Okay, ready to go. Was confused as your post above said they didn't know where it was.
Yes a good nights rest and let's get at it!
It's either a typo, but the PDF puts it as "The place is not unknown to us" so it's a double negative meaning they do.
Next morning starts afresh with everyone getting used to the heroes and some still viewing the group with suspecion, but is open to conversation. Before leaving you are introduced to a group of four warriors who will be your escort. Thousand bones also offers you gifts for your jurney:
five potions of cure serious wounds
a wand of create water (44 charges)
a wand of endure elements (23 charges)
five pots of Shoanti war paint (three red and two silver)
"I hope these are valuable to you. You can buy other paint from us if you wish." he explains how the paint works as it works just as you'd assume it would, by drawing it on your face or any other part of your body that is exposed. It doesn't interfere with other magic items, however you cannot put more than one paint on at a time. in the case of the deflection bonus, it of course does not stack."I wish you luck on your jurney. I foresee a dark reunion in your future, but it may be benefical. The ancestors shall watch over you."
We know where the place is. I shall send four Skoan-Quah with you to guide you on your jurney." he states with a smile. "I do not know what you might face, but best be prepared for anything."
"The ruin is easy to recognise from the Sihedron, the secen-pointed star. I know now what perils await you within, but it's location is not known to the Skoan-Quah. When you are ready to leave we will send with you four boneslayers to lead you there." he mentions as he looks over the group. "Prepare for tomorrow. I feel that you will face conflicts in your time in these lands. Both new and familiar."
"I know little of Cindermaw. It is a legend made of flesh and blood. Cindermaw dwells on the northernmost edge of the Shoanti lands, in the place where Shoanti and orc and giant vie for life and water. His hunting grounds are known as the Feeding Grounds of the Quah-Keal, the land of the Clan Eater. The orcs of Urglin avoid this region, as do the giants of the north who only hunt the edges. Few have ever returned and those who do speak of a mountain that crawls and fire that roars. Some even whisper it controls the emberstorms as others claim it to be a creature, born of those who died of fire and are reborn as this beast. I do not know what is true, but I know it is something people have never seen and is feared by the orcs and giants who, like us, have lost many believeing themselves to be mighty enough to defeat it." he pauses for a moment to think on it. "Your scholars said once it may have been created by the ancient ones. Those who carried the seven-pointed star."
He takes a moment of thought as he wishes to try and explain who or what a Truthspeaker is.
"There are those among our people who, after living lives without lie and never speaking falsehood, have earned the title of Truthspeaker. It is a rare honor, one that requires many years of chastity, of self-control and of introspection. There are Truthspeakers among the Sklar-Quah, yet that does not help you. Were that the Skoan-Wuah had one. Yet the Skoan-Quah and the Sklar-Quah are not the only Shoanti in the Cinderlands. I have heard the Lyrune-Quah, who dwell in the shadow of the Wyvern Mountains far to the northwest have Truthspeakers among them. If you could perform the ritual of rebirth at the Feeding Grounds of the Quah-Kael in the presence of a Truthspeaker, his words would be all the proof you need to secure an audience with the Sklar-Quah." he pauses for a moment, looking out over the sands. "I believe this time of year the Lyrune-Quah gather at a place sacred to them, a place called the House of the moon at the North-easternmost edge of the Wyvern Mountains. Yet I fear they will distrust you uas tshamek as well, unless you bring them proof of your honest and need. They are unusual among the Shoanti for they do not seek enlightenment through our ancestors, but from the Song of Spheres. They are devotees of Desna and they trust those who worship her, yet that trust is, alone, not enough to earn the aid of a Truthspeaker to be witness to your heroics against the Cindermaw."
"The Faithful of Desna have a tradition of exploring distant and dangerous places as a way to honor their deity, who watches over all who travel. When they reach the doal of their pilgrimage, a priest leaves a found-mark to honor his jurney. one of the Lyrune-Quah's greatest ancestors was a priest of Desna named Tanjah. Their legens speak of her pilgrimage into an ancient ruin and her discovery of a potent relic sacred to Desna, a stone globe held deep within a place called the Acropolis of the Thrallkeepers. Those who fallow Tanjah's footsteps and seek her found-mark upon this globe are said to be given the Spherewalker's Mark and with this mark, the Lyrune-Quah would welcome into their camp even the most bitter of rivals."
