Saturday, November 18, 2006

Session VII (1/2): After the Battle!

The Battle of Ibi Plains is an overwhelming success! Captain Barodo, the dwarven commander of Fort Ibi, sends his wounded back to the fort while he and the rest of the troops press on to the town of Erat. When the heroes arrive at Erat the battle is over. Erat was poorly defended but thankfully half the ogre force was destroyed on the Ibi plains which prevented Erat’s fall.

Captain Barodo spreads word of the heroes’ involvement in stopping the ogre invasion. After a week of rest and relaxation in Erat, a ship arrives. A messenger announces that the heroes and Captain Barodo are to sail to the capital city, Credia, for an audience with King Raphell Cupola IV, Lord of Timiro.

The heroes arrive in Credia. Most buildings average four to five stories in height. It is easily four times the size of Old Timiro and is definitely the largest city any of them have ever seen. They are met at the docks by a platoon of the king’s royal guard which escorts them to the palace.

Once entering the main throne room they are met by a standing ovation from the king and what appears to be the majority of Timiro’s nobility. They are asked by a court official to retell the story starting with the discovery of Fort Calda to the decisive Battle of Ibi Plains.

Each of the heroes contributes to the retelling. Krimp tells of the Priest of Ra and his dieing words at the burnt out ruins of Fort Calda. Ruminski tells of Kormath enabling them to fly over the enemy to warn Fort Clay. Nestor tells of arrogant Captain Aberdaal who’s overconfidence lead to the destruction of Fort Clay, forever to be remembered as “Aberdaal’s Folly”. Devin told of the Earth Elemental that stayed behind to defend Fort Clay. The young noble woman, who wished to remain nameless, tells of the brave mercenary Captain Valirete, who aided her in getting the peasants to Fort Ibi. Captain Barodo tells of The Battle of Ibi Plains where a hundred orcs and six ogres where put down by the heroes and fifty Timiro soldiers.

The nobles listen with a mixture of reactions and levels of interest. A half a dozen official scholars write down every word that is uttered. A couple of bards also scribble down some notes. But the king stares at them, hanging on every word, all the while measuring what to believe and silently scrutinizing the reactions of his nobles.

King Raphell Cupola IV stands from his throne and strides down the steps toward the heroes. He is a stout human that appears to come from a line of warrior kings. He reassures the nobles of the incapableness of the ogres of the Old Kingdom Mountains to ever try this again. He seems to not truly grasp how dire the situation really was… or dose he? Once the tension and anxiety of the crowd is subsided by his confident comments, he again turns to the heroes.

First Captain Barodo is knighted. Captain Barodo respectfully request that he and his soldiers be reassigned to the soon to be rebuilt Fort Calda to ensure that an incident like this never happens again. The king proudly grants the grizzled dwarf’s request.

Nestor, Krimp, Ruminski, and Devin are all given certificates of citizenship of the Timiro Kingdom. They are given a joint deed to a plantation north of the town of Sino near Fort Saka. Lastly are three large locked chests. The king advises the heroes to wait until they reach their new home in Sino to open them.*

After an evening of feasting and dancing the heroes were to return to their ship that would take them to Erat and then travel by land to Sino. Before they left, King Raphell held a private counsel with them. He told them of his undying gratitude. He swore to send emissaries to the Wolfen Empire in hopes of opening trade and diplomatic relations. He told them to enjoy the quiet of Sino and revel in their well earned reward.

Session VII: Ogre Invasion!

Landing outside of Fort Clay, the heroes rush to the gates to warn the soldiers of the on coming ogre army. From behind them comes a biting cold wind, as they turn they see the wagon be turned to ice and them smashed into a thousand shooting sharps! Ruminski hears in the wind the whisper of Kormath, “So you may believe.”

Meanwhile inside a mysterious woman is standing in the office of young Captain Aberdaal. She requests lodging but is denied until she reveals her connection with Timiro nobility. The captain orders a lieutenant to show the senator around Fort Clay. Just then shouts come from the walls above the gate, “Monster bandits are charging the walls!” All the enthusiastic raw soldiers rush to the walls to take a look. The senator and Captain Aberdaal join them.

Nestor, Krimp, Ruminski, and Devin shout to the men of Fort Clay that the Ogre’s have raised an army, preparations for battle must be made, they have warned four villages, and the peasants will be coming here for shelter. The soldiers of Fort Clay can not believe what they are hearing. After sometime the heroes are allowed into the Fort. Captain Aberdaal openly distrusts the party based on their races alone. The heroes present some heavy evidence that Fort Calada has been destroyed. The heroes tell the captain that there are one hundred ogres and almost three hundred orcs. Captain Aberdaal does not believe Fort Calada has fallen or that the Ogres can band together into a group larger then five or six.


To be continued…

Session VI: Escape from Old Timiro

Of Ruminski and Krimp....

Having fled the city of Old Timiro, Ruminski and Krimp travel cross country towards the Old Kingdom Mountains. Behind they leave Nestor and Devin to their fate at the hands of Old Timiro's authorities.

They successful avoid any large towns and military outposts until they reach the foothills of the Old Kingdom Mountains. Krimp's years as a hunter for the Eastern Arm tribe makes him invaluable to his domestic Kobald companion. After weeks of travel they find a shallow cave on the edge of the mountains that seems safe to occupy.

