The Risen Goddess (Updated 3.10.08)

Re: wow

Tellerve said:
Btw, are the players in those campaigns the same? If not you have a wealth of what appears to be excellent role-players. Is the banter you write in the stories things that happened in the game that you remember or jot down or are you just adding some flavor for us? Either way it is great and I look forward to more.

Tellerve

Thanks for the kind words!

The other player in this game runs Heydricus in the Liberation of Tenh. Gorquen (who had a few sessions in this story) is played by Prisantha's player.

The dialogue is probably 80%+ accurate. I generally write the logs directly after a session, but where I mis-remember the exact quotes, the spirit is there.
 

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np, Contact, those words were deserved. Good to hear, and good to know about the players. I am anxious to hear new news from either story hour, when do you all play next?

Tellerve
 


Story Synopsis

Story Synopsis to date:

Taran, Thelbar, Kyreel and Indy are adventurers from the Free City of Greyhawk with a little problem-- they cannot remember a thing about their lives prior to the campaign’s beginning. Another thing they have in common is the veneration of the Goddess Ishlok, a Goddess unfamiliar to anyone else in Greyhawk . . .

They set out for adventure, eventually finding themselves trapped on the Plane of Elemental Air. There, they join the Pirate Ship The Marrow Down and become pirates for a short time until they can make their way back to the Prime Material plane.

Upon their return, they travel to Ratik, in the far East of the Flannaes, and encounter enemies from a past-life! Fortunately, the party wins the fight. Unfortunately, these enemies are diplomats and emissaries from a nearby land. The group is jailed for murder and High Treason, but manages to escape.

The group meets with Gorquen a stout avariel elven knight, and learns that many others like themselves, foreigners to Greyhawk, have turned up—- and none of them can remember how or why.

Gorquen and Indy are killed shortly thereafter, and must be turned over to a local druid for reincarnation. Indy returns as a halfling, to his chagrin, and Gorquen as a wingless elven maid. The two set out on a brief quest to reunite the druid with his lady-love. Lesbian intimations and penis-jokes ensue.

Reunited again, the party subsequently discovers a mysterious ruined city, and during a fight with a red-robed mage, the group is split up. Taran, Thelbar and Gorquen find themselves in another land altogether—- called Faerun by it’s sages.

There, they begin a series of running battles with drow, put down roots in a community called Mistledale, and discover some of the shocking truth about their Goddess Ishlok:

During the night, Taran and Thelbar have the same dream-- a sending from Ishlok the Preserver and Protector, goddess of their faith.

In the dream, Ishlok confirms that she is in fact Palatin Eremath, the lost goddess of the elven pantheon. In ages past, Palatin Eremath was the consort and war-champion to Corellon Larethian, and the co-creator of the elven race. The goddess Lolth (known then as Arunshee) was her sister, and when the schism between Arunshee’s night-elves and Corellon Larethian’s day-elves broke out, Palatin Eremath was forced to honor her vows, and take her consort’s side.

Palatin Eremath was the greatest warrior amongst the elven deities, and she defeated her sister in combat, taking not only Aurunshee’s honor, but scarring her sister and taking her Goodness from her, earning Arunshee’s eternal enmity.

After the battle, Palatin Eremath lay wounded and dying. She turned on Corellon Larethian and accused him of instigating the conflict. She blamed his stubborn self-righteousness for driving a wedge between the elven family, and spoke out against his rule. This was unacceptable to the father-god of the elves, and he ordered her name struck from elven history, her stars struck from the night sky and her identity destroyed, even as she went beyond the great veil, and into the land of the deific dead.

But death was only a temporary condition for the mother-goddess of the elves. She crossed the great veil a second time, returning to the land of the living with knowledge and power beyond even the reckoning of the gods. She adopted a new identity as Ishlok, and went into solitude with a world of her own creation, the world of Isk. She established the pasoun, as an analogy to her own transformation, but also as a new paradigm for the distribution of mortal souls. Gone was the mortal’s dependence on patron powers to protect their afterlife from the ravishes of wickedness or deprivation. The pasoun educated and enlightened them until they too could pass beyond the great veil, taking their place at the sides of the gods, not subservient to them.

