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Carnifex's SH - Updated July 24th, Light and Questions

Carnifex

First Post
Welcome to the second thread cataloguing the adventures of the players in Acrozatarim: Fire & Ice, an online game that I run on a message board. It's been over two years now since I started the first story hour relating the tales of their troubles and achievements, and with that thread having gotten rather long, and having reached an excellent point to start afresh from, I decided it was time to move into a new one! :)

This story hour joins the party just as they reach the Arcanist's Tower. Most of the PC's, except for Cazamir, were hired by a nobleman called Ecurius Tarravus of the land of Naseria, where sorcerous bloodlines rule the country, to investigate the tower, for it was reputed that a thaumineer - a mage melding wizardry and machinery - from the rival country of Carthagia had taken up residence there many years ago. By now he would surely be dead, and hopefully the party will be able to scavenge thaumineering lore from the tower, for it was said that this particular thaumineer was truly a genius and at the cutting edge of his field. They set forth eastwards from Naseria into the mountainous Sarokean region, where they were held hostage by a solar beholderkin, fought hiveminded ghouls, met a divine servant of the sorceror-god Naskha, lost their veteran leader Wolf Kieresane to an assassination attack by evil Red Talon cultist-warriors, and finally met with a party of wizard-scholars from the lands west of the Sarokeans, who were seeking the same tower - because it is a relic of an ancient civilisation, the Umbrals, from before the Dawn War when the Elder gods and Younger gods battled. A tentative alliance has been forged - the party bringing their combat capabilities, the wizards bringing their scholarly knowledge of just what tricks and traps the Umbral tower may contain. And now they approach the tower itself, not knowing just what lies in wait within...

Style: This game is played on a message board online and I am extremely lucky to have some truly awesome roleplayers in the group. As a result, the game itself often includes considerable amounts of character development and thought in posts, and I want to try and bring this as fully into the story hour as possible - along with the fair share of brutal, bitter fighting they undertake as well, of course :). As a result, as much as possible I use as a base the actual text written in the game, edited to flow better as a story hour. This means that there may well be points where you get a particular event seen or pondered upon from several different points of view in turn, using the perspectives of different characters.

Campaign Feel: See the links below to get a proper feel for the campaign :) There's horror and grit in places, but also the wondrous and fantastic things that are inherent to a world made by Elemental Lords and with life brought to it by the Elder gods, the dreams of the Lords. It's got typical pseudo-medieval fantasy feel in plenty of areas, but I've tried to be innovative and interesting with the campaign world. It's also a world with a bit of a steampunk feel in places, such as thaumineering to blend magic with technology, and Manipulation, the art of bio-thaumaturgy and genetic manipulation. There are evil cults of ancient and insane Elder gods, plots against the nations and worshippers of the Younger gods that have arisen since the Dawn War, and great power just waiting to be unleashed.

Crunchy Bits - Under the Hood: I've got lots of homebrew material for this campaign - new monsters, feats, spells, prestige classes etc. Where these come up in the story hour, I'll try and make sure to post up the crunchy bits too, so that others can make use of the concoctions of my imagination :D Note also, that the steam-tech elements in this campaign resulted in my writing Steam & Steel: A Guide to Fantasy Steamworks, which I may reference as a source for some of the stuff you'll see in this SH from time to time. I'm also now writing a sourcebook for the biothaumaturgical side of magic in the campaign world - rules for flesh-twisting, arcanogenetic manipulation and similar :)

The Cast of Characters:

And here they are...

PC - Melisande, Aasimar Sorcerer 4/Paladin 1

Carthagian by birth, her mother was a minerologist who after an unknown event in some deep mine became pregnant and gave birth to Melisande. She's an aasimar with blue skin and natural magic in her veins, as well as being rather naive and having a fascination with nature and living things. She ended up being trained as a Manipulator - basically a bio-thaumaturgist. They're common in Carthagia, where they do things such as the selective breeding of fang dragons to create a stupid, placable breed, the flesh-twisting of goblin slaves to cerate tough mine workers, the Manipulation of animals like horses to create steeds with more muscle (sometimes directly surgically implanted) and things like that. Of course, Melisande really didn't like the rather sinister and disturbing side of the work she was carrying out in the labs.

