Next installment
Act Two – Seaquen
Scene 1 – Western Approaches
January 26th
The party emerges from the swamp into a rocky forest, and finds the road leading to Seaquen. There are a number of rowing boats abandoned on the side of the road, and an industrious group of workers are gathering them up and carrying them to the town. It appears that an enterprising half orc called Kor-Natheon is gathering them up in the hope of happier days to come, when the refugees are all going to want to go back to their homes.
Other workers are engaged in cutting down trees, with more enthusiasm than skill. Solsus’s expression darkens to see such destruction of nature, and he flies over to the nearest gang of lumberjacks.
“Why are you despoiling the forest in such a manner?” he asks.
The lumberjacks are extremely taken aback by the appearance of what they take to be a forest spirit. “We are taking the trees to build homes for the refugees,” one of them says at last.
“Very well,” says Solsus, mollified that they are using the trees for an acceptable purpose. “But have a care not to take more timber than you need.”
“Yes, your honour,” says the lumberjack.
The road leads through the refugee camps, and the need for more housing is obvious. Families are living in makeshift tents, and most are lacking even the most basic of amenities. The Ragesian Empire has a lot to answer for.
Once the party arrive at the town proper, it seems unremarkable. It is a collection of wooden and stone buildings, built around a harbour. The only place of interest is the walled compound of the Lyceum Academy, set on a hill to the north of the docks. After weeks of travelling, the town seems something of an anti-climax. As usual, it is raining.
The party discuss their options. They need to deliver the case to the resistance, whoever that might be. Caryk had been told by Torrent that her old mentor, a druid called Lee, would be a good place to start when they reach Seaquen. They should also probably contact the owner of the ship’s cargo, Vett, and let him know not to expect his animals.
Their discussion does not pass unnoticed. A skinny human with an engaging grin wanders up to them.
“Are you in need of the services of a guide, good gentlefolk?” he asks. “Judson is the name, and I know this place like the back of my hand. I can take you wherever you need to go.”
“How much do you charge?” asks Gribron.
“Only one gold piece per day. A real bargain.”
His sunny disposition wins over the party’s natural suspicion, and Judson is hired.
“Where would you like to go first, sirs and madams?”
Scene 2 – Harbour District
January 26th
The group decide that in fact they would like to dispose of some of the surplus equipment they have acquired on the course of their travels. Judson suggests the harbour district is the best place to do this. At this point Katrina, Caryk, Haddin and Crystin all take their leave, having various errands they need to do.
A large galleon, dominates the harbour. It is decorated with in ornate carvings, but somewhat blackened in appearance, as if damaged in a fire. Men are women are hard at work painting it in bright colours. “That is the vessel of the Wayfarers Theatre,” says their guide. “Apparently the Wayfarers have some ability to move their ship by magic, but the last time they tried it – just moving it a few yards to another berth in the harbour – it caught fire.”
Several members of the party nod at this. They have seen several examples on their travels of the fiery dangers of teleportation.
A group of Wayfarers has set up a booth on the shore, advertising their forthcoming production of “The Spectacular Trial of Toteth Topec.” They are also auditioning for would be actors. Judson says he has considered giving it a go, but the party are most definitely not interested.
Taking his duties as a guide seriously, Judson points out a darkly veiled shop called Tattoomancy. The shop is currently closed – it only opens after sunset. The elves who run it craft tattoos for their customers, and some of their tattoos have magical powers. Judson sighs as, once more, the party are not interested.
It appears weapons and armour are in demand in Seaquen, which is understandable given the current political climate. The party have little difficulty selling their goods to various local shopkeepers and, in view of their recent adventures, decide it would be prudent to invest some of their profits in healing potions.
Judson believes there is a priestess of Olladra, goddess of healing, working amongst the refugees. Apparently disease is rife in the camp.
