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giraine:summary-362

Summary 362: Estali Mysteries (2024-10-04)


You become enmeshed into the web of intrigue that is intrinsic to Estali City (and Safelster more broadly)— [some extra info sprinkled in below]

Before leaving Olili’s house, he and Black Eyes explain that you should not return. They will have allies look after the house while they move elsewhere. Black Eyes has spirits who can bring messages to and from you. You can reach Olili (but should not mention Black Eyes) through Simret Nine-Toes-Seven, an Ancient Beast Society Pralori shaman outside the walls. Indeed, the location of his tent corresponds to the place that Shrett tried to get into/investigate during your prior visit but was turned away. You think about mentioning that Fraud can also keep in touch via the Linguaberries but opt not to.

You go The Slurping Serpent (“drunken snake” tip from the Gamol shaman) tavern down by the southern gate and Streets of the Sinister. It is a 2-storey tavern (and side-building with rooms for hire). You hear voices and music filtering out; it is a bit busy even in mid-afternoon. You enter to see, first and foremost, behind the bar, a central glowing blue tank, which reaches all the way up to the second storey, containing in a shimmering blue fluid, there is a scintillating serpent; the huge “drunken serpent”; that constantly winds around the interior, looking out of its housing but never pausing. The main bar area is an open space with the bar counter in back near the stairs, front + back doors and stairs up to the 2nd storey. There is a kitchen to one side. Looking around the bar, you can tell this is the kind of place where almost “anything goes”; some of the diverse crowd, like you, have armour and weapons etc. It looks to be a rough and tumble place. There are, notably, no guards. The upper floor is a more open space for dancing and singing and such, and you can hear sounds of that coming down the stairwell.

You go to the bar. There is a drunken man on one corner; checking him out, Shrett thinks he is not far from passing out, having spilled multiple mugs of beer onto the counter around him, and sometimes laughing at you at awkward moments, or calling out loud, inappropriate things. The bartender (soon naming himself as Kjartan) greets Shrett, who approaches him, a bit grumpy with some of the others, and orders whatever the worst drink the bartender can provide. He laughs and says he’s glad to have a rare chance to be creative. He concocts something foul with cider and cheese and something fuming that might be sulphurous. Bog finds it rather interesting; like a watered-down troll drink (the bartender says he has no such drunks). Shrett does his best to choke it down but Fraud refuses and just gets himself a beer, while Boamund orders some of the sparse food menu of meat, fish, bread and soup from waitress, finding it indeed “warm” as the bartender promised. In this foul weather and chill, it is welcome fare. Asked, Kjartan says that he has ways to clean up blood here if it is spilled, but implies this doesn’t happen often. The bar is close to the busy southern gate so the city guards could get here quickly?

You ask about the serpent in the container. Kjartan and others just call it the Slurping Serpent. Kjartan bought the place from the prior owner, and the tavern has been here for more years than anyone can remember. No one has managed to communicate with the serpent (he tells you this later when Shrett tries to respectfully greet it in many languages), and all it seems to want is to be fed live fish every Waterday, along with a prayer to Safa; the Felster Lake goddess. It’s quite a draw for customers, so Kjartan is proud of it. The Safa cult has no problems with its apparent captivity here. Nor does it, perhaps, as it seems content to wander its tank.

Kjartan is friendly to all of you except Bog, of whom he says that he does not see his kind (Uz) often, and has heard dark tales. Bog is used to, although still tired of, this attitude; especially in Estali county where Fire/Sky rune-affiliations dominate religion and society; Arkat’s Dark Empire is de-emphasised. Bog gets Kjartan to serve up some local fruit liqueurs, which Kjartan says come from the finest distilleries and their harvests from Earth Season, and indeed Bog judges the five “shot glasses” he gets of this drink to be respectable drink.

Bog happens to mention that you’ve been the target of assassinations today. This changes Kjartan’s approach and he says something brief and fearful or cautious about trouble with such things. He doesn’t say more about this immediately when asked, but later notes that the city has had a spate of “assassinations” or grisly murders lately: at a prominent Brothel (The House of All Secrets; run by a powerful woman named Madam Magthyra of the “Guild of Carnal Pleasures and Fantasies”), the Sailor’s Guild, and a garden near a bathhouse. He has heard of these from general rumours, and that there is a common thread (of their remarkably brutal nature) connecting them. Supposedly the Archon’s people are investigating this. He worries about the murderrs because Estali City is tense enough as it is, so more disorder and fear is not helping.

