The Torture Chamber (Everquest RPG PBP)

Game Master Xenh

Abandon all hope, ye who enter the world of Norrath.


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male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

Kwen nods, looking around for usual suspects and some usual elements for guilds, while trying to puzzle out if he had heard anything on the way here about the going on's in Faydwer.

local lore:

1d20 + 5 ⇒ (16) + 5 = 21
spot 1d20 + 6 ⇒ (4) + 6 = 10
street smarts 1d20 + 4 ⇒ (3) + 4 = 7

" Sure let's leave Revery a note letting him know where we are going next, any idea if we should pick anything up while we are here? I think I'm set for the most part; I guess an ale wouldn't be too bad. After an Ale and a meal if there isn't anything that we wanted to buy here we can go." The rogue says not sure why Sajeek was in such a hurry to leave this town; but than again drifting though cities; was something that the rogue didn't have too many problems with.


Angels bleed from the tainted touch of my caress

You stand at the Port Authority building at the end of the middle of the 5 docks, but surprisingly there is no Harbormaster in Port Faydwer. The merchants and citizens of the settlement use the offices here to deal directly with ships' captains and tradesfolk.

- Docks: Like the wall, both the docks and the port authority building are maintained by the people of Port Faydwer and are kept in excellent condition. The docks have sufficient space to serviceup to four large shipsat once, and vessels going to and from Freeport are a common sight here. There are no harbor fees, per se, but those who leave a percentage of their profits behind to help maintain the docks (usually no more than 3 to 5 percent) find their cargoes unloaded and sold much more quickly than their tight-fisted fellow merchants. Most captains familiar with the passage have grown used to Port Faydwer’s somewhat unusual ways of doing business, and derive considerable amusement from the reactions of new visitors and merchants.

Wending your way about Port Faydwer shows you much:

- Wood Elves: A section of the town is occupied primarily by the Fier’Dal. Its buildings are all made of wood, many with fanciful leaded windows and intricately carved doors. Goods and services of all types are available here, from fine clothing to weapons and elven delicacies.

- Port Faydwer Guard: One of the few real official organizations in Port Faydwer is the Guard, which is is a professional, no-nonsense group drawn from the more serious and dedicated members of the militia. Those who wish to live here must agree to spend at least one month out of each year serving in the Guard, during which time they set aside all other nonessential personal business. Several of the members serve full-time, year-round.

Militia members serve shifts on the wall and also regularly patrol surrounding territories, often coordinating their efforts with the Kaladim warriors who help protect the region. Spirited fights with the Butcherblock goblins are common, and battles with the Crushbone orcs and the Butcherblock Bandits have grown more frequent in recent years.

It is the tough and grizzled dwarf veteren called Mashar Grimstone that had warned Sajeek about Bast. He leads the Guard with a firm hand; he does not tolerate malingerers, and expects complete dedication from those who serve under him.

- Gnomes: A small community of about 50 gnomes lives in one part of the town. They specialize in the creation of clockwork devices and enchanted jewelry.

- Guides: You hear about the highly successful partnership of Enkya Leafshadow and Falon Trueaxe has endured for several decades now, and the two are the closest of friends. They are also well-known throughout the continent as two of the most knowledgeable and reliable guides on Faydwer.Their specialty is the Butcherblock region; there is little about the area that they don’t know. They are also quite familiar with the Faydarks and the Wayunder Lake region, and they have traveled the Hills of Shade; in the past, they have ventured as far as Ak‘Anon in service to their clients. All this knowledge doesn’t come cheap, however; the pair charges a minimum of 1,000gp for even short journeys. Their employers agree that they are worth the price, though, for they have not lost a client under their care in over 20 years.

- Trapper: Zaras Valdeer lives in an untidy shack hung with various animal skins and decorated with bones and skulls. Despite these rather macabre accoutrements, Zaras is a decent enough fellow and a talented scout and trapper, capable of taking skins from virtually any animal in the mountains. He is also available for hire as a guide, bodyguard,and tracker, though he charges what the guides do, and has on several occasions assisted the Port Faydwer militia in tracking down marauding goblins and bandits. He is a rugged-lookingindividual who dresses in buckskins and leather.

- Merchant: Deldryn Splendyr specializes in selling Fier’Dal goods shipped from the tree city of Kelethin and even far-off Felwithe. These include works of art, clothing, jewelry, weapons, and even occasional magic items. His shop is usually filled to overflowing with goods from both elven territories and from Freeport.

- Faydwer Forest Inn: The largest structure in Port Faydwer, this rambling inn has been built up over the decades,with separate wings or chambers built in the styles of humans, wood elves, dwarves, gnomes, and others, all connected by wooden passageways there are even a couple of orcish-style stone huts. Elderly innkeeper Jarba Hilldigger has owned the inn for decades (since her husband passed away), and she is well-known and well-liked throughout the town and to seafarersacross the Ocean of Tears. Her rooms are always spotless and her food lovingly prepared, even in lean times when the best she can manage is porridge and dried fruit.

The Inn is the only place in town where one can get a bed for the night, and the rooms are limited forcing the group to sleep in the common room with the others seeking to save a coin or three.

Caravans, pulled by muscular mules, arrive in the morning to deliver supplies to Kaladim and beyond.


Barbarian Shaman (Luminary Gwendalyn Shaughnessy the Giant Slayer)

"After all that time on a boat, I wouldn't mind spending a night in a real inn before we hit the road again." Gwendalyn smiles sympathetically at Sajeek, understanding that he wouldn't want to take any chances on someone causing trouble for Bast, when the cat would be blamed.


Vah Shir Beastlord and Bast Kejek Tiger

Sajeek had visible relaxed once they sat a table with their drinks. After thanking the elder whom runs the inn, the vah shir heads back to his friends. He keeps Bast close to him, not wanting to give anyone an excuse to try and kill his spirit-brother. Sipping at his ale, he breaks out the five maps he had purchased.

"Well, it looks like we might be able to hire on with the caravan if they are looking for extra guards," Sajeek says as he unravels the map of the Butcherblock mountains. "I would think the dwarven city would be on their stopping point. At least, I would hope so." Sajeek grins. "Plus, it might not be a bad way to get know the lay of the land better," the young Beastlord says, tugging on his right ear.

"Nice inn. Very relaxing," Sajeek comments as takes another sip. His emerald eyes glance around the common room. "Still, I think I'll stay outside, do some running and hunting. Plus, it helps me save some coin." A few minutes pass as he looks at the maps, taking the occasional swig from his mug.

"The only thing I really dislike about ships is the confinement," The vah shir says with a short laugh. He had been a bit on edge the last week of their trip, pacing a fair amount when their was nothing else to keep him distracted.


Angels bleed from the tainted touch of my caress

Fall winds batter the high walls of Port Faydwer, but the weather is so temperate, compared to the ice fields that surround the barbarian city of Halas, that it feels like a summer breeze.

Winter will descend on Norrath within a couple months.

For now you are able to enjoy the evening chill without any real discomfort in the warmth of the Faydwer Forest Inn.

Sajeek had heard of the list of threats that could potentially be found in the Butcherblock Mountains, drakes, basilisks, bands of goblins, Dismal Rage Cultists, aviak war parties, and Crushbone orc scouts, and he knows that he does not wish to face them alone, but the choice is his. If it comes down to a lack of coin he can be sure that the others will pay their fair share of the expensive maps he had purchased for the benefit of the whole party.

The beastlord's map of the Butcherblock Mountains shows the distance to be long to get to Kaladim.

Attention:
Maps have been revised, please discard the previous maps. I could not find a proper in-game map of the Steamfont Mountains, so I have provided you with two maps: Port Faydwer and the Loping Plains.

  • Butcherblock Mountains
  • Greater Faydark
  • Lesser Faydark
  • Port Faydwer
  • Loping Plains
  • Dagnor's Cauldron


  • Barbarian Shaman (Luminary Gwendalyn Shaughnessy the Giant Slayer)

    "So far, the only thing that I don't like about Port Faydwer so far is that it doesn't like cats." Gwendalyn frowns in counterpoint to her positive words and leans forward. "Think about it. What have we named about the city we want to build that this one doesn't have? Aside from tolerance. We could have some real competition -- and maybe a lot to learn." She looks around and thinks about the docks, assessing the amenities mentally. They would have to provide something that others didn't, to get ships to come.

    "Maybe it would be easier to just add on to here," she muses. "Build a church. Teach respect for Justice." She pauses. "Well, maybe a little bit inland..." Faydedar inspires remarkable caution in those that have actually encountered him and survived, which is a larger number than you might think -- but only because of how many have encountered him. The number that have not survived is also a larger number than you might think.


    Vah Shir Beastlord and Bast Kejek Tiger

    Sajeek snorts in amusement, not looking up from his map of the Butcherblock mountains.

