The Forgotten God (Table 5)

Game Master Rednal

Astoroth, God of Facts and Information-Gathering
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The Cathedral
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Unused


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The man blinked as he saw the script in the book, then squinted, clearly trying to decipher and memorize what he could. "If it were me - and understand I'm not recommending this, on account of the danger - I'd head down to the docks. They need sailors for the ships that go the Between-Sea, so they've got recruiting offices down there. Always more folks desperate enough to give it a try, even after the Fort Toil Massacre back in 1647."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth waited until the man was finished before stashing the book safely away once again. "Thank you for your time."


"Most of these are beyond me, but... an interesting read all the same." he answered with a laugh. "Was there anything else you wanted to ask about while you're here?"


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth smiled encouragingly. "Keep at it. With time and practice, even the most complicated trick can become second-nature." (if there's a particular spell he seems especially interested in, I'll give him those spellbook pages. It's not like I actually use it, after all. XD) "Could you, perhaps, tell me something of the history of this place?" He'd learned a bit about the local politics, but knowing how things got to be this way would be equally useful. Plus, history was just plain interesting.


The street magician blinked. "The shop, Festival, or the city? There's, uh, there's a lot of history here. And I only know the basic stuff, but that's easy enough to share."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

"Festival and the city, please," Astoroth replied.


"Well, the whole district was built up around a small hill in the river - most of it's artificial." he explained. "City this big needs an entertainment district, see, and there's enough people around to keep it busy day and night. The city turns a blind eye towards a lot of what happens here. What happens in Festival stays in Festival, and that's just the way everyone likes it."

"City's older. Much older. This is a tale..."

Spoiler:
The known history of the city-state begins with Oerson and his great march into Akados. In the time of his grandchildren, the co-regents Oesson and Oeric, Hyperborea rose up in rebellion against its former masters in Boros. The matter was decided in the great battle of Hummaemidon, when the Hyperborean polemarch Asenna defeated the combined legions of the Borean polemarchos Crassin and Odontius. Polemarch Asenna was slain in the battle, but the grateful co-regents did not fail to recognize his generals, the strategoi, who persevered to see the battle through to victory. One such general was Strategos Oleus Castorhage. For his efforts, he was granted the right to establish and rule the island province of Insula Lymossus, in the newly established Hyperborean Empire. As the harmost (military governor) of the province, Oleus established his “Citadel Castorhage” on the great granite tor overlooking the meandering Great Lyme River.

The Castorhagi family ruled as faithful stewards of the Hyberborean imperators for more than 1,700 years, as they built a successful colony and burgeoning city upon the banks of the estuary. Everything changed, though, when a mysterious visitor called upon Harmost Demos Castorhage. Barely 21 years of age at the time, the harmost greeted the mysterious stranger, who was swathed entirely in robes of brownish-yellow, with a featureless mask over his face. The stranger spoke with words of courtesy, and knew some of the family passwords from older days, so Demos heard him out…cautiously. Demos was repulsed by the stranger’s smell, a combination of rot and strange spices, but the things he whispered caught the young harmost’s attention and held him transfixed. For most of the night, the visitor whispered too quietly for the guards to hear, but with Demos leaning eagerly forward to catch every word. When finally the whispers ceased, Demos Castorhage leaned back as if in a daze. He ordered fine quarters to be prepared for his guest, and announced that he must ponder what he had heard.

The stranger called himself the Eburnean Oracle, and remained at Citadel Castorhage. Each evening he would consult the harmost into the small hours of the morning, whispering ever for Demos’s ears alone. The mysterious oracle never left his rooms except to speak with the governor, was never seen to eat, and was never observed without his full robes and mask. Finally, after six years of the ceaseless whispers, something changed. The barracks of the Lymossus Legion caught fire in the middle of the night. The wooden barracks built against the stone wall of the citadel burned well, and the fire did not spread beyond its confines. As the

Hyperborean legionnaires attempted to escape, they found the barracks doors barred from the outside, and the Castorhagi somatophylakes waiting outside all of the windows with their sharpened xiphos, ready to kill any who emerged. A few of the soldiers managed to fight their way free of the initial flames, only to die upon the blades of the Castorhagi bodyguards.

By morning the entire barracks had burned to the ground, with more than 800 Hyperborean soldiers inside. As the city of Colonia Lymossus looked on in mute shock, the harmost emerged from the citadel accompanied by the Eburnean Oracle. He publicly declared the independence of Insula Lymossus, and himself as King Demos Castorhage I. He then appointed the oracle as his Chief Advisor — and with this, the reign of the City-State of Castorhage had begun.

Hard Alliances

Though Castorhage had its first king (and shortly thereafter its own calendar) based on the crowning of Demos I, its troubles were only beginning. Demos had thought the Hyperborean empire would be too distracted to worry about a single island province, but he hadn’t reckoned on the public reaction to the burning of the legionnaires. Castorhage immediately sent envoys and offers of terms and payment in an attempt to make peace with the eastern empire, but to no avail. Skirmishes escalated on land and sea between the Castorhagi and the Hyperboreans, and within a decade Castorhage found itself engaged in the Eleventy Years war with Curgantium, the Imperial capitol.

War with Hyperborea proved brutal. Though the Hyperborean Imperator had his hands full dealing with Heldring raiders in the south, and humanoid raiders in the north, he still mustered the forces to engage

Lymossus in a long-drawn-out military conflict. Within 20 years, Demos was dead — slain in battle — and 7 years later his oldest son Belos I had fallen as well. Demos’s second son, Belgos, took the throne as Belos II and continued to prosecute the war. Alhough a direct invasion of Insula Lymossus was problematic for the Hyperboreans, Castorhage nonetheless suffered brutally, and won very few of the battles that occurred. It became a war of attrition that Castorhage had no hope of winning. Over the span of the war, the city-state went through nine royal successions.

By the time King Parvalis fell in 121, the end of the city-state seemed near.

