The City on the Moor

God damn, another one not written up… here are my game notes, from which I’ll reconstruct the story…

A few hardy sheep and goatherds maintain lonely outposts on the moors within a few miles of the ruins, but no nearer and always within sight of the rugged track that serves as the only real road across the heathland. The group will approach one of these as they near the site of Nirokilon, to find a grizzled older man, and two younger but equally hard-looking younger men on the porch. They claim to be a sheep herder and his sons, but if the PCs make their Awareness Rolls, they will note subtle clues that this is a lie: it’s mid-day, and sheep can be seen on nearby hillsides, but no one seems to be watching them; all three men have the distinctive calluses on their hands of trained fighters; the “father” seems oddly articulate for a peasant shepard; and if all else fails, the glint of chainmail will be glimpsed beneath the homespun clothes of one of the “sons” (they all seem over-dressed for a warm day).

They are in fact a Fire Knight of the Order of the Iron Claw and two Flame Warriors, left to guard this nearest habitation to the abandoned city. The Korönians murdered the actual shepard and his one son, whose bodies were dumped in a nearby bog (trackers will find the drag marks if they look). Once the Knight percieves that their ruse has been discovered, he will give the command to attack, drawing his own mace from its hiding place on the porch, attacking either Erol or Devrik, whoever is closest. The two younger men will reveal their gladius’ and go for the other one and for Toran.

All Fire Knights have a limited immunity to fire-based magics, including Fire Nerves, via the standard amulets they wear and the brutal training they undergo; the Flame Warriors have only thier own toughness, but that’s enough to keep them on their feet after a blast from Mariala – they lose a turn, and can only block if attacked, but they don’t go down! A second attack causes them to lose two turns (but they can still block), and a third will bring them down. The Knight only loses a single turn, no matter how much he’s Fire Nerved.

If any of the Korönians survive the fight, they won’t be easy to make talk… no amount of physical pain will do it, but maybe the PCs can come up with something psychological…

In any case, they should be able to figure out that the others have gone into the sinking city. They should realize that they would be visible in their approach to any watcher on the Observatory, the tallest remaining structure.

But there is enough cover (stone walls, ruined building, low scrub) to make stealth possible. Trackers should have little trouble following the tracks into the ruins.

The group will have to fight another Knight and two Warriors on the steps to the only entrance to the ruined Observatory; they didn’t post a lookout on the roof due to the sever instability of the eastern half of that level.

Once passed the door guards, the group will have to move stealthily through the ruined building, where three Warriors are scouring the remains, looking for anythign useful to their Order. They will be found in the Library, assuming the PCs don’t make any suspicious nosies as they approach.

The leader of the band, along with the Third Fire Knight and two more Flame Warriors, have discovered Koltorin’s private rooms, and the hidden passage beneath the rotted rug that leads to what they seek… they gave the bedroom itself only a cursory look, before descending. They gave the ruined antechambers even less of a look, or they might have realized that the large black chair in the southern room, covered as it is in mud, debris and slime, is made of solid onyx…

The passage beneatht the rug is a shaft crudely lined with brick, and rusting iron handholds, that descends ten meters, debouching into a slightly larger chamber of weeping dirt, braced with rotting wood. To the west is a break-in to a tunnel lined with the psudeostone of the Ancients – apparently naturally shifting forces cracked the almost indestructible material, which allowed someone (Koltorin? The Khundari?) to widen an opening .

The passage ends in a flight of stairs going down another three meters, and a blank wall of psuedostone. Water trickles down the gently sloping hall, and down the stairs, forming a pool about 50 centimetrs deep. But mud stains on the walls would indicate that the water level has been as high as half a meter above the top of the stairs.

The only way to open the secret door is to place a hand in the center of the wall and simply will it open – like a great many Ancient devices, it is psionically activated.

Inside the room revelaed when the door slides silently open, is a low platform around a central column of black stone that seems to absorb all light. As with most Ancient facilities, a diffuse pearly glow seems to emenate from the very air in the chamber. The four men standing before the pillar (it’s hard to tell if it’s round or square due to the intense nature of its light absorbtion) have their backs to the door, and if the group is quiet may not notice them for a moment.

They are all intently focused on a crystal globe that one of them is holding… about the size of a large coconut, it glows with a pulsing purple light that’s almost beyond the visible spectrum for humans. Once the Korönians do notice the intruders, the Knight will lead the two Warriors into battle against them, while the Knight Commander continues attuning himself to the Ancient artifact.