"This he did. He went to the killing grounds of the great Cindermaw the Clam-Eater." LOL...sorry I got a good chuckle out of that one...needed it!
So all of us need to be eaten by some beast to become part of the clan?
damn typos
Thousand Bones nods his head.
"Perhaps, yet this route is more complex than you suspect. The Sklar-Quah would never believe the words of tshamek on such a matter, nor would they risk travel to the Feeding Grounds just to see foolish outlanders attempt to recreate legends. I could come with you, if my bones were not so tired, yet I am Skoan-Quah. My words would hold little light with the Sun Shaman, I fear."
then he appears to grow silent before Ash Dancer looks up and speaks for the first time during this exchange.
"They could bring a Truthspeaker, Thousand Bones." she simply states and at that Thousand Bones turns to her and gives a nod as he turns to the group. "Indeed, that may work."
Thousand Bones smiles enigmatically afor a instant before going on.
"The legend of Skurak is of a great warrior and greater traitor of the SKlar-Quah. He slew his brother, a brave of even greater courage. To the SKlar-Quah, family is purity. Crimes against the family are the greatest a man can commit. He claimed the death was by accident as he and his brother were hunting, but others spoke of murder spawned of jealous rage. Skurak was declared a tshamek by the Sun Shaman and cast out, but before Skurak left he said he would be born again and return to his tribe." he pauses for a moment and again gives a smile. "This he did. He went to the killing grounds of the great Cindermaw the Clam-Eater. Skurak walked up to the beast, carrying only his dagger. Without fear he dove inside the beast and cut his way out. He returned to the clan and declared he had been reborn and had left his misdeeds behind in the cleansing fire of Cindermaw's belly. The legend says the Sun Shaman accepted this and Skurak's time as a tshamek was spoken no more."
"Alas, the Sun Shaman are part of the Sklar-Quah who dislike tshamek more than others. They were the first to suggest this war. The Sklar-Quah talk about what happened to us, as if it only just occured and if you were to approch their camp, they would attack you on sight." he states as he lets this mull over. "The memories of our people's easy life by the river poisons them. We have let the past die, but they continue to speak about how comfortable our life was. Food was plentiful, trees grew tall to shelter us from the world. Here we struggle in our hunt, ember storms sweep these lands, burning the flesh of any who do not take cover. Worst of all, Orcs hunt us for slaves, but as I repeat. We have let those memories die in the past, but the Sklar-Quah keep hold and if they see you the anger of what they lost will blind them in ignorance. The secrets you ask for, they will only share to those in the Quah and never has a Tshamek become a member of the Quah. Not since Skurak the Reborn."
The day goes on, the sun sinking down into the semi-desert of these planes. Many of the people are friendlier than before, explaining that their only experience with outsiders has been with violence and scammers selling a bottle of dirty water, claiming it to be from a non-exsistant lake or something. It's obvious many still hold prejudices over you all, but they have softened up to the idea, especially as Thousand Bones has greeted you not like tshamek but as friends.
As the night falls and the stars peek out from the curtain of night, Thousand Bones invites you to the centre of the camp. The other Shoan-Quah have retired early to their tents out of respect for the Bone Council Fire. The only people that are present is the group, Trinia, Thousand Bones, Chief One-Life and Ash Dancer.
One-Life and Ash Dancer remain quiet as Thousand Bones begins to speak. Ever now and then, Ash Dancer sprinkles the fire with a greenish-brown herbal dust from a weathered pouch. A few moments later the fumes encapsulate anyone who remains by the fire, causing a slighty blurrying of vision and a feeling of ease, though you are all totally aware of your surroundings.