With Parvalis’s son only an infant, and no strong heir ready for the throne other than an unpopular and aged uncle, discontent among the people of Castorhage finally came to a boil. The heads of the Four Great Families of Castorhage — the Borxia, Tredici, Nightshade, and Castorhage — met secretly in the tunnels of the Underneath. At this meeting, the four house patriarchs established the “Illuminati,” and called upon the arch devil Caasimolar to intercede on their behalf with the imperator of Hyperborea.

The former President of Hell proceeded to broker an agreement, whereby hostilities ceased, the city-state retained its independence, and a treaty was signed. However, the deal stipulated that the crown of the city-state would pass from the decimated Castorhage family to the Agrige Borxia. In no position to protest, the Castorhagi assented to the agreement, and the beginning of the Borxia royal dynasty began.

The Borxia kings did bring some measure of prosperity back to the city after the peace, and a great measure of prosperity back to their house. But not all were content with a Borxia king. The house of Castorhage began to grow strong again, and the grandson of Parvalis gathered together allies and the other malcontents. Times grew hard for the folk of Castorhage under the years of Borxia excess.

The Borxia reigned for 161 more years, including the rule of King Fidelius the Foul, known today as the Reign of Misery due to his brutal, oppressive, tyranny and the toll it took upon the city. But even that did not tip the scales away from the Borxia. When the Reign of Misery ended with Fidelius’s death in 198, his gluttonous and wastrel son Porfask the Large began his own 16-year reign.

Such was the Large’s largesse that the race known as the swyne began to appear in the city from parts unknown, and upon King Large’s death, these hedonistic folk began to worship the former king as a god — worship that within a century began to produce true clerics. It is commonly agreed that King Large did not ascend to godhood, but who (or what) is granting spellcasting abilities to the faithful remains a great mystery.

The first year of King Large’s reign saw the outbreak of the First Great Fire that killed hundreds and rendered thousands homeless, and the reign of his grandson saw the first outbreak of the plague known as The Death, which claimed sixty percent of the populace. After the plague burned itself out, the survivors turned to the extermination of the rats that were deemed to have been plague carriers — and which had multiplied rapidly, due to the great many plague corpses left throughout the city. This extermination became known as the “Pyre of Rats,” for the hundreds of thousands of rats and rat corpses burned in great bonfires. The rats, mysteriously and utterly unpredictably, fought back. In the dead of the night, hundreds of citizens found themselves beset by rat swarms that devoured them in their beds. Many view this event (known as the Biting Feast) to be the first manifestation of the Rat Queen within the city. Finally, due to ruinous taxation during the reign of King Crowan, the long-simmering discontent in the city reached a boil, and revolt followed.

Anarchists seized Crowan and “shortened his hair by a head” upon the headman’s block, earning him the nickname “Short-locks” in the history books from then on. The Anarchists then stormed the Capitol in force. Here, they seized the Eburnean Oracle, who was hiding within the King’s chambers, apparently having served as advisor to the monarchs of Castorhage for 297 straight years. The mob took the protesting creature, still swathed and masked, out to the Traders Gate Square, where they burned the seemingly immortal creature alive. They wrapped the charred remains in weighted chains and threw it into the river, rejoicing to be done with the foul influence of the individual whom popular opinion blamed for most of the terrible decisions of rule made over the last three centuries.

The Second Castorhage Dynasty

With the death of King Crowan, the city found itself without a Borxia monarch for the first time in 222 years, but their freedom was to be short lived. The Castorhage patriarch, Rissel, was a powerful devil-binder and used his considerable magical abilities — and astute use of political favour — to claim the throne and bring the rule of Castorhage back to the family of that name. The Second Castorhage Dynasty continued uninterrupted for the next 1,500 years with the exception of a trio of short interludes when non-Castorhagi queens ruled. King Rissel was known as the Binder for his magic, but in most minds for his successful binding of House Castorhage to the throne, apparently permanently.

It took some time for the city-state to recover from the centuries of Borxia rule, but changes in trade laws brought in more traders from afar, generating greater tax revenue than in past times, and this period also saw the establishment of the first formal clubs and guilds as a way to both promote and regulate trade among the growing middle class. However, something even more significant entered the city at this time as well. The city’s first guild, the Guild of Harlots, was established under the leadership of an outspoken and influential woman, her name unknown, and who disappeared from sight thereafter.

The first hiccup in the new dynasty of the Castorhagi occurred almost 150 years later. King Prywid, called “the Cursed” (for a variety of reasons) made the beautiful young Coal Borxia his third queen. She soon became pregnant and bore him a son, and people thought that perhaps the string of Prywid’s bad luck had ended. When he suddenly died two years later, they quickly decided differently. Queen Coal wasted no time in taking the reins of power over the citystate and beginning what became known as the Years of Terror. Though it had likely existed for some time within the city, it was during the Years of Terror that the Great Coven truly rose to prominence within the city.

It was from this time that the saying, “Every thirteenth woman in the city is a witch,” came from as the coven took on many important and even official roles within the city. The Church of Mother Grace was suppressed, and the High Bishop of the Church, Jord of Croix, was burned at the stake on the steps of the Great Cathedral for refusing to renounce his faith before a tribune of witches. Legends say that the flames of his pyre burned all day and all night with him standing peacefully within them until the final hour, when he finally crumbled to ash in an instant. Though Jord died that day, word of the manner of his death did not, and the Church of Mother Grace underwent something of a resurgence even as it went underground during the reign of Coal. And when the Years of Terror ended 40 years later, with Queen Coal Borxia burning on those same cathedral steps, the office of the Holy Father of Castorhage was ordained in the name of Jord. Only seven years later, Jord was beatified by the Church and named as the patron saint of the city.

