Thursday, January 12, 2006

Alev: Return to Saragost

March, 26, 998 CE

After a good night's rest sleeping at the Colombe manor house, we gather our things and head back to Saragost. Lord Padraic gave us a writ to show the captains of the two ships he granted us use of during the hostilities. This will definitely come in handy.

We camp about two hours outside Saragost, rather than risking another encounter at the Flaming Beard.

March 27, 998 CE

We depart for the city early in the morning; hope to reach it at daybreak. As we approach, the missing crowds of people outside the gate is blatantly noticeable. From the tracks, some appear to have traveled to the south, but most appear to have entered the city.

We immediately seek an audience with Lady Arigane. She welcomes us warmly, and we begin discussing the things we have found. She gives us a small map of the old elven sewers in Saragost, and informs us that the "Tump" is most likely at this location. During our conversations she admits having little knowledge of the wizard Petrus or the ones mentioned in his notes that we found. Nor did she have any idea how an entire village could have just be lifted out of the ground. I wonder if the wizard who ruled there really was that powerful. Guess we will have to search out that answer when we have more time. Lady Arigane does inform us that Michael Dunlavy and she were able to convince the council to move the people inside the city and then sort them out. Looks like our move to convince Dunlavy was a good one. I will definitely have to keep this in mind.

After our discussion with Lady Arigane, who Rygorh surprisingly did not lose his temper with, we decide to break up and search different areas of interest in the city. Rumus, Tilk and Neil go over to the Hall of Echoes to search more on the Starborn of the last cycle they found out about. Rygorh and Casey went to the Church of Firinna to see what new information they had. Myself and Seebo, who still insists on being called The Knife, so I will, go searching out more information about the burglaries and speak with the ship captains. As we go over the reports in the magistrate's office regarding the thefts, we notice two things immediately. None of the warehouses hit belonged to Count Crastic, amazing considering his wealth, and the majority of them were alchemical components. After further study, it appears they have enough alchemical materials to set off a large explosion, most likely blow down one of the city gates or severely damage or crumple a section of the wall. Nasty business. The Knife and I immediately seek an audience with the Council and inform them of our findings, also stating that the most like spots of storage or use would be a building very close to a wall or gate. They take the warning with a grain of salt, as I expected, looks like another thing we must resolve without their aid.

From there, The Knife and I talked of strategies for dealing with the Midnight Enclave. The idea of him infiltrating the organization came up and he decided to would try to do that while I went and spoke with the ship captains. We split off and agree to meet up at the Flaming Beard later. The meetings with the captains goes smooth, they both acknowledge the writ and offer to follow our orders as necessary, as long as it doesn't endanger the ship, crew or Colombe family merchant company. All as expected.

Meet up with everyone back the Flaming Beard later on and we decide to search out this "Tump" in the sewers. So, off we go traipsing through the muck and stench, poor halflings are up to their waists in that vileness. We come across a solid black door. After Neil touches it, it disappears and a dozen or so shadows escape from the confines of the room. Neil immediately turns a few of them, trapping them in the room, as they seem to not be able to go through the walls. We take them out; well, Rygorh does as he is the only one with a magic sword, something which we should all work to rectify soon. This place is safe; I can feel it in my bones. I suggest we rest here until we can remove the bounty on Rumus's head. The Knife decides to stay topside as he wants to see if his attempt to contact the Midnight Enclave worked. The others aren't happy about staying here either, it is like a coffin, but the symbols of the zodiac light up at night time providing a light luminescence. I like the comfort and feeling of security. And honestly, the walls remind me of home.

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