As a result of this, her mother sent her north to the land of Naseria, a land ruled by sorceror-nobles, to make her way there - the senior Manipulators were not going to just let her leave the labs with the knowledge of their techniques that she had, so she had to flee into exile. Since then, during the adventures she underwent to reach the Naserian capital of Tarravus and to be employed by Ecurius, she has become both a more capable spellcaster, but has also become enthralled by Naseria itself, the noble bloodlines of sorcerers who are said to have descended from great Naskha himself. She feels she has gained a purpose, a quest, to fight evil in the name of Naskha, and she has taken to that notion with great enthusiasm. Some might, however, call Melisande naive, and she certainly has a lot to learn about the world and how it works, and when to not tell people you've only just met important facts and details about your mission...

She has a two-headed toad familiar called Pierre that she Manipulated herself.

PC - Wyshira, Water Genasi Cleric 5

Wyshira was born in a small village in the cold northern country of Cryosia, where powerful magocracies of cryomancers rule. Her mother was the village priestess of Ishrak, the Storm Lady, and long ago their bloodline was blessed through union with one of the water servants of that goddess. From then on they have carried that touch in their blood, and hence Wyshira has faintly blue-green skin and pale hair, giving her a slightly sickly pallor (though she is in fact quite resilient) - she is a water genasi. Her sister was groomed to take the place of being the next village priestess in line, so Wyshira set out on her own, soon meeting with Wolf Kieresane and Kale Amegrion. From there her adventures led her with them to the Corinthian port-capital of Iril, across the wilds of the Drakkath and to Ecurius's employ. She is a competent spellcaster and healer in her own right, perhaps not aware of quite how much so.

PC - Kale Amegrion, Human Rogue 3 / Guerilla 2 (likely to soon be reworked as an Unfettered)

Hailing from one of the minor merchant families of Corinthia, Kalehad a priviledged childhood but couldn't settle down doing any one thing. Eventually his exasperated parents entolled him in a military school. He railed against this but at the end of it realised that, in fact, he really did want to be a soldier. However, he had such a reputation as a troublemaker by then that he didn't have the connections to become an officer, instead joining a mercenary band. Exasperated by their lack of competence he then left - without their consent - looking to make his own way in the world. Wolf Kieresane, a grizzled veteran and mercenary, took him on under his wing, and before long they had met up with Wyshira and then Burl. Kale's an inventive fighter, to say the least, always looking for new tricks and ploys to use in combat, and has been described by Sebastion as 'talking a better fight than he ever had a chance of actually putting up'. He is a competent warrior, but perhaps overly eager for risky ideas.

PC - Sebastion Cornell, Human Fighter 4 / Telepath 1

Born in a border-town between Carthagia and Huron, Seb is the son of the local farrier, who once was a soldier in an elite unit for the Huronese army but due to some disaster he was involved in - he wont speak of what - he retired and became a mercenary for a while, before finally settling down. Sebastion himself had been a member of the town guard for a while, but wanted to ses more of the world, and had recieved proper military training from his father. When the Blood Raven mercenaries rode through on their way to the service of a Carthagian border lord, he jumped at the chance and joined up. Ending up entangled with Melisande, Meg'anna, Ebri and Sandslipper in the mayhem after a battle with dreadspawn and ogres, he made his way with them into Naseria, and the rest, as they say, is history. He's a light fighter, wielding his father's two-bladed sword - which recently seemed to awaken with innate magic after he used it to slay a Red Talon cultist-warrior. The vision it gave him is giving hints as to just what happened to his father's military career, and he also thinks it's responsible for the headaches he seems to have been getting recently. He has yet to realise that he is developing the talents of a mind warrior - his brain has awakened with latent psionic power. Sebastion also has aspirations of greatness as a war leader, not to mention a distrust and suspicion of magic that he's only slowly overcoming. He prefers the solid reality of battle and conventional weapons to spells and sorcery.

PC - Ebri Zol, Human Cleric 2 / Monk 3

For a long time, Ebri has posed as a cleric of the god of travel, Immar, but it's really a ruse. She is in fact a Nephian, one of a secretive community to dwell in monasteries high in the mountains, and who are feared as assassins and infiltrators. The Nephians keep to themselves most of the time, but have information gathering networks extended into many nearby countries, for they serve the mystical Old Masters, shadow-shrouded beings of great power who follow the Plan, some sacred path that follow. With stealth, guile and the occasional required assassination, the highly trained and disciplined Nephians, practicing the Way of the Shadow, are as tools for the Old Masters to deploy in their battle against the Dreamweavers, their ancient enemy who are a peril not just to the body but to the mind.