The grandson of Coal and Prywid, King Artelo I, assumed the throne, and the crown rested once again upon a Castorhage brow. During his reign, Artelo resolved to reverse the fortunes of the city-state by making it the hub of a vast trade empire. To this end, he commissioned the construction of the Great Docks to accommodate the largest trade ships of the world. He also greatly expanded the trade fleet of the city-state, sending its ships abroad for trade and exploration. Two years later, the Castorhagi ship, the Brave made landfall on the western coast of Libynos, and four years after that Castorhage established its first trading colony on Tandril Island across the Crescent Sea.

Artelo’s daughter Malice succeeded him and continued his overseas policies, with the additional strategy of using the city’s criminals as slave labour. She established the Forest Coast penal colonies, and was the first Akadian monarch to establish peaceful contact with the wild elves of the Green Realm. Unfortunately, this peace was not to last. Her own great grandson, Lertis Tevoy, seeking to follow in his ancestors’ footsteps, decreed that a road should be built through the Green Realm to pierce its inner secrets. He then set about protecting the road with forts along its length, and had the audacity to be surprised when the wild elves interpreted his actions as an invasion. What followed then was a ruinous 24-year war of attrition fought against the elves of the Green Realm.

The elves’ numbers were never truly known, and almost every battle was fought on their terms in their terrain. Not a single significant engagement was won by the Castorhagi, and every foot of ground gained was done so at the expense of gallons of Castorhagi blood.

When finally even King Lertis had to admit that the Great Road was a failure, he was forced to mortgage the Crown Jewels to pay off some of the resulting debts. More than 76,000 Castorhagi had been slain and more than 3 million gold sovereigns spent in the futile war. The Crown Jewels would not sit long in a bank vault in Curgantium, however. Lertis Tevoy’s half-brother, Terrance Aquiri, made arrangements with a Leng slaver, who purchased the King of Castorhage for sufficient funds to re-acquire the Crown Jewels from Hyperborea and settle the huge debts accrued by the now-missing king. Terrance Aquiri was as surprised as anyone when his plan worked without any problems. The aristocracy, exhausted by Lertis Tevoy’s excesses, unanimously heralded Terrance Aquiri as the new king rather than a traitor. Terrance gained nickname “Acquire,” for his methods in obtaining both the Crown Jewels and the Crown.

King Acquire

King Acquire’s initial reign was largely peaceful and prosperous. During this time, the Castorhagi exploratory ship Brave stumbled upon a never-before-charted island in the Crescent Sea that had apparently risen from the deeps. An ancient, intact palace upon it — believed to date from Phoromyceaen times — made it an extremely attractive find, and Acquire claimed it for the Royal Family, naming it “Royal Island.” He moved his wife and two daughters to the refurbished palaces in this serene, idyllic setting, far from the cutthroat politics of the Capitol. When his much-loved Queen Selene became pregnant again, he resolved that the island should become the permanent Royal Quarters during times of peace. She delivered for him triplet sons, and the people of Casterhage declared it a new golden age for the city.

As the boys grew into adolescence, they proved to be handsome, intelligent, talented, and possessed of a sweet disposition allowing them to cooperate and work with one another without rancour or jealousy. The people, who received regular updates on the Royal Family by official dispatch from the queen, began to call the boys the Crown’s Hope, and saw them as guarantors of the city’s burgeoning prosperity for decades to come. However, when the princes reached the age of 16 and were to be presented formally at the Capitol, tragedy struck. Before their ship could set sail to join King Acquire in the city, the beautiful Royal Island sank as suddenly as it had risen. Everyone upon the island was lost: the entire royal household, the queen, the two princesses, and the three princes. The city entered a state of shock, and Acquire was devastated. He could no longer govern, and took to wearing ashes and sackcloth for his self-perceived infractions against the gods. He ultimately abdicated his throne to his cousin Aldwerd, and took up a lonely vigil at sea, waiting for the island to rise again. When it eventually did, 18 years later, Acquire settled upon it, renaming it Bitter Island. The palace still remained, but of course all of his family and retainers were long gone. He took up a hermetic existence upon the island, and King Aldwerd would send the Royal Ship Rosestone to check on his cousin, bringing him supplies and what creature comforts it could. When the ship returned in 686, the island was gone, once more sunk beneath the waves, taking what was believed to be the last of the surviving royal family with it.

There was one member of the family that had escaped the island, though. Unbeknownst to all, one of the many folk of Castorhage who had become enraptured by the Royal Family was none other than the vampire lord Beltane. When the Rosestone made its initial voyage to pick up the Royal Family, it did so with the captain and crew firmly dominated by the god-like vampire. Beltane visited Queen Selene in the night, twice, while the family made its preparations for departure, each time leaving her one step closer to immortal undeath. On the third night, Beltane stepped upon the ship’s deck to see the island suddenly sinking beneath the waves. He dove in and swam to the Queen’s chamber where he found her upon the verge of drowning — and bestowed upon her his final life-draining kiss.

He then buried her deep in the sea mud to await the next night. When she arose as a vampire at the next nightfall, she found that Beltane had fashioned a coffin from her furnishings in the palace. Then, traveling by night and burying themselves in the coffin by day, they made their way back to Castorhage, where Beltane introduced to the Fetch his first and greatest Bride, Selene.

The city long mourned the loss of its beloved King Acquire, but his cousin Aldwerd I proved a capable king, as did his son and his grandson. This proved to be of great importance, for in 751 the poles of the world shifted, the Goitre formed in the western ocean, and the continent of Boros froze over. This sudden event brought great climactic change, including a major cold surge from over the Haunted Steppe and the Crescent Sea. A realm like Reme could weather the sudden shift because of its great territorial resources; the Grand Duke could relocate his people to warmer or more fertile areas as needed. But for a small, overpopulated island like Lymossus, there was no such solution. The Fimbulwinter came to Castorhage when Aldwerd I’s great-granddaughter Queen Gwenth was only 29 years old.

