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Kublai
04-23-2003, 11:15 AM
An ancient empire discovers a new, fantastical world. A handful of colonists - Humans, Dwarfs, and Gnomes - led by a noble lord set out to claim it for the emperor. Elves greet them. Orcs war with both. Back across the sea, the empire begins to rapidly crumble: disease, revolts, blight, and death. Thousands of refugees flee across the sea to the new world. A rival colony is founded. The flood of immigrants slows to a trickle, then stops. No word from home. The superior technology of the humans drives back the orcs and saves the last few remaining elves from extinction. 35 years later, with no contact from the empire, the lord, with his last breath, declares himself king of this new land and the Saerim kingdom is founded. 15 years go by and the Saerim grow strong. Yet, so do their rivals, the Andsacans. And now, rumors of darkness spread through the villages.

Kublai
04-23-2003, 11:23 AM
Ore and precious metals discovered in the Scortdun mountains to the North. The "Squat Peaks" are invested by gold-lusting Dwarfs. They found the undercity of Dweorgham which becomes home for most of the Saerim Dwarf population. Humans establish a trading town above ground and call it Pick, or Mannbur as the Dwarfs refer to it. From this great tunnel comes the arms and armor for the lords and soldiers of Saerim. Dwarf tools are highly coveted throughout the kingdom. Mercers arrive every Spring and Autumn to trade food and cloth for metal. Some grumble about the human lords. Some upstarts consider an independent Dwarf Kingdom. Verakai breeds tough, independent men.

Kublai
04-23-2003, 11:30 AM
Far to the West on the borders of the Saerim is the logging town Fallen Oaks. Sitting on the Green Wound, it sends it logs downriver and out to the rest of the lands. The forest is ancient and dark. Many wonderous beasts roam within. Woodsmen take a risk each time they go out. But there is a darker tone within the palisades of the town. Sick children, horrible accidents, and weary souls. "Cursed," say some. Despite this, Fallen Oaks grows and more pioneers come to make their fortunes each year.

Kublai
04-23-2003, 11:38 AM
Where the Green Wound meets the Arden River, Confluence thrives. The furthest western outpost of the Saerim, it is an important hub of commerce, communication, and might. Centered around a stone keep and skirted by a great palisade, residents inside busy themselves with trade and expansion. A small community of Dwarfs claim a portion of the town - a base of operations for exploring the great mountains to the West. Gnomes gather here to find investors for their worthy projects. Elves find security within the walls, as well. Confluence is governed by one of the mighty,but few, wizards of the Saerim.

phredd
04-23-2003, 10:17 PM
Recruiting, are you? :wink:

Kublai
04-24-2003, 10:22 AM
Consider this more as a travel log. As my profiteering Dwarf duo goes from one place to another, I plan to update this thread. Maybe I'll toss in major events, as well.

Kublai
04-24-2003, 10:44 AM
As reported by John Blackwell of the Milana Herald:

"DWEORGHAM SHUTS ITS GATE!"

Pick - With a clap of rolling thunder through the valley, the gates of Dweorgham slammed shut late last Tuesday. Dwarf Frea Hrimscur had announced the recall for all dwarfs in the vicinity just hours before he ordered the gates to be shut for an undetermined length of time.

Lord Makepeace, the governor of Pick, is in heavy negotiations to re-open the gates. Hrimscur is supposedly making bold demands, but little details are available.

Dweorgham is the source of the kingdom's iron ore, as well as most of the arms and armor of the military.

The Mercer's Guild is demanding action from King Hayden II. His Highness has yet to comment.

Samuel Smith of Fallen Oaks has another opinion. "I am glad they closed the gates. Now the kingdom will realize that there are many fine smiths beyond the Dark Tunnels. I am already seeing an increase in business!"

There are many dwarfs who were away from Dweorgham and now find themselves shut out from their own halls. Mercer Esbern, a dwarf trader in Confluence comments, "My wife and three children are still inside and I am stuck without any means to communicate with them! This is a tragedy, not to mention bad for business!"

