The below information is strictly Out of Character and relatively little of it will be publicly known, except (in most cases) by the characters involved. Please do not assume that, just because it's written here, your character might know about it. Also, much of the below information has been written from memory, so there are likely to be any number of errors and omissions. If you can help correct any mistakes or fill in any gaps, then please email the webmaster to let us know.
Rebels in the East" Part 1: "On the field of Battle"
Run by Rob & Fed on 23rd January 2010
Players:Solomon (Julian), Nathaniel De Almedia (James I),Taggart (Joe W),Sir Hector (Trevor), ??? Velasquez (Oliver), ??? (Elliot)
Mission Brief:In the far east the Dragon Matahadreas has prompted the rebellion of a number of dukedoms who have declared independence from the City of Lights which is ruled over by the King Who Waits. The Grand Alliance of Independent Dukedoms wages war against the forces of the King Who Waits. With the rebellion well under way Matahadreas has withdrawn from the battlefield his part complete. With the war at a stalemate, the rebels have called on their allies in the White City for aid, and with the recent attempt on Rebbecca de Courci's life by eastern assassins, war is declared and a number of noble families have put together troops to seek glory and the spoils of war in the East. A White City army is being put together and sent to the port of sands to rendezvous with the Rebel forces in the East.
Adventure Summary: pending.
Adventure Consequences:The party successfully took out the command post striking a vital blow against the King Who Waits forces. With the supply lines broken, the forces of the King Who waits were unable to wait out the siege, and shortly after the Rebels took the fortress. Taking the command post had other effects, an order was intercepted that had plans for a strike against the White City Commanders, which if implemented would have cost the lives of a number of important White City generals. Plans where also intercepted detailing the espionage effort of the King Who Waits, agents placed in the various rebel dukedoms to sow discord amounts the allied factions. The Party are rewarded medals for Outstanding Valor in the Face of the Eastern Menace, along with a monetary reward that accompanies the medal.
Hector also acquires a fine suit of heavy armor, it is however magical in nature, and if any location is reduced to zero points will take over the wearer, causing the wearer to take orders from people, following orders of a name mage unquestioningly, and from Easterners over people from the White City.
All Along the Watchtower
Run by Vicky on 30th January 2010
Players:Thier Cristofori (James G), Theodore Luxfrey (Dave Harper),Anvil (Joe W),Lee (Ellie),
Mission Brief:Five days ago a bard walked in to the Black Griffin and played a string of music. Several of the patrons, offering no explanation, got up and walked out of the bar. Meanwhile Silvio Cristofori has been growing increasingly concerned about a number of irregularities centring on the High Guard. An experienced group of adventurers is called upon to meet with Captain Moriyama and to investigate.
Adventure Summary: pending.
Adventure Consequences:Thier gives the last rites to the bloodied skeleton that was once Kendra Grey. Amongst her bloody remains he uncovers a scrap of skin bearing the Rattle Prince's signature tattoo. With most of Selena's creations destroyed the party return to the White City to find the plague that Kendra released from underneath Itkovian's Watch has taken hold in one of the city's lower quarters. The young and the old are worst hit but Thier's blessing ensures that the plague does not spread beyond the infected area. Both the Temple of the Lord of the Forge and the Temple of the Rose Prince of the North aid the stricken and try to limit the number of deaths (the former by sacrificing the lives of the old for the young). Thier in the meantime seeks out a Priest of the Princess of Monsoons capable of casting Air After Storms on the affected area (this takes some time as her priests are few and far between in the north but he eventually finds one who has come up from the south). As well as cleansing the area this leaves many of the survivours subtly changed, in ways that are mostly but not universally for the better.
Rebels in the East 2: Freedom Politics
Run by Rob & Fed on 6th February 2010
Players:Mr Black (Peter), Naomi (Ellie),Akmenos (Elliot),Maximilian (James G), Michael (Dan), Morgock (Rich G)
Mission Brief:A White City squad bravely operating behind enemy lines has recently uncovered important intelligence. A number of spies working for the King Who Waits have been placed in key positions of new rebel governments and are working at destroying the Alliance of Dukedoms. Now that the Alliance has paused and military operations are delayed until after winter, the King's spies are likely to do their worst. High Captain Silvio Cristofori, now operating out of the Port of Sands, quickly assembles the necessary individuals to put a stop to the King Who Waits' interference."
Fire under the Hill
Run by Ellie on 13th February 2010
Players:Sasha De Courci (Vicky), Gustav Yoma (Jamess I),Kyre Wordsmith (Chaos),Sereth (Dave Harper), Inigo Montoya (Julian)
Mission Brief:Sasha De Courci and Gustav Yoma are leading a group north into Dream to try and find the Mother of All Serpents believing her to perhaps be residing in dream somewhere.
Rebels in the East 2.5: War Council
Run by James I on 13th February 2010
Players:Many and Varied
Mission Brief:Meetings occur in the Black Griffin and De Courci Palace to discuss the War.
Adventure Summary: pending.
Rebels in the East 3: Whispers of Mortality
Run by by Rob & Fed on 20th February 2010
Players:Sir Ulrych (Peter), Sir Hector (Trevor),Maximilian (James G), Michael di Raes (Dan), Orlando (Vicky), Phineas Crabb (JoeW)
Mission Brief:In the Black Gryphon and other notice boards across the White City, a notice, signed by the very hand of Rebecca De Courci, calls for adventurers to embark upon a great quest. The Princess of Whispers returns to the world and her priest, Sicorious, has come to the White City with the vital information that the goddess knows the story of how the King Who Waits became immortal. Now there is a glimmer of hope, as the King Who Waits may be made mortal again and slain, and the war in the East may come to an end. Rebecca De Courci has asked that a group of adventurers travel to the Breathing Isle, find the Princess of Whispers and learn the whispers of the King's mortality...
Already, the signatures of Sir Ulrich and his faithful husband Orlando Cristofori grace the call for volunteers. Who else will take up the call?
Adventure Summary: pending.
Adventure Consequences:The adventurers slowly awake from the captivating story to find themselves aboard Crabbe's Kraken hauler moored beside the Breathing Isle. You all realise the meanings and messages of the whispers, the pertinent detail, the main thing you carry away - if the City of Lights was to grow dark and the globes of light extinguished... the King's immortality would go out. A quick check reveals that the statue of the Hushed Princess is still aboard, as are over a dozen monkeys and assorted loot. How much did they really do and how much did the Princess of Whispers conjure?