"You have already done my people a great favor by returning the body of one of Gaeken. I sense that you now come to me to ask a favor in return, yet know that by doing this favor you are helping us all. The Skoan-Quah are a peaceful people, yet we are all but shunned by our kin. Out willingness to mix with tshamek shames many of my brothers and sisters in the others quahs. Many, like the ones you met, Krojun. Only their respect for our tradition of guarding and protecting the dead of all Shoanti keep them from open hostility against us." he states flatly, with sadness in his eyes. "My words do not reach their ears when I advise against war on Korvosa for they hear tales of the city in flames, of it's king dead and of disease ravaging it's people so they see this as the time foretold. A time when the Shoanti can ride down from these burning lands and reclaim greener lands to the south, lands that were once ours."
"Yes war is not good for us. My brothers do not see that, even crippled, Korvosa remains a powerful enemy and from what you have told me, more dangerous than when I was last there with these iron women acting for the queen, Neolandus' story of her alleged allegencies with devils and a crown fashioned from a artifact my people guarded, but I have no knowledge of. They will not listen to tshamek, but it is best to make your enemies your friends, do you not think?" Thousand Bones gives a wink, again it seems hard to believe he is blind, despite his milky white eyes. "Yet my brothers do not listen to these words. They see weakness, they demand action. You come to me with a different favor. speak of what you wish of me and perhaps we may find our needs are the same."
At the end of this speech you can tell Ash Dancer and One-Life are listening intently on this conversation. Ash Dancer, being sure to only add the herbs when the mist thins too much.
The mist causes no in-game effects. It's like incense, it just makes you feel more relaxed but nothing more.
"I would like to invite you to the Bone Council Fire tonight. One-life and Ashdancer will wish to speak with you to help them and they you. One-life has some concerns and would wish to talk to you about them, when night falls and the spirits are able to speak." thousand Bones explains as he gets up to leave "If you wish, I can show you to where we spread Gaeken's ashs to pay him respect."
Thousand Bones smiles to the group.
"I see you have grown strong since I last met you, Krenn." he smiles and taking a look at Krojun and then back to the group. "Do not take offence at the 'little' comment. He would've said it if it was anyone here who won. He is taller than most of my people afterall."
Llyra watches the men battle and just shakes her head: The Savored Sting prefers more . . . pleasurable pursuits. Nonetheless, I have learned that challenging a dwarf to a competition that in any manner involves stubbornness is rarely a wise choice.
Trinia smiles and Llyra's comment, but also looked to Curnach, wondering what he made of this.
I know this is much to ask Thousand Bones but we must speak with one. Is there someone in particular who might be willing to talk with us?
Assumes answers...Is there any way you can provide us with a guide or an escort? We know the bad blood between our peoples and it would be helpful to not have to fight any of them on the way for being in your lands...we have seen the looks your people give us.
It is understandable but we want no trouble and we want to travel quickly.
"The Sun Shamen are part of the Sklar-Quah. A tribe dedicated to combat and bettering themselves. One of these people approches now." he states as he peers through the tent. "You will be safe here. I will tell One-life and Ash Dancer that you all wish for peace just as we do."
"I am sorry, I must see to this warrior. He has brought one of his brothers with him, ready to begin his jurney to the next world." he leaves the tent and you can hear the voice of a loud and powerful man, speaking in Shoanti in a raised voice.
"Miye hca tuwe au Berak el niye, ekta kate egna iyokiha wiconi. Is te el egna Orcs. Miye hanhon shawnee un tawa, tka miye mos ognake sni iyaye tawa taca el ohuwi. Oyanke is kici egna huka." after he says this he looks back to the body of his fallen comrade and gives a grin. [b"]Miye kte egna tawa tiwicakte wakiya hotopi na tuck."[/b] as he says this he points to his Klar and Earthbreaker he carries one-handed.
Shoanti:
"I brought Berak to you, to pass into the next life. He fell to the Orcs. I was no friend of his, but I could not leave his body to rot. Place him with the ancestors."after he says this he looks back to the body of his fallen comrade and gives a grin. "I got the one who killed him with thunder and fang." as he says this he points to his Klar and Earthbreaking he carries one-handed.