Ebri has been assigned to keep Melisande safe - not that her ward actually realises this, as Ebri has thus far managed to do a fairly good job of her pretense. She is a cleric, just of the Great Prophet, the deity that the Nephians - and perhaps the Old Masters, though this is unclear - worship. The Old Masters want Melisande protected because she is of a 'shadow-touched' bloodline, and it seems they neither foresaw nor are very happy about the way in which her aasimar heritage might interact with the bloodline. Every so often, though, Ebri's facade slips a little, and others have long suspected that she is not what she tells them...

PC - Cazamir Jan'Zhat, Human Monk 2 / Savant 2

Hailing from the huge empire of Huron, Cazamir is noble by birth but entered a monastery at a young age - he was manifesting psionic abilities and his mother sent him there for his and his families safety and reputation. There he trained to control his rebelliousness and to focus his mind, becoming a devout follower of the Huronese patron deity Urazel, lord of fire, battle and horsemanship. When eventually the elder monks decided there was little more he could learn from them, they sent him out into the world; not needed by his family, since marriage alliances had cemented the line, he took up the path of a wanderer. Travelling north from Huron into the expansive area called the Drakkath and into the nations within that locale, he hired himself out as a mercenary, taken on by a band of Drakkath guild scholars seeking protection for their expedition to an ancient Umbral tower, somewhere in the Sarokean mountains. With the sages and Ecurius's party now allied, he still watches the adventuring band with suspicion, his uppermost priority being the safety of the scholarly wizards he is supposed to protect.

PC - Meg'anna Liadon, Human Druid 5

Meg'anna's village was slaughtered by fleshtearers when she was a tiny child. Fleshtearers are the shock-troops of the Church of Toran in Carthagia - they are made by Manipulators, then some closely-guarded ceremony by priests of Toran brings them to life. A druid found her and took her into his care, bringing her up.

The druids of the area live in harmony with the gnoll tribes (IMC gnolls are not slavering evil psychopaths), and there is a lively political arena amongst the druids, especially over the split between those who follow the nature goddess Lliras and those who simply believe in the fundamental force of nature. They all answer to the High Druid though (currently a gnoll). Meg used to be very active and vocal in such debates, but then she and her mentor were trading at a gnoll village when a fleshtearer squad was deployed by the Carthagians (who border the area the gnolls inhabit) and killed her tutor and most of the gnolls, while one tore at her throat and ruined her vocal cords.

She fled back to her grove, and lived there in isolation and mourning. Oddly she found she no longer needed to speak the words of spells, now that that she was mute, but instead strange sounds would be invoked when she cast them (basically the character manifests audible 'displays' psionic-style instead of having verbal components to spells). Eventually she moved on from the grove, wandering in search of purpose, where she met with Melisande, Sandslipper and Sebastion, and accompanied them north into Naseria. Yet she was called away from them, searching for answers to a terrible phenomenon - a sickness of the earth itself, causing crops to wilt and fail and nature to fall ill. She travelled to the druidic council in the heartlands of the gnoll-inhabited woods, where she found that they too had yet to fully discover the secret of what was causing this affliction to the very earth itself. They asked her to help them find out by following a potential lead - a gnoll ranger of the Knights of the Thorn, guardians of nature in the servive of the life deity Lliras, had travelled to some ancient tower in the Sarokeans, apparently believing something related to the problem was there. Yet the ranger had never returned, and Meg'anna agreed to seek out the tower and discover what had befallen the Knight, as well as why he had gone to the tower in the first place.

NPC's:

Burl Overton - an ex-PC necromancer from Corinthia, plucked from danger in Iril by Wolf, Wyshira and Kale and accompanying them on their adventures. The player drops out a little way into this story hour, sadly :(

Cord - another ex-PC, who left towards the end of the last story hour thread. A dwarven monk of the earth god Grumand, who departed to attend the Council of Stone, where the clergy of Grumand will meet and discuss the terrible sickness of the earth that they have all felt.