The Fountain of Eternal Youth
Run by by Julian on 27th February 2010
Players:Akmenos (Elliot), Gex (Rich G),Maximilian (James G), Nathaniel de Almedia (James I), Rourke Velasquez (Oliver), Falcon Bravo (JoeW)
Mission Brief:In the oldest and rarest of books concerning the Binding Wars there is a legend. It is said that one of the ancient Bound Ones could by his blessing grant his followers eternal life and youth. In the final battles of the Binding War, he was bound beneath the earth in the City of Chains, but it is said that a fragment of his power remained free – a fountain whose waters when drunk would give the drinker eternal life. Most have thought it just a legend, but now the eccentric Baron Juan Velasquez claims to have uncovered its location in ancient maps. He is offering a great reward for those who can find the fountain and bring back its waters – a mountain of treasure of course, but also a chance to drink from the fountain itself, with all that entails. Dozens of adventurers of all levels of ability have flocked to his mansion seeking the commission, and the streets throng with arguments and brawls. So far, the favour of has not fallen on any adventurers, and more and more join the queue with each day…
Adventure Summary: pending.
Adventure Consequences:Juan Velasquez is dead, his body returned to his family for cremation by Falcon Bravo. As far as all are concerned, he was killed by the mob that stormed his mansion in search of the draught of immortality. Over the ensuing weeks, the Velasquez family takes it revenge on many of the rioters it deems responsible, their horrible deaths serving as an example to others considering crossing the Velasquez family.
Rebels in the East 4: The King who Waits No MoreRun by by Fed and Rob on 6th March 2010
Carnival of Carnage V: The Amazing Jackal Brothers
Run by by Trevor on 13th March 2010
Players:Sasha de Courci (Vicky), Anvil (Joe),Kyre Wordsmith (Chaos), Theodore Luxfrey (Dave Ha)
Mission Brief:"As the full moon rises over the midnight watch of the white city, the northern gates burst open and a horde of undead, dream creatures burst and attack the night watch, following in behind are dozens of carnival wagons holding Juggalo's, Jack and Jake are at the head directing the carnage together. Fortunately there are some heroes sleeping nearby and help defend the city, during the skirmish hundreds of citizens leave their home s in a deep trance, each holding a lit candle and muttering "look into the light, the light of Shangri-La" and escort the carnival into the twisting street of the white city. By the time dawn comes our heroes are on the hunt for the dark carnival hiding somewhere in the dark heart of the city."
Adventure Consequences: On the top of a wind swept mountain deep in the northern most reaches of dream, Jake and Esmerella are finally defeated by the adventurers. As the two sons and their mother are finally laid to rest the dark carnival is defeated and will never roam the mortal world again. The gates of Shangri-La open and the Wraith’s voice booms out cross dream “The carnival show is over, the 5th joker’s card has now been played! Prepare all of ye, prepare for the coming of Shangri-La”
The following things also occur:
Despite several brave attempts to storm the defences of Shangri-La, only Kyre has the mental strength to break through. Kyre doesn’t recall much after entering Shangri-La only that he finds himself without weapons or armour, wearing a loose, silky tunic, white with thin black stripes and black, baggy silk pants, a gold medallion of a clown wielding a cleaver about his neck. He sits back in his padded chair, in the drawing room of his white, gleaming mansion, surrounded by pretty things and friendly clown painted people, black flames curl up the wall. He has been given the office to administer justice to wrongdoers and look after as many orphans as he has time to spare…although completely sated and happy on the surface, deep within Kyre’s spirit writhes with frustration and anger. “When are those damn adventurers going to turn up and help me tear this puppet show apart?”
The rest of the party limp home, fighting their way back out of dream, events occur on the way so horrific that none will mention them again. On arrival they are granted audience with Rebecca de Courci to give their final report. She is so pleased with their achievements she offers 700 Hexa reward per head, unfortunately some weasely faced beaururocrat scurries in and whispers something about the state of the economy following natural disaster, revolt and the cost of the war in the east. Sadly the coffers can only stretch to 200 Hexa per head in cash or instead 150 Hexa and introduction to a master armourer. To make up the shortfall, Rebecca pledges to all players a favour from the city, a one off action to be honoured whenever needed in the future. (Not to be used as clout/wealth etc.)
The White City guard manage to round up the wannabe Juggalos along with the congregation from the cathedral and lock them up in the cells, they have to make additional provisions using empty buildings nearby by plus the sanatorium for those injured in the melee. The effects of the candle wear off after about a week and they are released back to their normal business and begin putting their lives and homes back together.
A clean up detail of volunteers and city street cleaning workers is put on double time to clean up the mess. The nobles advertise for more staff and relocate to their country houses, whilst their city residence are torn down and rebuilt or repaired. This, on top of the previous disasters besieging the city, is having a terrible effect on the economy. Hopefully the revenue from the east will be coming in soon to relieve the financial strain.
The high guard posted outside “The Shop” are buffeted around by strong winds the area goes dark and when they recover their wits, “The Shop” has gone, leaving just a space between its neighbouring premises. (It reappears sometime later in a backstreet in Crossroads)
Meanwhile time begins to crumble events are confusing, the sense of deja vu rules supreme as Shangri-La draws closer to the real world, the boundaries seem to be breaking down and dreams become surreal fantasies of a perfect world come close to hand or nightmares of a pit of burning hell.
Perhaps some more brave adventurers can step forward and challenge the Wraith’s power.
Don't you Open that Trapdoor
Run by by Ellie on 20th March 2010
Players:Akmenos (Elliot), Solomon Grey (Julian),Shadow of the Wolf Trevor), Lucinda (Liz), liz (Gail), Roark (Oliver)
Mission Brief:"After all the disruption in the White City these past few months (The earthquake, the war effort and invasion by the Carnival of Carnage) the College of a Thousand Arts has posted a notice asking for help in the clean up effort:
"Wanted: Hardy souls not afraid of hard work required to help with the rebuilding and clearance efforts within several faculties of the College as well as aiding with clean up of the central stores facility and reorganisation of archival material. Starting rate of 20Hx for completion of the job with negotiable bonus' for additional help rendered. Interested applicants should come to the College of a Thousand Arts and ask for Prof. Peabody"
Adventure Consequences: The chaos caused by the Hand of one of the Iron Cohort has been put right by the group of adventurers. Experimental hybrid animals have been contained, dubious croquet playing zombies have been dispatched and horrors from beneath the trap door in the department of Experimental Zoology have been locked away once more beneath the floor - the door held shut tight with vines grown using blood.
The spirits within the archive have been laid to rest and the door to the 'forbidden vault' have been repaired with no evidence of anything going missing at all. The rat infestation has also been driven back and the hole into the sewers repaired.
The Hand its self and the Iron Cohort that came to claim it have been returned into the care of the Cloistered Brethren and the now complete yet subdued Iron Cohort is returned to its vault below the hill in the Village of Dorin's Field where it can be properly contained. The
The Head of the experimental Zoology department has been arrested on charges of gross misconduct and necromancy - the later charge is dropped after all necromantic activity can be placed at the feet of one Dr. Xander who is already on the Temple of Ash's wanted list. The former charges however stick. A number of other members of the department are also arrested for their dubious experiments. A new head of department has been appointed and seems to have taken a far more cautious and theoretical approach to the role of 'experimental zoology' despite the name.