    "Thanks, but I'll stick with the plan of starting a new town where all are treated as equals. Regardless of race," Sajeek takes a sip from his ale. "Did anyone find out how much it will cost to stay here the night? I overheard that scary monsters live five feet outside of the gate walls, so I guess I'm staying night. I guess I don't want to get killed. Again. Or again and again and again." The vah shir says with a quiet laugh. "Actually, I doubt that is the case, I just don't wanting anyone taking a potshot at Bast." Sajeek scratches the tiger's ear. The big reddish-orange tiger sits on his haunches, chin resting on the table. Bast almost looks like he is looking at the maps as well.

    Sorting through his maps, he locates the one of the Loping Plains, and begins pouring over it.

    "Hmm, I think somewhere in here would be our best bet. I really doubt the water wyrm is going to bother coming to land," Sajeek says. "And I'm going to stick with that pleasant little fantasy." The vah shir drops his voice so that only the other to can hear him. "Besides, as far as we can tell, this is the only functioning port on the land mass."

    Getting up, Sajeek goes and asks the elder whom runs the inn how much rooms are for the night.


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    " I'd rather start a new city then just add on to another one, plus there are many things that we can learn about how to run a city, by staying to a place that all of us are accepted." The rogue says in a quiet voice, " Also adding onto a city that has already been built and wasn't our idea; seems to me like giving up. I don't think that is in any of us to give up." Kwen finishes; taking another pull on his tankard of ale.
    Kwen gives a small sigh at the thought of losing the port idea, realizing that the party will have to relay on another's to bring their goods. Kwen starts to look over the maps as well.


    Angels bleed from the tainted touch of my caress

    Morning peels back the fall chill from the air, leaving you seeing your breath and foreseeing the chill to come. For now the sun quickly wards off the chill, leaving a comfortable warmth to the day.

    You depart from Port Faydwer (#1) in the early morning.

    Caravans travel with their own guards, as each has a compliment of two Kaladim dwarves that travel with knowledge of the movements of the regular patrols moving about the area. King Kazon of Clan Stormhammer has done much to ensure the safety of those that travel through the Butcherblock Mountains.

    This caravan will not pay you, but it will feed and transport you, for your assistance if anything should go awry, for as long as you are with them. It is destined for the elven city of Felwithe, which will take it west along the mountain paths to the fork of the "Crossroads" that travels south to Kaladim in just over 3 days.

    Once again the dwarves seem to be uncomfortable around the kejek tiger. A half-thousand pound apex predator among them is not a comforting proposition. As often as not you see the guards' eyes flit to keep tabs on Bast's position, keeping their crossbows cocked and ready to launch bolts should the situation warrant.

    Much of the travel is as much north-south, as it is to the west, since the mountain constantly forces the caravan to change its course to avoid outcroppings of rock.

    Ambush sites are constant, which shows how amazing it is that this land is not the most dangerous on the face on Norrath.

    The first day will bring you to the first of the many Kaladim outposts (#6) that bedeck these mountains.

    The entire region is dotted with small stone fortresses similar to the ridge-forts of Ranthok's Ridge - outposts of the city of Kaladim, intended to help keep the roads and major trade routes of the Butcherblock Mountains safe from raiders and other dangers. Each of these outposts consists of a central tower with a small catapult on the roof, and two small attached buildings that house the outpost's garrison, usually a squad of 6 to 10 warriors. Outposts contain enough supplies to hold out for several days under attack. Periodically these forts are assaulted by Butcherblock and aqua goblins, though recently Crushbone orcs, Greenblood ogres, and even Butcherblock Bandits have attacked remote outposts. All have been defeated, but on occasion they have come close to destroying the outposts, and the loss of even one of these small fortresses would be a blow to the dwarves’ power in the region.

    The third day brings you to the Crossroads Outpost (#21). The largest and most important of the outposts in the mountains, this location is actually a small walled castle, with a low keep and barrackshousing 50 warriors. The fort itself is quite self-sufficient, with enough supplies to last for nearly a month without relief under siege.

    Your map shows another outpost en route to Kaladim, just before you cross the Rainbow Stream (#7), as the same stream will need to be crossed if you go east, which will not be an issue in either direction due to the bridges in place.

    The largest of several small rivers that cross the Butcherblocks, flowing down from high peaks and snaking its way through a maze of valleys and ravines, Rainbow Stream is about 30' across at its widest. Most of the year, it rushes eagerly along, though at the height of summer it normally slows to a trickle. Several stone bridges arch over the river along its length, and these are invariably well guarded by the dwarves, as the loss of even one would make trade with the east much more difficult. The Rainbow is full of trout (from which it gets its name), crayfish, and edible snails, and represents a valuable source of food for the goblin tribes of the region.

    Travel to this point has been without incident, and you can continue east to south east towards the Greater Faydwark, or go south to the dwarven city of Kaladim.

    The map is a crucial resource to understand this land and the distances to each point in it: Butcherblock Mountains


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    Kwen gives a slight snort at the guards fearing the tiger, but doesn't say too much at first, keeping his eyes out for trouble; also meant that he had to watch over the guards as well. Looking at the map with the others for a brief moment the rogue asks Sajeek and Gwendalyn, " Well I think we should stick with the Caravan, unless your friend Khae is in the dwarven city of Kaladim." Kwen says, not knowing for sure where the others wanted to go.


    Vah Shir Beastlord and Bast Kejek Tiger

    "Yeah, as far as we know Khae lives in Kaladim. So the plan is to go and see him, play catch-up. It's been a couple of years since we last met." Sajeek looks over at Kwen. "Then, will probably end up waiting for Rev there. Maybe find something to do to occupy our time," adds with a shrug of his shoulders.

    Scratching his chin, the vah shir thinks for a moment or two.

    "And we are also planning on meeting Rev there, so I imagine we will be hanging out with the dwarves for a little bit," the vah shir says, tugging on his right ear.


    Angels bleed from the tainted touch of my caress

    A caravan can move perhaps as much as 16 miles in a day, which is much less than any of the group can go (approximate movement of 24 miles per day for 30') now that Nogglegrop is not around slowing them down.

    Travelling on a cart, pulled by surly mules, is relaxing, which affords the group time to acclimatize to the warmth and relative calm of the Butcherblock Mountains.

    A single dwarven patrol had marched passed the caravan, a day earlier, collecting information from the two guards, and providing them information on sightings ahead.


    Barbarian Shaman (Luminary Gwendalyn Shaughnessy the Giant Slayer)

    Gwendalyn compares the map of the Loping Plains that Sajeek is looking at with Faydwer as a whole. "Hmm, maybe. I still want to check out the shore of Wayunder Lake, though. If it has drinkable water and good fishing, that would take care of some basics."

    His concern over the cost of the inn reminds her that he just spent a bunch of money. "Say, that was really thinking ahead of you to get these maps, and we're all going to benefit from it. Please take this." She presses two platinum and five gold pieces on the Vah Shir.

    As they travel by mule cart, Gwen relaxes and takes in the sights. It's harder on the butt and easier on the feet than their usual method of transport, putting one boot in front of the other. "This area is really well-patrolled. I'm impressed." Admittedly, the Qeynos guards and Freeport militia have very large outlying areas to deal with, but still. The dwarves appear to be very well-organized.


    Angels bleed from the tainted touch of my caress

    The Rainbow Stream marks the halfway mark from the Crossroads to Kaladim proper. You find yourself crossing the expansive bridge, guarded by two battle-scarred dwarves, two days from the time you leave the caravan and start heading south. Two uneventful days later you stand before the city of the dwarves.

    Located in the center of Faydwer’s Butcherblock Mountains, Kaladim is known to many as “The Forge of Norrath.” Home to the doughty dwarves, Kaladim is a city built deep within the mountains. Here, the dwarves mine their precious metals and gems-a bounty of wealth that, many say, no other nation can rival.

    With the Butcherblock Mountains existing so close to the Ocean of Tears, the lands immediately about the city are possessed of a surprisingly temperate climate; mild showers (accompanied by coastal fog and the occasional breeze from the west) have helped to encourage the verdant fertility of this area. While stonework rules the insides of Kaladim, the land surrounding this majestic city is nearly as green and lush as the forested realm of Kelethin.

    You come across a number of young dwarves, just setting out to camp around the city and destroy enemies to their realms.

    Sajeek has gotten the impression that no dwarf is going to look at Bast with kindness initially (dubious faction).

    Kaladim is one of Norrath’s foremost suppliers of metals and other precious items drawn from the earth under the city and from the surrounding area. Precious gems and stones, sandalwood, mushrooms, and other forms of fungi give Kaladim an adequate supply of alchemical needs.The gems are also a huge commodity, used throughout Norrath in holy rites and rituals, but also in fashioning jewelry (both mundane and arcane).

    Kaladim:
    Kaladim was created long ago from the mines of the dwarven clans. The dwarves began to construct buildings inside the mining caves, working the rock and the stone until they had created an immense area large enough to fit homes, shops, temples, and the like. While some of the city’s buildings today are separate from the sides of the cavern walls and thus freestanding, all are of granite, rock, or earthen construction.

