[Vile] Maiden of Pain's Redemption

Isida Kep'Tukari

Adventurer
Supporter
This is a spin-off from Of Vile Darkness, following the adventures of Loviana and Orshallan. The game it came from was a vile game and though our protagonists are not vile some of their adversaries very well could be.

The World of Low’verok

Capital – Andeluvay, in the northeast on the Tonver River. (See more information further down.)

It is governed by a single king, King Xargo, and there are 48 high noble lords (mostly humans, genasi, and half-elves, but there are two gnomes and three halflings amongst them), three dwarven noble lords (from Silver Citadel, Citadel Amber, and Firegold Citadel), two elven noble lords (from the Farlight and Black Pine forests, respectively), and the current Council Speaker from the Sea of Song that govern their various parts of the country.

Low'verok has very strong ties to the elemental, para-elemental, and quasi-elemental planes, and genasi of all types are common (though some more than others). Elemental and half-elemental creatures also are seen with relative frequency, and they are generally considered lucky.

Small gods are quite frequent, and many trees and pools of water embody the essence of the divine. Signs that indicate the presence of a god are taken very seriously (some even include favored sacrifices). Particularly for gods of ponds or springs, a small sacrifice of coin or food is required before taking water. There are even a few small gods of berry bushes or fruit or nut trees, so small prayers before taking the fruits of the land are a part of everyday life. Also, there are gods of the various animals and other creatures, so short prayers after taking the life of a creature for food or in self-protection are routine.

Because of the close ties to the land through the elemental planes and small gods and nature spirits, it is rare that settlements abuse the land. Logging, mining, hunting, trapping, etc. are usually done in a responsible manner (usually through treaties with local elven or gnome communities).

The gods of Low'verok (and their domains) are:
Alnaria – neutral good Protector of children, Goddess of Innocence, Unicorn Queen (Animal, Good, Luck, Protection)
Akadi – neutral goddess of air (Air, Illusion, Travel, Trickery)
Beshaba – chaotic evil goddess of bad luck (Chaos, Evil, Fate, Lucky, Trickery)
Boccob – neutral god of magic (Knowledge, Magic, Trickery)
Corellon Larethian – chaotic good god of music and the arts (protector of elves) (Chaos, Good, Protection, War)
Ehlonna – neutral good nature goddess (Animal, Good, Plant, Sun)
Erythnul – chaotic evil god of slaughter (Chaos Evil, Trickery, War)
Fharlanghn – true neutral god of travel (Luck, Protection, Travel)
Garl Glittergold – neutral good god of jokes and humor (protector of gnomes) (Good, Protection, Trickery)
Ghaunadaur – chaotic neutral god of slimes, oozes, and aberrations (Cavern, Chaos, Earth, Slime, Water)
Grumbar – neutral god of earth (Cavern, Earth, Metal, Time)
Gruumsh – chaotic evil god of domination (protector of orcs) (Chaos, Evil Strength, War)
Heironeous – lawful good god of valor (Good, Law, and War)
Hextor – lawful evil god of tyranny (Destruction, Evil, Law, War)
Hoar – lawful neutral god of retribution (Fate, Law, Retribution, Travel)
Istishia – neutral god of water (Destruction, Ocean Storm, Travel, Water)
Kelemvor – lawful neutral god of death (Fate, Law, Protection, Repose, Travel)
Kord – chaotic good god of strength (Chaos, Good, Luck, Strength)
Kossuth – neutral god of fire (Destruction, Fire, Renewal, Suffering)
Lliira – chaotic good goddess of joy (Chaos, Charm, Family, Good, Travel)
Loviatar – lawful evil goddess of pain (Evil, Law, Retribution, Strength, Suffering)
Milil - neutral good god of musicians and music (Charm, Good, Knowledge, Nobility)
Moradin – lawful good god of the forge (protector of the dwarves) (Earth, Good, Law, Protection)
Nerull – neutral evil god of undead (Undeath, Death, Evil, Trickery)
Obad-Hai – neutral god of nature (Air, Animal, Earth Fire, Plant, Water)
Oghma - neutral god of knowledge (Charm, Knowledge, Luck, Travel, Trickery)
Olidammara – chaotic neutral god of thieves and tricks (Chaos, Luck, Trickery)
Pelor – neutral good god of the sun (Good, Healing, Strength, Sun)
Siamorphe – lawful neutral goddess of nobles (Knowledge, Law, Nobility, Planning)
Sune – chaotic good goddess of beauty and love (Chaos, Charm, Good, Protection)
Talona – chaotic evil goddess of disease and poison (Chaos, Destruction, Evil, Suffering)
Talos – chaotic neutral god of storms (Chaos, Destruction, Fire, Storm)
Tymora – chaotic good goddess of good luck (Chaos, Good, Luck, Protection, Travel)
Valkur – chaotic good god of sailors (Air, Chaos, Good, Ocean, Protection)
Vecna – neutral evil god of secrets (Evil, Knowledge, Magic)
Wee Jas – lawful neutral goddess of death and magic (Death, Law, Magic)
Yondalla – lawful good goddess of the hearth and family (protector of halflings) (Good, Family, Law, Protection)

