Inasmuch as Frumious considered himself an owner of possessions, the globe of light was one of the few things that was his. It was loyal only to his commands, and seemed to shy away from the handling of his compatriots, even Grigor, who Frumious no longer was ashamed to admit was more knowledgeable about certain things than he was, particularly when it came to magic.
Over the course of the last few days, however, Frumious had learned that this particular sphere of illumination wasn't a something so much as it was a someone. He had identified himself as Percival.
Now, about that pronoun "He:" The only other Percival whom Frumious had ever heard of came from a story that Linna used to tell the Hawthorne brood of a certain age. Sitting around the fire after supper and chores and Libram studies were complete, Linna would gather Porter, April, Jolene, Frumious, and Mercy onto the hearth carpet and spin the tale of a First-World knight and champion of Omnos, the gnome who ventured forth into dark forests and foreboding caverns, ever in search of innocents in need of strength and a symbol to reward their faith. Linna had a habit of combining old-world folklore and neo-Omnian concepts, but the stories rarely suffered for it. Against the walls behind her, the flickering firelight put on an impromptu shadow puppet play, and Frumious would often see the brave knight Percival raise his sword against bears, dragons, and other terrifying beasts.
Percival was a good name. The archon might not be a champion, but Frumious liked knowing that he was always around, looking out for him. He took comfort in his musical sing-song voice, was enamored of both his ambition and accompanying self-doubt, and now that the two long-time companions were acquainted, Frumious could almost convince himself that Percival now glowed brighter than he ever had before.
Wicker
Wednesday, February 25, 2015
Tuesday, February 24, 2015
Communique #6
Grigor,
It has been
one week since my last missive. I hope this finds you well and in good health.
I finally
got Father Theodore to quit trying to make a priest out of me, although it took
a small confrontation to do it. I finally snapped and basically told him the
real reason behind my interest in his books. He took it rather well, but began
asking me all sorts of questions regarding you and the others. I tried to be
courteous but also hold my consul, but – and I hope you’ll forgive me – I wound
up letting a few things slip. Most notable was he found out that you and I are
in communication although he doesn’t know the exact means we use. This shocked
him, and when I gently turned the tables and began questioning HIM, I learned
something that you may find very interesting indeed.
The spring
from whence our esteemed village gets its name has magical properties –
specifically it stops and shields from any magical summoning, transportation,
or scrying. As Theodore put it, to someone who can scry or use divination magic
Halvenspring is “a hole in the grid.” He mentioned a few other effects that are
denied, I can’t remember them all but what I do recall are: message, sending,
locate object, and locate creature.
Having
learned that information I began looking at my neighbors in a new light. Did
you know that fully half of the population has been in the village for less
than 50 years? Oh sure much of it is cross pollination with Templemount and
Halvenstomb but still. Add that to the suddenly revealed abilities of men like
Marc Risus and Klaus Steelpick, and your own rather mysterious family history
and I begin to wonder how many of my neighbors are in hiding? And from what and
why? Even Father Theodore is now something of a mysterious figure – I can’t
believe he is just a simple parish priest after watching him fight off the
Redcaps weeks ago.
The palisade
is done. Marc Risus and your father continue to drill all abled bodied people nightly
(breaking for Massday at Theodore’s insistence). They have approached the Grey
Circle for funds, even if from a separate local tax, to provide a weapon to
each villager. This was, oh about five days ago. Yesterday Slighnigh rode in
and pulled Pharun and Marc Risus aside. I happened to be passing by and managed
to overhear. Slighnigh told them that asking for weapon funding – how he heard
about it I don’t know – on top of the palisade looks too much like arming for a
rebellion against the Baron. The palisade he could overlook because of the
Redcap attack, but the nightly weapon drills are alarming, and the providing of
arms is just too much. They were ordered
to ratchet it down a few notches or risk the Baron’s displeasure. The
impression I got was that the Baron was already displeased but that Slighnigh
had been speaking on behalf of Halvenspring, using the Redcap attack as
justification. Marc Risus’ answer to that was direct, and I quote: “If the
Baron wants to saddle up and clean out the Tainted Wood we’ll be happy to relax
and “calm down” afterwards. Otherwise we’ll follow the laws and get him our
taxes, but we’ll be prepared to defend ourselves against anyone who threatens
us. Anyone.” Slighnigh rode out within the hour.
The first
floor of Klaus Steelpick’s tower is now finished, and in record time. He still
comes out for his nightly walk, but his demeanor has changed – he seems to be
troubled and often broods. Four days ago a dwarven merchant came into town, but
went straight to Klaus’ tower. He left
in a hurry a few hours later – never even unpacked his wares. So perhaps that
has something to do with his mood. It’s either that or when he went that night
out to Salavic’s shop in the woods. I don’t know if I’ve mentioned Salavic to
you yet, but he’s another new addition. He built a small shop/residence about a
mile outside of town in the Firnockt where he weaves baskets and makes simple
toys. He is not very sociable but seems harmless enough. There was something
else about him I wanted to mention, but it escapes me at the moment. Regardless
it was the next day when I noticed that the usually friendly and gentle Klaus
was troubled and distracted. Now that I think about it, I don’t know that I’ve
heard from or about Salavic since.
