Post by Dead Greyhawk on Jul 4, 2007 21:28:27 GMT -5
The walls to the Temple District swarm with soldiers and men-at-arms, all in an effort to stem the tides of invasion. The Company of the Blue Sun exits the Temple District having slain the behemoth, dispersed the undead, and retrieved a prisoner: a dark-clad, face-painted priest of the Dead God. Behind them, the remnants of Richard Coldheart's men, and Coldheart himself, extricate themselves from the rubble and stagger forward.
With a great crashing of hoofs, Sir Highrider, the Governor, and his coterie, armed and armored arrive. Sir Highrider, astride a white stallion, cuts an imposing figure in his gilded and enameled armor. The city of Longspear has seen better days, but it is plain that the apparently indomitable will and irascible character of Sir Highrider keeps the populace in line and fighting. He barks commands to the milling men, and what was once an inchoate mass of men quickly transforms into an efficient fighting force that secures access to the Temple District.
Sir Highrider is notably impressed by the Company's destruction of the gargantuan creature and even more so by their successful capture of a prisoner. Leaning over to address the Company, he states, "My congratulations to you for your stellar success! We need more people like you defending our city and better advice on how to do it! Give up your man to Killain Anvilsplitter here and ride with me back to the citadel. Killain will make him talk, and I have much to discuss with such doughty folk." Killain Anvilsplitter, the current head of the Keepers of the Peace, corrals the prisoner from the Company and drags him away. Smoothly, and with little opportunity to argue, the Governor has traded the Company access to his inner circle for the Company's prisoner.
"Hey. Hey!" shouts Raven after the dwarves, who are dragging away the statue that was once an evil priest. "Don't you go breaking our statue! We want all his equipment. To make sure its ... safe and not evil! That's right! Watch out for all of his cursed stuff!" As the Company begins to follow Sir Highrider's train back up the hill, he grumbles to the others, "I'll be he's coated in enchanted items."
"He's encased in magical amber," points out Adrienne. "Everything about him glows of enchantment."
"Serve them right if they get up there and find out he's a demon or something," mumbles Raven, petulantly.
The Wheat Field is full of Colnet retainers when the Company arrives, the news of the defeat of the behemoth not yet reaching Frank and his men. They are greatly relieved to see the Company hale and hearty, and the most of the meager provisions is made as a triumphant feast. That evening, as the night watch fires are lit on the walls, one of the Keepers of the Peace arrive bearing a note from Killain Anvilsplitter. The note is neatly written; by right of the Company's dedication and power, the spoils of their prisoner and their battle are the Company's to dispose of. Raven retires that evening and dreams of enchanted armor.
The Company plans out the many activities they wish to accomplish within the besieged city and considers the quandary of the undead attack. Why did they assault the Temple District again, and why have the orcs not garrisoned it? The Colnet men are sent scurrying about to gain information for the Company. All agree that the orcs and other humanoids vacated the Temple District before the undead, the behemoth, and the priests attacked, but no one has any notion why. Dell scoffs at all the debate. "It's probable that the orcs, dull, superstitious brutes that they are, were afraid of the zombies. Either that, or they didn't want to be stepped on by a forty-foot demon. It's hard to say," mocks Dell.
Raven still believes that the Company is missing a bigger picture. "It seems somewhat clear that the giants and orcs strategically decided to squash the temple district first, and didn't really push into the rest of the city. That would make a lot of sense if they have tons of zombies which the priests would turn into dust effortlessly. However, these zombies were not in the least bit troubled by our three powerful clerics. It seems like a lot of trouble to go through for very little payoff. Why have an unstoppable titan squish already destroyed temples when he could have flattened the whole city? I can understand a jealous god and all, but that seems like a waste. As tactfully as possible, we should ask if we can disinter the bodies of the high priests who died in the fighting so we can consult with them. Maybe they'll have some insight, especially the priests of Pelor." The rest of the Company stares at Raven in shock. Raven is undeterred though, perhaps seeing no difference between chopping the head off of a giant to interrogate its soul later and disinterring the corpse of a revered priest of the Sun Father who fell in battle defending the temple, and waves Frank over. "Frank, send someone to find out if Maximilian is around and able to come speak with us."
Frank blanches a bit. "I heard he lost his leg in the big battle for the Temple District," he says. "I'll send some of the boys looking for him." Cedrus rises and leaves with two of Frank's men.
Winthrop, who has been conferring with Hugh, speaks up. "Holy water. With the temples destroyed, no holy water can be made," says Winthrop. "Can't use the rod without holy water too." The Company looks a bit pensive when reminded of their mortality. Dell and Raven continue their debate about the orcs and the undead.
Late that afternoon, Maximilian, who is still among the living, arrives with Cedrus at the Wheat Field. The Company is overjoyed to see him, and much time is spent trading yarns and exploits. Word of his leg's amputation is much overstated; his leg was merely crushed. He still limps a bit, but a little bit of prayer and work from Cedrus cures his serious wound, much to Maximilian's relief.