There are two important things that everyone in Low'verok knows. One is about the song pearls, and the other is about the Forbidden Lands.

Song Pearls
Song pearls or glass pearls are worth, at the bare minimum, ten times platinum for a single one. The rare, translucent pearls have many powerful magical properties, from allowing one to understand magic, to healing, to making one stronger, or other equally wonderful things. Song pearl beds are rigorously guarded by aquatic elves and often raided by kelpies or other aquatic monsters that like shiny things. At least one open war was fought to control the song pearl trade (the Pearl War, which led to the creation of the current “free trade zone” around the Sea of Song). No noble may control the trade, and no merchant may bargain with more than two aquatic elf communities for their supply. As a matter of fact, there are no nobles controlling any community near the Sea of Song. The towns and cities in that region each send a representative to Albon (the largest city of the region), and a leader is elected to represent the interests of the Sea of Song in the noble’s council in Andeluvay. Song pearls are frequently bought by the king for use in the army, but there are also some markets for adventurers and very wealthy wizards or nobles.

Forbidden Lands
The Forbidden Lands are in the far southwest of Low'verok. The coast around the peninsula is treacherous and rocky, and there is not a single good port around it, not that any sailor could be convinced to try. The land leading up to the Forbidden Lands is inhospitable desert, inhabited only by nomadic tribes. The edge of the Forbidden Lands is impossible to miss, as it is a shear cliff that drops straight down two hundred feet, as if the land had been cut by a knife. There’s a common expression that goes simply “Nothing good comes out of the Forbidden Lands.” And nothing ever has. The only things people have ever seen come out of the Forbidden Lands are strange and deadly monsters. The nomadic peoples of the Unwanted Desert (the border of the Forbidden Lands) have a strong warrior tradition and consider themselves the first line of defense against the horrors of the Forbidden Lands. So far, none who have gone into them have come back to tell tales of it. The phrase “I'll send you to the Forbidden Lands” (or various permutations thereof) is uttered between deadly enemies or by assassins.

Geography
I'll try to give you a small mental picture of the world (as I have no digital map-making skills). Picture, if you will, a large oval country. There's a wide peninsula in the southwest. Where the peninsula meets the land, there is a 200 ft cliff. The entire peninsula is the Forbidden Lands. Bordering this is the Unwanted Desert. East of the desert is a mountain range known as the Dragonspine Mountains. The Firegold Citadel, one of the dwarfholds, is there. East of that is Skord's Swamp, a large marshy area that legend has it contains a black dragon. Much further east in the southeast portion of the country is the Black Pine forest. Running north to south in the eastern part of the country is the Tonver River, a major trade route. In the northeast, right on the Tonver, is Andeluvay, the capital.