    The city itself is a series of tunnels and caves. Underground streams and pools of fresh water appear throughout the city, and are a great help in smithing and other trades; one water flow may disappear under rock and stone only to reappear again in another sector or further below in the mines. Some of the few gnomish “civil engineering” devices permitted in Kaladim are amazing machines set near the pools of water, which somehow transform the still water into fresh air.

    The city is comprised of five districts known as:

  • the Holy Sector
  • the Royal Sector
  • the Crafting Sector
  • the Mining Sector
  • the Common Sector

    The sectors exist solely as a mnemonic means to separate the areas of the city, for the dwarven mind, like the human one, is fond of labels and categorization. Although common dwarves often sleep within their craftshouses (rather than in homes in the Common Sector), for instance, the sectors have, for many generations, served as a method of organization for which the dwarves have grown quite fond.

    Though the city of 48,000 is dominated by dwarves (93.5%) there are a surprising number of gnomes that reside there, as well as the occasional half elf, halfling, high elf and human.

    The front of Kaladim is unmistakable even to visitors from offshore. Massive pillars adorn either side of the entrance, hewn from the rock of the mountain itself. A truly gigantic statue of a dwarf greets visitors. (Somesay the statue was made in the likeness of Brell Serilis, while others claim it is a representation of the first dwarven king, Gimzor Fireforge.) Carvings above the entrance depict dwarven battles against the ogres and also contain the “Hymn to the Underfoot” (a verse well known to any dwarf born and raised in or near Kaladim).

    There is only one way to enter the city of Kaladim: Through the front gate. Some claim that some of the underground waterways eventually spill out into the Ocean of Tears, but this claim has never been confirmed.The area upon which present-day Kaladim exists was once, in an earlier age, only a series of tunnels used for mining. As the miners began to dig further in, the citizens started migrating further into the mountain until it became their permanent home. It is presumed by scholars of most other races that, once the mining sector beneath Kaladim has been exhausted, the dwarves will slowly move their homes and businesses into that area and begin another level of mining.

    Gate Tax

  • Nil - Dwarf (Native]
  • 1cp - Dwarf (foreign), Gnome
  • 2cp - Human, Half Elf, Halfling, High Elf
  • 5cp - Barbarian, Erudite, Vah Shir, Wood Elf, et cetera *
  • No Entry - Dark Elf, Orc, Troll **
  • Barred - Iksar, Ogre, et cetera

    * To enter such folk are required to swear and oath of peace under the effects of a lesser geas spell upon entering Kaladim. They are required to leave all weapons, including wands, staves and the like, with the gate guards.

    ** These folk are not normally allowed to enter Kaladim at all, but the restrictions are relaxed somewhat during the Festival of Spirits.

    Guards are everywhere, which is not surprising with only one entrance and a standing militia of 400 Stormguard warriors and 95 Knights of Underfoot (paladins).

    You stand before the guards as they await payment.


  • male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    Kwen gives pays the fee for all of his friends to pass through, although it looks like Gwen was going to have to leave all of her weapons at the gate, along with Sajeek. Kwen hopes that the guards will not be to remiss at the thought of Bast walking with Sajeek.
    Kwen nods in greetings to the gate guards, trying not to think about how few exits out of the city there could be. Turning his head to the other the rogue says in low tones " Well this will be fun, at least interesting at the very least." Kwen finishes with a smile.


    Vah Shir Beastlord and Bast Kejek Tiger

    Having unwound a bit during the travel to Kaladim, Sajeek keep himself busy keeping an eye out for trouble. The vah shir wasn't as worried about Bast. It had taken the Beastlord a few days, but he finally figured out that the dwarves wouldn't just out right attack his spirit-brother. Sajeek had realized that the big hunting cat made them very uncomfortable. Not afraid, just very wary. He forgets that normally, seeing a tiger like Bast was about the last thing you wanted to have happen in the wild.

    When Gwen had pushed the coin into his hands, Sajeek smiles.

    "Ooo, thanks Gwen!" the vah shir grins. "I'll will be sure to spend this in the pursuit of things that are probably bad for me in some way." The vah shir had laughed quietly, very aware they were still in a dangerous area.

    Sajeek had been staring at all the massive, amazingly detailed stone work that had been done. It made his mind spin at the thought of how long it must have taken to shape everything. Being renowned masters of their trades, the vah shir doubted that any magic had been used. Except the spells to chill the ales after the days work had been finished.

    Blinking a few times at the guard, Sajeek nods. It was the only way e was going to see Khae, so it's not like it was a big deal to him.

    "Alright, here is the coin, and..," untying his claws, he takes off his weapons, and a single strip of linen from his new Dervish robes. Sajeek wraps it around the gear, turing it into an easier to carry bundle. The Beastlord stands ready to swear the Oath of Peace.


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    Kwen waits for the others, to finish there oaths, while the rogue stands there a part of his mind was trying to figure out, where the other two friend Khae would be at. Once the group had made it past the guards he asks the other two " So where do you think your friend would be at? Was he some kind of priest? I'm sure I could ask around, also should we find an Inn of sorts before we go looking for him or after?"
    Kwen had a brief moment of feeling like his back was to a wall; he never liked having only one entrance to a city. Trying to shrug off his paranoia for a bit; resolving that he was just looking for trouble that didn't exist; or was looking for it at the least; when there was none to be found.


    Barbarian Shaman (Luminary Gwendalyn Shaughnessy the Giant Slayer)

    Gwendalyn gives the gate guards a bit of trouble. It isn't on purpose; it all makes perfect sense to her. They ask for her weapons, and so she digs through her pack for her silver dagger, and hands it to them as if that's all. "What about that?" they ask.

    G: "Oh, that's a holy symbol. It represents the justice of the Tribunal." D: "It's a weapon." G: "It is true that I often hit things with this holy symbol until they stop moving, but I'm not sure that I would call it a 'weapon' as such." D: "It's a two-handed hammer. It's a weapon." G: "If you mean that you need to hold onto it while I'm here, then I won't quibble about definitions." D: "What about that?"

    G: "Oh, that's a souvenir. It reminds me of when an iksar damn near shot me through the heart, and I hit him with my holy symbol until he stopped moving." D: "It's a weapon." G: "It is true that if you hit someone with it, then it would probably be very painful, but I'm sure that's true of many mementos." D: "It's a spiked chain. It's a weapon." G: "Again, if you mean that you need to hold onto it while I'm here, then sure. Whatever." D: "What about that?"

    G: "Oh come on, that's for *not* hurting people!" D: "It's a weapon." G: "It's less dangerous than a body slam! What are you going to do, call me a weapon and confiscate me?" D: "Don't tempt us." G: "Fine, fine. Take my sap. Just don't blame me if someone gets hurt because I couldn't not hurt them instead." D: "Actually, you have to swear an oath." G: "... Of course I do."


    Angels bleed from the tainted touch of my caress

    Kaladim Map

    The Holy Sector (a.k.a. Underfoot Sector):
    This sector is located in the northern area of Kaladim. Holy ceremonies, sermons, and all things associated with Brell Serilis (or, to a lesser extent, with Bristlebane Fizzlethorp) are organized in this portion of Kaladim. The two buildings most worthy of note here are Underfoot Cathedral (#13) and Underfoot Hall (#15).

    The Royal Sector:
    This district is located in the eastern portion of the city. King Kazon’s royal keep (#18) sits in the northeast of the Royal Sector. Two separate tunnels lead to this portion of Kaladim, both heavily patrolled and secured by the king’s most loyal and trusted guards; just to the west of the castle, in a cave area of their own, are the guards’ barracks, two buildings capable of holding the entire Royal Guard (with the exception of their captain, who resides in the castle). The Thanes’ Council Hall (#17) is located just south of the keep. Here the Council of Thanes meets to discuss issues of state, and here also are trials conducted. The council building was erected near the same time the castle was formed.

    The Crafting Sector:
    This sector takes up the entire southern portion of Kaladim, being the first area one passes through when entering the city. Here, the city’s many businesses thrive. The warriors’ guild house, Stormguard Hall (#1), stands in the northern portion of this area (as near to being the center of the city as any building could get), surrounding a huge arena-like sparring ground in which members can be found practicing their fighting arts each morning. Though the dwarves do not hold gladiatorial games, seating is open to all who wish to come and view the training of some of Kaladim’s finest warriors.

    The Common Sector:
    Located in the western portion of Kaladim, it is here that nearly 90% of the city’s dwarves reside, most in homes built into the walls of the caverns. Most of the dwarven homes are built in a spartan manner - just enough rooms of adequate size to hold the family comfortably. If more rooms are needed and a particular family of dwarves wishes to build further into the mountain to make room, they must petition the Council of Thanes and pay a fee to have their property lines evaluated and re-established. While most of the area is dedicated to crafts folk, warriors, and common folk, a certain portion of this sector has been reserved for more affluent citizens. The manors of the wealthy are often comprised of more than one building and are significantly larger in size and stature. Otherwise, the Common Sector shows little sign of individual creed.

