Bog Darkwalks behind the Voralan shaman, although he feels more than one spiritual presence trying to yank him off to the Spirit World along the way. So does Boamund, who now facesthe streaming thin sheet of oily blackness that seeks to consume him (it was a giant slime mold, in case you’re wondering). He triesDisrupting it, then draws his fireblade and gives it a slash, but this isn’t wearing it down quickly enough and he is having to repeatedly dive away from it as it sends hungry pseudopods his way. Meanwhile, Fraud has come to his senses and is climbing across the pit, following the noises of battle that he hears not far away.
Bog deals the shaman a head wound, although this shows signs of rapid regeneration. And to make matters worse, somehow the shaman can sense roughly where he was and target him with spells. [The Burning Malady disease spirits here, and the shaman’s twin-self fetch, can see Bog from their plane; Darkwalk does not hide him there] The four-armed creature issues a barrage of Sneeze and Tire spells his way, and Bog quickly is worn down, getting too few chances to harm the shaman and even those keep healing back. Boamund’s fortune turns as he invokes his ring of fire spell, which quickly burns at the slime and causes it to retreat toward the river. Fraud comes across the river to the rescue, hits the slime with a Darkstrike, then runs to aid Bog. Just before the ooze can make it into safety in the water, Boamund jogs over and burns its last remnants to death. Before doing the same with the shaman’s remains, you notice runes (Darkness, Death, Chaos) on it that identify it as an agent of Mallia.
Reeling with exhaustion, Bog continues swinging at the shaman, buying time for Fraud to get there. Once the shaman falls from a maul-blow, only to begin rising anew. Yet as Fraud arrives, the balance is tipped and the shaman falls under a series of maul and sword blows to its head. Bog slumps to the ground, wheezing and complaining. He catches a little breath while Boamund explains to Fraud what had happened around here. Bog then goes to the mine’s entrance while Fraud and Boamund investigate Unn’s cave. You still feel the malign presence of the spirits in this fungus cave so you don’t want to linger there!
Fraud deciphers the Darktongue inscriptions on most of the walls: These describe the opening of the “inner and outer doors”, which prelude destruction of life that crawls, walks, swims or flies on the surface world. It is through the serpent’s mouth that the doom will come, and it will poison the land to make it safe for Hell to emerge again. Newer marks discuss how the “Black Ring” will bring these things to pass. There are also star charts that depict possible times that the ritual might be done. One is in Dark Season, although the precise day is unclear. Uh oh! Pondering this later, he is disturbed to realise that this place is dedicated to Arkat Destroyer, and Unn must have been an agent of that mask… but again, reminding him of what happened at the Monastery with Watcher Makris, there seems to be something of the Deceiver’s mask at play here.
Fraud is intrigued by the giant jade-inlaid carving of the serpent on the far wall, and so he crosses the ritual circle to inspect it. As he does, the draconic-like head “spits” a blast of hideous green energy at him, causing him to shudder with nausea, but he holds firm against its fury. [And well he did! This 150% Wrack Venom spell did 1d8+1d6 so could do 14 pts no armour to a location!] Fraud is perplexed by the script around the serpent shape: “S” in the centre of four other Western letters, clockwise from the serpent’s head to tail in a circle outside it: M, R, U, and Q. He keeps thinking about this over coming days.
You leaves the mines and meet Elaria, who is relieved to see you alive (less than an hour has passed). You rest there; Bog in particular needs a good night’s sleep. Thankfully, nothing disturbs you that night. Boamund looks over what you’d taken from Unn’s chamber and sees correspondence and other mundane writings (business, etc.) in Ralian, mostly with Rollo’s clan and merchants in Ornim/Dolios, but one note on a journal page: “I have created two Basilisks from the scroll I found in the Red Ruins, and they shall guard my cave like nothing else could.” You know of the Red Ruins—these are the place in Tanisor where the Vampire Kings once ruled before Arkat the Liberator destroyed them.