As the people of the tribe gather the body, bringing it to the mounds and preparing it for the ceremony, the large man walks away and then notices your tent. He steps over and when he reveals the tent to see who is inside he sneers at you before turning back to Thousand Bones, speaking in common to make sure you all understood.
"Why do you harbor these, tshamek?" he says, clearly enraged "They killed our people, drove us from our own land, built cities to defile it and kill us, yet you allow them here? Have you forgotten they killed your grandson, Gaekhen and one now hunts us like animals. How can you be sure they are not the ones who hunt us?"
Thousand Bones, being a calm man, unlike many Shoanti, awaits the barbarian to calm down.
"Krojun, these people are our guests and heroes of Korvosa." at the mention, Krojun spits in disgust, not convinced. "Do not judge them, they are the people who found Gaekhen's body and brought all the peices back so that he could find peace.-" at this you can see Krojun visably calm "And kill the dead riser, who had his body and defiled it as he did. Leave them be. Would you have word of Berak’s burial tainted by bloodshed get back to your Sun Shaman?" Krojun nods, being put in his place before he looks back to the group and makes his way towards you all.
"I did not know, you were the ones to help Gaekhen. I knew him, he was a strong warrior, but too kind." he seems to scratch his chin as he looks at the group up and down and then grins as an idea comes to mind. He brings out a thin cord of leather. "I would like to test your strength and courage for getting this far. I'm sure you would not oppose a game of Sredna?" Thousand Bones gives a shrug, suggesting that you can refuse him if you wish, you are guests and he can't kill here or otherwise would defile the ground.
Knowledge Local DC 25 & if you ask about the rules of Sredna:
In sredna, two opponents face one another on their hands and knees with their foreheads spaced just over a foot apart. The contest requires a thin cord of leather tied in a loop. One end of the loop is placed behind the ears of each competitor so that the players are bound to one another. When the game begins, each player stares his opponent in the eye while slowly attempting to crawl backwards. The resulting tug-of-war results in extreme pain as the leather digs into the soft part of the back of the neck and skull. At some point, one of the competitors relents, acknowledging defeat by bowing his head, causing the strap to roll over the top. Sredna games typically only last for seconds, but two evenly matched opponents might duel much longer. In such cases, standoffs and ties are frequent.
When a sredna match begins, each player must spend three “breaths” (3 rounds) staring into each other’s eyes before attempting to pull. Pulling before the 4th round is an immediate disqualification. Intimidation and patience are almost as important tools to win sredna matches as is strength. During these initial 3 rounds, the players make
opposed Intimidate checks by growling, gnashing teeth, and spitting insults. Each time a player wins one of these checks, he gains two sredna points, and in the case of a tied Intimidate check, both players gain one sredna point. On the 4th round, each character makes an Initiative check to determine when he moves. On his turn, a character may opt to tug or dig in.
Tug: The characters make opposed Strength checks. A defending character who dug in on his previous turn receives a +4 bonus on this check. If the tugging character wins the check, he gains two sredna points. If he fails (or if the results are evenly matched), his opponent gains two sredna points instead.
Dig In: The character readies himself to withstand his opponent’s tug, he gains a +4 bonus on his next Strength check to resist a tug.
At the end of each round, total up each player’s sredna points. This is the DC each player must make on a Fortitude save to continue the match. A player who fails this save collapses and loses the match. If both players fail their saving throw, the match is declared a draw. Characters who possess the Endurance feat gain a +4 bonus on this saving throw.
Jerin introduces Llyra and makes sure he knnow she has fought with us and helped us against the Queen.
Between Jerin, Curnach, and Krenn we give him a good accounting of what the Queen is up to and why we are here...mainly for information about what the Queen has become and maybe a way to defeat her.
I assume you fill him in about the death of the one who killed Gaekin, the necromancer in the temple of Urgathoa. Also yes, he spoke common to you when you all first met him and he learnt common so that he could better communicate with the outsiders and brocker a peace, which you get the sense doesn't make the tribe very popular.
