Chapter I
Chapter II
Sunday, November 20, 2016
Chapter I
In the cool of the third season, travelers flock to the capital city of
Radisha, the political and economic center of the southern continent of
Koronach. They come from all over, from the far reaches of the Vinterlands,
where dragons are said to rule, to the nearby cities of Bori-nor, home to
industrial dwarves and gnomes, and Miaochii, a magical intellectual city of tabaxi
catfolk.
It is the year 243 AH, Annus
Heroicus, two and some centuries after the fall of the evil lich Silanoch,
when the calendar was reset to herald the new age of peace. It is in the city
of Radisha (named for the epic adventurer Radish who protected the city walls
from falling) that Princess Isolde, long stricken with disease, will be crowned
Queen in her newfound health. The Central Plaza is bustling with travelers and
citizens alike. Two travelers, a beautiful cleric and a handsome paladin, join
the throngs, searching for some amusement. Not so far away, a spry rogue and a
mad artificer survey the scene. And in the darkest corner of the plaza, a
warlock stands beside a ghoulish being, content to remain anonymous. It is no
coincidence that these five individuals have gathered at this event, though
they each had their own reasons.
The apothecary catches the sharp eye of Trynn, the halfing rogue. She
bids her companion a temporary goodbye as she steps towards the apothecary. Wishing
to sate a thirst, the artificer chooses instead to enter the local tavern. The
humble tavern, all wood floors and rafted ceilings, is unusually empty, save
for the barkeep, the tavern maid, and a ranger nursing a beer in the shadowy corner.
The maid immediately greets her customer. "And how can I help you?"
"Ricky Mad-eye, ma'am. I'll have a glass of your finest drink."
"Honey, the best I got is some three day old beer."
Not to be turned away from alcohol, Ricky plops onto a bench.
"That'll do."
Meanwhile, in the apothecary, the tinkling of the bell alarms the
alchemist, who notices the apparent lack of a customer. He peers cautiously
over the counter and is met by the innocent girlish face of Trynn.
"Oh!" the alchemist chuckles in relief. "Didn't notice
you there at first. And from what parts thereabout do you hail?"
Scanning the shop for valuables, Trynn replies with a smile, "From
Bori-nor, good sir. I've come to see the coronation." The alchemist gladly
makes small talk, and the rogue makes a purchase of five potions, disappointed
when the alchemist enters a back workroom where anything worth stealing might
be kept. Leaving the apothecary, she traipses to the tavern, knowing without a
doubt that her companion would have chosen to pass time with the best of
spirits. Inside the tavern, she appraises the scene: the barkeep attending to a
cleric and paladin, a ranger in the far corner, and the artificer polishing off
his second mug.
The maid, having no one else to talk to, has taken a seat across from
Ricky. "And where do you come from, stranger?"
"To tell you the truth," says Ricky. "I haven't got a
clue. I woke up with nothing but the spells in my head, not even any
clothes!"
"That's odd, almost as weird as the crazy things that've been happening
around here."
"What do you mean?" Trynn pipes up.
The maid jumps, startled at the sudden appearance of the stealthy
rogue. "My, didn't notice you there! Well, lately the moon has been bloody
red nearly every night. The crops haven't really been turning up yields, and
the livestock keep going missing! We're basically out of meat!" She looks
up and notices the cleric and paladin listening in with undisguised curiosity.
"Please continue," says the paladin. "These blood moons
are concerning. Do you know anything as to why this is happening?"
"Well, I think I saw the first one several weeks ago. Say, that's
about when I heard our princess was cured. I suppose the gods have got it in
for us, giving us a good thing and then a bad thing. But to be honest with ya,
I haven't got any more information. It sure is frightening to see every
night."
The cleric turns to the paladin. "Xev'ric, there was an
information booth across the plaza. Perhaps we might find clues there."