    The Mining Sector:
    This loosely defined “district” is located one level below the other sectors of Kaladim. It can be accessed from all other sectors save for the Royal Sector. This sector (like those above) is littered with pools of underground water. The miners make good use of this water for sanitary purposes, and have built a series of bridges across the various streams and canals. Mining tracks have also been laid to help expedite the mining process with carts.


    Angels bleed from the tainted touch of my caress

    Gwendalyn finds herself effectively escorted out of Kaladim proper, by the professional, no-nonsense group of guards stationed at the gate, as soon as she fails to comply with their directions. She is welcome to return when she has sobered up and can show some manners. The guards do not press the point, nor do they show any sign that she has roused their ire, they simply will not tolerate disrespect of their king's edicts. Words fall on deaf ears and the guards return to their posts.

    The Gate Tax explains everything about the dwarves' relations with other races. The shaman recognizes that her actions only further antagonize the tensions that exist between her people and these dwarves. She has pushed these proud people about as far as she can before it will start to turn ugly.

    Kwen's 5 copper pieces are swiftly returned to him when it becomes apparent that one of his party has failed to make their entry to the dwarven city.

    Sajeek feels a magical command to swear an oath of peace within the city, which extends to directly intervening if Bast seeks to break the peace. Warmth pervades his body as he accepts the binding of the oath and is welcome to enter the city. The beastlord feels the dwarven eyes lift from his warder as soon as the lesser geas spell is completed.

    --

    A day passes, with Gwendalyn and any others that choose to join her camping in the verdant fields in front of the entrance to the city, affording all to consider the seriously no-nonsense nature of the race that dwells 'neath the mountain.

    A different group of dwarven soldiers have gathered at the gate, but you imagine the outcome will be the same should anyone wish to test their patience.

    The Gate Tax is charged to the group, as is the same expectations for certain races to give up their weapons and swear the magical oath to do no harm within the city.

    --

    Moving northward along the central channel brings those that comply in the Crafting Sector.

    Pub Kal (#2) is run by Hanamaf Darkfoam and his comely wife Dura, as they have for nearly 40 years. Meals are reasonable, as are the rooms, but the Darkfoam family brew is even cheaper, though it is tasty.


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    Kwen turns to Gwendalyn and says " Are you finished?" His tone holding just a hint of disapproval, understanding that this is more or less a part of her behavior. Kwen's arms are folded behind his back; an air of absolute indifference to everything around him. Kwen didn't know what had brought out this display; Kwen would have rather paid the tax and without making a fuss and slid into town without a peep.


    Vah Shir Beastlord and Bast Kejek Tiger

    "That felt..., kinda relaxing actually," Sajeek says to no one in particular. He waits for his friends to do the same, thanking Kwen for paying his way first. While he waits for them to dis weapon, he looks around at the carvings some more, idly scratching Bast's head. The tiger looks perfectly content, eyes mostly closed, and purring.

    When Gwen "tugs" the beards of the dwarves the wrong way, Sajeek looks over. It didn't seem like a fight, or anything terribly serious. Just Gwen not wanting to give up her weapons. Not that the vah shir could really blame her. However, he did really want to see Khae again, and now that he had taken the oath to not cause any trouble, the dwarves didn't care one whit about his spirit-brother.

    Turning to one of the nearby guards, Sajeek asks him where the closest pub would be. Getting the directions to the inn, the vah shir thanks the guard and catches up with Kwen and Gwen.

    "Okay, I'm going to get the three of us rooms at this place called "Pub Kal." Kwen, could you do me a solid and hang out with Gwen until they let her in?" Sajeek asks the rogue. Looking over at Gwen, Sajeek smiles impishly. "I think your mother was right. My bad influence is certainly rubbing off on you," the vah shir laughs.

    "Alright, I am going to get our rooms all set up and then get a head start on looking for Khae," pausing for a moment, Sajeek looks to the half-elf. "Oh, and to answer your question Kwen, our friend is a cleric. Of the same deity that you and Noggy are found of, if my memory is correct." Moving over to Gwen, he giver her a quick lick on the cheek and then bids them farewell until a little while later.

    "And don't worry, I won't get in any trouble," he adds with a lop-sided grin. Turning, he heads onto the dwarven city.

    After a bit of walking, folowing the guards directions, Sajeek gets to Pub Kal. After getting two rooms, one for he and Bast, the other for Kwen and Gwen, Sajeek sits down for quick meal and gets some stew for Bast, paying a bit extra for a few extra chunks of meat in the tiger's bowl. After inquiring about several different types of ale, the vah shir quickly settles on the local house favorite, Darkfoam brew. Not wanting to get himself in trouble, Sajeek only has the one mug, slowly drinking it with his meal.

    Finishing up his meal and drink, Sajeek asks about the Holy Quarter of the city, and how best to get there from the Pub. Thanking the innkeeper, he asks if they wouldn't mind holding on the second room key for him. He explains what happened at the gate, and that he is looking for a friend of his. Rather then wait for the other two, for how ever long they might be, he could at least start looking for Khae. Sajeek gives Gwen and Kwen description to the Hanamaf, since that was whom he was talking to.


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    " Sure no problem Sajeek." Kwen says, gathering his copper coins, than spends the day with Gwen; letting a small sigh escape his lips. Reaching into his belt pouch he pulls out a flask. Opening up the bottle he takes a small sip at the elven wine that he had been saving for some time now.
    The wine tasted like clear cold water, with the taste of honey, of course the wine itself was potent; but unlike other stronger drinks, this one didn't hit one with a quick buzz to the mind. It also brought memories of times of wondering in the forest, the wine also had the effect of bringing joy to a person even in the worst of times.
    Wordlessly the half elf passed over the flask to shaman saying " Here; this will at least bring both of our spirits up from whatever depths they were dwelling." There was not much left perhaps half a pint; for Kwen had been saving it for some time. It had been all he could afford at one point in time; holding on to something like this wouldn't due any good if he didn't share it with others.


    Angels bleed from the tainted touch of my caress

    The clanking of hammer on anvil or the scraping of pick upon rock can often be heard well into the night.

    Sajeek and Bast are lead to The Underfoot Cathedral (#13) in The Holy Sector. The enormous building stands in the northern are of Kaladim and has been a landmark within the city's stone walls. The Cathedral is the primary church of Kaladim, where the majority of the city's clerics and holy people reside and perform their duites to the Duke of Below.

    The building itself is fashioned from the surrounding rock (like most buildings in Kaladim).

    It has eight sides, with the entrance facing southward. Near the entrance, the pillars reach nearly to the top of the grand cavern, and each groove is inlaid with gold and silver. The windows were once plain, empty frames, but they are now filled with beautiful stained glass - a gift from the elves of Felwithe some 200 years ago - in the form of dwarves toiling with anvil and hammer.

    The beastlord learns that Khae is indeed the sole heir of the king of Kaladim, Kazon of Clan Stormhammer, and a high ranking cleric of Brell Serilis, rather than the god that Nogglegrop owes his allegiance to.

    High Priestess Ghalea speaks with the vah shir for a few minutes and promises to relay the comings of the group to the prince. Should Prince Khae of Clan Stormhammer grant them an audience, and the high priestess finds it difficult to hide her doubts, they will be sent for at Pub Kal.


    Vah Shir Beastlord and Bast Kejek Tiger

    While the high priestess has trouble hiding her doubts, Sajeek has trouble holding his surprise at hearing about Khae. He was the crown prince of the dwarves.

    "Wow, the prince, ya think he would have mentioned that," Sajeek stops, slapping his forehead. "I'm an idiot. Sorry to be rude high priestess. Um, did Khae, err Prince Khae's voice get fixed? When we had met him, whomever had captured us, had tried to silence Khae," Sajeek draws a line across his throat. "But, the sure didn't succeed in doing so." he says with a grin.

    Thanking High Priestess Ghalea for her time and getting his message to the prince, Sajeek looks around the cathedral for a little while longer. Gods and the like weren't really his thing, but he certainly could respect the effort that had been put into the cathedral. It was a functional work of art, made by a true race of master crafters. It had the sense of being both open and yet secure. The building seemed to give off the feeling of strength and security.

    The vah shir slowly begins to make his way back to Pub Kal. He watches the movement of the crowds, going about their lives preparing for the festival he had heard a about as he walked. His mind was recovering from the fact that Khae was the prince of the dwarves. 'I wonder if this another play on the divine chessboard,' the vah shir thinks with a slight shake of his head and a slight smirk.