There's a large lake to the west and slightly south called Greenfire Lake, so called because it glows with a green fire at night. No one knows why, but most sorcerers tend to come from those shores. Just south of Greenfire Lake is a large expanse of plains, in the center of which is the city of Willow Grove. The people of the plains are known for their talent for raising horses.

To the east and slightly north of Andeluvay is Ice Lake, thusly called because icebergs can be found in it all year round. South of Ice Lake is the Sea of Song. The area around the Sea is a free trade zone, so the trade capital of the country is in Albon, on the south shores of the Sea. Every single guild has their central Guild Hall here, rather than in the capital. Just west of the Sea of Song are the Firespine Mountains, home of the Silver Citadel and Citadel Amber dwarfholds. To the north is the Farlight Forest, home of the highest elven nobles. The Deepwater river runs from east to west, starting in the Firespine Mountains, running north of Skord's Swamp, and emptying into the Endless Sea just east of the Black Pine Forest. The Deepwater is swift, cold, and in a deep gorge for most of its length and is unsuitable for trade.

From the peninsula of the Forbidden Lands to the Black Pine Forest is the shore of the Endless Sea. The major ports are: Benshay, in the Unwanted Desert, specializing in goods from the desert nomads; Fort Merdin, just east of Benshay, a major naval outpost for the king; Port Jarlo, just east of Fort Merdin, specializing in exotic goods from the southern isles; Port Lyalee, between the Dragonspine Mountains and Skord's Swamp, run exclusively by halfling traders running to Albon; Gajin, just south of Skord's Swamp, this place has a high concentration of lizardfolk and water genasi and has a somewhat unsavory reputation; Port Xialar, just east of the Black Pine Forest, run by elves. One hundred miles off the coast roughly south of Gajin is the island of Scuttlecove, known by only a few, and then only for its utterly unwholesome and depraved reputation. The rest of Low'verok is surrounded by what is collectively (and rather unimaginatively) called the Unexplored Lands. There's no taboo against exploring these lands as there is the Forbidden Lands.

Forests of Low'verok
While there are several wooded areas of Low'verok, the largest and most intimidating forests are the Farlight and the Black Pine. These forests haven't been logged in centuries, and to the outside eye, remain virgin woods. All elves come from one of the two forests. While many elven communities exist in other areas of Low'verok, all elves are born in one of the two great forests. A pregnant elven woman would make every effort to get back to her home forest (or the other, if her time is close) in order to give birth in one of the great elven communities. The rare elf that is born outside the protection of the great forests (and its attending spirits) is considered unlucky or even cursed. It's fairly obvious when an elf is born outside the great forests; a normal elf's eyes are green, a "outborn" elf's eyes are bright blue.

Other intelligent races generally do not enter the great forests without permission. While the great forests are not exactly closed to outsiders, one needs a potent reason to come inside, and an even better one to come to one of the elven communities therein. Some of the fringe communities of humans, gnomes, or half-elves have standing permission to a certain amount of hunting and gathering on the edges of the forest, and most consider these to be lucky. A word from them carries weight when an outsider tries to gain entry to the great forests.

Black Pine - The Black Pine forest borders the coast in parts, and is subject the coastal raids that are part of life along the ocean. The elves from this region run Port Xialar, which is open to all species, though they have their own ports deeper into the forest. To hide their own ports, the elves employ obscuring magic, but sorcerers or wizards with pirate bands have brought down the elven defenses before. In reaction to this, the elves of the Black Pine forest concentrate not on more powerful magic, but on skillful archers, frequently combined with magic. The archers and arcane archers of the Black Pine forest are the best in Low'verok. An elf from this region typically has a somewhat martial and practical outlook. They're close to human and halfling trade routes as well, and generally get along with traders very well.

