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The Collected Journals of Artemis Heuw Cannith
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<blockquote data-quote="sniffles" data-source="post: 3057224" data-attributes="member: 30035"><p><strong>The Collected Journals of Artemis Heuw, excerpt 9</strong></p><p></p><p><em>(Devo has limited access to this site, so I'm going to get this story hour updated by posting his character journal entries for him) <strong>sniffles</strong></em></p><p></p><p>"...round and round, back and forth, from the shelves storing reagents back to the work table and over to the chest holding the completed vials. They were tireless, skilled, and precise -- and they were doing my bidding. Of course, I couldn't see them: they are called Unseen Crafters for a reason. But for the next week, they would work here continuing their craft, filling empty vials with newly created alchemist's fire. I really wanted to get in there and get my blue, crushed velvet cap from the peg above the workstation, but what if I bumped into one of the crafters? Would it stop working? Would it be sent off it's programmed course and run amok in my laboratory? I decided not to risk it, and left my cap where it was. Oh, well. With the money I made from their work, I could afford that purple hat I saw the other day...."</p><p> </p><p> </p><p>. -- An Excerpt From the Crafting Log of Artemis Heuw, Volume 4</p><p> </p><p> </p><p>"...checked my pockets, and found the note I had hidden there earlier [ref: PJ-V4-49]. Thinking on it's contents warmed me, but I knew better than to pull it out to read it again, despite so desperately wanting to do so. If I did, I knew, my friends would only be curious, and then they would mock me. I should have destroyed the letter earlier just so no one else knew of it. But I just couldn't bring myself to do it. "Matters of the human heart," and all that. I wonder if anyone else ever felt this way?</p><p> </p><p>At least I had something to draw my attention. My first trip out into the "wilds' of Khorvaire, and it was almost boring. Oh, sure, a lot of things could have happened to us. We could have run into trouble when we disguised ourselves and fled Sharn. We could have run into someone interesting while waiting for the Lightning Rail. We could have had some adventure while traveling the rails. We could have run into problems in Therron's Hold or been ambushed when we pushed -- by ourselves and against the advice of the locals -- through mountain pass and into Darguun. Something could have even happened to us while we traveled to Rhuukan Dral.</p><p> </p><p>But, no. This whole thing has been boring, and completely non-profitable. Of course, it's the end of the journey that holds my interest. Alas, we are not quite there yet.</p><p> </p><p>Rhuukan Draal is a sprawling, squalid town that probably used to be something. Now it's just sprawling and squalid. Home to thousands of orcs, goblins, hobgoblins and worse, the smell is unbelievable. Filthy creatures, all of them. We let GR lead the way through the largest market in the city, looking for our House Cannith contact. Round and round we went, back and forth, as GR followed one lead after another. Eventually, we were given the name of a tavern where he did business. It was such an unremarkable place, I have already forgotten what it was called.</p><p> </p><p>IR seemed pleased with our progress to date, as we were at least a week ahead of our competition. I was pleased that we'd soon be getting out of here. Nothing in the market seemed worth what these people were asking.</p><p> </p><p>As is the way of these things, we found our man at the dimmest table in the farthest corner of the tavern. Well, I found him. No one else in this group seems capable of picking out a House Cannith contact, despite the fact that they travel with one. Instead, everyone insisted we stand by the front door like a bunch of freshmen at MU while GR went in and traded good silver to the barkeep for information.</p><p> </p><p>A moment later, we were sitting around a table discussing a trip to Whitehearth. Our man had just mentioned a land wagon, which sounded intriguing, when the front door was thrown open and a pack of bugbears came in looking for blood. Our contact's blood. He was there just long enough for the bugbears to see him -- and come to the conclusion that we were with him -- when he simply disappeared. The bugbears charged.</p><p> </p><p>CA sprang forward immediately and interposed himself between them and us. GR jumped up and back, his crossbow coming up and loading before I could even blink. IR was chanting something intrinsically magical -- it sounded like a summoning. I'm not sure where XL was, but as the first bugbear charged at the table, I realized I had other things to consider. Like what I was going to do to get involved.