The
Ashbury Times
April - May
609
“All The News That Fits, We Print”
Nobles of Fortannis Save
Hourglass World
Many
months ago, the adventurers of Ashbury found themselves in a strange new place; for some time, no
one was willing to write the account of the adventure as it was unclear as to
whether the news should be made available to the public. Recenently,
however, the Ashbury Times received the following article which had been
submitted to papers across the mists, which we now present to our readers:
Present this August Night of
the 10th in the mists,
answering the call stood Count Sir Tolliver Justicar,
a Stone Elf of the Kingdom of Arandin, accompanied by
Countess Dame Deidre Chivillis, a elderly Human of
the Kingdom of Arandin, and Squire Auk Nokre, a High Orc of the Kingdom
of Caldaria, and Lord Justicar Crowe, a Barbarian of
the Deadlands, Duke Sir
Frost Vardik, a Biata of the Kingdom of Icenia,
accompanied by Sir Ryatt Harrison, a Human of the
Kingdom of Icenia, Lady Knight Glorianna Wyndancer, a Gypsy of
the Kingdom of Icenia, accompanied by Squire Raven Nevermore, an Elf of the
Kingdom of Icenia, and King Nathaniel Daefel, a Human
of the Kingdom of Valdanis, and there is also a
Knight of the distant Empire of Parna.
Among the Wizards gathered
about the Hourglass there stood Athandril the Comet
Rider, and Lord Sylvos Fallingstar
of Terna, and Lady Enderiel,
Queen of the Unicorns, and Grimfaux the White Axe, a
Dwarf spirit-stored inside of a Silver Golem, Asperjax
the Inferno, a severely burned Human, accompanied by Crematoria; a Foundation
Adept of Fire, and Ptolome the Golden, a Hobling, and Terisha the Seer, a
Gypsy.
Nobles and Adventurers from
across the known realms of Fortannis joined together to fight an ancient evil
called the Rakshasa! These three ghastly entities
threatened to escape the Hourglass Prison; an artifact which houses another
plane of existence called Desha Vitara.
I am a traveler from Desha Vitara, my name is Imi Al’Dao, and I serve my patron Sheik Mahout, Keeper of
the Dauntless Stone. As I am very old and have served loyally, I am allowed to
travel as my heart sees fit. I have decided to leave my homeland inside of the
Hourglass Prison, because I feel blessed to live to see a day where my people
are truly free. For this we have the Saviors to thank, as prophesized by our
ancestors; the Kef.
Warned by Lord Fallingstar from the realm of Terna;
heroes and rulers appeared in an unknown place inside the fey-mists. There was
a small old Hourglass surrounded by wizards and hermits who were drawn to it,
and the cracks appearing upon it.
The Hourglass is said to have
changed many hands in its long existence, it has been lost, fought over and
stolen a thousand times. There are some that say it has a will of its own, or
rather an important purpose of being; its creators designed it to make itself
known when the time came.
A ring of Fortannis’ bravest
was formed and introductions were made. Dignitaries from the Kingdoms of Arandin, Caldaria, the Deadlands,
Valdanis, Icenia, Lyndarius,
Parna and Wayside recognized each-other and what
lands and lieges they represented. The Wizards told what they knew of the world
inside the Hourglass. Endless sands crowned by a single oasis sanctuary; called
the Refuge, where Mighty Sheik ruled their five immense desert-provinces.
The only means by which one
can enter Desha Vitara is by means of the Planar
Sanctuary ritual. Cast upon the Hourglass, any who touch the glass are drawn
into the device. The transit is safe and painless, yet what lies on the
other-side is both wondrous and horrifying. Many have left the Hourglass Prison
now, having returned to Fortannis after centuries of exile and
imprisonment.
Athandril cast the
ritual and recognized those willing into his Circle. The gathering of
adventurers entered the bottled-plane to confront these Rakshasa
and end their supposed threat to Fortannis. Their lieges would guard the
Hourglass here in our world against treachery or an outside attack. Amongst the
wizards there seemed to be disagreement about what should be done with the
bottle and violence was inevitable. Little time remained for debate and quick
action seemed wise.
When our saviors came to our
world it could not have been sooner. Our need had grown dire indeed; each Sheik
must show our visitors proper hospitality. Asking a stranger for help is not
our custom, yet in this task our masters could not have failed us.
Inside the adventurers were
greeted by the five Sheik and their Chancellors. With these strange chromatic
beings were also strange brass constructs that served as protectors of the
mighty Sheik. The adventurers were told that they were prophesized saviors to
Desha Vitara, foretold by their ancestral
forefathers; The Kef, to deliver the Hourglass Prison from the evil of the
reviled Rakshasa. Each adventurer was asked to accept
the patronage of one of the Sheik of the five provinces; Efreeti,
Maji, Djinn, Dao and Janni. These Sheiks would be their individual sponsors and
keepers during the adventurers stay inside Desha Vitara.
At this time there were already misgivings among the saviors as the Sheik
appeared to be involved with the possible enslavement of several different
species of peoples which Fortannis has not seen in living memory. It was with
reluctance that some accepted the friendship and hospitality of the Sheik. The
Sheik too had misgivings, in the confusion of an attack by agents of the Rakshasa against the Refuge; an adventurer destroyed one of
the Brass Constructs. These one of a kind golems were from an army of such
creatures made by the Kef; called the Army of Brass, only a few had survived
throughout the years.
Each of the Children of Kef
accepted some manner of shackles and blame for participating in the wars of the
long past. Desha Vitara can be a harsh place to live;
only through mutual co-operation can the whole survive. Petty differences can
be left outside the Hourglass-Prison, they have no place inside.
The Sheik of the Five
Provinces of Desha Vitara is as follows: Khadim, Sheik of the Efreeti,
Keeper of the Resplendent Flame; Alshad, Sheik of the
Maji, Keeper of the Persevering Ice; Fariq, Sheik of the Djinn, Keeper
of the Brilliant Lightning; Mahout, Sheik of the Dao, Keeper of the Dauntless
Stone;
Aphu, Sheik of the Janni,
Keeper of the Prosperous Earth.