"I will join you," Trynn stands, eyeing the purse strings
dangling from the paladin's belt. The three leave Ricky to his third mug of
beer and cross the plaza to the brightly painted little building.
Inside, a wizened cartographer sits at his desk scratching in gridlines
for a new map. The walls are hidden by shelves of scrolls and tomes, all filled
with knowledge detailing the rich history of the nearby regions and of worlds
unimaginably far away. Lost in wonderment, the good paladin stumbles at the
edge of a rug and grabs the nearest shelf for support.
Boom! The shelf tips over, spilling its contents all across the floor.
The cartographer gasps in horror, crying, "But those took so long to
organize!"
Greatly ashamed, Xev'ric sets the shelf upright and proceeds to gather
up the scrolls as quickly as he can. "My deepest apologies. I have ruined
all of your hard work. Please take these five gold as compensation." The
cartographer generously forgives the intrusion and graciously accepts the
offering, not noticing that as soon as he deposits them on the desk, they
vanish into the rogue's pockets.
The cleric picks up a stray map. "Why it's a map of the continent.
This would be useful. Please tell me how much it costs."
"Oh, that's one of several hundred copies. You may have it for
free," the cartographer says with a smile, wondering when these clumsy
tourists would leave him alone. "I really appreciate your help cleaning
up."
"I'm afraid I can't do that, not after knocking over your shelf
like that," the paladin interjects, reaching for his purse again.
"Please, you must take somethi---my money!" The paladin pats himself
up and down, realizing with shock that his wallet is missing. "There were
at least a hundred coins in there!"
"Mine too!" says the cleric.
"And mine as well," Trynn says with a growl.
The three of them turn around and spot a shadow racing out the door.
"After him!" The trio bolt after the thief, whose shadow is
barely visible in the throngs of the crowd. Nearby, the warlock too notices his
missing purse, perceives instantly that the harried fugitive in the square is likely
responsible, and joins the pursuit.
Ricky, still in the tavern, attempts to sense whether the ranger
sharing the venue might be dangerous or not. He reaches out carefully with his
mind when an enormous sensation of magic passes just outside the tavern.
Forgetting his beer, he jumps up and glances outside, where he sees the blur of
his friend disappearing down an alleyway.
"Wait up!"
Down the alleyway, the rogue's small form and light feet immediately
takeover the culprit, whom she tackles to the ground. It is but a human boy,
not even near fifteen years.
Upon seeing an angry rogue, an intimidating paladin, a glimmering
cleric, and a frightening warlock standing over him, the thief begins crying
immediately. "I'm sorry! Please let me go! You can have these back. Just
please don't hurt me!"
"Why did you take our money?" Trynn demands. With a fresh
burst of tears, the thief explains that his mother is ill and he was in need of
money to purchase medications.
Huffing and puffing, the mad artificer finally joins the group.
"What did I miss?"
The thief returns the purses, and the good paladin offers the leftover
wallet to the newcomer. "This must be yours."
"Wow, I didn't even notice it was gone. Much thanks. Ricky Mad-Eye
by the way."
"And it is a pleasure to meet you. Xev'ric Reiltar, at your
service."
Trynn offers the woebegone thief five gold coins to take to his mother.
"Thank you miss!" The thief accepts the offer and races further down
the alley.
When the boy has disappeared from sight, Trynn looks to her companions.
"I'm going to follow him." Intrigued, the rest of them follow the
rogue's lead.
The boy takes a harrowing route through holes in the walls, back
alleys, and finally down into the sewers. No sunlight reaches into these
depths, but at least the pathway is tall enough for even the tallest of their
member, and just a short distance away, the sewers branch and the intersection
seems to have unnatural lighting illuminating the area. The thief turns down
the branched path.
As they make the same turn, two armed people leap out, weapons raised.
The first cries out in a woman's voice, "Trespassers, you shall not
live!"