The Brynna Mortivelli memorial alchemical lab is repaired and the tutor released without charge it being judged that trying to continue the lecture despite all the havoc being an example of going above and beyond the call of duty.
The Archivist, Prof. Peabody, is formally cautioned that better control is required over the archive and that if such a state of affairs happens again then she is likely to lose her tenure. An exorcist from the temple of Ash is brought in to dispatch the remaining spirits and poltergeists within the archive. No charges are formally brought against her but the low guard has their eye more closely on her.
Despite Solomon's efforts to have the state take over control of the college the effect is not as large as he had hoped (although several key arrests are made) partly due to a number of important academics he appears to have annoyed while there. Monitoring of the college however has increased and if it cannot get its act together soon (despite earthquake and carnival disruption) then the state may have to move in to help.
On the desk of the Arch-chancellor of the college sits a letter from a disgruntled and erudite trog objecting to the behaviour of some of the college employees in response to meeting the highly educated members of his fraternity based under the college. Included is a petition to become formally recognised within the structure of the college. The letter is dutifully read and immediately filed away and forgotten about.
Dark Carnival VI: The Wraith
Run by by Trevor on 27th March 2010
Players:Kyre Wordsmith (Chaos), Theodore Luxfrey (Dave Ha), Finch Tyrell (James I),Thier Cristofori (James G), Naomi the Walker (Ellie), Beornwulf (Dom)
Mission Brief: From the White City there are those for whom the grip of jugallo is too strong and they feel the pull of Shangri-La, in the middle of the night they head north into dream and beyond, they are joined by others, some coming as far south as the port of glass, the call of "Ooooh-way-oh" is heard on the wind from time to time. From the Port of Sands, the City of Lights, Crossroads, the even the City of Chains have all been touched by a visit from the Dark Carnival, and in droves their people are hearing the call and heading north.
This mass exodus has trigger alarm bells in all corners of civilised and uncivilised lands. The shengzi tribe and weavers rom the city of silk have in small amounts had some of heir folk go missing, the occasional troglodyte and ogre has stopped they actions and wandered north into dream.
Now that the scholars have the college of a thousand arts back in order they too have noticed a discrepancy in timekeeping, the clocks are all wrong, the faculty of chronological investigation which has so far been ridiculed has confirmed that time is slowing down, then speeding up to catch up. this is progressing into misalignment of the order of events which if allowed to continue will lead to confusion and madness.
A light on the northern horizon beyond the mountain range grows brighter, and candles bearing the butterfly emblem are still appearing all over the city.
Rebecca de Courci has had enough of this, She sends out a formal commission, every adventurers tavern, hiring square, the college, the temples the high guard, the low guard and each embassy.
"Bold adventurers of the White City lands;
I call upon you to tackle the threat of this Shangri-La, to destroy this dark carnival which has wreaked so much damage to our city and now threatens to invade our world once again. Thousands of souls have left their homes throughout the lands and must be released and returned.
Those who are strong in arm and mind come forth, whether you be nobleman or serf, city dweller or from a far flung corner, warrior or scholar. if you have the power to enter Shangri-La and destroy it along with the Wraith then you will be greatly rewarded by the city and a debt owed to you by all who dwell in these lands.
Applicants must come to the royal palace in the White City in one weeks time and I will speak with you there."
Adventure Consequences: Following the party's infiltration into the mountain dream based jugallo paradise of Shangri-La and subsequent recruitment of inmates from the pit of hell. The final battle between the heroes and the Wraith is fought out in the Wraith's dream palace.
As Finch binds the Wraith's power in chains, time slowly began ticking once more and as the final blow fell upon the dream spirit the temporal freezing spell shatters, the nightmares are banished and the fall of Shangri-La is complete. Kyre leaps forward and the Wraith is consumed by black flame, it flickers around the dream palace burning holes in the very structure the group are standing in. Thier places the control he has over the revolutionaries from hell and the black flames spreads down into the burning pit of hell consuming the fires within and sending it crashing into itself.
Meanwhile Beornwulf had made his way across to a balcony over looking the entire realm, from the jugallo prison, the funfair, all the way down the mountainside. from here his voice boomed outwards.
"Hear me lord of the faithful. I call upon your name to cleanse his place. Let those who have been imprisoned here find their way to the burned realm! I LAY THEE ALL TO REST!"
There is mighty rumbling, a cloud of ash sweeps the streets and wherever it touches the ethereal souls from the pit of hell vanish in a swirl of soot. the Jugallos collapse, lying like broken dolls in the streets.
A light descends from above growing brighter and brighter, until it is too painful to see, there in the omnipresent glow figures emerge from other halls within the palace. these are the souls of those who were judged by the carnival as pure and free from evil deeds. the light grows brighter still and the players cover their eyes against the blinding glare. The light takes the pure into itself and begins to fade
There is a flash that can been seen across the lands all the way to the Port of Glass and all that is left of Shangri-La are motes of light drifting up into the air higher and higher until a new star hangs in the northern sky over dream..
Naomi whispers "Shangri-La; false paradise." under her breath marking its name and astrological meaning in one.
Kyre feels the power of the black flame coursing through him strengthening him further against dream magic. he begins to laigh and raising his arms up as the mountainside rages with black flame wildfire around him and his comrades.
The Lord of the Faithful smiles quietly upon Beornwulf, 'you and your allies have done well, very well.'
The mountain is bare and cold, the wind drops on them like a bird of prey and brings a sharply cold blizzard with it. In the setting sun other figures stir, people of all races and origins wake up and stand confused and bewildered. Slowly they begin to make they way back home once more, dream is quiet and desolate as though mourning the loss of one of its greatest spirits.
The heroes return to the waking world and chart a boat from the, still earthquake shattered, Wistful City down to the White City and are granted a royal audience with Rebecca de Courci.
A Series of Ornithological Events
Run by by Oliver on 10th April 2010
Players:Akmenos (Elliot), Meredith D'Artois (Vicky), Kevin (Kevin), Nathaniel de Almedia (James I), Solomon Grey (Julian), Shadow of the Wolf (Trevor), Taggart (Joe W)
Mission Brief:Lady Maris Cristofori has let it be known that she seeks a group of capable and trustworthy individuals to escort her husband Count Reginald Cristofori on an expedition to the North to study the giant eagles that are rumoured to be found there. The Count is renowned as a wealthy retired noble who made a vast fortune in the steel silk trade over the past three decades. He is also notable for his various scholarly publications on the life history of rare birds and it is said that few scholars are more knowledgeable about the avifauna of the known world. Beyond a few academic publications little has been heard from the Count for the last few years and it is whispered that he went into seclusion after a mercantile dispute with a influential member of the Velasquez family. In fact this latest advertisement would seem to be the first time in years the Count has been willing to leave the bounds of his estate or accept visitors. The Countess has requested suitable individuals present themselves at her townhouse in the noble quarter for assessment and has indicated the payment for skilled men and women will be very generous.
