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The Risen Goddess (Updated 3.10.08)
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<blockquote data-quote="(contact)" data-source="post: 1082" data-attributes="member: 41"><p><strong>4-- Forward, Into the Past </strong></p><p></p><p>When the last nook and cranny of Khundrukar has been searched and scoured, several more monsters have fallen to the blades and spells of the party. (<em>Don't even get me started on the f***ing roper. --author</em>). In a side passage, shunned by the lizardmen, and covered with Yellow Mold, the group finds a limed-over skeleton clutching a magical bastard sword, Taran's weapon of choice. He gleefully claims it for his own, and names the blade "Black Lisa", after the heroine of a particularly gruesome folk tale involving patricide, poison and revenge.</p><p></p><p>Kyreel has experienced a divine rapture in the embrace of the Goddess Ishlok, and has begun channeling Her Divine Will in addition to her paladin abilities. Thelbar also has taken Holy Vows, but prefers to concentrate on his arcana. Indy has proven to be an apt pupil for the magical arts and can cast several spells now in addition to his stealthy practice. Taran, on the other hand, believes in dancing with who brung ya-- he pours his energy into the arts of war.</p><p></p><p>Thelbar crafts the first wondrous items for the group, most importantly a <em>hat of disguise</em> for Kyreel. Now the drow can travel openly amongst Good society without fear of unwarranted assault.</p><p></p><p>Indy takes several of the dwarven artifacts to Kheldegan Tolm, and the two of them haggle for days about points of minutiae regarding dwarven history and the value of the artifacts. In the end, Kheldegan agrees to buy a few of the objects, and arranges for Indy to meet some dwarven traders from a dwarf-fast to the east.</p><p></p><p>The negotiations go well, and Indy is able to win through the dwarves' distant nature with his knowledge of 'proper' custom, and obvious respect for dwarven ways. The traders agree to purchase the artifacts from Khundrukar, and agree to spread the news to nearby dwarven communities that the Forge of Fury stands open and ready for resettlement.</p><p></p><p>The traders linger in town for a few days, and Indy hosts them, toasting to their clan, and their Fane. This troubles one of the dwarves, and after beating around the subject for a proper length of time, tells Indy the following story:</p><p></p><p>He is from a dwarven hall near Ratik known as the Great Delve. He, like many other young dwarves were forced to expatriate because his King had gone mad. The King lost his senses sometime after a visit from a group of strange dwarves who came up from the Underdark, but claimed to be surface dwarves from a burrow far, far away.</p><p></p><p>The dwarf presents his shield, a gift from the foreign dwarves. Indy is shocked and transfixed by the glyph. He is sure he has seen it before, but cannot recall where. He reacts very emotionally to the symbol, and knows it to be the warren mark of the Filas Hali. None of the other dwarves recognize this name.</p><p></p><p>Further, the dwarf from the Great Delve tells Indy that the foreign dwarves had a king; a king by the name of Alvodar. The name sends tendrils of memory through Indy, and he is sure he has known this dwarf.</p><p></p><p>The rest of the party needs little convincing, as they recognize the name of Alvodar themselves, though none of them know exactly why. They are sure that this Alvodar is a being of great virtue, and must certainly be sought. If the dwarves of the Great Delve are having troubles, and Alvodar is there, then into the Great Delve they shall go.</p><p></p><p>The catch? The Fallen Hall is on the other side of the Flannaes. Between the characters and their eventual destination are the Flinty Hills and the Bone March, a land every bit as unpleasant as its name would indicate. The group prepares itself for a long overland travel, spending their hard-won adventuring loot on magic items and gear. Horses are purchased, stout hill ponies suitable for long overland travel. Rex, for his part, purchases the largest and most impressive warhorse he can find, and proudly names it 'Lac.</p></blockquote><p></p>
[QUOTE="(contact), post: 1082, member: 41"] [b]4-- Forward, Into the Past [/b] When the last nook and cranny of Khundrukar has been searched and scoured, several more monsters have fallen to the blades and spells of the party. ([i]Don't even get me started on the f***ing roper. --author[/i]). In a side passage, shunned by the lizardmen, and covered with Yellow Mold, the group finds a limed-over skeleton clutching a magical bastard sword, Taran's weapon of choice. He gleefully claims it for his own, and names the blade "Black Lisa", after the heroine of a particularly gruesome folk tale involving patricide, poison and revenge. Kyreel has experienced a divine rapture in the embrace of the Goddess Ishlok, and has begun channeling Her Divine Will in addition to her paladin abilities. Thelbar also has taken Holy Vows, but prefers to concentrate on his arcana. Indy has proven to be an apt pupil for the magical arts and can cast several spells now in addition to his stealthy practice. Taran, on the other hand, believes in dancing with who brung ya-- he pours his energy into the arts of war. Thelbar crafts the first wondrous items for the group, most importantly a [i]hat of disguise[/i] for Kyreel. Now the drow can travel openly amongst Good society without fear of unwarranted assault. Indy takes several of the dwarven artifacts to Kheldegan Tolm, and the two of them haggle for days about points of minutiae regarding dwarven history and the value of the artifacts. In the end, Kheldegan agrees to buy a few of the objects, and arranges for Indy to meet some dwarven traders from a dwarf-fast to the east. The negotiations go well, and Indy is able to win through the dwarves' distant nature with his knowledge of 'proper' custom, and obvious respect for dwarven ways. The traders agree to purchase the artifacts from Khundrukar, and agree to spread the news to nearby dwarven communities that the Forge of Fury stands open and ready for resettlement. The traders linger in town for a few days, and Indy hosts them, toasting to their clan, and their Fane. This troubles one of the dwarves, and after beating around the subject for a proper length of time, tells Indy the following story: He is from a dwarven hall near Ratik known as the Great Delve. He, like many other young dwarves were forced to expatriate because his King had gone mad. The King lost his senses sometime after a visit from a group of strange dwarves who came up from the Underdark, but claimed to be surface dwarves from a burrow far, far away. The dwarf presents his shield, a gift from the foreign dwarves. Indy is shocked and transfixed by the glyph. He is sure he has seen it before, but cannot recall where. He reacts very emotionally to the symbol, and knows it to be the warren mark of the Filas Hali. None of the other dwarves recognize this name. Further, the dwarf from the Great Delve tells Indy that the foreign dwarves had a king; a king by the name of Alvodar. The name sends tendrils of memory through Indy, and he is sure he has known this dwarf. The rest of the party needs little convincing, as they recognize the name of Alvodar themselves, though none of them know exactly why. They are sure that this Alvodar is a being of great virtue, and must certainly be sought. If the dwarves of the Great Delve are having troubles, and Alvodar is there, then into the Great Delve they shall go. The catch? The Fallen Hall is on the other side of the Flannaes. Between the characters and their eventual destination are the Flinty Hills and the Bone March, a land every bit as unpleasant as its name would indicate. The group prepares itself for a long overland travel, spending their hard-won adventuring loot on magic items and gear. Horses are purchased, stout hill ponies suitable for long overland travel. Rex, for his part, purchases the largest and most impressive warhorse he can find, and proudly names it 'Lac. [/QUOTE]
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