    Angels bleed from the tainted touch of my caress

    High Priestess Ghalea confirms that the damage Khae suffered as a youth remains, stealing his ability to speak with his throat. The way she speaks of the prince suggest that she greatly respects the young cleric, and since some of the group owe their lives to his altruism, you can understand what qualities have fostered that respect.

    Days pass and still no word.

    Gwendalyn remains outside, long since freeing up Kwen to take part in the meeting within Kaladim. It is as if there is no one behind the shaman's eyes as she stubbornly holds onto some ridiculous stance against following the edicts of the city guard.

    It leads to her missing out on the meeting with the prince.

    ---

    Fully a tenday less 1 passes, leaving rogue and beastlord to wonder if the message was even delivered, or if the prince wished to see them.

    A squad of heavily armed guards enters Pub Kal in mid-afternoon, finding Kwen and Sajeek mid-bite of their high sun meal. All noise stops as everyone wonders what this duo could have done to stir up the ire of 6 high-ranking paladins, not to mention what the duo might think. The lead paladin simply says, "Your audience has been granted. Follow us."

    The patrons of the bar look at the group with newly found respect, wondering if they are important merchants, or perhaps nobility themselves; emissaries of distant lands.

    You march through the city, drawing stares from all of those you pass, as you are lead to Kaladim Keep (#18). The first portion of the royal palace is surrounded by water, with a drawbridge linking the dry land to the entrance. The drawbridge is lifted only during invasion or some other time of trouble. The barbican is lined with supplies and barrels. The chains for the bridge and portcullis are well oiled. King Kazon Stormhammer, his immediate family, his closest advisors, and a multitude of servants all reside within this huge stone structure. You catch a glimpse of an emissary from Ak'Anon, a gnome mage of stout repute as you are lead to a warroom of sorts.

    The two of you enter a room festooned with war-making supplies, rolled up maps, rocks, carved figures to represent armies, et cetera, and are shocked as a dwarf all but tackles Sajeek, bringing a growl from Bast. The beastlord recovers his senses in time to hold back his warder and understand that the attack that is crumbling his ribs and spleen are nothing more than a hug.

    A expensively-festooned dwarven handler gleans the prince’s wants and needs, through a strange pantomime with fingers, which permits him to speak in his stead, “Prince Khae of Clan Stormhammer welcomes you all and wishes each of you to join him in a prayer to the Duke of Below.” Comfortable seats are offered, and you notice that Khae ignores the one set aside for royalty and joins you around an expansive walnut table in one of the chairs set for the lessers.

    Khae dismisses the man after parchment and coal are brought for his use in communication. There is a protestation, but the prince wins out. Your dwarven friend shares a secret eye roll at the pomp being foisted upon the meeting, but does not go so far as overt impropriety as he smiles after the handler until the chamber is only you, him and two battle-scarred dwarf guards.

    You are left with the prince Khae, who’s tear-rimmed eyes embrace Sajeek as if savoring a sumptuous repast. Khae, as he is introduced to Kwen, smiles and entombs his mouth with a calloused palm and shakes his head to confirm that those waiting for words to spill forth will be disappointed. Kwen feels immediately like he has been a member of this dwarf's family for years. He is brought into the fold and treated like an old friend, simply because he is a traveling companion of Pravus Mortis.

    The “prayer” comes in the form of a shared cup of dwarven holy water, brought in by the keg for just such an occasion. You share a drink for the fallen Maruusk and Quinaweniel, those slaves that they could not save from the sinking vessel, the friends not present: Revery, Nogglegrop and Syn, and the roads behind and before us. The dwarf, soon-to-be regent, shakes his head that Gwendalyn was too bullheaded to join them, but makes no more mention of her.

    He speaks through writing, which is a slow process, but the gaps are filled in by the potent dwarven spirits that he pours.

    You catch up, and tell your tale, including explaining where everyone had gone. Khae assures you that he had seen Syn in the interim, and the wood elf bard walks with only a slight limp, and was doing well with the dwarves on Velious last he heard.

    The prince inquires as to what the group's plan was, keeping silent about the epic weapons that they chase, understanding that Kwen could know nothing of them. Below your mugs is a expansive map of Faydwer.

    Faydwer


    Vah Shir Beastlord and Bast Kejek Tiger

    Sajeek had recovered from his ribs and organs being compressed. Had his arms not been trapped at his sides, he would have tried his best to hug the block of stone that was Khae. A wheezed call to Bast, had stopped the tiger, who looked at the Beastlord with a cocked head, confusion in his mismatched eyes.

    The vah shir tells of their adventures, not leaving the smallest detail out. He had missed the dwarf over the years, and felt he owed him the whole story, aside from mention of the weapons that is. Sajeek speaks with a sense of pride, feeling that most of their trials and adventures had been of a goodly nature. Especially saving the mothers and their children. He does go into the tale of Swinj and finding out they had been tangled up in the web of the ancient Shissar. A sense of dread feels the vah shir as he recounts their dealings with the Avatar of Fear and it's lord, The Faceless One.

    The powerful dwarven holy spirits help to sooth the vah shir and make it a bit easier to tell Khae about the farmer Jakab and his daughter Avvie. He had felt a bet dastardly when they proceeded with the Greeenmist dagger. Although, the Beastlord admitted, when Avvie had been fully resurrected, it had been one of the happiest moments of his life, seeing the father and and all three of this children together.

    When Khae inquires as to what their current plan was, Sajeek smiles broadly. He tells the prince of their plan to build a city, where all you follow the basic principles of a goodly nature are welcome, regardless of race. They were thinking of another port city, and the vah shir mentions that they would probably have to work something out with the dwarf nation. Sajeek says with a grin, "It's always a good idea to be friendly with your neighbors."

    After that is finished, Sajeek asks how Khae is, and what he has been up to over the last couple of years.


    Angels bleed from the tainted touch of my caress

    Khae is a wonderful host, delving deeply into each of the stories, and inviting Kwen to take part as often as Sajeek. His attention is not a feigned display fixated on propriety, but deep interest in what the party had been up to. Tears fill his eyes when he hears of the farmer's daughter, which elevates to clapping of his slightly-calloused hands when he hears how the story ends.

    The dwarf is very very interested in the Shissar, as you can imagine, since they would threaten his bearded people as well. He has them repeat themselves time and again until he has written it all down.

    Drinks are shared, but the prince does not imbibe deeply.

    The dwarven cleric's stories were far from exciting. He had returned from the Timorous Deep and taken part in the politics of the realm. While he was a cleric of Brell, his time was spent among the aristocracy, rather than covering his boots with the dust of the road, and his weapons with the blood of his enemies. With this perspective you see that he has gone a bit soft, rather than just being the solid mass of muscle he was years prior.

    Wide dark eyes slowly tug up the corners of the dwarf's mouth and Khae's bushy eyebrows raise with the proclamation of the heights of the Pravis Mortis' lofty aspirations. Shaking his head a few times the prince chuckles, tapping his charcoal on the page a few times and then chuckling breathily, lost for words of how to respond.

    Khae nods along with the talk of the city, expanding on why the dwarves would need to be consulted. Hearing that they wish to locate it in The Loping Plains, near Wayunder Lake, has him nod as he considers the possibilities. His words are penned quickly and take on a bit of an erratic nature, which shows his excitement that his friends were so forward thinking and successful in their endeavours that they continued to aim at the stars. "What will you call the city?"

    Khae considers his mug for a few moments, seemingly remiss to say what he is about to say, "Dwarves are the mortal enemy of many that exist in the area you seek to travel into. I know of a non-dwarven guide that can aid your travels, though I will need to arrange for his pardon." It is obvious that there are a number of reservations behind this offer, but it only shows you how dangerous a region you are going into that he is working so hard to protect you.

    The prince taps the map at the Loping Plains and Ranthok's Ridge a few times as he ponders the possibilities and gives the group some more information about the area they have picked:
    - Weary of the long stalemate with the dangerous gnolls of the Seeking Clan, the dwarves constructed the massive barrier known as Ranthok's Ridge several centuries ago.
    - Ranthok's Ridge has effectively cut the gnolls off from dwarven lands en masse. Numerous forts and watchtowers can be found along the ridge's length.
    - In most places the edge of the ridge on the Loping Plains' side is steep and treacherous, dropping down nearly 1000', a sheer featureless surface devoid of handholds. The drop is interrupted here and there by various passes, but these are heavily guarded by the dwarves.
    - The gnolls have reverted to feral savagery, the component tribes of the Seeking Clan turning on each other.
    - Orcs of the eastern plains, in the vicinity of Wayunder Lake, rose up and began to push the divided and weakened gnolls back.

    The prince is perhaps speaking beyond his pay scale when writes, "We might be able to assist you more than you realize, as long you are comfortable housing a large detachment of dwarves permanently stationed within the walls of your new city and an agreement to come to Kaladim's aid should the need be there." It will be up to him to convince his father the merits of this burgeoning allegiance.