Adventure Consequences: Despite all the odds, all the bafflingly small odds, the party successfully return the Count to the waiting Countess and the relative safety of his specially designed estate. The Countess seems very pleased that her beloved husband has been returned safe and well, though she still appears hesitant to actually go near him and has the newly hired servants fetch him his smoking jacket and slippers. Once settled the Count himself is extremely content with the whole adventure having seen the King of the Eagles and had a generally exciting trip. He spends most of the time commenting on the cloacal vents of giant eagles (none of the party know what these might be) but also finds time to thank the party for their assistance during the trip and assures them that he'll mention their skill and daring-do to the rest of the Cristofori family, placing the party in the family's good books for the moment. In particular this does much to ameliorate the nobility's mistrust of Meredith and the Church of the Light doesn't mention the actions of one its more fanatical members.
King of Lights
Run by by Julian on 17th April 2010
Players:Beornwulf (Dominic), Soldier of the White City (Rich), Brandon (Rob C), Maximilian (James G), Sereth (Dave Ha), Phineas Crabbe (Joe W)
Mission Brief:For as long as anyone can remember, the first born son of every fifth generation of the Von Prittwitz family has disappeared, their fate unknown. All the few survivors of these kidnappings can report is a terrible, numbing cold, ghostly lights in the sky, and the terrible howls of soulless beasts in the night. Now is time for the loss of another scion of the line, but the head of the family, Galerius von Prittwitz, has vowed that this time will be different! It is widely known that he keeps his son, Piter, under close guard against the curse, using some of the best mercenaries in all the White City.
It is to some general amusement therefore that Galerius is forced to put out a request for adventurers. His son is missing, and Galerius will pay well for his return – 50hx a head, plus another 40 if the adventurers can end his family’s terrible curse.
Adventure Consequences: Having freed Piter from Contemplation of Vengeance, and ended the Von Prittwitz family curse, the PCs return to the White City in triumph. Galerius von Prittwitz happily pays each PC 90hx for their involvement. Contemplation of Vengeance is scattered, but probably not destroyed, and may well be contemplating vengeance even now... The depopulated castle of the necromancer Xanthus has come into the possession of Beornwulf, for his own ends.
Taking the Low Road
Run by by Joe on 24th April 2010
Players:Memnon(RIP)(Julian), Mister Black (Peter), Gex (Rich G), Avity (Ellie), Roarke Velasquez (Oliver), Rowatt (Jonathan R)
Mission Brief:The Fairweather Engineers seek Enterprising persons to Assist with Public Relations exercises along the Proposed Western Forest route to the City of Silk.
The Successfuly Applicants will be:
A) Capable of working within a Wide Variety of Cultures
B) Good Problem Solvers under Pressure
C) Ultimately Sensitive to the company's Business Needs
Run by Rob C on 1st May 2010
Players:Thier Cristofori(James G), Kyre Wordsmith (Chaos), S'raem Yar (Trev)
Mission Brief:With the King Who Waits defeated, and the city in lights in ruins, the East has been in turmoil. However the noble freedom fighters (Rebels! That sir is slander.) have finally secured the area, from the last of the broken forces, and the opportunity to explore the ruins of the city has finally been made available. Beornwulf has put together an expedition to reclaim some of the texts from the Kings library.
Run by Chaos & Dave Ha on 8th May 2010
Players:Orlando Cristofori(Vicky), Nathaniel D'Almedia (James I), James Warver (Dave Ho), Michael de Rias (Dan), Taggart (Joe)
Mission Brief:One night, people across the White City are plagued with strange dreams:
"You there! Do you want -UNFATHOMABLE POWER-? Reliance Brew is a new alchemical potion that can give you -GODLIKE LEVELS OF STRENGTH-. After drinking it you'll feel -UNBELIEVABLY ENERGETIC- as your body is filled with -ULTIMATE POWER-. Tired of always getting cut down? Then try Reliance Brew and you'll have the strength of -SEVENTEEN TROLLS-. You'll feel strong enough to wrestle -BEARS-, -ZOMBIES-, -OGRES- and -OLD POWERS-! You'll feel like Rebecca De Courci, if Rebecca De Courci was -THIRTY FEET TALL AND MADE OF ELITE WARRIORS-. Forget Blood Fury, it's time to unleash the -BREW FURY-. Don't take any chances, drink Reliance Brew and -WIN ANY FIGHT EVER-. For a limited time only, visit all good potion dealers for a free sample, and you too can have -ABSOLUTE POWER- today."
When morning comes, a variety of reputable potion shops around the city find samples of some potion along with a note asking to distribute them. Both the High and Low Guard begin their own investigations into the matter and warnings to not trust the mysterious potions until their nature can be determined are issued, although already a few bright and early customers have claimed their free sample...
The King in Purple
Run by Ellie & written by Matt on 15th May 2010
Players:Arashi Moriyama(Vicky), Theodore Luxfrey (Dave Ha), Proyas D'Almedia (Peter), Sam Fletcher (Rob C), Anvil (Joe), Falkar (Rich G)
Mission Brief:"The High Guard are advertising around the city for 'Individuals of Suitable Experience and Prowess' to accompany Captain Arashi Moriyama on a diplomatic and military mission to the City's new allies in the Far East, with the purpose of consolidating the White City's position (and exalting its name)in the former lands of that villain, the King Who Waits. Pay will be 50Hx each, with the opportunity to earn bonuses.
Meanwhile, astrologers at the College of a Thousand Arts note a conjunction between the Queen of Lillies and the Dead Knight among the Hosts Arrayed. Interpretations vary."
Adventure Consequences:The party return from the east with the troubles of Bajur and Arakan settled but their numbers one shorter.
The King in Purple - a self proclaimed monarch and powerful name sorcerer - has been defeated in single combat by Arashi but his twisted powers have taken their toll. His use of two cursed swords, The Daughters of Norui al-Dosht which turn to ash anything they bite, leading to the death of Captain Arashi Moryama of the high guard even as she slayed him.
With his Named Archons dead (or otherwise turned into pigeons) and his ally from the far west - the Exarch - all dead, the King in Purple's army scatters. Forces from the White City and what remains of the forces from the City of Lights hunt down those they can and chase others back into the countryside where many abandon their arms and return to their homes. There is no word from the far west that The King in Purple's allies note or mind his passing.
The Daughters of Norui al-Dosht have been commended to the flame and the crown of the former King Who Waits has been taken by Anvil.
The Temple of Ash report that Arashi has most probably taken up her place in the Tower of Heroes.