Finally we
have a new farmer that moved from Woodspear named Eric Plowman. It is a small
household made up of him, his son Toby Plowman, and one hired hand named Melor.
I don’t trust any of them. Wasn’t it the Baron of Woodspear that conscripted
you guys ten years ago? Anyway the Plowmans seem to be asking more questions
than actually farming. The son Toby in particular has been eyeing me
personally. I caught him using a Detect Magic spell – the wizard variant – in the
Sleeping Dragon. I disrupted his casting with a Prestidigitation of my own. He
and I stared each other down across the tavern, un-noticed by the other
patrons, and I think it might have actually escalated if Melor hadn’t have
summoned him home. Needless to say I’m choosing my daily spells differently
now.
Regards,
Osgood
Monday, February 23, 2015
Known Powers of Andara
By Robleon Arcanis
We live in a
magical world. Reality can be altered by
anyone with the talent and time to learn how to do so. Each new spell and
ability however reveals how much more the adept does not know and brings
awareness that for all our magical might we are mice fighting where lions roam.
This treatise is intended to explore the various Powers; beings who either lay
claim to divinity, seem to have some immortal aspect, or are simply beyond the
ability of the average man to contest. As with most of my published works this
volume deals with what is and what might be, and perhaps on the fringes with what
was. Those seeking a practical application of magic will be disappointed –
there are no spells here. No tricks of the trade, only thought, a small bit of
research, and a large helping of speculation.
For more practical things I encourage my readers to seek out the
writings of my esteemed colleague Phineas Whooperill.
First a note
on magic. Magic is a deviation or alteration of the natural order of our world.
It is possible to do such by manipulating the very substance of reality itself,
which is at its most base and pure an act of will and means. When the will and
the means are both the same source and local we refer to it as Arcane. When the
will or the means have a different source or are not local to the temporal
world we refer to it as Divine. The presumption here being the will or source
originating from a concept, personality, or being that is Divine – immortal,
eternal, and of exterior origin. When the deviation or alteration of the
natural world does not involve an act of will, but is merely due to the nature
of a creature, place, or object we refer to it as Supernatural. Let these
definitions stand for the duration of this tome.
Let us now
discuss Gods. Until the advent of
Omnianism it is said that there were no Gods in Andara. This is not true. The
despot who rules the giant empire is referred to as the God-King and has lived
for thousands of years, and the priests who worship him are able to use Divine
magic. The dark cults of Zule, Nath, and Tur worship demons, devils, and dark
things of madness from beyond. What is interesting though is that 1) the notion
of deity does not seem to be foreign to humanity and the Firstborn and 2) there
seems to be a collective understanding of what deity IS, enough to notice its
absence and reject the aforementioned examples as falling short. You can chalk
up humanity’s knowledge as being a hereditary understanding from before their
arrival in Andara (most -including scholars- forget that humanity is an
invasive species), but that explanation does not address the Firstborn, who are
natives to the world. From where then does this seemingly universal concept
originate?
And then
there is of course Omnianism. Again we are confronted with an inherit
understanding. Some agree and subscribe to Omnianism, some choose to co-exist,
and some seem angered by and combative of Omnianism, but no one to my knowledge
has challenged the idea that Omnos is in fact 1) real, and 2) a Deity. Even those
who aggressively want to suppress Omnianism do not challenge the validity of
the faith. If he is a deity from the first world, why was he not revealed until
a moldering book was found? Is he the only deity from the first world? If so
how does non Omnianism divine magic work, and what is its source? If not then
where are the other first world gods? Perhaps one of my readers can use the
information herein to answer one or more of these questions.
The Chronosi
are four monolithic entities that created Andara. Or so our legends say. I find
it interesting that we give them credit for creating a world that was already
there. None the less they are responsible for the world as we know it. Each
Chronosi is unique and has different attributes and spheres of influence. The
Laughing Maid provides life, animals, plants, etc… The Storm Lord or Lightning
Lord provides weather, cold, etc… The Stone King provides heat and shepherds
the existing stone and rock. The Silent
Lady… well she doesn’t really provide anything does she? She dwells in the
ocean, and thereby controls it one assumes, but other than that all she does is
share her hall with the dead. Of the four she is not portrayed as active in any
way. Why? Why is she different?
The Parliament of Owls
The
Parliament of Owls will tell you that they are “an informal group of sages,
wizards, and other intellectuals seeking fraternity in the pursuit of
knowledge.” In reality it is a group of about five friends who correspond and
occasionally meet regarding their various studies and interests. The group was
originally just Bertram and Eramus, but has grown over the past two decades to
include Oscarius, Grovath, and Telmon. All of its members are from and reside
in the Kingdom of the Seven Vales.
Bertram is a
dwarven sage who lives in Northcross. He focuses on studying Tainted Ones,
specifically Steel-Toes and Redcaps. Bertram is not a caster of any sort;
indeed he seems terrified of the idea of using magic himself. He is content to
read, share, and discuss his studies without actual application. He is an older
dwarf whose hair is white. Instead of a traditional beard he has grown out his
muttonchops and bound them with silver bands, leaving his chin and mouth clean
shaven. He dresses in robes that were once very fine but are now grungy due to
neglect.