Sandslipper - another ex-PC who dropped out a long time ago, a desert-nomad earth genasi psion, a pathfinder who had been banished from her own people and headed north into the lands of Huron and the Drakkath. She is currently in Naseria where she fell ill and had to remain to be tended to by priests of Naskha.

Wolf Kieresane - a veteran mercenary and mentor to the group, as well as member of the secretive Azure Blades, an organisation dedicated to fighting the cults of the Elder gods. Slain recently by Red Talons, warrior-cultists of the Elder god Gilamesh.

Ansas'Turi - an Ironjack rogue, hired on by Kale. The Ironjacks are a people chased from their homelands by foul blood-sorcerers, bringing their great knowledge of mechanics with them to their new home, the nations of the Drakkath. Ansas is along to help with any mechanisms or traps they might encounter in the Tower.

Jarvis, Johanne & the Sages - the band of wizard-scholars Cazamir is accompanying, who often argue with one another on points of theory and archaeology. Johanne is their de facto leader, the most powerful actual spellcaster of their number and the wisest too. Jarvis is a Naserian pathfinder, another hireling of the scholars like Cazamir, and a sharp-eyed and agile man.

Lots of other NPC's as well, of course - there's literally a cast of thousands ;) More details on all these characters and their pasts, and lots of other characters, are in the previous SH thread, chronicling events up to this point. Read of their encounter with the vicious werewolf pack, fighting alongside an Inquisitor and Solar Templar, their battle with an insane alienist mage deep below Tarravus and his Gilame:):):):)e cult cell, or the hostage-taking beholderkin. Yet all these will pale compared to what they have yet to encounter...

Links:

The message board on which the game is actually played:
http://www.roleplayinggames.net/cgi-bin/viewboard.cgi?&board=60

The Campaign Details, giving a brief overview of the homebrew campaign setting:
http://www.roleplayinggames.net/cgi-bin/details.cgi?&board=60

The Game Notes, including more detailed character equipment lists, recent events, and a write-up of the gods:
http://www.roleplayinggames.net/cgi-bin/notes.cgi?&board=60

The actual character write-ups:
http://www.roleplayinggames.net/cgi-bin/chars_view.cgi?&type=details&game=60&display=entirelist

Of course, the previous Story Hour thread :)
http://www.enworld.org/forums/showthread.php?t=1202

And the previous 'crunchy bits' thread for the Story Hour:
http://enworld.cyberstreet.com/showthread.php?s=&threadid=39102



The first actual story hour post for this new thread will be coming soon! :D
 
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It seems I've chosen a good moment to come back, just as one of my favorite stories begins a new chapter...

Go, Carnifex, go!
 


Wheeee!

I've been catching up with the flow of the events with the actual postings of the game, and I'm just itching to see how you piece it all together. :cool:
 

To help give an idea of certain important prior invents, I thought I'd post up the recent world events from the Game Notes:

