Butterflies Over the Abyss (Inactive)

Game Master goodwicki

Chapter I: Metamorphoses

"My soul would sing of metamorphoses. But since, o gods, you were the source of these bodies becoming other bodies, breathe your breath into my book of changes: may the song I sing be seamless as its way weaves from the world's beginning to our day."
— Ovid, Metamorphoses

“Ruin is a gift. Ruin is the road to transformation.”
— Elizabeth Gilbert, Eat, Pray, Love

Map of Kenabres

Combat Map


Butterflies Over the Abyss, Chapter I: Metamorphoses

Chapter I Intro:
For decades, demons have ruled the Worldwound. Fearsome fiends of every stripe—their mottled skin harder than iron, teeth like serrated blades, and eyes burning with Abyssal flames—roam the ruined lands that were once known as Sarkoris, leaving their mark wherever they go. Four crusades have attempted to cleanse the land, but each seems to meet a worse fate than the last. Were it not for the line of magical wardstones along the eastern and southern borders, the demons would have long ago overrun northcentral Avistan and beyond. The Fourth Crusade hasn’t really ended as much as petered out, yet some refuse to accept that. Amid crippling shortages and record lows in morale among the crusaders, the Mendevian war effort teeters on the brink of collapse. Though the demonic occupation of the Worldwound is growing, a dwindling minority of paladins and priests maintain that the Fourth Crusade is still vibrant and alive, and that the turning point in the war is only a few days away.

Kenabres is a city of glory, but not one of spotless virtue. The Mendevian Crusaders riding out from the city have slain countless demons, and many of them have been carried back to town on their shields to be interred in the catacombs beneath the Cathedral of Saint Clydwell. However, some of these same crusaders — many of them even immortalized in the Hall of Heroes — spent years hunting supposedly demon-tainted faiths and burning at the stake cultists and innocent Mendevians alike. The frequency and intensity of these pogroms have diminished, but the dark history of Kenabres remains ever-present in the minds of its leaders and many of its citizens. Kenabres hosts camps of crusaders who have come from all across the continent to battle demons. Though many of these crusaders are pure-hearted and noble of spirit, others are little more than fortune-seeking mercenaries. Still, none can deny the good deeds done by the knights of Kenabres under the direction of their zealous, strategically brilliant leader Hulrun.

For several weeks, excitement has been building in Kenabres — Armasse is coming! Traditionally an opportunity for scholars and priests to come together to study the lessons of history from wars past, since Aroden’s death, this holy day has become more about training commoners in weaponry, choosing squires, and ordaining new priests. Over time, Armasse has grown to encompass jousting competitions, mock duels, battle reenactments, and other festival events. In Kenabres, the festival (which takes place on 16 Arodus) is eagerly anticipated, for it provides distractions from the horrors of being on the front line of the war. Smiles on faces normally marred by downcast eyes and furrowed brows do wonders for city morale in the weeks leading up to the event.

Kenabres: Districts:

Old Kenabres. The original town of Kenabres perched on the edge of the cliff, looking down over the West Sellen. Many of those buildings now form the historic central district. The houses here are well constructed from heavy stone, with angled tile roofs and arched windows characteristic of architectural fashions popular hundreds of years ago. Houses and official administrative buildings—including the courthouse, city hall, and the garrison—make up Old Kenabres. The houses aren’t the largest in the city and not always home to the wealthiest citizens, but the oldest families, who can trace their lineage back hundreds of years, live in Old Kenabres. Hulrun Shappok lives here in the Prelate’s Manor.

Ring District. The second tier of the city, circling Old Kenabres, was also a part of the original town of Kenabres. More homes and administrative buildings, including the hall of records and the maintenance building for monitoring the water pumps, make up the Ring District. At the district’s eastern edge, a steep switchback road makes the transition between the higher-elevation Ring District and the lower-elevation districts of New Kenabres and the Gate District. The switchback is called Davon’s Ramp after the architect and philanthropist who designed and paid for the structure as the town grew to a city. Heavy iron gates safeguard the top and bottom of the switchback. For security, these gates are locked an hour after sunset, and a guard is posted at each. Persons wishing to use the switchback must make their case to the guards and hope their business is deemed important enough. Some citizens have special, expensive passes that allow them to move back and forth without question.