Eramus is a
halfling wizard who lives in Lakeview. He focuses on studying Awakened of the
Seven Vales. Eramus is a whimsical prankster who seems to take life as it is.
He is overly fond of sweets, not fond of travel, and is rarely completely
sober. He is tall for a halfling and decidedly pear-shaped. He is in his late
middle years and his hair is mostly white, with only a fringe of brown around
the edges. None the less his face maintains a youthful quality and he seems
impossibly energetic for someone of his age and weight. He is often dressed in
simple trousers and a shirt covered by an ornately decorated waistcoat with
color coordinated ascot.
Oscarius is
a human wizard who lives in Dol Bradur. His particular area of study is the
Dragon Wastes and the dragonkin found there. Oscarius has a sour disposition
and tends to be seen as crabby and crotchety. In spite of his frequent comments
suggesting that participation in the Owls is just a waste of his time he has
never missed a meeting and responds promptly to all correspondence. He is short
with a stocky build that does not suggest fat or muscle, merely solid. He is
actually the second youngest Owl (after Telmon), not quite into his fifties,
but carries on as if he was far older than his peers. His dark brown hair and
beard are both cut to the same length (and streaked with grey), about 3 inches,
giving him an almost furry appearance. He wears always a simple coarse hooded
brown robe of the type favored by traveling friars.
Grovath is a
small gnomish wizard who lives in Secondy. He studies the Chronosi and
druidism, and has recently broadened his interest to include the clerical magic
of the Omnian faith. He is far less talkative than his fellow Owls but is
constantly attentive with a focus that can be a little unnerving. When he does
speak it is usually direct and to the point. He dresses in plain trousers and a
tunic, with a hooded cloak that he rarely takes off. He is old, and small even
for a gnome. He wears a monocle on a chain and has a broad square beard and
long white hair. An old injury causes him to walk with a cane.
Telmon is a
human bard from Caer Lewynn. The third
son of an Ashvalian noble Telmon studies the history of the Seven Vales as well
as local folklore. He is the youngest Owl by far, being about 35. He is
goodnatured and easy going, happy to placate Oscarius or jest with Eramus as
needed. He is clean shaven with close cropped hair, and wears good quality but
not flashy clothes. He is the only Owl who is regularly armed, carrying a short
sword as a matter of habit. Occasionally he can also be seen with a small steel
shield. Telmon plays several musical instruments but most often travels with a
small mandolin.
Session 23
Date: 2/22/2015
Attending:
Jake, Justin, Dave, Chris, Joey, Aaron
Absent: none
Start Time: 7:15
p.m.
End Time: 10:20
p.m.
XP awarded: 800
Game time
elapsed: 5 days
Enemies
Defeated: none
Notes:
The party
breaks camp in the Steel-Toe excavation, and heads west. That morning Bajol asks Frumious about his
light globe which opens a conversation covering a wide range of topics such as
possible damnation and it’s place within Omnian theology, the process by which
Frumious was ensouled and the effects that had, and the nature of the globe.
Frumious for the first time hears a musical voice in his head.
The Knights
and Bertram pass through Northplain without stopping around lunchtime and camp alongside
the road later that night. The next day is uneventful; Bajol notices that there
is a lot of fertile farm land that is not being utilized. The Knights camp next
to the road again.
Late
afternoon the next day - while out running a hail storm- they come to the town
of Stardance, which is surprisingly fortified by design. After restocking on supplies they took a room
at the North Star inn, which was run by a plump matronly woman named Sandy.
Sandy lets them know that the “Knights of Mist Valley” had passed through a day
before. She overheard one being called Icabod.
Also at the
North Star was a bard who sang several songs. Grigor invited him over to drink.
The bard, who introduced himself as John, was extremely nervous but after Bajol
poured a good quantity of hard liquor into him he opened up to Grigor’s
questions. At one point under cover of getting a drink Grigor cast Detect Thoughts
on “John” – which revealed his real name was Stanley. The conversation with
Stanley revealed that there were several different types of Bards, most notable
High Bards and University Bards. The Illmarian University is trying to control
the flow of information, and is very harsh with “unlicensed” bards. Nolan is
identified as a High Bard. Stanley also recognized the group as being the true
Knights of Mist Valley, and reacts to the presence of Fyn. A musical voice,
later identified as the same that Frumious heard, mentally convinces Stanley to
continue sharing and Stanley then tells Fyn that the word had gone out that all
Sosyls are being called home. The Sosyl family is based out of the Choval
Empire, and Stanley suspects that there are planning to move elsewhere (no one
thought to ask why). Grigor is aware that the musical voice casts suggestion on
Stanley to not remember the details of the conversation.
Fyn later
pulls Stanley aside and finds out that the Sosyl family is in fact a criminal
organization, but does not deal in slaves or drugs. They mostly do smuggling
with a few protection rackets, gambling, and brothel running. They are not the
only such organization, and they have a rivalry with the Ruby Syndicate which
is based in Tak-Nor-Vel.