The unrelenting winter storms closed the harbour much of the time, and made life on the island virtually impossible. Help and supplies were not forthcoming from the main continent because of the great fires ravaging the hinterland. The imperial capital at Curgantium was destroyed, and the Hyperborean Empire was on its knees. The Fetch hunted in the twilit days of the city with impunity, daring any to confront them — and Beltane revealed himself to the city for the first time, along with his heart breaking bride Selene, the city’s once-beloved queen. But through it all, the young

Queen Gwenth marshalled her resources, organised her labour, prioritised the city’s needs, and empowered ministers and common folk alike to help find solutions. When the Fimbulwinter finally passed, 15 years later, and brought a much needed summer back to Lymossus, Queen Gwenth found herself ruler of a city that had not only survived, but had found its spirit through the adversity. When trade relations were established with distant Xi’en shortly thereafter, true prosperity began to burgeon in the citystate.

When she died at the age of 57, Queen Gwenth became the only monarch of Castorhage to be given the sobriquet “The Great.”

Unfortunately, her son, King Artelo IV, unexpectedly died only a few months later, leaving the city in political upheaval. During the “Troubled Years,” civil strife wracked the city while a suitable heir was sought. Finally, a nephew from the line of Lertis Tevoy was found and crowned King Corvus Taim. None of his children survived into adulthood, so after his death the crown passed to an uncle and a cousin before finally finding stability in the person of the twin regents Alar and Elspeth. Brother and sister, neither wished to rule over the other; they chose instead to cooperate and share rule in the tradition that the sons of Queen Selene had intended.

When Alar died young, Elspeth ruled as sole Queen until her own death at the age of 80, passing the throne to her own son.

Change of Regimes

After the relocation of Hyperborea to Libynos and its eventual fall, Castorhage found itself largely cut off from continental trade. Attempts to reach mutually beneficial agreements with Reme were proving problematic, as each side wrangled for greater control of the Crescent Sea; most of Castorhage’s focus turned towards its far-flung trade interests in Xi’en and Libynos. The city of Trinidar became a major colonial holding for Castorhage. Over time, however, the rise of Foere altered matters. Suddenly there was a powerful, centralised force of governance on Akados — and where the Hyperborean imperators had become corrupt and distracted, the new Foerdewaith Overking was proving to be dynamic and decisive.

Seeing the difficulty of his position, King Prudus I sent envoys to Foere with oaths of allegiance and orders to negotiate favourable terms with the new Overking, Macobert. The Overking accepted the homage from Castorhage, and granted the city-state a protectorate status rather than that of a vassal state. Foerdewaith inspectors-general were sent back with the envoys to assess the tax burden of the city. Though Prudus’s decision was pragmatic and wise, not everyone perceived it so. There was much grumbling in the streets over the matter of bowing to a foreign power, but the next morning when all three inspectors-general and King Prudus himself were found in their respective beds consumed alive by rats, the city held its collective breath. King Cantor II sent a polite letter of condolence over the unfortunate, yet totally accidental, demise of the inspectors-general — and reminded them that Castorhage’s own king had perished in identical fashion. He chose not to reiterate any oaths Prudus I may have made, and Foere decided it prudent not to send any more inspectors-general. Few, if any, taxes ever made their way to the new capital of Courghais, and for its part the Foerdewaith Crown tried its hardest to simply ignore the city-state of Castorhage.

Reclamation

During the reign of Prudus II, the Overking of Foere called for a Great Crusade to free the Libynosi holy city of Tircople from the clutches of invading heathens. The King lent his sword and his knights to the cause, and was well rewarded for his efforts. Castorhage was given rights to colonise the eastern coast of Libynos, and the city-state wasted no time in doing so. Soon colonies began to spring up along the coast, and Castorhage took its first real steps as a maritime empire.

The new largesse flowed into Castorhagi coffers, but it was not to last for long. With much of Foere’s military strength still engaged in Libynos, a powerful vampire lord calling himself the Singed Man took the opportunity to overrun and conquer the Duchy of Kear in western Foere. The loss was particularly troubling to Casterohage as their own King Prudus II was traveling through Kear at the time. He and his entourage were captured by the soldiers of the Singed Man, and King Prudus II died as his prisoner. Prudus’s widow, Queen Constance, assumed rule over the city and began the long process of trying to convince Foere to expel the Singed Man before he became a true threat. The matter became complicated, however, when a Foerdewaith army led by the Duke of the Rampart was soundly defeated, and the duke captured and turned into a vampire in the Singed Man’s service. All told, it would be 155 years before the Singed Man was finally overthrown.

In the meantime, the activities of the Singed Man emboldened the vampires of Castorhage, and they began operating boldly throughout the city, using the deaths from the first outbreak of the Shabbisian Plague to cover their activities. When Bishop Anthony Mackus discovered that the Fetch had infiltrated the Church of Mother Grace all the way to the Holy Father, he instituted the Great Reclamation, purging the church of vampires and abolishing the office of Father of Castorhage. Mackus became known as the Great Cleric of Castorhage and was given the mandate to “guide the city from darkness.” He quickly implemented a crusade against the Fetch in the city, and soon undead ichor ran in the streets alongside the living blood shed by the Fetch.

While the distant crusade raged, great changes took hold. The Singed Man was finally laid low by the Foerdewaith paladin Sir Varral the Blessed, and his nightmare kingdom in the Duchy of Kear was dissolved. Foere was quick to move in to reclaim its lost realm, but not before Castorhage annexed the port of Tarry as “rightful recompense for the sacrifice of their own king to the cause.” Foere, already beleaguered from its long years of fighting Kear, and perhaps respecting the city-state for its own ongoing crusade against the undead, chose to not challenge this annexation. Tarry became an official mainland port for Castorhage, followed not long after by the secondary port of Kalares Croft.