Caught off guard, Xev'ric stumbles as the woman slashes with her sword,
just missing him. Called by the sound of battle and his master's command, the
shadowy hulk that had been lingering behind the warlock suddenly materializes
into a ghoulish creature. The ghoul swipes the woman's companion and draws
blood. The armed man finds himself unable to move a single muscle. The rogue
leaps forward, closing the distance between her and the other woman to get
behind easy reach of the woman's sword and flashing her dagger. Her opponent
easily knocks aside the dagger with her gauntleted arm.
Recovering his poise, the paladin throws up an outstretched arm.
"Wait!" he shouts, "what have we done to wrong you?"
His charismatic voice echoes down the sewers, and all the combatants
pause.
The woman lowers her sword. "Tell me, why are you here?"
"We followed the boy," the paladin replies.
"Why are you here in this city?"
Xev'ric sheaths his own sword and opens his hands in a peaceful
gesture. "I've come to seek an honest living, perhaps offering my services
as an escort to a nobleman."
"Family business," the rogue shrugs.
"I happen to be passing through," the cleric says.
"Ricky Mad-eye, ma'am," Ricky offers a handshake. The
handshake is not returned. The warlock and his ghoul companion offer no
response. The five of them suddenly feel a probing tingling, like a wave of
magic passing through them, seeking their true intentions. The sensation
disappears as quickly as it had come.
The woman also sheaths her sword. "I see that you have not come
here with malicious intent. You are welcome to leave unharmed. You are also
welcome to stay and hear my proposition. It is not often that people of your
caliber come wandering to my doorstep, and I have need of your
assistance."
The companions exchange glances, and no one moves to leave.
Their host indicates for them to follow. Further down the unnaturally
lit hall (Ricky perceives some machination of magic in the hung light globes),
it is clear that a portion from the sewers has been dug out and fashioned into
an underground stronghold. A great number of people of all sizes, ages, and
races are bustling in the main hall of the stronghold.
"You might know of the tale of the legendary adventurers who two
and a half centuries ago managed to vanquish the dark lich Silanoch," the
woman narrates as they pick their way through the activity. "They sealed
his power at the Forbidden Grounds to the north, and there his power has slept
all this time. We have reason to believe that evil is once again afoot, and
that someone is trying to claim that power for themselves and accomplish what
Silanoch failed to do all those years ago."
"The blood moons!" Xev'ric exclaims. "I wonder if they
are related." His heart races at the thought of danger once again
threatening the stability of their lands. He looks up and finally notices the
ghoul standing near the silent warlock. "Demon!"
The warlock catches his wrist. "Sheath your sword. Do not seek
trouble where there is none," he says quietly.
Unknowing or perhaps uncaring of the outbursts, their host continues
her tale. "I'm sure you're aware that the Forbidden Grounds have been
guarded by the soldiers of the Great Barrier. Of late, these soldiers have been
returning with fear in their eyes and gibbering speech, robbed of all reason.
And indeed the timing of the blood moons could not be more suspicious."
"I think that's where I woke up," Ricky interrupts,
"near that big wall. The Great Barrier, I mean."
The group end their meandering in an elevated room, doors closing
behind them. The bustle outside the doors die away as everyone looks around.
Stone lines this chamber, bedecked with the globe lights and maps of every part
of the known world. In front of them is a large table with a continental map
and several flags and figurines standing in various territories.
"My name is Nerine," their host continues. "I am the
leader of the White Eagle. We seek to root out this new source of evil and to
nip it in the bud. We must operate underground because as of now, the political
leaders of our world ignore the obvious warning signs, content to live
obliviously. Even the princess, now Queen, cannot be trusted."
They move to stand around the central table and Nerine indicates their
city of Radisha on the map. "We are headquartered here, but I am
recruiting as far out as I possibly can. We need all the information that we
can get. Will you join our cause? Will you go out into the world, seeking
information and working to stop evil from rising again?"
"How can I not aid this worthy cause?" Xev'ric responds,
determination flaring in his eyes. He turns to his cleric companion. "Lady
Godiva, won't you help out as well?"
