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Story Hour
The Wind Riders: Tales from the Infinite Staircase (Updated September 13)
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<blockquote data-quote="RedShirtNo5" data-source="post: 4418210" data-attributes="member: 173"><p><strong>The lillendi</strong></p><p></p><p>The next morning, the adventurers return to Hav’run Thain and join the Planewalker’s Guild. Hav’run expresses his regrets, but he and Vagis have not found any information to locate the Seven Kingdoms. However, he can offer some advice. The Wind Riders should travel to Argentil, the Temple of the Moon, on Arcadia<1>, and speak with the lillendi. The lillendi are the “sponsors” of the Infinite Staircase, and will assist lost planar travelers. Hav’run provides directions to a nearby portal to the Temple of the Moon, and explains that they will need to cast a light spell on the door to open it.</p><p> </p><p>Several of the Wind Riders decide to stay at the Guild to train or scribe scrolls, but Kindrid, Ka’hari and Reynard set out. They climb for half an hour. At the second platform, Kindrid and Ka’hari find an opalescent door set in frame of deep blue marble. Ka’hari casts light, and door opens. Beyond is a pristine white sand beach lit by moonlight. Gentle waves roll rhythmically up onto the sand, then fall back into the dark sea. Above the beach are gentle rolling hills covered in verdant grass. In the distance, the adventurers see a tall opalescent spire. </p><p> </p><p>The three adventurers step through the portal and stand on the beach. Although the setting is tranquil, Kindrid and Reynard begin to experience a tickling sensation that is slightly distracting. Ka'hari, however, feels invigorated and refreshed. </p><p> </p><p>The three adventurers set off across the hills toward the spire. On their way, they meet several glowing female humanoids composed of moonlight and flame. One walks forward. In a shimmering voice, she introduces herself as Melanthe. She will escort the three adventurers to Argentil.</p><p> </p><p>Melanthe leads Kindrid, Ka’hari and Reynard through dim but peaceful woods and glades for half an hour. Then, ahead of them, they see a huge, smooth building that flows upwardly into a two-thousand foot tall spire. The whole of the building glistens like polished silver and glows with a pale light. Melanthe leads the adventurers past a sixty-foot tall golem formed of a silvery metal, and into an eighty-foot tall entry hallway directly at the foot of the spire. Melanthe gestures to a small side passage, and turns away. Kindrid watches her graceful form depart, thinking Arcadia isn't such a bad place to visit.</p><p> </p><p>The adventurers walk into the passage, which immediately opens into a small chamber, perhaps forty feet square. The room is well decorated with artwork; paintings hang on the walls, and several pieces of sculpture stand about the room. Near the center of the room is a female creature coiled by an easel. She has the upper body of a human woman, a lower torso of a multicolored serpent about fifteen feet long, and feathered wings of green and gold. She is unclothed, although artfully draped jewelry protects her modesty. </p><p> </p><p>“Greetings Kindrid, Ka’hari, Reynard. May the moon light your path. My name is Telemarentala,” she says in a voice like clear bells, as she continues to paint. </p><p> </p><p>Greetings are exchanged, and Telemarentala explains that she is one of the lillendi, the protectors and patrons of the Infinite Staircase. Ka’hari requests her help in returning to their home, and explains how they became stranded. </p><p> </p><p>“Ah,” says the lillendi, “we can assist you, but as is so often the case, we require a service, although hopefully a service that you would desire to perform. As I have said, we lillendi are the protectors of the Infinite Staircase. The Staircase connects to many places, although it focuses on places where creativity and artistic expression is strong. Very recently, we have felt a tremor, a taint. Certain areas, once strong with creativity, now grow dull and bland. The suddenness of this change is a cause for concern. We need someone to investigate, and determine what is occurring and if any remedy can be performed. You are capable and intelligent. Bring us useful information, and we will find a path to your home.” </p><p> </p><p>“Of course, once we have this information, we will probably have to stop our painting and sculpture in order to enact the remedy.” She stops painting in mid-brushstroke, and her voice falls lower. “And if some being is responsible, we will have to don our armor and weaponry. We will have to depart our peaceful Argentil,” she says, her face stern and her voice now harsh, “and we will have to track down this villain and exact retribution!” After a moment, her features relax, and she resumes painting. “So if you were able to find a way to resolve this malady without our intervention, you would have our gratitude.”</p><p> </p><p>Telemarentala explains that they have performed several divinations, and have identified six doorways that are somehow associated with the disturbance. Of course, each doorway has its own key. The names of doorways and their associated keys (in no particular order) are:</p><p> </p><p>“Swirling Realm”, five discordant notes</p><p> </p><p>“City of Wind”, a live swallow</p><p> </p><p>“Queen’s Domain”, a solid silver rod at least 5 inches long</p><p> </p><p>“Jingling Fortress”, a solid strike with a blunt weapon</p><p> </p><p>“Slopes of Contemplation”, an once of quicksilver</p><p> </p><p>“Silver War”, a memory of the color gray</p><p> </p><p>Telemarentala provides directions to each doorway from the Planewalker’s Guild, but has no other useful information.</p><p> </p><p>Kindrid, Ka’hari, and Reynard exit the Temple of the Moon and return to the stone archway where they arrived. Ka’hari casts light on the archway, and a shimmering portal to the Infinite Staircase appears. They head back to the Planewalker’s Guild, and as they approach the small enclave, Reynard has an epiphany. “I see! That’s what the markets are for. Who knows how many doors there are or what the keys might be, so the vendors are ready to sell nearly anything.” The three adventurers return to the Sleepy Siren and inform the rest of the Wind Riders of what they have learned, and the party discusses their course of action into the night. </p><p> </p><p><1> Names of several planes are changed from standard Great Wheel terminology in my campaign. Arcadia would otherwise be Arborea. The plane that would be Arcadia is called Harmonium.</p></blockquote><p></p>