</p><p> </p><p>My first priority, naturally, was protecting HU. I ordered him back and rose from the table, my cane raised dangerously. I threw a quick slaying infusion into it (PJ-V1-32) and took a swing at the walking mound of fur and stench attacking CA. Thump! That hurt him!</p><p> </p><p>GR was loosing bolts like a madman, climbing up on tables and jumping here and there trying to get in a good shot. XL was in the thick of things (naturally), and IR was fighting ferociously alongside her conjured dead/undead/not-really-undead-dead companion. (I never will understand why it's not really an undead, despite the obvious fact that it's an animated skeleton.)</p><p> </p><p>There were more of them than there were of us, though, so we decided to make our move towards the side door. We did a good job sticking together, the whole group turning like a quarter-gear, pivoting on CA's position. XL was the first out the door, and we pushed our way out one by one until CA came out, slamming the door behind him. We could hear the howls and whimpers of our attackers, but they had been dealt too heavy a blow to give chase immediately. They were regrouping, and probably waiting for reinforcements. </p><p> </p><p>Our own reinforcement came in the form of our House Cannith contact, who materialized like magic from the shadows of a nearby alley. He urged us towards haste. We strategically relocated ourselves a few blocks over, where, hidden below a concealing tarp, we had our first look at the land wagon. Huh.</p><p> </p><p>It was a wagon -- kind of big, kind of clunky, and pretty drab. Nothing exciting about it at all. When our contact touched his dragonmark to a bluish stain near the driver seat, though, it came to life. Well, more specifically, it drifted forward about a foot on it's own accord. Our man soon had it under control. It still didn't look like much. When I build my first sky wagon, it's going to be something to behold! Like uncle Wiliik's ship (PJ-V1-16).</p><p> </p><p>After a quick discussion, we decided to hold for an hour before leaving town. We wanted to get back to our hotel to gather the last of our gear and sell our horses off. Boy did we get shafted on that deal.</p><p> </p><p>Regardless, we were back at the land wagon and under way in no time. It moved fast! Once we got into open country, the landscape just flew by. XL looked a little green, but I had every confidence in the wagon. The driver was another story.</p><p> </p><p>Our trip up to Rose Quarry was something of a journey. We weren't supposed to have any encounters with the local orc or goblinoid tribes, but we did. IR managed to talk them into letting us go, but we had to promise come back on our return trip to help them out. Something about robbing a priceless heirloom from some dead hobgoblin, or something. I didn't really catch all of it.</p><p> </p><p>It was night when we got to Rose Quarry, and some days after leaving Rhuukan Draal. We were here to find a map room that would show us where Whitehearth lay concealed in the Mournlands. According to our guide, the Quarry had been hidden by the mist surrounding the Mournlands until just about a month ago. We were expecting something odd, but weren't prepared for what we saw.</p><p> </p><p>All of Rose Quarry is up on a small plateau which was completely covered in ice. In order to see the ice from where we stood, it must have been a foot or more thick. The grey wall of the Mournlands stood silently behind the plateau; not close enough to be worrisome (barely), but omnipresent enough to cause concern. </p><p> </p><p>Some activity on the southern side of the plateau caught my attention -- lights and vague hints of movement. Our approach stratagem was obvious. Which means I had to come up with it, of course.</p><p> </p><p>We left our guide behind and opted for a stealthy approach. Swinging around to the north, we came up onto the plateau from the darkest side possible. Our first revelation came to us as we approached. The plateau was no cooler than the surrounding environs, and we quickly found out why. It wasn't covered in ice, it was covered in glass! Our second revelation came moments later when IR gave out a gasp, and we looked closer at the glass. Buried in the glass were dwarven workers, trapped for all eternity. They looked as though they had been caught off guard by the appearance of the glass, which appeared to flow out from some place in the center of town. Not the kind of end I'd want. </p><p> </p><p>The plateau was slick, so we proceeded cautiously. From this side, the quarry was laid out like a small town, a couple obvious roads or broad pathways separating closely placed buildings. Most of the buildings were in ruin, as though a great earthquake had struck, but a few still seemed sound. A church was nearby, it's tiny graveyard on one side fenced in by iron and glass. Just across the street was an administrative building, still whole, and that's where we headed. We were sneaking through a darkened orchard when we discovered we weren't alone.