Scene 3 – Refugee Camp
January 26th
When they arrive back at the refugee camp, they see a strange sight. A massive eagle, fully the size of a horse, with some kind of saddle on its back. Standing by the eagle is a tall, armoured half elf woman. She appears to be speaking to the creature. Her tunic is emblazoned with an eight pointed cross, which some of the party realise identifies her as a member of the Order of the Aquiline Cross.
The Order is dedicated to healing. Its members are famous for healing all who need it, regardless of race, creed or religion. This approach does not sit very well with most priests.
It was wiped out by a demon, but a young human called Entras found an abandoned chapel in Shahalesti and re-founded the order. It is said that its members have a miraculous ability to survive injury.
Intrigued, the party wander over to talk to her.
“Greetings,” says Jonathan, and introduces them all.
“Hello,” replies the half elf, and introduces herself as Laurabec and the giant eagle as Takasi.
“We are looking for the priestess of Olladra,” says Jonathan. “I understand she is one of the priests tending to this camp?”
“We have eight sets of priests tending to this camp,” replies Laurabec, “although in most cases I wouldn’t really call it tending.” She seems somewhat frustrated, and eager to discuss her problems with the party. “All the sects are seeking to establish themselves in the current turmoil, and they are pulling in eight different directions. I’ve been trying to keep them from each others’ throats, and promote the idea of harmony, but its an uphill struggle.
“My plan is to establish a single temple to represent all eight deities. I was thinking of maybe calling it the Temple of the Sovereign Host, or some such. It would expose the people to all eight deities, and foster the spirit of co-operation which is so sadly lacking at the moment.”
“We’d be happy to help with this,” says Ambar.
“Maybe an outside perspective would help,” says Laurabec. “None of them listen to me any more. I’d be grateful for any help you could give. Anyway, Clara, the priestess of Olladra is working out of that tent over there.”
Thanking her for her directions, the party head on over. There is a very large queue of refugees in front of the tent. The priestess, Clara, is doing what she can to tend to them. She has two novices assisting her, but they seem good for little more than cleaning and bandaging wounds.
Jonathan strides boldly to the front of the queue, and Clara gathers her breath to give him a tongue lashing for his rudeness. He gets in ahead of her. “My name is Jonathan Farrier. I am something of a healer, ma’am, and I wonder if I could be of some assistance.”
“All assistance is gratefully received in the name of Olladra,” replies the priestess with a tired smile. “Have you any skill at treating disease?”
She and Jonathan work hard on the never ending stream of patients. Clara is happy to sell a fellow healer the handful of healing potions she has in stock.
Eventually, he brings up the subject of the temple to the Sovereign Host. She is not impressed. “I serve Olladra. That is enough for me.”
“I have been speaking to Laurabec. She is a paladin of the Aqualine Cross. She feels it would help promote unity.”
“Don’t mention that order,” snaps Clara. “They are an affront to the gods.”
“Is there anything I could do to change your mind?” asks Jonathan.
“Hardly,” says Clara. Then she thinks for a second. “Such a venture is doomed to failure. All the priests here are far too proud of their own religions. However, I’ll make a deal with you. If you can get at least six of the other seven to sign up to this plan of Laurabec’s, then I will join as well.”
Jonathan takes his leave, and returns to the rest of the party, who have been in conversation with Laurabec.
“How did it go?” asks Laurabec.
“Not very well. I mentioned your name, but it didn’t seem to help,” replies Jonathan.
“No, it wouldn’t. The priests of Olladra, who as healers should be our closest allies, are often the ones who dislike the Order the most. I’m sorry, I should have told you that. As you can see, I’m no good at diplomacy and negotiation. I’m not very good at seeing things from the other person’s point of view.”
“Well, she did say she’d join if six of the others did. I’ll go and ask some more priests.”
Gribron snorts. “Looks like you haven’t learned anything from your rejection. We need to be a bit subtle about this. Find out some background information, and plan our strategy. What can you tell us about them, Laurabec?”