[QUOTE="RedShirtNo5, post: 4418210, member: 173"] [b]The lillendi[/b] The next morning, the adventurers return to Hav’run Thain and join the Planewalker’s Guild. Hav’run expresses his regrets, but he and Vagis have not found any information to locate the Seven Kingdoms. However, he can offer some advice. The Wind Riders should travel to Argentil, the Temple of the Moon, on Arcadia<1>, and speak with the lillendi. The lillendi are the “sponsors” of the Infinite Staircase, and will assist lost planar travelers. Hav’run provides directions to a nearby portal to the Temple of the Moon, and explains that they will need to cast a light spell on the door to open it. Several of the Wind Riders decide to stay at the Guild to train or scribe scrolls, but Kindrid, Ka’hari and Reynard set out. They climb for half an hour. At the second platform, Kindrid and Ka’hari find an opalescent door set in frame of deep blue marble. Ka’hari casts light, and door opens. Beyond is a pristine white sand beach lit by moonlight. Gentle waves roll rhythmically up onto the sand, then fall back into the dark sea. Above the beach are gentle rolling hills covered in verdant grass. In the distance, the adventurers see a tall opalescent spire. The three adventurers step through the portal and stand on the beach. Although the setting is tranquil, Kindrid and Reynard begin to experience a tickling sensation that is slightly distracting. Ka'hari, however, feels invigorated and refreshed. The three adventurers set off across the hills toward the spire. On their way, they meet several glowing female humanoids composed of moonlight and flame. One walks forward. In a shimmering voice, she introduces herself as Melanthe. She will escort the three adventurers to Argentil. Melanthe leads Kindrid, Ka’hari and Reynard through dim but peaceful woods and glades for half an hour. Then, ahead of them, they see a huge, smooth building that flows upwardly into a two-thousand foot tall spire. The whole of the building glistens like polished silver and glows with a pale light. Melanthe leads the adventurers past a sixty-foot tall golem formed of a silvery metal, and into an eighty-foot tall entry hallway directly at the foot of the spire. Melanthe gestures to a small side passage, and turns away. Kindrid watches her graceful form depart, thinking Arcadia isn't such a bad place to visit. The adventurers walk into the passage, which immediately opens into a small chamber, perhaps forty feet square. The room is well decorated with artwork; paintings hang on the walls, and several pieces of sculpture stand about the room. Near the center of the room is a female creature coiled by an easel. She has the upper body of a human woman, a lower torso of a multicolored serpent about fifteen feet long, and feathered wings of green and gold. She is unclothed, although artfully draped jewelry protects her modesty. “Greetings Kindrid, Ka’hari, Reynard. May the moon light your path. My name is Telemarentala,” she says in a voice like clear bells, as she continues to paint. Greetings are exchanged, and Telemarentala explains that she is one of the lillendi, the protectors and patrons of the Infinite Staircase. Ka’hari requests her help in returning to their home, and explains how they became stranded. “Ah,” says the lillendi, “we can assist you, but as is so often the case, we require a service, although hopefully a service that you would desire to perform. As I have said, we lillendi are the protectors of the Infinite Staircase. The Staircase connects to many places, although it focuses on places where creativity and artistic expression is strong. Very recently, we have felt a tremor, a taint. Certain areas, once strong with creativity, now grow dull and bland. The suddenness of this change is a cause for concern. We need someone to investigate, and determine what is occurring and if any remedy can be performed. You are capable and intelligent. Bring us useful information, and we will find a path to your home.” “Of course, once we have this information, we will probably have to stop our painting and sculpture in order to enact the remedy.” She stops painting in mid-brushstroke, and her voice falls lower. “And if some being is responsible, we will have to don our armor and weaponry. We will have to depart our peaceful Argentil,” she says, her face stern and her voice now harsh, “and we will have to track down this villain and exact retribution!” After a moment, her features relax, and she resumes painting. “So if you were able to find a way to resolve this malady without our intervention, you would have our gratitude.” Telemarentala explains that they have performed several divinations, and have identified six doorways that are somehow associated with the disturbance. Of course, each doorway has its own key. The names of doorways and their associated keys (in no particular order) are: “Swirling Realm”, five discordant notes “City of Wind”, a live swallow “Queen’s Domain”, a solid silver rod at least 5 inches long “Jingling Fortress”, a solid strike with a blunt weapon “Slopes of Contemplation”, an once of quicksilver “Silver War”, a memory of the color gray Telemarentala provides directions to each doorway from the Planewalker’s Guild, but has no other useful information. Kindrid, Ka’hari, and Reynard exit the Temple of the Moon and return to the stone archway where they arrived. Ka’hari casts light on the archway, and a shimmering portal to the Infinite Staircase appears. They head back to the Planewalker’s Guild, and as they approach the small enclave, Reynard has an epiphany. “I see! That’s what the markets are for. Who knows how many doors there are or what the keys might be, so the vendors are ready to sell nearly anything.” The three adventurers return to the Sleepy Siren and inform the rest of the Wind Riders of what they have learned, and the party discusses their course of action into the night. <1> Names of several planes are changed from standard Great Wheel terminology in my campaign. Arcadia would otherwise be Arborea. The plane that would be Arcadia is called Harmonium. [/QUOTE]
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