Hearing your exploits he appears quite intrigued and smiles. He has a serious look at the mention of Rolth, the one who killed his kin and had him sliced to peices. He gives an approving nod at the mention of his death.
He looks worried at the mention of the priest's rising, returning as a undead abomination and at the Arkona's being disguised creatures of various animal heads, along with the evil that remains buried deep under their mansion.
"I can see you are the only ones here who can save my people and your city." he says simply and at the mention of the crown and of thorns, or as his people supposidly called it "midnighter's teeth" he seems to stare off into deep thought before shaking his head. "The name is not familiar to me, however I have heard Sun Shamans of the Sklar-Quah mention it but twice. Always in reference to the past and to the place you call Korvosa."
Llyra Bjorgan wrote:
When she is introduced: It is a pleasure to meet you, I have heard much about you and the hard work you have done for peace in this land, something that the queen clearly opposes. I serve the Savored Sting and she demands vengeance for the wrong caused by this usurper of the Korsovan throne. Wrongs done to the people of Korvosa, as well as to the Shoanti.
"I agree, but I believe my people are not ready. Some may think that Korvosa is week, but I know they will still be strong and much blood shell be spilt on both sides if this war happens." he states simply before looking out of the tent as there is the sound of commotion.
At the mention of Thousand Bones the warriors look to each-other and then back to Jerin. They look at you all in a very curious manner. The leader of this patrol nods his head slowly. He asks you to follow him, for he'll escort you to Thousand Bones.
As you make your way, you notice that you are indeed in the camp after a few miles, seeing the many tents and native Shoanti out in the open, watching the approching strangers.
Other Shoanti with tatoos very different from this tribles are here too. Some with depictions of the moon and others with depictions of great earthbreakers. These ones appear more hostile at your approch, making you well aware that they are armed with weapons and watching your every move.
Things are tense here with many of the Shoanti giving you dark glares, some even aiming bows and watching your every move. Some hiding their children behind them, afraid you may hurt them. What appears to make up the Kallow Mounds themselves are a collection of hundreds of cairns, clearly a burial site and from what you can tell by the sheer numbers, that all the tribes in the area must bury their dead here. what is more disturbing is that what was sunning itself on the cairns, but is now leering at you two is a large and deadly draconic beast. It's wings appear to be crippled, however it still looks large and formiddable, looking like somekind of cross between a dragon and a lion.
though not draconic, the Dragonne is a magical beast that is not so intelligent, however it does have an above average human wisdom and as many fear them, very few (if any) are evil. their main forms of attacks are claws and bites.
Knowledge Arcana DC 22:
these creatures can be quite agile and attempt to get the jump on their prey by pouncing them or is attacked, issuing a roar that appears to drain the strength from those that wish it harm.
Knowledge Arcana DC 27:
It is able to see in the dark and low light and having the ability to sniff out scents, it is able to track very easily. They mostly eat meat, but it is not undead for them to eat plants too.
Knowledge Arcana DC 32:
Possessing the savage instincts of lions with the cunning of brass dragons, dragonnes combine the fiercest features of these noble creatures into predators both awe-inspiring and deadly.
The origin of dragonnes generates endless speculation. The odds of these creatures being direct crossbreeds of dragons and lions are quite remote, for numerous reasons: the two creatures rarely share the same territories; few creatures as clever as brass dragons would choose to mate with simple lions; and dragonne abilities differ significantly from those of metallic dragons. While otherworldly breeding experiments and magical mishaps remain possibilities, few satisfying explanations make themselves apparent.
Although many creatures rightly fear these ferocious hunters, few dragonnes are blatantly evil—most are just highly territorial and seek to defend their homes and hunting grounds from interlopers. Creatures that draw too close to a dragonne’s lair are typically met by the resident’s fearsome roar, followed by its claws and fangs if this warning is ignored. Those who attempt to settle in a dragonne’s territory find themselves harassed constantly until they decide to leave or the dragonne is slain. These intimidating predators spend the majority of their time on the ground, even when in combat, since their wings prove somewhat ungainly. They typically search for prey and intruders from the air, then land nearby to charge and pounce.