Shrett looks around, as you know that you have attracted a lot of attention from the clientele, especially negative looks when you speak Darktongue to each other (so you use a bit more Seshnegi). Shrett spots two cloaked figures at a table nearby, who have been surreptitiously watching you an unusual amount. Many people here are bound up in cloaks and such, given the ill weather, so that is not odd, but still, Shrett goes over and sits down next to them, setting two mugs of beer before them, noting that they wear leather armour under their cloaks and are armed, at least with daggers. He asks in Tradetalk why they’re taking such interest in you and they say that you are interesting people, and why they’re interested is their business. They don’t stick around long, or answer who they are. They finish their drinks and leave. Shrett watches and they don’t look back.

As you settle in at a table and talking, the Hand of Jade Gang, of whom you heard hushed words from Hunla, your prior guide, arrives. The front door swings open and eight young men and women, all heavily tattooed, wearing simple local garb bearing hoods, step in with confidence. Their right fists glow a vivid green. You pay some attention to their tattoos and see designs featuring snakes and flowers/plants; Earth rune motifs. They head straight for the barkeep at the counter, and the tavern begins emptying behind them. The apparent gang leader is a woman who has a glowing green wickedly curved knife too. Sizing them up, you relax because you can all tell that these are just local toughs; not elite killers or something. You could take them without breaking a sweat, if it came to that. They may have magic hands, but they don’t wear armour and don’t look like skilled fighters.

Kjartan remains at the bar, leaning on the counter in a stiff defensive posture. The leader and one of her gang come to him. She says loudly in Safelstran, “Your business keeps slurping up silvers from customers. You know what I’m here for, Kjartan.” And he hands over a jingling purse. She stares at you since you’re watching and are among the few remaining on this floor, but the stare does not escalate. They have a drink and then leave. Afterwards, Kjartan takes it all in stride. The gang manages to keep some order and they don’t take too much. But they’re mean if crossed. They are Henotheist Earth cultists who have grown up on the streets. Some sort of Earth essence is their wyter. Their gang is centuries old and is fiercely independent, but makes allegiances now and then. The Archon tolerates them for unclear reasons, but some of the populace has fondness for them. Anyway, he is thankful that you didn’t provoke violence here, and given that the place has thinned out, he speaks out more openly (but still quietly) and tells you more things, including raising the issue of the murders (noted above).

You move on from the tavern, aiming to go to the brothel. You don’t get far from the taven when you spot the two people that Shrett interacted with emerging from a grove of trees nearby, stumbling and acting drunk, but of course you don’t buy it, and head their way, so they turn around and head away without much further conversation. They don’t seem to come back to follow further. But not long thereafter, Shrett spots the “drunken man” from the bar stumbling through an alley, following you. He sneaks around behind the man and closes in gradually as he sees that the man maintains his slow drunken gait when he is within line of sight of the party, but then moves quickly and smoothly when he is not. Now it is obvious that he is no simple drunk.

As the others go ahead and approach the thoroughfare between the main gate of the inner city and the eastern gate of the outer city, the streets of Estali City erupt with angry and pained cries, and sounds of struggle and violence. A mob of horse riders outfitted as Galanini soldiers is in a widespread melee with other people, some of who are riding beasts other than horses, such as elk, and some of whom are on foot. There are about 10 of the former and 15 of the latter spread around an open area, with a sizeable crowd watching them, and as of yet not involvement of the city guard even though there are plenty of them stationed at the gates just to the east and west. Maybe this fight just began? You catch enough snippets of the shouted arguments between the fighters (and some of the crowd) that the Hykimi are defending accusations of beast-blood from the horse-riders. But this is a violent confrontation- no mere fistfight, but an all-out battle with weapons and magic. You decide to intervene. Fraud begins a song, drawing on familiar tunes you’ve heard throughout Safelster, emphasing their tones of peace. He uses this song to involve the Group Dance magic he has, clashing his finger-cymbals along with the song, and this powerful magic entrances more and more of the fighters, soon essentially stopping the fight. Bog joins in happily, and Boamund succumbs too. So does much of the surrounding crowd, and soon the city guard once they arrive! This continues for a good hour, with some participants starting to drop from exhaustion and others casting pleading looks at Fraud, until Fraud stops the dance. The Harmony magic and the fatigue, and the city guard’s presence, has stopped the fight – and without any deaths, since you interceded quickly.