With little time to waste the
adventurers sought out as much information as they could gather about Desha Vitara. Tales of war, banditry, famine, plague and strange
attacks painted a scene most desperate. Strange prophecy and odd customs
obfuscated a possibly hidden enemy; the Rakshasa,
which were rumored to capable of assuming any form which pleased them. These
ancient and powerful monsters were the sworn enemy of the Kef; which they were
able to imprison them long ago in the Hourglass. In doing so they also trapped
countless thousands of combatants which fought on both sides of the war.
There is no history book or
account of this battle to be found in either of our worlds. Do you believe that
it happened so long ago that there are none living who carry word of its terror
and magnitude. Perhaps it is that we have forgotten how to wage such a war, if
so we are better off for it.
Many adventurers explored the
Refuge. A massive structure sits atop a bluff, surrounded by tents and smaller
structures. In the valley below a river of pure water ran into all five
provinces, which surround the Refuge. Zashi Al’Efreeti, a merchant stranded in the Refuge, manned
a tavern and kept rooms available. He perhaps had the most chance to be with
the saviors.
The tavern-keeper Zashi Al’Efreeti later
spoke of meeting many adventurers in his hospice. Perhaps there were more that
went without introduction to the Sheik: Morganne of the Barbarians; Zatarina
of the Biata; Keres, Morai
and Eldarion of the Dark Elves; Asharah,
Dendris, Krennel and Bloop of the Dryads;
Obadiyah of the Dwarves; Katyreena, Jago, Raven, Sun, Lariah, Elryion, Aubry, Farraj, Seshet and Rowen of the Elves; Glorianna and
Winter Rose of the Gypsy; Garmok, Spider-eye, Kotal and Tetsu of the High Orcs; Balbanes, Melody and Gebous of
the Hoblings; Cymryc, Mellith, Sophia, Wik, Larian, Phedre,
Drenton and Nathaniel of the Humans; Kalaji and Ruqqayah of the Sarr; Syriah, Winterthorn,
Togashin and Eldandril of
the Mystic Wood Elves; and Ayoko, Sharazad
and Warpfang of the Wylderkyn.
In the aftermath of the
creation of their world; the surviving Kef sued for a truce between the
remaining peoples. Having imprisoned the Rakshasa in
unbreakable chains and entombed them deep inside the sands beneath their
newfound world, there was no more reason for needless bloodshed and corruption.
The Kef would organize their government and galvanize the people into a
caste-like structure, wherein all would rely upon each-other for mutual and
prolonged survival. This system of government spawned a wondrous
bazaar-marketplace in which a thousand peoples could trade their craftsmanship.
They idealized the concept of a people's rulers being truly servants of those
same people.
Every society might be forged
in an idea which is pure, though for thousands of years since the death of the
Kef, who were mortal; the culture of Desha Vitara
strayed from this mythical bliss. The rarity of water and the hardship of the
desert life bred the oppression and corruption which the Rakshasa
required to wiggle free of their magical bonds.
Each of the five provinces
came under attack and the sanctuary of the Refuge as well. In their obsessive
quest to punish the children of the Kef, the Rakshasa
would need to raise an army. For this task they set about the Provinces
corrupting and killing anything in which they came across. The sites of these
battlefields lingered with an evil taint, which the Rakshasa
could craft into their worst nightmarish fancies.
The Rakshasa
came like a shadow in the night. Villages completely vanished from the deserts
during a storm, oasis and rivers dried up and travel became perilous. The
appearance of the Saviors, prophesized by the Kef would save our world from
complete destruction. Praise our Saviors, as Prophesized by the Kef.
Large scorpions comprised of
the twisted bodies and blood of the dead, which still scream and wail with the
chilling sounds of the Rakshasa’s dying
victims; rose out the ashes. These terrible creatures are called the I’luk (ILL-LUCK); they are agents of pure evil which
unquestioningly and keenly serve their dark masters. In Desha Vitara there is a custom for anyone who opposes the will of
the Rakshasa to openly wear this creature’s
stinger about their neck. Such a gesture would bring hope to the people and yet
be a mark of death for any who secretly served the will of the Rakshasa. The Dark Elf of the Deadlands;
Morai was seen wearing dozens of these stingers by
the end of his travels in Desha Vitara.
Despite their appearance I’luk are not undead. Weapons of the Earth and those
spells and rituals meant to destroy chaos have no effect upon them. Yet
commonly a simple spell such as a Disarm or Pin can destroy part of them, like
the stinger tail or the right or left claw. Damaged I’luk
seems to possess the ability to regenerate these appendages in short time.
The Rakshasa
also corrupted any plant-life or pools of pure water which they came across.
Vile slimes, deadly oozes and dark plant-like monsters scoured the Provinces in
search of living prey. The Refuge was besieged on all sides by terrible
creatures.
Even the animals had turned
against us. Crazed by the poisonous lies of the Rakshasa
they attacked their masters, or if they were wild, they went in feral search of
blood. The sands, waters and winds were ally to our enemy, we watched as they
tore apart our tents and buried our brothers and sisters.
A powerful agent of the Sheik
known as the Vizier presented the adventurers with a challenging puzzle. An
ancient artifact of some power called the Key of the Kef had been in the
keeping of each Vizier for all of Desha Vitara's
history. The puzzle was made of smooth wood and must be stacked appropriately
in order to complete the challenge. Some of the adventurers tried in vain to
arrange it correctly, yet it was a Hobling known as Gebous which made its magic work. Upon completing the
puzzle his hand was ritually marked with the symbol of a key, making his very
person the Key to the Tomb of the Kef. Yet the entrance was forgotten long ago.