Taran and Thelbar are souls of the pasoun, children of Ishlok, and they have been chosen as her worldly champions, to pave the way for the return of Palatin Eremath into the hearts of her children, and set her name above all as a goddess for all beings.

The goddess instructs the duo to travel to the Star Mountains in the High Forest, a primeval wood in the north of Faerun. They are to explore the remnants of the Irilun Empire, and to seek the assistance of a high priest to the elven god Labels Enorath.

Apparently, in this new world, accomplishing the will of the goddess is a family affair.
 


34—To Marner, To Marner and Rally to the Cause.

After the fight with the Red Wizard at the portal leading to Faerun, Kyreel finds herself standing alone inside the strange structure. Several attempts to unlock the portal fail, and after a few minutes, the drow cleric sits down to wait.

Vognu flies into the room, a toad protruding from a mud-filled satchel clutched in the faerie dragon’s claws. Kyreel watches as Vognu plops the satchel down at her feet, and lands nearby, waiting expectantly.

The toad hops around in a circle, croaking agitatedly. In her mind, Kyreel ‘hears’ Vognu’s reedy, ticklish voice in her head, translating the toad’s tirade.

“What’s that, my friend?” Kyreel says to the toad. “Vognu, I think Indy’s trying to tell us something.”

The toad hops a figure eight, croaking all the while.

Kyreel squints at Vognu, hoping to ‘home in’ on the faerie dragon’s telepathic sending. “What’s that, Indy? Someone fell in the well?”

Vognu hisses.

“Oh, you said we should try to dispel. Well of course we will, Indy, but I must rest first. Vognu can help you stay moist and comfortable until we can return you to your normal form.”

The toad hops straight up in the air, and lets out a stream of acerbic chirrups and burraps.

“Well, a halfling is your normal form now, Indy, and no magic I have will change that fact.”

-----

After a night’s rest, Kyreel manages to dispel the Red Wizard’s polymorph. Vognu, mysteriously, has disappeared during the night, and is nowhere to be found.

“We’re no longer bonded, Vognu and I,” Indy says by way of explanation. “Ever since we were reincarnated, our link has faded. At first Vognu stayed in his pouch much of the time, but he’s started to really understand that he’s no longer a toad, I think. Alas, I find myself without a familiar, deprived of the means to secure my lady-love, and two feet shorter.”

Indy holds up the Red Wizard’s spellbook, left on the Greyhawk side of the portal. “I suspect this will tell us how to follow our friends, but this isn’t the sort of thing I can study sitting up to my neck in monster-infested ruins. We need to go back to Marner. You have a hat of disguise and I have a whole new form. We should be safe from Justice for a few days, at least.

“But we’ll need new names. You should call yourself Leeryk, and I will be Ydni.”

Kyreel stares at the halfling. “Using your own name backwards is the stupidest naming convention I have ever heard of, Indy.”

“No it’s not. Look at Xagyg, or Ollidimara.”

“Don’t blaspheme, Indy.”

“I’m only saying, Leeryk . . .”

“You may call me Asahasa, if you must.”

“How am I supposed to remember Asahasa?”

“How do you remember Kyreel? How do you remember your spells?”

“Leeryk is easy. Asahasa sounds like a wizard’s name, anyway.”

Ratik is bustling when the duo arrive. The year-end Fairwinter festival is beginning, before the first snow of the year. A huge nomadic halfling community has arrived via river barges, bringing trade goods, entertainment, and kegs of halfling bitter stout—a Ratik favorite.

Understandably, the guards at the gate are pleased to admit a gaily-dressed halfling in the company of a beautiful half-elf, and no questions are asked. The duo make their way through the crowded marketplace and discover that there are no rooms at any of Ratik’s inns.

“This is ridiculous,” Indy says. “I offered that innkeeper ten times his normal rate, and he still wouldn’t put that family out.”

“The woman was pregnant, Indy,” Kyreel says.