Krimp does most of the hunting during the next few weeks, while Ruminski visits the local trade routes in hopes of gathering any information that may tell them the condition of their friends left in Old Timiro.

Ruminski does hear some news from the traders moving through the Timiro Kingdom. He hears a few bardic songs that have come out of the ancient city. The first one spoke of a werewolf in Old Timiro that killed a bar maid and a dozen honest local working class men. Though the story is embellished there is enough info in the song to be sure it is about Nestor and his fight with the slavers. At the end of the song the brave city guard is said to have slew the beast. So whether Nestor is a live is still uncertain.

The second poem comes down the trade road months later. It tells of a brave band of adventures that recently went into the Old Kingdom Mountains and saved the world from an evil death cult. The poem centers on Sir Landon, an elf of great skill with a long bow. Ruminski is not familiar with any elven knights but realizes that the death cult must have been the same one that the snake woman spoke of back in the sewers of Old Timiro. When Ruminski relays this story to Krimp is shocked to hear that Landon was an old traveling companion of Krimp, Devin, and Nestor.

After a routine hunting trip, Krimp returns to the cave limping. Ruminski fears the worse but Krimp assures him it is only a sprained ankle. Ruminski would not normally ask for a miracle for such a minor injury however out here in the wild, a minor injury can be detrimental to survival. The pious Kobald leans over Krimp and begs Kormath to heal him. Ruminski quickly discovers that his connection to Kormath has been severed. Not knowing the source of Kormath’s displeasure Ruminski begins a strict regiment of prayer, fasting, and penance.

Months later…. Ruminski still has had no communication with Kormath. Krimp has had to rescue his Priest friend twice from severe asceticism and almost force feed him to keep him alive. Finally after months of hiding in the wild, the young kobald cleric, now in a malnourish and sleep deprived state, stands and announces they must return to Old Timiro, to the Temple of Dragonwright, and try to find their friends Devin and Nestor.

Of Devin...

Devin is taken to the Tower of the Warlock’s Guild. Since warlocks consider one another kin it is customary in Old Timiro to allow the Warlock’s Guild to manage any warlock that has committed a crime. The Guild Master is a rugged half-Ogre Earth Warlock. He stands just outside the open door way to Devin’s anti-magic cell. “Not wise to lie to the Sheriff. They say he can smell you sweat and hear your heart beat faster when you lie. Well, what’s done is done. The city judge will try you in three days. Your friend, the wolfen, will probably be executed and you will have an extensive sentence of servitude. Goodnight, brother.”

Devin went before the Judge. The Judge was a bent and angry old human who had a hard and unforgiving face. They didn’t even ask him any questions. The sheriff brought in witnesses to recreate the events. Then he gave his synopsis of what really happened. Devin thought it was extremely accurate considering he wasn’t there.

Devin pleaded for the release of his friend Nestor and offered banishment as a perfectly acceptable punishment. The judge only responded with “Guard! Restrain the prisoner." The judge sentenced Devin, due to his magical abilities, to city labor, repairing roads, buildings, and other city projects, for undisclosed amount of time.

Suddenly a representative from the Warlock’s Guild stood up to address the court, Devin’s heart lifted. He thought “what will his fellow warlocks say in his defense, how lucky was he that the warlock’s guild was so benevolent, how much pull did they have with the judge, and could they save Nestor too?”

He hears the warlock say, “Your honor, this elf is a powerful warlock of the earth and now a dangerous criminal involved in a multiple homicide. You can not leave him in the hands of the city guard. The warlock’s guild will be willing to offer a hand full of warlocks powerful enough to ensure this elf’s cooperation… at a nominal cost to the city.” With the pound of a gavial the deal was done. Devin was carted off to his anti-magic cell, still stunned at the fact that the warlock’s guild had used his misfortune to pad their treasury.

Months later… Another morning, Devin is escorted from his cell to the room of summoning. The minor fire elemental is brought forth into the material realm. The four Fire warlocks that act as Devin’s guards entertain themselves through out the day with “fire” humor. The elemental looks bored and a little irritable. Devin begins his day exhausting himself by magically repairing the city.

The months have gone by and he has heard nothing of Nestor except the sad dirge about the Werewolf of Old Timiro. The song is an embellishment on Nestor and his fight with the slavers. Devin is a little disappointed that he and his contribution to that deadly brawl were not found song worthy, “Oh well…”

That night he is returned to his anti-magic cell. Devin marvels at how quickly he has become accustomed to being used as a tool that at the end of the day is placed back in it’s shed.


Of Nestor...

There is no day or night here... The darkness and the silence.... Still his hands are bound behind his back… Still the mussel is on his mouth.... Still the shackles are on his feet… It has been weeks.

The only measure of time is once every twelve or fifteen hours the opening of the flap at the base of the door and pouring of gruel into his bowl. A single bowl of gruel… at first he didn’t want to eat it… then when he got hungry enough ….he couldn’t move to the bowl fast enough… not as fast as the rats or the bugs… now he is proficient… and sometimes has his gruel with a side of rat.

Months later…. In and out of consciousness... “It took weeks to get over that fever… not as long as the last one”, he thinks. He dreams of the Great Northern Wilderness… He wakes to night terrors of undead lurking in the shadows of his cell… More gruel…

Weeks later… The door is opening. The light is bright from the torch. An elf? Is it Devin?

