|DM Aron Marczylo|
decided to set up the gameplay thread as Alex pointed out he can't dot unless it exists.
As the Sun Shaman comes to see the group he is escorted by several Burn rider and invites you all back to his tent. When you arrive, he greets you all.
"Congratulations on becoming one of the Sklar-Quah, please, sit near." he instructs pointing to the personal fire. "As I have said, this tale is one passed down for many years back when we lived where your city now stands. My Ancestor, Coja Eyes-Aflame, who was called to join a righteous cause by a man named Mandraivus. He was a hero of a distant nation and needed a small group to fight a vile dragon, disguised as a human, named Kazavon. He was gone for many moons, but when he returned he was not the same. His hands would shake, his eyes carried a hunted look and would wake up every night in cold sweat and screaming in fear. Little was said about what he saw, but he said they had won and Mandraivus was in control of the fortress known as Scarwall. As long as he held it, evil would never return, he believed."
Mandraivus was a mighty paladin, descended down a long line of holy warriors who followed Iomedae and was gifted a magical blade named Serethtial, that she crafted herself. His last mission was to destroy Kazavon and take over Scarwall as a perfect foothold into the Hold of Belkzen, but he has never been heard of again, however since no more attacks from Kazavon has happened many believe he died in the final battle and no one has been able to recover his body nor the blade.
"Although he and Mandraivus' companions had defeated this mighty beast, it would not die. The abomination's remains would twitch with life, even as they used their most powerful spells and weapons it would remain. The hero sent everyone away with different parts of the dragon, my ancestor carrying Kazavon's teeth back home. He was ordered never to contact any other members of the group and to make sure the relics were buried and hidden forever so this creature could never return to it's former life."
"We places the Midnight Fangs inside our ancient pyramid on the shores that Castle Korvosa now sits. Many Shoanti died protecting this temple to make sure none would discover the fangs. We have looked at the city in fear since, afraid that this day would come where someone would claim the teeth and be corrupted by it's influence. We were told by the spirits, as we guided them, that the fangs contain a fragment of the creature's soul. It is not powerful enough to cause trouble to the world, but it was known to invade the dreams of those who touched them, leaving only those with the strongest wills to look after the fangs, unlike the queen."
"Once these fragments have found someone weak enough, they grow much like a plant in rich soil to bloom into a mighty tree. She now possesses two souls. One is hers, the other is grown of Kazavon's fragment. Two souls in one body would grant her power over her own mortality. I believe you should all take part in one of our most rare rituals, the Blessing of the Ancestors. We only use this in times of great change to speak to the spirit world for guidance, however this situation required such a powerful ritual to take place."
When asked what spirit the party require, he points out it must have a powerful link to the group as the stronger the link, the better the information given and only one person comes to everyone's mind, Zellara. The ritual can only be conducted in the morning so you are all allowed to retire for the day, only until you are woken in the early morning before sunrise.
The Sun Shaman is sat near a fire, taking the time to prepare, however all he appears to be doing is rhythmic droning chant that goes on for two hours.
If you wish you can join hands with him and help prepare for the blessing and focus.
The location of the ritual is on the upper tier of Bolt Rock and the entire Flameford tribe as accompanied you all to watch in silence and respectfulness for the ritual.
The Shaman begins by recounting the legends of the tribe and the heroics and wisdom of the ancestors in a sing-song voice, shifting after ten minutes into wordless droning and rhythmic chanting. This continues for the two hours, after which the Sun Shaman slumps and the spirit of Zellara rises from the smoke of the fire to address you.
"Greetings again, heroes of Korvosa. Wise Curnach, brave Krenn, Jerin the Scholar and heroic Llyra." she states with pride as she smiles down to you all. She then draws spectral versions of the cards as she goes over them. "I have a message for you from the spirits, but first, let me conduct a new Harrowing."
As she conducts the harrowing she brings up some interesting pieces of information. For the past, she reveals that Scarwall, though liberated from it's owner, has fallen into darkness and no one, not even followers of Zon-Kuthon are safe there anymore. The blade sits in the fortress, awaiting the day to be held by another valiant and holy warrior.
The present reveals that The Brotherhood of Bones, though they have their own motiviations, will be a citical and valuable asset, however, do not fully trust them. It also adds, that attempting to strike down the queen without the blade will result in a slow and agonising death. Without the blade, you would be fighting an immortal.
The future is represented by some of the most horrible sights. Though the castle has remained empty of the living, Devils, intelligent undead and abominations are rife and living. Powerful beings such as a mighty dragon with scales blacker than the deepest darkness, once-living generals who continue to protect their fortress. Two minions of Zon-Kuthon still live, hiding deep below the building. One remaining guard and another a coward, cursed for angering his lord. A Devil from the dephs of hell is still here, trapped by the foul energies that bind the spirits to the walls of the great building.
Most dangerous of these creatures is a rare form of ghost that anchors itself to this world. Unless all the anchors are destroyed, it will continue to return and keep the spirits that have been captured over the years inside the walls. Another, possibly the most dangerous was a creature, who was once a Lich that served as a religious advisor, but now he has been transformed into a far worse and deadly creature. It is suggested you protect yourselves from the powers of death when entering this blight on the spirit world.
Zellara concludes her interpretation, pausing before she speaks again to you.
"I have a tale to tell you." after this she begins to sing with a clear, but haunting song.
Fate of steel—Serithtial
Her cage for years sustained
Four enthralled in lost Scarwall;
Undead to keep her chained.
A spirit first, red war his thirst
Still stands at post of old;
A second foe, infernal soul
Waits high in tower cold.
In kennel’s grime third bides his time
Then vents his killing breath.
And on a stone ’mid ash and bone,
The final dreams of death.
The spirits worn and battletorn
And locked in their damnation,
The chained one’s hold at last grows old
And ushers in salvation.
Yet hope remains amid the chains
When blade’s stone cage has crumbled,
Friends to dread and the death of the dead,
Keys to Kazavon humbled.
As the song finishes, Zellara smiles again, although this time her smiles seems somewhat sad or bittersweet. You feel a sudden upsurge in your souls as the spirits of the dead infuse you with energy to aid them, even when miles away and within Scarwall as the location is a blot on the spirit world too and they wish to see your victory.
The Shoanti stand amazed as the ritual ends and Zellara fades into darkness. Finally, Chief Ready Klar breaks the awestruck silence.
"Truly, you are all blessed by the spirits and bear their mark. You honour us with your presence and friendship. As they go forth to battle the evil that has plagued these lands of ash for many-score generations, they go with the power of the Sklar-Quah. They shall go forth with the power of Father Sun in their hands."
The energy can do one of two things, listed below:
Infused Weapon and Armour: The spirit world infuses one weapon, suit of armour, or shield owned by each of the PCs (even if the item in question is not present at the blessing). If the PC chooses a weapon, it gains the undead bane weapon quality. If the PC chooses armour or shield, the chosen protection gains the ghost touch armour quality.
Infused Soul: The next time the PC fails a saving throw against a death effect, that effect is negated but the PC is stunned for one round as the spiritual energies in his soul are burnt
away. This protection can save each PC only once from a death effect.
[ooc]you can stay for a bit longer or make a move on however way you wish to travel, including teleportation or other types of travel such as Shadow Walk or even Transport Via Plants.