Despite their deadliness, dragonnes form strong bonds with those they consider members of their pride, sometimes even adopting creatures of other races. A character with the Leadership feat can take a dragonne as a cohort. Such characters must have an effective leadership level of 10th. Most dragonne cohorts gain levels in barbarian, fighter, or ranger. A dragonne measures between 10 and 12 feet long and weighs up to 1,200 pounds.
Nearby you see a gaunt old man sat near the creature and beside him, back to you is a familiar form. The riders stop you, the leader getting off and walking over to him, whispering in his ear and the figure stands, turning to face you. Thousand Bones, pleased that you are here smiles widely as he steps towards you with open arms.
"Welcome my friends!" as he says this and shows a obvious kindness to you, the shoanti all start acting differently, now no longer leering, but staring at you in curiosity and stepping closer, surrounding the group with looks of wonder on their face. "I apologise for the way my people have treated you. They have never before met outsiders who respect us, let alone helped any of us." the old man leans on his stick as he smiles towards the group and then turns to the nearby patrol members, ordering them to prop up a tent, which they get to work on. The tent is different from others, a customary tent for guests of the Shoanti and from looking at it, it appears to have been a whilst since it's been set up.
Thousand bones spends the time introducing you to the few people with him. The gaunt old man is named 'One-Life' and unlike other Shoanti, has spent his entire adult life here, staying with his family. A elderly woman in tribal headress is introduced as Ash Dancer. She is the most experienced of all and the creature up on the mounds they have named 'Wicked-Claws', who 'One-Life' had saved from predators one day and now he serves the Shoanti in protecting these lands.
Once the tent is up, Thousand Bones invites you inside, to tell him what has been going on in the city since he and his people left whilst the Shoanti were still being persecuted. He also mentions, if you wish, you can pay respects to Gaekhen’s remains.
The old shaman speaks with a deep voice, his words carefully chosen but delivered with a barely restrained anger.
“My people have worked hard to understand yours, yet it seems each day we see new examples of how your people work just as hard to foster old hatreds. My grandson is dead, beaten to death by cowards in your city street. I do not blame you, yet still Gaekhen is dead, and my son and his kin are not so forgiving as I. They wish to return to the Skoan-Quah in the Cinderlands, to join with the Sklar-Quah and rally to war against Korvosa. This would be disastrous, for both our peoples. Amends must be made." he pauses for a moment, making sure to pick his words carefully. “Our ways are not as yours. If a body does not go whole to the fires of the gods, the smoke of a warrior’s spirit cannot rise to the Great Sky. If I could send Gaekhen’s body to the Great Sky with honor and dignity, his father and brothers would listen to me and stay their wrath. The talks of peace between my people and yours can continue. But he was not just murdered. His body was taken from the scene of his death, sold by a peddler of corpses to a necromancer named Rolth, a criminal to both our people. I have spoken with the spirits, and they have revealed to me that Gaekhen’s body has been taken to a place below your boneyard, a place the spirits call the Dead Warrens."
“With this knowledge, I could surely lead a group of my finest warriors into your boneyard to retrieve Gaekhen’s body, but this would be seen as an act of aggression by your people. No, it falls to you to make amends for what has been done. You must bring me Gaekhen’s body, lest we be forced to recover him ourselves. And although it pains my heart to say it we will not be gentle if it comes to this.”
Jerin:
You have heard of the necromancer, Rolth. He used to be a student at your Achademe and was a promising too, however he was found mutilating and collecting body parts for study and construction of golems. Something the Achademe dissapproves of where he was kicked out and saught after by the law, but they have been unable to find him.
Curnach:
From your times in the sewers you have seen a pale looking man with blood on his hands, ofen carrying bags with rotten body parts, but he rarely appeared. You were lucky if you ever saw him twice in a year as he appears to be very slippery and hiding out somewhere that you don't even know.
After saying this, Thousand Bones rises, nods curtly to Cressida and then leaves the room where you think he might be returning to his people.