Proyas returns to the White City in a state subdued and introverted depression and it seems nothing can lift his spirits or make him smile.
Theodore adds a pigeon to his collection of Birds at the temple to the King of the Eagles. This Pigeon is incredibly Loyal... although to what is not very clear yet.
Sam returns to the White City a short while after the others, having taken some time while in the East to cement his knowledge of the criminal underworld of the East
The party each get 100Hx with the exception of Anvil and Falcar who get 100Hx of trade goods and trading contracts with Arakan and Bajur for weapons for Anvil while Falcar has set up some D'Almadia steel-silk trade with the White City allies of the east (in addition to the deals he has with the enemies of the white city in the east but we wont' mention that...)
The 100Hx she would have got is added to Arashi's estate and it comes as a surprise to some, but not to others, to see that her will leaves everything to Silvio Christofori and not to the temple of Ash.
In the Kingdom of the Unnamed King an army masses ready to take on the threat of the King in Purple that no longer exists - just what is he going to do with that army?
The Quest for the Silver Hide
Run by Julian on 22nd May 2010
Players: Maximilian(James G), Michael di Rias (Dan), Roarke Velasquez (Oliver), Markus Helios (Rob C), Kevin (kevin)
Mission Brief:Jason D’Artois is old and childless. His branch of the D’Artois line, bereft of an heir, looks set to fail, and its assets will be divided amongst his greedy brothers in the Port of Glass. Jason does not intend to allow this to happen, and so he has been looking about for someone to adopt as his heir. Jason, being a D’Artois, knows that whoever he chooses will have to be exceptionally capable to survive in the Port of Glass, and for that reason he has set a quest for any prospective heir, and for any of their companions…
Adventure Consequences:The PCs return from their mighty voyage with the Silver Hide, which they hand over to Jason D’Artois. Jason nominates Michael as his heir, and his surname becomes D’Artois. Markus gets the magical ship, the Marco, for his own. The Silver Hide is taken by Rourke Velasquez, who condemns it to the flame. With its king dead, and the Hide destroyed, the Kingdom of Pearls soon disintegrates into famine and poverty, and goes from peaceful kingdom to centre of piracy amidst the Southern Isles. Markus begins setting up trading links to the Island of Tall Pines, which makes blessed ships and masterful sailing equipment.
All Quiet On The Western Front
Run by Rich G on 30th May 2010
Players: Stephano Di Courci(Julian), Orlando Cristofori (Vicky), Gustav Yoma (James I)
Mission Brief:Professor Kane Hanton of the college of the thousand arts wishes a party of suitable and hardy individuals to follow up information’s in his possession. This will lead to something of great significance out beyond the Western Forrest.
Interested individuals are to present themselves to Professor Kane Hanton in his residence at Belor’s Folly as soon as they are able.
Rumours abound that there is a map and that it certainly shows the way to something significant. The argument is to what? The Professor left the White City some twenty years ago while he was in his fifty’s mumbling about his notes taking him west. He was known to have been excellent tutor in the oldest tongues. Everyone having never heard from him again assumed he was dead.
Adventure Consequences:The party are flown back from the City of Mists by the Rose Princess of the west with flowers in their hair. The proffesor is gratefull to them for their tale of what lies at the end of his research. Promptly dieing before giving up any further information as to what lies further down in further tiers shrouded in rather more normal mist this time.
Rumours circulate of a city out to the west of the great forest. It is said to lie within a massive deep gash in the earth with Hills to the North and south of it. Many tiers lead down to it and beyond it. although terrible beasts are said to guard the way to it.
Orlando and Gustav have 200 hexa of Gems cut in a very very old style each to turn into cash or trade up as they wish. A further 45 is paid to Orlando from Stephano as they didn't get any gems. A small rose bush of Gustav's is entwined around the Rose plants that grew up around the Pillars of the temple and everyone has a new flower in their hair.
Back to Reality
Run by Vicky on 12th June 2010
Players:Sir Falcon Bravo (Joe W), Maximilian (James G), Michael D'Artois (Dan), Kevin(Kevin),Roarke Velasquez (Oliver),Andreas(Dominic)
Mission Brief:After an ill-advised drunken bet with Rosalind de Vermilli, Lady Sasha De Courci is now honour bound to attempt to annexe the city of Streng of the White City. Advertisments around the White City state that Sasha De Courci is looking for adventurers for hire who would be willing to undertake a mission to help expand the White City’s sphere of influence.
Adventure Consequences:Roark remembers entering the residence of Lady Sasha De Courci. He then remembers travelling with a bunch of adventurers to the City of Streng but he has no idea why. The next thing he remembers is running for his life across the plains being hunted down by two mad vultures. Then his torso exploded. He remembers dream of the Sightless Intonation of Judgement. When he awakes he is tied to a tree by a spiders web and his superior sword is missing. A pulsating organ of black flame and light takes the place of where his heart once was and chains hold together his ruined ribcage. Most of his internel organs have been replaced by things of flame.
In the city of Streng, Falcon Bravo calms some rather traumatised trogs and pronounces himself their god-king. Andreas and Maximilian take the form of birds in order to hunt down Roark. They catch up to him and kill him with their blood magic. For the hell of it Andreas also devours his liver and ties his corpse to a tree for the spiders to do what they will with. They recover the glass crown containing Lady Lydia's soul and Falcon takes it promising to send her on to her final rest in the burned realm.
Michel sends dreams to some of the Trogs that the time is coming for them to rise up and fight the White City.
Run by Joe on 19th June 2010
Players:Armand Velasquez (Julian), Brother Nimrod (Vicky), 'Cuts' (Racheet), Mollie(Jenny),Manfred (RIP) (Dominic),Markus Helios(Rob C)
Mission Brief:Peruchio Velasquez, a noble of little note, has discretely put out a call amongst the less renowned of the White City's adventurers. He is seeking some brave souls with an interest in money if not fame, to assist him with a number of small, and (probably) entirely safe tasks that his family has delegated him to complete.
Adventure Consequences:Peruchio Velasquez is dead, murdered by his brother Luca after the disintegration of the adventuring party. 'Cuts' is informed that Luca has no intention of paying him for his treachery, but walks away without violence.
Brother Nimrod visits the Exalted church to give them the bad news about Armand's death, but the priests are confused and show him through to an antechamber where the Velasquez noble lies hale and well. Apparently he was delivered there by the Lady of the Light's Mercy. Consulting the Ashen Temple, the Burned Lords apparently have no desire for the Light Sorcerer's presence in the Burned Realm. How odd.
Markus sells the silver candlesticks for a great deal of money and then passes a good part of the profits on to his companions- 80 hexa each.
He then trades the Royal Jelly of the swarm to the college of a Thousand Arts in exchange for tuition from one of their scholars of chain.