“Not a lot really,” she replies. “As I said, I’m not cut out for this. As well as Clara, there are three other groups of Ragesians. There’s also one sect each from Ostalin and Sindaire, a bunch of dwarves from a bit further north in Dassen, and the local Seaquen priests.”
“Right,” says Gribron. “Let’s start with the Ragesians. Who is nearest?”
“That would be the priests of Aureon, god of knowledge. Their camp is over in that direction, but I don’t know much about them.”
“We’ll soon fix that,” replies Gribron. “Let’s split up, and see what we can find out.”
A few hours later, they return and compare notes.
The high priest is called Theodore, and he loves to hear stories.
Rumour has it that he abandoned several of his companions on the road, but when he lost a book he went back for it. The book is a discourse called “The Path of Light”. Jonathan recalls reading a synopsis of the book once, and can remember several of the book’s key arguments.
None of the party claim to be particularly good at telling stories, but Judson grins and says, “As well as being a guide, I sometimes make a few silvers as a story teller in the taverns. I’m sure I could spin a few yarns to impress this Theodore guy. I don’t know anything about this Path of Light stuff though.”
“Is there any way we could get our hands on this book,” asks Agatha. “Maybe steal it from him?”
“No need for that,” says Judson. “If its such a famous book, the library in the Lyceum is bound to have a copy. Of course, I ain’t a member.”
“The Vett guy is a lecturer at the Lyceum,” says Solsus. “We were going to see him anyway, so I suppose now’s as good a time as any.”
Scene 4 – Lyceum
January 26th
The lecturers at the Lyceum live off campus, but close by. Judson doesn’t know Vett’s exact address, but finds out easily enough by asking the first student he sees.
Banahman Vett turns out to be a pale half elf. His cottage is comfortably appointed, but is overrun with animals. His pride and joy is his pet python, which Ambar turns down the opportunity to stroke.
Solsus introduces the party, and hands over the manifest from the Milsoven. “I’m sorry to tell you that the ship ran aground and all your animals died except for the attercops. They unfortunately escaped and we had to put them down when we arrived on the scene.”
Vett is disappointed by his news, but seems resigned. “I guessed something had happened; the ship should have arrived by now. Its just as well you got there when you did. Thirteen attercops running wild in the swamp could have played havoc with the local wildlife.”
Jonathan and Solsus look at each other. “Actually,” says Jonathan, “we only killed twelve.”
“Oh,” says Vett. “Still, a lone male is not a problem. All the attercops I ordered were male, just in case there were any accidents. Fascinating species. The males run down their prey and inject them with a paralysing venom and bring back to the nest. The females are bigger, and have silk glands which they use to immobilise the prey the males bring them. The eggs are then injected into the helpless victims, and hatch a few weeks later, killing the host.”
The party looks at each other in alarm. “We did find some sailors bound up in silk,” says Solsus.
“I see,” says Vett. “Where are these sailors now?”
“We sent them back to Vidor!” says Solsus. “Is there any way of removing the eggs?”
“A skilled surgeon, or powerful magical healing,” says Vett.
“We’d better head off back through the swamp then,” says Solsus. “Let’s go back and see Laurabec. She is a member of a healing Order, she should be able to come with us and treat the sailors.”
“You can’t leave tonight,” says Vett. “You won’t get very far into the swamp before dark. I appreciate you dealing with my attercops. Do you have anywhere to stay, or can I offer you the hospitality of my cottage for as long as you are in Seaquen?”
“That would be great”, says Gribron.
“It’s the least I can do. I wish I could do more, but times are hard at the moment. Is there any other way I may be able to help you?”
“Actually,” says Jonathan, “there is a book we are trying to track down, called “The Path of Light.”. Would it be possible to obtain it from the Lyceum library?”
Vett nods, and heads to his front door. He pokes his head out, and shouts at the nearest passing student. The lad comes over, and Vett sends him off on the errand.