While Fyn
has his private conversation with Stanley, the party heads up to their room to
discuss the musical voice. They determine that it is coming from Frumious’ orb.
After a constant barrage of thoughts from Grigor the orb finally admits that it
is sentient and identifies itself as a lantern archon named Percival. The
Knights learned that Percival has been assigned as a guide to Frumious, who is
about the 57th gnome to be ensouled. There is a hope among the celestials that an
ensouled Firstborn will accomplish a certain task, but what that task is
Percival either doesn’t know or will not say. He also admits to “nudging”
people they have met into being more talkative and fourth coming with information.
The next day
the party left Stardance and headed west, continuing their journey on the southern
road of Avonhollow. After riding all day they camped once again on the side of
the road. The following day they arrived at the road fork and found a large
trapezoidal shaped standing stone with the holy symbol of Omnos carved in it.
Around the base were several small offerings of coin or holy symbols, in a few
cases stacks of rocks. Grigor left a few coins and Frumious prayed briefly before
the party headed north towards Appleton, which they arrived at a few hours
after dark. Riding into town Bertram led them to Ciderhall, the inn. Inside
Bertram greeted the dwarven serving girl familiarly (Ella) and the group was
led to a private room.
Five
individuals were in the room: Eramus, Oscarius, Grovath, and Telmon who with
Bertram for the group known as the Parliament of Owls. Also present was a older
bearded human who was introduced as Marwyn. Bajol suggests that Marwyn might be
a Wanderer, but Marwyn denies this. As the Knights approach Eramus and Oscarius
put aside an argument about whether the world is flat or round and
introductions are made all around. The Knights confer briefly and decide to
tell the Owls and Marwyn everything they have experienced, beginning with the
afternoon long ago when Baron Tullimus and Karl conscripted them into the
Valian army. End Session
Thursday, February 19, 2015
NPC Profile: Tullimus, Baron of Woodspear
Home: The Barony of Woodspear
Public Lore: Baron Tullimus is known to
be an ambitious man who is deeply involved in the intrigues and politics of the
Boarlandian Court. He sees himself as educated, cultured, and refined and tries
desperately to distance himself from the rustic reputation of Mossreach, which
often leads him to curry favor in other Kingdoms. Rarely seen at King Albus’ court
in Caer Wynnic, he is instead a regular at the High King’s Court in Boarlanding
and maintains a residence there. As a local ruler he has little patience for
his subjects whom he sees as rough and unmannered, but also rarely interferes
with their affairs. Most actual ruling of the Barony is done by his Captain of
the Guard in Tullimus’ name. He has been trying to introduce the Sacrathian
concept social elevation by right of birth for the past decade or so, going so
far as to suggest that the nobility is a separate class of humanity that is
naturally and inherently suited to leadership.
Physical Description: Tullimus is a
thin man of sallow complexion. He is of average height, and his thinness is due
to lack of physical activity rather than caused by it. He wears fine clothes of
the latest fashions he has been exposed to, and his pale blond hair is
carefully arranged in a manner that obviously takes time and care. He is about
45 years of age, and looks it. In spite of his obvious fastidious personal
grooming, the veins show under the skin of his face and neck and his eyes have
a constant redness to the lids giving him a constant sickly appearance.
Session 22
Date: 2/15/2015
Attending:
Jake, Justin, Dave, Chris, Joey, Aaron, Martin as Guest
Absent: none
Start Time: 7:05
p.m.
End Time: 10:08
p.m.
XP awarded: 500
Game time
elapsed: 1 day
Enemies
Defeated: 7 Steel-Toes
Notes:
The session
begins with the end of the discussion with Bertram. The party beds down in his
tower. In the morning they awake to find Marcus gone. Bertram tells them that
Marcus has returned to Waymeet to resume “his duties”. Grigor tries to
interrogate Bertram about Marcus’ true purpose in Waymeet, but he is politely
rebuffed (to his ongoing frustration).
Bertram
introduces the party to Orius Kegbreaker, a dwarven ranger who will help escort
Bertram and the Knights to Appleton for the meeting of the sages. Orius has a
pet bulldog named Snort who also accompanies them.
The group
sets out and travels through the countryside. The temperature, already cold,
drops significantly in the evening and the wind picks up. Bertram suggests
trying to seek shelter from a local farmstead and the party agrees. They turn
off the road and head to the nearest, but realize that it’s lights are off –
unlike the other farm houses they have seen that evening.
Investigating
they find that the home has been broken into and the family abducted or killed.
Checking out the barn reveals several dead cattle and a dead creature –
identified as a Steel-Toe – pinned beneath the slain bull.
Bajol and
Frumious ride to the next farmhouse to warn the residents only to see the home
go up in flames upon approach. They find that the farm family is recently
abducted, and the group unites and uses Orius’ tracking skills to follow the
attackers.
The trail
leads to a large rock supporting a collapsed tree, which is hiding a recently excavated
tunnel. Heading in they confront a group of 7 Steel-Toes in a large room. The
Tainted Ones have apparently dug out the tunnel and the room, revealing an old
stone slab with runes and deep groves cut into it. A stack of bodies (the local
farmers) is on the floor, and the most recent abductee has been beheaded and
held upside down over the slab, her blood draining out into the grooves.