Such a strike has never occurred since the founding of the Saerim. All interested parties seemed to have been surprised by Frea Hrimscur's move. Only time will tell how this will be resolved.

phredd
04-24-2003, 03:09 PM
As reported by John Blackwell of the Milana Herald:

...

Mercer Esbern, a dwarf trader in Confluence comments, "My wife and three children are still inside and I am stuck without any means to communicate with them! This is a tragedy, not to mention bad for business!"


This Blackwell fellow is making pretty free with my name. There's been a lot of that going around and I don't like it!

Kublai
04-25-2003, 10:37 AM
Between Confluence and Milana, the Arden River runs straight and deep. Using sail and oar, longboats shuttle lords and richer merchants back and forth between these two important cities. For a cheaper ride (one way, of course), a traveller might pay a few quick a day to board one of the frequent log rafts floating downriver from places like Fallen Oaks.

Parallel to the Arden is a more traditional route, the Arden Highway. Cut and cleared through field and forest alike, it is one of the best roads in the kingdom. Many merchants and soldiers use it to travel quickly and safely around the land.

At regular intervals, villages and small towns have sprung up to take advantage of this flow of traffic. Guest houses and inns provide a place for the travellers to rest, while local markets provide an opportunity for farmers and craftsmen to sell their wares.

Once such town is Abbey-upon-Arden, or Ardenabbey as the locals call it. Featured prominently is its namesake - a small abbey built of stone. It is dedicated to servicing St. Alathan of the Miracle of the Golden Light. The surrounding town is a prosperous one. Large fields of wheat and vegetables grow on the outskirts, and the market itself offers a wide variety of local goods, from dried meats and live poultry to ceramics and leather goods. There is even a boatwright who specializes in creating small rowboats.

One of its best known attractions is Geoffrey's Menagerie. This is a large, two-storey guest house that offers great meals at low prices. The common room and bedrooms are decorated with trophies taken from across the kingdom: Great Wolf pelts, Goblin weapons, stuffed bears and elk, and other unknown creatures. Geoffrey makes it a point to provide large portions of quality meals and makes sure to keep the finest beers in stock.

Be sure to stop by if you are in the area! :D

phredd
04-25-2003, 01:14 PM
One of its best known attractions is Geoffrey's Menagerie. This is a large, two-storey guest house that offers great meals at low prices. The common room and bedrooms are decorated with trophies taken from across the kingdom: Great Wolf pelts, Goblin weapons, stuffed bears and elk, and other unknown creatures. Geoffrey makes it a point to provide large portions of quality meals and makes sure to keep the finest beers in stock.

Be sure to stop by if you are in the area! :D

Wonderful place. Just be sure that you have your weapons handy when you go to bed, since Geoffrey and friends like to attack guests in the
dead of night. :shock:

Drozdal
05-02-2003, 07:37 PM
Ok one tip for those unaware of Graet Spiders and their power - Do not attempt to lock them in close combat - it's meaningless - just whack them all the time - and hope for a hit. Ahh - and one more thing their web, isn't too tough if you'll put your jaw to work on them :)

Drozdal

luke
05-02-2003, 07:49 PM
okay, i have to ask: "jaw?"

-abzu

Drozdal
05-02-2003, 07:55 PM
Yes jaw biting through web in wchich you're friend is covered technique - works fine (of course if you'll get 5 sucesses on power test :P)

Drozdal

Kublai
05-06-2003, 05:53 PM
Local Fauna of Verakai
A Guide by Charlie Karr

Foreword

Verakai is a land full of mysterious and dangerous creatures. When the first colonists arrived lead by the noble Lord Hayden I, they observed not only the ordinary deer, fox, bear, and such, but they had many encounters with species which no one had ever seen before except perhaps in ancient legends.

The Elves provided great assistance in understanding these new animals and it is my intent to pass on that learning.