</p><p> </p><p>A dwarf and a human -- zombies by the look of them -- moved quickly towards us. They were covered in thick glass, though, which susurrated hypnotically when they shambled. We laid into them, as best we could, in the hopes of destroying them before we made too much noise. Their glass coating gave them a great deal of protection from our blades, but my club (infused against the undead <PJ-V1-32>) was making short work of them. Once we cracked the glass away, GR and CA had a much easier time slicing them up. The fight was over quickly, but was it quick enough? We froze and looked around but no one seemed to notice us. Not wanting to waste time, we moved forward.</p><p> </p><p>We decided to give the graveyard a wide berth, as it looked like someone -- or some thing -- was in the small graveyard nearby digging up corpses. Sneaking up to the building, we heard human voices inside. They were directing more of the undead in what sounded like a digging project. The sound of picks shattering glass and shovels scraping it into wheelbarrows escaped from the building. I would have used the term "filled the night", but HU chose that moment to prove that there was room for more noise in the evening as he slipped on the glass (he wasn't built to traverse such surfaces) with a resounding THUD! A sharply hissed command and the sound of weapons being drawn was the last thing we heard from inside the building. Knowing the gig was up, we sprang into action.</p><p> </p><p>CA and GR bound into the building and found themselves face-to-face with two humans and two of the glass-covered undead. Noises from behind us warned that other undead had heard us and were moving in. While GR and CA took on the humans, IR and I took out the undead. They didn't stand a chance.</p><p> </p><p>Which is not to say that they didn't fight back. The battle was ferocious, going back and forth as each of us sought an advantage. Eventually, the warrior who stood against us fell (he had a chain mail shirt on, with a tabard bearing a green hand), then a moment later, the woman he was working with. More undead had joined the fray outside, and it took us an extra moment to silence them, but only a moment. We stood alone, most of us rather battered, but all of us better off than our opponents. </p><p> </p><p>We knew that time was precious. The south end of the plateau held a large camp full of people, and if they had heard our fight, they would soon come calling. We quickly surveyed the building, and found a large map room that our enemies had been trying to clear. And not just any old map, but a room-sized encryption depicting Cyre and all of it's Cannith holdings. We had one tiny clue -- from the journal of Geldam Bonal -- to help us unravel this mystery, and no time to waste! Finally! A true challenge for my magnificent intellect!</p><p> </p><p>Alas, the puzzle was not difficult in the least. Of course, I had to explain it to GR and XL at least four times, but they just never really grasped the concept. I guess you have to be House Cannith to understand. And I'm not *really* in House Cannith yet, but I will be some day. Probably as soon as we report our findings from Whitehearth!</p><p> </p><p>We were out of time. A voice outside shouted "Intruders!", and we knew the gig was up. Rather than trying to prove to my companions, yet again, that I had worked out the Cannith encryption, I simply showed them which mark on our own map represented Whitehearth, and we took off into the night. CA is the only one who saw our opponent: a red-eyed vampire who alternated between yelling for his guards, and shouting dire predictions about our fate. He had conjured up (or turned into) an obscuring cloud. Obviously, his intention was to slow us down until his guards could come along. We didn't look for a fight, we just took off into the night. At first, everyone was lost but me, but then we all came together and fled the plateau. The guards must have been farther off than we thought, though, because we weren't pursued. We made our way back to the land wagon and took off at top speed!"</p><p> </p><p> </p><p>. -- An excerpt from the Personal Journal of Artemis Heuw, Volume 4</p><p> </p><p> </p><p> </p><p> </p><p>"Skywagon, sky blue, with night blue underside embedded with diamonds. With living flames on the sides."</p><p>"Wand of Detect Magic !!!"</p><p>"A fine walking cane that can turn into a real coatl -- or maybe just a snake; that's non-venemous; and has to be thrown to operate"</p><p>"Floating tower"</p><p>"A tear-resistant cloak"</p><p>"A wand or rod of some sort that would turn the food from those inns that the DG likes into something palatable."</p><p> </p><p> </p><p>. -- An excerpt from the List of Wonders That I Will Create Some Day, by Artemis Heuw, 998YK</p></blockquote><p></p>
