- The Elf Lands, in area, are a little smaller (maybe two-thirds) than the human lands. Maybe. The lands are a rough circle, and it generally takes 20 days (or so) to ride a horse from one end of the Elf Lands to the other.
- However, there is a faster means of transport - each main Elf city has a device which transport between the city in question, and the Capitol. These devices are called 'the device'.
- The Elf Capitol is called Trademeet. Eight other cities have devices to teleport between the Capitol and that city.
- The devices have been around since the start of Elven history, which goes back 4500 years.
- The Elves originated when the gods were bored, and desired beings to dance and make their lives less tedious with love and artistic endeavors.
- The terrain of the Elflands is much less variable than the human territory - lots of plains broken up by forests, with rivers and the occasional hill.
- There are a few mines - but not as much industry as in the Empire. Most of the ore dug is of higher quality than the human mines, but MUCH less of it is accessed.
- Elves live about twice as long as people do, with 300 being possible but quite rare.
- The Elven government is more along family/tribal lines; occasionally large groups will gather to talk about large projects (like constructing roads, or trade regulations). There is a High Council with representatives of each family group meeting once every year, too.
- Families are organized by female lines; a male Elf will marry into a family, giving up the family of his birth. The opposite happens, too - but rarely. Family leadership is generally by age, ability, and will; women slightly outnumber men in government/leadership positions.
- The leader of the High Council is Glindea Au'Rean; she's held the position for 24 years. The First is chosen by the Council when the previous first is ready to leave (or, rarely, is impeached); Glindea is a fairly popular First, though, and generally goes along with the High Council's decisions.
- Justice seems to be meted out at the individual level, when appropriate; for the most part restitution and rehabilitation is applied except for horrific crimes, or the insane.
- The elves don't breed as quickly as people; family sizes of three are uncommon, four are rare, and more than four children in a family is almost unheard of.
- If you had to guess, you'd think there were about a tenth as many elves as humans.
- Technologically they seem about as advanced as humans - their weapons are similar to human weapons, but with each element of design seems built with an eye to aesthetic appeal as much as functionality.
- The Elf Gods are as follows:
- Tir'Na Niogh; Goddess of Family, Organization, and Magic (NG)
- Allundrielle: Goddess of Nature, Moon, Poetry, Beauty, and Wine (CG)
- Zhen: God of Wisdom, Language, Mysteries, and Exposing the Unseen (LG)
- The Elves also honored JOVAN until quite recently. Another God - KinThia Marquille - is seen as a trickster god - like Coyote in certain Native American pantheons. Maybe KinThia might best be described as a demi-god; her alignment is CN but with good tendencies.
- The High Priest of the Elves is (was?) Gorioh Moliere; he was fairly old and feeble when the Elves you met left the Elf Lands, though. Elven priests exist outside - or maybe parallel to - the general Elf governance. Gorioh could cast 4th circle spells.
- The Elves don't, in general, dedicate themselves to one god or another - the priests honor and give each god their due, as appropriate.
- Elf wizardy is seen as a skill, like metallurgy or singing, which anyone with the will and time can learn (but few can master). Magic training is informal and fairly well-distributed; sharing spells and even trading spell-books are common. There are stories of casters who could cast 5th circle spells, but none widely known to currently exist - a few can cast 4th circle spells; almost every family has at least one person who can cast 2nd circle.
Being the record of an heroic adventure through a rich and monotheistic fantasy world!
Friday, December 5, 2014
Some information about the Elves
From traveling and conversing with the Elves for a month or so, the following information was gathered:
Thursday, December 4, 2014
The Human Gods (revised) and the party
JOVAN was the human God. As a monotheistic faith, JOVAN was dominant in all spheres of influence, touched everything the humans did, and granted spells to the faithful; under HIS influence the Church of JOVAN came to have great influence over the human Empire's development. JOVAN was, in a traditional alignment scheme, NG.
JOVAN is now dead. HE has one priest left, a scattered few relics, and some Paladins who still pay HIM some sort of regards. In HIS wake are the new human gods:
Most of the worshipers of the above Gods are insane, by any regards. It is a dark time for the human Empire!
Currently, the party casts as equivalent as 2nd level priests. They have each chosen two domains, with the abilities of each domain and one 1st level domain spell per day; they can each cast a 1st level cleric spell and 2 0th level spells each day, too. If anyone takes a level in any divine-casting class these spells are in addition to any of those spells; and the effective caster level for any cleric spells or abilities will be increased by two.
Freeing JOVAN also gave the party a permanent +1 to all saves as JOVAN's boon.
The spells and powers the party has do not come from any particular deity, and no powers need be invoked to use them. Starting at 3rd circle, these and more powerful spells must come (at least in part) from a deity's beneficence.
JOVAN is now dead. HE has one priest left, a scattered few relics, and some Paladins who still pay HIM some sort of regards. In HIS wake are the new human gods:
- AELAEPHIXIA is generally represented as a tall woman wearing full armor and holding a spear. SHE is generally associated with war, battle, the moon, courage, and strength; SHE is Lawful Evil.
- ASHELOIATAUR wears a faceless and formless-but-well-formed humanoid shape when appearing. HE is associated with faceless masses, anonymity, magic, and the hidden/unseen. HE is CN.
- YAOLNAIGH is a wizened old man with a beard and a smile that appears variously congenial and insane. HE is associated with madness, mysteries, mortality, and penance; HE is CE.
- SITHRAK is a strange, somewhat bestial humanoid, with stringy patches of hair and an extra joint is HIS arms and legs. HIS influence is that of control (especially over monsters and other humans) and slavery, trickery, and the night. HE is NE.
Most of the worshipers of the above Gods are insane, by any regards. It is a dark time for the human Empire!