Even on a social and infrastructural front the city-state advanced mightily. Crown Justice Moravan, well remembering the plague of his youth, ruled against the Crown’s interests in the ground-breaking case Symmons, et. al. v. Tettle Escratory, which resulted in the breaking up of the horrifically corrupt (and extensively Fetch-infiltrated) guild of the Sewagers and Ironmongers. Castorhage also saw the establishment of an Office of Sanitation to oversee disposal of the city-state’s waste in a manner that posed as little health risk to the populace as could be achieved. Hundreds of defunct and dangerous sewer channels were sealed, preventing many avenues formerly used by the Fetch; the Bilges were used as a replacement to move the city’s wastes to the dismal Brine Heath for disposal. King Leris Pallor was personally against the ruling by the Crown Justice (due the immense cost to the Royal Coffers). The Great Cleric, however, supported the ruling — moreover, the Crown Justice was beloved by the people, and King Leris publicly (albeit reluctantly) supported the ruling.

By the beginning of the 15th century, Great Cleric Anthony Mackus had disappeared — undoubtedly at the hands any one of an endless list of enemies he had made in his quest to bring the city to piety. Without him, the crusade against the Fetch ground to a screeching halt. The office of Holy Father was reinstituted by the Church, and the next Father of Castorhage, Umbertine VI (the Conciliator), did much to smooth over grievances and bring a modicum of peace back to the streets of the city. Legends say that the now-sainted Umbertine VI even sat down at a negotiating table with Beltane, the God-Emperor of the Fetch himself, in order to broker a lasting peace. Whatever the truth of this story, under the stewardship of the Conciliator the rampant bloodshed came to a halt within the city-state, and peace was re-established. When the beloved Crown Justice Moravan died only two years later, the Holy Father presided over his funeral — held on the Great Docks so there would be sufficient room for the immense crowds and an entire flotilla of boats to allow additional spectators. The closing words of the Holy Father’s eulogy proved unintentionally prophetic when he uttered, “We will never again upon the Crown Bench see gentle soul and iron will like that of the blessed John Quintilius Moravan.” Since that time, the corruption and depravity of the Crown Justices has been absolute.

The Time of Empire

Despite the peace ushered in by Saint Umbertine VI, all was not well in the city-state. The number of so-called “gods” of Castorhage — largely quashed during the time of Anthony Mackus as he made his stated goal to destroy Beltane — began to grow again. The first report of the Leper King began to appear, along with the Aspect of the Green Man, and the Great Coven claimed that the Devil once again walked the night. The reasons are still much debated, but most scholars of the city-state believe that the mysterious other-realm known as Between was stirring and drawing closer to the mundane world than it ever had before. The height of this increase in godly beings came when the Harvester of Cribs famously made off with the triplets of goodwife Grace Hamminy. It is said that was when fear entered the city and never after loosed its grip. Less than a decade later, in the 41st year of his fruitful reign, King Leris Pallor mysteriously fell from a high balcony of the Capitol. Murder was strongly suspected, but even magical investigation could get no clear answer, so the matter was closed by order of his newly crowned son Worrn I (originally pronounced WOR-in, though later accepted as simply WORN in the centuries to follow).

Early in Worrn’s reign, the fleets of Foerdewaith gathered in Reme for a Third Great Crusade against the Huun in Tircople. Worrn I, wishing to honour the example of his five-times great grandmother Queen Constance, declined to support the crusade — thereby re-planting the seeds of animosity with the grand duchy of Foere. When the next year the entire crusader fleet was lost at sea in a terrible storm, King Worrn’s less-than-sympathetic condolences of “having warned against this foolish adventure” fanned the flames of animosity to a blaze, one that has tainted relations between the two nations ever since.

King Worrn died of a fever at the age of 43, and disloyal advisors then sought to slay his son Tyrus in order to shift the Crown to a different Great House of the city-state. Some claim that the Borxia were behind the plot, others claim the Tredici, and still others point to the Perfida acting at the behest of certain Foerdewaith interests. None of the theories has ever been proven. Prince Tyrus, surviving the treacherous attempt, was forced to take ship in the night, and flee the city. In the voyage to escape his assassins, Prince Tyrus ran across Bitter Island, once again returned from its long rest in the deeps of the Crescent Sea. Fearing being overtaken by the assassins’ ships, and hoping to find a defensible place within the miraculously-preserved Phoromyceaen palace, Tyrus and his small band of companions fled inside. Within, he found not just a place to hide but a means to win back his throne. In the hermit’s cell where King Acquire had lived out his final days, Tyrus found a shining, silver-bladed sword — King Acquire’s own legendary blade Vangard. With this sword of great magical power, Tyrus and his companions turned on the assassins and brutally slew them in ambush. Then taking the attackers’ own ship, Tyrus returned to the city. When the traitorous advisors spotted the sails, they assumed it to be their own assassins returning successfully from their hunt, and made no preparations for defence. Tyrus and his companions attacked the palace, surprising the advisors and slaying all but a few to be kept for questioning. The lesser co-conspirators and supporters were sentenced to exile on Bitter Island, where they were chained to the pillars of the palace and guarded by briny jailers. Tyrus was soon crowned Worrn II, and when Bitter Island once again sank eight years later, the briny guards returned to report that all prisoners had still been alive and chained when the palace slipped beneath the waters.

The reign of Worrn II became known for expansion of its colonial
holdings and diplomatic coups, as the rival Foerdewaith struggled with their own Wars of Succession. King Worrn II sent forth the refitted ship Brave and other vessels far and wide, establishing colonies on the Bream Isles and opening trade with the isolated Gtsang Prefecture. Moreover, King Worrn II’s court was one of the first to formally recognize the newly independent kingdoms of the Vast and North Heath, sending ambassadors to their courts. It is thought that Worrn II’s wisdom might even have soothed the damaged relationship with the Grand Duchy of Reme, but his death one year before that nation’s own independence from Foere meant that his young and inexperienced grandson Luceus was on the throne when the grand duchy rose in rebellion. The Foerdewaith Court, still smarting over the ongoing struggle with the Vast and North Heath states, put intense diplomatic pressure on Castorhage not to recognize Reme’s sovereignty. Stumbling through the political threats with the grace of a blind owlbear, Luceus managed to offend both nations, and soon found himself in the short-but-decisive Short War with Reme. In seven short months, Reme soundly defeated Castorhage’s navy and forever forestalled Castorhage’s future chances to regain control of its former possessions, Tandril Island and the Forest Coast. In the next year, the Free States declared their independence in the Forest Coast, and the Grand Duchy of Reme gleefully became the first to recognize this new state. Worrn’s own death by burning, at the time of the Sixth Great Fire of Town Bridge, was seen as something of a relief, and his own estranged son Musilleus was hastily put upon the throne. Strangely, Worrn was nowhere near the fire itself at the time, an interesting mystery left to be conveniently forgotten. The unfortunate Musilleus was immediately pressured into a marriage with an eligible lady of the city-state, and soon had his own son, Quintus.