Refreshed the next day, you pass through the little settlement where the small group of refugees(?) who had left Heather’s Edge had been, but they’d all left, with their tents and huts abandoned. Hmm. You come to that mound with the standing stones and decide you need to investigate, suspecting that this would be where the “inner and outer doors” might be opened via some ritual with the Blue Stone, perhaps. Boamund sees tracks heading atop the mound, and he crossed into the circle. There is a wavering of energy around him as he goes between the stones, and he tenses up, then vanishes!
Bog and Fraud are amazed and surprised. They discuss what to do, then Boamund returns, hurled out of the circle backwards, but unharmed. He explains that inside the circle is a dark place; maybe a magical node on another plane; where there is a big thing (SIZ ~40; dull, smooth black, globular body w/o head, 2 long arms, 2 stubby legs; no other organs including fingers or toes) that confronted him, saying in Darktongue in deep, slow tones, “It was not given. It will be taken.” To which, while he defended himself, he got it to explain “Blood was not given, and you are not of the faith.” Then it knocked Boamund out of the ring/node/whatever, but fortunately he was not harmed. Bog is all too curious about this. It sounds like something that might be related to Zorak Zoran, or maybe Arkat the Destroyer, which might offer a path to become a true Dark Troll? So, ignoring your warnings, he steps inside. The Nightmare in Lead welcomes him and explains that blood must be given. Bog feels that his place is, indeed, holy to Zorak Zoran, so in awe he bites open his hand and puts it onto the central stone of the ring, which he now can see clearly. That stone has dark circles (which Bog notes are lead bolgs) pounded into it, and many blood stains. It is roughly hewn (chewed!). It crudely depicts a fierce figure; likely an Uz; maybe Arkat. The surrounding six stones have silver coins pounded in, and are crude representations of Arkati lore of the war against Gbaji. (They are not figures like the central stone, but complex pictograms) Bog is pleased to be here, so he proceeds to perform a worship ceremony to Zorak Zoran, calling to the Lord of Demons to boast of his heroic deeds slaying Chaos monstrosities in and around the mines. He ignores the fact that his friends await him outside the circle. They give up after a while and go back to Heather’s Edge, where nothing has changed.
Elaria, I should add, is endeared to you for your help, and opts to accompany you back to Ornim to see what can be done for her people. Her family is gone, and your good deeds have inspired her, so she does that. And you gain a Party Luck point! (=1 total) You return to Ornim the next morning, bringing your horse and mule; and Bog, who returned later in the night and is groggy but upbeat.
You meet with Baron Ornim and explain your successes at Heather’s Edge and Treak Cliffs. He is duly impressed, asking questions, and showing concern and surprise. He would send wizards to see what can be done for the villagers, but is suspicious of the other smaller settlement and what they’re up to, so he’ll have that investigated too. As for the mound, it will be left alone; it is far in the wilds anyway. You talk as he takes you to another room, where his servants are preparing a fine lunch. Bog tucks in with gusto. Ornim speaks Seshnegi (not Tradetalk as I’d said; he wants you all to understand him, even Bog).
He gives you some things as reward:
And you (mainly Fraud, but also Boamund) have time to inspect what you got from Unn’s room. Fraud has an easy time breezing through her papers in Safelstran:
A phial of Basilisk venom antidote is labelled. You tuck that away; seems handy!
There is a book of sundry pages (in Safelstran). Most of it is alchemy, but there are some interesting excerpts from notes:
From Unn’s chest: A note in Ralian documents: “I have created two Basilisks from the scroll I found in the Red Ruins, and they shall guard my cave like nothing else could.”
A scroll (Darktongue) detailing the ritual sorcery spell Create Basilisk. This is a very very evil spell. Merely touching it applies the Basilisk’s venom! Two of you touch it and feel its danger, and it even blackens gloves when you try to handle it with care. You burn the vile thing; Fraud has a temptation at first to learn the spell, but quickly remembers that Basilisks are Chaos-tainted horrors.