Currently, the party casts as equivalent as 2nd level priests. They have each chosen two domains, with the abilities of each domain and one 1st level domain spell per day; they can each cast a 1st level cleric spell and 2 0th level spells each day, too. If anyone takes a level in any divine-casting class these spells are in addition to any of those spells; and the effective caster level for any cleric spells or abilities will be increased by two.
Freeing JOVAN also gave the party a permanent +1 to all saves as JOVAN's boon.
The spells and powers the party has do not come from any particular deity, and no powers need be invoked to use them. Starting at 3rd circle, these and more powerful spells must come (at least in part) from a deity's beneficence.
Friday, October 3, 2014
Joven, changes in the Empire, and into another crypt
Picking up the pieces after the adventures in the tomb / attack by the cultists, the party and elves survey the scene. The dead Elf is buried with a modicum of pomp and ritual, spells are exchanged between mages, and our merry band of adventurers decides to escort the Elves to Joven.
Everywhere the Elves go they get looks - they tower over humans, being on average seven feet tall (the commander is pushing 8 feet), and have a willowy, otherworldly look to them. Being accompanied by some guardsmen - even such rough customers as our band of heroes - more than likely helps it from only being quizzical looks - but they're firmly in the uncanny valley for most humans, so maybe it's just seen as part of the general fuck-up-ed-ness of everything these days.
And the fuck-up-ed-ness has been ramped up recently, with the death of all the priests of Joven (well, except for a few) - the Militia is holding on, but just barely.
In Penumbria they hear of changes to the Empire - martial law has been declared as Sal tries to keep things together, and the priest in town - trained by Darbauw at the asylum - appears to think he is at least half dog. In Applo the elves take a quick look through the tomb, and state they'd like to spend more time there, after diplomatic ties are established. Then on to Joven!
Sal is glad, as far as he gets glad, to see the party, and had supper sent in for everyone. Chit chat chit chat and the party finds some things out about the world - the cultists appear to be mutating into a service organization, helping to heal the sick and wounded now that the Empire has no priests of its own. They're still attacking settlements - around all three towns the party travels into/through are refugee camps - but they seem to be targeting infrastructure, and replacing it with themselves.
AofEk learns some spells and makes some shit and generally fucks around in a lab, as mages do. Horace gets wasted and finds trouble, as rogues do. Cimbri, after being a horrible motivational speaker in Penumbria, tries again - but this time his message is intended to rally the homeless to join the militia, at which he is significantly more successful - overall, from his speech and actions, a good four hundred people sign up for the Empire (that's almost half as many people as serve in Joven - quite a sizable increase!)
Somewhere along the way Tara freaks out and sets fire to the Mage Academy, as well. The party shrugs and moves on.
Moves on to the third tomb - up north, near the border between Atlea and Zendea. Again, a group of pilgrims guards the entrance to this tomb - a hole in the ground, this time - but the leader of the group greets the party by saying "Asheloiataur's blessing upon you". Which really is kind of a strange thing to say to our group - but whatevs, they think, as they grimly enter the tomb. Shit's pretty fucked up, after all, and maybe this too is part of the fuckupedness of the world.
The party descends, finds corridors, and has a fight with some spiders - some big and nasty beasts! The battle is pitched and furious, but the party emerges victorious, and....
The curtain falls, for now. What will happen next!
Everywhere the Elves go they get looks - they tower over humans, being on average seven feet tall (the commander is pushing 8 feet), and have a willowy, otherworldly look to them. Being accompanied by some guardsmen - even such rough customers as our band of heroes - more than likely helps it from only being quizzical looks - but they're firmly in the uncanny valley for most humans, so maybe it's just seen as part of the general fuck-up-ed-ness of everything these days.
And the fuck-up-ed-ness has been ramped up recently, with the death of all the priests of Joven (well, except for a few) - the Militia is holding on, but just barely.
In Penumbria they hear of changes to the Empire - martial law has been declared as Sal tries to keep things together, and the priest in town - trained by Darbauw at the asylum - appears to think he is at least half dog. In Applo the elves take a quick look through the tomb, and state they'd like to spend more time there, after diplomatic ties are established. Then on to Joven!
Sal is glad, as far as he gets glad, to see the party, and had supper sent in for everyone. Chit chat chit chat and the party finds some things out about the world - the cultists appear to be mutating into a service organization, helping to heal the sick and wounded now that the Empire has no priests of its own. They're still attacking settlements - around all three towns the party travels into/through are refugee camps - but they seem to be targeting infrastructure, and replacing it with themselves.
AofEk learns some spells and makes some shit and generally fucks around in a lab, as mages do. Horace gets wasted and finds trouble, as rogues do. Cimbri, after being a horrible motivational speaker in Penumbria, tries again - but this time his message is intended to rally the homeless to join the militia, at which he is significantly more successful - overall, from his speech and actions, a good four hundred people sign up for the Empire (that's almost half as many people as serve in Joven - quite a sizable increase!)
Somewhere along the way Tara freaks out and sets fire to the Mage Academy, as well. The party shrugs and moves on.
Moves on to the third tomb - up north, near the border between Atlea and Zendea. Again, a group of pilgrims guards the entrance to this tomb - a hole in the ground, this time - but the leader of the group greets the party by saying "Asheloiataur's blessing upon you". Which really is kind of a strange thing to say to our group - but whatevs, they think, as they grimly enter the tomb. Shit's pretty fucked up, after all, and maybe this too is part of the fuckupedness of the world.
The party descends, finds corridors, and has a fight with some spiders - some big and nasty beasts! The battle is pitched and furious, but the party emerges victorious, and....
The curtain falls, for now. What will happen next!