New Kenabres. New Kenabres was built during the initial flood of refugees after the opening of the Worldwound. Buildings in this mostly residential district are stone, but the walls are thinner than in the older districts, and the houses are built in a more modern style, with flat roofs and square windows. New Kenabres also houses most of the city’s warehouses. The eastern and southeastern sides of New Kenabres hold many of the largest manors in the city. During the construction of New Kenabres, many moneyed families chose to build new homes in the new district, as it offered just as much safety as the old city but without the claustrophobic density.

Gate District. A decade after New Kenabres rose, the Gate District followed. City officials realized that the new housing units wouldn’t be enough to support the city’s growth, and in response constructed the Gate District— the largest district in Kenabres. The Gate District includes a mix of residential and commercial buildings, as well as wealthy family homes. Temples to Abadar, Sarenrae, Shelyn, and Torag sit alongside smithies, stoneworks, and woodshops. The city’s two gates, Northgate and Southgate, lead into this district.

Truestone Quarry. Truestone Quarry lies approximately 10 miles to the east. Caravans arrive weekly to supply Southgate with stone for constructing additional buildings and reinforcing the city defenses. Guards are always in high demand to protect these caravans from coordinated demon attacks, and to ensure the deliveries keep stone flowing into the city.


Kenabres: Locations of Note:

1. Alodae Amphitheater. Bradra Alodae helped defend Kenabres a century ago when the Worldwound opened. After an injury left her unfit to battle demons, she served as a city adviser. Alodae wrote a half-dozen songs about the Worldwound and the demonic invasion before she died, and the Alodae Amphitheater was named for her upon its construction.

Her grandson, Nestrin Alodae, serves as the current high priest of the local church of Iomedae and the Order of Saint Clydwell.

Alodae Amphitheater stands in Truestone Park. Plays and recitals take place in the amphitheater monthly, if not more often. The citizens of Kenabres, in desperate need of entertainment and distraction, nevertheless prefer to see somber tales of sacrifice and duty. Endings where good triumphs over evil, even at great cost, are always well received.

The Chelish playwright Hatherelm Arir is widely admired by the citizens of Kenabres for his work Dawn of the Crusades.

2. Cathedral of Saint Clydwell. In the heart of Old Kenabres stands the Cathedral of Saint Clydwell. Also called the Grand Temple, the cathedral honors Saint Clydwell, a champion of Iomedae who sacrificed himself to seal a horde of demons within an inescapable prison. The cathedral is a great stone building with a green copper steeple and stained-glass windows portraying the imprisonment of various horrific demons. Wounded warriors are taken to the cathedral to be healed, and the priests of the cathedral perform blessings on crusaders about to venture forth. Although the Temple of Iomedae serves the everyday needs of the people, the cathedral is used for important services and gatherings. Adventurers looking to pledge their blades to Iomedae’s service choose this cathedral over the temple, as do adventurers wishing to purchase healing items or pay for resurrections.

3. Clydwell Plaza. This open plaza just west of the cathedral served as the town’s traditional festival grounds. Now, other areas in the city cater to the common folk, and this plaza primarily serves those living in Old Kenabres. In the city’s current dark days, festivals are rare.

4. Crusader Camps. The constant influx of crusaders waiting for a chance to slay demons has created logistical issues in Kenabres. For a time, new inns opened daily to cope with the number of crusaders clamoring for rooms, but many of these “inns” were merely flophouses renting space on the floor for exorbitant amounts. Local law officers had their hands full examining and regulating these inns, and the close proximity of so many crusaders ready to do battle caused fights and disturbances every night. Eventually, the city declared that all crusaders were required to maintain their own camps outside the city walls, and designated an area against the city wall by Northgate for these camps. The area is now cramped with dozens of tents, small campfires, refuse pits, and horse pens.

