter Four: The Lost Villages (Interlude I)

While resting overnight in Hockton Barrow on the evening of March 21 Rygorh received the following sending from Lady Arigane:

The Duergar army is on the march. They have moved past Lichgate and are approaching Lower Scumsgrove.

The next morning the heroes start out for Astercote via Saragost. A group of drow ambushes the party. The heroes manage to dispatch the drow and recover a fair amount of gear from them.

It's likely you all will stop overnight in Saragost. Let's play out events there (like selling gear) via 'blog comments. . .

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Chapter Four: The Lost Villages (Chalksmere)

The party sets out for Chalksmere by way of Hockton Barrow on the morning of March 18 after meeting with Lady Arigane. It has been fourteen days since the heroes discovered the letter warning of the Duergar army.

On the way to Chalksmere the party stops in Hockton Barrow for lunch and observes the war preparations that are under way. Captain Lucie Jabril has set to fortifying the town and all able-bodied soldiers are manning the walls or working ambush/patrol teams in and around the area. There is a great deal of cooperation between Hockton Barrow and Churney-on-the-Green. The Duergar are likely to get a bloody nose when they pass this way.

After lunch the group heads east towards Chalksmere. Later in the afternoon a wyvern attacks! Things get quite hairy as both Casey and Rumus suffer from the beast's poisoned sting. The creature repeatedly passes among the heroes dealing out vicious poisonous attacks. A raging and enlarged Tilk manages to bring down the monster with assistance from the rest of the party.

Welcome to ChalksmereDetermined the heroes press on towards Chalksmere. At the border of the village they find a warning sign and barricade: TERN BACK NO BODY HEAR! On seeing a pair of glowing eyes among the trees the heroes turn away and decide to brave the village on the morrow. They find an abandoned farmhouse and make their rest there.

The next morning they enter Chalksmere and find the inhabitants most uncooperative. The villagers won't say much, but Neil manages to convince one old codger to tell them a bit about the place: the villagers are obviously scared about something, but they wont' say anything. The are followers of Wohoon. The heroes find a shrine to Wohoon in the woods near the village.

In a clearing in thw woods is a gigantic oak tree, which has been shaped somehow so that the trunk has a human-like face in it. The face is hideous, with a wide-open mouth and hollow eyes. The lower part of the mouth is full of black water. The branches of the tree have old, faded ribbons tied in them, as if from some festival long ago. The place is obviously sacred.

There are three piles of bones set at the base of the tree. The bones are picked clean. Each pile has the skull set on top – the skull of a human being. Tilk, a follower of Wohoon, quickly recognizes the place and makes an offering to his god.

As evening arrives the villagers gather in the townhall and the village idiot, Wem, locks everyone inside. He babbles inanely and tells the heroes that "they's all pigs now." It seems the village has been cursed: they have all been transformed into wereboars. After nightfall a creature called the huntsman arrives to dispatch the wereboars. He is something like a man, seven feet tall and with antlers branching from his shaggy head. He is naked but for a fur cape. A stout bow is slung over his shoulder and he carries a long flint-tipped spear in one hand. His eyes are pits of green fire. Wem interposes himself between the hunter and the townhall and holds him at bay. It is obvious that the hunter does not want to harm Wem. The creature will not speak and his only response to the heroes is to threaten them with his bow if they attempt to stop him from reaching the villagers.

As the evening passes the huntsman tries several times to get into the townhall. Eventually he breaks an upper window in the place and leaps into the building. Wem opens the doors and the townsfolk/boars run out into the forest around village. The huntsman waits patiently for a few minutes and then begins his hunt.

Near midnight, as the heroes gather near the shrine of Wohoon, the huntsman returns with a human body over his shoulder. He holds the man out to the tree and it is quickly roasted in a divine fire. The hunter sits down and methodically consumes all of the flesh from the body. After he is finished eating, the hunter carefully stacks up the bones and the skull and vanishes. Now there are four piles of bones around the shrine.

The heroes return to the village to rest overnight in the local inn and discuss plans. The next morning they convince the town council to tell them what's going on. It seems that Garstang, a local hunter, has killed a sacred white boar and the villagers are now under Wohoon's curse. After a great deal of arguing and convincing and eventually fighting they manage to bring Garstang to the shrine of Wohoon along with the skin of the white boar. They lay Garstang, wrapped in the skin, before the shrine.

There is a sudden silence. The face on the tree blinks its wooden eyes. The yawning mouth slowly begins to speak, water sloshing out of it as it moves. The words are in some barbaric, ancient language, but you instinctively understand what is being said:

"Wohoon accepts the offering. Do not kill that which is sacred to Me again. As you have made right that which you did, I give you now my blessing. You will run with the boars in the woods at night, but it shall be by your own will. No Hunter will come to slay you. Your children shall be human by day and boars in the hours of darkness, as they will, for as long as your bloodline shall continue. I have spoken."