As agreed with Armand in the haunted mansion he sinks a significant proportion of his assets into the construction of a new temple for the Light in the merchant quarter.
'Cuts' is a wanted man within the White City- with both the Exalted Church and the nobility wanting him dead. He approaches Luca's father Vizzini and has temporarily been offered a place of safety and a job as a hired sword. Whether this is a legitimate offer in the long term remains to be seen.
In other news, the Swarm have decided that the Velasquez seem like nice people. The Velasquez family dispatch a retainer to one of their vassaldoms after a peasant uprising killed the local lord. Finally some rumours have started about a powerful poltergeist that kills those who don't embrace the Light.
A Name Besmirched
Run by Oliver on 26th June 2010
Players: TAFKAT (Joe W), Naomi the Walker (Ellie), Akmenos (Elliot)
Mission Brief:Something of a spat has flared between two high ranking members of the nobility. Lady Dalmatia Velasquez and Lady Maris Cristofori, long quietly working against each other on the development of western trade routes, are rumoured to have got into a shouting match during a party held by Rebecca De Courci herself. Whatever insult was exchanged is being covered up by the two families but clearly it was considered deadly by the two women. Velasquez and Cristofori retainers have been killing each other on the western road and tensions have escalated between the Velasquez and Cristofori families. To avoid open conflict the upper echelons of the two families have pressured the countesses into holding a duel to decide the matter of honour.
Over the past three days agents of Lady Maris Cristofori have been trawling the seedier taverns and adventurer hideouts of the White City for a champion, strangely they seem to selecting people known for their laissez faire attitude to legality. Potential candidates are being asked to attend her mansion three days hence.
Adventure Consequences:The party successfully retrieve the 'Sword with no Name' from the ruins beneath the City of Chains, escaping unmarked bar the names now swirling beneath Naomi's skin. Using the sword Dalmatia's champion from the Empire of the Unbound has its name stripped from it and is defeated by the entity once known as 'The adventurer formerly known as Tibbs'.
Publicly Lady Dalmatia Velasquez is considered dead, revealed as a Name mage before the assembled nobility of the White City, her body brought back to the city by Tibbs. Her estates and assets are signed over to Lady Maris Cristofori by Rebecca de Courci herself. The Velasquez family is left humiliated after Nerino's favourite God-daughter is revealed as an abomination and their influence among the nobility is considerably reduced by the fallout.
Privately Dalmatia is aided by Tibbs in fleeing to her agents in the City of Silk and then onto her allies in the Empire of the Unbound. In return she provides Tibbs with purple diamonds worth 600hx which he can sell for 400hx. Furthermore she agrees to use her power to aid Tibbs in return for his services in the White City.
The whole party are rewarded with 100Hx by Maris and receive the favour of the Cristoforis (Though if Tibbs turns up in the future he will not know him as the person they owe a favour to).
The Brotherhood of Chains are extremely active in and around the White City over the next week; searching for the people who breached the City of Chains and who escaped with a fell artefact. However Maris uses her influence to shield her champions and eventually the Brotherhood steps down its search, though its clear that any member of the Order who sees the sword will know it for the horror it is.
As the bearer of the sword Tibbs is now tied to the power of the 'Ravenous Renunciation of the Self', the bound one imprisoned within the blade. He feels compelled to wield the blade and to feed it names. All his personalities are stripped of all names. He is no longer an identifiable entity and all who meet him shall gradually forget him.
Naomi has a nameless spirit residing in the magical tattoo that now swirls on her arm. The spirit can only pass to the burned realm if it can gain a name, either through earning one or name magic. It will be willing to teach her 'oldest tongues' for helping escape the palace of the Ravenous Renunciation of the Self.
Blowing on the Wind
Run by Vicky on 17th July 2010
Players:Roarke Velasquez (Oliver), Sir Ulrych von Rauschpfeife (Peter), Solomon Grey (Julian), Nathaniel D'Almedia (James I), Marcos Helios (Rob C)
Mission Brief:The von Rauschpfeifes are a small family living in the south, who are of little consequence to most people. They are said to suffer from a terrible curse placed on them several decades ago by a Priest of the Rattle Prince. A clue to the Priest’s whereabouts provided by an astrologer has prompted the family to offer a meagre reward to anyone willing to bring justice on the Priest. For most adventurers this would be of little interest, were it not for the rumours that someone from the Low Guard is offering additional payment to anyone willing to take on the quest.
Adventure Consequences:The party return to the von Rauschpfeife estate, who are happy to pay them all of five hexa a head for their pains. Ulrych remains a little longer in the company of his family, whilst the remainder of the party head back to the White City. Roark promises Ulrych that he will return to the city. The party, save Ulrych, are paid a further twenty hexa each by the shady low guardsman that they met earlier. Solomon and Nathaniel split the 100 hexa they acquired by defrauding the Low Guard equally. Marcos and Nathaniel both trade in the various bits of loot they acquired and Marcos thanks the rest of the party with some particularly generous presents.
Although it initially appears that the von Rauschpfeife curse may have been ended, Ulrych's bad luck seems to restart almost as soon as he returns to the White City. Upon returning to the White City Ulrych is greeted by a contigent of Low Guardsmen who take him in for questioning and he spends a couple of nights in a jail cell. Through a series of unfortunate misunderstandings he appears to have been implicated in a spate of potato thefts. His collection of potatoes that look like the Light are seized as evidence and although they promise they will be returned when his name is cleared they then seem to get lost in the paperwork. In the meantime Roark is able to return to hiding. Solomon and Nathaniel inform the Low Guard about Roark and Nathaniel locates the location of his hiding place. They agree to leave him be for the time being in the hope that a slip-up at a later date might provide useful dirt on the Velasquez family.
Upon release Ulrych reports in to the Temple of the Light and makes them aware of Mr "Galt's" existence and gives them a description of his alter-ego. The Light makes its displeasure at his ill-advised self-sacrifice with some mild burning and lets him know that he is not in its good books. Ulrych then returns home to his loving husband, who has presumably been loyally awaiting his return.
The Gathering Storm
Run by Peter on 7th August 2010
Players:Orlando Cristofori (Vicky), Stephano De Courci (Julian), Sereth (Dave Ha)
Mission Brief:The Princes of Breath are in tumult again, as is their nature. The Prince of Trade Winds has been buying ships and temples belonging to the Prince of Storms and having them re-dedicated to him. Storms then retaliates with great squalls and gales, the sinking of ships and washing away of caravans to the ruin of wealthy merchants. Now is the time for mere mortals to keep their heads down and to wait for this spat to blow over, again, as is the nature of the Princes. Only those bravest or most foolhardy of souls willingly involve themselves in the affairs of the gods... Or the most cunning and careful. After all, the rewards can be great.
