Session 23 – Sarroch the Wise

Started by avisarr, October 25, 2006, 10:06:16 PM

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avisarr

Session 23 – Sarroch the Wise

After having cleaned up the aftermath of the battle and cleaned up the fort somewhat, the players packed up their wagons and continued on their journey. No others went with them. It was just the group at this point.

Ugita – the myrian priest
Callister – the ship captain and sword fighter
Rothgar – the phellysian archer
Gen – the aukarian woman
Grimnoth – the zombie/golem
Grubal – the mute hyttar stowaway
Martin – the assassin/wizard

After another day of travel, the players eventually come upon the path that leads off of the main road and leads up to the ruined castle where Sarroch the Wise lives. Sarroch is the wise old hermit that Pagrad said would be able to answer their questions.

The players found a rocky trail winding up the side of the canyon. At the trailhead was a rusty iron signpost with an embossed glyph. (Gen, Beth's aukarian character, recognized it has the heraldry of an Aukarian House).

The party saw the ruined castle perched precariously atop a tall, rocky crag. They followed the winding rocky trail up the side of the canyon walls. The path was flanked on either side by skulls atop staves. Each skull was marked by a symbol. (Gen recognizes it as the symbol of the Tardem, aukarian assassins). The first skull had a bit of flesh on it. A crow was perched on it feasting. As they get closer to the top, the skulls seemed older and more weather worn.

There was a long winding stair case up the hillside toward the castle. The top the steps came to a gaping chasm before the castle. As they gazed up at the ruin, the characters saw that it was different than the WayKeeps they had been staying at down on the main road. This castle was ancient and crumbling into ruins. It was about the same size as the WayKeeps, but the ruined castle was a much different architecture. However, it's obvious that some recent work has been done to repair it. It was fashioned from the same dull grey stone of this region. A large set of double doors was in the center of the wall directly across from them.

A heavy mist clings to the air and the stone around them was wet and slick. A large crow perched on a rocky outcropping peered down at the characters. A large fire was burning atop one of the castle towers.

A gate tower was on the other side and the players could see a wooden bridge retracted. On their side of the chasm, next to them, was a stone gatehouse with a large copper bell hung.

Above the main double doors was a crest - a piece of Heraldry. Gen again recognized the symbol... it was of Aukarian design. Obviously, the heraldric device for this house. To the right of the main doors was a large wooden post. Nailed to the post was a large shield bearing a different heraldry design. It was hung upside down.

The characters rang the great copper bell in the stone gatehouse. The sound of it echoed about.

After a few moments, they heard something like a door or window opening, but couldn't see anything.

Then a voice called out: "Who calls at the House of Kainon?"

Players: We are Outlanders, Callister and Company, come to see the Master.

Voice: "The Master of this House does not expect you. What be your business here?"

Players - We were sent here by Pagrad, chief librarian of Okslad.

Voice: "Then enter as welcomed guests. But be forewarned that this House is protected by Thaine, Warlord of House Kainon and Defender of the Members therein."

After a few moments, there was a slow grinding sound and the retracted wooden bridge began to slide out from the chasm wall like a drawer. The players cross the chasm. The main doors open up.

Once the characters crossed, a bald man in richly embroidered robes came out and bowed.

"Please, follow me". They entered through a double gated entryway and into a large greeting hall. There was a large table and four chairs. The heraldry of the House was again above the hall.

The manservant asked them to take off their cloaks and boots. These were hung up. In their place, each character was given a pair of silken slippers and a silken robe, both were adorned with the house symbol. The manservant then took their weapons and wrapped them in silk and assured the characters that their weapons would be returned to them.

Two individuals entered the room.

The first was a human. An Aukarian, dark haired, dark eyed and lean, like Gen. He was wearing some kind of light, flexible metal armor. Identical to the warrior that Callister defeated in the duel. Except for the coloration of the markings. He was holding the same blade, in a relaxed position. His eyes quickly evaluated the characters. The manservant introduced him as Thaine and it was clear that Thaine was the bodyguard of Sarroch.

Behind him comes a large creature, a vaguely humanoid creature. An obese overweight humanoid with grey, elephant-like skin, and a thick tail that drags behind him. He leans heavily on a gnarled staff. His is bent forward under body weight. This was Sarroch the Wise, a vaullian.

Sarroch seems to look each one of the characters up and down at some length.

"Welcome to my home, Captain and Crew of the Third Wind...

"How do you know the ship name?"

"I know much".

"Greetings, I am Sarroch. Malek tells me that Pagrad sent you? How is that old librarian?

An amiable conversation began which soon led to the dining room. Dinner was served on a massive dining room table with 12 chairs. The table was adorned with napkins, fine silver ware, crystal goblets – bits of wealth that seem out of place for these surroundings. These tidbits hint that House Ademar was once a wealthy and powerful house. Dinner consists of roast venison from a desert species of mule deer, hulkye lemons, mashed breek tubers and a very fine red wine.