“Oh man! Look at you, Nestor!” the voice is familiar but it couldn’t be… “It’s me, Landon! Your old brawling buddy! I’m a knight of the realm now! Rich too! I bought that bar where you killed that lady! I wanted you to come work for me, as a bouncer for my bar! But I got a bit of a reputation because of my dueling so they won’t release you to me. I made provisions for you to be released. You won’t be free but you won’t be in here. They will come for you in four days.” He bangs on the door, “Guard! Let me out he is trying to eat me! Ha, Ha, Ha, Just kidding! Good bye, ole friend.”

A dream… it must have been a dream….


To be continued…

Session V: Unbridled Rage

To be continued…

Session IV: Sewers of Old Timiro

The next level they find lizardmen fighting undead. The surviving lizardmen join the heroes in a combined effort to destroy the undead infestation. Nestor gets over zealous with his maltose cocktails and nearly burns himself and surrounding party members. The yaun-ti seems to be hanging back and being useless but come to find out she has been watching the heroes’ backs and even silently attacking the enemies from behind. After battling skeletal rats and poisonous spider swarms the heroes decide to rest in a side chamber filled with steamy pipes.

This hidden side room gives the heroes and their companions some much needed rest. The yaun-ti kept watch and listened near the door. In the early hours of the morning the heroes begin to wake. Ruminski wakes pale and clammy as if awoken from some disturbing dream. He says a blessing over Krimp. Nestor speaks with the lizardmen to gain clues of what types of undead may be waiting ahead of them.

The yaun-ti emerges from the pipes, “Drow. The vampires were once dark elves.” Nestor asks, “How do you know this?” She explains, “I heard them pass this chamber early this morning on their way to the lower levels. This is where we part paths.” Ruminski asks, “Why?” The yaun-ti shakes her head, “I try to avoid dark elves at all cost. I definitely will not go up against undead drow. Will you come with me to the Old Kingdom Mountains?” Krimp sternly says, “We must help these lizard people and protect the city.”
“ If you survive meet me in two weeks outside of Fort Bext.” She turns and disappears in to the steam and pipes. The opening and closing of the chamber door is heard a few moments later.

By the power of Kormath a room-full of skeleton warriors are obliterated. The lost lizardman shaman great concern in the lizardmen warriors they decide to head down into the depths of the sewers to consult their living god.

On the final level the lizardmen seem scared and uneasy. Krimp and Nestor stalk into the darkness to get a better look at the situation. They enter a large open chamber. The floor is a grate of metal with small square openings, underneath the grate is water and foul smelling sewage. Just beyond their sight they hear a voice with a strange elven accent, “The city has become aware of the undead we have planted here. They have sent a military team to destroy our army. This will not look good for you if our master’s plan for Old Timiro fails. Destroy the invaders and send a messenger to Fort Alandia in one week with news of our position in the city. Remember if this operation ends badly the deal is off.” They hear the flapping of large leathery wings, like a bat, flying off in the opposite direct of the heroes, then the screech of bats, and lastly they a large splash not far ahead as if something very large reentered a pool of water.

To be continued…

Session III: Old Timiro

Krimp, Devon, Nestor, and Mead have been in Old Timiro for over 2 months and still do not know where the Church of Dragonwright is located. Mead becomes discouraged and enlists in the Timiro army for work. Mead dies in accident during basic training a few weeks later. After the loss of Mead the group is determined to find the Church of Dragonwright or move on.

They find out that The Church of DragonWright is a large plain building has a that has an ornate archway as it’s main entrance. Krimp, Devon, and Nestor stand outside this structure that they had pasted several times during their stay in Old Timiro. Krimp is overwhelmed with excitement and rushes in with Devon and Nestor chasing after him to keep him out of trouble.

Inside is sixty foot high vaulted ceiling, no pews, large pillars line the walls, in-between each pillar is a stained glass window, and at the far end of the temple are three 40 foot dragon statutes. Each statute is of a different dragon, a black great-horned dragon with ruby eyes, an all white ice dragon with sapphire eyes, and a deep purple night-stalker dragon with obsidian eyes.

In front of each dragon there is an altar. The altar before the night stalker was covered in blood and being cleaned by 4 purple robed clerics. In the far left corner is a seven foot tall white candle in cased in a silver candle holder decorated with runes and other strange symbols.

A large number of people of differing races and social status fill this building clerics, monks, and priests/priestesses plus 12-15 in black/red robes, 12 – 15 in deep purple, and 5-6 in a white/light blue. The building is loud with the murmuring of this large group people talking, praying, debating, and chanting.

Before they can take it all in a priest approaches. He is a bearded human wearing a black Chasuble embroidered with a black rose on both front & back with roll collar. He smiles and says, “It is an honor to meet you I am Orban, High-Priest of Styphon the Invincible. Are you here to dedicate yourself to the most powerful of the Dragon Gods?”

Krimp blurts out, “I have come to follow Kym-nark-mar.”

The priest restrains a chuckle, “We all do in our own way, but…”

An elven woman with long dark hair in deep purple hooded robes adorning an gem incrusted dagger on her hip strides forward looking very crossed. “Orban, are you going to introduce me?”