Wednesday, September 24, 2014
The book that James found
It's a 15-page document, so instead of posting the text here, I've posted it to my Google drive. Here's the link:
https://docs.google.com/document/d/1GcO1adBwigq3YCdzCNuB2fOzP35sRY1ziJHfbuSJIb0/edit?usp=sharing
Good luck! Info on the Elflands to follow in the next couple of days.
https://docs.google.com/document/d/1GcO1adBwigq3YCdzCNuB2fOzP35sRY1ziJHfbuSJIb0/edit?usp=sharing
Good luck! Info on the Elflands to follow in the next couple of days.
Sunday, September 14, 2014
This portion of the adventure is brought to you by the letter J
Because J is for James - the last priest of the Dead God Joven.
The party rides to Penumbria, having a conversation with General Joachim. More is told than asked, but the General seems happy with the results of the conversation - play the mage guild off against the Senate, induct the mages into the Militia, and go searching for people living outside of the Empire.
The third one doesn't seem like the highest priority for Joachim, but the other two ideas seem pretty good to him.
Next to Penumbria - as quick as possible, where Salamancar is found passed out at a table, drunk. His assistant Fred seems fine with them reviving Sal; the bartender Tony is wary, but ultimately strongly in favor of the plan, telling Cimbri that the other drunks in the bar are Sal's assistants, that Sal will need as Regent, and that he's Sal's secretary. Tony would follow Salamancar "to the ends of the earth, and back, if needed," which seems like an unusual thing for a secretary to the head of the thieve's guild to say.
The party rides, as quickly as possible, away from Penumbria towards Joven, with two carts full of drunks and their gear, the 'bartender' Tony driving the first cart, and a Militiawoman named Sara to drive the second cart.
Salamancar wakes up on the road the next morning, a bit confused at being in a cart, and resistant to the idea of assuming his duties as Regent. But here is reason (1) why J-is-for-James is the sponsor of this episode:
"AofEk. AofEk. Do you want to do this, or should I?"
"Go ahead, James," the mage replies.
James Morrigan looks Salamancar, the Regent of the Empire, in the eyes, and asks, "What oath did you swear?"
Salamancar, hungover and belligerent, pretends to not understand this question.
"You have duties. Was your oath to Joven, or to the Empire?", James asks again.
Salamancar's face shows several different emotions: rage, despair, sorrow, and acceptance, all within the space of several seconds. Then, nodding, he appears to sober up, and expresses to the party his resolve, "I have a hole inside of me, where my god is dead, but I swore an oath to the Empire and I am ready to perform my duties."
After that it's a bit tense, actually, and harsh words are said between Sal and AofEk, but by the end of the day Salamancar and his assistants, the last Paladins of the Empire, agree to take up their mantles, and perform their duties, even though they all feel an emptiness where their god used to live inside of them.
AofEk is surprised to see Sal heal himself from his hangover, and a conversation is had about spells, spellcasting, duties, oaths, and honor. That afternoon they part ways - Sal and the Paladins (and Tony) head to Joven to try and keep the Empire together, and Sara drives the party back to the Black Swamp.
The last thing Sal commands the party to do is "Keep on stirring shit up," which makes the party a little tense, because the command was to do what they've been doing, but it's hard to take commands.
http://en.wikipedia.org/wiki/Oppositional_defiant_disorder
So on to Coriander! Coriander is burned to the ground! That's not really unexpected.
The party searches for an afternoon, finding a few burnt bodies but nothing much of interest; the mages' hut in the swamp is not burnt down, but looks deserted. Heading further into the swamp towards the pull our heroes feel they see a small palisade in the distance, where they want to go, manned by...
Well, maybe 'manned' is not quite the appropriate word. Imagine a person, stretched and elongated by about a foot-and-a-half, and you'll have a good sense of these... beings? People?
Elves. Let us call them by the word that the world will come to refer to these - yes, people - as. Elves!
There is a moment of greetings, which is significantly less tense than some first-encounter-moments our heroes have experienced, where the Elves realize that the party is who they've been waiting for, and are not crazy cultists intent on only murder, and the party realizes that elves are pretty rad. Only one elf speaks Human, granted to him in a vision - a priest of Tir'Na'Nagosh (whose demesne is farmers, hunters, parks, the wilderness, and beauty). Introductions all around!
The Elves guard an entrance to a set of corridors, where there is a door that the elves cannot approach (they are filled with dread/despair/fear/horror/disgust when they get within ten feet of it) - the kind of door with runes and wards that our heroes have encountered before. Turin - the Elf priest - and the party share stories and fables, and AofEk and Wu'ur (an Elf mage) share spells - smiles and good feelings all around. Then a quick rest to re-memorize spells, while Cimbri and Fallia N'ir (the Elf Commander) spar; and into the passage they go.
Unfortunately, the Elves are still unable to approach the door even after it is opened and the wards removed; this causes AofEk no end of consternation. Turin is consulted, who reveals that there will be 'fire and blood' when the party proceeds inward; the Elves tell the party that they will watch the palisades, and keep everyone safe: "We have your back," Turin says. AofEk warns the Elf that our heroes go to kill a god, the god of the Elves, which is an unusual thing to say to a priest, but here is reason (2) why J-Is-for-James-the-last-priest-of-the-Dead-God-Joven is today's sponsor:
"Turin. It will be strange and life-changing. But remember that it is an adding, not a subtracting. New doors opening does not mean old doors close."
And with that, the party descends!
This crypt is much shorter and less walk-for-a-mile-through-underground-corridors than some of the crypts; the party soon comes to a 4-way intersection. To the left is a warded door; ahead is a set of ancient living-and-working spaces; to the right is a warded door, which pulls the party.
Opening the left door - not the one that draws our heroes - we find a room forty feet wide, several hundred feet long, with two 'rivers' of smoky steam travelling lengthwise down the chamber. It's a very odd effect; Cimbri finds the columns to be hot and wet, and the end to be solid but with a different feel than stone. AofEk casts a spell - and at that, demons appear!