The city guard comes to you and thanks Fraud for his help. Indeed, he has been so helpful that he has been asked to come to The Palace of the Archon for a meeting with the Archon! You gladly comply, surprised by this turn of fortune, as you’d thought about trying to speak to the Archon anyway. You go through the inner city gates and the towering walls of the keep of the Archon’s palace, entering into the central enclosure on higher ground, with what must be a wizard’s tower, then an ambiguous old temple, along with the grand Palace. You are directed to leave weapons in side-house inside the walls, under triple guard.

You are escorted into the awe-inspiring vast entry of the Palace, with opulence exuding power, and ancient decorations that must go from the First Age through the Second to today; and the buildings here themselves must at least be Second Age. The vast echoing halls of stone lead you straight to a central chamber, decorated with artifacts of the Estali League. There stands the Archon Nikias Waldrada of Estal, holding a glowing item that you’ve heard is called the Purple Scepter of Serpent Sentience. He greets you, warmly welcoming you to take drinks and dried fruits and other nice fare while you converse. He says he’s watched you for much longer than you might think, with growing interest, and now you’ve been so helpful (he directs this to Fraud) that he must see you face-to-face to learn more, and thank you personally. You have a relaxed conversation; it’s pleasant. He especially is kind to Bog, who he says he’s heard of from Alangellia. It’s a nice change of tone for Bog to hear this respect given in this county.

The Archon says that there has been great tension in Estali, as you’ve heard of and seen repeatedly, between the Galanini rulers and the Hykimi, with the Ancient Beast Society as formal intermediaries (but even they are seen by some as rebellious and dangerous—threatening the non-Hykimi status quo of the civilised horse-riders). That fight you broke up, which he is grateful you did and impressed by the powerful magic Fraud used, was between an anarchic Sun Queen faction of the horse-riders and the Ancient Beast Society’s more hardline local members. It exemplifies the crisis that brews in Estali, most strongly in this city.

It soon dawns on Fraud that this man is an Arkati of some kind, and Boamund too gets that vague impression that he is a fellow illuminate. So this guy is not an Archon in name only; he is in some way continuing the tradition of the Dark Empire. But in a place where Fire/Sky power holds sway. So his power must be limited. Indeed, he notes that he is in charge of secular affairs in Estali, including the military except where Galanini soldiery is involved, and he rules with the involvement of a council of tribal Chieftainesses of the Galanini in Estali County/League.

You tell tales of what you’ve done, such as the recent escapades with the Burning Malady, and he is very interested; it is news to him. He’s not heard of Urcheth but, with mention of Pehraln, he says that this name is familiar and he needs to think over why and will get back to you if he recalls. As for the murders in town, he relates more information about this string of grisly murders that have personally drawn his attention. He is gathering more information but has some so far. (It is described fully below)

The Archon asks if he might help you and says it’s easy for Bog’s lead maul and Fraud’s iron shield to be repaired by his master smith in this keep. It will take a few days or so. He says that you should speak with Alangellia at the Earth temple, that she has something she wishes of you and he has not learned what that is. And he says that the sage Brazar Linasch has taken on a personal project to work with the Archon on compiling information on the mysterious murders in Estali, so you should speak to him. Furthermore, he casually responds to your query about the Admiral and reaching the naval headquarters on an island a short distance from the Sailor’s Guild, that he will make it happen that you are able to go there and meet him. Similarly with the bathhouse where a murder happened, although he says that with the brothel you’ll need to speak to Madam Magthyra to see what she can tell you (it’s clear she’s very independent and in charge of her affairs).