Chapter 1
Giant Spiders

Giant Spider is the general term for a mutated version of the common spider. These abnormal insects can grow up to be the size of a small cottage, though this seems to be very rare. A typical Giant Spider is two to four paces long, from leg tip to leg tip. They spin webs as their smaller brethren do and feed upon anything foolish enough to be caught. Although their habitats and form vary greatly, it seems as though they all belong to one breed. This would mean that these spiders are very adaptable.

Cunning and clever, these monstrosities seem to possess more than just a basic intelligence. Indeed, it is known among the elf-kind that the Giant Spider can actually communicate in a complex language. It is even suggested that some members of this species have even mastered a form of sorcery - though there has yet to be a confirmed report of this in the Saerim territory.

The Giant Spiders reside far to the West - deep in the forests and under the shelter of the same mountains that breed the Orcs. However, there have been sporadic reports of them along remote coastal regions.

Contact with Giant Spiders has been irregular, often resulting in an organized hunt intent upon the intruding creatures extermination.

Kublai
06-12-2003, 06:08 PM
Milana was the first colony established by Lord Hayden I in the land of Verakai. Situated at the delta of the Arden river, where it pours out from the West into the bay, the capital of the Saerim kingdom is a testament to the industry and determination of the people from across the sea. The bay is known as the Ring of Kaer - a great crescent of water carved into the continent and dotted with many islands. Stretching West as far as the eye can see is the great plain known as Vervalay. Green and fertile with rich, black soil, the Vervalay easily supports the many farms which feed the populace of the kingdom.

The capital itself began as a keep which protected the fledling community. With the exodus from across the sea, it quickly became the center of all that was to be the Saerim. A great wall was built using Dwarven engineering. Towers and additions were added to house the many nobles that found themselves without homes in the new land. The few sorcerers that made the trip also took up residence in the ever-growing citadel. Fortified abbeys sprouted nearby and merchants filled the gaps with their shops and homes.

Milana is undeniably the heart and soul of the Saerim. All trade with the interior, as well as with the Andsacans, is focused within its walls. There are many guilds and societies representing the various factions and cultures jammed into its tight quarters; the Mercers (Dwarf Merchants), the Shields (Freelancers), the Carters (Human Merchants), the I.G.I (Inspired Gnome Inventors), as well as dozens of smaller craft guilds. A small, but developing, fleet puts to port here as well. It consists of a few warships -- heavily-armed warships! -- and dozen or so guild merchant ships. A few independent captains anchor here, mostly adventurers and explorers who dare sail into unknown waters to the south and north.

The city is centered geographically around the four-spired citade, which nearly sits on the water. North of the keep is the Dwarf quarter; West of the Keep is the merchant quarter; and South along the Arden is the river quarter, which houses many industries.

Already the population has grown too large to fit entirely within the walls. Homes, inns, and common industry has sprouted up along the highways leading into the city through the Western and Northern gates.

phredd
06-20-2003, 09:55 PM
Ah, lovely Verakai!

A lovely land that seems infested with spiders of all kinds, including spiders of the sea - fast, darting little buggers they. But they bleed just fine if you stab 'em. They also blow up real good with white fire.

They are quite attracted to shiny things.

eruditus
07-22-2003, 07:48 AM
So why did this thread die?

Kublai
07-22-2003, 10:28 AM
unfortunately, the cruel 13 gods of the GM demanded sacrifice. Long hours spent at the mill have ground our campaign to a halt. :( Looking forward to starting up again... I can't wait to write about Spider Island!

Drozdal
07-22-2003, 06:25 PM
Spider island rules them all :))) We have to get outta there after all ...emm i mean somehow :P

Kublai
09-17-2003, 12:36 PM
Within the great Ring of Kaer, there are many islands. Some are mere rocks poking up above the waves, some are large enough to support settlements - fishing villages mostly, with the exception of Portsguard.