Orban looks annoyed at the interruption, “Of course this Merimana, high priestess of…” again the elven woman interrupts,

“Zandragal, the dragon-goddess of war. All warriors belong to her household.” She smiles at Nestor.

Orban huffs, “Now wait just a minute these creatures were about to dedicate themselves to Styphon!”

Devon steps from around the two wolfen and says, “No, no. Actually we are just here for information.”

Merimana startled that she had not seen the fellow elf at first. “Your complexion… The Old Kingdom? Royal bloodline?” Her eyes sparkle at Devon.

The High-Priest of Styphon reaches out and grabs Krimp’s forearm, “Fine! But this one is mine!”

Suddenly a might roar fills the temple! The foundations of the building shake. The temple falls absolutely silent. All eyes turn towards a small white/light blue robed cleric that had been sitting in silent meditation and was now the source of the dragon’s roar. The small cleric begins to miraculously rise from the floor. His face is exposed and it is clear that he is a kobold. His eyes are wide but his normal pupils are replaced by glowing sapphires. He points to The High-Priest of Styphon and the voice of an ancient wyrm bellows forth, “Unhand my brother’s chosen!” He turns his gaze and points to Krimp “This mortal’s path will change face of the world, forever. Behold the Champion of Kym-nark-mar!” Krimp is petrified with astonishment. Orban and Merimana shrink away at the name of Kym-nark-mar. Lastly the kobold roars “I am Kormath and I have spoken.” The kobold gingerly floats to the ground, his eyes turn back to normal, and a single burst of puke fires from him as he falls on his hands and knees.

The kobold picks himself up off the floor as Krimp rushes over to him. The kobold introduces himself, in wolfen, as Wronski of the Golden Ear wolfen tribe and a citizen of the Wolfen Empire. Both Krimp and Nestor are taken aback by this unexpected greeting.

Krimp bombards Wronski with questions about Kym-nark-mar and the Church of Dragonwright. Wronski begins to tell Krimp in the best way he knows that Kym-nark-mar is not actively worship when an orc priest of Kormath pulls Wronski to the side.

The orc priest tells Wronski that the clergy of Styphon and Zandragal are already trying to overt attention from Kormath and Kym-nark-mar by whispering rumors of this miracle being a theatrical illusion. The orc priest urges the kobold cleric to take the wolfen out of the temple to somewhere safe.

Wronski takes the trio down several winding back alleys to ensure they are not followed. The reach a hole in the wall tavern called, Beggars Brews. This filthy room filled with mismatching tables, chairs, and stools is commonly occupied by homeless drunks and it is the only place that will serve slaves alcohol. It is not uncommon to see a busy goblinoid house slave rush in, slam a shot or even a pint, before dashing back out into the city on business for its master. Wronski has enjoyed this place from the days he and Hans lived on the street. Now he hurries his new friends in for much needed introductions and explanations.

Wronski explains to the group that the Church of Dragonwright is loosely united. That the two dark dragon gods, Styphon and Zandragal, out number to Kormath, the one active good dragon god. The return of Kym-nark-mar could even the scales. Because of this Krimp is not safe and they should stay in hiding for a few days. Wronski tells the group that there is a safe place to hide....

They reach the manhole that leads down into the sewers and Wronski first home in Old Timiro. Nestor is not pleased with the situation but goes at the pleas of Devin and Krimp. Not long after entering the sewers, Nestor discovers some graffiti that references vampires. Nestor becomes very on edge and asks Wronski to hurry them to “where-ever they are going”.

As the alcove comes into view, the group can hear the sounds of combat coming from inside. They rush to see what is happening. In the middle of what was Wronski and Hans’ apartment is a tall thin woman covered in small scales with bright yellow snake eyes wearing exotic clothing and holding a board sword. She is surrounded by four growling men with the heads of lizards! Each of them wearing leather armor, wielding primitive clubs, and carrying large sea turtle shells for shields.

Krimp only sees a woman in danger! He charges and pins on of the lizard-men to the wall with his spear. Devin flings his stones into the group of creatures. Nestor smashes the head of one of the lizard-men as the snake-like woman cuts down another. The fourth lizard-man is captured.

Wronski, unsure the snake woman is just an innocent victim, begins to interrogate her. She is very evasive with her answers. Eventually Hans is mentioned. The snake woman states she came here seeking Hans. Wronski tells her Hans is dead. She seems puzzled and demands to Wronski describe Hans to her. He explains Hans was a good man that took care of the poor of the city and tried to avoid violence at all cost. She says “Then the Hans I knew died years ago.” Wronski asked who the Hans she knew was. She said, “Hans BloodAxe, the Assassin of The Empire of Sin, the Plunderer of the Yin Sloth Jungles, the Scourge of Old Kingdom Mountains, and the Terror of the Northern Hinterlands. Not the dwarf you knew.” Wronski told her of Hans’ death at the hands of demons and his warning against violence. The snake woman stood still expressionless as her clear membranes blinked over her yellow eyes.

Nestor turns to the captured lizardman and demands he explain himself. He tells them that undead have infested the lower levels of the sewers and have driven them from their territory. He goes on to say, this snake woman is a thief and a liar. The yuan-ti female makes no rebuttal in her defense to the lizardman’s charges.