[QUOTE="sniffles, post: 3057224, member: 30035"] [b]The Collected Journals of Artemis Heuw, excerpt 9[/b] [I](Devo has limited access to this site, so I'm going to get this story hour updated by posting his character journal entries for him) [B]sniffles[/B][/I] "...round and round, back and forth, from the shelves storing reagents back to the work table and over to the chest holding the completed vials. They were tireless, skilled, and precise -- and they were doing my bidding. Of course, I couldn't see them: they are called Unseen Crafters for a reason. But for the next week, they would work here continuing their craft, filling empty vials with newly created alchemist's fire. I really wanted to get in there and get my blue, crushed velvet cap from the peg above the workstation, but what if I bumped into one of the crafters? Would it stop working? Would it be sent off it's programmed course and run amok in my laboratory? I decided not to risk it, and left my cap where it was. Oh, well. With the money I made from their work, I could afford that purple hat I saw the other day...." . -- An Excerpt From the Crafting Log of Artemis Heuw, Volume 4 "...checked my pockets, and found the note I had hidden there earlier [ref: PJ-V4-49]. Thinking on it's contents warmed me, but I knew better than to pull it out to read it again, despite so desperately wanting to do so. If I did, I knew, my friends would only be curious, and then they would mock me. I should have destroyed the letter earlier just so no one else knew of it. But I just couldn't bring myself to do it. "Matters of the human heart," and all that. I wonder if anyone else ever felt this way? At least I had something to draw my attention. My first trip out into the "wilds' of Khorvaire, and it was almost boring. Oh, sure, a lot of things could have happened to us. We could have run into trouble when we disguised ourselves and fled Sharn. We could have run into someone interesting while waiting for the Lightning Rail. We could have had some adventure while traveling the rails. We could have run into problems in Therron's Hold or been ambushed when we pushed -- by ourselves and against the advice of the locals -- through mountain pass and into Darguun. Something could have even happened to us while we traveled to Rhuukan Dral. But, no. This whole thing has been boring, and completely non-profitable. Of course, it's the end of the journey that holds my interest. Alas, we are not quite there yet. Rhuukan Draal is a sprawling, squalid town that probably used to be something. Now it's just sprawling and squalid. Home to thousands of orcs, goblins, hobgoblins and worse, the smell is unbelievable. Filthy creatures, all of them. We let GR lead the way through the largest market in the city, looking for our House Cannith contact. Round and round we went, back and forth, as GR followed one lead after another. Eventually, we were given the name of a tavern where he did business. It was such an unremarkable place, I have already forgotten what it was called. IR seemed pleased with our progress to date, as we were at least a week ahead of our competition. I was pleased that we'd soon be getting out of here. Nothing in the market seemed worth what these people were asking. As is the way of these things, we found our man at the dimmest table in the farthest corner of the tavern. Well, I found him. No one else in this group seems capable of picking out a House Cannith contact, despite the fact that they travel with one. Instead, everyone insisted we stand by the front door like a bunch of freshmen at MU while GR went in and traded good silver to the barkeep for information. A moment later, we were sitting around a table discussing a trip to Whitehearth. Our man had just mentioned a land wagon, which sounded intriguing, when the front door was thrown open and a pack of bugbears came in looking for blood. Our contact's blood. He was there just long enough for the bugbears to see him -- and come to the conclusion that we were with him -- when he simply disappeared. The bugbears charged. CA sprang forward immediately and interposed himself between them and us. GR jumped up and back, his crossbow coming up and loading before I could even blink. IR was chanting something intrinsically magical -- it sounded like a summoning. I'm not sure where XL was, but as the first bugbear charged at the table, I realized I had