Farlight - If the Black Pine forest is said to represent the martial and warlike side of elves, than the Farlight forest represents the mystical and magical side. Many centuries ago, human, half-elven, genasi, and others raised great magician's towers and created deep underground complexes. The Farlight forest was a strange, isolated collection of communities bent on studying the arcane mysteries. The elves permitted this because they too were fascinated by the magic, and hoped that with many others (particularly non-elves, that might have a different way of looking at things), the mysteries could be unraveled. For reasons unknown, several strange areas of slightly warped magic exist in the Farlight forest, along with the odd portal. Because of these strange magical fields, the Farlight forest contains several odd creatures, infused with the odd magical currents. The mysteries of the Farlight forest have prevented any kind of major invasion, despite the fact that it borders the Unexplored Lands. Orc hoards have simply been swallowed up by it, as evidenced by left-behind shields, weapons, and armor as they tried to run.

However, a few centuries ago, the great towers and complexes began to fall into ruin. The arcanists and magisters with their strange experiments had simply vanished without a trace. The elves were uncertain of how this happened, but visions from Corellon Larethian convinced them that it had been folly to allow the raising (and descending) of towers into the great forests, particularly by non-elves.

The forest today is dotted by crumbling ruins of once-great towers, usually in close proximity to one strange magic field or another. The elves shun them, and continue to live in their natural cities. However, they know that some strange things still reside in the old complexes. They occasionally let well-trusted adventuring groups clean out some of the more troublesome ones.

The elves of the Farlight forest still carry on a strong magical tradition. The most powerful wizards tend to come from the Farlight, as well as many unique spells and magical items.

Other interesting world tidbits that you should know
Andeluvay: The capital city of Low'verok may not be the trade capital, but it does boast something else aside from the king's palace. There are portals in Andeluvay to every single one of the Inner Planes, and genasi that may be extremely rare elsewhere are much more common. Andeluvay does brisk business in planar travel as well as goods that help one traverse the planes. Thus the Wayfarer's Guild is the only Guild with their main Guild Hall in Andeluvay rather than Albon.

Also each temple has its head temple in the capital city, so it is also the religious center of Low'verok. However, there are no public temples to most evil deities, nor Hoar, Olidamarra, or Ghaunadaur. But there are temples to Beshaba (connected to Tymora's temple, rare is the sight of one temple with the other), and Talona. Their presence is scarcely tolerated by some of the other churches, but one never mentions one luck goddess without her sister and Talona's clergy's ability to diagnose and remove disease is better even than Pelor's so their public presence is tolerated. In reality, all temples have a strong presence here, but those who are disapproved of or persecuted stay hidden from the public eye.

Guilds: Each Guild and several organizations have their own seal. Inns and other establishments with the guild seal on the door offer discounts or additional services to members of that guild. Here's a few descriptions of the various guild seals:

Adventurer's Guild: A crossed sword and bone, with a starburst behind.
Weaver's Guild: Six by six crosshatch.
Miner's Guild: Pickaxe.
Jeweler's Guild: Faceted gem.
Tailor's Guild: Spool and threaded needle.
Tanner's Guild: A hide.
Trader's Guild: A coin above a wagon wheel.
Diver's Guild: Open clam shell with pearl in it (see only around the Sea of Song).
Shipwright's Guild: Simple ship with billowing sail.
Locksmith's Guild: Keyhold and key.
Moneychanger's Guild: Three different sized coins.
Cooper's Guild: A barrel.
Cobbler's Guild: A boot.
Horse Trainer's Guild: Horse head.
Healer's Guild: A hand, palm forward, behind a mortar and pestle.
Elemental Guild: Leaping flames, round circle (pebble), waves, and three wavy lines (wind) (for genasi that wish to learn more about how to use their unique heritage).
Gravecrawler's Guild: (morticians) Skull and a stone
Mage's Guild: Starburst.
Messenger's Guild: A winged foot.
Wayfarer's Guild: A door.
Brotherhood of Alchemy: A circle, split in two horizontally. The bottom half is dark, the top light with a mortar and pestle.