Jonathan agrees to go through the book with Judson when it arrives, to coach him on his arguments with the priest Theodore the next day. Meanwhile, Solsus flies off in search of Laurabec, to ask her to accompany them on their expedition through the swamp the next day. He returns shortly afterwards.
“Did she agree to come with us?” asks Agatha.
“Not exactly. She thanked me for letting her know, climbed on to that eagle of hers, and swept off towards Vidor. I guess she’ll be handling it on her own.”
“Good,” says Gribron. “I could do without another trip through that swamp.”
Scene 5 – Refugee Camp
January 27th
The next day Judson, thoroughly briefed by Jonathan, makes a big impression on Theodore. The elderly cleric enjoys his story telling, and is very impressed with his logical and well thought out arguments.
“You make an excellent case, young man,” says Theodore. “You may count upon the assistance of the servants of Aureon. Knowledge is the key to a project such as this, so it is only fitting that Aureon should be the first deity represented in the new temple to the Sovereign Host.”
Next on the list are the followers of Dol Dorn. Once again the party split up to find out as much as they can. It appears that the leader of the group is not actually a cleric; instead it is a barbarian woman called Sonja. She reveres strength and is full of pride. It appears she will take offence unless she is either the first or the last leader approached.
“It’s a bit late to ask her first,” says Gribron, “so she’ll have to be last. Who’s next?”
Next on the list are the Dasseni dwarves. They revere Onatar, god of the forge, and feel most comfortable dealing with dwarves. They would look favourably on visitors who bring along a goat for them to sacrifice and perform an augury.
“No way,” says Solsus. “Sacrificing animals to predict the future is an offence against nature.”
They are very keen on lineage and like their visitors to recite their lineage back to at least three generations.
“That might be a problem,” says Jonathan dryly. His lineage is measured in months.
“Three generations?” says Solsus. “But that’s thousands of years!”
“I don’t think they mean pixie generations,” says Gribron. For some reason, he seems less than keen to identify his own ancestors. “What we need is a dwarf. Solsus, you changed into an elf in the Fire Forest. Can you do dwarves?”
“Yes,” says Solsus, “but not for long. I think getting caught pretending to be a dwarf wouldn’t go down very well.”
“I suppose not.” Gribron glances around the camp, and spots a muscular dwarf wandering past the party. “Hey, sir dwarf,” he says, “I wonder if you could do us a favour …”
The dwarf, whose name is Drolin, is eventually persuaded to negotiate on behalf of the party with the priests of Onatar. He is also more than capable of reciting his lineage back as many generations as required.
Unfortunately, he is hopeless negotiator. The party parts on good terms with the dwarves, but the best they can achieve is a promise to join the temple if everyone else does.
The next target is the druids who follow Balinor, god of beasts. The party discover that they like travel stories and cats, and arrange an invitation to join them for their evening meal.
It is not clear whether Ambar qualifies as a cat or not. The head druid, a man who has taken the name Balin, doesn’t quite know what to make of her. It is time to try the travel stories. Solsus, being a fellow druid, acts as the party’s spokes-sprite.
“Have you travelled far to get here?” asks Balin.
“Oh yes,” says Solsus. “And we have had many adventures. Are you familiar with the Fire Forest?”
“But of course,” says Balin. “Its one of the wonders of the age, and also forms a miraculous barrier between the evil forces of Ragesia and the tempting prize of Gate Pass.”
“On second thought,” says Solsus, “let me tell you a tale of sea voyages and the terrors of the Sour Lake Swamp ….”
Balin is delighted with Solsus’s tales, although Gribron feels rather too much emphasis was been placed on certain minor errors he himself might have made in the course of the journey. The druids are eager to assist with the temple project, and the party head back to Vett’s in high spirits.
Scene 6 – Refugee Camp
January 28th
The party decides to tackle the Ostaliners next. They are a band of mercenaries, but have little love for the Ragesian Empire. The party’s researches have uncovered that they are led by Arick, a priest of Dol Arrah, god of battle. He is a human hippogriff rider, but otherwise little is known of him.