Afterward the heroes warn the village of the coming Duergar attack and manage to convince them to go to Saragost. The "War Tusks of Chalksmere" will be a great boon to the defenses of the city and the villagers will be safer there.

The party then sets out for Astercote via Hockton Barrow and Saragost. They stay a night in Hockton Barrow. In the morning while on the road between Hockton Barrow and Saragost a party of drow ambushes the heroes. The fight seemed a great challenge at first, but when the party discovers a way to overcome the darkness and faerie fire that the drow unleash on them . . . they quickly dispatch the foes.

They find a letter on the drow leader . . .

Greetings of Night and Fire!

Since you clearly hanker to visit the upper world before the rest of us, my nephew, then by all means do so. You have my blessing to visit the human settlements and ensure that none is forewarned of our little friends’ arrival. Deal with rumours in the usual way – laughter is much more effective than a slit throat.

Be especially sure to pass any pertinent information along to our agents in Saragost. Be diplomatic about it, damn you – they have been in service longer than yourself and are not likely to appreciate a smarmy brat parading his expertise about. We are all of House Arakh, remember, from the highest to the lowest and respect is our watchword.

Most importantly, ensure that the Circle has not been interfered with, if you can. I have had dreams – troubling dreams, which cannot be dismissed as so many dust-visions. There is nothing in that part of the world but rocks, fish and inbred peasants, so our course should be clear. Yet I wonder. I wonder.

Send word to me often. Fail, and I disown you. It is only what you would expect.

Your affectionate Uncle,

A.

XP Awards: 1,714 xp each
Treasure: 650 gp worth of coins and gems, masterwork longbow, masterwork longsword, magical mithral chain shirt (+1), scroll of invisibility, four chain shirts, four light wooden shields, four rapiers, four light crossbows
Total Treasure Value:2,480 gp sell value of gear plus coins/gems

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Friday, December 09, 2005

PC Fiction: Chapter Three

This is an archive of the past player-posted fiction pieces from Chapter Three:

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Monday, December 05, 2005

Character Spotlight: Rumus Nightstar (Matt G.)

Background

Rumus
  1. Where was your character born? Rumus was born and raised in Xoth Sarandi.
  2. Who raised him? Rumus's parents raised him.
  3. What was happening in the region when your character was growing up? The Elven nation has been drawing in on itself for centuries.
  4. Does your character have any relatives? Rumus has many dozens of living relativies.

Motivation

  1. What are your character’s immediate goals? Rumus wants to grow in power and gain knowledge.
  2. What would he like to do in the coming year? Rumus seeks to become a master of the magical arts.
  3. What are his long-term goals? Rumus would like to bring the Elven nation back to the forefront of society as well as power if it can be done peacefully.
  4. What type of person would be his ideal mate? Rumus seeks an Elven woman with a strong will and determination to match his own, as well as a bit of an independent streak as he will be away much. Rumus expects loyalty and faithfulness which his mate can expect from him.
  5. Who is his patron deity? Is he a devout worshiper? Rumus is occassionally reverent of Lumyia.
  6. Is he a devout member of any nonreligious cause? Rumus is a devout practioner of the magical arts.
  7. Is there any race, creed, alignment, etc. against which he is strongly prejudiced? Rumus hates evil beings.
  8. What is his greatest fear? Rumus fears dying.
  9. What is the one task he absolutely refuses to do? Rumus refuses to manual or menial labor.

Idiosyncrasies

  1. What is your character's motto or favorite saying? I apologize for not telling you that you were stupid ahead of time.
  2. What is his favorite color? Rumus likes red.
  3. Describe what he would wear if money were no object: Rumus would wear the best of everything.
  4. What is his farovrite food and drink? Rumus prefers yams and ham and fine Elven wine.
  5. What is his favorite animal? Rumus believes that ferrets are frisky and noble with a bit of a curious streak.

Traits

Courtesy: 10 Valor: 4 Self-sacrifice: 2 Generosity: 5
Sobriety: 8 Calm Temper: 8 Optimism: 7 Curiosity: 8
Forgiveness: 3 Cheerfulness: 7 Patience: 9 Honesty: 10
Helpfulness: 5 Loyalty: 9    

Miscellaneous

  1. What well-known media figure from sports, movies or politics most closely resembles your character? David Thewlis
  2. What would be his theme song? Headstrong by Trapt
  3. If his friends were to write his epitaph, what would it be? I would not have thought it possible.
  4. What would be his job in modern society? An inventor

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Sunday, December 04, 2005

Chapter Three: Saragost (religion)

As Saragost is a rather large city (25,000 people or so), there are quite a few prominent and not so prominent temples and such in town.

Aranu, the Sun God, is the most widely worshipped deity in Saragost. There is a great temple to Aranu near the Tower of Undying Light and several minor temples and shrines throughout the city. The people of Saragost hold the law in high regard, and as such revere Aranu as the law-giver of the gods.