Guilds that are not generally seen in public
The illegal guilds are generally not widespread organizations, and may only be confined to large cities or even only certain cities or regions. Their symbols are rarely seen except for the worst of neighborhoods (barring Scuttlecove of course)

Thieves' Guild - There are many thieves' guilds, each with their own individual symbol, but all tend to include some kind of open portal (window or door) and a hand.
Whore's Guild - A skirt.
Executioner's Guild - An axe. While not illegal, this is a very small guild that is generally only one or two individuals working for a noble family. Their guild duties generally consist of recording the names of the people killed, what crime caused them to be executed, how they were executed, their last words or request, and if anything noteworthy happened at the execution.
Torturer's Guild - Iron maiden. A skilled profession requiring a certain amount of learning to be good at it, this guild is not entirely illegal. While some torturers are employed by nobles to get information from criminals, some are rogues that only desire to hurt others.
Fence' Guild - A fence. Most fences (those who buy and sell stolen goods) are independent, but they have a network to help move particularly troublesome items.
Assassin's Guild - Dagger with a droplet on the end.
Addendum to Alchemist's Guild - If you see what looks like a drop of water below or somewhere within a symbol of the Brotherhood of Alchemy, then the alchemist knows how to make poison and their antidotes. In public, it's always the antidotes, but for less scrupulous customers with gold enough to pay, poison can be bought. Sometimes certain drugs can be had too, but that's more rare.

Names: In Low'verok, it is reasonably common for a person to change their name if they change careers, signaling that the person wishes to be free of their past. Calling someone by a former name is considered an insult, unless the former personality of that name is sorely needed. Old adventurers have been called to arms by their old names before. Many will take great pains to conceal their past so that they cannot be called by their former names.

Laws: One of the quirks of Low'verok law is that necromancy is not illegal. Bodies of executed lawbreakers are given to necromancers so that they can be animated for public service, such as cleaning sewers.

Magic Item Names: All magic items have some kind of name. Also, if owned long enough, additional powers can be discovered about them. For example, an amulet of natural armor +1 known as Yelfark's Shield after the druid that created it, might become a +2 and grant electricity resistance 10 as its owner increases in level. Discarding it or giving it to another allows the item to revert to its base power.

~~~~~~~~~~~~~~~~~~~~~~

And now, on to the story:

~~~~~~~~~~~~~~~~~~~~~~

All of you would know the following bits of history and rumors:

Years ago the Yillinda, wife and Queen of King Xargo, was struck down by a magical poison, yet did not die. She remains in a kind of eternal sleep, and Xargo remains faithful to her. Because of this, there is no royal heir. This much is public knowledge. Rumors fly as to who did it and why the most potent magic or prayers cannot restore the Queen to true life. Several assassins would have loved to take credit for this, but no one has come forward. Since her poisoning, King Xargo has withdrawn from nearly all public appearances, only appearing at the most necessary and sacred public functions. When she was "alive," Queen Yillinda was a champion of the poor, while King Xargo handled the nobles. The strangest rumors circulate about the fact that Kind Xargo has had visions from his comatose wife, requesting that he form an order of knights dedicated to her, to carry out her wishes.Along with these rumors of these new "Yillindan Knights," have been a rash of vigilante-style justice on the streets. The City Watch officially suspects the church of Hoar (an outlawed faith).

Amongst the religious side of things are clashes amongst the clergy, as the laws concerning necromancy are up for debate again. All of the good faiths are against the laws, but are opposed by the churches of Siamorphe, Wee Jas, Talona, and Boccob. Boccob and Wee Jas' churches are backed by both the Mage's Guild and the Gravecrawler's Guild (who are responsible for animating bodies of executed law-breakers for public service), both powerful guilds with backing by many noble families as well as powerful wizards. Talona's church is usually responsible for supplying the poisons used in execution (it's more difficult to reanimate a beheaded or hung body), and would hate to their markets dwindle. And Siamorphe's church claims that the necromantic laws help keep order by warding off some law-breakers. They are, of course, backed by a large portion of the noble houses. Both sets of churches are at odds, while the neutral faiths simply fight to keep from falling asleep in council.