Once more Solsus does the talking, and he is able to have a long conversation with Arick about aerial combat which leaves the rest of the party thoroughly bored. When Solsus proposes that Arick joins the temple project, the priest is undecided.
“Of course, the temple would be in a defensible site,” says Solsus. “On a hill, for instance. If you joined the project, we would be grateful for your expertise in choosing the best position.”
“You seem pleasant enough people,” says Arick, “but I have not tested your mettle. Would one of you care to spar with me?”
Ambar, suffering near terminal boredom, is happy to oblige him. The mercenaries have marked out a training ring, and Ambar and Arick face each other at opposite ends.
One of the mercenaries gives the signal to begin, and both combatants spring into action. Arick is fast, but no match for Ambar’s lightning reflexes. The sword of Anyariel strikes the first blow. Arick quickly counters with his mace, which comes within a whisker of striking Ambar in the face. She just manages to dance out of the way on time, and instead takes a heavy blow to the chest.
Unperturbed, Ambar once more strikes home with her longsword. She easily avoids Arick’s response; possibly he has eased off slightly after coming so close to doing her a serious injury with his first blow. Ambar catches him again, and once more his blow goes wide.
Arick raises his mace in salute, and concedes the duel. “Very well fought,” he says. “There’s clearly nothing wrong with your mettle.” He speaks words of power, and Ambar’s bruises heal. He then turns his attentions on his own wounds, which magically close up.
“I would be honoured to join your project,” says Arick.
After lunching with the Ostaliners, the party head for the temple of the Devourer. Unlike the recently erected tents of the other faiths, this is a stone temple built many years ago by Seaquen’s fishermen to appease the dark god of the seas.
“Naturally, the temple would be built by the sea,” sys Gribron. Hopefully there are some hills by the sea, he thinks to himself, mindful of the previous promise to the followers of Dol Arrah.
“Would it be situated by the south harbour,” asks the high priest, “thus not requiring all the foreign refugees to enter the town itself?”
“But of course,” replies Gribron smoothly. There have to be some hills in the south, surely.
“And are you a man of the sea yourself?”
“Why, yes I am,” lies Gribron, born and bred in the land-locked city of Ragos. “However, my people’s methods are somewhat different to what you may be used to.”
He makes a few arcane gestures with his hands, and out to sea a ghostly net appears, hovering above the waves. A few seconds later, fish start jumping out of the sea to land soundlessly in the net.
“But I would not want to intrude upon your fishing grounds,” says Gribron, and the net disappears. The fish are returned to the water with a silent splash.
They fisherfolk are very impressed, and the followers of the Devourer sign up to the temple project.
Next are the Sindairese, followers of the secretive god of sorcery known only as the Shadow. The Sindairese are a whiny bunch, full of the woes of exile – even though everybody else in the camp is also an exile.
Ambar happens to know that in Sindaire it is considered good luck to have a bear present at any negotiations.
“I can ask the druids if they know of any bears,” says Solsus. “Would we have to give them the bear as a gift?”
“Give them a bear? Of course not, that would be silly,” says Ambar. “Apparently they like it if a bear is there. We can take it away again afterwards.”
Solsus heads over to the druids’ camp. Balin is pleased to see him, and it turns out that he has a bear as a companion. The bear is currently in the woods, presumably feasting on incautious lumberjacks, but Balin is able to retrieve him.
Appropriately, it is twilight when the party, plus Balin and his bear, head over to the Sindairese camp. The high priest is called Vencer, and he is delighted to see the bear. He is also pleased to be in the company of Gribron and Ambar, two arcane spellcasters.
Gribron does the talking, and manages to mention the terrible plight of the Sindairese exiles in every second sentence. Vencer is very impressed by the party, and pledges his support to the temple project.