    He taps the area the group had talked about and writes, "There is already a building there. It is a cursed place, desecrated by necromancy and heinous crimes. Undead rule its halls and must be expunged, for it is an ideal location for your purposes and exactly the defensible structure you will need to have a chance of surviving in such a dangerous region."

    --

    This is added to what you already have learned of the region...

    The Loping Plains:
    Fleeting Clan gnolls stray across this plain, showing more coyote in their features than wolf. They wear light armour, move in packs and can run nearly as fast as a horse. Anyone on foot, even with the aid of magic, has little chance of outrunning them. The only solace victims might find in the arrangement is that they can see the gnolls approaching from miles away and prepare for the assault. Should The Loping Plains be your destination of choice, you will want to all be equipped with long-ranged weaponry.

    Ranthok's Ridge:
    Legend says that a dwarf king named Ranthok had build up the long ridge, which later became known as Ranthok's Ridge, as a protective wall for the elves in the Lesser Faydark. The earthworks run nearly half the continent, and it took the entire lifespan of some dwarves to see its completion (with the help of some earth elementals). What exactly the king received in exchange for this extraordinary feat is lost, but the general feeling is that the dwarves were never properly compensated for their enormous task.

    Wayunder Lake:
    Little is known about Wayunder Lake. Many have come here for the abundant fishing that is found off its pristine shores. Rumours tell of an encampment of sorts to the north that is occupied by an elven noble. Some even say that the elf is a prince.


    Barbarian Shaman (Luminary Gwendalyn Shaughnessy the Giant Slayer)

    It's a nice field, Gwendalyn reflects, but rather boring. She stands up, stretches, and goes through the gate, this time complying with the instructions without so much as a single word more than necessary. (She still thinks that the procedures are a bit excessive, but saying so obviously won't help her get through them.) Of course, then she has to try to find a mute dwarf named Khae; she remembers that he's a priest of some kind, so the church is probably a good place to start, if she can't find her friends at the pub.


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    Kwen nods and tells Khae his story, if this dwarf was one that Sajeek trusted, let alone one that had traveled however briefly with the group; must be one that can be trusted.


    Angels bleed from the tainted touch of my caress

    Gwendalyn finds one of the lesser acolytes, who unwittingly follows the same course as the high priestess had in previous days. It was confirmed that Khae was a cleric of Brell Serilis and that he was the mute prince of the realm. The barbarian should go back to Pub Kal, as the message would be passed along that she is seeking the others, and an audience with the prince.

    She learns something interesting, in her time outside, caravans are bound for Port Kaladim with an ultimate destination for both Velious and Kunark.

    On Velious they are headed for Thurgadin:

    Thurgadin
    In the central northern section of Velious, the Coldain dwarves live and work in a city build from an old mine. As one might expect from dwarves, the entrances to Thurgadin are well protected, and the main entrance is hidden behind a great waterfall in the Great Divide. Visitors must pass over icy bridges spanning deep chasms to reach Icewell Keep, and the dwarves urge people to be extremely careful entering or leaving the city. While some visitors have been known to survive a fall off the bridge, few have survived the monsters waiting at the bottom to greet them. The ruler of the frigid city, Dain Frostreaver IV, has declared that visitors are welcome within the city, but they are watched closely by the Coldain since the dwarves know little of the world outside Velious.

    On Kunark they are bound for Fironia Vie, suggestive that the war carries on years later:

    Firiona Vie
    The forest outpost of Firiona Vie, which is on the southern end of Kunark, is an old elven camp that elves have begun to reclaim recently. Goblin tribes, drachnids and strange lycanthropes known as drolvargs often attack the camp. The elven officials welcome most strangers who arrive from Faydwer and Antonica, but they make no claims for the safety of the lands beyond the fortified walls of the outpost or even their ability to keep those inside the walls safe from the constant counterattacks by the iksar.

    The barbarian finds the group back at Pub Kal. The duo having met with Khae for hours the previous day, and are awaiting the arrival of their guide. They had learned that Revery would be arriving at the Crossroads in 5 days, so they could go meet him if they wished, rather than waiting for him to travel all the way to Kaladim, and then have to turn right around again.


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    " Sajeek, do you feel like dealing with the undead? There could be something of value there besides a start for the possible city. I'm not a fan of the undead, seeing as they have nothing vital left for me to stab. It looks like if we go there to at least check it's contents out; I'll need something better than a club." Kwen says with a smirk; remembering how much trouble they had with one skeleton, not thrilled with the propsect of fighting creatures with who could ignore the blows that the rogue could.
    Kwen could smell the hint of treasure; which is one thing that always is on the forefront of Kwen's mind. Upon reading Khae's words about the name of the city that the party was considering building the rogue says " We were thinking of naming the city 'Justis'."


    Vah Shir Beastlord and Bast Kejek Tiger

    "I think if we are smart about an prepare for it properly, I think we could do it," Sajeek looks into his cup of dwarven holy water as he thinks about it. "If we can clear it out, that would be a tremendous stepping stone in the right direction. Plus, it saves us time and money, rather then having to have something built from the ground up, we just have to clear it out." He smiles at the two. "Of course, I really doubt that it will be close to that easy, but it sounds like a decent enough plan.

    "As far as hurting the undead, well, the two of us have those magic daggers, and Bast's enhancements will let him cause damage to skeletons and the like," the vah shir pauses. He realizes how pitiful their armory was. "And we might want to do some more shopping to prepare for this one. " Sajeek says with a chuckle.

    Hearing the name "Justis", Sajeek nods as Kwen finishes speaking. Their vague plan set. Sajeek keeps chatting with Khae for as long as the prince has the time.

    Later the next day, back at Pub Kal

    "Hey Gwen!" Sajeek waves over his friend. "Crown Prince Khae says hello, and sends his greeting and love." Sajeek says with a smile. His headache had fled as soon as Gwen had ducked through the pub door. Ordering her a meal and a Darkfoam ale, the vah shir talks his time filling Gwen up on what she missed yesterday, including the news about their guide, where Rev was. With a smile he tells her of the cursed building with undead that they were planning on liberating for themselves.


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    At Pub Kal later the next day

    Kwen waits until Sajeek is done filling Gwen in then says " Yup so we are going to spend more money; I'll talk to a few weapon smiths and armor smiths; and see what they can do for us. I don't think that there are any 'free agents' here; perhaps we should also see about getting a few extra mercs or adventures to help us. I don't know about you guys but I think having a few hired hands could help us out. Perhaps a specialist damage dealing caster; and a true damage dealing, walking armory as well." The rogue speaks in a quiet voice; not wanting other to hear; until the party voiced their thoughts.
    " Of course we can always just get a warrior and go that route, it could cost us a fair amount of coin; but let us be honest; against the undead my abilities are limited. Traps, locks, people, and good looks are what I am all about. Combat I am not too bad at; as long as the target can breathe and have organs that are vulnerable." The rogue says with a wink.


    Barbarian Shaman (Luminary Gwendalyn Shaughnessy the Giant Slayer)

    Gwendalyn greets Sajeek and Kwen with cheer, and hears with interest about the building inhabited by undead, though disappointed that she missed meeting Khae herself. "I'm afraid that my magic isn't much use against undead either, which is why I just hit them with my hammer. I can still heal and strengthen us of course, and make us harder to hurt; but that's about all."

    She pauses. "What about Noggy? Any word?"


    Revery (Erudite Enchanter) in somnis veritas // Kspress (Iksar Monk) Your pain is the breaking of your shell.

    The galley to Erud's Crossing was the largest ship he had ever been on, not that he had been on that many...  But it was noticeable for how it handled the waves - they were less frequent but larger, and Revery was undecided as to whether that was good or bad.

    It was a theme in his dreams of late; good versus bad.  In his dreams he was often bad, doing things he had never done in reality, acting in ways that even made him ashamed upon waking.  Part of him tried to write off the question completely - it said that good and bad were artificial constructs the intelligent races focused all too much upon.  If people would just get on with their responsibilities, such a distinction would not be necessary.  But another part of him knew this to be a theory lacking in practice.  Ignoring the basic drives - hunger, greed, lust, love, envy, pride; these all gave people a reason to do what they do - ignoring these was folly, like ignoring the cold and the corresponding frostbite that came along with it.

    His dreams were ever present.  He had them every night, recalled them in startling detail.  And too, they haunted his waking hours, especially when nothing else occupied his mind.  So far, only the pull of magic, its study, its practice, could distract him completely from his dreams.

    Now here he was, back home.  But somehow, after all he had been through with his friends, death, even, it seems ... less ... than before.  His eyes scan the Erudites and wonder how many of them had ever left this land.  So much more out there to see...

    His visit with Arwen is good, and his time with her is spent trying to convince her to join him in his friends' new city, which of course does not yet exist.  Arwen is at first resistant, but after more explanation and convincing, she seems to come around.  As an Elf, Arwen has a different perspective of time, so a few years is to her more like a few months in some respects.  Finally she agrees to join him after some kind of safe settlement is built.  The new place will certainly have need of a healer.