It was said that the Kef made their key so complicated to keep out the less
brilliant races which could not possibly be responsible enough to harness their
wisdom ethically.
Chancellor Mezzod, comes from a race of beings known as the Aasaniamay. In past times the Shiek's
Chancellors were water-bearers of the people. Their skin could produce any
liquid, including alchemy, thus they became very influential in the deserts of
the five provinces. In more recent years the Aasaniamay
have increasingly lost this gift, much to the detriment of Desha Vitara. Nevertheless they remain a powerful, if soft-spoken
voice in our world. Several adventurers attempted to undertake the task of
lifting this curse, suspected of being placed by the Rakshasa
from the spirits of these noble merchants but thus far all attempts have
failed.
The Bazaar of the Refuge in
Desha Vitara is one of many wonders. The adventurers
searched for weapons which might help them battle the Rakshasa.
Premiere weapons merchants, tattoo artists, potion-makers and others hawked
their bizarre wares and magical weaponry was auctioned off by the Vizier. This
being was lord and master of the Bazaar, sovereign even above the Sheik, for in
his domain their people were permitted still to come and trade in peace despite
their irrelevant feuding. All the recent atrocities committed by the Rakshasa and the banditry of the Daeketi
Sand-thieves threatened to make the Marketplace just a desolate maze of
fabrics. It was no longer safe to bring merchandise to the Refuge. Despite
harsh punishments for crimes committed inside of the Bazaar, some Desha Vitarans were so desperate or devoid of care that they
attempted to steal from their savior-adventurers. In past times such a thing
was unheard of.
The Marketplace of the Vizier
was once an epic spectacle. In this maze of silk, one could find their hearts
desire. In recent years it has become a more subdued affair. Each merchant the Rakshasa took from us was another unique craftsmanship lost
forever. Still there are magical potions and elixirs which greatly amplify
natural racial abilities, and also there are artists which are capable of
transferring feats of skill into the flesh, with their magical tattoos. These
and other arts are secrets which are defended mercilessly by their owners; they
are unique and very rarely practiced openly anymore.
The Goblin known as Goblingy also appeared at the Marketplace. The creature is
a trader from the
The Adventurers would face
the seemingly invincible Rakshasa, when not assuming
some other form; these sinister beings appeared as a bleak and faceless shape.
The Rakshasa proved to be irredeemably evil monsters,
whose magics brought some adventurers to their knees
and forced them to immediately kill themselves. Others were leveled flat
repeatedly by spectral elemental force of a seemingly endless source. No manner
of blade or spell could even make these creatures fly or panic. They survived
countless attacks from the bravest adventurers in Fortannis.
The will of the Three
Brothers to do evil consumes their every waking moment. Our oldest legends
suggest that there was once more of their kind; though in their battles with
the Kef, many perished. Only the Kef really understood what manner of being
these Rakshasa really were, they could use this
knowledge to trick them or destroy them.
The legendary traveler Cynryc stood blow for punishing blow with one of the
creatures, yet he too was brought low. An adventurer named Phedre
was briefly enslaved to a Rakshasa, during an attack
where two of these horrors appeared side by side behind an army of vile oozes
and horrifying I’luk scorpions. Phedre defended the Rakshasa
vehemently despite being without choice. Lady Knight Glorianna
Wyndancer of Icenia was enslaved to a Rakshasa when she travelled to
the great libraries of the Province of the Maji, only
through the wondrous use of her Sheik’s magical carpet was she able to
receive a life spell after she was made to take her own life. The wizard Elryion met with the same fate; after he assailed the vile Rakshasa with a barrage of healing spells, proving these
creatures to be beings of pure evil, chaos and necromancy. In the midst of
battle outside the Refuge; a Rakshasa was invested in
all of the wards in which the adventurers were staying. This
treachery on the part of one of the Sheik’s soft-spoken Chancellor proved
that the Rakshasa may have infiltrated every aspect
of Desha Vitaran society and were acting as
puppeteers all along.
Our legends of the Rakshasa, spoke of their corrupting influence and secret
manipulation. Their anger for having been imprisoned for so long was great
indeed; however it is not their greatest strength. Since they are capable of
assuming any shape which they desire they are able to walk among us, they learn
our every weakness before they strike.
In further battles the high-orc Tetsu and the human Wik of the Arkelian Hunt threw
themselves repeatedly against the elemental might of the Rakshasa.
Repeated and painful blasts flattened them, yet they refused to recoil despite
threat of resurrection. The Gorbish Ambassador of Arandin Kalaji briefly lost his
distinctive sword to a Rakshasa, which kept this
prize like a prideful trophy. Though the Rakshasa did
not come armed with weapons, they seemed perfectly capable of defending
themselves which such devices; a blow from any weapon they wielded dominated
the mind of the sufferer, compelling them to betray their allies and relinquish
such possessions.
Nathaniel Brisbane, a Romani and Ayoko, a Panda-kin
joined in the battle against the Rakshasa. While many
of the allies were brought low, they raced to lend healing to growing number of
bodies. A sizable force of healers answered the call of Sylvos
Fallingstar. Among them were Rowen;
an Elven Traveler, Tetsu Menggosok
Tarang; a High Orc from Moria and Elyrion; an Elven
Ambassador from Lyndarius, and Sun; a Twilight Elf
from Caldaria, and Keres; a Dark Elf from Syranndor. Lady Knight Glorianna Wyndancer was accompanied by Guildmistress
Zatarina; a Biata from Icenia, and Aubry; a Wild Elf from Icenia and Kotal;
a High Orc from Icenia, and Togashin
Zanabanath Squire of Valdanis.
With the strength of their earth spells few fell to the evils of the Rakshasa. In fighting that occurred during the night, the
High Orc Garmok Stoneskull Rockfist, Protector of
Briarpass was killed fighting agents of the Rakshasa. He was successfully resurrected in a circle
outside the Refuge.