One of the larger unsettled islands is known as The Serpent.
It's named thusly because of its uncanny resemblance to the great monsters that inhabit the deep ocean beyond. On one end of the island is a jutting rock, easily 30 paces tall and 50 paces at its base. It leans out over the water, as if it was the head. The rest of the island consists of two formidable hills making up the beast's body. Its silhouette has panicked many a sailor during a storm or the dark of night.

The North side of the island is fairly rocky, but the South side is one long beach. However, be warned of the shoals! Any landings should be done at the Eastern tip of the island. The island itself is covered by a forest of pine, cedar, maple, and birch. Though there are few animals besides some sparrows and rodents, there is a fresh water pond on the eastern hill.

eruditus
11-12-2003, 02:01 PM
uh, has the closing of the Dwarven gates resolved themselves at all?

Is there a link between the Gates and why the two PC dwarves are about at sea?

Drozdal
11-13-2003, 07:04 AM
Is there a link between the Gates and why the two PC dwarves are about at sea?

As usual it's a long story - give us some time :)

Dro

eruditus
11-13-2003, 08:37 AM
Sheesh, how much time do you people need. The last post was in April

:twisted:

Kublai
11-13-2003, 10:50 AM
The great gate was closing and there was only a short time for decisions. Some dwarfs welcomed the closing, but others were caught unprepared with little or no hoards. Those without a hoard would've suffered poorly behind a shut gate. Some decided to strike out on their own and search for better opportunities out in the world.

Opportunities for "shut-out" dwarfs to earn some coins can't be ignored. When a carter is asked to make a delivery as part of his rounds and paid handsomely for it, there really is no reason not to accept - even if it means a few days on a boat. Muahahahaha! :twisted:

Kublai
11-13-2003, 10:58 AM
Situated a few days north of Milana, along the coast of the Ring of Kerr, is a large fishing village known to many as Gentle Bay. The houses and shops sit on the edge of a protected harbor nestled among the many forested hills of this area. Fishermen take their catches to the city and support inland villages with many products from the sea.

The villagers here are proud to say that Gentle Bay is the home to one of the largest temples in Verakai dedicated to Saint Saeril of the Miracle of the Calming Sea. A beautiful, carved stone jetty pierces the bay and at its end sits the temple itself. Although it seems modest on the outside, the main shrine boasts some of the most beautiful iconic art in the land. Many pilgrims have made their way here to ask for the blessing of Saeril.

Kublai
11-13-2003, 11:16 AM
The Legend of the Maerkin
as retold by
Charlie Karr

The coast of this new land we've called Verakai is a wonderous place. The land is rich, the forests are great, and the sea's bounty is limitless. Yet, along with these blessings come some strange tales. Stories of monsters, spirits, and visions are common among the fisherfolk. Great serpents have been reported by many witnesses, including the well-known Captain Agemill. Sightings of sea-bound spiders are listed in the texts of Milana. I have read and listened to all these tales with open ears, for there is much in Verakai that defies all that was the Empire.

One of my favorite tales is a local legend told by the fishermen along the Ring of Kerr. They talk of spirits of the sea that can take many forms, including men. Among these spirits is a favorite called the Maerkin.

The Maerkin can take the form of fish or man, but often seems to be part of the sea itself. It is a just spirit and will aid those in need. When they take the aspect of man, they are recognized by a bluish tint to their skin. Tales of Maerkin rescuing drowning sailors are often spoke of as well as blessings imparted upon those who respect or aid creatures of the sea. However, to those that take the sea's bounty for granted, the Maerkin remind them of the unpredicatability of the waters - boats are capsized, fish are stolen, nets are ruined.

Part of the legend of the Maerkin involves a continuing struggle against another spirit type. This other spirit seems more malevolent and is often associated with the eel. There is not much known about this conflict other than a rare sighting of some terrible battle surfacing at the top of the waters.