    The rest of Revery's time is spent researching spells, and the cultures and languages of the Iksar and the Shissar. 

    If he gets a chance he looks up any old friends of his mother.  He will not prod them for information, as he knows he is not good at that kind of thing, but he'll observe their words and actions carefully in case they say or do anything indicating knowledge or suspicion of her possession/replacement by the shissar, or indeed, to see if they themselves might be the same.


    Vah Shir Beastlord and Bast Kejek Tiger

    "Nope, no word from Noggy. Although, I did see a gnome when we passed the Court. He looked officially dressed," Sajeek looks at his half full ale mug and thinks for a few seconds. "If memory serves, Noggy said he would be gone awhile. I remember him lying about why he was leaving, but not the reason itself." The vah shir shrugs. "Regardless, he said he would see us again once the city had begun. So, I think it might be a little while." Sajeek sighs. "I missed the little guy. I hope he is doing alright." He grins wickedly. "It's not like will be around to bail him out of jail," the Beastlord says with a laugh.

    "Hiring someone might not be a bad plan, except anybody whom might actually live through this would probably cost more then we have," Sajeek grins. "Okay, what do we know hurts general undead creatures? Besides a general magic enhancement?" The vah shir asks. "What about Holy Water? Not the kind for drinking, but the pure that has been blessed? Does that do anything against undead?" The vah shir looks at his friends, emerald eyes bright and energetic.

    "We might be able to by a bunch of potions or slaves for our weapons and be able to pull this off. Without anybody dying. Again and again and again," the smile that pulls the vah shir's muzzle back is based solely in Gallow's humor. He chuckles, it really wasn't that funny but he couldn't help himself sometimes. And this was one of them.

    Looking at Kwen he grins slyly.

    "Your good with people? When did this happen?" he smirks at the half-elf. "And how much did you have to pay to hear the words "good looks" from someone?" the vah shir laughs, sticking his tongue out at the rogue.

    Bast yawns and daintily takes a few chunks of bacon off of his spirit-brothers flat eating stone. Inhaling the bacon, the tiger lick his paws and rest his head on the table near the vah shir. No cat came close to looking as content as the one that stole bacon.


    Angels bleed from the tainted touch of my caress

    Khae slides his hand down his beard a few times as he considers the name of the city. He then nods, understanding it's meaning since the duo had given great detail to their adventures.

    He writes, "I will arrange for the Shenda'Dal to escort you across The Loping Plains, and the warrior Jinx will meet with you at Pub Kal once I secure his release. Leave the city soon after you meet him, trust me. I will arrange for the dwarves to march, to provide support to your burgeoning city, though I imagine that it will take two tendays before they leave. Make sure that the castle is empty and the curse is lifted before they get there."

    You understand that the prince is leaving it to you to do the heavy lifting for Justis. He will provide support, but it will be a hard sell to explain why dwarves died in the formation of it. This is to be your city, and you will bleed for it.

    Khae ensures that the duo understands their path through Ranthok's Ridge, so they can meet up with the Shen'Dal elves.

    Conversations go on for hours before the group grudgingly departs. The dwarf has warmed more and more to an outpost, and hopefully eventually a city, where he can have some connection to his friends.

    He leaves with a cryptic, "Supplies will await you with the gate guard, as will orders to permit Pravus Mortis entry without needing for oaths, giving up of weaponry, or being charged the gate tax."


    Angels bleed from the tainted touch of my caress

    Surprisingly Revery walks through the door of Pub Kal and rejoins the others, he had caught a different boat than the one the group expected. His trip through the gates had consisted of oaths and such, demonstrating that dwarven princes had sway, but there way a delay before it went into effect. The reunion is interrupted by the arrival of Jinx.

    You expected a warrior, and looking past his filthy and ragged scraps of clothes you see that this creature shows a solidity of body, decorated with numerous scars (many of them fresh), fresh wounds, and with corded muscles filled with blood.

    You did not expect that Nogglegrop would tower over him.

    A melange of grime with a halfling under it. Twigs find refuge in his matted hair. Jinx flashes his teeth in a manner he thinks is civilized, but it's just disconcerting. Your Champion, for that is the title of a seasoned warrior, has arrived without weapons or armour. He did arrive in shackles with more than one guard escorting him.

    The lead dwarf's voice is loud enough for all present to hear, "Pravus Mortis. The key will be at the gate, as will his gear." The dwarf throws a thumb towards the wall that stands between his thumb and the exit from Kaladim. No guard looks at the halfling with anything other than disdain.

    It is only when the gag is removed that the halfling can speak. The guards give you a "good luck" look and then leave muttering amongst themselves. This is the best non-dwarven assistance that Khae apparently can muster up.

    As you can imagine, the rest of the patrons of Pub Kal are uncomfortable with the latest happenings. Pravus Mortis is certainly getting a reputation, though you are not sure if it is a good thing.

    Tonguing a split lip, and squinting through a black eye, Jinx, bound by thick chains cascading between both his ankles and feet looks to the group and says, "Buy me a drink sailor?"


    Vah Shir Beastlord and Bast Kejek Tiger

    Blinking Sajeek is unable to conceal his surprise at the sight of the guide that Khae had pardoned for them. A grin snakes it's way across the vah shir's face. He looks at Bast and touches the tiger's nose with a "boop" noise. "Not for eating," he tells the tiger. Bast response is to eat another slice of bacon that Sajeek had incredulously forgotten about.

    "Sure, you look parched," the vah shir gets up and buys an ale for their newest traveling companion. Getting a bowl of stew for Jinx he returns and sets them on the table. He doubted Jinx wasted anytime getting a chair.

    "Well Jinx, tell us a bit about yourself and why Khae is having you be our guide." Sajeek asks the halfling.


    Angels bleed from the tainted touch of my caress

    Jinx passes on anything, save water to slake a thirst many times his size, and a clean rag and water to clean himself up. He slides the manacles aside enough to afford him an opportunity to clean his many wounds, and remove the layers of filth that are caked onto his skin.

    Losing interest in the prisoner, or the group, after nothing exciting appears to be transpiring, the rest of the patrons and staff go about their business.

    The halfling mounts a chair, revealing very little of his body above the table. Grabbing some bread that was dropped there along with the water, he speaks between bites, "Sellsword. Arrested for traveling from The Loping Plains towards Butcherblock, and have been released to take you to Wayunder."

    He is matter-of-fact about his incarceration, suggestive that it's not the first time.


    Vah Shir Beastlord and Bast Kejek Tiger

    With a few quite words, Sajeek reaches out and gently touches the halfings shoulder. The minor bit of healing should help the halfling feel that much better. Of course the sooner he was free of the manacles the better. Minor Healing:1d10 ⇒ 2

    "Alright then Jinx, Since the key to your manacles are at the gate, along with your gear, let's be off," Sajeek grins. Looking over at his friends, the vah shir nods. "Khae said he let supplies with the gate guards, so we don't have to worry about picking up anything." He says with a grin.

    "Oh, and once again, welcome back Rev," the vah shir turns and grins at the enchanter.


    Angels bleed from the tainted touch of my caress

    The healing does less than one would expect, speaking to how tough this little bastard is, which bodes well in combat, but he is appreciative nonetheless.

    You arrive at the gate and are asked to wait off the side while they gather up your supplies. Weapons are returned to those that you were asked to surrender. It is made clear to those of Pravus Mortis, and not to Jinx, that they would be able to enter the city at will without issue in the future. Jinx would only be welcome to re-enter with a dozen orc scalps in his possession.

    The group is provided for and finally, grudgingly the halfling's bindings are removed, and a dirty old sack is given to him, it is obviously a heavy bulk with blades poking out here and there, but he hefts it without comment and walks outside of the city to find place to discard his rags, dress and don his armour.

    5 bags await the party, with one of them being set aside for Nogglegrop, but the halfling can carry it in the interim.

    Dusty Ransacker’s Pack
    This backpack always looks well worn, but fits very comfortably, adjusting itself to nearly any wearer. Because of its excellent utility, these packs can be found in merchants’ shops all across Norrath. Buyers can expect to pay well for them, though, and are advised to buy them when
    they see them. They don’t stay on merchants’ shelves for long.
    Powers: Anything placed inside this pack weighs only 25% of its normal weight. The pack is still limited by volume, however - any items placed inside must actually fit in approximately 4 cubic feet of space.
    Weight: 0.4 Ibs.

    Within each heavily burdened bag is two weeks of rations each, some torches, flint and steel, 50' of hemp rope, two waterskins filled with the extremely flammable dwarven spirits, and other items specific to the individuals needs.