Though one would expect crusaders to be able to regulate their own behavior and get along well with their neighbors, the unfortunate truth is that violence and petty crime aren’t uncommon. Kenabres guards regularly patrol the camp and encourage the crusaders to settle small disputes before they swell into real problems.

5. Defender’s Heart. The largest inn in Kenabres, this business caters to mercenary companies and crusaders coming to the city. Inside this squat stone structure are dozens of rooms for rent, hearty food, and a wide selection of refreshments shipped in from across the Inner Sea.

6. Hall of Heroes. The people of Kenabres cling to stories of heroism and nobility to give them strength in the darkest of times. The Hall of Heroes immortalizes the most revered champions of Kenabres. Stone statues of laureled heroes line a central hallway. Behind the statues, plaques engraved with names of the dead cover the walls. The families of fallen crusaders often pay the city to display their loved ones’ plaques more prominently, and cynical types doubt whether every name in the Hall of Heroes is truly one of a hero.

7. The Kite. An engraved stone kite shield 18 feet long hangs from the end of the centermost artery protruding from the water pump, its curved surface directing the sigil of Kenabres toward the Worldwound. The city end of the artery is a two-story stone keep. Locals refer to both the stone shield and the keep as “the Kite.”

The keep hhouses the wardstone that helps keep demons from overrunning the Worldwound’s borders. The keep is heavily guarded at all times, with at least one crusader and one priest of Iomedae marshaling the forces within.

8. Blackwing Observatory. Thirty-six years ago, a caravan of Desnan pilgrims travelling to the city from Ustalav was set upon by a gang of vrocks. The caravan might have been outmatched if not for one of the recently hired guards, a wizard named Quednys Orlun. Orlun had spent years studying demons, and his spellcasting turned the tide of battle in favor of the caravan. Once they arrived the pilgrims began construction on an observatory dedicated to Desna, aided by the knowledgeable Orlun. Upon completion, they named it "Blackwing" and pinned one of the preserved vrock wings above the entrance as a reminder of their hardships.

Quednys Orlum was given a permanent residence within the observatory to honor him for his deeds, and was made the unofficial custodian of the building's secular affairs. In addition to exhaustive star charts and treatises on astronomical events, Blackwing's library also hosts an extensive collection of tomes and scrolls on demonology and planar travel; indeed, under the wizard's guidance, the observatory has since become Mendev's premier center for research into these topics. It also houses a museum of demon skulls, talons, and other grotesque trophies. An aged Orlun still oversees the care of the observatory and is always keen to acquire new research material for the stacks.

9. Northgate. The northern city gate leads into a residential district dotted with small shops and temples, including the temples to Sarenrae and Shelyn. A large market district known as Northgate Market sits not far past the gates. Vendors hawking textiles, jewelry, housewares, art objects, fresh produce, and handmade furniture gather there. Like all entrances to the city, Northgate is heavily guarded at all times. Visitors to the city can expect to be thoroughly questioned and potentially searched.

10. Southgate. The southern city gate opens out into a residential district that’s less prosperous than Northgate. Temples to Abadar and Torag border the main thoroughfare leading from the gate to Southgate Market. Armorers, weaponsmiths, animal trainers, sellers of enchantments, pennant designers, and scribes congregate at Southgate Market. A number of smithies dot Southgate, and the tang of iron and a haze of forge-smoke hang perpetually in the air.

Caelda Halse's forge is here, an aasimar who is reputated to be the best swordsmith in the city; rumor tells that she drips an angelic tear into the molten metal of each blade, imbuing it with special powers against demonic foes.

11. Temple of Iomedae. The Temple of Iomedae is the largest temple in Kenabres except for the Cathedral of Saint Clydwell. Nestrin Alodae oversees the services at the temple, which include blessings, wedding ceremonies, and funeral services for those who pass from natural causes, accidents, or other reasons not related to the crusades. Twice-weekly services call the citizens of Kenabres to prayer.