A detailed picture of a Sixgoat from an ancient document (1st age), with scrawlings in a different ink and in old Safelstran, describing the Sixgoat as a spawn of Mallia that will serve a shaman or priest and can be kept away with a certain alchemical salve made from powdered bone. Sounds helpful! Although a bit too late?
A skin (troll) tied with cord (tendon), with writing on its inside (code in Safelstran—this stumps Fraud for many hours, and he relents, casting a Translate spell from his Lhankor Mhy truestone to help crack it), and a strange, many-angled, hand-sized piece of bronze bound up inside the skin [one of you recognise this must be a piece of a Mostali mechanism, but its nature utterly baffles Shrett and any others; it is bizarre, not at all familiar—so Shrett uses his sorcery to form it into a useless ball]. The coded writing says “I hope that the Blue Stone makes excellent fuel for your ritual to crack open the skies. I have more as you need it. We shall have enough for our purposes. I had my basilisks eliminate the agent who stole this piece of your device, as you requested. So I have done my end of our bargain. –Unn”
While resting, you are sent a young Pralori, bearing a message that a shaman of the Ancient Beast Society welcomes a meeting with you in his tent outside of Ornim. Bog, Boamund and Fraud go while Shrett keeps resting. En route, the Pralori messenger happily chats over stories of his Hykimi people. In the Safelster city states, descendants of Hsunchen peoples have formed the Ancient Beast Society, who summon beast spirits from their ancestors. Their nickname the “Loons” comes from some of their rites calling upon Grandfather Loon of Felster Lake. It is a little like some kind of Hsunchen cos-play, but with spells that work, at least sometimes. They are seen by the city state governments as largely harmless, except when participants become over-enthusiastic and cause disturbances. Some members of these groups become shamans, following a Hsunchen spirit tradition alongside other religions and rituals.
And you come to the tent where you meet the somewhat young, but still impressive, Pralori shaman named Finefoot. He is very friendly, and launches into telling you some things, saying that he’s heard of you and there is growing sense that you are heroes that might be trusted to some of his kind.
“The Ancient Beast Society maintains the peoples’ connection to their beast ancestors. Even if they have become more focused on Malkionism or the gods. Many Henotheists are all three. To lose the Ancient Beast Society is to lose this connection throughout Ralios. And it is under threat in some areas. Not so much here. But in Estali county, much so. And further away, but I know those lands less well.”
More interestingly: “I have met the great Tergavi spirit master Black Eyes, who travelled through here three weeks ago. He wanders Ralios, seeking information on dragons and serpents for the Serpent Beast Alliance, and he is friendly with our Society. He said that he was headed for the city of Estali, which animal people still crowd. Black Eyes is the mightiest shaman I’ve ever met. He is fierce and frightening, and wily amongst even the city people. He might help you, or not, but good luck finding him if you seek him.” * Oh! This is good to know. So Finefoot suspects that Black Eyes is in or near Estali city, or at least might be for the near future. Finefoot says that Black Eyes surely can travel in Dark Season. Many Hykimi can, although those who have left the old ways (he is clearly thining of the Galanini of Estali) tend to hide in their towns and cities until Sacred Time.
“Listen and I will tell you of what is forgotten. Before Time and into the First Age, the land of Ormsland in Ralios was home to a great Reptile Alliance. There were animal people of lizards, crocodiles, wyverns, chameleons, snakes and maybe more. Gita Flatsnout was their “King”, became a dragonewt, and united them and other Hsunchen tribes. They were the last to know the deeper secrets of the Orggee Snake Caves, but were wiped out in the Gbaji Wars. The Reptile Alliance had some alliance with the local dragonewts, who were called the Draconic Ascension network. Those dragonewts had an Inhuman King named Strength of Flame, and persisted into the Second Age to become part of the Empire of Wyrms Friends. Strength of Flame was killed by Alakoring Dragonbreaker of the Ralian Orlanthi, and that ended the Draconic Ascension in Ormsland. I say all of this because perhaps some ancient lore remains of the links between the Reptile Alliance, the Draconic Ascension and our animal people of the Ancient Beast Society, but I don’t know where that might be found.”