On general religious information, the following faiths are outlawed: Nerull, Vecna, Hextor, Grummsh, Loviatar, Olidammara, Hoar (due to vigilantism), and Ghaunadaur (due to its worshippers being rampant destructive forces most of the time). Talona's church is legal because their ability to diagnose and cure diseases and poisons better than Pelor's church. Beshaba's faith is allowed because no one ever mentions her sister, Tymora, without her.

~~~
Andeluvay is the largest city in Low'verok, a nexus of over a two dozen portals, and a center for all religions. Even those faiths that are outlawed have a strong presence here, to the dismay of the City Watch. The capital is a city of extremes, holding the King's palace and houses of the high noble lords, the central temples, and the Nexus Hall (where the portals are) as well as shockingly decadent districts of unsavory vices (Firelight Walk) and industrial areas of grinding poverty (Dragon's Breath Hollow, or simply The Hollow).

Firelight Walk is the place where one can find the kinds of things one can't buy in the market. Here the Thieves' Guild has their headquarters, as do Assassin's and Whore's Guilds. The current Guildmaster of the Thieves' Guild is a lightning genasi called Darsilni Silenthand. Known as a clever roofwalker and excellent safe-cracker, Darsilni doesn't tolerate sloppiness in his employees. Rogue thieves that don't present themselves to him, or refuse to abide by guild laws find their stay in Andeluvay shortened considerably.

The current Grandmaster Assassin's name is not known (it rarely is), but the person you talk to to arrange for such things is a halfling called Wode. No one's sure if this person is a male or female, but Wode is a virtually colorless individual that's a master of disguise. It's particularly adept at pretending to be a beggar child. If you want a job done, it's best to be at The Hydra's Glass tavern on certain days and times, which change weekly. If you're a new assassin in town, it's best to report to Wode before taking out your target or trying to find work.

Most of the pleasure houses on Firelight Walk are run through the Whore's Guild, but there are a few independent houses and many independent whores. A guild-run whorehouse has fair, fixed prices, guarantees a certain level of cleanliness and experience in their employees, and protects both parties from spying or cohesion.

There are also several dens where one can experience a wide variety of mostly-illegal substances, or indulge in other, darker vices. The Blind Woman is a popular place to get certain drugs, while The Shattered Sister is run by a rogue member of the Torturer's Guild. It is also suspected that Sivi, the propritor of the Shattered Sister, either is or has connections to the church of Loviatar.

A place of a great deal of trade, much of it interplanar, Andeluvay has a great deal of inns, taverns, trading halls, and markets. There's a place for every kind of purse, so sleeping on the streets is not tolerated aside from the most destitute of beggars. However, if one is lacking coin, there are several charity houses that one can go to for a pallet of straw, a bowl of soup, a bit of healing, and some spiritual guidance. The charity houses are mostly run by the church of Pelor, though Alnaria's faith has three that only care for beggar children, in addition to their usual orphanages. Several of the other good faiths have charity houses too, though several are joint endeavors.

Andeluvay is also very unique in the fact that is actually straddles the Tonver River. The King's Palace is literally built right over it, held up with great pillars that rise over a hundred feet into the air, held up with both mortar and magic. The massive pillars are, in fact, hollow, and part of the palace lies underneath the river as well as above it.

There are over a dozen bridges that span the Tonver River, from an old wooden foot bridge, to various stone bridges of differing ages and styles. One bridge seems to be made of a silvery metal and appears as insubstantial as a spider web, though it is, in actuality, the strongest of all the bridges. Known as the Royal Favor, or simply the Royal, only nobles may pass over this bridge, and it is guarded at all times by members of the royal guard. All of the bridges charge some kind of toll, from a few coppers to a silver, depending on the area, traffic, and size of the bridge.

A place so rich in magic and riches of the planes also has great centers of learning. The Darcandis Wizard Academy is the most prestigious in Low'verok, and stands near the temple of Boccob. Exclusive, rich, and powerful, this academy has been producing excellent wizards for over three hundred years. To claim that one is from the Darcandis school is a mark of social superiority. Most court wizards have attended the Darcandis academy. Also in the city is Varland's School of Magic, a small academy specializing in transmutation, Libri Falyarrow, a school run elves for those interested in elven wizardry, and Ekzerikal's Worlds of Wonder, a gnome-run academy specializing in illusion magic. Also the main academy for those who learn from the Mage's Guild is here, and is the largest school of magic in Low'verok.

There are several great libraries here, run by clerics of Oghma, Boccob, Siamorphe, as well as other scholars. The Hall of Knowledge is the largest library, containing tomes covering hundreds if not thousands of subjects. For a fee of a few coppers, one can browse books for hours. For a bit more, one can have the help of skilled scholars in searching for certain types of books. It takes much more to look at the books of magic, which are in a section of the library known as The Well, guarded by warriors sworn to Boccob.

The Hall of Records is part of the temple of Siamorphe, a place where the bloodlines of all nobles are recorded, including what bastard children they've managed to locate and record. A fee of a few silver will allow one to peruse these books. The Hall of the Dead is part of the temple of Kelemvor, with records of the fallen added daily so that prayers might be said for them. Extensive graveyards and catacombs characterize the temple of the Lord of the Dead.

Every church has their high temples here, as the High Priest or Priestess of each religion has a say on the King's Council. The temple district, known as the Godswalk, contains the splendid temples, each decorated in their own very unique way. The air here smells of incense, and sounds of chanting can be heard at all hours of the day.