You leave and cross the main inner city to the Earth Temple, where you leave your weapons with Babeester Gor guards and then enter. Fraud and Boamund and Shrett for the first time behold the amazing decorations featuring snakes, plants and women, and myths of Ernalda. And then they meet, with much buildup from frequent tellings by Bog over past weeks, Alangellia, High Priestess of the Goddess of Estal the Great Green Lady: gorgeous, tattooed with the runes of Earth, Fertility, and Mastery, wearing the fabled Golden Necklace of Life (with glows green) and sitting on the Throne of Seven Arkats. She entrances all of you with her eminence of sex and fertility. Bog continues to wish he was a dark troll so he could mate with her, and maybe she’d become a dark troll too. Boamund just feels the aura of sexuality and reminisces on his own history and his loves, and how the right to love has too often had to be ignored or even suppressed so that he can lead as a Talar. Fraud almost forgets about Seshna Gira and other “flings”. He beholds a demi-goddess that is sex incarnate; not some fragment of a dead god or mere nymph. He lust for her in the most primal, powerful way. And Shett feels similarly. Quick Sister? Bah. A petty spirit in comparison. And no beauty. This woman is sheer beauty. She directs you to comfortable chairs. Bog sits in front of them, on the floor, grinning.

Alangellia greets you kindly and you bask in it. She obviously knows a lot about you including your names, and quickly turns conversation to why she wants you here. An issue troubles her and people like you, who are not officially affiliated with the city, giving her plausible deniability, could be very useful. Some Wizard-Sages of Nislan passed through Estali 3 days ago. She is suspicious of their intents, as they seemed after something important. She has learned that they did secret research in the Great Library of Lhankor Mhy, then went to a wealthy stead which is about 1.5 days away. Nislan is a rival city-state; of Sentanos County (across the lake) which is ruled by the Archon Erengazor. That Archon is in the city of Tortun nearby. The Proven Appearance of Arkat movement started in Tortun, led by Erengazor, also called the High Priestess of Low Delight. The movement enjoyed a few years of power but the defeat of Erengazor’s army at the hands of the barbarians at Valantia sounded its death knell. Erengazor still tries to summon Arkat, Alangellia says, but few now heed her. Erengazor remains a competitor with Archon Foyalfine of Azilos (but there are undertones with Alangellia that Erengazor is seen as a “threat” by Estali County too). Simply put, she says, the sages could be called spies; and she concerns they come at Erengazor’s bidding.

Anyway, the sages went to the rich countryside estate of Farakt Sun-Colt; a horse breeder and Theist Galanini, and thane of the old, prominent Sharic family of Estal. Alangellia doesn’t know what those sages seek, but her sense of distrust and concern has never failed her, she says, and she knows they are up to no good, suiting heroes such as you to investigate. There may be big trouble involved, which is why she thinks you might be suitable. You mention Urcheth and she recognises the name. This is a new godling, or maybe even god, that has come from the southern continent of Pamaltela, bringing along other horrors, and is growing, burrowing underneath the West, and sending out tentacles that pervade societies and seek to bring ruin. She knows this, she hints, because she is a powerful Earth priestess and Urcheth is an Earth abomination. She has been gathering information on it, and you add what you know very gladly, which she receives with much gratitude; thrilling you to receive. She holds out a small green serpent which she says is named Snard. The Archon has given her this snake for you to take along, so that he can remain aware of what you do. You don’t think of it at the time, but later you realise you’re being given a spy. And it is slowly dawning on you that the Archon has some sort of power, through his Scepter, to see through serpents’ eyes in Estali. How far does that power extend….?

Fraud shuffles forward to receive Snard and she brushes his hand, very intentionally, as he takes it, sending a wave of pleasure through his body. He’ll remember that moment forever. If it’s as far as he ever gets with her in terms of physical pleasures, it is a delight enough.

Asked of Pehraln, she has no idea.

Alangellia asks if she can help you and easily complies with, or even offers, specific assistance. Bog gets his axe recharged inside the temple, Boamund gets his Aldrya Truestone blessed by visiting Green Elves (Vronkali) in a grove/garden outside the temple. You are reluctant to depart but know it is time to move on. Hopefully you can return soon!