Meanwhile two Steel-Toes were rhythmically beating drums made out of gigantic
skulls in a pattern chillingly similar to the profane Redcap ritual witnessed
so long ago.
The Knights
immediately engaged with the Steel-Toes. The drummers continued despite the
fight and the blooded slab began glowing in response until the Knights were
able to attack the drummers and disrupt the music. After a very hard fight the
Knights were victorious and the Tainted Ones slain to a man.
Examining the
stone slab with the aid of Read Magic, Grigor was able to read an inscription
describing it as being a lid to where the “Lord of Eyes” was locked away. They
party determined that this was an Awakened that had not yet been released. Realizing
that they did not have the means to open the lid to slay whatever lay within they
discussed their options. Orius revealed that he was part of a dwarven “group”
that could monitor and or deal with the situation. Grigor then attempted to ask
about the Dwarven organization and was again eluded. The Knights agreed to let
Orius’ “people” deal with the issue and Orius rode off to set things up. The
party then spent a restless night in the burrow, intending to continue on in
the morning. End Session
Monday, February 16, 2015
Journal Entry #15
Osgood,
So I am writing this from the bowels of a freshly excavated mine? I'm not really sure what to call it. Let me catch you up.
After we left Waymeet with Marcus we were on the road for a few days en route to this Dwarven Sage, Bertram. One night while we were camping Marcus let slip that he was "ordered" to Waymeet. (this will be important later) When pressed he became evasive, and we thought it better just to let it go for the night. Also on this journey we were alerted to the presence of a sinister looking dwarf accompanied by 4 henchmen/hired hands. Marcus identified the dwarf as someone named Fingali, and indicated that this person was of the illest repute. We also learned some other interesting things from Marcus.
We spoke to him about the "Wanderers". Apparently, there are 4 Wanderers, one for each cardinal direction. One of the 3 is female, and they meet every five years in a given location to discuss their travels. I believe, at present, there is no Southern Wanderer. Osgood, I would love to figure out where these meetings take place, and be a fly on the wall for that.
*Note to self - develop a spell to turn myself into a fly.
Marcus had info about my paternal grandfather. Apparently he adventured in the South, and my father was his squire. It is more of a lead than I have had in a while. Speaking of families, we also found out Fyn's family runs a crime syndicate in the East. That could prove advantageous.
That was most of what we got out of Marcus, and sooner than later we were at Bertram's Tower in Corkhome. His tower looks a lot like ours, actually, although I hope our workspace will not end up as cluttered as his was.
Bertram was perfectly nice, but only somewhat helpful. I think we were of more use to him than he was to us. He was fascinated in our account of the redcap creation ceremony we witnessed. As a matter of fact most of what we talked about was related to redcaps. We did learn some information though. . . and I will share the bulk of it with you upon my return home. Some of this you should be told face to face. Here is what I can share however.
Tainted ones seem to be tied to the specific demi-human race from whom they are made. This means that there are 4 types (in theory). Redcaps, as we know, are gnomes that have been perverted. Those Wisp-Walkers were once elves, Steel-Toes were once Dwarves, and no one is sure what happens when a Halfling is turned.
Bertram did tell us that he is part of a group of sages that meets regularly to discuss things, and invited us to their next meeting. So, needless to say, we will be stopping in on our way to Halvenspring.
We left the next morning escorted by another Dwarf named Orisus. As we traveled the temperature started to drop. Significantly. There wasn't enough hooch in Avonhollow to keep me warm. Eventually we decided to stop in to a small farm an see if we could take advantage of their barn for the night. As we rode up, we realized that this particular farmhouse was the only one we had seen with no lights on, so we stopped to investigate.
We discovered that the house had been broken into, and a struggle ensued. There was blood everywhere, but no bodies. Bajol and I went to do a perimeter check and look in on the barn. We didn't have to get too close before we realized something was very wrong. All of the cattle were huddled up on the farthest part of the pasture from the barn. The party assembled and then rushed the barn. We found an impressive amount of gore, that led to a large bull in the last moments of it's life. It had gored a . . . creature? who was also in it's last few moments of life. This was, without a doubt, a steeltoe. Massive, an misshapen with, big surprise, large steel boots. Orisus and Fyn did a little tracking and we found the trail. Apparently there were 5 or 6 of them carrying something still alive.
We tracked them to the location from which I now write. It looks like they were digging tunnels looking for something. That something was a door that we stopped them from opening. We surprised them in the middle of a ritual that was very similar to the redcap creation ritual, only this time they were pouring the blood of their freshly slain prey onto the door/slab. A fierce battle ensued and we came very close to being buried in that mine last night. Luckily the tide of battle turned, and we won the day, albeit, not without some close calls. Orisus' dog Snort almost fell in battle, and had it not been for the quick thinking of your brother, he would have surely been lost. Your brother also did a fine job of stopping the ritual from working by casting a spell that cut the ritual off from it's demonic fuel source.