Eventually, the players got around to asking the questions that they wanted answers to. Here are the answers that Sarroch gave them.


What can you tell us about the Aukarian Republic
The Aukarians are a generally a good and noble people, but they are too concerned with social ranking, etiquette and duty. While a sizeable portion of their nation is poor and wretched, the true power and wealth lie with the Houses. Most of the nation is divided up into noble houses. Everything is done for the glory of one's House. The Houses control everything. Social status, rank, honor, wealth - these things mean everything to an Aukarian. Without rank and honor, an Aukarian is nothing. They live in a rigid society of rules and traditions. A bit oppressive I think. But it is their way. Each Aukarian is bound by rank and duty. It is a pecking order of civility. One must know one's station. There are rules.

The Republic is a rigid caste society. Nine castes total. Four Greater Castes - the Nobles, the Heralds, the Warlords and the Craftsmen. The lesser castes include commoners, houseless, foreigners, slaves and criminals. It is forbidden to speak to someone of greater rank until they address you first.

Only the Greater Castes may be taught to read and write.

The Aukarians are a bit skittish when it comes to workers of magic. You see, about a century ago, a great sorcerer-king rose in power and dominated them. He was evil tyrant. Those were dark years. The finding of a great artifact revived the Aukarians and brought them back to their old ways and customs of ages past. The tyrant was overthrown and destroyed. But the nation still reels from his rule. To prevent any mage from amassing such power, a society of wizards was formed, ruled by a central court. The Court of Arcane Law. It is a government organization which oversees and monitors all magical activity within the nation. Only authorized academies may teach spellcraft. The Court seeks to monitor and control the activity and progress of all Aukarian mages. As an Outlander, you will be required to register yourself. You can do that by visiting the Town Court of any town you visit. As long as you stay within their land, the Court of Arcane Law will be looking over your shoulder.


What can you tell us about the Chaddamar Theocracy
First of all, it is some 400 leagues to Chaddamar. You have a long journey ahead of you. When you finally arrive, you will find a vast and wealthy land. As you can guess from the name, it is a nation that is ruled by the Church. Religious faith is very important to the people of the Theocracy. They worship a tightly knit pantheon of six gods. These six gods are collectively known as the Chaddamar. These people are bound by their religion. Their faith influences every aspect of their life.

• For instance, they hold mass each and every day.
• They eat six small meals each day. With each meal, a different prayer is uttered. One to each god.
• Only women may serve their Church. The Chaddamar allow only priestesses to serve them. Men run the secular government and the military.

If you go to the Theocracy, watch your step there. The Church rules with an iron fist. Their laws are many. Their fears are great. They tolerate no dissention.


What is Garreon's Wall?
Garreon's Wall is a massive fortification that stretches across the land cutting off the Shidaran Peninsula from the mainland. It was built many decades ago to keep the Horde at bay and to prevent anyone from entering the region. The Wall is manned by thousands of soldiers year round.

The Theocracy has strict laws governing that realm. No one lives in the Desolation. And no one, absolutely no one, is allowed beyond the Wall. Merely attempting to enter the Desolation is heresy and is punishable by death. Anyone who actually manages to get on the other side of the Wall would never be allowed back into the Theocracy. There are a very few... thrill seekers or adventurers, who try it each year. Most don't make it. The ones who do manage to make it past the guards and into the Desolation never return. On rare occassions, the government will banish someone to the Desolation. This is usually when someone is caught practicing necromancy. Necromancers, and only necromancers, are sent into the Desolation, banished beyond the Wall.


What is beyond the Wall? What is the Desolation of Shidar?
The Wall was built to protect the Theocracy from the lands beyond. The region beyond the wall is a desolate and forsaken wasteland. The people of the Theocracy believe it is a cursed land. A realm of death which their gods have turned away from. No one lives there. Once each year, during the late summer, a great horde of creatures is spawned and sweeps the land clean. The Horde rages for weeks and then dies off. After the Horde has gone, the land spends a year recovering. Even when the Horde is not active, it is rumored that foul creatures stalk the land.


What is Shidar?
Somewhere in the Desolation is the Lost City of Shidar. Centuries ago, before the founding of the Chaddamar Theocracy, Shidar was a great city, a shining beacon of civilization. It was known for science, art and culture. But it was abandoned ages ago. Nothing but ruins now, most likely. No one goes out there anymore, so no one is sure where it is.


Why was Shidar abandoned?
You'd have to sift through Chaddamarian religious histories to find the truth. They say that it was cursed by vengeful gods, that walking dead arose, that demons seized control of the city and other such things. Whatever it was that happened, the people fled and quickly spread word that the city was cursed. Whatever it was the affected the city quickly spread throughout the land. They say that the land itself was poisoned. People migrated south out of the peninsula, taking their fears and legends with them and merged with other peoples to the south. It was during that age that the Theocracy began to form. The legends and horrors from Shidar had a profound impact on the formation of Chaddamar religion.


[About half way through dinner, Callister's tattoos react to something.