[size=+1]World Events:[/size]​

Note that all dates are reckoned from the end of the Dawn War:
1136 Late Autumn - Huronese soldiers defeat large sarsnik horde in Myrmecia.
1136 Winter - Church of Toran deploys a number of fleshtearers into the Sudokan valley, the border between Carthagia and the wild Drakkath.
1137 Early Winter - Merchant shipping on the Azure Coast begins to suffer greater than normal levels of piracy.
1137 Early Spring - The campaign begins!
1137 Early Spring - Domain of Mirayek established in western Drakkath by a local warlord, aided by the Church of Kevayek.
1137 Spring - Expeditionary force of Cryosian troops sent over the Azure Sea, destination undisclosed by the authorities.
1137 Late Spring - King of Corinthia overthrown in coup by merchant houses. Period of confusion and anarchy breaks out.
1137 Late Spring - Adbar begins to annex lands to the east of its borders.
1137 Late Spring - Inquisition destroys entire coven of lycanthropes in southern Adbar with the aid of mercenaries (the PC's).
1137 Early Summer - Chapter 1: The Arcanist's Tower begins! The party are hired on by Lord Ecurius Tarravus, a sorcerer-noble of the royal family of Naseria and Truth-Seeker, to investigate a tower once inhabited by a Carthagian thaumineer that stands in the Sarokean range of mountains.
1137 Early Summer - Mercenaries (the PC's) working for a Truth Seeker in Tarravus eliminate a dragon-cult running a slavery operation underneath the capital city.
1137 Early Summer - Mercenary company working for the Truth Seeker departs for the Arcanist's Tower in the Sarokean Mountains.
1137 Early Summer - Influx of Ironjacks from over the Azure Sea. Ironjack enclaves set up in Iril and Dar'Urazel.
1137 Early Summer - Gifts of Ironjack knowledge used by Huronese thaumineers. Work on the first Huronese dreadnaught class warship begins.
1137 Early Summer - Skyrunner craft begin to appear in the skies above Huron, Carthagia, Naseria and Ascaria.
1137 Early Summer - 1137 is declared by scholars as The Year of the Sickened Earth due to the innatural sickness of the earth. Rumours of the Pyre, the focus of the Flame Guild's magical energies, as being corrupted in a similar way to the earth, begin to circulate. Finally, word spreads of a foulness in the seas along the Azure Coast, once more of unnatural origin.
1137 Early Summer - Rumours of the disappearance of a large number of Carthagian Manipulators several months pervious begin to circulate.
1137 Early Summer - Wolf Kieresane, Azure Blade co-leader and hero of the Dusk campaign, is slain by Red Talons. News of this filters out when the body is buried at a Grumandic monastery - mercenaries there recognise him and carry the tidings with them into the surrounding lands.
 

If you think that such a short update will be enough, you're wrong. Go back to write, we want more story :D :D
 

Just a short little post to help set the scene for the first proper SH update to this thread, but don't worry, there'll be more hefty ones to follow over the next week :)



The party, now consisting of both Ecurius's band of mercenaries and the Drakkath scholars with their hirelings, headed for the rise that angled up before them, the rugged landscape steep and difficult. Jarvis, the Naserian pathfinder, was already perched up there, signalling that it was safe for them to come up; as they approached, Sebastion skirted slightly ahead to check for anything dangerous that might be awaiting them in the gullies of the slope. After their encounter with the solar beholderkin, they had realised that it paid to be cautious in such mountainous terrain. Glad to be moving again - not personally, but as a group - Sebastion appreciated the slightly more difficult target they now presented as he wondered whether the cluster of scholars and students would be an aid or a hindrance in the event of an ambush.


I wonder how many of them are wizards? he thought idly, trailing up the hill slowly on horseback. I wonder if any of them are better than Mel? That was probably a question that would stay in his mind, he decided, rather than make the trip to his tongue.


When they finally all made it up to the top of the rise, the valley below was revealed, the vista rolling away to be framed against the clear blue sky.


* * *​


A grassy slope spread away ahead of them, the valley stretching before them lengthways, caught between two more ridges. The lower part of the valley was rocky and broken ground, but trees studded it nonetheless. And there, some mile or two away, the tower broke up out of the ground.


It looked almost... organic in nature. A melding of metals and stone that seemed to naturally spear up from the rock rise it stood on, the dark structure curved and wound upwards, the bulk of the central structure punctured by gloomy receses and swirling daughter spires. The lower third was a cacophony of protruding pipes and outlets, twisitng amongst each other and venting out a drool of liquids and vapour.


And here and there more recent construction was apparent. Rusted metal and rivets seemed to have been used to tack on new little balconies and vanes, the very top of the tower bearing a crown of copper spikes.


Yet the tower seemed quite, quite dead. No movement nor noise, no light nor sound.


Johan gave a wry smile. "Oh yes, this is Umbral, but not what I expected exactly. See that bulge in the main structure about two thirds of the way up? Probably indicates a large chamber within, specially crafted and formed. This is a war tower."


...to be continued...
 
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"A war tower..." Mel mouthed quietly, staring across the valley at the tower. It reminded her immediately of the machine-people, these Ironjacks, in that it grew in organic twists and bulges from the stone, but had apparently been added to in mechanical ways, like the man with the clockwork eye she'd seen at the monastery. It wasn't quite right. And it wasn't typically Carthagian, she thought, to tamper with things in this precise way: the Manipulators took things which lived and forced them to grow and metamorphose into more useful forms, while this tower had been added to incongruously with tacked-on bits here and there, such as the shining crown of copper spikes it now wore. "Looks like a serious lightning hazard," she commented dreamily, more to herself than anyone else, even while her mind wandered around the subject of why the Carthagian arcanist had left his homeland in the first place. He did not seem to have quite the same mentality as his comrades, if his residence was any clue.