After they Steel-toes were defeated I did a little research on the door, and Bertram posited that it was probably containing an awakened that had yet to be released. A little more study revealed that the inscription on the slab referred to what was behind it as the eyed horror. So, yeah, there is that. We spent some time debating (imagine that) what to do with this place and the thing behind the door. That is when Orisus spoke up and said he knew "some guys" who would be "interested" in "this", and that we could move on and trust they would take care of it. I inquired to the nature of this "group", and, big shock, I got more Dwarven evasion. I am starting to think ambiguity and indirectness are racial traits.
So we leave in the morning, and I hope that this meeting will garner some more in depth information regarding what is coming.
OH, I have to thank you for your kind words in your last message. They really helped me get over the hurdle on leaving the Marquis intact. I am going to make some personal notes after I sign off. No need to be alarmed, I am ciphering them on purpose, and you don't need to bother with decoding them. I am also attaching my sketches of the Steel-Toes, and the slab in the "mine shaft". File them where appropiate.
I hope all is well, and look forward to sitting down with you in person to discuss all we have learned on our travels. Until then, may Omnos guide and protect us all.
Grigor.
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4 Yzwsnux 55-CC
*Pbewsyec bofokvc drkd ro rkc k cyev drbyeqr k nsfsxo ohzobsoxmo sx rsc dbksxsxq.
*Psbcdlybx ny xyd rkfo cyevc (dizsmkvvi). Droi kbo dro wowybsoc dro Mrbyxycs rkfo yp sxnsfsnekvc pbyw dro psbcd gybvn.
*Drobo sc k psxsdo xewlob yp Psbcdlybx.
*Dksxdon Yxoc ymmeb grox cywodrsxq mybbezdc dro wowybi k czomspsm Psbcdlybx sc lkcon yx. Drsc ecekvvi rkzzoxc drbyeqr k bsdekv
*Pbewsyec czomevkdoc drkd iye wecd rkfo k cyev dy lomywo exnokn.
So I am writing this from the bowels of a freshly excavated mine? I'm not really sure what to call it. Let me catch you up.
After we left Waymeet with Marcus we were on the road for a few days en route to this Dwarven Sage, Bertram. One night while we were camping Marcus let slip that he was "ordered" to Waymeet. (this will be important later) When pressed he became evasive, and we thought it better just to let it go for the night. Also on this journey we were alerted to the presence of a sinister looking dwarf accompanied by 4 henchmen/hired hands. Marcus identified the dwarf as someone named Fingali, and indicated that this person was of the illest repute. We also learned some other interesting things from Marcus.
We spoke to him about the "Wanderers". Apparently, there are 4 Wanderers, one for each cardinal direction. One of the 3 is female, and they meet every five years in a given location to discuss their travels. I believe, at present, there is no Southern Wanderer. Osgood, I would love to figure out where these meetings take place, and be a fly on the wall for that.
*Note to self - develop a spell to turn myself into a fly.
Marcus had info about my paternal grandfather. Apparently he adventured in the South, and my father was his squire. It is more of a lead than I have had in a while. Speaking of families, we also found out Fyn's family runs a crime syndicate in the East. That could prove advantageous.
That was most of what we got out of Marcus, and sooner than later we were at Bertram's Tower in Corkhome. His tower looks a lot like ours, actually, although I hope our workspace will not end up as cluttered as his was.
Bertram was perfectly nice, but only somewhat helpful. I think we were of more use to him than he was to us. He was fascinated in our account of the redcap creation ceremony we witnessed. As a matter of fact most of what we talked about was related to redcaps. We did learn some information though. . . and I will share the bulk of it with you upon my return home. Some of this you should be told face to face. Here is what I can share however.
Tainted ones seem to be tied to the specific demi-human race from whom they are made. This means that there are 4 types (in theory). Redcaps, as we know, are gnomes that have been perverted. Those Wisp-Walkers were once elves, Steel-Toes were once Dwarves, and no one is sure what happens when a Halfling is turned.
Bertram did tell us that he is part of a group of sages that meets regularly to discuss things, and invited us to their next meeting. So, needless to say, we will be stopping in on our way to Halvenspring.
We left the next morning escorted by another Dwarf named Orisus. As we traveled the temperature started to drop. Significantly. There wasn't enough hooch in Avonhollow to keep me warm. Eventually we decided to stop in to a small farm an see if we could take advantage of their barn for the night. As we rode up, we realized that this particular farmhouse was the only one we had seen with no lights on, so we stopped to investigate.
We discovered that the house had been broken into, and a struggle ensued. There was blood everywhere, but no bodies. Bajol and I went to do a perimeter check and look in on the barn. We didn't have to get too close before we realized something was very wrong. All of the cattle were huddled up on the farthest part of the pasture from the barn. The party assembled and then rushed the barn. We found an impressive amount of gore, that led to a large bull in the last moments of it's life. It had gored a . . . creature? who was also in it's last few moments of life. This was, without a doubt, a steeltoe. Massive, an misshapen with, big surprise, large steel boots. Orisus and Fyn did a little tracking and we found the trail. Apparently there were 5 or 6 of them carrying something still alive.