On the one side, a 10-foot tall, white skinned man-shaped but featureless figure wearing a... well, a suit of armor made of bottles, is the only way to describe it. On the other side five blob-shaped-men figures emerge.
It's not a very tense fight; of course our heroes finish the demons handily. James summons fire elementals to guard the flank from the smaller creatures while Cimbri and Horace finish the bottle-armor thing. AofEk asks James about his summons, and lack of secret-door finding spells; James says that he's different than he used to be.
And then to the chamber that draws our lads. Opening the warded door, at the ready, we see...
What looks to be a stage, with concentric circular rows of seats descending, like an operating theatre; our heroes enter at the top. Down in the 'stage' part of the room is a study or a den; a fireplace, bookshelves on the walls, and a figure, seated in the middle on a fancy chair, 'reading' a book in 'his' hand. The figure appears unfinished, an amorphous man-shaped figure, but in an instant the party realizes that the formlessness is created by intricate, precise form.
The figure looks up at our heroes, closes 'her' book quickly, and, snapping 'its' fingers vanishes.
Oh. Once more the party has been in the presence of a god.
James clutches his head and sinks to the floor, moaning, and everyone feels a stronger connection to the realm of Gods. AofEk grabs the book the figure held and then casts his run-fast spell, and he and Cimbri race for the surface, where they find a battle just finished; one elf lies dead, the rest are mostly injured but mostly alive, and Turin quivers groaning on the ground. AofEk and Cimbri, with the help of AofEk's raven, take off after the retreating cultists (who attacked the compound); slaying several and generally mopping up.
Horace searches the chamber while James recovers; the room, on further inspection, is shoddy and fake; the bookshelves are painted wood, the fire is colored paper over a natural air vent, the chair is plywood and balsa.
When James recovers, he asks, "Horace - am I okay? How's my hair?" And while the last might seem an odd question, given the nature of the cultists (identifiable by their odd and oddly similar haircuts) an appropriate question. Horace is worried - in a variety of ways, one might suppose, but helps James to his feet; James grabs a book out of the bookshelf - yes, a real book out of the fake bookshelf - and the two return to the compound.
The book the figure held, which AofEk grabbed, was 112 pages, all filled with the same word, over and over:
ASHELOIATAUR.
((The contents of the book James grabbed, and some notes about the Elf lands, will follow in the next posts.))
Exciting times!
The party rides to Penumbria, having a conversation with General Joachim. More is told than asked, but the General seems happy with the results of the conversation - play the mage guild off against the Senate, induct the mages into the Militia, and go searching for people living outside of the Empire.
The third one doesn't seem like the highest priority for Joachim, but the other two ideas seem pretty good to him.
Next to Penumbria - as quick as possible, where Salamancar is found passed out at a table, drunk. His assistant Fred seems fine with them reviving Sal; the bartender Tony is wary, but ultimately strongly in favor of the plan, telling Cimbri that the other drunks in the bar are Sal's assistants, that Sal will need as Regent, and that he's Sal's secretary. Tony would follow Salamancar "to the ends of the earth, and back, if needed," which seems like an unusual thing for a secretary to the head of the thieve's guild to say.
The party rides, as quickly as possible, away from Penumbria towards Joven, with two carts full of drunks and their gear, the 'bartender' Tony driving the first cart, and a Militiawoman named Sara to drive the second cart.
Salamancar wakes up on the road the next morning, a bit confused at being in a cart, and resistant to the idea of assuming his duties as Regent. But here is reason (1) why J-is-for-James is the sponsor of this episode:
"AofEk. AofEk. Do you want to do this, or should I?"
"Go ahead, James," the mage replies.
James Morrigan looks Salamancar, the Regent of the Empire, in the eyes, and asks, "What oath did you swear?"
Salamancar, hungover and belligerent, pretends to not understand this question.
"You have duties. Was your oath to Joven, or to the Empire?", James asks again.
Salamancar's face shows several different emotions: rage, despair, sorrow, and acceptance, all within the space of several seconds. Then, nodding, he appears to sober up, and expresses to the party his resolve, "I have a hole inside of me, where my god is dead, but I swore an oath to the Empire and I am ready to perform my duties."
After that it's a bit tense, actually, and harsh words are said between Sal and AofEk, but by the end of the day Salamancar and his assistants, the last Paladins of the Empire, agree to take up their mantles, and perform their duties, even though they all feel an emptiness where their god used to live inside of them.
AofEk is surprised to see Sal heal himself from his hangover, and a conversation is had about spells, spellcasting, duties, oaths, and honor. That afternoon they part ways - Sal and the Paladins (and Tony) head to Joven to try and keep the Empire together, and Sara drives the party back to the Black Swamp.
The last thing Sal commands the party to do is "Keep on stirring shit up," which makes the party a little tense, because the command was to do what they've been doing, but it's hard to take commands.
http://en.wikipedia.org/wiki/Oppositional_defiant_disorder
So on to Coriander! Coriander is burned to the ground! That's not really unexpected.
The party searches for an afternoon, finding a few burnt bodies but nothing much of interest; the mages' hut in the swamp is not burnt down, but looks deserted. Heading further into the swamp towards the pull our heroes feel they see a small palisade in the distance, where they want to go, manned by...
Well, maybe 'manned' is not quite the appropriate word. Imagine a person, stretched and elongated by about a foot-and-a-half, and you'll have a good sense of these... beings? People?
Elves. Let us call them by the word that the world will come to refer to these - yes, people - as. Elves!
There is a moment of greetings, which is significantly less tense than some first-encounter-moments our heroes have experienced, where the Elves realize that the party is who they've been waiting for, and are not crazy cultists intent on only murder, and the party realizes that elves are pretty rad. Only one elf speaks Human, granted to him in a vision - a priest of Tir'Na'Nagosh (whose demesne is farmers, hunters, parks, the wilderness, and beauty). Introductions all around!
