Ascension of Eight (Inactive)

Game Master Arkwright

Eight will be imprisoned. Eight will find a new destiny. The Eight will topple Cheliax.


LOOTS

A Cheliax-themed sandbox, run by GM Arkwright. Unleash a rebellion, slay dragons or run a small fish and chip shop in the lower-east side of town. You choose.

Map of Egorian

The Safehouse
Arch

Through the archway you see a small passage with stone walls, roof and a wooden floor, proceeding through for twenty feet before stopping at what seems to be a balcony. As the barrel door swings open, two candles to the side of the archway spring into life, as do another two further along, and another two, until a dull golden radiance lights up the passage and the room beyond it.

Map

Second Floor:
This section consist of a balcony, running along the south and east side of the safehouse before coming to a staircase which descends onto the first floor.

First Floor:
A combination food preparation, dining, living and war room, this floor has a kitchen and cupboards in the southeast corner, a large table littered with papers and a large map of Egorian in the northwest corner, and an oddly-shaped pentacle carved into the ground in the southwest corner. In the northeast corner there is a small manhole, which when traversed follows a short passageway into an enormous sewer complex. Arrows on the wall of the sewers lead you another manhole, which opens up to reveal a small and deserted corner of Egorian, one mile from the White Lily.

Map of Egorian

Storage Room:
To the north is a storage room, containing stacks upon stacks of shelves, crates and various other containers. Also there is a small cache of coins.

Training Room:
A medium-sized annex opens from the first floor to the west, revealing an open space with a dirt floor, the walls lined alternately with dummies and archery targets. From the blast patterns on the targets, you can tell that magical blasts have been used upon them too.

Bedrooms:
To the south there is a complex of eight bedrooms branching off from a central corridor, containing beds and an assortment of items unique to the previous owner, with water-closets adjoining to the corridor.

General:
The safehouse, while deserted, is clean and the food is fresh, with candles lit as you proceed through. This is puzzling but you notice the dirt upon your boots disappearing as you walk further into the base.

Notable NPCs
Bob
A street urchin the Eight broke out of prison, he's streetwise, quick to be sarcastic and damned handy.

Aunt Wilheminia
A witch, Wilheminia runs her own magic shop and has gifted Mellany with access to the Witch-Wide Web.

'Coinface' Scleva
A male human ex-soldier, though for which army no one knows and he's not saying, he runs a stall in the marketplace selling antique and semi-recent weaponry, in addition to a few magical items for the enterprising soldier or warrior-of-fortune. For years he has been a fixture there and watched silently as fellow tiefling merchants and salespeoples, some of them friends, were arrested or killed or simply disappeared. It takes some hinting on your part that you are behind something opposed to this, but recent circumstances have made him decide that he must take a more active role in events. He is still a merchant, nicknamed 'Coinface' for his gold and his unchanging expression, so don't expect any discounts or bargains; he will however point out shops in the marketplace selling items you need or may need and which sell at the lowest or fairest prices. He has promised to keep an ear out for information, but he needs a few days to talk with his fellows and learn what they've heard.

Marlietta Swansbraid
She works as an assistant in one of the rapturously luxurious clothing stores so frequented by chelish nobility and their richer servants. Brown-haired and seemingly half-elven, she is blessed with a beauty more cute than seductive, and thus avoids the lecherous intentions of some of her clients. She is, in actuality, a tiefling. Born to a poor yet well-loved family in one of the worst quarters of Cheliax, she would not have survived had not her family and many in the neighborhood pooled their money and paid a wizard to make for her a special tattoo that allowed her to pass as human, concealing her true features. For this kindness she loves he friends and family but is the bitterest enemy of the priests and nobility who would have seen her cast out into the ocean. She has revealed this to you only because her withered grandmother lives below the old man who told on you to the Takers, and saw you cutting down the tails from the wall and fighting the gang. Her talents are many, but she will be of most use to you in gathering gossip, spreading rumors, and possibly picking the odd pocket. And perhaps in gaining access to choice locations.

Valello Bloodstein. Valello was born a human nobleman but because of an 'indiscretion', at the age of twenty he was sent off to Cheliax to become a cleric of Asmodeous. Working just enough to stay in the church for fear of his stipend being cut off, Valello yearns to return to his previous lifestyle, aged twenty four now. He utterly fails to hide the fact that he sees you as a possible route out of his prayersome, religious hellhole. What use he may be to you is for you to discover.

Naboo
Naboo is, of all things, a tiny soulbound doll. He has lived for decades and met the Eight of old, gifting them the safehouse. With his monkey friend Bollo, he is a skilled manipulator of politics, as well as an accomplished thief and spy.

The Tail-Takers
The Tail-Takers are a gang, best known for their persecution of tieflings and their Walls, which are walls with cut-off tiefling tails nailed onto them, scattered around the city.

Command Structure: The gang is headed by Kore, a mysterious fellow who hates Tieflings. The gang also has 'gulls' who are sub-bosses who report directly to Kore. Each gull has an apprentice, a 'dog'.

Bases of Operations: The Dancing Devil, various gull homes.