~~~

Loviana said:
* The tears still fresh but controlled Loviana blushes at Orshallan’s gentlemen’s touch, though it was not unfamiliar feeling the gentlemen had never really known her. She smiles brightly at the hinted at joke and her voices carries a certain amount of delight as she replies. *

“That would work if you wish my dear, I’ve been through the area in travel but never for any length of time and never in enjoyment. Please take your time Orshallan, I’m here waiting for you, and you’ve already proven your love to me.”
"Well, I think we can take the time for a simple repast before we go to turn the world upside down, love," Orshallan says brightly, as one of the serving wenches comes with shepard's pie and two cold mugs of ale.
 
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Brother Shatterstone

Dark Moderator of PbP
Loviana: Half-Nymph/Female (Unfettered/Bondblade)

* Nodding simply at Orshallan’s suggestion before casting an apologetic look at the serving wench Loviana tries to clean up the mess that is her face by using the hem of her gown to wipe at the tears. Looking slightly embarrassed Loviana address the serving wench. *

“Thank you miss, I’m sorry…” Her words trail off as she realizes she’s not sure what to say, “It’s wonderful news though, it truly is.”

* After the severing wench departs Loviana takes a long drink of the cold ale as she tries to forum her thoughts into words. *

“You’ve already turned my world upside down… This is so not the conversation I thought we would be having after I talked to the elder priest this morning… I was so expecting the worse, do you promise me I’m not dreaming this all?”
 
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Isida Kep'Tukari

Adventurer
Supporter
"There were many ways this could have gone, but things have fallen out as they have, and I would not change them. I pledge you this is not a dream though. Ale never tastes this good in a dream," Orshallan says with a bright smile.

*The shepard's pie is filling and quite tasty, and after dinner is had, the two lovers can walk back to the temple. Orshallan goes to speak immediately with Jenar and Galdaron Exile in his office, and comes out a hour later.*

"Oddly enough, I think Jenar expected this. At least he didn't seem surprised when I told him though Galdaron about had a fit of apoplexy. Then again, I would suspect illness if he didn't. Jenar will take over in the morning, so we have this last night for ourselves before we begin our travels," he says with a sweet smile.
 