Kublai
11-14-2003, 12:01 PM
Along the coast of the Ring of Kerr runs the Coastal Highway. It is part of the longer King's Highway which connects all of the larger settlements of the Saerim Kingdom.

About a week's walk north of the capitol of Milana is the walled town of Blackfield, so called for the surrounding farmlands and grazing pastures. It is an important focal point for the area and serves as a marketplace for the local folk. The coast is but a few hours walk to the southeast and fisherfolk often come with their catches. The area about the town is made up of wooded hills and gentle valleys. The hunting is excellent and trappers and hunters often bring in game and furs to sell.

The town itself is made up of three dozen or so buildings, mostly homes, but also a carpenter, a blacksmith, and a tanner. It boasts both an inn (The Golden Bough) and a tavern (Fallen Leaf)!

During times of danger, the town swells with farmers fleeing for the security of the wooden palisades that surround the town. Although the town doesn't host a garrison, there is an army outpost only a day's ride to the south.

eruditus
11-25-2003, 03:45 PM
The Legend of the Maerkin


Let me open up my BW forum hiatus by saying "what, no lifepaths?" :lol:

phredd
12-10-2003, 11:28 PM
The Legend of the Maerkin


Let me open up my BW forum hiatus by saying "what, no lifepaths?" :lol:

Ah, lad, I can tell you a few things of the Maerkin. They'kin swim faster'n a mage will lie to you (that's FAST, lad. Swift indeed). They also have a strange sense of justice. They'll help save a town from evil, sure as a Dwarf grows a beard, but to do so, they'll as soon dash a cradle full of wee babies to death on the rocks near shore as protect 'em from harm.

Kublai
12-11-2003, 09:44 AM
:shock: It's TRUE! :cry:

phredd
02-12-2004, 12:45 AM
There's a new drinking song to be heard in the Land of Verakai, strangely popular among some humans. It seems to have originally come out of Milana and is popular along the coast to the north. It seems to have spread along the river way towards Confluence, although it's does not seem to have taken root there.


Beware my friends of wolves as they howl into the night.
And never trust a spider to spare you of its bite.
There's evil high and evil low around all this great land.
And what you need to save you is a pow'rful Dwarven Band.

They'll chase off all the spiders and other things that lurk.
They'll carve up all the wolfen packs in thirty minutes work.
While eels may steal your children off, the Dwarves will make a stand
And return the kids in time for lunch, that pow'rful Dwarven Band.

Though many beards have been walled off by door and under Earth,
Some longer still are wagging free and looking for a berth.
If you provide a place for them, some ale and also cheese
You'll find these doughty warriors will defend you from all griefs.

At Abbey-upon-Arden they all know this to be true.
Ask Geoffrey there to tell you how was made the spider stew.
When evil skittered on eight legs they chopped off ev'ry one,
And that's about the biggest thing those Dwarves have ever done.

Now far away in Gentle Bay they've gotten back their priest.
He was locked away from night and day by a rav'nous demon beast.
The demon lost one eye by knife and fled ere he had none,
And that's about the biggest thing those Dwarves have ever done.

Where fields are black with plenty, wolven howls made stout hearts quail.
They hunted men like rabbits, trapped them all within the pale.
The Dwarves rolled up their sleeves, went out and skinned them on the grass.
And even craven Harry knew who it was that saved his ass.*

Now wagging tongues are guessing why the doors of Pick were shut.
But drunken speculation ever fails to crack that nut.
The day is sure to come again when doors are open to the sun.
And that'll be be biggest thing those Dwarves have ever done.
Yes, that will be the biggest thing those Dwarves have ever done.


* Note: This is the most common version of this stanza, however the original is thought to have been thus:

The Dwarves rolled up their sleeves, went out and skinned 'em ev'ry one,
And that's about the biggest thing those Dwarves have ever done.

This variation keeps more closely to the structure of the song and continues the hyperbolic escalation in the final line. It's uncertain who this 'craven Harry' is or where the reference is from.

luke
02-12-2004, 12:54 AM
::sniff, sniff::

is that artha I smell on the wind?