other things to consider. Like what I was going to do to get involved. My first priority, naturally, was protecting HU. I ordered him back and rose from the table, my cane raised dangerously. I threw a quick slaying infusion into it (PJ-V1-32) and took a swing at the walking mound of fur and stench attacking CA. Thump! That hurt him! GR was loosing bolts like a madman, climbing up on tables and jumping here and there trying to get in a good shot. XL was in the thick of things (naturally), and IR was fighting ferociously alongside her conjured dead/undead/not-really-undead-dead companion. (I never will understand why it's not really an undead, despite the obvious fact that it's an animated skeleton.) There were more of them than there were of us, though, so we decided to make our move towards the side door. We did a good job sticking together, the whole group turning like a quarter-gear, pivoting on CA's position. XL was the first out the door, and we pushed our way out one by one until CA came out, slamming the door behind him. We could hear the howls and whimpers of our attackers, but they had been dealt too heavy a blow to give chase immediately. They were regrouping, and probably waiting for reinforcements. Our own reinforcement came in the form of our House Cannith contact, who materialized like magic from the shadows of a nearby alley. He urged us towards haste. We strategically relocated ourselves a few blocks over, where, hidden below a concealing tarp, we had our first look at the land wagon. Huh. It was a wagon -- kind of big, kind of clunky, and pretty drab. Nothing exciting about it at all. When our contact touched his dragonmark to a bluish stain near the driver seat, though, it came to life. Well, more specifically, it drifted forward about a foot on it's own accord. Our man soon had it under control. It still didn't look like much. When I build my first sky wagon, it's going to be something to behold! Like uncle Wiliik's ship (PJ-V1-16). After a quick discussion, we decided to hold for an hour before leaving town. We wanted to get back to our hotel to gather the last of our gear and sell our horses off. Boy did we get shafted on that deal. Regardless, we were back at the land wagon and under way in no time. It moved fast! Once we got into open country, the landscape just flew by. XL looked a little green, but I had every confidence in the wagon. The driver was another story. Our trip up to Rose Quarry was something of a journey. We weren't supposed to have any encounters with the local orc or goblinoid tribes, but we did. IR managed to talk them into letting us go, but we had to promise come back on our return trip to help them out. Something about robbing a priceless heirloom from some dead hobgoblin, or something. I didn't really catch all of it. It was night when we got to Rose Quarry, and some days after leaving Rhuukan Draal. We were here to find a map room that would show us where Whitehearth lay concealed in the Mournlands. According to our guide, the Quarry had been hidden by the mist surrounding the Mournlands until just about a month ago. We were expecting something odd, but weren't prepared for what we saw. All of Rose Quarry is up on a small plateau which was completely covered in ice. In order to see the ice from where we stood, it must have been a foot or more thick. The grey wall of the Mournlands stood silently behind the plateau; not close enough to be worrisome (barely), but omnipresent enough to cause concern. Some activity on the southern side of the plateau caught my attention -- lights and vague hints of movement. Our approach stratagem was obvious. Which means I had to come up with it, of course. We left our guide behind and opted for a stealthy approach. Swinging around to the north, we came up onto the plateau from the darkest side possible. Our first revelation came to us as we approached. The plateau was no cooler than the surrounding environs, and we quickly found out why. It wasn't covered in ice, it was covered in glass! Our second revelation came moments later when IR gave out a gasp, and we looked closer at the glass. Buried in the glass were dwarven workers, trapped for all eternity. They looked as though they had been caught off guard by the appearance of the glass, which appeared to flow out from some place in the center of town. Not the kind of end I'd want. The plateau was slick, so we proceeded cautiously. From this side, the quarry was laid out like a small town, a couple obvious roads or broad pathways separating closely placed buildings. Most of the buildings were in ruin, as though a great earthquake had struck, but a few still seemed sound. A church was nearby, it's tiny graveyard on one side fenced in by iron and glass. Just across the street was an