Ruminski asks the yuan-ti why she was looking for Hans. Reluctantly, she tells them of a death cult in the Old Kingdom Mountains that is attempting to raise the Old Ones. She tells them that she and Hans had gone into mountains years ago on an expedition. She knew his experience in mountains would ensure success against this death cult. Ruminski offers the assistance of the group. The yuan-ti first scoffs at the offer and then says, “You are replacement for Hans BloodAxe, but it would be better then going on my own. I accept.”

Nestor stands up and says, “I can not leave until this undead menace is defeated.” Ruminski turns to the yuan-ti, “Can you help us with this before we leave?” The snake woman looks annoyed but nods in agreement. The lizardman agrees to help them if they swear to destroy the undead invaders. Nestor swears the undead will be destroyed.

They decide to go back up into the city to obtain supplies. By this time the shops of Park Side have already closed. The only shops that are open are on Palace Side. But it is a long walk and time is of the essence. The yaun-ti suggest breaking into one of the closed shops. Nestor back up the idea and tells Krimp and Rominski that they can leave money for whatever they take. The team agrees to break in to save time but leave money for the supplies and damages.

They find a small general store and they enter through the back door. They gather a lot of supplies and are calculating how much to leave when the shop keeper burst through the door that leads to his apartment above the store. The shop keep is carrying a heavy crossbow in each hand and his two large guard dogs launch ahead of him barking and snarling at the party. The heroes run from the shop tossing the sack of coins to pay for the items and damages.

Devin calls upon the energy of water and blankets the alley in thick fog to conceal their retreat. They can still hear the dogs behind them. Suddenly they hear the rattle of the yaun-ti’s jingling broad sword, a yelp of pain from each dog, two thuds hitting the ground, and then silence. The heroes are shocked and fear that the yaun-ti has slew the shop keeper’s dogs. Silently the yaun-ti slides up next to Devin and whispers gratefully, “Well played.” Devin is too embarrassed to tell the snake-woman that it was not his intention to kill the dogs.

They return to the sewers and prepare for the long descent into the lower leaves.

Friday, November 17, 2006

Session II: The Library of Bletherad

Session II: The Library of Bletherad
After three weeks of travel, Devin and Krimp make it to Algor’s Tooth, a small village a few days from the Two Axe Tribe’s capital Whitewater.

The Two Axe Tribe are sailors by nature. They are also the inventors of the Wolfen Drakkar or long ships. The wolfen drakkars are long, narrow, light boats with shallow draft designed for speed. They are fitted with oars along almost the entire length of the boat. They sport a rectangular sail on a single mast which is used to augment the efforts of rowers, particularly during unusually long journeys. In combat, the variability of wind power makes rowers the chief means of propulsion. The wolfen drakkars are clinker built, meaning each hull plank overlaps the next, and waterproofed by moss drenched in tar. In the autumn these ships are tarred and then sit throughout winter in a boathouse to protect the ship and allow time for the tar to dry. The ship's low shallow draft allows navigation in waters measuring as little as one meter deep, rapid beach landings, and its light weight allowed portages.

They speak with a young Two Axe wolfen sailor that introduces them to Captain Orca, a 9 foot dark red wolfen with bright green eyes. His large wolfen drakkar, The Stormchaser, has 30 pairs of oars. The Stormchaser is heading to Y-Oda to trade several different goods with the locals. Captain Orca tells Krimp that an elf on board would bring good luck and inspire the crew so they are welcome to ride along. Krimp, concern that this might inflate Devin’s ego, translates the Captain’s words a little differently, “The captain says in spite of the fact that my companion is an elf, we are welcome aboard.” Devin seems crossed at this reverse racism he is experiencing.

Meanwhile, Median, a northern human of The Kingdom of Havea, and Nestor, a young wolfen of the January Magic Tribe, have traveled to Algor’s Tooth a small village a few days from the Two Axe Tribe’s capital Whitewater. Median and Nestor have decided to travel aboard and strike out as independent mercenaries. “Being a mercenary means all the glory and riches of soldiering and none of the confining rules and regulations!” That’s their credo and they are out to prove it. Nestor negotiates passage on The Stormchaser by trading some of his famous January Magic Tribe tunics. These tunics are woven with metal fibers giving the garment a shimmering quality. Captain Orca is pleased with the trade and welcomes them aboard. Devin sits at the rear of the ship next to the drummer so that all the crew can see him. Median takes a seat near the cargo in the center of the ship. Krimp and Nestor are seated at the oars. The Stormchaser sets out from Algor’s Tooth as it begins to rain.

After three days of lighting, wind, and rain, the twin volcanoes, Y and Oda, can be seen on the horizon. Devin spends his first sea voyage throwing up from motion sickness. Devin’s nauseating noises convinced Captain Orca that perhaps elves are not good luck charms for ships. The Stormchaser slowly approaches North Port, a small fishing suburb of The Port of Bletherad.

Before, the wolfen ship can reach the docks the alarm bells begin to ring in North Port. The crew looks to the south and can see a pillar of black smoke rising about a mile and a half down shore. Captain Orca shouts, “Double time!” The drummer begins to beat fast. The wolfen row their oars to the accelerated beat. Krimp enjoys the adrenaline rush of sailing with the Two Axe Tribe. Nestor discovered the long voyage had taken it’s toll on his stamina and struggled to keep up with the rowing. Devin attempt to compose himself but the increased speed put him right back to his seat next to the side of the ship. The wolfen that are not rowing begin strapping on their weapons and armor. They then go down the rows and drop weapons next to each wolfen that is busy rowing. Median takes the cue from the wolfen and puts on his armor and weapons. Median looks towards North Port and sees a large group of wolfen and other beings running towards the black pillar of smoke.