“There’s room in the manger! Let her sleep with the horses—I’m allergic.”

“The gods will punish you soon, I think,” Kyreel says as she turns away from Indy.

After a few hours of fruitless searching, a member of the Ratik Watch informs the group that his family is thinking about renting out a room during the festival. Indy and Kyreel follow the man’s directions, and offer his elderly mother the equivalent of his monthly salary per evening, provided she can secure peace and quiet for Indy’s studies.

The woman eyes the two adventurers, and bites the offered coins. “If it’s peace and quiet you want, sir and lady,” the old woman says between the gold piece in her teeth, “you’ve come to the right place.”

-----

Indy announces that he’ll need proper materials if he is to decipher the Red Wizard’s spellbook, and the duo return to the marketplace to buy arcanist’s supplies. An afternoon’s search convinces them that they are in the wrong district. If they are looking for down-cloth, elven silk, sparkle-spice from the Pale, roasted rabbit, finger puppets, winter-wolf pelts, sharpened stakes, breech-caulk, candied apples, manticore spikes, folding screens, cast-iron pots, tindertwigs, new boots or gnomish wind-up toys they are in the right place. But every drop of ink for sale in Marner is in the clerk’s district.

As Indy is negotiating with a halfling tanner for a pair of lavender riding breeches there is a cry of terror from a few stalls down. Kyreel and Indy shove through the crowd in time to discover a half-dozen giant rats running wild and attacking everyone in sight. The rats have overturned a pair of stalls, and started a small fire where an oil lamp has burst.

The adventurers leap into the fray, attacking the rats and driving them into the tight spaces between stalls in the overcrowded marketplace. Kyreel smites one of the rats on a hunch, and her Holy blow literally quarters the rodent in a spray of blood and fur.

“These rats are evil,” she says under her breath to Indy.

“Tell me about it!” the halfling exclaims, “the damn things chewed a hole in my new boots!”

“No, Indy, these rats are Evil. There is more to this than meets the eye.”

The heroes have order restored and the fire put out by the time that the first guards arrive on the scene. After a brief conversation, the guards praise the adventurer’s quick action, promise to put them up for an official commendation, and recommend that they report to Captain Shella, the guard’s interim captain. When asked why their captain is “interim”, the guards explain that the former captain was murdered, presumably by thieves, three nights ago.

Something is rotten in Denmark, and Kyrell smells a rat.
 


35—Play on, play on.

The next morning, Kyreel and Indy follow the guard’s advice, and pay a call on the new captain of the guard. Captain Shella is a young woman, sincere and honorable, and she congratulates the adventurers on their timely intercession. She confesses that her guard is currently overworked with all of the festival traffic, and her duty roster is stretched to the point of breaking. She laments a series of recent unrelated disturbances, including a rash of robberies and a pair of murders. Kyreel offers to help without a moment’s hesitation, and Captain Shella gratefully accepts.

The murders took place in the Southspur district, a warehouse community peppered with shanty homes and a few less than desirable businesses. The guard has taken a defensive stance with regards to the recent problems, preferring instead to keep the festival running with its much-needed influx of coin and commerce. Any help the adventurers might render, she states, will be gratefully received.

“The irony of it all,” Indy says as they return to their rooms. “We certainly top the Ratik Most Wanted list, but we’ve just been conscripted as guards. After we solve these murders and restore Law and Order, do you think we should turn ourselves in?”

The duo make their way to Southspur, Ratik’s “troublesome district”, and are accosted along their way by a gaudily dressed fellow who warns the duo that he’ll brook no competition on his turf. Indy is completely baffled by the man’s hostility, but Kyreel understands his meaning.

“You are a pimp,” she states, “and you think we are also involved in your seedy trade. First, sir, I will have you know that should you cross swords with us, you can kiss your illicit career goodbye with the same peck that sends your life off, and second we are not selling flesh. We are adventurers, investigating a murder at the behest of Captain Shella herself.”