In an attempt to prove that
the traditions of the Kef could not be destroyed by the madness of the Rakshasa, the annual games were held in the Refuge. One
favorite; a type of blood-sport wherein females attempt to capture the base of
the opposing team while defending their own was organized and championed by the
adventurers. This sport exhibited the pride of Desha Vitaran
female athletes. They were a type of celebrity in their own provinces, their
careers idolized by their many adoring fans. In this contest a magical ritual
completely covers the field, protecting the spectators from harm and ensuring
fair boundaries between the teams. This would prove to be disastrous as one of
the contestants revealed himself to be a Rakshasa,
obviously set upon destroying the beloved activity. The Barbarian Morganne and Sophie Dawn of Icenia participated in the
sport and distinguished themselves to be formidable competitors despite the
evil ruse. This sport used to drawn thousands of spectators, from all of the
five provinces. Teams would compete to encourage pride and excellence of Desha Vitara; this was a safe rivalry between Sheiks.
Not all of our visitors
dressed in a manner that was unfamiliar to us. The Uwasi
of Moria would have been at home in any of the Five
Provinces, another face among thousands of different folk. Lord Kalaji, a Gorbish Warrior is an
Ambassador of the Mistress of the Oasis in the
Stories of a mysterious race
which one served the Kef, called the Huudai brought
the adventurers to an ancient hiding place high above the Refuge. Braving
attacks by the I’luk and corrupted sand
elemental servants of the Rakshasa some adventurers
found the last remaining Huudai. Its ancestral home
was destroyed and all his people slain. Though the Huudai
in every way appeared human, it was a sort of intelligent-construct possibly
crafted by the wise Kef to record history and retell
it to the people of Desha Vitara. Their truthfulness
long ago earned them the animosity of the many of the peoples of the provinces.
Since they could only be healed by ritual means they were easily destroyed.
Despite their phenomenal strength they were not designed in any way for
warfare; they simply lacked the capability to fight. The Wild Elf Squire Raven
of Icenia and the Twilight Elf Sun of Caldaria were among those who escorted
the Huudai back to the Chancellors which placed it
safely inside their circle of power beneath the Refuge. Such a construct was
highly valuable and could not be allowed to be destroyed by the Rakshasa. This act alone may have saved Desha Vitaran culture, the Sheik begged the Huudai
for forgiveness, but the Huudai emotionlessly sat and
seemed to meditate. Healing rituals were cast on the Huudai
to repair the damage it had sustained.
The Huudai
told the truth of Desha Vitaran history. There has
once been a Sixth Province; but it was destroyed after the natural lifespan of
the Kef. Despite their ideal society which functioned magnificently for many
centuries the Kef's children forgot the mistakes of
their forefathers. Once again they craved power beyond their means and
perverted the castes of society to suite their own prosperity and luxury. The
Chancellors were once ritually-created water-bearers and the Sheik were once
ritually-created servitors. The rituals used to create these beings were
altered and exploited, over the years and the original intentions of the Kef
were completely forgotten.
The
The adventurers made a
startling discovery in Desha Vitara, as they came
upon an oasis they saw four strange humanoids being attacked by a horde of
corrupted Sand Creatures. These four were safe so long as they stayed in the
wet pool and trickling river, yet to escape they would be forced to take on
dozens of these strange sand-monsters. The adventurers bravely joined the fray
and tore into the largest of these aberrations. With the help of the
adventurers the four escaped death, though the battle did see them fall many times
alongside their rescuers.
With the sand-monsters
vanquished the adventurers came to know their charges. The four distinct beings
called themselves the Children of Autumn; the Dryads, a race long ago lost to
Fortannis. They had awakened; these four elders of their kinds The Thorns, the
Bark-skins, The Spores and the Reeds. As their mythical name suggests they were
vaguely humanoid and their forms were covered in all manner of leafy foliage,
their very being seemingly naturally designed like the forest. The Children of
Autumn revealed that they were the keepers of the
Since this writing, there is
talk of those who have traveled to the primordial
During their stay in the
Refuge the adventurers were attacked by foul agents of the Rakshasa.
The nebulous beings are called the Nev’Zat;
they are beings of pure spectral chaos. Drawn to the ritual spirit-bottles in
possession of the adventurers, the Nev’Zat
attacked and attempted to steal these vessels for their own nefarious purposes.
Luckily there are so few of these creatures because their powers are terrifying
to behold. Should they fell an opponent in battle,
they are capable to exacting a terrible curse if anyone should heal or cast a
life spell upon their victim. Every time such a thing happens the Nev’Zat restores itself to its full potential strength
as if it was undamaged and unexhausted. Battling such an opponent proved
incredibly difficult for the adventurers, despite their overwhelming numbers.
The Nev’Zat will complete their master’s
orders with a dogged determination. To capture the Spirit-Bottles was their
sole purpose for existence.
Among the more bizarre races
which dwelled inside the Hourglass Prison, is the Karid.
These red skinned humanoids favor dark black facial and body tattoos and are
renowned for their highly insulting demeanor. The Karid
believe that words are harmless and those who can be offended or hurt by mere
words are flawed and weak. These beings are monstrously powerful and possessed
with thick skin; they make for excellent combatants and laborers. The Sheik all
employed armies of Karid to defend their provinces.
It is curious to note that Karid will never attack
other Karid intentionally. They are highly concerned
about their own race only. Most Karid are either
involved with agriculture or is a soldier, they are forbidden from any other
means of employment. Long ago the Karid served the Rakshasa, when they discovered that they could not destroy
them. In interest of their racial survival they willingly served their dark
masters; they were said to have been very powerful spell-casters of a darker
nature a very long time ago. Garmok Stoneskull, a high orc from
Wayside seemed to have somehow befriended these foul-mannered people; earning
such favor is not easy.
