Year 626

Winter 626

Arum 626

Week 1 to 3

After a long winter spent waiting for news of Origa's attentions, the new year finally comes. Archpriest Ulric has been setting about his first reforms, inaggurating the Vigilant Order (under Olvar), giving full permission for the Church of Elphastus, and making the party the core of his council of advisors. As disturbing reports continue to filter from Stonsay Ulric's council faces the very real popularity of war, come the spring. The party travels to Wyre for a bried trip, braving the winter seas to learn that Origa has been buying men and supplies from the pirates since autumn. When some of Olvar's spies return to report being attacked by Origa's navy war seems certain.

Week 4

No sooner has the council decided to prepare for war than a messenger arrives from Origa. This messenger, the Cardinal Finn, sent by Ulric to Origa, now appears as Origa's mouthpiece. In the harbour he denounces Ulric as a traitor, accusing him of rigging the vote, and placing the support of Origa and Ketir fully behind Inshaku. As if he had been preparing for such an eventuality Inshaku moves to seize power and with his own black cloaked army (seen by the party on Auskerry) deposes Ulric and imprisons the party as heritics and sorcerers. Luckily Ivar rescues them in the night and they are able to learn where Ulric is held.

As they reach the isolated tower where Ulric is held they are attacked by Ozmarduk. In the fight Ina is stabbed through the heart and Eilif is gutted and then plunges from the cliff dragging Ozmarduk with him. Luckily Ina is saved by a mighty prayer of Protection that Eirik placed on her at the true font. For some reason Ozmarduk has chosen not to slay Ulric, so the party rescue him and, meeting with Beorn and Arrasu, recover much of their goods and flee the city.

Itarum 626

Week 1

The party flees South ro Eskhill. Inshaku sends troops after them and they fight a pitched battle on the banks of the river Tanaloth at Burrion, and then ride hard across the snow to reach the Manor.

Week 2

At the manor they try and formulate plans. Ulric excommunicates Inshaku, but Inshaku has already declared that he wants Ulric found and 'rescued' from the party! As more knights and priests seek out Ulric at the manor they decide it is only a matter of time before he is found. Instead he decides to head south to Stenabrek and search there for an army. The party are to remain behind and seek the Gates of Arrak at the Spring Equinox, as the shade of Castull advised them, and seek the remaining keys.Ulric also gives the party one of the two sphers of the Moon, which will allow them to communicate over vast distances on the night of the full moon. Olvar learns to operate them, as does Eirik. Ulric tarries a little while but is forced to leave when two attempts are made on his life, the second in the form of a possessed Ghebbeth.

Week 3

Parties are sent in every direction to hide which direction Ulric has taken. Some are decoys, while some are to join Ulric later. The party and godfred (disguised as Ulric) head south to the pass of Ester, only to be set upon by a sorcerous storm. The party realise that the Master of the Unseen, Rengar, has followed them to Estermouth (because he cannot resist taunting them) and are under attack by him. In the storm Olvar is nearly killed, and his horse is slain by enchanted crows. The party is saved, however, by a mysterious figure in white, who guides them out of the storm. Eirik thinks that the same figure came to him in a dream and warned him of the Ghebbeth attack. Although the party are safe they have lost the Lectum of Kazak to Rengar.

The party go to Fjott, where Skeggi claims strange visions, and are advised to return North by a strenger dressed in white who tells them of an old man by the name of Melgar who may know where the gates lie. The party return to Eskhill, this time without sorcerous interference.

Week 4

Late in the week, while the party is lying low at the manor, bandits attack a messenger sent to carry a letter to the party from Perion. They pursue the bandits down the vale till they track them down at an Inn in Reydar. The leader escapes, but the letter is recovered and contains news from Ulric. They learn that war has begun between Origa and Inshaku, that not all knights will side against Ulric, and that Inshaku has declared that they might not be heretics and should return to speak with Meldwin ... the party declines.

Still not knowing who hired the bandits, but suspecting Rengar, the party heads north, only to be attacked by Wolfen, shapechanging wolves who can take the forms of men. They weapons and prayers cannot harm the beasts, indead Skeggi's sword is destroyed, and its only by leaving a fallen horse and prisoner to them that the party escape.

Back at Eskhill the party and Beorn agree that these Wolfen are the next move in Rengar's attack on them and decide to make war on him before he can stop them reaching the gates.

Spring 626

Horan 626

Week 1 to 2

The party gathers an army. Pesants are recruited and trained, barracks built, silver weapons forged, silver taken from the pesants, and officers chosen.

In the second week the party takes some choice corprals and goes in search of Melgar, only to find him dead when they arrive, murdered by Rengar. A white Raven, however, leads them to a nearby valley where they find the gates of Arrak. Although they are chased from the hills by crows and Wolfen, they gain a good idea of where Rengar's base may be, in an old watchtower.