The message is quietly being filtered out through the adventuring community that individuals wishing to receive a certain amount of pecuniary remuneration and the thanks of a grateful community should find Grance Silvant and speak with him.
Adventure Consequences: The skies remain troubled and unsettled as the Princes of Trade Winds and Storms continue their struggle. Blood is still borne aloft on winds of hatred and revenge. But Trade WInds cannot up the stakes, cannot take more than he can hold and cannot hold more than he can take. Soon enough many of his early gains are reversed and an equilibrium is reached. Wise men and women, who have seen this all before, and may yet live to see it again, speak of the calm that comes after the storm, of how much brighter the sun seems after the rains have stopped.
And yet... the airs are not wholly still. Many Priests of Storms begin to speak of a quiet wind, a laughing wind that follows them, that whispers of betrayals and poisons, death and betrayal. Some of those who speak openly of the wind; who proclaim their rejection of the offers of power; who proclaim their continued loyalty to Storms; some die. Die by poison, by thin knife wounds piercing lungs, drowned, beaten, blasted. All murdered.
Perhaps of greater worry however are that some Priests of Storms claim that they have heard no voices, who say they remain loyal, but late in the darkness of night have been caught with bloodied knives and subtle toxins. How many, some wonder, how many have not been found?
Run by James I & Rob on 27th-29th August 2010
Players:Orlando Cristofori (Vicky), Falcon Bravo (Joe W), James Warver (Dave Ho), Leonardo Velasquez (Gareth), Michael d'Artois (Dan), Maximilian (James G), Lee North (Ellie)
Mission Brief: Across the civilized worlds, a plague of dreams is spreading. People from the Whistful City to the Port of Glass are reporting dreams of a great change being worked far to the north - sights of the chaotic, mercurial dreamstuff being frozen into ice or glass, and shattering into countless fragments. From the chaos arises a great figure, carrying a broken sword, who turns and looks at the dreamer. The dreamer then wakes screaming, small shards of ice in their eyes that melt away. Those afflicted by the dreams feel an urge to travel to the North and seek the figure, and large groups of Glass cultists have set off on the long journey from the Port to wherever the visions emanate from.
An emergency meeting called by Rebecca de Courci, bringing in experts from the College of a Thousand and Twenty-Seven arts and the Cloistered brethren, has decided that a team needs to be sent far to the North, to investigate the cause of these visions and end any threats to the City that it may cause. Volunteers for the mission will be greatly rewarded, and work has already begun to assemble the supplies needed for the expedition. The Northern Defence league has also shown an interest, promising to work with the City in putting an end to this problem.
Adventure Consequences: As the prison containing the Bound Knight and the Fifth Sleeper sinks below the ground, a great earthquake shakes the land and the walls of the valley fold over in a great cataclysm, completely covering the glacier. The party hurriedly put distance between them and the prison, and once safely away hunker down to regain their strength and wait for Orlando to come round from the Shattered Plain.
Before they leave Dream for good, though, a few more items of business are undertaken. First, Falcon heads to the NDL camp, to make sure the position is secure. There he finds that although they suffered many casualties from the great upheaval of the earth, most of them escaped and they regrouped outside the glacier. They are grateful for his help in laying the dead to rest and helping them pull themselves together, and soon head off to try and regroup with the main NDL force to the south. The White City and Port of Glass forces suffered a similar fate, with the Port forces much reduced by the loss of the glass creations when the Vitriarch was sealed away.
Second, from the chancels of the dream powers representatives emerge. They tell the party that the bindings are once again secured, and should remain so for the foreseeable future. They are not happy about the destruction of the crown, but say that with the weakening of the prisoners they will have plenty of time to forge another. In fact, they imply that it will be much easier to keep the prison secure now that the two inside are occupied with each other.
Beginning the trek south with the other White City representatives, Lee takes a detour up into the mountains as they leave dream to talk to the Rose Prince of the North. There she begs his forgiveness for what she had to do to get into Dishonour’s Palace, and although from the lightning bolts she gets the feeling he’s not best pleased the Prince seems to forgive her.
When the party return to the city reports are given to the high captain Vermilli and the Low Guard. Orlando convinces the latter group that Falcon should be put under observation; based on the reports given, the Low Guard now suspect that when he destroyed the crown he may have had ulterior motives. Falcon gives his report to the NDL and recommends a permanent fortification to guard the prison. Then he travels to the burned realm where he hands the ashes of his hand over to the ashen guardians of the Sinister Lord, who do not appreciate being roused from their inaction. They take the ashes back to their Lord, for purposes unknown. On his return to his lodgings in Crossroads, Falcon finds a note pinned to his door with a glass shard. Inside, Duke Karl warns Falcon has worked against the interests of the Port and the King in Fragments too many times; he is now on the Port’s blacklist, and will not be treated kindly if found there.
James Warver collects all the information on the trip North, and with the preserved suit of Ice Armour presents a dazzling thesis on the most advanced and unexpected uses of Dream realms yet seen. His fame rises in the Department and the College as a whole, and he is informed that the position of Head of Alchemy will very soon become available if he is interested.
Some months after the events in dream, an article is published on the unusual “attributes” of the Bravo family jewels. These are closely followed by rumours that the article was paid for by Falcon himself, but nevertheless Falcon begins receiving large amounts of female attention at society events.
Rumours of strange lights in the sky around the residence of Leonardo Velasquez are soon silenced by the Velasquez family, but those who work there find a strange unreality starting to permeate their daily lives. Though unaware that their master has started consecrating the entire residence to Dream, they nonetheless have learnt not to go anywhere near the shrines int he cellar. He also has a new servant called Simeon Gabrial, a friend he met in the North, who appears somewhat unkempt but totally devoted to serving Leonardo.
A few other rumours arise from the event, about how Lee has developed a crush on Silvio Cristofori and a scandalous story of a steamy love affair between Leonardo Valazquez and the dream power Dignity. Of course, these rumours are untraceable, and certainly no-one would suspect the nameless acolyte who walks the cloisters of the Shining Order watching a certain Knight with warring longing and grief in his eyes.
Finally, with the Vitriarch and the Sleeper locked in eternal struggle, many powers in the North have found themselves free to act again for the first time in centuries. The Dream power Devotion has reshaped herself to be devoted to a new goal, and is seeking an alliance with Hope to an unknown end. Dishonour has become fascinated with the individuals of the White City, and has set himself to understanding and upsetting their society. Lastly, with a Sleeper now out of the picture rumours spread that the others are recoiling in horror, and reassessing. What effect this will have on their plans for the world, however, is yet to be seen.
Magellen's Marvelous Menagerie
Run by James G on 4th September 2010
Players:Raphael Veducci (Dominic), Mumbles (Dave Ha), Tristan Blake (Chaos), ??? (Elliot), ??? (Roisin), ??? (James I)
Mission Brief: An advert posted around various taverns in the college district of the city:
Help wanted: Doctoral student seeks aid in assembling materials for thesis presentation. Trackers and guards required. 20hx per head. Must like animals.