To save their comrade’s
bottle from an unknown fate the adventurers travelled
to Graveyards of Desha Vitara, another plane entirely
which is also contained inside the Hourglass Prison. This realm is filled with
spirits of the permanently dead, an after-life not unlike that which is
experienced by some cultures of Fortannis. Above the adventurers a great
spectral rift hung in the air, this was the great glass wall of the Hourglass.
Here the Nev’Zat planned to use the Spirit
Bottle to widen the crack in the Hourglass, further weakening the magic of the Rakshasa’s prison, thus increasing their possibility
of escape. The Nev’Zat were accompanied by
scores of corrupted plants and slimes; a vanguard granted by their dark masters
to accomplish their dark purpose, where literally a life hung in the balance.
The battle that ensued was savage. The adventurers were able to recover their
comrade’s bottle, though the fate of the Nev’Zat
is unknown. There is reason to worry if any of these creatures managed to
survive.
Nev’Zat, these
creatures are the most corrupt of the Rakshasa’s
servants. It is said that this is because they entered service to the Rakshasa willingly and thus like their dark masters they
can never truly be killed in combat.
In the night the Huudai appeared alone and walked with Mellith
of Icenia. He revealed to the human, a phenomenal and unlikely strength as he
lifted an ancient gateway buried beneath a road leading to the Marketplace.
Unlit stairs descended into the cold tomb of the Kef.
The adventurers gathered and
descended into the tomb, a great gateway sealed in magical script guarded any
further passage with eldritch force. Gebous of the Arkelian Hunt came forward and disarmed this final
precaution. Ahead of them was a labyrinth with many passages to choose. The Huudai promised that there were only two things which could
be found in the Tomb of the Kef: Wisdom or Death. The adventurers broke up into
large groups and descended into the passageways hoping to find some method of
destroying the invincible Rakshasa.
Eventually each would find
that the tunnels all merged on one point. In the darkness they fought all
manner of monsters which the Rakshasa could send to
destroy the tomb. Slimes crawled through the cracked walls of the tombs, vines
of corrupted ivy slithered through the cracks. Some of these creatures were
capable of striking an opponent dead with their foul touch. Though resolve and
armor carried the adventurers on through.
At the end a great sheet of
ice revealed three seemingly human-beings frozen inside. The Chancellor which
had previously betrayed the adventurers greeted the adventurers there. He asked
the adventurers to help him figure out the answer to a question he had. As the
Chancellor twisted into the shape of an immense and horrifying
faceless-serpent whose tail sported three terrible stingers; he roared “Why
haven’t My Two Brothers Killed You Yet?”
Eager to destroy this evil
abomination the adventurers leaped on this creature forcing it to flee into a
larger section of the Tomb. As this happened other
adventurers shattered the ice-wall and glass with spells of flame. Quickly
it was discovered that two of the three were permanently dead, yet somehow the
third had survived! Somehow the Kef was capable of freezing himself inside of
the ice, though it was clear he would not survive for long. While many
including Lady Knight Glorianna Wyndancer
tried to cover the freezing human in warmth, others continued to battle against
the Rakshasa-wyrm. They slay every part of the
creature, save for its faceless head; which was able to escape by some unknown
means. It would not be long before the Refuge suffered the full wrath of the
three brothers. The Kef was taken to a great bonfire which provided warmth to
those who had not yet fled the Refuge.
What happened after this
cannot be said for it may mean the difference in the eventual destruction of
the Rakshasa. One of these creatures survived and is
known to have escaped into Fortannis. There is a method to destroy these
creatures.
Gebous the Hobling is known to have killed at least one of them, and
many adventurers died in the attempt. So many were brutally felled by the
raging Rakshasa yet stood in defiance graciously for
the lives of strangers, one such Mystic Wood Elf refused to bow for her new
“master” and repelled his magic through the strength of her own
forcing him to take precious seconds away from the killing to ensure she was
properly felled with a sword. Many were able to be reached with life spells but
Man-at-Arms Obadiyah Pyrite, the Hobling
Melody Letterby Stoutheart
of Arandin and Winter Rose, a Romani
from Icenia made a sacrifice of their spirits that we may all live for peace.
Ambassador Kalaji of Arandin
would later recover his sword from the other slain Rakshasa.
Lady Knight Glorianna Wyndancer
saved as many lives as she could, without her there would have surely been even
more death.
After this battle the other
Chancellor would return. Though he was surely thankful that the adventurers had
succeeded in liberating his land from the Rakshasa,
he was angered because before the battle a local elder had been assaulted and
thrown in a ward. Apparently the adventurers mistook the elder as a Rakshasa; when the elder saw the body of the Kef who
permanently died shortly after he was taken out of the ice. The old man was
very angered that he was attacked when he tried to weep over the body of his
beloved ancestor.
The spirit of the Kef
returned to each adventurer, while they slept or as they woke the next morning.
Desha Vitara was safe from the Rakshasa,
yet one had managed to escape into the world of Fortannis. The final
brother’s words in the earliest hour of the morning still haunt us. We
have slain his two brothers before his very eyes. He however was the most
patient of the three. He would return as our brother, our friend, our squire,
our liege and his vengeance would be absolute.
The adventurers would
reappear in that same mysterious spot in the mists, in which they had begun
their journey. King Nathaniel Daefel and Duke Sir
Frost Vardik were all which remained at the
Hourglass. Their charge was no less vital, as the Rakshasa
did appear from the Hourglass. The coalition of nobles deemed some would give
chase to the creature; which immediately fled, and two would remain to guard
the Hourglass for the return or word from the heroes. Count Sir Tolliver Justicar, Justicar Crowe and
Squire Auk Nokre were seen in several different lands
traveling together tracking the creature. All attempts to find this beast have
failed; it is still out there somewhere, right now walking among us.