Brother Shatterstone

Dark Moderator of PbP
Loviana: Half-Nymph/Female (Unfettered/Bondblade)

* Loviana smiles at Orshallan’s reassurances and digs deeply into the Sheppard’s pie. On the walk home after there meal Loviana slips in closer to Orshallan, smiling proudly and affectionately at him as steers at him wondering why this most wonderful man chose her. *

* As Orshallan disappeared into the chamber to speak of his decision a sense of anxiously comes across Loviana and in the single hour that passes she walks the halls of the temple with a tortured look on her lovely face. At the end of the single hour that passes like days is over Orshallan finds her setting next to the flower beds she has grown so found of. His words catch her by surprise.*

“Really! So soon? Are you sure..?”

* Knowing that he is Loviana simply returns the smiles and moves into his embrace. Many moments later she pushes him back gently a look of regret on her slender features. *

“My dear, I have to go out, I have items, mementoes, and equipment at a safe house that I will need in my new life with you. I cannot ask you to go with me, it would be… shocking for a man of your virtue, and it would be unsafe for you to my dear.”
 


Brother Shatterstone

Dark Moderator of PbP
Loviana: Half-Nymph/Female (Unfettered/Bondblade)

* Looking deeply into Orshallan’s dark blue eyes and seeing the worry and compassion Loviana’s very heart skips a beat as no one had ever felt that way towards her before. Trying to reassure him Loviana embraces him as she kisses him deeply before she gives him a small teasing smile. *

“Will you honestly allow me to leave unescorted?” Her teasing smile quickly leaves as she turns serious, “My dear Orshallan, I promise I will be back if I can, nothing will keep me from you and your wonderfully loving embrace, but there is of course some danger, Loviatar’s spies uncovered something as secretive as Lydia, I imagine that something as scandalous and public as your leaving will be much easier for them to uncover so I need to move quickly.”
 

Isida Kep'Tukari

Adventurer
Supporter
"I trust you to come back to me, and it could be that the presence of myself or guards from the temple would put you in more danger than if you simply went alone. Can I at least convince you to call a cab, a plain one? That way you will be protected from Loviatar's spies somewhat while you travel, and you can get this over swiftly," he says, looking concerned.
 

Brother Shatterstone

Dark Moderator of PbP
Loviana: Half-Nymph/Female (Unfettered/Bondblade)

“Anyone’s presence could place me at risk, I will take a cab if that’s what you desire, and speed might be a better than stealth in this matter. If they suspect any betrayal on my part then you simply lay in ambush for me at the safe house.”

* With a quick twist she pulls a simple ring from a slender finger and hands offers it to her love. *

“This is the shadow that blocked your attempts to garner information about me, you will be able to track me now, it will also hide your virtuous nature as it hid my immoral nature from you.”
 

Isida Kep'Tukari

Adventurer
Supporter
*Orshallan speaks to one of the servants quickly to find a cab, and takes the ring gently.*

"I guessed it was something of the sort. Wait a moment, I have something for you," he says, and goes to his bedside. From underneath he draws a locked box, and with a golden key, opens it. He takes out a smaller wooden box and opens that, and walks back over to Loviana.

"I origianlly had these made for Lydia and myself, and I think it was fate that she never received them. Because for some reason, I think I had you in mind when I designed it," he says, and lifts out an exquisite ring. It is made from gold, and formed in the shape of two nymphs that hold the small emerald in place. Orshalla places it on Loviana's finger, and then hands her a ring to do the same to his. His has two knights in gold that hold a small sapphire.

"With these rings, we can never truly be apart, and we will always know where the other is and how they are doing. When we're in a few blocks, we can whisper to each other and we will hear, and if we wish, we can take the other's hurts upon ourself."
 

Brother Shatterstone

Dark Moderator of PbP
Loviana: Half-Nymph/Female (Unfettered/Bondblade)

*Stunned Loviana simply listens as she watches the ideal sized jewel sparkle on her finger but when Orshallan draws silent she looks upon him with a troubled expression. *

“Oh…Wow, Orshallan, I… I. Are you sure you want to bestow this on me? This was Lydia’s wedding band… I’ve done nothing to deserve this.”
 

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