    (please include 2500gp worth of other items that were in each of your bags in your next post)


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    Kwen gives a small smile at the whole situation, in fact the whole process was most agreeable to the rogue. As for the halfling, Kwen had spent enough time working with shady characters that the halfling; didn't faze Kwen too much.
    Kwen had been surprised that the guards had giving the key up to remove Jinx' bonds, the rogue had already spent some of his thoughts on how much trouble a dwarven lock could provide. At least it would have been a challenge for the rogue for a little bit of time.
    " Well we are off now! Who knows what else we might find." The rogue says with the barest hint of a joke in his voice, hefting his new bag on his shoulder he says, " Alas the gnome isn't with us at the moment, perhaps we will get lucky and he shows up sooner or later."

    stuff in the bag:

    5 vials of the poison tooth rot (4d6 DC 27)
    1 grenade of Temporal Rot (6d10 points of damage DC 33 fort save)
    40 PP
    Two weeks of rations
    Two wine skins of Dwarven spirits
    purchased in town:
    1 flask of elvish wine
    1 goo coated boots + 4 to sneak checks, + 2 to climb checks
    1 grenade of L.Bliss (slow ((4)) secondary effect Slow (1d2) DC 25
    1 Oak Plane Double Cam ShortBow +2 to hit allows +3 to damage due to Strength Mod.
    20 Ceramic, Silver, Shielded arrows

    Starting gold:
    5542 GP
    Cost:
    1360 cost for arrows ( 30gp for the shaft, 3GP for the Silver point, 35GP for Shielding Aspect x20 DMG didn't say that the crafting DC had a cost for 20 arrows, will modify this cost if needed.)
    710 GP for the bow (Oak is 200 GP, Plane is 300 GP, Silk Rope is 10 GP, Double-Cam adds + 60 Ft to the Range increment for 200 GP)
    160GP for the Grenade of L. Bliss
    500 GP for the boots
    Left over:
    2800 GP OR
    270 PP
    100 GP
    Not including the silver and copper pieces.


    Angels bleed from the tainted touch of my caress

    For the first time Kwen has another person in the group that also does not know about the most important quest the group is chasing. He also does not know the language of the iksar.

    Your long conversation with Khae had permitted the prince to pick gifts that are as good as you would pick if you picked them yourself (purchasing at book value for the 2500gp spent).

    After a brief conversation the dwarven guards decide to send Nogglegrop's pack to Ak'Anon with the gnome emissary. You imagine that it is because they cannot stomach the thought of Jinx benefitting from the gift, even if it is short term.

    Looking into your gnome cleric's pack you see that it contains spell scrolls and the special inks and materials it takes to scribe them into a spellbook.

    Within each Dusty Ransacker's Pack are:

  • Flint & Steel
  • Rations (2 weeks) 1.0 lbs. each, total of 14.0 lbs.
  • 50' Hemp Rope 10.0 lbs.
  • (2) Waterskins 4.0 lbs. each, total of 8.0 lbs.
  • (5) Torches 1.0 lbs. each, total of 5.0 lbs.

    Normally these items would weigh 37.0 lbs., but in this pack they are just under 9.0 pounds (9.25 lbs.) in this magical backpack.

    Jinx dumps out the sack and tosses it aside, cascading bits of charred armour, and an oversized earthshaker onto the ground. He dons the half plate armour, seeking out assistance to tighten leather straps.Charred vicious ridged armor with spiked pauldrons and circular spiked metal plates strapped at various points on his body. The halfling carries his weapon across his back, a weapon nearly as tall as he is, in a crafty leather holster. Though he is small he moves as fast as any of the taller members of the group, which is a strange situation after spending so long traveling with the gnome.

    A long journey awaits to get from the Butcherblock Mountains to the easternmost part of The Loping Plains. You must move with a purpose to ensure that you can clear out the cursed building before the dwarven supports arrive.

    Your journey will take you through the mountains towards a pass that leads through the Ranthok's Ridge.


  • male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    Kwen nods than helps the halfling with his armor, intriguged by Jinx's weapons, still the rogue decides that while traveling to see if he could pry a little bit more out of Jinx.
    " So Jinx; if you don't mind me prying a little bit into your history; what tale brought you out here into the dwarven city, we have a long travel ahead of us." The rogue asks with a smile.


    Barbarian Shaman (Luminary Gwendalyn Shaughnessy the Giant Slayer)

    Dismayed at Sajeek's reminder that Noggy won't be joining them until later, Gwendalyn takes her time looking through the unusual pack.


    Angels bleed from the tainted touch of my caress

    Jinx repeats, "Sellsword. Arrested for traveling from The Loping Plains towards Butcherblock, and have been released to take you to Wayunder." The little warrior, in his sooty armour and weapon, still showing the signs of the conflagration that had engulfed him, was not much for words, but he made up for it in the pace he sets as he moves. There is a confidence to his movements suggestive of having been knocked down a thousand times and having gotten up each time for more.

    You travel for days and days until you see the impressive range of Ranthok's Ridge rise up before you. Jinx makes way towards the Bloody Pass.

    Blood Pass:
    This broad opening in the sheer rock-face of Ranthok‘s Ridge is flanked by two powerful dwarf fortresses; the pass is blocked by a thick stone wall studded with towers at its narrowest point. It is the largest and most frequently traveled passage into the plains. Bloody Pass was given its name soon after the Seeking Clan Gnoll’s single massive attempt to storm Ranthok‘s Ridge when it was newly built; the attack resulted in the slaughter of many hundreds of gnolls and the loss of only four dwarven defenders. The pass was literally stained red with gnolls’ blood, so that even the normally implacable dwarves were satisfied that they had paid the Seeking Clan back sufficiently in kind for past atrocities.

    Once the dwarves let you pass, Jinx moves to the edge of the path looking down into the bowl of The Loping Plains and says, "We wait here for the Shenba'Dal."

    Glancing at the map of the Loping Plains (Loping Plains Map) you place your current position northwest of the #2 between the two towers that look like salt and pepper shakers.


    Vah Shir Beastlord and Bast Kejek Tiger

    Taking stock of the amazing view into the Loping Plains, Sajeek's emerald eyes drink in the sight. Blinking slowly as if to help paint the view in his Mind's Eye, the vah shir turns his head slightly. Looking at his friends and their newest traveling companion, he wonders how long it will be for the... 'What did Jinx say? Oh yeah, Shenba'Dal,' he thinks, scratching his chin and yawning. Bast bumps his left hip, demanding that attention be cast his way.

    Scratching the tigers ears, Sajeek once again reflects upon Khae's gifts. Aside from the magic backpacks, he had filled them up with gifts for all. Sajeek had found several old, battered looking scrolls and the materials to scribe them into his book. He was surprised to find some extra materials in there. Sajeek chuckles, seeing that Khae had remembered the vah shir telling him about the spell he had flubbed. The dwarf had laughed noiselessly, saying he had screwed up his fair share of divine spells. The Beastlord, rather deep into his cup, had been fairly "blessed" at the time, otherwise he never would have brought it up.

    The finely made chainshirt had been a very pleasant surprise as well. It fit him almost more comfortably then his leathers had. Of course his studded armor had pretty much been destroyed, and the comfortable, worn in feeling was long gone.

    Sliding his new pack off his back, Sajeek digs out his map of the Loping Plains and his new flask. A gift from Khae, the words, "For Personal Emergencies," lightly etched into the surface of the light metal. The small screw on cap was a stroke of genius. And the dusty bottle of Dwarven Spirits that was loving wrapped and protected was waiting for the perfect occasion. Taking a sip of the liquid that burn a happy path to his gullet, he examines the map. After another small sip, he screw the cap back on and puts the flask back in his pack.

    "How long to you think we have before the Shenba'Dal arrive, Jinx?" the vah shir says, looking over at the halfling. "Just wondering if you think I might have a day or two to work on spells," Sajeek says grinning faintly.

    ooc:
    Gifts:Keshurval's Rejuvenation (+ materials) 300gp; Scale Skin (+ materials) 300gp; Cure Poison (+ materials) 300gp; Blast of Frost (+ materials) 300gp; Materials for Spirit of Kahliz 200gp; Spirit of Keshuval (+ materials) 525gp; Nice Flask 10gp; Bottle of Dwarven Spirits 100gp; Grappling Hook 1gp; Silvered Dagger 10gp; 6 pints of Holy Water 150gp; Masterwork Chainshirt 250gp. For a total of 2446 gp.


    male Half Elf Rogue /Markus Vardin Human cleric (Giant Slayer Blackguard Kwenilithmor Eridosan)

    Kwen looks over Sajeek's shoulder at the map, than gives up to enjoy the view, wondering what sorts of things could be waiting for the group in the 'cursed' ruins.
    Kwen had a feeling that his training hadn't dealt with much on the undead, but Kwen was quickly adapting to them. The poisons that he had picked up might even the playing field to say the least, still they were very dangerous to the average person as well. So had the poison that he had picked up from the desert travels.
    " And now the waiting game begins." The rogue says with a small smile, his thoughts now on what else might be showing up unannounced.

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