The Elves guard an entrance to a set of corridors, where there is a door that the elves cannot approach (they are filled with dread/despair/fear/horror/disgust when they get within ten feet of it) - the kind of door with runes and wards that our heroes have encountered before. Turin - the Elf priest - and the party share stories and fables, and AofEk and Wu'ur (an Elf mage) share spells - smiles and good feelings all around. Then a quick rest to re-memorize spells, while Cimbri and Fallia N'ir (the Elf Commander) spar; and into the passage they go.
Unfortunately, the Elves are still unable to approach the door even after it is opened and the wards removed; this causes AofEk no end of consternation. Turin is consulted, who reveals that there will be 'fire and blood' when the party proceeds inward; the Elves tell the party that they will watch the palisades, and keep everyone safe: "We have your back," Turin says. AofEk warns the Elf that our heroes go to kill a god, the god of the Elves, which is an unusual thing to say to a priest, but here is reason (2) why J-Is-for-James-the-last-priest-of-the-Dead-God-Joven is today's sponsor:
"Turin. It will be strange and life-changing. But remember that it is an adding, not a subtracting. New doors opening does not mean old doors close."
And with that, the party descends!
This crypt is much shorter and less walk-for-a-mile-through-underground-corridors than some of the crypts; the party soon comes to a 4-way intersection. To the left is a warded door; ahead is a set of ancient living-and-working spaces; to the right is a warded door, which pulls the party.
Opening the left door - not the one that draws our heroes - we find a room forty feet wide, several hundred feet long, with two 'rivers' of smoky steam travelling lengthwise down the chamber. It's a very odd effect; Cimbri finds the columns to be hot and wet, and the end to be solid but with a different feel than stone. AofEk casts a spell - and at that, demons appear!
On the one side, a 10-foot tall, white skinned man-shaped but featureless figure wearing a... well, a suit of armor made of bottles, is the only way to describe it. On the other side five blob-shaped-men figures emerge.
It's not a very tense fight; of course our heroes finish the demons handily. James summons fire elementals to guard the flank from the smaller creatures while Cimbri and Horace finish the bottle-armor thing. AofEk asks James about his summons, and lack of secret-door finding spells; James says that he's different than he used to be.
And then to the chamber that draws our lads. Opening the warded door, at the ready, we see...
What looks to be a stage, with concentric circular rows of seats descending, like an operating theatre; our heroes enter at the top. Down in the 'stage' part of the room is a study or a den; a fireplace, bookshelves on the walls, and a figure, seated in the middle on a fancy chair, 'reading' a book in 'his' hand. The figure appears unfinished, an amorphous man-shaped figure, but in an instant the party realizes that the formlessness is created by intricate, precise form.
The figure looks up at our heroes, closes 'her' book quickly, and, snapping 'its' fingers vanishes.
Oh. Once more the party has been in the presence of a god.
James clutches his head and sinks to the floor, moaning, and everyone feels a stronger connection to the realm of Gods. AofEk grabs the book the figure held and then casts his run-fast spell, and he and Cimbri race for the surface, where they find a battle just finished; one elf lies dead, the rest are mostly injured but mostly alive, and Turin quivers groaning on the ground. AofEk and Cimbri, with the help of AofEk's raven, take off after the retreating cultists (who attacked the compound); slaying several and generally mopping up.
Horace searches the chamber while James recovers; the room, on further inspection, is shoddy and fake; the bookshelves are painted wood, the fire is colored paper over a natural air vent, the chair is plywood and balsa.
When James recovers, he asks, "Horace - am I okay? How's my hair?" And while the last might seem an odd question, given the nature of the cultists (identifiable by their odd and oddly similar haircuts) an appropriate question. Horace is worried - in a variety of ways, one might suppose, but helps James to his feet; James grabs a book out of the bookshelf - yes, a real book out of the fake bookshelf - and the two return to the compound.
The book the figure held, which AofEk grabbed, was 112 pages, all filled with the same word, over and over:
ASHELOIATAUR.
((The contents of the book James grabbed, and some notes about the Elf lands, will follow in the next posts.))
Exciting times!
Thursday, September 11, 2014
A death and the aftermath
The party descends into the crypt, along a path strewn with the dead and the dead-undead, through open secret doors and hidden panels, passing through an open door with runes and wards (In this crypt (asleep/dead/alive) Johrven lies dreaming. Long may he (live/rest)), and finally seeing the last three of the mercenaries and thieves from the lava tubes, past another runed and warded door (Pass through to (ruin/change/rebuild) the world. A (chained/dead/sleeping) god is nigh), picking a lock. The party is furious that the other people who felt the same call as they heeded the call as well, but manage to put their differences behind them enough to let the two thieves and the mercenary enter the next chamber first - where they walk into the open arms of some gnarled and desiccated walking corpses.
It is a deadly fight! The barbarian almost dies! Horace almost dies! It is very exciting! But, the party prevails, and sets off to explore. First to a room with four doors, which seem to correspond to the four elements of the room where Aelaephixia was found. Next to a set of chambers that appear to have once been living and working quarters. Finally a smallish room, with a lower ceiling than the rest, and a man, crucified and vivisected, and apparently still alive
Uh oh.
James and AofEk rush over and begin pulling the large spikes holding the man's wrists and ankles to the wall, as well as the smaller spikes keeping his skin peeled back from his abdomen and chest. "Who was first?" asks the somehow still-alive figure. The party tries to answer with their own questions, but the god is insistent: WHO WAS FIRST? "Aelaephixia," he is told, at which he moans, and says, "Oh - it is war, then."