Hombel, the Justicar, and Yosa, the Crafter, hold places of high honor in Saragost as well. Each has a major temple near the city center and their followers number in the thousands. They also have several minor shrines and temples in Saragost.

Blediwesse, Firinna, and Merrithrawn each have a significant following in Saragost, and there are one or more shrines and temples to each in the city. Merrithrawn in particular is notable as the bards of The Hall of Echoes have a major shrine to this god of bards.

All of the non-evil deities of the Avillon (non-elf) pantheon have at least one shrine or temple in town. The nature gods have a very limited following in the city with the exception of Hernun whose clerics and druids maintain his grove near the center of town.

The small elven population of Saragost maintains a single temple near the Tower of Undying Light that is dedicated to all of the non-evil deities of the Callistan pantheon.

It is likely that there are hidden shrines to various evil deities in the city, but this is not public knowledge and not something that they advertise.

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Saturday, December 03, 2005

Character Spotlight: Sir Alevonius "Alev" Talon (Josh)

Background

Alevonius Talon
  1. Where was your character born? Alev was born in Jehannum.
  2. Who raised him? His father, Duke Gregorian Talon, raised Alev. His mother died shortly after his birth.
  3. What was happening in the region when your character was growing up? An army was being raised to attack the barbarians of Visk.
  4. Does your character have any relatives? Alev is an only child; his father never remarried.

Motivation

  1. What are your character’s immediate goals? Alev seeks to gain knowledge of the world and increase his prowess and leadership abilities.
  2. What would he like to do in the coming year? Alev seek to gain knowledge of the world and increase his prowess and leadership abilities.
  3. What are his long-term goals? Alev wants to form and lead a military outfit.
  4. What type of person would be his ideal mate? seeks a beautiful, charismatic, and loyal woman who is powerful of character and capable of standing by his side through any conflict.
  5. Who is his patron deity? Is he a devout worshiper? Alev says his morning prayers to Aranu.
  6. Is he a devout member of any nonreligious cause? No.
  7. Is there any race, creed, alignment, etc. against which he is strongly prejudiced? He is against evil in all forms, since they have no loyalty and cannot be trusted.
  8. What is the one task he absolutely refuses to do? Alev would never murder innocents, harm children, or break his word.

Idiosyncrasies

  1. What is his favorite color? Alev likes emerald green and silver.
  2. Describe what he would wear if money were no object: polished mithral armor with emerald green clothing and tabard with silver embroidery.
  3. What is his farovrite food and drink? Honeybuns and Dwarven Ale.
  4. What is his favorite animal? Griffon.
  5. What habits of his friends annoy him the most? Alev cannot abide rudeness.

Traits

Courtesy: 9 Valor: 8 Self-sacrifice: 8 Generosity: 4
Sobriety: 4 Calm Temper: 8 Optimism: 6 Curiosity: 7
Forgiveness: 3 Cheerfulness: 4 Patience: 8 Honesty: 9
Helpfulness: 6 Loyalty: 10    

Character history.

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Chapter Three: Saragost (Interlude III)

The heroes have gathered in a private dining room in the Inn of the Flaming Beard to discuss Rumus's "gift." Shortly after the discussion begins and Neil has inspected the wine with his magic, there is a quick knock at the door and it opens.

"My apologies for interrupting," murmurs the innkeeper. Yes, it's that innkeeper, the one who normally curses you from head to foot when you're in the common room. He gives a curt nod and announces, "The Lady Arigane Zakawe of the Council of Saragost and head of the Order of the Prism to see you." He bows politely as Lady Arigane brushes her way into the room.

The Lady Arigane stares at the innkeeper imperiously, and he backs out of the room, half-bowing apologetically and closes the door. She turns to face you.

"I am here on two somewhat related matters. First is that bottle of wine." She points at Rumus's wine. "Such items are used by the Midnight Enclave to send a message to their intended victims. The person who received that bottle has offended the Midnight Enclave. If you do not stop whatever activity they find offensive they intend to kill you before sunrise tomorrow."

"The second item is the matter of the lost villages. It is vitally important that you attend to these villages soon. While we could certainly send messengers to check on them, we're concerned that messengers may not be suited for the situation. It is likely that someone with some martial prowess and resourcefulness is needed. We cannot spare the troops in the face of the Duergar threat. It also seems that you are in danger while you are in Saragost," she nods at the wine bottle. "I for one think it is fortuitous. You should not stay here . . . and conveniently there is something else for you to do outside of Saragost."

"Should you choose to take to these villages I will do my best to keep you informed of events here in your absence. I have some idea that you are important to the matters at hand . . . I strongly suggest that you hurry. You should make efforts to return to Saragost before the Duergar arrive. I feel that your presence during the battle will be important."

I'll answer questions via comments . . . she sticks around for a bit.

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