Smells like... persona points?

eruditus
02-12-2004, 09:16 AM
*sigh* excellent work. Apparently what the NYC crews lack in quantity of players they more than make up for in quality. :)

Kudos Phredd!!!

spring_violet
02-13-2004, 12:23 PM
phredd this is really great!!


Apparently what the NYC crews lack in quantity of players they more than make up for in quality. :)

Your aren't making another "apathetic philly player" jab are you? I don't want to hurt you...

eruditus
02-13-2004, 12:57 PM
By no means,

I love my players :D

But a in game song!? That's really neat!

Kublai
02-13-2004, 01:42 PM
Phredd will most certainly receive a Persona Point for this, especially since it relates to a personal goal!

Hey, Abzu, do you recall my pirate songs? I was very fond of Sailor Nook and his Grey Singing skill! 8)

phredd
04-02-2004, 11:55 AM
One thing about livin' in Verakai I never could stomach. All the damn demons! :x

Drozdal
04-02-2004, 06:10 PM
One thing about livin' in Verakai I never could stomach. All the damn demons!

I hope that's an OOC knowledge, or did i missed something :) ?

Dro

phredd
04-03-2004, 10:10 PM
The doctor came back and had a chat with Camille and Esbern while you were out clanging.

Kublai
04-09-2004, 12:48 PM
Bad news to my loyal readers - the Verakai campaign has ended rather abrubtly! :cry: :cry: :cry:

Where to begin? How to describe the avalanche that was last night? How to put into words the Hydra of misery that reared its ugly heads?

Let's recap the events in-game first. The party, now consisting of Esbern the Dwarf, Orim the Dwarf, Dell the Sorcerous Doctor, and Camille the Witch. I can now talk about Dell and Camille's sorcerous secrets since Camille forced Dell to admit his long-harbored secret! (This had terrible out-of-game effects on the party and had quite a role in destroying the game, as you'll see.) They had been stuck in King's Gate while a rampaging monster was ravaging the surrounding area. The Baron was not allowing anyone to leave until the beast was laid low by his knights. After some snooping, Dell realized that the Court Sorcerer and Chief Advisor to the Baron was actually a demonic being in disguise. This is where we left off last time.

Last night, we picked up where we left, except Phredd (Esbern) canceled on us last minute. Normally, I wouldn't care so much, but I had put so much planning into the session - including key Esbern moments critical to the story - that I was rightly pissed off! :evil: The other players felt much the same way. Apparently, Phredd knew about this event he was attending for a long time, but only a few hours beforehand did he tell us about it.

So, I decided to have some fun with Esbern. Basically, Esbern was possessed by the demon creature. Esbern was under complete control of the evil being! Muahahaha! It was up to the rest of the party to rescue him - a fine one-night goal, I thought!

But instead of trying to save their long time pal, Dell convinced Camille that they must kill Esbern in order to save him and weaken the demon. Orim refused to take part in the plan! Orim decided the best way to save Esbern was to kill the demon! Dell and Camille refused to help him and decided their plan was better. And thus, the party split! :shock: :cry:

Needless to say, Orim got his ass handed to him by the demon. I pulled no punches with my scripting. Orim never really had a chance by himself as I meant for this to be a group encounter. The demon feasted on the loyal dwarf's remains. :cry: Drozdal left early, seemingly quite upset, but I can never really tell with him. He's so quiet and stoic!

Meanwhile, Dell and Camille set an ambush for Esbern. Camille drugged Esbern with some nog, but Esbern resisted almost all the effects! Esbern figured he was being set up and so struck out at Camille with his daggers! At this point, Dell began launching Fire Dart spells at Esbern as Camille fended off the furious Dwarf. The fight ended with Esbern burnt to death, Camille with many serious wounds, and Dell unscathed. :cry:

I had basically given up all hope by then.