The mists had parted and
revealed and ancient ruin of a town which must have been lost in the mists for
centuries. Some ash and a few dilapidated buildings are all that remains of
this ancient conflict. Seeing that the opportunity to strike during a perceived
moment of weakness; Grimfaux the Whiteaxe;
a dwarven wizard return to destroy the Hourglass
Prison once and for all. While the other wizards had argued over the fate of
Desha Vitara, Grimfaux laid
plans to destroy the evil once and for all, even at the cost of possibly
innocent lives contained inside. The white-bearded dwarf’s spirit was
stored into his silver construct, and he would not stray from his course. His
army of constructs, gargoyles and foundation elementals struck like great
waves. The adventurers and two of Fortannis’ greatest rulers handily
dispatched these forces. Vowing to complete his task, Grimfaux
left; showing great disappointment.
Still there is need to stop
the Rakshasa here in our world. The Alliance of
Fortannis cannot afford to lower its guard even for a moment.
Many races have left Desha Vitara. The adventurers truly are saviors, as many who were
trapped in Desha Vitara chafed in the confinement of
the Caste-system. Fortannis is abundant with wealth and resource,
it is certainly not entirely a dry desert. Freed from their prison they have
only to thank Fortannis’ adventurers. Also those who remained behind are
better from it all, Desha Vitara has long been a
harsh world; with fewer mouths to feed the people will prosper. All those who
have left their positions have forced a new freedom upon those they left
behind. The Sheik are grateful for having known their saviors, this gratitude
is eternal in that it shall be passed down through the generations.
It is not surprising that the
magic of Fortannis is changing. The Children of Autumn do indeed walk among us
and users of magic have reported making great breakthroughs in their spells.
With new allies and weapons available to us, we must go forth and end the Rakshasa once and for all, lest we forget the lesson of the
Hourglass Prison and are doomed to relive ancient history.
It is known that as of this
writing the Karid have entirely left Desha Vitara and are settling in Fortannis as you dream at night.
It is difficult to think that there are thousands of thousands of Karid. May they find the freedom they deserve, may we not
regret such a choice.
It is unclear what has become
of the Kuani. It is unknown if they ever truly can
find a home to call their own, or if they will forever be servants of
another’s will.
The following is the true
teachings of the Huudai concerning the History of
Desha Vitara
The Conflagration: A terrible
war that was fought long ago. In the end the Kef imprisoned the Rakshasa in the Hourglass. There are none who still upon
Fortannis live who remember these times. It happened that long ago.
The Construction: The period
in which the Kef created the Hourglass-Plane and plotted to trick the Rakshasa into lusting after their power.
The Containment: The battle
in which the Kef trick the Rakshasa in the heart of
the Brass Machine, into imprisoning themselves. The result of the Kef’s magic transport all the combatants; drawn from
both the armies of the Kef and the Rakshasa into the
Hour-glass Prison.
The Configuration: The period
in which the Kef arrange the Six Provinces around the Refuge. During this
period the Kef settle the grievances of the Conflagration around a table of
diplomacy. They are able to make peace, because there is no more reason for
warfare.
The Comforting: After the
death of the Mortal Kef there was a long period of mourning and fasting. The
Provinces of the Sheik did not meet or trade in the Refuge for many years, the
place was their honored burial site.
The Confiscation: Long years
would pass peacefully and in reflection of the wisdom of the Kef. The Sheik who
were trusted by the Kef were not immortal. Their
successors slowly reorganized the culture of the Hourglass. Though their
children would revolt, the insurrection was put-down and new harsher edicts were
introduced, which made the children of Kef property of the reigning Sheik.
The Conscription: War would
once again erupt, although the matters were far worldlier. Greed, insults,
famine, unrest and other factors caused massively military campaigning. The
Sheik expanded and contested each-others borders. The Refuge was frequently
used as a grisly battlefield. During this time the
The Convention: Alarmed by
the re-appearance of the Rakshasa and their agents,
massive reform was instituted; honoring half-remembered traditions and
restoring practices of trade and philanthropic patronage of the Sheik. Tyrants
were disposed, but the period is fruitless in unveiling or uncovering the Rakshasa. It is during this time the Huudai
became highly unpopular, were hunted and finally were driven into hiding.
The Contribution: Determined
to restore the wisdom of the Kef to their society the Sheik embark on a
ritual-concert to determine the fate of the Rakshasa
and establish connection to the outside of the Hourglass Prison. It is during
this time that the Hourglass begins to experience visitors from Fortannis,
although they are very rare. The Sheik form a Prophecy
from their magics which entails the arrival of
outsiders that will free
the people of the Hourglass Prison and end the terror of the Rakshasa.
The Commotion: Sandstorms and the appearance of the I’luk
throw the Hourglass Prison into Chaos. Water sources and verdant land is drying
up. The Refuge begins to see heavy traffic and there are many tales of tragedy
and woe. People are going missing and a great deal of paranoia and accusations
are being spread like wild-fire. The Sheiks prepare their Sowar
for war-fare after such a long period of peace.
The Crisis: Saviors from Fortannis release those willing to leave Desha
Vitara and rid the Hourglass of the Rakshasa. Desha Vitara has been
nearly destroyed and it is time to rebuild. The Hourglass disappears.
Brittington and Evorra
Mobilize!
The Times has received word that the Ducal
armies of Brittington and Evorra
have been deployed in the escalating war against the Dominion. Ever since the
Reidic Legion invaded Icenia last summer the Eastern Duchies have been training
and drilling ceaselessly, but seemed reluctant to commit any forces to aid the
embattled armies of
The reason for this delay now
seems clear, as military forces from Cuulanis, Moorgrave, Imladar and Home have
been seen entering Icenia’s borders at an
apparent request for aid from the Duchess Jacelyn of Evorra. The foreign regiments and Baroinal
armies of Brittington seem to be forming an encirclement around the front lines in the Duchies of Falkirk
and Ashbury. The bulk of the Evorran and Brittington Ducal armies have taken ship and launched
westward, presumably to land in western Trellhiem and
take the Reidic Legion in the rear. None of the nobles or military commanders
we spoke to were authorized to speak in regards to the
deployment of the Icenian and allied forces.