About the time the first of his men goes down he will shout in triumph, raising the globe toward the black pillar, screaming that the unbelievers will be the first to die under Koltorin’s weapon! For a moment nothing happens, then the column of blackness begins to dissapate, like a fog slowly blowing away into nothingness. What’s  revealed seems to take even the Commander aback – it’s a ginormous spider body, with the upper body of a man in place of its own upper thorax. The humanoid part is of jet black skin, with white hair, glowing faceted red eyes and a large mouth full of razor sharp teeth. The spider body is black with a white gray-spotted underbelly, the legs white, fading to blood red at the claws.

It wields a trident and a long knife, as well as its two forward claws. Each turn it gets two attacks, plus any TA it may gain. Attacks can be any combination of it’s weapons, but only once for each one (except claws, which can be used twice). It also casts a psychic “web” that attmepts to ensnare and put its prey to sleep. Each time a victim fails a mental roll, he/she accrues 10 (MF) or 20 (CF) Fatigue Points.

While the demon has strong armour, it is particularly vulnerable to fire, which it hates and fears. If it takes real damage, and particularly fire damage, it will attempt to bound past the humans and flee up the passage. It moves very fast, and if it makes it into the passage it will elude any pursuit, escaping onto the moors. If this happens, it probably won’t be the last we hear of it, as it begins a reign of night-time terror in the surrounding region.

The Korönians will fight beside the PCs, once they relaize they have no control over the creature – the orb only freed it. Which is why even the insane Koltorin didn’t try to relase and use the void-spawned monster. If the Grandmaster had bothered to read Koltorin’s journal, which was mouldering but readable on his desk in the bedroom, he would have learned that the Mad Astrologer had come to belive it took four people to properly control whatever was held in the “black stasis column.” He didn’t know what it was, only that it was immensely powerful, powerful enough to frighten even the Ancients who imprisoned it.

If Grandmaster Yoridar is killed, it will have a certain impact on the Darikazi civil war; and if he is taken alive and held by the Arushali authorities, it could have even more unexpected consequences!

Besides some fine weapons on the Darikazi, there are several valuable books in readable condition, and several new spells for the magic-weilding PCs, perhaps a religious treatise for Vulk, as well. Amongst the gold and gems in Koltorin’s chest will be a Matrix Crystal attuned to Yalva – roll 2 + 1d10 to determine how much of a benefit Devrik will get from it once he attunes himself to it.

The Arushali Crown will confiscate most of the 150,00 gp in actual treasure,  however, leaving the Hand with a 10% “finders fee.” The Star Council will, of course, take over the Ancient site, sealing it off as too dangerous for further exploration.

Aftermath of the Embassy to Arushal

The Hand of Fortune’s dramatic arrival, rising from the waters of Lothkir Harbor in the Tritani underwater warship, certainly made their embassy to King Dorikon IV easier to accomplish. Within hours of their arrival, once fears of an aquatic invasion had been eased, Vulk, Toran and the Tritani heir Lord Korak were in a small council chamber of the royal palace.

Half a dozen men were gathered around a large table, including the King’s brother, Prince Darlanis, his father the Earl Savartim, and the Hand’s first mentor Ser Owain Hannorn. Introductions were barely completed when the King himself arrived.

“Your arrival is well timed, by Lords Ambassador,” the King said, taking his place at the head of the table and motioning everyone to sit. “We are just about to receive the latest intelligence report on the situation in Darikaz, and it would be good for you to hear it, as those events to the west will greatly influence any decision We may make on the proposal you bring from our brother king in Nolkior.”

Sew Owain stood, glanced down at a sheaf of papers before him, shook his head with a sigh, and began.

“Darikaz has degenerated into a chaotic free-for-all, and if anyone claims to know who will come out on top, or when, then he’s a liar. Indeed, it’s quite possible no one will come out on top, at least not in the foreseeable future. But let me begin at the beginning, for our guests and to keep it all fresh in our own minds…

“On 14 Margas, the same night of the failed attempt on the life of our own monarch, during a feast celebrating the the Kaluran Banquet of Delights, King Farlox III was poisoned at his royal seat of Ashtaru. It is believed that agents of the Korönian Order of the Searing Mace were responsible, seeing as their fighting order, the Red Hand of Pain, instantly seized control of key positions in the capital.