Fraud and Shrett go to the Knowledge Temple to meet sage Brazar Linasch while the other two await their blessed items. He greatly appreciates news that you know who stole The Tomes of the Fifth Eye That Opened (Pehraln’s agent/s); even though he cannot do anything with that information, it still is valued.

Brazar has been researching Arkat Chaosbane myths for Fraud, and relates that so many are fragmentary and lost; Arkati must have most of them that remain; and indeed most paths are now broken – by Arkati, by Godlearner meddlings, or by infiltration by Chaos. But he found one thing: one holy place remains known in his records: Dead Mountain in southwest Tiskos. It is guarded by the Death Platoon of (henotheist) Humathi, having been founded by Arkat Humathsson/Chaosbane. This place is where the heroquest talent of “Death Slash of Humath” can be found, which gives a lethal blessing to adherents vs. enemy leaders in war. Today, the Njulssen family maintains this site, which causes political tension because they are strict theists who despise Malkionism, including henotheism like Arkat Humathsson/Chaosbane. Fraud is keenly interested. It’s not near here, but added to your itinerary. Bog wonders if he might gain death magic on such a quest, too.

Asked of the murders, Brazar pulls out documents from his private library, revealing black ink on rolled up animal hides: “I’ve taken a pet interest in a disturbing trend in violent crime in Estali city lately. I’ve long been fascinated by the criminal mind and its awful actions. There has been a spike of grisly murders in Estali in the past week. Not just knifings or poisonings. Each murder more violent than the other, and distinctly brutal; even savage and inhuman… maybe beastly. I’m making headway getting the Archon to investigate more.”

“There have been three most recent murders that have some fascinating commonalities and differences. I’ll start with the latter. My information is sparse and secondhand sometimes, but I trust it is truthful. I haven’t yet had time to do actual investigation on-site, and am a little afraid to, based on what I’ve found out.”

He explains: Two sailors of the Sailors’ Guild were found dead along the south harbour, six nights ago. Heads severed and left stumbling around on clumsy crab legs. An acolyte of Ralia named Rena was killed in a garden (by the bathhouse); by a “foreigner” spotted by a bathhouse worker leaving her shift, four nights ago. Gutted and strangled with her intestines, which kept moving after her death. At the brothel, the well-to-do merchant Tassos from the The Incorruptible Official Guild of Customs Liaisons (AKA the Secret Forgers’ Guild), was killed by two black-clad assassins who escaped, three nights ago; they seem to have been spotted by someone at the brothel. Commonalities are: all died at night; almost no witnesses or other clues; no links between the victims. “Most importantly, these were retrieved from each and kept secret.” (he shows a sketch of a Krarshti tooth-star). “They were coated in the paralytic venom of ghouls, I have determined. Victims were paralysed and then murdered.” You recoil at the horror of this method of murder. Either Krarshti are directly involved, or their tools being used by accomplices.

Fraud gets his Truestone blessed again, although Brazar shows a playful sense of humour by asking to see the stone and saying thanks for returning it, then quickly admitting the joke while Fraud reacts in shock.

You meet back by the Earth temple and convey information. This murder mystery has become very troubling. Fraud is unnerved by the implication of Krarsht, but his feeling of duty to do what he can to help stop this menace overcomes that.

And so you leave the inner city. You go to the large bathhouse and meet the attendant Khada, who is very frightened but cooperative. She tells that it was very late at night; few people were out. She was leaving her shift when she heard a brief scream, hid in a bush nearby and watched, saw the body lying on the ground with its intestines snaking around and throttling the woman Rena, and the killer leaving the garden. She thinks they did not see her. She got a good look at their face: a man, swarthy, dressed like a Galanini warrior but definitely not one. He had a scary mouth full of sharp teeth. Ahh, you think. An ogre. Great. That’s all she knows, but it’s helpful, and makes this case more disturbing.

head for The House of All Secrets to speak to Madam Magthyra, of whom you’ve heard tell from multiple people in Estali…


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giraine/summary-362.txt · Last modified: 2024/11/08 22:51 by tim45tenwa