Her mare shifted and snorted with fatigue. She had tried to weave close to Jarvis on the ride toward the tower with the intention of asking him a couple dozen questions, and had only now managed to draw up close by the wizard as they paused before their first view of the tower. He'd been too busy consulting with his companions until now. Her mind snapped back to his last comment suddenly.


"A war tower! Will we find traps and pitfalls on the perimeter, do you think? Whom were they fighting? I'm very curious to find out more about this thaumineer. He was not a typical Carthagian, I get the impression. But it does look empty, except for those ducts and clouds at the base. I wonder what those are. It's almost like the tower itself is alive!" This was obviously silly, so she stopped talking abruptly, with a sheepish smile at Jarvis.


Johan gave Melisande an odd look. "I don't know what defences we might meet, but if this Carthagian survived for long enough tp modify the tower with those additions, then he probably found a way to circumnavigate or deactivate any traps. The tower looks pretty dead anyway, though some residual systems might still be active..." There was some discussion from the other sages, including a muttered "will be active".


"But to be honest I think we have at least as much to fear from whatever defences the Carthagian might have put up to ward off unwelcome visitors. And then there's the rather worrying possibility he might still be alive. It's a pretty big structure though, so I really can't predict what we'll find in there."


And it was a big structure when looked at in the scale of the surrounding trees. The magnitude of the rolling vallies made it look less imposing, but the truth was that it was massive, a behemoth of a building.


"From the vents it looks like something inside is still active, but it's hard to tell what. It might just be basic systems ticking over, or it could be whatever the thaumineer did within. For a practitioner of thaumineering I can imagine such a tower would be a great thing for altering to suit his own needs." Johan's eyes suddenly gleamed eagerly, as if something had just occurred to him. "And I can only hope that it might, just might, have a still active mother spirit. If those effluents indicate still active Umbral machinery there might be one still alive. We've only recovered the engine-shells of their containers before, and clues as to their existence - they're a kind of machine spirit that the Umbral's harnessed into some of their structures." After a hasty debate with another scholar, he amended, "May have done, anyway. We still can't be sure. But this could be a real treasure trove of Umbral artefacts. I don't think I've ever seen such a complete structure before, it's just a shame that some Carthagian came along and tampered with it. I hope he hasn't done too much damage to the innards."


"Oh yes, Carthagians are terrible for doing damage to innards," Melisande sympathized. Then she went on in a tone not unlike that of an eager six-year-old: "But whom would they have been fighting in their war tower? Does this date back to the wars of the Elder Gods? Who were the enemies of the Umbral people? And what were the Umbral people, anyway? Human, or something else?"


A feeling of unease had overcome Wyshira as the party topped the rise and she saw the Tower for the first time. She directed her horse closer to where Johan and Melisande rode together, and listened to their conversation about Umbral traps and Carthagian defences. She didn't like what she was hearing, and she didn't like what she could see of the structure either. Vaporous emissions from rusted and bent pipes coiled in lazy tendrils around the base of the Tower. Wyshira eyed these false, ground-hugging 'clouds' with distaste.


Then something Johan said caught her attention.


"Mother Spirit?" she repeated after him. "I don't understand. You mean, the Umbral people made living machines?"


* * *​

As Sebastion had crested the hill, all the questions in his mind about the arcane abilities of the scholars they now travelled with had disappeared like so much mist in the morning sun. The tower emerged slowly as he drew over the rounded top of the crest: first the thrusting, jutting spire, then more and more of the curiously flowing, dynamic sculpture of the breastworks, and finally the billowing, expectant mists of the footings. He didn't listen, as such, to the muttered conversations behind him, but he heard the words.


"...This is a war tower......Umbral people made living machines..."


He could see the dangers in it, see the power that spoke of conflict and struggle, the dynamic strength as it surged up from the ground, hauling itself above the rock upon which it stood. Towers had always seemed ponderous and immense, but this spoke of speed and strength as well as sheer size - and the froth of mist spurting from its base gave the impression of some vast iron bull snorting at the dust as it prepared to charge across the paddock.