There is a shuddery moment of doubt and pain and fear, and then Johrven/Joven (for that is who dies here, today - God is Dead) looks at each person and says, "They are coming. Do not trust them. Do not...." And dies, in James' arms.
There is a stunned moment, but then Joven begins to leave, shrinking as if getting farther away. James plucks out his eye as he disappears, until all that is left of the Dead God is his eye, which James hands to AofEk. "I am connected to that," James says, "But I do not care to carry it." AofEk is intrigued and you can almost feel the schemes and plans - but no, that is merely the ground trembling, as if mourning the passing of God.
The trembles and shakings get worse, and the party starts to leave down the long corridor - but with a vicious rumble the hall collapses. Heading back to the room with elemental doors, the party considers their options - until Horace, putting his head into the room of Air, gets gathered into a whirling vortex and lifted bodily upwards. James follows, and there's a tense moment where both AofEk and Cimbri want to go last - but both eventually leave the tomb of the Dead God Joven.
Emerging from... somewhere... the party arrives near a fountain which burbles a few blocks from the Temple - and as the party lands, the watch the ground open and the main Temple collapse down into the earth.
The city of Joven begins to burn.
Uh oh.
Three more people were present when Aelaephixia re-entered the world, who for a variety of reasons were unable to enter the Tomb of the Dead God; Kylie and Francis are missing from Emperor Milosh's house, and Angus is found dead in his cell, his eyes torn out of his head and held in his hands.
Next stop is the Asylum, where after a slightly tense moment the party re-meets Father Darbouw. It's nice to know powerful people - like, for instance, the last two priests in the world, potentially. Darbouw is surprisingly lucid, and asks for assistance in the asylum - they would like some food, and guards. The party agrees and sets off to find some high-ranking militia person.
At this point, Cimbri and Horace both leave to rescue people and their things from burning buildings; Cimbri officially, with a Major to help him move quickly from victim to victim; Horace stealthily, with an eye towards plunder. Both make the city more better than worse, however. James leaves on his own mysterious mission. AofEk commands that the sinkhole which swallowed the Temple be guarded and a perimter set up; once he sees that such a thing is being done, he returns to Milosh's house, where the rest of the party eventually finds their way.
While settling down for a meal, however, a private in the Militia rides up, exhorting the party to come to the Senate hall, where the Emperor has been slain.
Uh-oh.
The party finds the Emperor surrounded by the bodies of a dozen or so cultists, guards in a panic, and pandemonium. They enter the Senate hall, where AofEk speaks to the Senators, calming them (somewhat) and causing some spirited debate. They are tasked with returning to Penumbria to retrieve the Regent, so that he may return to Joven and restore order to the Empire.
Riding out of town that night, General Joachim Chatelain rides for the first hour or so, gleaning what information he can from the party that might help him guide his wounded city through the next month or so, and offering to answer any questions the party might have.
With heavy hearts and weary bodies, the party makes haste for Penumbria.
It is a deadly fight! The barbarian almost dies! Horace almost dies! It is very exciting! But, the party prevails, and sets off to explore. First to a room with four doors, which seem to correspond to the four elements of the room where Aelaephixia was found. Next to a set of chambers that appear to have once been living and working quarters. Finally a smallish room, with a lower ceiling than the rest, and a man, crucified and vivisected, and apparently still alive
Uh oh.
James and AofEk rush over and begin pulling the large spikes holding the man's wrists and ankles to the wall, as well as the smaller spikes keeping his skin peeled back from his abdomen and chest. "Who was first?" asks the somehow still-alive figure. The party tries to answer with their own questions, but the god is insistent: WHO WAS FIRST? "Aelaephixia," he is told, at which he moans, and says, "Oh - it is war, then."
There is a shuddery moment of doubt and pain and fear, and then Johrven/Joven (for that is who dies here, today - God is Dead) looks at each person and says, "They are coming. Do not trust them. Do not...." And dies, in James' arms.
There is a stunned moment, but then Joven begins to leave, shrinking as if getting farther away. James plucks out his eye as he disappears, until all that is left of the Dead God is his eye, which James hands to AofEk. "I am connected to that," James says, "But I do not care to carry it." AofEk is intrigued and you can almost feel the schemes and plans - but no, that is merely the ground trembling, as if mourning the passing of God.
The trembles and shakings get worse, and the party starts to leave down the long corridor - but with a vicious rumble the hall collapses. Heading back to the room with elemental doors, the party considers their options - until Horace, putting his head into the room of Air, gets gathered into a whirling vortex and lifted bodily upwards. James follows, and there's a tense moment where both AofEk and Cimbri want to go last - but both eventually leave the tomb of the Dead God Joven.
Emerging from... somewhere... the party arrives near a fountain which burbles a few blocks from the Temple - and as the party lands, the watch the ground open and the main Temple collapse down into the earth.
The city of Joven begins to burn.
Uh oh.
Three more people were present when Aelaephixia re-entered the world, who for a variety of reasons were unable to enter the Tomb of the Dead God; Kylie and Francis are missing from Emperor Milosh's house, and Angus is found dead in his cell, his eyes torn out of his head and held in his hands.
Next stop is the Asylum, where after a slightly tense moment the party re-meets Father Darbouw. It's nice to know powerful people - like, for instance, the last two priests in the world, potentially. Darbouw is surprisingly lucid, and asks for assistance in the asylum - they would like some food, and guards. The party agrees and sets off to find some high-ranking militia person.
At this point, Cimbri and Horace both leave to rescue people and their things from burning buildings; Cimbri officially, with a Major to help him move quickly from victim to victim; Horace stealthily, with an eye towards plunder. Both make the city more better than worse, however. James leaves on his own mysterious mission. AofEk commands that the sinkhole which swallowed the Temple be guarded and a perimter set up; once he sees that such a thing is being done, he returns to Milosh's house, where the rest of the party eventually finds their way.