The Prince of Snow, a Bizantium merchant vessel, pulls into the docks at North Port. The Kingdom of Bizantium is an island nation of proud seafaring humans. Geographically it is the most northern kingdom in the known world. This human kingdom has had a peaceful relationship with the Wolfen Empire for sometime despite the fact that they are considered a member of Eastern Territories Confederacy.

Disembarking is a human ranger named Heratio that is here to visit the great Library of Bletherad. He has become bored with winter after winter in The Great Northern Wilderness. Stories, of lands of endless sand and of forests of sweltering heat which hold plants and creatures undreamed of, have been brought back by Bizantium sailors. He yearns to see these lands and to test his skills of survival against their elemental forces. First he has decided to stop at the great library and see if any knowledge of these fantastical lands can be gained.

Before the ranger can inquire about the library the bells of North Port sound an alarm. He sees wolfen soldiers, human townsfolk, and adventurer types come pouring out of the buildings and into the streets. They begin running in the direction of the black pillar of smoke. He hears the soldiers yell, “To arms! To arms! Scrod Cove is under attack!” The young ranger rushes with the mob about a mile to the top of the hill over looking the small fishing village called Scrod Cove.

Scrod Cove is a blaze! The bodies of peasants and fishermen both wolfen and human, males and females litter the area around the village. The fishing boats are on fire and you can make out the murdered fishing crews amongst the flames. On the beach is a small raiding ship. The ship is human in design but looks as if it is from the Land of South-Winds instead of Eastern Territory. It looks like a Jung-Gorl ship that he had seen an illustration of once. “Probably, stolen”, he thought. He is joined on top of the hill be several other bowmen of different races. They begin to assault the raiders that are on the ship and those making their way back to the ship. The soldiers and adventurers pour into Scrod Cove first hacking down raiders and then trying to put out the fires.

The Stormchaser now blockades the only entrance or exit to Scrod Cove. The human raiders will have to fight their way past. Captain Orca stands, strapping on his shield, he growls, “Let them come to us. Board and then save as much loot and as many captives as possible. No prisoners! Turn the cove red with their blood!” The crew snares, whines, and snaps their jaws in agreement of the captain’s orders.

The human raiders begin to flee the village. They are pursued by a blood thirst mob and are being showered in arrows from the hill. The humans already on the ship begin to pull away in haste leave several of their comrades stranded on the beach. Some try to swim for the ship but are filled with arrows. The remaining raiders drop their loot and draw swords against a line of wolfen imperial soldiers, the raiders fall swiftly.

Now the raiders see their path to the sea is blocked by a wolfen drakkar! They prepare their ship to clip the front of the wolfen long boat and push through to the open sea. With almost 10 feet of clearance between them and the wolfen ship the raiders begin to think they will make it. One of the human raiders sees a large dark red wolfen, with a wooden shield strapped to his left arm and holding a long sword with no hand guard in his right hand, stand and run down the length of wolfen ship before leaping into the air and land on their ship. As Captain Orca lands on the human ship he cuts down two raiders with one fluid motion. Several of Two Axe crew let out great howls of battle which seem to inspire the other wolfen and terrify the raiders. Krimp and Nestor follow Captain Orca over to the other ship! Nestor hacks down a human raider with his sword. Krimp impales another with his hunter’s spear. Devin uses his sling while Median fires his arrows onto the human's ship.

The human raiders are routed; some begin to throw themselves into the freezing Algorian Sea to avoid the brutal justice of the Stormchaser’s crew. Seeing his adversaries in complete disarray one of the older Two Axe wolfen warriors throws down his sword and shield. He grabs the nearest human and bites deep into the muscle between it’s neck and shoulder! The human screams in terror and pain. The wolfen violent rips the throat out and the human falls silently to the deck. He lets out a victory howl with is blood covered muzzle. Several of the other wolfen see this and throw down their weapons, chase the humans around the ship before pouncing on them in a frenzy of claws and teeth. Krimp and Nestor are astonished by the spectacle! Devin loses his lunch on the deck of the Stormchaser. Median is surprised but not shocked, after all he remembers the stories the old soldiers told of the time before the Empire, before peace with the wolfen.

As the last of the humans stop twitching, the Two Axe tribe lets out a chorus of victory howls. They are answered by howls from the village of thanks and requesting more help to save the village buildings. Captain Orca wipes the human blood from his face and yells, “You two guide this ship back to port! The rest of you back to the Stormchaser! We have got some cleaning up to do!” Two wolfen run to the helm of the Jung-Gorl and begin turning it around. Krimp, Nestor, and the rest of the wolfen rush back to their oars. The wounded wolfen are left on the Jung-Gorl and two more wolfen stay behind to bandage them up.