Fraud loves this stuff. It ties much together: the Hykimi, the serpents/Seshna/Froalar, dragons (Night Dragon, even?). Fraud shows his snake-head, much to Finefoot’s awe, and the shaman says that he doesn’t see a Hykimi soul there, but still is in wonder at Fraud’s tale of being a Froalar reborn. And as for Boamund, Finefoot peers into his chest and sees, when prompted, that there is a hidden but fierce and strong spirit there. Again, this is no beast-blood, but it is interesting. Boamund asks about puma-people shamans. Finefoot has never seen one; they are the stuff of legend to him. But if anyone knows of them, he thinks Black Eyes should. All the more reason to seek him out! You tell Finefoot about Shrett and he’s also intrigued; and once you return to your residence Shrett is very keen on all of the news. Bog, however, has found the whole affair really tedious. He is ready to leave town and find something to kill. After answering some questions about your experiences with beasts of Daran County and southern Ralios, you leave, knowing that you have a new friend in Finefoot.
You rest for the remainder of Earth Season and 2 days into Dark Season. Indeed, the final 2 days of autumn are rent by a powerful snow-thunderstorm that ravages southern Ralios. You’re glad you’re not out in that. And as you get ready to leave Ornim, with a second mule replacing the one Bog ate, you’re told that weather-auguries portend fair travelling weather until near the end of the week, when there may be a storm.
You set out for Lartuli, planning to take 1 day to visit, at a sensible pace, each of the city-states northwards until you decide to stop for longer (Estali? Tiskos?). Lartuli is the hilltop fortress with the cliffside giant picture of a warrior woman on a Sun-Horse fighting a black draconic king of the underworld. Baron Ornim had said that the Chieftainess Anastasia Strongsaddle here is a tough one to deal with, and you don’t see what you had to discuss with her, so you don’t pursue a meeting, and just rest overnight.
You come to Mios, a Daran County city, which is the clifftop fortification whose central town is divided into two regions, ruled by two competing factions (the Orlanthi Ralians, and the Henotheist Ehilm/Rokari). As you do your mundane business around town, a messenger boy finds you, with an invitation to meet with the Archon (an old Arkati title, now secular) of Mios. You follow him to the old keep with strange decorations and architecture that do not match those of the rest of the city so much, except that Law runes decorate the walls and there are several dozen man-sized iron statues at the guardhouse by its gates. You are now used to leaving weapons in the custody of guards, so you do so here. The rough-hewn, bearded, fidgeting and fretting form of the Archon Diokles Chlotar greets you in his audience chamber. He says that he’s heard rumours of your heroics around Ralios and wanted to see firsthand who you were, and trade words. Although he is distracted, seeming stressed, he opens up to you in conversation. He first wonders if, since you’re warriors, you will visit the Oracle of the Dead here; a Humathi holy place and Underworld entry. A guard comes in and whispers to him, and he says that he knows Fraud bears an most unusual iron sword with Death runes, and maybe the Humathi would be interested in this. Indeed, you are astoundingly well-armed, he notes, so Humathi might be good fellows to speak with. He tells you of the western gate that leads to it.
Conversation then turns to enemies; first and foremost in his mind the Seshnelans, whose war drains his forces and makes his job keeping order here harder. He is struggling to maintain peace between the two factions amidst the wine shortage that worsens the situation. But that’s nothing you can aid with, although he appreciates Fraud in asking. The Archon suggests that, if you seek influential people in Safelster that are of a martial bent, you might contact old war friend Admiral Trom Grandscar at the Sailor’s Guild/naval area in Estali, for help on Lake Felster for example. You state that you’re also foes of Chaos, and he praises your bravery in being such. He tells a story he’s heard come down from the north, which worries him and other leaders. It concerns Argin Terror; self-styled “Son of the Devil” and supposed person who might have destroyed all Glorantha except that he was distracted by the vengeful haunting of his mother’s spirit. Argin has performed a great ritual that Taps all Chaotic beings within Tinaros; his county across Lake Felster. Tinaros is completely free of Chaos, it is said. But rulers like the Archon worry at what this epic event is building towards. Surely something most dire!