While settling down for a meal, however, a private in the Militia rides up, exhorting the party to come to the Senate hall, where the Emperor has been slain.
Uh-oh.
The party finds the Emperor surrounded by the bodies of a dozen or so cultists, guards in a panic, and pandemonium. They enter the Senate hall, where AofEk speaks to the Senators, calming them (somewhat) and causing some spirited debate. They are tasked with returning to Penumbria to retrieve the Regent, so that he may return to Joven and restore order to the Empire.
Riding out of town that night, General Joachim Chatelain rides for the first hour or so, gleaning what information he can from the party that might help him guide his wounded city through the next month or so, and offering to answer any questions the party might have.
With heavy hearts and weary bodies, the party makes haste for Penumbria.
Sunday, August 24, 2014
The aftermath, and making an arrest
The party, a bit stunned, decides to investigate the remaining doors in the tomb complex, finding some magical items of wonderment, two chained and animated skeletons, a suite of abandoned rooms, most likely living quarters, and an enormous room, with odd purple lighting, covered in fungus, and an odd compost heap (a giant one, too - complete with entire logs) in the middle of the room.
Our intrepid band wants nothing to do with this, shutting, locking, and arcane-locking the door on their way out. Then back upstairs, where the survivors were all also touched by Aelaephixia in the same ways as our party... Both Kyrie and the captured priest are catatonic, and will not emerge from whatever dark place their thoughts have run to for the rest of our adventure.
It is discovered that everyone in the complex - not just those in the room with Aelaephixia - have been given a connection to the goddess, all in the same way.
Conversations are had, trust is hesitantly given, and plans are made. First our noble heroes journey farther inside the mountain to see the lake of fire, which is beautiful and majestic - the cave is enormous, the actual lake is majestic, with the occasional bubble of lava bursting into the chamber, and hypnotic heat ripples wave through the room, and what seem like motes of burning ash turn into hand-sized dragonfly-looking 'creatures' that appear to be made of raw lava. One approaches the party, appearing to study them, before rejoining it's fellows in a dance over the magma.
The party is initially dismayed that they are unable to approach closer than 25 feet or so to the lava. But, of course, they find a way to urinate in the lava lake, using the barbarian's rage and the wizard's prestidigitation spell. Because there's majestic beauty of nature, and then there's adventurers and their ways.
Back to the complex to gather their forces, our party and mercenaries and etc head back out into the world. As they emerge from the caverns, they start feeling a... compulsion, or an... itch - something, drawing them to four other places in the world, places like this one, tombs or resting places for other gods:
- West of Spoek, near the border between Atlea and Zendar
- Outside of Coriander in the Black Swamp
- down between the Empress and Basalt in Vallea
- In the city of Joven
It is weird, and a bit off-putting, and our band looks at each other, bonding over their shared horror. Over the next couple of days the Mercenary captain wakes up and goes through some awesome WTF moments, then he and Cimbri declare their mutual beef which they will put off until they reach Joven. The theives also wish to head to Joven, not seeing Lucius, their contact in Bai.
So onward to Bai! Our merry band heads to Lucius Johniah's office, there to gather information regarding the men who were guarding Aelaephixia's tomb. Lucius appears to be agreeable, but points out that he is the executor of the contract, and as stated the mercenaries, since they did not complete their terms of service, were not eligable for full pay or bonuses. This annoys our band, who, in an escalating series of gambits:
- Order Lucius to provide money for the mercenaries
- Order Lucius to violate the terms of the contract
- Order Lucius to provide any and all documents regarding the mercenaries, which he does
- Become angered when other documents relating to the financial arrangements (but not directly to the mercenaries) are not forthcoming
- Arrest Lucius under suspicion of blasphemy and sedition
- Refuse to provide Lucius with his attorney during questioning
- Go through Lucius' safe, reading sealed documents
- Bind, gag, and hood Lucius and drag him outside to the tard-cart
All in all, it's business as usual for our band.
As they leave the city, the party is met by Brett Aingtar, the Captain of the Bai Guard, and asked to come back to the Militia House for a conversation; he reveals that Lucius is the subject of an ongoing, careful, and very legal investigation, so his arrest might not be what's best for all concerned. Revealing their connection to the Emperor and that Lucius might know about the Great Evil Things in the world does not seem to sway him; revealing that 'someone' went through his safe, and that in the course of investigating that break-in many papers might be found and read, does. Brett provides the party three carts pulled by three fast teams of horses - and on to Joven!
At this point, to recap, we have AofEk, Cimbri, and Horace, plus Durim (still incapacitated from delicious grapes). Additionally, the four militia men picked up in Amber are along for what is turning out to be quite a more exciting adventure than was originally planned. Along with them are James, a priest who is struggling (and mostly succeeding) to make sense and process what has happened, another priest of Joven (Kylie) who is horribly burnt and catatonic, and another priest (Francis DeTone) - also catatonic. The mercenary captain (Angus) and his three mercs are along - Angus bides his time before he can fight Cimbri, and the three mercenaries are fairly puzzled but generally happy with the course of events. The two thieves Joline and Chet also tag along to Joven - they were headed there anyway. Finally, the prisoner Lucius Johniah accompanies with poor grace our noble band.
The party is met on the outskirts of Joven by Major Rex Tomboulien, accompanied by a couple of lawyers, 10 militia members, and another 10 or so men-at-arms. A tense moment is had until the party identifies themselves as the Emperor's men, so Rex accompanies them to Milosh's house. Milosh and Lucius are apparently old friends, unfortunately, but Emperor Milosh congratulates the party on performing their duties (stir shit up, and get a feel for what's going on in the Empire). James is a bit star-struck to be in the presence of such an August person as the Emperor, and tells him in a rush the heart of what has happened so far. Milosh invites James to stay in his guest house (with the catatonic priests) before meeting with the high priest, and invites the party back for breakfast - he'll talk to Lucius and smooth everything over with his friend that night.