Quintus inherited none of his father’s and grandfather’s weak chins, watery eyes, or vague dispositions — quite the opposite, in fact. Quintus was likened to his noble ancestors Prudus II and Worrn II, showing their sharp minds and steely resolves, earning him the nickname of “the Cognate.” It was during Quintus’s tenure upon the throne of Castorhage that the Great Bream shipyards were established and the Elitan-i-Pan Confederation of the Shattered Folk was discovered, opening yet more trade routes for the city. It was also during his reign that the fleets of Castorhage first ran afoul of the monstrous aquatic masters of the Nether Sea, beginning more than two centuries of warfare with the sea-throng of the Sinking Place. When King Quintus Cognate died childless at the age of only 44, his death opened the way to the throne for a cadet branch of the Royal Family.

Quintus’s first cousin Rolith Artyle was next in line, and would have been the favourite for succession — but he had been inconveniently killed by his own uncle in 1548, after using an obscure and rarely referenced rule of the dice game Royal Families. Musgrove the Cold-Hearted, the very same uncle, reluctantly assumed the throne. Musgrove did not rule for long: his research into the properties of alchymic undeath — some say based upon research previously pursued by Quintus Cognate — led to his accidental self-poisoning and death after only eight years of power. It became a Castorhagi legend that his funeral was the only time the sealer of the Royal Crypt smiled while performing his duties. His son Musgrove II succeeded the father and immediately set about undoing many of the draconian measures that Musgrove I had put into place.

Musgrove II’s reign was doomed to be short as well, however, for his father’s research had borne deadly fruit. Musgrove I emerged from his tomb as a lich-like monstrosity after resting for only four years, slew his own son — whom he named as the Usurper — and resumed his reign. Now, he styled himself as Musgrove the “Dead-Hearted,” rather than his former “Cold-Hearted.” A pall seemed to hang over the city during the terrifying — and potentially endless — reign of the undead Musgrove, but the stability it caused over a 54-year reign had benefits as well.

During the second reign of Musgrove I, the money-banks of Castorhage began the novel practice of issuing paper tender, which soon caught on for transactions of greater value. The city began trade and colonisation in Far Jaati. The Empire of Castorhage reached its greatest expansion, and was rapidly becoming a true naval power. Even the 17 unsuccessful assassination attempts against the undead ruler only served to bolster the power and reputation of the city, now referred to as “the Blight” as often as it was called Castorhage.

When King Musgrove attempted to gain even greater power through a transition to demi-lichdom, his plans went greatly awry. The previously un-killable king was reduced to a fine ash that the Father of Castorhage, the leader of the Great Coven, and a Bride of Beltane worked to collect completely, bless thoroughly, then scatter across hundreds of square miles of the Fetid Sea. Castorhage was through with Musgrove the Dead- Hearted. The undead king’s own great-grandson assumed the throne, to much acclaim by all.

The reign of Musgrove’s great-great-grandson, Warden II, saw the addition of trade to the Razor Sea and peaceful contact with the mysterious grey elves (or Sarefein), though no major colonial acquisitions were added at that time. However, during the time of Warden II’s own son, Worrn III, perhaps the greatest discovery in Castorhage history took place when the unassuming accountant Hetherington Quarrus Mabe first made contact with the place known as the Between. The discovery of Between radically altered the direction of the city’s leadership (though in many ways on a covert level), charting its course, even into the present day, toward a wealth of new resources, colonisation opportunities, open warfare, and unspeakable dangers beyond the borders of reality.

A Shadowy Present
Since the discovery and continuing exploitation of Between, many of
the city’s ambitions have been turned in that direction, but not all. Other breakthroughs warrant mention. In the last century, the arts/sciences of golem-stitching and planar pact-making have been virtually perfected. Extra-planar thralls inundate the city, and the creation of ever moreingenious fleshgines has culminated in the creation of the Crooked Promethean. At long last, too, the city-state has discovered new heights in the art of naval warfare, after suffering a series of humiliating defeats to the fleets of Oceanus. In the early 18th century, Castorhage unveiled its innovative new Dreadnought class of warships: ironclad side-wheelers, steam-driven by boilers containing enslaved elemental spirits. Ever since the city manufactured a small fleet of these magically-powered war machines, the Royal Navy has been virtually unstoppable. With the rumoured addition of new fire-weapons yet to be revealed in the waters around Akados, to the mind of Castorhage’s military commanders there is nothing their empire cannot achieve. Whether true or simply hubris, this idea is perhaps best represented in two events of recent years: a single-ship blockade of the Alcaldrich Empire’s port of Caduvar, and the reportedly successful entry into the unnavigable Tempest Meridian by the dreadnought Extirpation.

What this means for the city-state and the rest of the world, remains cloaked in shadows and speculation, but great change is a certainty.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

*save vs Wall of Text* XD That's one of the things I love about FGG: the amount of detail they put into worldbuilding. I have most of their products - but not "The Blight."

Astoroth listened with interest as the historical epic unfolded. The Book of Truths would be a fair bit thicker by the time the telling was finished. This definitely explained much about the city's atmosphere. With the amount of turmoil Castorhage had gone through, it was no wonder that a sense of intrigue and oppression ran throughout.


It certainly helps to lend real weight to their settings. XD Well, that and the sheer size of their bloody books, anyway.