12. Tower of Estrod. Two decades ago, a historian and researcher named Niuna Estrod came to Kenabres to write a history of the crusades. Estrod constructed a tower of pale gray stone to hold the volumes of history he wrote, as well as other tomes and scrolls acquired from traders and returning crusaders. Ever since Estrod’s death from food poisoning 2 years ago, researchers and wizards have rented the Tower of Estrod from the city for use as a temporary library or laboratory.

13. Truestone Park. The original Truestone Quarry once stood just south of the town of Kenabres, but after less than a year of operation, masons realized it was too close to the cliff’s edge. A new quarry site was struck well outside the town, to the east. As Kenabres grew into a city, the old quarry site was transformed into an artificial lake. Truestone Park is a favorite destination for crusaders who return from the front, looking for a place of peace where they can forget the horrors of war with the demons.

A local druid known only as Crocris keeps the greenery, flowerbeds, and trees surrounding the lake healthy and flourishing. A monument of granite and rose quartz stands in the park in honor of the victims of the Red Morning Massacre.

14. Waller Slum. A temporary district just outside the original city walls housed the first refugees to arrive in Kenabres. Over the years, a second wall was built to defend this district and the expanding spread of the city. Remnants of the original refugee camp still remain as a narrow slum between the central district and the outer wall of the city, overlooking the river. This slum houses the poorest and most desperate of the citizenry, those who have no option but to live on the edge of the cliff between Kenabres and the Worldwound. Individuals unlucky enough to make their homes in this district are called “Wallers” with a mix of derision and pity.

15. Warehouse Square. Kenabres’ location is strategically defensible, but makes it difficult to bring cargo into the city via the river—not to mention the fact that it takes a brave group of sailors to wind their way up a river that borders the Worldwound. A massive, winched crane stands in southwestern Kenabres at the end of Warehouse Street, and is used to lift cargo over the city walls. The largest warehouses fill up this yard, leaving plenty of open space to maneuver goods between them. Smaller warehouses sit on the sliver of land between the city walls and the docks, where they hold goods temporarily until they can be lifted up into the city.

Kenabres has access to plenty of fish, fresh water, stone, and some agricultural crops and cattle, but must import lumber, ore, and textiles. The crane is therefore one of the most important structures in the city, and soldiers continually patrol the area.

16. Water Pumps. Three spiraling contraptions of steel and wood rise from the riverbed up the side of the Kenabres cliffs. Each of the three pumps draws water to a different reservoir: one in Old Kenabres, one under Truestone Park, and one in the north Ring District. Though it costs more to maintain three reservoirs, it also ensures the safety of the city’s water supply if one reservoir becomes compromised. Each pump is sheathed in a stone column that buttresses a city wall, with wide stone avenues extending out to each column, buttressed by a series of smaller stone supports.

These avenues, called “arteries” by the locals, allow access to the pump mechanism and hold lookout posts.

17. Vale Manor. A small but exquisite manor situated in the wealthier neighborhood of the Gate District's south end. Surrounded by cultivated gardens and protected by a high wrought-iron fence, this manse has been provided by Prelate Hulrun to serve as the Vales's private residence for the past several years. Though attempts have been made to make the Vales as comfortable as possible, the constant presence of city guards on the grounds and at the fence's gate serve as a reminder that they live under the stern observation of the prelate.

Astra / Dark have been your dreams of late:

A dream from one month ago: A battle in a castle courtyard between crusaders and demonic soldiers. In the middle stands a weathered fountain, sending clear streams of glittering holy water splashing into a great cracked basin. The press of battle sees the basin struck by weapons and jostled by soldiers until finally it breaks, sending a massive wave of blessed water over the assembled forces. The monstrous soldiers are swept from the courtyard while the water passes harmlessly over the crusaders before quickly draining away. Next to the ruined fountain a single crusader in a closed helm stands holding a chalice, the cup surrounded by a golden nimbus and full to the brim with the last of the water.