During these weeks first Godfred, and then Skeggi, vanish on missions of their own. For somewhere during this period Skeggi also seems to acquire the sword of Eilith, last seen falling into the sea with his body.

Week 3

The Wolfen attack the manor at Eskhill, and there are many casualties on both sides but the hastily trained troops and silvered weapons prove capable of holding them and a couple are slain by the party. They decide that offence is the best form of defence and plan an immediate attack on Rengar, but are held back by unnatural snow storms. Nevertheless a brave scouting team manages to reconoitre the tower and brings back information on Rengar's troops (bandits, wolfen, wolves), as well as intercepting a messenger sent North for reinforcements. As the storms fade the makeshift army marches into the hills and faces the forces Rengar has amassed.

The battle is short and bloody. Though the Wolfen are ferocious the soldiers are ready for them, and outnumber them, while Ina and Olvar's superior strategy outflanks the bandits. Much of the battle hinges on a sorcerous duel between Olvar and Rengar, controlling the weather over the battle (aided by Eirik), a fear causing fog, and preventing an Ofosukai being summoned. Rengar gets the uppoer hand, however, when he mentally controls some of the soldiers to attack Olvar. Although Ina manages to prevent him being stabbed to death after Skeggi ignores him to attack the Wolfen, he is still gravely wounded.

With the wolfen defeated and his power depleted Rengar flees in the form of a crow but is wounded when Skeggi shoots him with an arrow. The party ransacks his sorcerous equipement and then returns to the manor to disband the army and recover.

Week 4

At last the Spring Equinox comes (on the 25th) and the party travels to the gates of Arrak. Here Ina and Beorn say their goodbyes, and then as midnight comes they step between the standing stones and enter the path to the realm of the Unseelie ...

Sendum 626

Into the Unseelie realm ....

Exactly how long the party spend in the realm of the Unseelie is uncertain. Within these strange lands the sun never rises, and even the power of Atur seems distant and difficult to reach. It is almost impossible to count days, and no one can agree on how time passes, if indeed it does so at a constant rate.

Into the woods

At first the party find itself in a dark wood. They follow a road that runs through it, but are run off by a hunting party that nearly runs them down. Skeggi is wounded by elfshot, a flint arrowhead that activly burries itself into his skin! After this encounter the party decide to leave the road, but rapidly find themselves encorselled by the dangers of the wood. They find themselves lost in a swamo, are robbed by a sprite disguised as a lost child, and drugged to sleep by a field of bluebells. When they wake at last Olvar is missing, and the others find themselves on a different road running by a river.

On the road their way is blocked by a knight in black armour who does not speak, but challenges all that would pass. When Skeggi defeats him he vanishes, but leaves behind an iron crown. Following the road further the party spies massive cart tracks, but see no sign of the cart. A side path leads them off through woods following the trail of a unicorn, first to a circle of stone at the top of a hill, then to a pool of dark water. At the circle a faerie lord blasts them aside with magic for violating a sacred place, and warns them that men (or Antros) are not welcome in this land. At the pool the party discover an oracle, a metal face beneath the water that will answer questions in return for valuable offerings. This oracle tells them that their path lies beyond the lake of sorrows, and that they will be opposed upon the way.

Returning to the road they find the great cart at last, drawn by ogres, and realise that one of their prisoners is Olvar. In what will be the first of many deadly encounters they fight the Ogres, killing them but being heavily injured in the process, and rescue Olvar. They then limp on till they come to a great cliff, where the river plunges down a waterfall. Here they find a great tower of marble, its top glowing with internal purple light.

With the Lady Fanshin

The party are welcomed into the castle by its ruler, the enigmatic and alluring Lady Fanshin. Fanshin tells them that she is one of their allies in the realm, and that she opposes Duke Malefance, who hates all humans. She promises to heal the party and transport them across the Lake of Sorrows.

Although some of the party try hard to avoid the castle's temptations, and its food, those who were wounded succumb to what Fanshin calls the Black Sickness, that afflicts all who are wounded in the Unseelie realm, and treats them. Soon the party accept Fanshin's hospitality, food and clothing. As they explore the castle many other temptations come to light. Olvar and Erik are fascinated by the castle's library, Ina discovers a harp that plays itself and a magical talking bird that knows many lost tales while Skeggi finds Fanshin, and her bed, irrisistable. All of the party discover another Oracle, three silver arches within which one question can be asked. Erik learns from this the names of the Masters of the Black Star (Meldwin, Toseki, Thyre, Thidandri and Rengar), Olvar asks the location of another Oracle (beneath Tanaloth) and Skeggi learns more about himself and the strange other Skeggi within.