“Right,” the man says, as he runs his hand through his beard. “No trouble from Swagger Jack you’ll have missus. I should have known. You looked a little up-hill for this block, and he obviously swings his sword with the other hand, if you take my meanin’. Not that there’s anything wrong with that, mind.”

The pimp stares at the two of them. “No blood, no harm, I say.” After a thoughtful pause, he continues. “You might want to talk to Master Cerin of the Night Walkers. They run this district, and if anyone knows the inside of the secrets here, it’s him. Myself, I wish you luck. Murders are bad for my business.”

After the man returns to his slouch in a nearby doorway, Indy turns to Kyreel. “He thought I was a pimp? Me?” The duo walk toward the safe-house described by Swagger Jack, and Indy mutters “Cool.”

Kyreel notices that the diminuative pirate-cum-revolutionary adopts a slight limp and massages his beardless face in an offhanded manner. “Maybe I need a gold-handled shortspear,” Indy mutters to himself. “And a big hat.”

“Maybe you need to abandon this foolishness and keep your mind on your business,” Kyreel says.

“Maybe you need a lesson from the back of my hand, you keep runnin’ your yap, woman,” Indy says.

“Indianichus Winterborne Silverleaf! That will be quite enough! I’ll have none of this. You’re not a pirate, there is no ‘revolution’, Lady Evaleigh is not in love with you, and you are certainly not a pimp. By all that is and will be, you are favored by Ishlok Herself, is that not enough?”

Indy mutters “I just want to be popular,” as a lone tear runs down his cheek.

-----

The gang run by Master Cerin proves to be remarkably loose-lipped considering that their job description includes subterfuge and secrecy. Apparently, whatever has been preying on the street-folk in Southspur has these thieves frightened to go out at night, and Ollidamara knows how little daytime trade there is, even with the festival in full bloom.

Master Cerin shows the duo where the murders took place, all within a three-block radius, and tells them that whatever killed these people wasn’t human—the victims were shredded, as if by innumerable claws, and their blood was not found with the bodies the next morning.

A search of the area reveals a suspicious warehouse with a single un-boarded window on the second floor, and Indy’s keen eyes spot claw-marks running from the window to the ground.

The duo fortifies themselves with spells, and Indy climbs up to the second floor window for a close listen. He hears scrabbling noises, and a disturbing atonal muttering coming from within the building. He holds up one fist in the universal sign for a fight, and as Kyreel makes her way to the front door, he slips inside.

Suddenly, the dimly lit interior goes completely black, and the muttering rises in volume to an ear-bending crescendo of yelps and bloodthirsty wails. Several creatures claw at him from the darkness, and it is all he can do to flee toward the sound of Kyreel smashing in the front door, and calling down a flame strike on some unseen foe.

Had Indy realized that he was fleeing off the edge of a fifteen-foot riser, he might have reconsidered, but blinded by the magical darkness, he pitches headfirst over the edge, and into a gaggle of scorched humanoid bodies.

The eyeless creatures are feral humanoids and are covered with a strange sort of fur most like a spider’s bristles in look and feel. A round half-dozen more of the things are swarming from the riser, and lashing out at Kyreel with cat-like claws and protruding fangs.

But Kyreel was just voted The Wrong Cleric To F--k With by the Monsters Union Local 35, and she proves why, driving the beasts into Indy’s waiting sneak attacks, and smiting them head from shoulders with her mace. Divine might makes right most of the time, after all.

There is a minute of furious fighting, then as suddenly as it began, the warehouse is quiet, and the heroes are victorious.

But all is not yet well in Ratik. Secure in their victory, the duo is returning to Captain Shella to report when they are approached by a pair of shady-looking thugs who warn them not to “go poking their nose in their betters’ business.”

After beating the two thugs into a semi-conscious pleading submission, Kyreel concludes that the Warehouse fight was a red herring, and that the trouble in Ratik runs deeper than they know. Indy practices saying “what’s up, bitch?” to passers-by.