Still, the remaining two players wanted to play out the consequences. But before they confronted the demon themselves, Camille asked for Dell to tend to her many wounds. And now comes the death blow to my campaign. Dell says,"Forget it! I'm not healing you! You revealed my secret about being a sorcerer!"

Did you know that, in the real world, Dell and Camille were boyfriend and girlfriend? I know, I broke the cardinal rule of RPG's - never allow boyfriends and girlfriends to play in the same game. I thought they were ok, though. They seemed so nice to each other and not overly mushy or anything. :oops:

Basically, a "real" argument starts up between the two of them, all over this stupid healing. :cry: It ends up with "Camille" sulking and not talking to anybody.

And that's when I called it. :cry:

"Game Over," as M. Bison once said.

Maybe I'll run my thief-campaign idea now? After my mental anguish fades, that is.

luke
04-09-2004, 01:36 PM
I do want to offer my condolences. It truly sucks to have a game come crashing to a halt like that. I feel your pain.



So, I decided to have some fun with Esbern. Basically, Esbern was possessed by the demon creature. Esbern was under complete control of the evil being! Muahahaha! It was up to the rest of the party to rescue him - a fine one-night goal, I thought!

And not rub salt in fresh wound... BUT HOW COULD YOU!?

In my opinion, the collapse, though imminent, was exacerbated and accelerated by this utterly insane decision on your part.

:(

-L

Kublai
04-09-2004, 05:54 PM
Actually, I was only kidding. Last night, we played RoboRally instead of BW. Nobody wanted Phredd to miss what could be a big encounter! :D

We LOVE you, Phredd! :D

But, it wasn't all a lie! Drozdal's robot died horribly! :twisted:

phredd
04-09-2004, 09:57 PM
Oh boy. Esbern is going to develop the power to open a gateway between our worlds and come take your beard! :twisted:

luke
04-09-2004, 11:46 PM
Actually, I was only kidding. Last night, we played RoboRally instead of BW. Nobody wanted Phredd to miss what could be a big encounter! :D

We LOVE you, Phredd! :D

But, it wasn't all a lie! Drozdal's robot died horribly! :twisted:

i hate you.

phredd
05-07-2004, 08:44 AM
BEWARE!

Orcs have been seen in the northern part of the kingdom!

Kublai
06-01-2004, 04:11 PM
Since my last update, two other adventurers joined the mayhem; the Good Doctor and Camille. The Good Doctor kept his secret a long time, but eventually was outed as a sorcerer. In turn, he outed Camille as the witch she was. Both dwarfs, Orim and Esbern, seemed non-plussed about the whole deal.

Intent upon finding a rogue wizard named Faerlic, they travel north towards the rival kingdom of Andsaca, where they believe Faerlic has returned to after committing some fiendish acts in Saerim.

The final border keep of Saerim is known as King's Gate, a walled and well-defended fortress ruled by the iron-hand of young Baron. His closest advisor is a newly-arrived court sorcerer known as Ifel. King's Gate has a problem though in that the surrounding countryside is being ravaged by a terrible and gigantic beast. As the party arrives, they find themselves restricted from leaving "for their own safety."

Well, their own safety comes in the form of a continuous guard and they are never left to their own. All this attention really bugs the hell out of them, especially Esbern who believes such "favoritism" will only tarnish his merchant reputation!

The Good Doctor goes to court to ask permission to leave the city, only to discover that the Court Sorcerer is not all he seems to be! He is, in fact, a hideous demon. Unwilling to openly "out" the demon without certain condemnation by the "swayed" baron, the party decides to get proof before confronting it.

They follow the demon as it leaves the fortress and heads deep into the surrounding forested hills. At this point, Camille shows her quality as she empowers herself with the Wolf's Snout spell and easily tracks the demon through the wilderness! Such brilliant "right place, right time" earned her Artha.