“But the Chancellor of the realm, Ser Aric Kasta, was not present at the royal feast, though he had planned to be. He was actually in Izmirk, dining with Queen Arella at her request, and in the ensuing chaos he took command of the Queen’s Guard. They were able to secure Kar Astang and its island.

“The City Guard, which is made up of members of the Warriors of Kamera, the fighting chapter of the Korönian clerical Order of Morokol, Master of Steel, apparently weren’t in on the plot, as they fought the Red Hand of Pain in many places… as did the Naventhülian forces of the Khorik-Tar, the secretive but powerful “primate” of Izmirk’s demon-worshipers.

“For two days the city was in constant turmoil as various factions seized control of different sections of the city, some districts changing hands multiple times. Then, on the morning of 17 Margas. the forces of Kar Gethel, the castle which guards the northern approaches to the city, under the command of its Constable, Ser Dorin Mestalan, arrived to restore order.

“Allied with Chancellor Kasta, their combined forces were able to pacify and control the northeastern portion of the Garim District, the northern third of Kinshio Island (including Northhaven Wharf), and Oriti Island, as well as Kar Astang.

“At about the same time, the Sheriff of Malthinshire, Ser Lewen Reythan, moved into the city from the south, where Kar Torkaza guards the southern approaches to Izmirk, with the same idea in mind. His own officers retained control of the Toraro Bridge and its gate, so he was spared the effort of taking it by force. He pacified Bleath Island quickly, and was able to bring the southern two-thirds of Kinshio Island under his control by the next day.

“The Red Hand of Pain had seized the offices of the Red Council in the first hours of the crisis, and over half the members of that governing body, including the Archkleros of Korön (and Grandmaster of the Order of Morokol, Master of Steel), Ser Klarin Bastril. The Warriors of Kamera retook the Council Hall on the 15th, but the Archkleros apparently remains a prisoner of the Red Hand, probably in their temple/fortress on Inaltan Island.

“The forces of the Iron Fist of Tarutha, and it’s clerical sponsoring order, The Seven Pillars, quickly joined forces with the Red Hand of Pain, and the two factions jointly control the southern half of Garim Island and all of Inaltan. Although those two areas are on opposite sides of the city, it is believed they are communicating through the warren of tunnels, catacombs and sewers that run beneath the city.

“The mercenary companies and temple soldiers of the Naventhülian Khorik-Tar control the Old District, and his assassins also use the underground network to travel to any part of the occupied city at will.

“This was driven home on 20 Margas, when both Queen Arella and the young Crown Prince, Ulkor, were murdered in their sleep in Kar Astang itself. There had been some negotiations between various factions to accept the young heir as the new king, with his mother and Chancellor Kasta as co-regents, which might have resulted in a union of at least some of the rival forces in the kingdom… and thus a restoration of order. Or at least less chaos. Not a big goal of the Demon Lord’s followers…

“On the other hand, some believe that it was the Earl of Gormilioth who convinced the Khorik-Tar to countenance the assassinations, since the Earl’s  nephew and niece have the strongest legal claim to the throne. Even though young Ulkor’s claim was weaker,his death has removed even the possibility of impediment from that quarter.

“While the five main factions in Izmirk fight for control of the capital, the great nobles of the realm have been plenty busy themselves, every faction blaming one (or more) of the others for the assassination of the king and his family….

“Ser Dorin and Chancellor Kasta siezed Dor Yeraltha on 24 Margas, claiming the Baron Robia Suldenal (cousin and vassal to the Earl of Gormilioth) was complicit, along with his liege lord, in the royal deaths. He is currently imprisoned in the dungeons of Kar Ashtura.

“Baron Quamak, techincally a vassal of the Earl of Therund, has betrayed his overlord by turning over his keep of Dor Narün to the Chancellor’s forces “for the good of the Realm” on the 29 Margas.

“The Sheriff of Malthinshire browbeat the pliable idiot Baron Branal Torget of Dor Bekar into siding with him and his ally Ser Orrin Tazabra, the Earl of Hosin. He was aided in this by the Earl of Gormilioth seizing control of nearby Dor Ziqua. the Earl accomplished this through the expedient of having his tame bandits, who had been harassing the countryside for over a year, storm the keep – he and his forces then rode to Baron Stevan Zoraxol’s “rescue” on 8 Sarnia.

“How solid Baron Zoraxol’s allegiance to Gormilioth is is questionable, but with the Earl’s forces occupying the keep in the role of “advisors,” it’s a moot one for now. And whether by defection or conquest, the control of Ziqua by Earl Gormilioth has only further enraged Earl Hosinu – he has now had two-thirds of his lands stolen by his hated rival.