Nor was our correspondent in Cil’Cilurion able to give us any further information,
stating that no military dignitaries from the Kingdoms riding to our aid have
come to the
Duchess Jacelyn
Correlia has provided a letter which is reproduced
here:
An Open
Letter to the loyal citizens of Icenia
To all noble and brave people
of Icenia, I greet you. I write to you now in a time of great darkness for our
fair Kingdom. An enemy blacker and more powerful than any we have ever faced
presses us from our western border, and we the nobles of Icenia have failed
you.
Our failure comes not from a
lack of honor, strength or commitment to the Code of Chivalry, but from a
weakness of will. When the Dominion were released I
read the words of my Brother Duke of Ashbury;
“Far better to face the
evil now than at a time when we, or worse yet, our descendants are weak, The foul criminals that have been released have not been
paroled, they have been released so that they may be led to their
execution.”
These words, coming on the
heels of a decision I do not envy him having to make and for which His Grace
made the only possible choice that a true knight could make, filled my heart
with hope and resolve.
I readied my armies and
awaited the call to arms...
Months later our beloved King
and Queen launched an investigation into if His Grace of Ashbury had violated
the Chivalry as many of his subjects attested. I watched from afar as he
suffered the vile imprecations thrown at him with grace and honor, and was
rightly exonerated of any wrongdoing. I quote now the words of Dame Sonia
Forthiatis, who led the investigation before ascending to the Regency;
“Know that King Gareth
ap Moire, Queen Sidraste Deannan and the Kingdom of Icenia support Duke Frost
and the duchy of Ashbury to the fullest, and will lend any and all aid
necessary in defeating the Dominion. And know in your hearts that the right
path is rarely the easy path.”
Buoyed by these words, I
readied my armies and awaited the call to arms...
This past year has seen the
death of our beloved King and Queen, followed by the midsummer invasion of the
Western Duchies by the foul Reidic legion. Through the summer and reap the
valiant soldiers of
I readied my armies... and
could wait no longer.
Through the winter months I
visited our cherished allies, gathering support for what has become the largest
joint military operation Tar’Navaria has ever seen. As I place pen to
paper the armies of Moorgrave, Cuulanis, Imladar, Trollsgate and Home march in
friendship and fellowship to our aid. Together we will push the Rotes Getragen
from Icenia, then march into the Plains of Rage to the very gates of
Strarkenstien to end the threat of the Dominion now and forever.
People of Icenia, take heart
that the Dominion shall soon be no more, on this day the Nobles of Icenia live
up to the promises of these last three winters. On this day we avenge all those
who have suffered, died or been enslaved by the Rotes Getragen. On this day we
show Tar’Navaria that no evil can stand against the might of Icenia and
her allies. For this day marks the beginning of the Dominion's end.
Thou Shalt Not Recoil Before
Thine Enemy,
Duchess Jacelyn
Correlia
Tagas Reidic Obliterated
The Dominion have continued their pushes into Fairdale, but their last attack cost them more than they bargained for. As the battles progressed over the course of two days, the number of undead to be seen were visibly fewer - presumably because they lacked the ritual magic to create more. This severely weakened them, and left them susceptible to the alchemy that seemed to be in plentiful supply on the part of the adventurers. On Saturday afternoon, the adventurers of Fairdale handed the Reidic legion their biggest defeat to date – they subdued and captured Isenverfector Tagas Reidic.
After his capture Baron Rorii of the
New People Discovered
On Friday night Regent Dame Sonia Forthiatis rifted
into Fairdale along with a person who can
only be described as “tree-like.” She introduced him as Elder Bryony and he began to
explain his story to the assembled adventurers.
Elder Bryony is one of a people who call themselves
The Children of Autumn. When the magic shifted, his people awoke from a slumber that has lasted thousands of
years. As they awoke and began emerging from
the forests of Fortannis, they made contact with other people. Elder Bryony apparently had
approached the Regent, and offered what she only
described publicly as a weapon that would be very useful.
The Regent then declared that the Children of
Autumn were to be known as a protected people
within Icenia, with the protections as a citizen.
With that she gathered to her all those who were capable of using ritual magic. In the crowd Prince Gilthalion of Imladar stepped forward. He and the Regent spoke briefly, and they,
along with the ritual casters were rifted
out by Elder Bryony. When the ritual casters
returned, they were rather close-lipped about what happened, other than the fact that it would be very helpful.
Dominon Sacks Guilds Across Icenia
A report has come in that the Dominion are
tearing apart and stealing individuals from various guilds and other locations of
magical learning. As of this Ashbury Times, it is believed that twenty guild
members across Ashbury have been abducted. Most notably among the victims is Onyan Hasseo, Guildmaster
of the Royal Healer’s guild.
Roland McTyre, a
member of the Royal Healer’s Guild was found hidden and unconscious
beneath the Healer’s Guild building. He was heard saying, “The
Dominion know we have the ability to cast rituals again.”
At this time, there is no known reason why the
Dominion feel we have ritual magics,
although some local villagers explained that they had heard about it in dreams.
Mages’ Guild Report
AN OPEN REQUEST: To anyone with
knowledge of the recent loss of formal magic. Please contact the guild
with any information you might have. Our Guild In conjunction with the
Royal Mages’ Guild of Icenia is doing everything we can to learn more
about this problem in hopes of finding a solution to it - if one exists.
Rewards for new information are being offered. Contact us for more
details.
Guild Meetings: The first meeting of the
new Fairdale Mages’ Guild under my mastery was held this past gathering
and I’d like to thank those in attendance for their contributions.
Unless otherwise noted, our meetings are open to the public for those interested
in learning more about us and the Celestial arts, so if you’re in
Fairdale and want to stop by, please do. We will be holding our Guild
meetings after the Squire Meetings on Saturday mornings unless otherwise
announced. Also, for those who attend and are wishing to join the guild,
you need only pick up an application at the new Guild Hall in the Black Stag
Tavern, and turn it back in to me or one of the other Guild members for my
consideration at your earliest convenience.