As they leave Milosh's house, the party realizes that the pull they feel in Joven is coming from one of the graveyards in the city - and as they approach, that they're drawn towards one of the mausoleums in the back of the graveyard. They go up to the door of the structure and see a chain and an unlocked lock, and the gate swinging open, and remember that there are at least 9 other people in town who also felt the pull....
Exciting times, again!
Our intrepid band wants nothing to do with this, shutting, locking, and arcane-locking the door on their way out. Then back upstairs, where the survivors were all also touched by Aelaephixia in the same ways as our party... Both Kyrie and the captured priest are catatonic, and will not emerge from whatever dark place their thoughts have run to for the rest of our adventure.
It is discovered that everyone in the complex - not just those in the room with Aelaephixia - have been given a connection to the goddess, all in the same way.
Conversations are had, trust is hesitantly given, and plans are made. First our noble heroes journey farther inside the mountain to see the lake of fire, which is beautiful and majestic - the cave is enormous, the actual lake is majestic, with the occasional bubble of lava bursting into the chamber, and hypnotic heat ripples wave through the room, and what seem like motes of burning ash turn into hand-sized dragonfly-looking 'creatures' that appear to be made of raw lava. One approaches the party, appearing to study them, before rejoining it's fellows in a dance over the magma.
The party is initially dismayed that they are unable to approach closer than 25 feet or so to the lava. But, of course, they find a way to urinate in the lava lake, using the barbarian's rage and the wizard's prestidigitation spell. Because there's majestic beauty of nature, and then there's adventurers and their ways.
Back to the complex to gather their forces, our party and mercenaries and etc head back out into the world. As they emerge from the caverns, they start feeling a... compulsion, or an... itch - something, drawing them to four other places in the world, places like this one, tombs or resting places for other gods:
- West of Spoek, near the border between Atlea and Zendar
- Outside of Coriander in the Black Swamp
- down between the Empress and Basalt in Vallea
- In the city of Joven
It is weird, and a bit off-putting, and our band looks at each other, bonding over their shared horror. Over the next couple of days the Mercenary captain wakes up and goes through some awesome WTF moments, then he and Cimbri declare their mutual beef which they will put off until they reach Joven. The theives also wish to head to Joven, not seeing Lucius, their contact in Bai.
So onward to Bai! Our merry band heads to Lucius Johniah's office, there to gather information regarding the men who were guarding Aelaephixia's tomb. Lucius appears to be agreeable, but points out that he is the executor of the contract, and as stated the mercenaries, since they did not complete their terms of service, were not eligable for full pay or bonuses. This annoys our band, who, in an escalating series of gambits:
- Order Lucius to provide money for the mercenaries
- Order Lucius to violate the terms of the contract
- Order Lucius to provide any and all documents regarding the mercenaries, which he does
- Become angered when other documents relating to the financial arrangements (but not directly to the mercenaries) are not forthcoming
- Arrest Lucius under suspicion of blasphemy and sedition
- Refuse to provide Lucius with his attorney during questioning
- Go through Lucius' safe, reading sealed documents
- Bind, gag, and hood Lucius and drag him outside to the tard-cart
All in all, it's business as usual for our band.
As they leave the city, the party is met by Brett Aingtar, the Captain of the Bai Guard, and asked to come back to the Militia House for a conversation; he reveals that Lucius is the subject of an ongoing, careful, and very legal investigation, so his arrest might not be what's best for all concerned. Revealing their connection to the Emperor and that Lucius might know about the Great Evil Things in the world does not seem to sway him; revealing that 'someone' went through his safe, and that in the course of investigating that break-in many papers might be found and read, does. Brett provides the party three carts pulled by three fast teams of horses - and on to Joven!
At this point, to recap, we have AofEk, Cimbri, and Horace, plus Durim (still incapacitated from delicious grapes). Additionally, the four militia men picked up in Amber are along for what is turning out to be quite a more exciting adventure than was originally planned. Along with them are James, a priest who is struggling (and mostly succeeding) to make sense and process what has happened, another priest of Joven (Kylie) who is horribly burnt and catatonic, and another priest (Francis DeTone) - also catatonic. The mercenary captain (Angus) and his three mercs are along - Angus bides his time before he can fight Cimbri, and the three mercenaries are fairly puzzled but generally happy with the course of events. The two thieves Joline and Chet also tag along to Joven - they were headed there anyway. Finally, the prisoner Lucius Johniah accompanies with poor grace our noble band.
The party is met on the outskirts of Joven by Major Rex Tomboulien, accompanied by a couple of lawyers, 10 militia members, and another 10 or so men-at-arms. A tense moment is had until the party identifies themselves as the Emperor's men, so Rex accompanies them to Milosh's house. Milosh and Lucius are apparently old friends, unfortunately, but Emperor Milosh congratulates the party on performing their duties (stir shit up, and get a feel for what's going on in the Empire). James is a bit star-struck to be in the presence of such an August person as the Emperor, and tells him in a rush the heart of what has happened so far. Milosh invites James to stay in his guest house (with the catatonic priests) before meeting with the high priest, and invites the party back for breakfast - he'll talk to Lucius and smooth everything over with his friend that night.
As they leave Milosh's house, the party realizes that the pull they feel in Joven is coming from one of the graveyards in the city - and as they approach, that they're drawn towards one of the mausoleums in the back of the graveyard. They go up to the door of the structure and see a chain and an unlocked lock, and the gate swinging open, and remember that there are at least 9 other people in town who also felt the pull....
Exciting times, again!
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