“Earl Hosinu is pushing hard for his ally, Ser Lewen, to join forces with the Korönian fighting order the Companions of Burning Destiny, who have their own grudge against Gormilioth, to “crush the upstart half-breed.”

“Long rivals for control of the waters of the Warthym Bay, the Companions were enraged to learn that the Earl Gormilioth had disguised his own ships as theirs to gain access to, and thereby sieze, the island fortress of Dor Koltar on 12 Sarnia. This has given the Earl control of the entire Pelon Peninsula, with the exception of Dor Tarin, and a grip on both side of the Bay.

“The Ilrionim tribal allies of the Earl of Gormilioth continue to harry the Warriors of Kemera at their keep of Dor Draende, keeping them from attacking his western flank, and are poised to probe into the lands of the Earl of Therund, Ser Jerad Rayanoz, should that young nobleman threaten to become a problem.

“But Ser Jerad is busy with his own troubles, both north and south – the Red Hand of Pain, and its sponsoring order, The Searing Mace, have seized control of both the great seacliff castle of Kar Veladon and the charter town of Tovasir. Once they have both pacified and productive again, they will have the Earl of Therund’s two northernmost holdings in a pincher. And if Inwe and Istikor fall, then Dor Adan would be easy pickings, leaving the Earl with less than half his lands.

“The defection of Ser Karel Abetha, the Baron of Oroth, to the camp of the Sheriff of Malthinshire, in mid-Sarnia was a heavy blow to the Earl, and he fears what this example may lead one of his other southern vassals, Baron Gerd Lyrtuin, lord of Dor Unalte to do. Ser Gerd was a cousin of the late king, and although he always tried to play peace maker between his liege and the sovereign, where his loyalties now lie is uncertain.

“On top of all this, it looks very likely that Kildora will come into the conflict in the north, as the splinter Order of the Burning Blood and it’s fighting chapter, the Fist of Shangtor, may return Dor Bremkin to the Republic. I greatly fear this would only encourage the Kildoran Marshal of Orial Province, Satirnus, to once again unleash his martial brilliance to push the Republic’s border west to Blackmoor.

“This is not something to wish for, from Arushal’s point of view, however, as such an expanded base in the north might lead Satirnus to renew his aborted effort of the Somkari War to seize the western part of our own lands. And it is possible, my sources say, that the deal has already been made with the Senate, and they are merely waiting for the right strategic moment to announce it.

“With that threat looming in the north, the constant question of what the Order of the Iron Claw at Tarin plans becomes even more urgent – which way will they jump, with the civil chaos all around them?

“They’ve been out of royal favor since Zarik’s War, these 15 years, and this could be a good time to regain ground… but their obsessive hatred of the Caelite Order of the Bronze Shield, and of Arushal itself, remains undiminished. Will they risk trying to regain what they lost, with little chance of back-up from the currently non-existent Darikazi government? Perhaps so, if we are also being attacked by Kildora in the north…”

Darikazi Civil War

“Thank you, Ser Owain,” the king said, rubbing the bridge of his nose and briefly closing his eyes.

“As you can see, my Lords Ambassador,” he continued after a moment, “the situation on Our western border rather complicates the idea of a formal alliance to the east. Of course if the Republic does think  to attack us again, then an allied Nolkior on its southeastern flank might give it pause…”

And so it continued for three days of meetings, as Vulk, Toran and Lord Korak met with various combinations of the royal advisors, and once more with the king himself. It was in that second meeting with Dorikon that it was finally agreed that Arushal would send an embassy to meet with that of Nolkior to formally discuss alliance, on 23 Agras at the Arushali border fortress of Kar Vandol.

While all this had been going on, the rest of the Hand had enjoyed the cosmopolitan pleasures of Lothkir. But they were willing enough to fall in with Vulk’s suggestion, once he was free of his official duties, to travel to Virzon to visit his family.

All except Erol, who had agreed to undertake a solo journey into the Kildoran Republic, to try and learn more of what was going on between the Senate and the renegade Korönian orders at Bremkin. Being a native, it was felt he might better worm information from sources both low and high than Ser Owain’s non-native spies.

So, while Erol and Jeb headed north, the rest of the Hand saddled up on royal horses and headed southwest.