Tracking the demon into a valley, they are beset upon by orcs! Orcs here in the East! Certainly a sign of peril and doom for the kingdom! A cave leads them down into a very large cavern which contains ruins of ancient structures, possibly Elvish in design. But no time for archaelogy today for an Orcish Summoner is busy sacrificing King's Gate citizens in order to empower his pet - the very same beast that terrorizes the area!

The fight was deceivingly lop-sided! Esbern fenced, dodged and weaved his way to victory over the first Legioner at the entrance, then cornered and murderer a Night Seeker who was taking pot-shots at Orim. Orim sprinted out as fast as his little, encumbered legs would go straight into a Warg's ambush! Finally, I had him pinned and ready to die but he Powered out of my death grip and reversed the hold. Slowly, agonizingly, he twisted the lock around the wolf's head until "Crack! Crack! Crack!" The wolf's neck broke.

The summoner continued his ritual as his bodyguard began his charge against Orim. Ha! But what is a charge of a maddened Follower compared to the might of sorcery? With a quick flick of his hand, the Good Doctor let loose with a Flame Arrow spell and burnt the flesh from the orc's bones (B15!).

Esbern crept up on the Summoner and thrust his dagger into the villain's back repeatedly. Unflinching, the orc turned and grabbed the dwarf by the throat. The dwarf was helpless in his icy grip as the summoner began to chant a foul spell. However, the Good Doctor had a spell of his own and let loose with another Flame Arrow. The Summoner fell back in flames and landed at the mouth of the beast.

Chewing on the remains of his once-master, the Beast was freed from his bonds and proceeded to chase down the Good Doctor who was fleeing for his life. Camille was leading the way out, having looted the legioner of his armor and spear! To no avail, Esbern and Orim struck out at the beast, failing to harm it. From the safety of the entrance cave, the Good Doctor unleashed a salvo of Flame Arrows, finally driving the beast away and out of the cavern.

The demon was nowhere to be found, but two orc heads and a surviving witness would prove to be the evidence that they needed to confront the baron's court. Having returned and persuaded the Captain of the Guard and the Temple acolyte of the sorcerer's true nature, the party moved to the keep and their quarry.

Their plan quickly dissolved however and chaos ensued. The demon's tongue was powerful and the Baron refused to see what was so obvious. A gift from the acolyte, a blessed powder to grant strength of will to the receiver and possibly break the demon's hold, was refused by the Baron.

A fight breaks out. Esbern goes toe-to-toe with the demon! Orim takes out a knight with one shot from his mighty hammer (B15!). The Good Doctor moves into closer range in order to use his Fiery Death spell. And Camille shows her bravest face, deciding to use her own Persuasion spell to counter the demon's hold.

As the fight swirls around the hall, Camille speaks her last words. At Obstacle 5, she only gets 4 successes on the casting. Failure! Unwanted Summoning!!! Her attempt to command the demon fails and instead she rips the demon's shadow off and hurls it at the wall. Stepping out from the wall is an exact duplicate of the wizard! TWO DEMONS!! :shock:

Ooops! Make that one demon as the Good Doctor engulfs the newcomer in purifying flames.

Camille, now down to only two Forte dice, decides to try to Persuade the Baron to receive the powder which will free him from the demon's tongue. Failure again! Though no demons are summoned, and no ill effects manifest, there is an even worse outcome. Obstacle 5 Tax test; two Forte Dice; no successes. Camille pushes herself beyond her limits commanding the Baron and her soul flies out from her mouth never to return. She drops lifelessly and unceremoniously on the floor dead from the B15 wound she takes.

In the meantime, Esbern has danced with the demon long enough for Orim to land a blow with this Mighty Hammer of Retribution. No flesh can withstand the B15 and the demon is smited out of existence in a cloud of black smoke and nauseating fumes.

The demon is smote. The Baron is unforgiving. The Beast is loose.

phredd
06-08-2004, 02:01 PM
Actually, it was Orim who felled the Legioner. Esbern just kept him busy long enough to allow the coup de grace to be delivered from behind.