After a drunken brawl and a night in jail, the "heroes" move on to the great library. Krimp researches Kym-nark-mar and the Church of Dragonwright. Devon finds some accounts of the Elf/Dwarf Wars, Rune Weapons, and the Scourge. Nestor reads on the plethora of undead monsters in the known world and the many ways to destroy them. Between them and their allies they learn of changelings, Yin-sloth Jungles, Mount Nimro, and other strange lands. Krimp tells the group that the latest records about the Church of Dragonwright come from the Timiro Kingdom. He wishes to search there for the followers of Kym-nark-mar. After studying a world map the party decides since the Timiro Kingdom is on the way to all the other lands they wish to visit, they would stop their first. The next day they find passage on a trade ship heading to Hanna a small port in the Timiro Kingdom. Three weeks at sea brings them to the ancient human Kingdom know as Timiro.

Session I: Howlsburg

It is the height of spring. The southern edge of the Great Northern Wilderness teams with life as the colossal forest blooms with flora and fauna. Among this ballet of natures beauty, on the edge of the Disputed Territory, sits a small human town called Howlsburg. This proud settlement boasts four gates surrounded by a two-story, thick, wooden palisade. Howlsburg’s gem is the six story stone keep that towers over all the other buildings. The keep is home to General Grey, a decorated hero of the Eastern Territory’s Confederate Army, and the 1500th cavalry, a military unit whose tenacity and furiousness has earned them a reputation on both sides of the Disputed Territory. Every spring, Howlsburg joyously greets ever increasing numbers of settlers and adventurers that would make the frontier their new home.

Krimp, A Wolfen adolescent, passes through the northern gate of a human border town called Howlsburg. The city marks the southern edge of the disputed territory. This is his first encounter with humans. After the horror stories he has been told of these strange furless creatures; it is a feat of great courage… or stupidity that has brought him this far. What compels Krimp to venture from the beautiful Great Northern Wilderness to the perilous Disputed Territory? Perhaps even he does not know the great power that now shapes his destiny. As he reaches the center of town marked by the town’s main fountain and a small local bazaar, he sees a pair of familiar faces in the crowded market place! The two Wolfen trappers that he had met on the road a few days back are in thick haggling with a human farmer.

About this time, Devanaht Lithandor, barely an adult by elf standards, is approaching the southern gate of the last sliver of civilization before the Disputed Territory, it’s a place called Howlsburg. Devin, as he is called back home, has traveled far with the wild ambition of reclaiming the glories of the ancient elven empire. He is momentarily sidetracked by the sight of an oddity he had both hoped and feared seeing… massive creatures… three of them… just standing there! He sees three large wolfen, two at least 10 feet tall if they weren’t hunched over, and a third smaller one at least a head and half taller then Devin. He can not resist a closer look.

As Devin steps closer and Krimp listens intently to the haggling, two brown robed humans begin to enter the city square but are assaulted by a black robed human. A verbal confrontation begins between these people that seem to belong to differing religious groups. The black robed man is obviously the aggressor as the two brown robed men attempt to leave the situation. The monk in black yells, “The worst part of all is you’re a good for nothing LIAR!” At this taunt, one of the brown robed monks flings off his robe. The mostly naked loin cloth and sandal wearing monk unveils a thin but muscular frame. What is even more shocking then the little monk’s physique is the shoulder to shoulder scaring that spells out “The Truth is The Way”. Krimp suddenly notices several other black robed men with curved daggers have positioned themselves behind the brown clad clerics in an attempt to ambush them. Krimp though normally soft spoken feels compelled to help these strangers. He shouts “Behind you!” and runs to put himself between the brown robed clerics and their black robed assailants. Devin cocks an arrow on his bow hoping a few well placed warning shots will defuse the brawl. Krimp uses his powerful kick to take one of the black robed men out of the fight early. Devin gets careless with his warning shots and puts an arrow in one of the black robed men’s hip. The brown robed monks are ample fighters and make short work of the remaining cultists! By now the town guard has assembled and is all too quick to blame the wolfen for all the trouble.

“That is an enough!” a bellowing voice comes from behind the mob of guards surrounding the monks, Krimp, and Devin. As everyone turns they see a thirteen foot tall, three foot wide at the shoulders man covered in thick brown fur with the head of a bear. He was clothed in white robes with a hooded mantle all trimmed in golden thread, priestly robes it seemed. Around his neck laid slung a large gold medallion that depicted the face of a beautiful human woman crowned with a war-helmet. “Let’s go.” He motioned to the brown robed monks to follow him. They in turn waved to Krimp and Devin to also follow. Behind all of them the guards shouted warnings to the Bearman priest these street brawls would no longer be tolerated.

The Bearman lead them to a one story wooden temple. Inside were a dozen pews and in the very back opposite the door as a stone alter. Behind the alter towered a 18 foot white marble statue of a human woman of almost elven beauty wearing a gold helmet and holding a half drawn great sword of gold. Her expression was that of one who is about to administer cold yet righteous justice. He healed his monks and thanked Krimp and Devin for lending their aid. He introduced himself as Shgri Uraista priest of the temple of Rurga the Warrior Goddess of Truth.