Despite their constant intention to leave the part find themselves delayed again and again by plausible excuses or enticing distractions. When at last they do decide too leave the castle is besieged by Malefance's forces and yet another delay ensues. As hard as Olvar and Ina argue for leaving, Skeggi is ensorcelled and Erik does not wish to leave the books. At last the rest of the party are forced to kidnap Skeggi and try to make their own way to the lake below. They are chased at once by Fanshin's guards but manage to make it to the lake, where they escape a great sea monster and gain the river beyond.

Urien and the Svart

Sailing downriver for some time the party eventually land in a golden wood when they hear the sound of a woodcutter at work. Here they meet Urien, a human taken from his village by Armanu, King of the Fey, centuries ago. He tells them that he was Armanu's pet for many decades, but the Lord tired of him and went on to other pleasures. Now he cannot return to the mortal world for he would die there. Urien tells them that he is still on good terms with Armanu and will help lead them to the King.

On the way, however, they find themselves hunted by Malefance's coursers, and barely escape into the underground kingdom of the Svart. The Svart are relatives of the fey, black dwarves who are greatly skilled in metalworking. These Svart, it seems, frequently take both humans and goblins as slaves and work them to death in their mines.

The party sneak through the mines for a long time, crossing a perlious bridge a foot wide. On this bridge Olvar falls and Skeggi, apparently, tries to drop him into the chasm below! When Erik takes Skeggi's knife from him he half makes as if to attack the Deacon. Though Skeggi is unaware of it, the other see his eyes glow red and do not trust him at all! The party almost make it through the mines but are spotted by Svart guards. They fight, but are bound in sorcerous chains and taken to the King of the Svart. This lord hates all mortal men, for he feels his people were cheated by Atur as they were banished from the light of day but never served the darkness. He is about to drown them all when he spots Durandas, and claims that the sword is his as it was forged by the Svart and stolen by men!

Ina, however, challenges him that to steal the blade would be dishonorable, and the King agrees to play a game of Sentit for both the sword and their lives, putting his own magical mace on the line should he lose. Ina does indeed manage to beat him using the move learnt from Brother Mirrgan long ago, but the King tries to steal Durandas anyway. The sacred blade, however, is unhappy to be taken and burns the King before bathing the chamber in holy light from which the Svart flee. In the confusion the party escape, with the King's mace, before the Svart bring down the caves over their heads!

Armanu's Court

The party finally reaches Armanu's court, a village of tents set out on the sward before a castle of glass that they are told the King never enters. Here they finally meet Armanu, only to learn that they cannot even address his court without being granted the rights to do so. They learn (with Urien's help), that a faction of Unseelie, comprising Duke Malefance, the Ice Giant Surranis, Lady Fanshin and one other, oppose them and the treaty they hope to promote, while Armanu and some of his allies (including the lord met at the stone circle) support them.

At the court the party meet some other Fey, and learn that to gain permission to speak to the court they must first meet the challenges of the lords arrayed against them. The party rest a little while before the challenges are given, and learn to their shock that the mysterious ally of Malefance is none other than Odoric, who is one and the same as Odimandius, servant of Osir! Odimandius, it seems, has already gained permission to speak before the court and has his own dark offers to make to the Fey.

As their first task Fanshin demands that Skeggi face her in a duel. If he loses then the mortals must return to their own world. Skeggi can hardly bare to harm this woman with whom, it seems, he has fallen in love, but faces here anyway. When she proves to be a supernaturally skilled swordswoman some force seems to take him over from within and he runs her through. As he sorrows in her tent while she is tended too, Malefance demands that the party ride to a certain place and bring back a token of hope from a land without hope!

With no other choice the party accept the challenge.

The world of Arranis

The pary are given fairy steeds, Taltos horses more like carnivores than mounts. These Taltos carry them at incredible speeds, seeming to pierce the veils between worlds as they go. As they ride, however, they are attacked by Maelfance's coursers once more, and are driven into a dark wood by their hell hounds. Here they find a ruined tower, and within it a glowing pillar. Those who touch the pillar vanish! Faced with the loss of some of the party the others feel they have no choice but to follow.

Beyond the pillar the party finds themselves somewhere totally other, a sunlit town full of dark skinned people who seem to speak an ancient form of Hieratic, Hrkun or Tenebrian. In this bustling town of palm trees, desert hills and silks, no one seems to have heard of Atur and Asha, but the ancient gods (including many unknown before this point to any of the party) are well known to them. At first the party fear that they have found themselves in a land of heretics, but begin to believe, somehow, that they are actually in the old kingdoms before the birth of the Gods of Light!