With the story told, you had a better sense for why this city was the way it does - though even the lengthy history wasn't really enough to explain the palpable sense of otherness that flowed through this city. You'd been to a great many places in your days as a god, and read about far more deep in the hidden vaults of knowledge the universe contained. Castorhage, though... it wasn't simply that the place felt oppressed, for such cities could be found on countless worlds. It was deeper than that, but if you were ever going to figure it out, you'd have to dive deeper into whatever was truly going on in this city.

On the other hand, obtaining such knowledge means you've leveled up. 8D


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I bought four of their discounted hardcovers a couple months back. They take up almost half of my gaming shelf. XD Yay for new levels! I'll get myself updated over the next few days.


Nyahahahaha. I actually spent a couple of weeks reading through them for an hour or so before bed - it's a nice way to cool off from the day. Though I do suggest avoiding Rappan Athuk on this world unless you really want a challenge...


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Yeeeaaahh.... That was the first FGG product I ever purchased. Don't have the hardcover yet, but it's on my wishlist. Astoroth has no intention of facing it unless it's truly necessary. XD


That was actually something I'd considered for TFG - for various reasons, it would be kind of amazing. XD I don't think it would work very well with PbP, though - not in anything resembling a timely manner. So, ultimately, I figured descending through the greatest dungeon in the game and [Spoilers Spoilers Spoilers] to get your power back would, while awesome, not be appropriate.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Alas, Orcus and his ridiculously-powerful minions will have to wait until another day. XD


Well, yeah. I mean, unless I get bored or something. ...Probably. o wo Wouldn't put it past Nia to go screw around down there. Maybe go down the well, have a little fun with the traps, "accidentally" start an apocalypse... but it's fiiiiiiine. There's definitely nothing to worry about.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Feeling refreshed, as he always did when absorbing a vast amount of new knowledge, Astoroth bid the magician farewell and began to make his way back to Marren. Hopefully the wererat had been able to ascertain the whereabouts of the man he was looking for.


Notably, he asked you to come back tomorrow - I think it's still the same day. Still wanna go see him?


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Ah, that's right. I wasn't sure how long it had been since then. Let's explore Festival a bit more and gather more info about Between. If it's possible to check out the site where the ship crashed, that seems beneficial.


Heading down to the beach, you see that dozens of people are busy around the crash site, trying to slap repairs onto the ship and get it back into what could still generously be called the water of the river. Many of the people are on the shorter size - closer to halfling than human - and your keen eyes notice more than a few ratty traits among them.

Along the way, it's not hard to pick up public knowledge - that Between is a strange place, that most who go to explore it are at least a little crazy, and that this is far from the first time a ship has simply reappeared.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth moved to get a closer look at the ship. He didn't want to cause a scene, but perhaps he could assist in the repair effort.


Taking a look at the ship, you see that the damage is fairly extensive - especially down towards the waterline. Most of the efforts seem to be focused on patching enough of the ship to get it to a repair dock where it can be given a proper overhaul. They seem to be using a great many nails, and while the repairs are clearly patchwork, they're coming along. Getting it done properly would probably require knowledge of building ships. Kludging something together was easier.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Would Knowledge(engineering) help with that? I figure that if I can help get things done faster, it'll increase the likelihood of me getting to explore the interior.


You could probably guide people with Knowledge. Actually DOING work requires different skills. It's sort of the difference between Knowledge (Nature) to know how to climb up a rock cliff and Climb to actually do it. XD


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

In that case...

After observing for a few minutes, taking note of inefficiencies, Astoroth strode over to a group of the workers. "I have some experience with ships. If you focus your efforts on these particular areas, you'll get done quicker and use fewer of your resources. I'm sure all of you have better things to do, after all."
Knowledge(engineering): 1d20 + 21 + 1d6 ⇒ (8) + 21 + (2) = 31


Gimme a Diplomacy, too - after all, you're trying to convince independent-minded people with their own agendas to do what you want. XD I fully expect you to succeed - with your bonus you can't fail unless you want to - but the *degree* of success may matter.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

You know, I'd figured that a Diplomacy check was in order ... and then completely forgot to roll it. XD

Diplomacy: 1d20 + 20 ⇒ (1) + 20 = 21


After a little bit of encouraging and nudging, you finally managed to corral the various people working on the ship and get them working together in a more effective way. It wasn't as good as you felt you could have done - most of them definitely had their own agendas and didn't see you as any sort of true leader - but it was enough to get things moving and finish about an hour faster than they otherwise might have.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

While Astoroth was typically extremely convincing, it seemed that these individuals weren't as appreciative of well-reasoned knowledgeable critiques. Or perhaps it was just that he was an obvious outsider. While he was magically disguised now, his natural appearance was apparently enough to draw the negative attention of authority figures. That was worse than Cheliax! Now that the repairs were finally done, however, perhaps he'd be able to look over the vessel's interior without further distractions.

With use of the Warp sphere, I should be able to get onboard without too much difficulty - especially since I picked up invisibility upon level-up.


Being an obvious outsider probably did have something to do with it, actually. You got the sense that a lot of the locals preferred to stick with their own. The city was huge - and they couldn't avoid everyone else entirely - but that itself may have driven them to seek refuge in others they could help.

Finally, with most of the crowd resting, you were able to clamber up the sides and into the ship without being noticed - invisibility was nice that way. The vessel itself looked almost new, but there was some sort of... presence... to it. You'd often heard of sailors saying they felt their ship was alive, but even without sentimental attachment, it felt (for lack of better explanation) ship-y. And perhaps a little upset about being washed up on a shore instead of out in the water. Also pleased with the repairs.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

This wasn't the first time Aatoroth had encountered a presence on this world. Perhaps it was connected to what he'd felt at the curiosities tent. Reaching out with all of his senses, he focused intently on the presence.

Using Know Secrets to learn more about it. Such as the presence's origin.