Two weeks ago, a song sung in Celestial during a fit:

"The bull's amongst the sheep, maggots fill his hide;
Whilst the flock's asleep he locks them up inside
Then sets the barn to burning, dancing in the flames!
'Til corpses feeding maggots are all that remain."

A dream from two nights ago: A dove caught in a terrible storm, buffeted by winds. It struggles valiantly to keep itself aflight, climbing higher and higher in an effort to rise above the clouds. Just when it seems it will break free above the maelstrom it is suddenly struck down by lightning and snatched away by the wind into darkness, leaving behind only a few feathers which gently fall, undisturbed, through the chaos of the storm.


Auric / Bludspar Briefing:

Yesterday you made your bi-monthly report to Knight-captain Bludspar at the Blackwing Observatory, Kenabres's temple of Desna. In a secret basement room you relayed to him the most recent of Astra's dreams, involving a dove in a storm. Once complete, he thanked you. "I know you'd hoped for a more active role in our order's defense of Mendev, and you've performed the duties you've been given admirably. There are those who believe the role you play now is vital. Be diligent, stay focused, and when this is over I'll see to it you're rewarded accordingly and posted somewhere that more befits your training."

"For now, back to it. I must return to Nerosyan immediately, and you to your charge. I assume you'll be attending the festival tomorrow. Do not let the pomp and circumstance distract you - diligence and focus, Auric. May the stars watch over you and their song guide your way."

There was something unusual about his tone. Bludspar is a stoic, no-nonsense soldier. Mostly he asks after Astra's condition and little else, and he's not discussed the conditions of your mission since first he assigned it to you; certainly he's never mentioned it's duration or what might come after. He left you with the feeling that your days spent watching Astra Vale were coming to an end.

After the briefing you ran into an old friend from your basic training, Tenebris "Ten" Crepusculum, who's visiting his home city. Mischievous and slippery as ever, he managed to invite himself to spend the festival day with you to "catch up."


Luna / Dropping eaves:
Yesterday afternoon as Luna was poised to push through the door to the kitchen she overheard a conversation between her parents.

Elvara: "- told you not to listen to that crackpot. He cannot accept the unknowable, and so his mind invents meaning where there is none to be found."
Galen: "While some of his theories may be outlandish, that doesn't mean he's always wrong. And this had the ring of truth to it. You know as well as I that for all we do, in the end we have little say over what the Iomedeans decide. What if it's true? Without the strength of the temple to help us, what influence we do have will evaporate. What then?"
Elvara: "Damn Aravashnial and his paranoid ramblings - he and his lot should never have been allowed to set up residence!" Luna's mother exclaims in frustration. Then, in a calmer tone, "My love, you know as well as I that Desna does not dwell in any temple; the observatory simply helps us see her works more clearly. Even if this comes to pass we will remain strong. And no matter the wishes of the Iomedeans, we'll not let any ill befall our daughters. Not again."

Just then a maid walked past Luna and entered the kitchen, interrupting the conversation. While she's unsure what exactly her parents were discussing and who this "Aravashnial" is, none of it sounded particularly good.


Tenebris / A family reunion:

Shortly after bumping into his old friend Auric at the Blackwing Observatory temple and inviting himself to spend Armasse with the cavalier, Tenebris noticed Vraxim Crepusculum - his cousin by way of his uncle Elim - skulking through the streets of northern New Kenabres clutching an oblong package wrapped in burlap. With nowhere particular to be and knowing Vraxim to be a shameless reprobate, Ten decided to follow him. A short time later they arrived at a tower of pale grey stone, where his cousin knocked upon the door and announced that he had new material for the archives. The door opened and his cousin slipped inside.

Now Vraxim is as much a scholar as he is a Hellknight, and so, his curiosity piqued, Ten walked up to knock on the door himself when suddenly it opened again and his cousin stepped out. In a flash Ten jumped into the back of a passing wagon to avoid detection, and by the time he jumped out again in front of the Hall of Heroes, he'd put the whole affair out of his mind.