Krimp has never met a Bearman but knows they are often allies of the Wolfen. He feels he can confide in the priest. He tells Shgri Uraista that he is seeking information on a something called Kym-nak-mar. It is a word that has entered his mind since childhood and he is driven to find out what it means and why he knows it. Shgri Uraista tells Krimp that Kym-nak-mar is the name of an ancient god of virtue and good, one of the dragon gods, who sacrificed himself to defeat the vile Old Ones and helped free the universe from their tyranny. Shgri Uraista told Krimp that he has never heard of any of the gods of that age calling someone to their service in our times. He blessed Krimp in his quest and advised both he and Devin to stay with Elliot, an elderly elf that lives in a solitary house beyond the town. The Bearman explains that the black robed men were followers of the Cult of Set, a snake worshiping death cult. They would look to pay you back, especially strangers that the authorities would not really miss, by offering you up as sacrifice to their dread god of darkness. Elliot would be able to protect you for the night. Krimp and Devin took their leave of the kind priest of Rurga and headed straight to Elliot’s.

After exiting Howlsburg by the eastern gate, Devin and Krimp find the over grown path that leads southeast into the woods. About two miles from town, they come to a huge clearing at least three hundred yards in diameter. A dilapidated two story house rests in the exact center of the clearing. The pair cautiously ascends the creaky porch steps. Krimp begins knocking on the door. Devin notices a sign posted between the door and a first story window that reads in several different languages “There is nothing in this house, which is worth your life.” Devin ponders the purpose of such a sign as Krimp impatiently knocks again. Suddenly on the other side of the door the sound of a dozen different types of locks seem to be unlocking. The door slowly slides open and an ancient elf coldly stares out of the darken door way. “What is it?” says the elderly elf sternly.

Krimp states they are looking for an elf named Elliot and that they had been sent by Shgri Uraista. The elf asks them inside. Devin notices the blood stained apron that the old elf quickly removes and discards as they enter. The strike contrast of the inside of the house compared to the outside is mind boggling. The inside is immaculately clean and every piece of furniture appears to be a priceless antique. Elliot shows them to a study. He asks them to stay here as he finishes up what he was working on. He slides the double doors of the study close and locks the small door lock from the outside. Again they hear sound of a dozen different types of locks seem to be unlocking but not coming from the front door, instead it sounds as if it is towards the middle of the house.

After several hours, Devin and Krimp get to talking about one another’s quests. They look at the strange books ranging in subject from summoning, the elf dwarf wars, philosophy, histories of the world, demonology, magic wards and symbols, to elementals.

Elliot returned and took up a seat. He began asking them questions as to why they came to his home and where they were going. At first the pair was stand-offish. Elliot then reached into his pocket and pulled out a long stem pipe decorated like a happy dragon. He puffed on the pipe and as the room filled with smoke. Both Krimp and Devin felt more at ease. They started to notice that Elliot seemed more trustworthy, kind, and caring, like a grandfather they never had. They gave intimate details of their past and hopes for the future. Elliot pondered as Krimp spoke of dreams and visions, of the name Kym-nark-mar, and thirst to find out what it all means. Elliot listen as Devin conveyed his ideas of reclaiming the elven empire’s past glory. After some deep thoughtful puffs on his dragon pipe Elliot advised the pair to travel to The Library of Bletherad. “It is the greatest library in the world. You will find the knowledge you need to succeed with in it’s walls.”

Elliot tells them to remain in the study for the night. He can not insure their safety if they wander the house at night. He locks them in again but this time they hear scratching sound against the door as if Elliot was carving something into the door. Then they hear a small spill as if he pours something on the door and it splatter to the floor. Next they see a red glow shine through the edges around the double doors and softly fade away. Lastly, they hear the slow foot falls of the age elf moving further back into the house across his creaking wooden floor.

A little to wired to go right to sleep Devin and Krimp decide to look around the study some more. Krimp finds a large 18'x18' map. It looks like a very large island. There are words in elvish however, he can not read them. He knows they are journeying to an island and perhaps this is it. Devin sees him pondering over this map and comes over to assist. Devin reads the captions and legends. He is surprised at the detail and scope of the map. He points to a small ink blot to the far right of the map and explains that spot is their island destination. This map is of the known world, The Pangaea that makes up all of Palladium. Krimp is astonished. He literally can not comprehend that his journey from his tribe lands to Howlsburg is not a fingernail in length on this map. He pulls a large arm chair over and stares intently at the map. He slowly droops in the chair and dreams of far away places. Devin decides some light reading from one of the dust tombs on elementals will help lull him to sleep. It is mostly a non-magical text except in the margins of the book it appears someone has written notes and there are some diagrams that may be circles for summoning. Devin pays little attention to them, however his keen elven mind can not help but to file a few tidbits of info away. He eventually falls a sleep on the large chaise lounge.

Devin awakens in the morning to Elliot standing over him look rather stern and holding a large dried leaf. Before Devin can say anything, "I know you saw my sign out front. Since you are my kin and I truly feel you did not intend to steal anything from me, I am giving you this option. Carefully chewing then swallowing this rare leaf will erase the last 12 turns of the hour glass from your mind. Any information out of my study you may have accidentally stolen will be erased. Or you can stay here in my house... for the rest of your life… as short as it would be. Which is it than?" Devin gently takes the leaf from Elliot and begins chewing the foul tasting herb. Krimp wakes with a monstrous yawn, unaware of the exchange between the two elves.

Devin and Krimp head out from Elliot's to the northeast to visit the Seahawk Wolfen Tribe in hopes to get passage on one of their long boats to the island of Y-Oda and the great Library.