Conversation wanders around as the Archon seems to relax, perhaps aided by downing a few goblets of wine that he is sharing with you, and he offers, unprompted, a bit of advice: “I’m well aware of the power of one citizen in Estali, named Artukan Goldminder of the Shapers of Stone and Metal Guild. He wields too much power for one citizen, especially one of commoner roots, and worse yet I don’t trust him. He’s too wily and selfish. Sooner or later, fate will catch up with him.” * This reminds you of information you had from a Trader Prince caravan: “If you go through the Estali League seeking commerce, you will hear more of an important citizen, Artukan Goldminder. His trade brings much wealth along the roads and river, from city to city, and his knowledge and influence are broad and deep, extending well beyond Ralios. He can be a useful benefactor, but always has an agenda, and not always just money.”
Soon the Archon says he must attend to other business, so you depart. And the next day, you go to Gamol, across the Jrimb river in Estali county.
Finefoot had mentioned that Seburg Unhorsed, the serpent priestess Fraud had met here before, is a good person to speak with, so Fraud returns there, guided by the fearsome axe-woman Gormal Cuts-Balls-Off who keeps breathing down his neck most uncomfortably. In the tent, Seburg remains in a cross-legged trance, at first not heeding Fraud’s presence at all, instead chanting to serpent-spirits floating above her, and making a rhythm that the spirits writhe to. Her chant takes on words that become comprehensible to Fraud after some in Beastspeech; she says in Safelstran “In Estali City, the one who gazes into the deepest darkness with no fear is known to those who bed with a drunken snake.” * You take this to mean Black Eyes, but “bed with a drunken snake” holds no immediate meaning. Still, a clue. Fraud doesn’t feel he has anything more to do here, so he leaves.
Added to save time for next week: You visit the Lightbringer temple area, where Fraud had commissioned the sage Isgara Seven-Wits to look for information on the Night Gorge. She has procured what she thinks is reliable information on its location in the wilds of eastern Tanisor. [added to map online now] It matches the less specific location of the Darkness and Dragon runes you’d seen much earlier on a magical “map” that Star Thief Round Tip had conjured. Reports that are in this Library note that explorers have been shooed away from the area by Seshnelan patrols, who say it is off limits. A scholar of a zoological bent was eager to pursue ancient accounts that the fauna of this little region had an unusually diverse array of bats. That’s all that Isgara thinks the Library holds.
AND some very welcome news: you inspect things you took from Unn Starseeen and they are really nice!! - Silver ring with Movement rune holds Coordination spell (folk magic) - Grimoire of Arkat Destroyer (in Safelstran, with coded writing that Fraud deciphers after some work; we won’t bother rolling), main information is details of “Attract Missiles” sorcery spell (4 weeks to learn). - Dead crystal “Hell Star” 3 MP swirling, glinting black orb. The MP do not recharge on their own. The crystal does not need attuning.
Her huge suit of iron ringmail won’t fit any of you (SIZ 20!) but is worth a fortune, although I doubt you would manage to haul it out of the caves, given your burdens. Too bad.
She had an enchanted lead heavy mace to add to Bog’s collection. I’m not sure how much he’s carrying now, but I think 2 maces, a maul, and his shield are about as much as is realistic; anything more needs to be carried/stored elsewhere.
You know that Galanini Chieftainess Lysandra Firecage rules here in Gamol, but Ornim said she’s a hard person to deal with and you aren’t keen to do so. You consider what to do after the night’s rest. Weather was fine today, but indeed there are clouds to the north.
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