administrative building, still whole, and that's where we headed. We were sneaking through a darkened orchard when we discovered we weren't alone. A dwarf and a human -- zombies by the look of them -- moved quickly towards us. They were covered in thick glass, though, which susurrated hypnotically when they shambled. We laid into them, as best we could, in the hopes of destroying them before we made too much noise. Their glass coating gave them a great deal of protection from our blades, but my club (infused against the undead <PJ-V1-32>) was making short work of them. Once we cracked the glass away, GR and CA had a much easier time slicing them up. The fight was over quickly, but was it quick enough? We froze and looked around but no one seemed to notice us. Not wanting to waste time, we moved forward. We decided to give the graveyard a wide berth, as it looked like someone -- or some thing -- was in the small graveyard nearby digging up corpses. Sneaking up to the building, we heard human voices inside. They were directing more of the undead in what sounded like a digging project. The sound of picks shattering glass and shovels scraping it into wheelbarrows escaped from the building. I would have used the term "filled the night", but HU chose that moment to prove that there was room for more noise in the evening as he slipped on the glass (he wasn't built to traverse such surfaces) with a resounding THUD! A sharply hissed command and the sound of weapons being drawn was the last thing we heard from inside the building. Knowing the gig was up, we sprang into action. CA and GR bound into the building and found themselves face-to-face with two humans and two of the glass-covered undead. Noises from behind us warned that other undead had heard us and were moving in. While GR and CA took on the humans, IR and I took out the undead. They didn't stand a chance. Which is not to say that they didn't fight back. The battle was ferocious, going back and forth as each of us sought an advantage. Eventually, the warrior who stood against us fell (he had a chain mail shirt on, with a tabard bearing a green hand), then a moment later, the woman he was working with. More undead had joined the fray outside, and it took us an extra moment to silence them, but only a moment. We stood alone, most of us rather battered, but all of us better off than our opponents. We knew that time was precious. The south end of the plateau held a large camp full of people, and if they had heard our fight, they would soon come calling. We quickly surveyed the building, and found a large map room that our enemies had been trying to clear. And not just any old map, but a room-sized encryption depicting Cyre and all of it's Cannith holdings. We had one tiny clue -- from the journal of Geldam Bonal -- to help us unravel this mystery, and no time to waste! Finally! A true challenge for my magnificent intellect! Alas, the puzzle was not difficult in the least. Of course, I had to explain it to GR and XL at least four times, but they just never really grasped the concept. I guess you have to be House Cannith to understand. And I'm not *really* in House Cannith yet, but I will be some day. Probably as soon as we report our findings from Whitehearth! We were out of time. A voice outside shouted "Intruders!", and we knew the gig was up. Rather than trying to prove to my companions, yet again, that I had worked out the Cannith encryption, I simply showed them which mark on our own map represented Whitehearth, and we took off into the night. CA is the only one who saw our opponent: a red-eyed vampire who alternated between yelling for his guards, and shouting dire predictions about our fate. He had conjured up (or turned into) an obscuring cloud. Obviously, his intention was to slow us down until his guards could come along. We didn't look for a fight, we just took off into the night. At first, everyone was lost but me, but then we all came together and fled the plateau. The guards must have been farther off than we thought, though, because we weren't pursued. We made our way back to the land wagon and took off at top speed!" . -- An excerpt from the Personal Journal of Artemis Heuw, Volume 4 "Skywagon, sky blue, with night blue underside embedded with diamonds. With living flames on the sides." "Wand of Detect Magic !!!" "A fine walking cane that can turn into a real coatl -- or maybe just a snake; that's non-venemous; and has to be thrown to operate" "Floating tower" "A tear-resistant cloak" "A wand or rod of some sort that would turn the food from those inns that the DG likes into something palatable." . -- An excerpt from the List of Wonders That I Will Create Some Day, by Artemis Heuw, 998YK [/QUOTE]
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