Sarroch raises a questioning eyebrow. Thaine puts his hand on his sword reflexively and takes a step forward. Eyes burning a hole through Callister.

The players figured it out though – based on which tattoos were reacting. Martin and Ugita were fairly certain – someone was attempting some kind of scrying/search spell on Callister and the tattoos were blocking it.

The questions continue...

What is the Horde?
The Horde.... [he pauses for a moment]... I doubt anyone knows for sure. I've heard theories for scholars and explanations from Chaddamarian priestesses. The citizens of the Theocracy believe that the Horde is summoned by dark powers. It is intricately tied to their religion. For them, the Desolation is a land haunted by demonic forces and the Horde is the physical incarnation of black magic.

The Horde of the Desolation.
The Horde comes once a year, during late summer. But no one knows exactly when they will come. It varies every year. No one knows exactly where they come from. But when they do come, they come in uncounted millions. More numerous than grains of sand on the beach. They sweep over the land and consume everything. Animals, plants, everything. They rage for days, weeks before lack of food forces them to turn to cannibalism. They eventually kill each other offer. The last few thousand starve. They leave little behind but a barren wasteland which is forced to regrow and heal over the next year until the Horde comes again. It is a vicious cycle.


What does a Horde Creature look like?
I have never seen a Horde creature. I can't tell you much and descriptions vary widely. Based on the descriptions that I have heard, I would venture a guess that they are some sort of arthropodic invertebrate. The creatures have an exoskeleton, thorax and tail somewhat like a eurypteridan. Possibly related to the marine crustacean.


Can we get a map of the Desolation?
There are no maps of the Desolation. No maps of the lost city. The peoples of the Theocracy believe the land cursed. Even making maps of the region is taboo. You'll not find a map because no one has ever made one. Besides, the coming of the Horde alters the landscape in subtle ways. A map, even if you could get one, may be of less aid than you think.

The best you can hope for is to find a guide.


Where can we get a guide?
As I mentioned, there are, on occasion, people who venture into the Desolation. Most never return. But there are some who claim to have returned from the wastes beyond the Wall. Of course, you'll not find any guides in Chaddamar. At least, they don't make themselves well known there. Very few people claim to have been into the Desolation. Even saying such is heresy in their land! And of those that do, most are fools and braggarts. I only know of two individuals that have actually been in and returned.

The first is a hunter and adventurer named Bresark. He claims to have hunted in the region on several occasions. From what I know of him, I believe he has. Although I heard last month that he was  raveling to the Great Ahtabi Desert in Qeshir. I should think he will be in Qeshir for the next 4 months or so. I don't think he will be much help.

The second is a collector of artifacts and antiquities. A powerful noble who commands a second tier house, House Inathar, in the Aukarian Republic. His name is Verran and he has made three ventures into the Desolation, or so I have heard. You can find House Inathar in the Aukarian capital city of Brulan. You may be able to persuade him to guide you into the lands beyond the Wall. My advice to you would be to seek out Verran. If you are fortunate, you may be able to persuade him to join you and guide you into the Desolation. Even if you do not persuade him to join you, he is, nevertheless, an excellent source of information about that land.

However, I would advise you not to enter the Desolation without a guide. Even if you could find your way through the land, it is a dangerous place.


Why do you live in exile?
Thaine's blade comes out in a blur.
Sarroch raises his hand and Thaine restrains himself.
"We will not discuss such things with Outlanders. You... would not understand."


What are those skulls hanging on the posts? What is the symbol?
The symbol burned on the forehead of the skulls is the totem of the Tardem. It is the symbol of an Aukarian assassin. I will not go into details. Suffice to say, that there are those in the Republic that would like to see me dead. They have, on many occasions, sent assassins out here into the Wandering to finish me off, once and for all. Thaine protects me from these assassins. Those skulls belong to the assassins that have been sent so far. But I expect my enemies in the Republic will try again.



Dinner Ends Abruptly

Half way through the conversation, Gen overstepped her bounds in conversation. She felt that she was an outcast of Aukarian society, a descendent of an Aukarian line who was not an aukarian. And Sarroch was an exile from Aukaria. She felt that gave them some common ground and she called him "exile" in the aukarian language as if it were saying "brother". However, it did not have the intended effect. Sarroch was furious with the insult and demanded they leave at once. It seemed clear that Sarroch's bodyguard was not going to tolerate any discussion on the point. And so, the characters were thrown out of Sarroch's house.


Back On The Road
They went back down the trail to the wagons, where Grimnoth and Grubel were waiting.

When they come out to the wagon, they find that Grimnoth has six arrows stuck in his armor plating. The arrows are low quality primitive arrows. Most likely pugnar arrows (the canine humanoids of this area). Grimnoth had been ordered to stay with the wagon.  Grubel hid.

They fetched the wagons, went back down to the main road and then continued on their journey toward Waykeep #5, the fifth and last keep before entering the Aukarian Republic.


End of Session 24.