We tracked them to the location from which I now write. It looks like they were digging tunnels looking for something. That something was a door that we stopped them from opening. We surprised them in the middle of a ritual that was very similar to the redcap creation ritual, only this time they were pouring the blood of their freshly slain prey onto the door/slab. A fierce battle ensued and we came very close to being buried in that mine last night. Luckily the tide of battle turned, and we won the day, albeit, not without some close calls. Orisus' dog Snort almost fell in battle, and had it not been for the quick thinking of your brother, he would have surely been lost. Your brother also did a fine job of stopping the ritual from working by casting a spell that cut the ritual off from it's demonic fuel source.
After they Steel-toes were defeated I did a little research on the door, and Bertram posited that it was probably containing an awakened that had yet to be released. A little more study revealed that the inscription on the slab referred to what was behind it as the eyed horror. So, yeah, there is that. We spent some time debating (imagine that) what to do with this place and the thing behind the door. That is when Orisus spoke up and said he knew "some guys" who would be "interested" in "this", and that we could move on and trust they would take care of it. I inquired to the nature of this "group", and, big shock, I got more Dwarven evasion. I am starting to think ambiguity and indirectness are racial traits.
So we leave in the morning, and I hope that this meeting will garner some more in depth information regarding what is coming.
OH, I have to thank you for your kind words in your last message. They really helped me get over the hurdle on leaving the Marquis intact. I am going to make some personal notes after I sign off. No need to be alarmed, I am ciphering them on purpose, and you don't need to bother with decoding them. I am also attaching my sketches of the Steel-Toes, and the slab in the "mine shaft". File them where appropiate.
I hope all is well, and look forward to sitting down with you in person to discuss all we have learned on our travels. Until then, may Omnos guide and protect us all.
Grigor.
5 -CC
Hmnhpjs Xyjb:
1 Bmtqj Hmnhpjs
2 Hfwwtyx
1 Tsnts
2 Gfd Qjfajx
4 Yzwsnux 55-CC
*Pbewsyec bofokvc drkd ro rkc k cyev drbyeqr k nsfsxo ohzobsoxmo sx rsc dbksxsxq.
*Psbcdlybx ny xyd rkfo cyevc (dizsmkvvi). Droi kbo dro wowybsoc dro Mrbyxycs rkfo yp sxnsfsnekvc pbyw dro psbcd gybvn.
*Drobo sc k psxsdo xewlob yp Psbcdlybx.
*Dksxdon Yxoc ymmeb grox cywodrsxq mybbezdc dro wowybi k czomspsm Psbcdlybx sc lkcon yx. Drsc ecekvvi rkzzoxc drbyeqr k bsdekv
*Pbewsyec czomevkdoc drkd iye wecd rkfo k cyev dy lomywo exnokn.
Wednesday, February 11, 2015
Session 21
Date: 2/8/2015
Attending:
Jake, Justin, Dave, Chris, Joey, Aaron
Absent: none
Start Time: 7:40
p.m.
End Time: 10:30
p.m.
XP awarded: 415
Game time
elapsed: 4 days
Enemies
Defeated: none
Notes:
The session
opened with discussion of what 3rd and final pick each party member
was going to make from the 1st tier Scrolls of Heroic Legend.
Conversation with Marcus about wicker and the Puppet King reveals he knows of a
figure from folk tales known as the Wickerwight. The Knights think this is
connected or another name for the Puppet King.
The Knights
leave Waymeet the next morning accompanying Marcus Oakcask to Northcross to
meet the dwarven sage, after Fyn buys a horse named Elmer. They head east on
the road. The evening of the second day they camp on top of a hill overlooking
the crossroad south. That night a group of 4 mercenaries led by a cruel looking
dwarf pass through on the road. Fyn moves down to spy on them, and the dwarf
pauses to look south, and then tells the mercs that they move west keeping to
the plan.
Marcus
identifies the dwarf from Fyn’s description as a dwarven warrior named Fingali
– someone Marcus clearly finds distasteful. The Knights attempt to pump Marcus
for information on every person and thing they can think of. Things that they
gleaned:
*Marcus lets
slip that he is in Waymeet because “they sent him to watch…” but then catches
himself
*There are 3
current Wanderers, but four potential, each named for a cardinal direction. One
of the three is female. Every five years
the Wanderers supposedly meet in a specific bar to the south to share news and
swap tales.
*He met a
bard or sorcerer about ten years ago who was fleeing from a military operation
in the Hidden Hills. The party suspects this may have been Kellen.
*Albaer Dragomir
did most of his adventuring in the South and his son was his squire. He
disappeared some time ago.
*The Sosyl
family runs a powerful crime syndicate in the East; Fyn’s dad may have been
working for the King of the Seven Vales as a political arrangement of some
kind. The Sosyl Syndicate is run by a patriarch who had six sons and five
daughters. Fyn would be the patriarch’s grandson. Marcus says there is another
Sosyl in the West who is supposedly watching something.
The next
morning the Knights take the southern road and ride until Corkhome, an
unremarkable but large-ish town, where they rest for the night in the Corkhome
Inn. Corkhome has a shop called Extraordinary Arms, which didn’t have anything
of interest for the party this time around.
The next
morning the Knights continue south and arrive at Northcross that evening. They
meet the dwarven sage, Bertram, in his tower and have a long discussion.