The pair returns to the Market, where several of the grateful stall owners are more than happy to tell the group about a series of strange happenings involving the city’s rat population. Perhaps there is some sort of Pied Piper at work-- if the mysterious figure’s goal is to unsettle the locals, he seems to have succeeded. An elderly dwarven matron and weaponsmith grants the duo an audience, owing to their status as heroes amongst the Marketplace stall-owners. When asked about rats, she suggests having a look at the city’s Bell Tower, long known to be a breeding place for the filthy rodents.

Further investigation also incriminates the city’s Bell Tower as the epicenter of some very un-ratlike rat behavior, and after sneaking into the place, Indy reports a half score of wererats haunting the place.

The heroes decide to climb the walls of the tower, and assault it from the top. The roof level leads into a web of rickety support beams and rope-work forming walkways high above the tower’s floor. Their rodent enemies lurk among the shadows and corners of the chaotic latticework, armed and ready for trouble. But a fireball from Indy undermines the wererat’s position, and before too much time has elapsed, their foes have all surrendered their liberty, or surrendered their lives.

“That’ll teach them to mess with one of my women,” Indy says as he pulls his spear out of a wererat’s body, now transforming back into its human form.

“If you don’t stop this pimp foolishness, I won’t cure you,” Kyreel says.

“Now look here, baby,” Indy says as he exaggeratedly widens his eyes. “You’ll do what you’re told, see? When I say cure light wounds, I get cure light wounds.”

“Oh, I don’t mean cure your wounds,” Kyreel says, picking up Indy’s arm, revealing a rat-bite. “I meant, the curse.”

“Curse!” Indy exclaims.

“Lycanthropy. You probably have it.”

“No! Not me! Not . . . Sweet Ratik Indy!”

“And you’d better learn to like eating human flesh, Indy, because I don’t remove curses from pimps, revolutionaries or pirates.”

“Human . . .flesh?”

“Wererats eat the privates first, Indy.”

“Eeew!”

“If you promise to cut out this pretending nonsense, I will remove your curse. But you must promise.”

After a moment of thought, as Indy scans the crotches of all the fallen wererats with a grimace on his face, he agrees. Kyreel also wrestles out of him a promise to abandon any notion of a romance between Lady Evaliegh and himself, and despite his most fervent wishes, he does so.
 


36—Voices Under the Stairs

Satisfied that she has put a stop to Indy’s ridiculous imagination, Kyreel looks about her and ponders her situation. Killing wretched humanoids in an abandoned warehouse is one thing, but these wererats all lead lives as Marner citizens. Convinced that she can turn to Marner’s religious community, she and Indy bundle one of the dead wererats, and trundle off to the Temple of Pelor, and beg an audience with the High Priest Forgrimm.

Pleasantries are exchanged, divinations are cast (on the corpses as well as those who brought them), and the High Priest agrees to speak with Shella on Kyreel and Indy’s behalf. The Sun’s Blessed are intrigued by Kyreel’s description of the Goddess Ishlok, and suggest that she speak with Heironeous’ Champion Alein, a woman who, like Kyreel, has dedicated her entire life to the service of Order and Goodness. Alein, the high priest assures them, would love to become involved with the sorts of investigations Kyreel and Indy are undertaking. Indy sneaks away and steals food from Pelor’s kitchens, as Kyreel and the high priest talk long into the evening.

As the duo are traveling to the Southspur district, looking for Heironeous’ shrine, they hear a startled yelp, and a half-grunt half-scream coming from up ahead. Charging forward, they stumble into a bank of rapidly spreading mist that covers first their boot-tops, then their legs, and then obscures their vision altogether.

Indy grabs Kyreel’s arm, slowing her charge, and cocks his head for a listen. He whispers, “Someone is fighting behind the building. I’ll go up to the roof!”

Kyreel feels her way to the back of the building and tries to home in on the sounds, now quite muffled, of two men grunting under some strain.

“Kyreel! Cream ‘em!” Indy yells from his vantage point above the mist. “They’ve got a body in a bag!”

Kyreel helpfully complies, silently thanking Ishlok that Indy didn’t say, “now, bitch!”