Apply Ivor Magellen, Department of Mundane Zoology. No timewasters"
Night of the Buzzing Dead
Run by Oliver on 18th September 2010
Players:Falcon Bravo (Joe), Inigo Montoya (Julian), Proyas D'Almedia (Peter), Theodore Luxfrey (Dave Ha)
Mission Brief: From the western forest come rumors of unrest. Trade caravans have been vanishing as they pass to the City of Silk; unusual migrations of the forest's terrified beasts have been witnessed and in the dead of night a terrible whining drone has been carried on the winds from the heart of the forest, striking fear into the hearts of all that hear it. The noble families who depend on trade from the west have been getting ever more nervous and have sent scouts to determine the source of the disturbance in the forest, none of them have returned.
Word is now spreading through the city that a diplomatic emissary of the Swarm has arrived in the White City to seek the aid of Rebecca De Courci herself. Willing adventurers are asked to attend the royal palace three days hence.
Adventure Consequences: The fallen high priest of the Lord of the Tower of Heroes, Apis Mellifus, is no more, dissolved into the ashes of the burned realm by the God he rejected. His quest to save his son was not totally in vain however; his child’s spirit now at peace, purged of the glassy madness of the vitriarchs.
The undead patriarch of the Swarm, corrupted by the ashen nectar of the strange flowers that grow on the Isle of Souls, has fallen. Its great grey hive within the burned realm destroyed by the strength of Inigo Montoya. With the portal to the ashen realm closed by Falcon Bravo, swarm drones will no longer be able to collect the nectar, halting the further corruption of the swarm.
Proyas remains in the burned realm and visits the Tower of Heroes; there to learn that he must earn back his mortality as a hero if he is ever to earn a place for his sword within the tower.
The disturbance within the forest ended the party return to the White City to acclaim from the merchants and nobles who depend on trade to the west. The De Almedia family are particularly relieved that their main source of income has been protected and when he returns Proyas is invited to a dinner in his honour, his standing in the family greatly increased. The Swarm is apparently grateful both to the party and to the White City for the aid, though its motives for seeking to build a strong alliance with the city remain elusive. Over the next few weeks several ambassadors (or maybe the same one...its hard to tell) of the Swarm are seen visiting the royal palace. Then in the course of a single night a well appointed house in the city is enveloped in silky organic membranes and waxy honeycombs: the Swarm have opened an embassy in the White City.
An End to Death
Run by Joe W on 25th September 2010
Players:Stephano De Courci (Julian), Falkar D'Almedia (Rich G), Roark Velasquez (Oliver), Gustav (James I), Sam Fletcher (Rob C)
Mission Brief: Stephano De Courci, having earned the blessings of the four Rose Princes, now seeks to implement his great plan and rid the living world of the curse of ash. If the legends are true, then he need only ascend the Cartography Tower of the College, and weather a storm, in order to gain mastery over the Four Winds. As the College's annual Founding Feast approaches fellow adventurers are discreetly sought; others willing to brave the wrath of the gods to return mankind's immortality.
Adventure Consequences: His ritual complete Stephano siezes control of the Four Winds and bids then blow all traces of Ash from the world. Simultaneously, at the four great gates of the White City blazing flames leap forth as the Order of the Grey Willow call forth Burned Gates to receieve the tides of Ash. As guardsmen rush forwards to slay the sorcerors they cast aside their cloaks and reveal the grey robes of ordained priests of the Burned Lords. They are servants of the Lord of the House of the Gods and their actions are the will of the Ash Powers.
Meanwhile, a section of the Cartography tower floats above the White City, held aloft by Gustav's beating draconic wings. Ash streams up out of the city to float above the adventuers in a collosal sphere, slowly contracting above Roarke's head. Moving unseen amongst them, the Rattleprince exhorts the party to give up their plan and seeks an opening for his fell blade. However the group watch each others' backs, and through the gift of the Order and the power of the Four Winds the Mocking God is bound in place.
Then steps forward the Lord of the House of the Gods, emerging from the Burned Gate to tower over the cringing Wind Power. Cursing the Prince for his past treachery he strikes a criippling blow and the Rattleprince explodes in a blast of Wind and Ash.
Dashing past an almighty blow from Sam, Roark enters the Burned Realm with the condensed ball of ash, only his own unnatural immortality preserving him from instead death. As he passes the threshold of the Burned Gate, he condemns the Ash, and the mortality it represents to the Flame. Moments later the Lord of the House of the Gods steps through behind him, outrage blazing in his eyes, as he realises that the Ash has not been restored to the Burned Realm as he had intended.
Before the angry God can claim any vengeance, Roarke invokes his bargain with the Tender of the Flame, and the spirit speeds him back out of the gate and into the mortal world on batlike wings of flame.
Gustav deposits Sam Fletcher at one of the gates to the City where he immediately leaps into the vast flow of Ash and crumbles to nothing. Sam awakens in the Garden of White Roses where he is chastised by the Gardener for his pointless sacrifice. In recognition of his previous assistance in creating the new Garden Lords, Sam is permitted to leave the Burned Realm.
Sam donates his earnings to the Temple of the Bride of Brittle Tears and receieves an invitation to visit them in the Port. He does so, and emerges some days later with a true appreciate of what it is break hearts and have ones own broken in return. (He is now Ordained to the Bride)
Gustav reports in to the Low Guard who are duly shocked that he has been working with some of the city's Most Wanted notables. He turns in his badge without any fuss and returns to his children in the forest.
Falkar has spoken with the Lord of the House of the Gods and been informed that the Ash Lord's price of resurrection for one of the Dead Gods is nothing less than the utter annihilation of the Vitriarchs.
Over the next few weeks word starts to leak out of the Ash Temples that something rather important has happened. Rumour has it that people will live forever now (despite common evidence to the contrary). And for the first time in many years the taverns of the White City sees tankards raised in toast to Stephano De Courci.
The Curse of Ash has been lifted from the mortal world. Every child born from this moment onwards takes its first breath and is filled with a vitality that time cannot quench; sickness, misfortune and battle will still claim their due, but the Garden of Grey Roses will close after the last of this generation fall.
It is possible to purge oneself of the Ash within and become similarly ageless through a number of powerful magical rituals or magic items. Let the me know if your character wants to do this.
Secondly every priest of the Rattleprince will have heard their God's scream of agony. The strike of the Burned Lord has stripped the Death that Cheats of his own divine immortality and left him with only a mortal lifespan. No doubt he will hatch some horrible scheme to 'acquire' immortality from another source.
NB: The Rattleprince is still Hard to Kill. If a character wants to bring him down this (probably) doesn't make it any easier.
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This page last updated: 15th April 2010