A rush of information fills your mind as you tap into the source of all knowledge - and as before, it takes a few moments to sort through the information until you find the parts that are actually useful. Most people don't think about the way knowing everything includes details like the exact force and direction of every single molecule of air to ever strike each piece of the boat, or the relative direction of movement of every plank found. All-knowing is all-knowing, and not as easy to handle with a mortal mind.

Eventually, though, you manage to glean what you need. The ship has been changed by its time in Between. Infused with the energies of that place, the ship is alive in a certain sense. It's not just a vessel, it's the idea of the vessel, including what its crew believe about it. They believed the ship would get home, and so ultimately, it did - but they didn't quite believe they would get home. If they had, they might have still been onboard when it returned through a sudden portal.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

How long was the ship in Between?


About three weeks. ...You note that it first set sail much further in the past than that.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

*suddenly realizes that, like the ship, Astoroth comes from extremely far in the past*
What does the ship look like? What era does it originally hail from?


The ship looks like most other ships in the area. It's not a genuinely ancient vessel - rather, it seems like it was first made several decades ago and has been well-tended since. That said, it clearly hasn't experienced all of those decades - not by the reckoning of the material plane, anyway.

You haven't pinned down the exact timeframe yet, but you're pretty sure you've lost several thousand years at minimum.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Most intriguing.... In addition to the time distortion effects he'd heard about previously (and was now observing firsthand), the Between seemed to possess some reality-altering powers as well. Something related to the power of belief, perhaps? This wasn't the first time Astoroth had witnessed this phenomena: the musician at Grast's curiosities pavilion appeared to have a similar trait. She was truly sad, and that idea was made manifest in her music.


At this point, you had knowledge - the pressing question was what you were going to do with it. Despite its interactions with Between, this ship didn't seem capable of sailing there all by itself - rather, from what you'd gleaned, it seemed to require a portal of some kind. If you wanted to investigate it yourself, you'd have to find one of those. You'd also have to consider how closely you wanted to work with anyone else (such as a group that could provide more information or support you during any extended stay).


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Signing on with one of those adventuring companies the magician had mentioned seemed like a prudent choice at the moment. Once he'd heard from Marren about the status of the man he was looking for, he'd locate Miss Kozuri and set off.


To explore Between, the only practical choice seemed like it would be the Royal Between Company - a group, from the information you'd gleaned earlier, that was really the only one licensed to travel there and try to profit off of it. Most relevantly, few others were even willing to try, no matter how greedy they were. Everything you'd seen so far suggested the place was... different. If you were going to sign up, it would probably be wise to have a plan for approaching them and getting hired...

Any particular approach you want to take?


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth's always been the direct type - and being an Outsider might actually be useful here. He'll be taking the "me and my Ifrit companion are experienced delvers of the unknown and wish to offer our assistance on your next expedition" approach. After all, who better to explore a weird demiplane than partially extraplanar beings from another planet? XD

That's AFTER he finds out what Marren knows, though. Don't want to be leaving jobs unfinished, after all.


"I hear you've been quite busy." Marren said. "I found the man you were asking about - but, alas, he is already dead. Ran afoul of the wrong people, I'm afraid. Did you have any lingering business with him? We did collect a few of his effects - not much for paying down debts, but I suppose they might have sentimental value or somesuch."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

"That's disappointing," Astoroth remarked dispassionately. "I'll return his effects to his friend; perhaps it'll help lessen the sting. Do you know who killed him?"


Marren shrugged. "Someone who didn't like him. Or someone who wanted his purse. Or someone who had a bit too much to drink. People die a lot in this city. Usually the reason behind it's as stupid as the one who got himself killed instead of playin' it smart."


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth nodded. "Thank you for the information. I would suggest lying low for a while, as the one who hired me will likely respond with violence towards your kind." With that, Astoroth prepared to return to the prison vessel to drop off the personal effects.


From the expression on the halfling's face, he was seriously considering whether you might be part of the problem more than the solution.

You're pretty sure that your contact isn't still going to be on the prison vessel, though - more likely, they're waiting for you in the way they originally suggested to meet up again.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

I just went back through the posts and can't find anything mentioning a meeting place. :-(


Thinking back, you're pretty sure the boat that was bringing you here to Festival was also intended to be your main method of getting back with Grast (assuming he'd been alive) - while you could, of course, leave by another route, it was unlikely the heat on you would die down too quickly if you couldn't at least report in.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

Astoroth didn't feel like wasting time wandering around looking for his employer. He also didn't feel a matter this trivial warranted the expenditure of his (still limited) divine power. Instead, he elected to take the direct approach.
Invisible flight back to the prison barge, followed by finding a guard - preferably one who's seen me before.
Astoroth appeared in front of a sentry. "Where's your boss?"


"AAAAAAAH! WITCHCRAFT ON THE LOOSE!"

1d20 ⇒ 16

The guard didn't hit as he swung with his baton - though, you noticed, it was a pretty good swing regardless. He'd obviously had his training.


HP: 187/187 | AC: 26; T: 17; FF: 21; CMD: 28 | Fort: +19; Ref: +19; Will: +18 (+4 vs illusions) | Int: +17 (forewarned); Perc: +22+1d8 (+4 vs traps)
Daily Abilities:
Spell Points 4/4; feather fall 1/1; Barroom Brawler 1/1; Breeze-Kissed 1/1; Diviner's Fortune 11/11; Inspiration 12/12; Knockout 1/1 (DC 18), Surge 8/11 (2)
Advanced Sylph Incanter 9//Skirmishing Scout Striker //Battered Detective Empiricist 8 (Archmage/Genius 4)

To be honest, this sort of thing is what I like the most about Astoroth: when his level is "gives a shit" is low. He's really his own worst enemy. XD

Astoroth casually sidestepped the blow. He'd hoped this guard would have stronger emotional control. In a true emergency, a panicked response such as this would only get the guard killed. "Really, that's quite unnecessary - not to mention unprofessional. Now get a hold of yourself and tell me where Eleanor is so I can make my report."

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