The fight is more of a mugging than a combat, and after some frenzied hand-to-hand fighting, Kyreel and Indy are standing over the bundle the three suddenly-deceased individuals were trying to make off with. The bundle looks suspiciously like a body, either dead or alive.

Fortunately, the body in the bag proves to be quite alive, and is none other than the acolyte to Valor’s Champion Alein. The frightened acolyte tells the adventurers that Alein went missing last night, and just as he was getting ready to go looking for her, these two ruffians jumped him outside the shrine.

The acolyte recognizes one of the dead men as being an attendant at the Reality Wrinkle Bookstore, a queer little shop specializing in Arcana and magical obscurities. In fact, he and Valor’s Champion Alein had just been there a few weeks ago looking into a murder.

“I’ll give ‘em a murder to look into!” Indy mutters to himself, as he rubs the bite-wound one of the crazed kidnappers gave him. “Let’s go Ky . . . er, Leeryk!”

The Reality Wrinkle Bookstore is more than a queer little bookstore specializing in Arcana. It is, in fact a Queer Little Bookstore specializing in Arcana. Indy and Kyreel saunter in and swiftly find themselves in possession of Queer Little headaches, starting just behind the eyes, and stabbing backwards into the skull. Everything seems Out of Place, and while the dusty shelves and discordant stacks of books are entirely appropriate for a bookstore specializing in Arcana, this dust seems both more and less than just dust, and the piles of books look exactly like the sorts of piles of books Foul Creatures might want to hide behind.

“I don’t like it here one bit,” Indy mutters as the duo approach an old man sitting at the service-desk.

“You there. We need to ask you a few questions, in the name of the Law,” Kyreel begins with all her characteristic subtlety. “I am going to cast a spell to divine truth from lies in what you say, so do not . . .”

The paladin is cut off as the man dashes past her and behind a curtain, without a word.

“Sonofa . . .” Indy shouts as he rips his spear from its peace-pouch. “Get him!”

As the two charge behind the curtain, they are struck with a wave of dizziness, as the angles joining things seem just a touch impossible in the Reality Wrinkle’s back room. A foul gibbering emanates from behind a door underneath a set of stairs leading to the building’s second floor.

Kyreel throws the door open, and is accosted by an amorphous blob of mouths and eyes that oozes over itself subsuming its horrific features, only to reveal new ones as it rolls onto the shocked paladin.

Indy covers his ears against the nonsensical howling and gibbering emanating from the thing, as its un-worldly muttering worms its way into the panic centers of his brain.

Fortunately, the monster is just as vulnerable to a Holy Smite as the next hideous aberration from an utterly alien dimension, and Kyreel is able to fight it off, suffering only a disgusting series of red welts where the thing was biting her.

“You know, they pay extra for . . .” Indy begins, but trails off in the face of Kyreel’s withering glance.

“While you were cowering,” she begins, “I heard foot-falls above us. Whatever this thing is, its wailing set this entire building into motion. Let us be on our guard.”

Unfortunately for the heroes, the old man at the front isn’t the only utterly mad neo-cultist in the Reality Wrinkle, and dashing up the stairs, our heroes quickly become trapped in a sticky quagmire of a battle, as a half-dozen madmen (and madwomen) attack them with weapons and spells, while a willowy figure dressed entirely in red and wearing a festival-mask phases in and out of an invisible state and summons several hideous giant lamprey-like monstrosities.

Indy shouts “That’s it, we’re done for!” on no less than two occasions, and if Luck hadn’t been on the side of the heroes, they surely would have been.

But in the end, the blood staining their clothes isn’t their last, and Indy and Kyreel survey the carnage in the bookstore. With their foes defeated, Kyreel attempts to wrest from the dying masked woman what the group’s purpose was.

“The Gate to the End of All Things will open and swallow us into its embrace as its chosen . . .” is her croaking reply.

“Oh, great, another cult to entropy,” Indy says. “Like we need this right now.”

“Nonsense, Indianichus. This is no religion. This is, rather was, a sort of home for the criminally insane, but I think we’ve put a stop to their nefarious plans.”

And so, for a time, do all the citizens of Marner.
 

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