The cleric nods. "If I can be of any assistance, just let me
know."
Ricky agrees. "If I can figure out what's on the other side of
that wall, I might finally remember who the heck I am and where I came
from."
The rogue seems less convinced. "I will help until it no longer
suits me."
They all turn to look at the warlock. His expression unreadable, he says, "I will lend my help, but not for the same goal."
Unperturbed by the unequal commitment of the individual adventurers,
Nerine smiles. "It makes me happy knowing that we have strong supporters
on our side.
"Wherever you choose to go, know that you have allies of the White
Eagle," Nerine indicates the white eagle brooch on her cloak. "I have
contacts in Bori-Nor and Miaochi as well as a handful of nomads whose location
frequently changes. Know them by this question, 'Where does the eagle fly on
the white moon?' Friends will answer, 'Neither above nor below the
clouds.'"
Ricky points out the Forbidden Grounds on the map. "Why not start
at the source? Let's go there first."
Before the companions depart, Nerine gifts a soft felted hat to the mad
artificer and a collection of potions to the cleric. "May these aid in
your quest. The easiest route would be to leave through the north gate of the
city.
"And one last thing. No magic lock exists without a key, and if
you stumble upon the key to unsealing Silanoch's power, you must take that into
custody and prevent it from falling into the wrong hands."
Finally outside, the companions realize they are just in time to see the newly crowned Queen emerge from the spired chapel to stand at the upper balcony overlooking the Central Plaza. The hustle and bustle dies down as she speaks.
"It is a new day, my people. I thank every one of you for coming to visit our beautiful city, for it means to me that you care about the livelihood not only of Radisha but of the lands around us, you care about the ongoings of the place in which we all reside, and for that, I could not be more happy to serve as your Queen."
Looking up at the beautiful young Queen, Xev'ric is struck by a strange feeling in his heart, that no matter what, he must do his utmost to serve her. A thundering cheer rises from the crowd as the Queen waves one final time, throws down a cascade of petals, and disappears back into the protected chambers of the chapel.
Finally outside, the companions realize they are just in time to see the newly crowned Queen emerge from the spired chapel to stand at the upper balcony overlooking the Central Plaza. The hustle and bustle dies down as she speaks.
"It is a new day, my people. I thank every one of you for coming to visit our beautiful city, for it means to me that you care about the livelihood not only of Radisha but of the lands around us, you care about the ongoings of the place in which we all reside, and for that, I could not be more happy to serve as your Queen."
Looking up at the beautiful young Queen, Xev'ric is struck by a strange feeling in his heart, that no matter what, he must do his utmost to serve her. A thundering cheer rises from the crowd as the Queen waves one final time, throws down a cascade of petals, and disappears back into the protected chambers of the chapel.
The companions depart, eager to begin. In the early evening, with the event over, the
streets are clearing, and they reach the north gate uneventfully. A lone guard
perks up at the sight of people.
"Ho, are you going outside the city at this hour? Be careful!
There have been reports of bandits and monsters harrying the roads."
Godiva thanks the guard for his warnings and they stop by the
wagonhouse. She pulls out the map from the mapmaker and shows it to her
companions. "If we travel now by wagon, we can rest the night at the
Elvish Preserve and reach the Forbidden Grounds tomorrow with daylight to
spare."
A tubby wagonmaster waddles out to meet the potential customers.
"And how might I help you? We have a luxurious coach, an affordable
carriage, and a basic wagon. All are powered by the latest model of the
no-touch engine."
The warlock steps forward. "We'll take the carriage, at a
discount."
Suddenly beguiled by the unusual warlock, the wagonmaster is happy to
accept the steep cut in price. Xev'ric feels quite caught off guard at the
generosity shown by the warlock purchasing the carriage with his own purse.
The group sets off onto the road, the cleric taking the first shift in
expending her magic to power the carriage engine.
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