Member News: The Guild would like to officially
congratulate Guildsman Wizard Symerille Foxfire on
his successful investiture into our
Guild Commerce: A Reminder to all of
Fairdale that the Mages’ Guild buys Celestial and General Aspect Ritual
Scrolls; will be offering Spellcrafting services and
renting ritual scrolls for Spellcrafting when and if
Formal Magic returns, buys and sells battle magic scrolls, Magic Ink for Spell
Books, and identifies items, along with a host of other scholarly tasks such as
research, scribing, and more. See the Guild for current pricing.
Note: There has been some confusion as to the
price for item identification as of late, so allow me put that to rest.
Non members pay 5 silver per item identified.
Members receive a discount.
Reminder: The following adventurers owe
the Guild for goods or services and should contact us as soon as possible to
arrange payment: Amaranthus Landcharmer
(item identification); Sun (Whispering Wind Ritual Scroll)
May the stars forever guide you,
Wizard Nathan Westwind
Guildmaster, Fairdale
Mage’s Guild
Elemental Warden of Icenia
Healers’ Guild Report
I would like to thank all of those who visited the
Healers’ Guild at the last gathering. I really enjoyed the company when I
was not feeling well. Hopefully I will feel at least a little better when next
we meet.
Sophie of V, good luck with your new job and
to do list. I agree it is well deserved.
Starting in May, the Healers’ Guild regular
meeting will be at 9 pm. Refreshments will be ready as well. Please feel free
to share with those less fortunate. Try to be on time as we must plan and organize
many crucial things.
If you are new to the area and wishing to work
with us, a healer or wishing to be, please stop by the Guild. Our doors are
always open to the weary traveler, (unless you mean harm to our citizens). We
also have many alchemists to assist those who need it.
We do the best we can to provide help to those
who may in any way need it. We do not have much use for armor or weapons but
those with little are welcome to what we have; we value life over stuff. This
is especially true of these times.
This up coming month I will be having racial
specialty snacks available for those coming in and visiting from time to time.
Due to up risings and rumors in this area, if
you are of the Biata, or Mystic Wood Elf race please stop by, as I need to relate
some things to you privately.
On a separate note, last month we were rated
by the Royal Healers’ Guild. We passed with a raving review. So, on
Saturday night the Guild will be rejoicing. Members please join us at dinner in
the tavern. I will supply wine and potato salad, so please join in.
Now I would like to plead with all of those
who are alchemists. Imagine some one without any morals with Biata and/or Stone
Elf mental abilities. Imagine the worst possible situation. In the Dominion,
this is what we are up against. Please make as many Enslavement antidotes as
you can as well as anything else to help the innocent. I have some but with
good people like Parduc dead my resources are thin. It
is getting very bad out there and we are certain to need them. If you are Biata
and you need to learn how to help those who are mind controlled, please see me
on Friday night of the upcoming gathering.
On a happier note there are always good sugar
confections, fine wine, and strong ale in the Guild, homemade as well as bought
from around the Duchy. Please come by
and visit.
Zaterina N. Norik
A Little Birdie Told Me
By Sue D’Onym
Hello, dearies! As usual, I have begged and begged for
assistance in providing you, dear reader, with all the latest News They
Don’t Want You To Know, but the fact remains that if you do not provide
me with this news, how can I report it?
I need lots of little birdies telling me. I know this is the first thing in the paper
you turn to, but it’s never going to amount to much without your help.
Amaranthus has been getting himself into more trouble lately than Baron Ivan and the kobolds; it would seem
that his judgment calls have been deemed questionable by many, and the company
he’s been keeping is less than stellar. I don’t want to name names,
but it’s been heard he’s visited a certain
necromancy-wielding biata that is presently in custody. I wonder if he
hopes to take the place of Mr. Barringer?
Charity has fallen upon Fairdale. Some of the
locals have feel that Sophia Dawn of the Ducal Army was in need of a makeover. When a barbersmith made his way into town, and asked who should be
the recipient of a free trial of his services, several people recommended
Sophie for her gentle disposition, and kind gestures toward the needy.
Some poor new hobling
has descended upon the Black Stag and has been given a job by Skirifiriririr
or whatever that dwarf’s name is.
The hobling goes by the name of Bartholomew Pickwick and apparently was
once quite wealthy in Home;
so what’s he doing working in a tavern near the contested
lands?
Well,
that’s it. That’s all the
gossip I have because that is all I have been given. If you want to see longer gossip columns in
the future, you know what to do! And in
the meantime remember: If you
can’t say something nice about someone, come sit by me.
Public Notices
CELESTIAL AND ALCHEMICAL
LIGHT FOR
BALLS’ SHOPS ARE OPEN come one come all and partake of his wares.
All pre-sales get a bonus 5 copper (production cost) worth of healing potions
per gold spent. Easy pick up for each order too. I’ll be running the
tavern so come and see me there to pick up your order. Potions are my specialty
but Silver weapons are what’s in stock at the
moment. Also, I am looking for others who can make things for sale. There are
times that I can’t completely fill the orders that I get in and will
distribute the work to others instead of turning them away if possible. This is
a first come first serve type of offer so if you want to be the first person on
my list get back to me soon. Your trusty Fairdale merchant, Balls
HELLO FRIENDS! I am in need of a few basic weapons. I will not be at
the gathering coming up shortly, but I will be traveling to Fairdale in early
June. If you will be at either gathering and would like to do business you can
let me know here, or send a private missive to my bakery in
SEEKING out a preserve duration for copying purposes in the lands of Icenia. Will pay for this service. Also looking for vision, greater wand, channel and render indestructable improved.Will pay in coin and/or items. Please contact Greyesmere or Scrollmaster rain.