The ride to Virzon was relaxing after the stress and tension of the past tenday, and the joy with which his family greeted both Vulk and his companions seemed to lift a burden form him. Old friends and new were taken in by Ser Tulath and Lady Lena with cheerful goodwill, despite some minor crowding in the Elida townhouse.

Vulk  spent much of the first day catching up on the doings of his younger siblings – Gevin and Brant had both joined the City Guard last summer, and with the brash confidence of youth looked forward to “kicking some Darikazi butt,” should an invasion occur.

They enjoyed reverse bragging about the hardships of barracks life, which made the veteran mercenaries present smile inwardly. Their oldest brother, Ser Naldaro, a captain of the Guard, was less reticent in his mocking, and grateful he didn’t have the boys under his own command.

His youngest sibling, Laniala, was the only child sill home, at only 17. Shy and retiring by disposition, she took a fondness for Mariala, quickly overcoming an initial hesitance over her fancy new noble title.

The family all enjoyed hearing the tales of the group’s adventures since they were last in Virzon, or at least as much as they could be told. Ser Tulath seemed especially proud that his son was a Royal Ambassador, and Lady Lena smiled in delight when Vulk told her that the Nolkior blood he inherited from her had no doubt played a part in King Maldan’s decision.

At breakfast on 17 Agras Ser Tulath arrived late to the table, having been closeted for some time with a about a courier from the Sheriff at Dor Kolvin. He shook his head and frowned as he sat down, absently accepting a plate from a servant.

“Dark times are coming I fear,” he said to his son. “As you well know from your meetings with the King and his advisors, the chaos in Darikaz grows ever worse, and I fear it has finally begun to spill over into our own land.

“I’ve just received word from Ser Marik that a band of Darikazi warriors, almost certainly knights of the Order of the Iron Claw from Tarin, were seen near Yamal Manor, on the Arushali side of the River Pelon, two nights ago.

“He has ordered his own patrols to be on the look out, and the Order of the Bronze Shield has sent a patrol to actively hunt the intruders down, but both the Sheriff and the Grandmaster are already stretched too  thinly along the frontiier.

“But if this is some opening move of that mad man Marag Yoridar and his cursed Iron Claw, we’re not sure what it might be… the intruders have  apparently vanished into the vastness of the Orikol Moor. I suppose we can only hope that they’ve suffered whatever horrible fate befalls so many people in those accursed uplands!”

Although this news was disturbing, the Hand didn’t give it much more thought until just before noon, when a servant announced a visitor to se Ser Vulk and his companions – Master Vetaris of Devok. Once they were all crowded into Ser Tulath’s study, their mentor got right to the point.

“I don’t know if you’ve heard of the group of Darikazi soldiers who crossed the Pelon two nights ago –”

“Yes,” Vulk interrupted him. “My father was just telling us about it over breakfast.”

“Ah, good, then I can skip to what I’m sure Ser Tulath could not have told you – my sources inside Dor Tarin have been speaking lately of new obsession of Grandmaster Yoridar, one that may threaten the balance of power along the border.

“It seems that some months ago he came into possession of certain documents, purported to be the work of the Mad Astrologer, Koltorin. These papers speak of a “powerful weapon” discovered during the excavations undertaken for the building of his “city of the stars” on Orikol Moor.

“We know that Nirokilon was built over an Ancient sight, part of the reason the mad man chose the spot. But if he discovered an Ancient weapon or artifact, why did he not use it when his Second Mageocracy was falling apart around his head?

“The Council has long believed that if he did find something, he either didn’t know how to use it, or he was afraid to use it – certain of his surviving writings, suppressed by the Council, strongly indicate the latter. If the papers Grandmaster Yoridar has are from that same source – as seems likely since the ones we have are clearly incomplete – then it would be potentially disastrous to allow him to gain control of such an artifact.

“Now that he has sent a party into the moors, there can be little doubt it is to search for and retrieve whatever may be hidden in the half-drowned ruins of Nirokilon. Whether there is anything to find is greatly debatable, but however small the chances of his success are, the consequences of it are far to great for us to be complacent.

“And so I propose to send you all to Nirokilon… if this party Yoridar has sent has survived the many very real dangers of the area, then scout out the situation and act as seems best to prevent the expedition’s success. Even if they fail to find an Ancient artifact, destroying or capturing 13 warriors of the Iron Claw could only weaken their position.

“i will have a squad of the Sheriff’s men ready near Dor Kolvin, should you send word that reinforcements are needed, but he refuses to send men out into the moors “on a mere rumor.” So be sure you have something before calling them in!”