Highlights of the discussion:
*Frumious
reveals that he has a soul through a divine experience in his training.
*Firstborn
do not have souls (typically). They are the memories the Chronosi have of
individuals from the first world.
*There is a
finite number of Firstborn.
*Tainted
Ones occur when something corrupts the memory a specific Firstborn is based on.
This usually happens through a ritual – such as the redcap creation the Knights
witnessed 10 years ago.
*Gnomes are
corrupted into Recaps, Elves into Wispwalkers, Dwarves into Steeltoes, and no
one knows what halflings are corrupted into.
*Frumious
speculates that you must have a soul to become undead.
*Bertram
belongs to an informal group of sages; they will be meeting soon and the party
is invited to come along to the meeting.
End Session
Sunday, February 1, 2015
Communique #5
Grigor,
Greetings
from home. Things have been relatively quiet in Halvenspring the past few days.
Construction on the palisade continues as does militia training, but there is
no major news to report. Slighnigh is apparently well enough to travel; he
passed through yesterday. He is doing an unofficial census of the outlying
farms and cottages to see if there were any other Redcap deaths. He seemed
impressed with the preparations of Halvenspring but cautioned us against being
alarmist. In his words redcap attacks are not unknown but tend to be few and
far between. Marc Risus and Pharun calmly listened to his counsel and then
asked if the Baron was going to interfere with Halvenspring’s actions.
Slighnigh just shook his head and replied, “Not yet,” and then went on his way.
In your 8th
journal entry you asked me to keep a look out for divine magic related
writings. So I began nosing around at Father Theodore’s church, reasoning that
if any had come through with the surge of merchants this year he would have picked
them up. Unfortunately he took this interest as me answering some sort of
calling like my brother Frumious did, and now I can’t walk past the man without
getting lectured in Omnianism. You got one Hawthorne to don the frock - back
off Theodore! This has not produced any new lore for your collection by the
way, only aggravation for me.
This crow
man that you asked me to look into, and have mentioned several times: I think it
maybe connected to several figures referred to in a few texts we have. I have been
working on some theories as I peruse and study. One theory is that the Carrion
King, the Rook Lord, and the Battle Wraith are all the same being. They all have a crow motif or connection,
although the Rook Lord calls them rooks, and the Battle Wraith refers to
ravens.
The Carrion
King follows plague and battle fields with a swarm of crows that feast on the
fallen. When he visits a house or city death soon follows.
The Rook
Lord supposedly lives in a mountain top tower to the north, and his rooks fly
far and wide gathering secrets and stories. The parapets of the tower are
decorated with the bodies of those who tried to share forbidden secrets or find
tabooed lore. A few elven heroes have sought him out for hidden knowledge with
various levels of success.
The Battle Wraith
is a figure that appears suddenly over battle fields before the fight. It usually
appears in a flock of ravens, and observes the battle. Battles where the Battle
Wraith is present are always incredibly bloody, and warriors find themselves
unable to flee, fighting with a savagery to the last man.
You can see
why I think they might be one and the same, or at the very least connected. All
are connected with death, and all are for the most part passive –their presence
has some sort of effect and they appear as a reaction to an event rather than
causing one.
As for your
request that I look for things related to “shadows, wicker, and crows” the
closest I’ve come is a fragment that says:
Four
survived the final battle and passed through to exist in a diminished state:
one who walks with birds and death, one who walks with sticks and madness, one
who lives in shadows , and one who stays hidden.
I have come
across no writings that mention a jester, outside of common tales etc…
I have
nothing on an Azure Guard – you have recognized the similarity in name to the
Order of the Blue Mount I assume?
The Void is
frequently mentioned, although rarely addressed. It seems to be that which is
outside of creation. Summoning spells are said to bring forth from beyond the Void,
implying that there is more out there. Supposedly human and orcs came from “across
the Void.”
Which brings
us to one of my other theories. What if the Shard Peoples did not come, but
were brought? If there are other worlds beyond the Void, is it possible that
this is a prison creation of some sort? It might explain the recycled nature of our world.
You asked
about early Firstborn settlements; there don’t seem to be any that we know of.
Occasionally there are locations mentioned (see my notes about the Hanging Tree
in previous communication) but nothing I’ve found that refers to a city or
town. Remember that time period predates written record; all we have is oral
tradition written down by humanity AFTER they began to colonize the north.
As for the
mirror in magical practices – it is used as an arcane symbol for doors,
transitions, and self. This is in addition to an obvious application in scrying
and reflection.
The Silent
Lady is in her halls beneath the sea, everyone knows that (I’m surprised you
asked). But your question got me to thinking – where is the Laughing Maid? The Lightning
Lord is in Enternal Ice, The Stone King is in Caulderon, but there is no common
lore on the Laughing Maid’s location.
A final note
regarding your “cowardice.” Based on your description of events I would hardly
call you a coward. Your intent and your will was to do the “brave thing,” your
inability to perform that action was based on group dynamics and your
willingness to compromise – not your fear of the act. If your party had voted
otherwise would you have gone through with your plan? If so then you are no
coward sir.
Regards,
Osgood
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