Some of the party go to explore the place, only to be attacked by hideous four armed demons! It seems that Odimandius has followed them to the place, and is determined to slay them. He calls rains of fire from the heavens to pierce them through (wounding the party and destroying half their armour), sucks the life force from unfortunate villagers who get in the way, paralyses Olvar when Skeggi shoves him in the way of an attack, steals three years of Erik's life, and nearly incinerates Skeggi after appearing from thin air as he flees the demons! Luckily the fleeing party runs into a Fey lady dressed in Green who rescues them all and carries them back to the Dark Wood again.

Back in the wood the Fey introduces herself as Arranis, a Fey who claims to have loved men too much, and tried to recreate her memory of what the world was like before their exile. She thanks them for treating the people of her world with such understanding and gives each of them a gift. To Ina she gives a broach in the shape of a golden bee that sweetens food and destroys poisons, to Skeggi she gives a mirror that reveals truth to those that look within, to Erik she gives a rod of crystal that makes plain hidden words and to Olvar she gives a ring that allows the wearer to speak with the dead. In parting she promises to return to court to aid Armanu, and tells them what road to take to avoid Surranis and reach their destination.

The Chapel of Matrix and the Land of the Dead

The party find themseleves at the edge of a great plain of cracked mud and dust. Here at last there is light, shining not from the sun but from a great and ornate gate far across the plain. Erik is convinced that they are at the edge of the plain of the dead, at the very gates of heaven itself, an awesome sight. Below them, barely perceptible, are the masses of the unquiet dead, those who wait before the gates of heaven. The plain seems swollen with shades and invisible voices.

Looking for a way down the cliff before them they spy what seems to be a ruined church on a point of rock. Here they find a temple to an unnamed godess, who may have been the same as one worshipped in Arranis' town. Olvar calls the place too blaspehmous to enter, but it seems to be the only way forward. Within robed priests pray the same prayer over and over again to an empty alter. They speak to one of them, named Memory, who claims no longer to know the name of the being they worship. Memory says she is dead and gone but that only she can help them find what the seek. Olvar refuses to have anything to do with such heresy, but Erik and Ina both privatly conceive some wild theories about the being they call Matrix (from the first line of the prayer), who they think could be anything from the God of the Fey, to the first creator, to the Mother of Atur and Asha!

It seems that Memory can be of no further help, but when Ina demostrates to him that she has learnt the prayer he promises to help show them their way, and vanishes, leaving behind only his robe and a mask in the shape of his face. Discovering a stair that leads to the plain below they find that when they look theought the lenses set into the mask a trail across the dry land becomes visible. They follow this for hours. On the way Ina tries to use Arranis' ring to speak to the dead but is overwhelmed by their sheer number and confusion. Unbeknownst to the others the spirit of Skeggi's armour tries to warn him that he is being possessed by evil, but the other Skeggi destroys him!

At last the trail leads them to a lost spirit, who has mislaid his way to God, who turns out to be none other than Father Tanse! The party help him up and lead him to the gates of heaven itself. Here he leaves them behind and vanishes into the unbearable glow. As he leaves, however, he gives them a gift, a silver hand which proves to have healing properties, and many of the party (not including Skeggi however) see a vision of an angel of god that lays such a blessing upon them that they gain Sanctitiy of their own!

Armanu's Court

Believing that they have found what they were sent to get the party rides back to Armanu's court only to find a feast in full swing. They are given time to clean up and then invited to the table. Though this is not truly the court of Aramanu it seems that all dealing is to be done around the table! All of the interested parties, including Odimandius and Arranis, have places there, as well as a representative of the Svart.

During the evening (day? night?) many deals and offers are made, some by the PC's some by others. It turns out that Armanu has not one but two of the keys, having already stolen the one from the Hidden Fortress, and he is willing to deal for both. Odimandius offers an Archpriest under their control, and 20 of the First Born sons of Men, but cannot match the offer of fogiveness from God! Nevertheless he manages to win the location of one of Mazur's bones from the Fey and seems to have struck a deal with Malefance that suits his plans. The party meanwhile are forced to give Ina's holdings on Eregal to the Fey to have as their own, and Erik agrees to restore a lost verse to the cannons that paints the Fey ina good light in return for a letter from Brother Arthur hidden with the Fey along with the key.

Meanwhile Olvar makes a deal with the Svart Sorcereor, and Ina uses her St. Terphin's flower to read the aura of those around the table including Olvar (stained with blood) and Skeggi (wrapped in shadow). Lured away from the table Erik and Skeggi are ambushed by Surranis' knights. Skeggi is run through and dies ..... but then rises up again, eyes glowing, and kills them all! Meanwhile Olvar and Ina refuse to make a deal with Odimandius for the sorcerous implements they stole from Rengar.

Finally the formal court is held, and it is indeed just a formality, for the deals have been struck. Armanu gives the party the two keys in return for the end of their millenia of exile, and the King of the Fey sends them back to the mortal world ....

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