He wanted to see inside, to know what it was and what it could do...


[size=-1]"Wow!"[/size] was all he could manage, quietly, as he gently nudged the mare into motion, and began a slow walk down towards the glen in which it sat, turning back to be sure the others were coming.


* * *​


Johan looked somewhat uneasy in answering Melisande's question. "Well, truthfully, we don't know who they were fighting... but... well, the indications are that the Umbrals date back to before the Dawn War between the Elders and the Youngers. As to what the Umbrals were, I cannot say for sure, but some of the artefacts we have recovered indicate they were similar in form to humans, though there are certain... discrepancies. Pieces of armour that fit wrong, certain devices of odd styling for hands of human shape. Other oddities that indicate that they were alike men but not men. Their language seems to be the root form of Drakkath though, which has some rather worrying implications. Still, we can do little as yet but piece together the evidence left in their wake. We have recovered very few intact relics, located few sites in good shape, and found no writings of theirs that shed any more than a vague light on them. This tower though... I think we might really be onto something here."


In response to Wyshira's question, Johan stumbled over how to explain it. "Well, no, not in an organic sense. We believe a mother spirit is not a living, breathing creature, but rather a machine spirit-overseer, an intelligence of gears and steel, that they bound into some of their creations. We've found some indications that the Umbrals were on good terms with spirits from a realm of order and law, and it was this that let them bind mother spirits."


"Sounds possible to me," butted in Ansas'Turi, the Ironjack woman coming up level with Melisande. "In my homeland, the Praefectors of Grual Rig knew how to bind minor spirits to machines to safeguard and maintain them. The Lore that the Praefectors guard..." She paused, then corrected herself. "...guarded... told us that the spirits came from a realm of the gods of order, where they existed in abundance. These Umbrals must have been mechanists of great skill to have made something like this tower though, so their binding techniques would most likely be far ahead of what little we have achieved in the field."


Slightly ahead, Jarvis had clambered onto a rock that punctuated the valleyside, and from a pouch drawn a delicate spyglass, peering through it at the tower ahead. He turned with a look of slight worry. "Someone's got there ahead of us," he shouted with a tone of puzzlement. "I can see tents, and horses tethered. No people in sight though."


They had been beaten to the tower.


But by who?
 
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Background - The Drakkath, Draconic & Ara Languages

In the above update, the wizard mentions the 'Drakkath' language, so to explain for the readers...

The Drakkath is both the name of a very large area of wildlands within which several countries are nestled - such nations as Corinthia, Adbar, Killanon, Mirayek, and non-human domains as well - and it is also the name of an ancient language. The 'common' tongue of the area where this campaign is taking place - the north-east of an expansive continent, with knowledge of another large continent to the east over the Azure Sea - is called Ara, though usually just referred to as Common. There are variations and other languages, especially amongst the non-human races, but Ara is certainly the dominant tongue.

Drakkath takes the usual place of Draconic in being the language of magic and the arcane. Draconic is used by dragons, Gilamesh cultists and clerics, and some other religions for ecclesiastical texts, but Drakkath is the tongue used for the scribing of scrolls, spellbooks and other sources of lore. The religion of Naskha the Sorcerer-God makes extensive use of both Drakkath and Draconic in writing their holy works - this is actually the cause of something of a schism, because some of Naskha's clerics assert that Drakkath is the truly 'magical' language and should be used for all sacred scribings, while others point to the draconic links that Naskha has and thus state that all His canon should be written in Draconic.

The origins of Drakkath are hazy, and is believed to be an ancient language of the area before Ara ever became dominant, possibly before Ara was ever spoken. Certainly, particularly archaic forms of Drakkath are found in some of the ancient ruins and tomb-sites that are scattered across the Drakkath region and the surrounding areas, which are believed to be the work of a truly ancient culture, often identified as the 'Umbrals'. Some find this to have rather worrying implications about the history of this part of the continent, especially since so much is simply myth and legend when a historian attempts to put together an account of the centuries just after the Dawn War. The role that the Umbrals played in the past has yet to be revealed and fully understood, and few people other than scholars and wizards have much interest in finding out anyway.
 

Into the Woods

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