Maximilian confirms that the undead and the clerics that accompanied them were not present earlier in the fight for the city walls. They must have recently arrived, possibly presaging a new push for the city. Depending on one's view, he is either fortunately or unfortunately able to identify both the clerics' god and these powerful zombies. While the library of Pelor was mostly lost when the Temple fell, one of the early rituals of all Pelorite acolytes is the memorization of the holy books. Within them, the enemies of light are clearly described. The clerics are dressed as members of an obscure cult of Erythnul, the Howling God, that specializes in slowly draining the life from their captives in painful rituals over days. Rather than wear the traditional red of Erythnul, they wear instead what they call the "color of clotted blood" - a matte black garb with only the eyes visible in their blood-smeared cowl. The zombies created by these rituals are immensely powerful, as the tortured minds of the zombies still function and their bodies decay less than most unlife. The rituals are involved and slow, so these zombies are rare, but powerful. To see so many of them in one place is extremely daunting. Maximilian agrees with Dell that the zombies would be frightening to most anyone, orcs included.
Maximilian, after hearing about the undead in Sterich and the priests camping outside the city, poses that the defilement and destruction of the temples is especially troubling because it removes the hallowed ground within Longspear. On consecrated ground, the priests are more powerful than when traveling, able to call upon their god's minions, those that normally provide them with their prayers, in times of trouble. The destruction of those grounds would stop such supernatural aid from arriving. He posits that either many weaker undead could now be used in an assault on the city, or that supernatural aid might be invoked by the orcs, giants, and priests of the dead god. Of course, it is entirely possible that the behemoth was going to destroy the rest of the city next and was only stopped because of the presence of the Company.
Maximilian also bears with him a document requesting the leadership of the Company to come in the morning to Sir Highrider's citadel where they will join his circle of advisers in conferring over the threat to the city. Maximilian relates that the priests of Pelor are only barely tolerated by Sir Highrider's advisers, and he hopes the Company will have a positive effect on the situation. The wizards and the priests of the Company have other things to occupy their attention, so Otto and Raven are designated to take part in the advisory council.
The two of them hike up to the citadel at daybreak and are admitted to the secure areas of the keep. After waiting an unduly long time, they are led through a series of heavily guarded, winding passages into a windowless room, where a group of armed and armored men, the advisory circle, wait. The circle is small, underscoring the danger of the situation. None of the merchant houses are included. Instead, the circle is comprised almost entirely of fighting men from the army, Keepers of the Peace, and various mercenaries brought into the city. While all of them are doughty, none of them have the experience of Raven or Otto. Only Sir Highrider, and possibly his grim knight Richard Coldheart, seem able to comprehend the strategic and tactical nuances of battle as well as the Company's warriors.
Richard Coldheart lays out the situation at hand, pointing at a detailed map of the city and the lands beyond. Following the Company's success at defending the Holy Wedge, the army was able to briefly hold the temple district, long enough for the surviving clerics to inspect their temples. Indeed, as feared, the main goal of the priests and undead must have been to finish the defilement of the temples. The priests confirm that no supernatural aid will arrive through their intercession, dedicated holy ground and an edifice of prayer being the minimal requirements needed. Also, as pointed out by Winthrop, holy water, generally baneful to the undead, can not be made except in very small quantities at the shrines hidden in some of the merchant family estates.
The meetings are marked with bickering and recriminations. Both Raven and Otto, as outsiders, are able to stay somewhat above the fray, but are shocked at the discord that Sir Highrider must listen to while making his decisions. While they struggle to stay awake in the increasingly warm and stuffy room, the rest of the Company sends Cedrus out of the city. He will head south, stopping at the town of Burle to alert the magistrate there, on towards the Dreadwood and the Knot to collect holy water and to alert Lord Morgan and the druid of the grove or the new threat hovering outside of Longspear. While there, Cedrus plans to use the holy ground consecrated to Ehlonna to commit his prayers to parchment. It is a ten-day trip down to the Dreadwood during good times and may take longer now, especially if the enemy blocks the opposite bank of the Javan. Cedrus agrees to limit his time their as much as possible, but the Company should not expect to see him return before two months time. Dell takes Cedrus aside and hands him a fine leather pouch. "If Thion could find it in him to put some druidic chants onto vellum, I would be much obliged," purrs Dell. "The gems inside should offset his costs. I'd particularly appreciate druidic protections from the natural elements." Cedrus opens up the heavy leather pouch and discovers that it is full beyond capacity with precious stones. Dell has given him the magical pouch. Cedrus grins and puts the pouch deep inside his armor.
Looking at the magical items to identify, the research planned to be done, and the educational activities to be undertaken, the Company realizes that they need more space. The Company takes over the Wheat Field, evicting the remaining Colnet retainers that had been lodged there. Winthrop takes a large room for himself and clears it of clutter. Warding the door shut, Winthrop takes the necessary time to memorize the room clearly. He then makes a dangerous leap back to the Hall of the Blue Sun, where he can load up his chest with the magical items left behind, necessary coinage, and other items. The teleportation is nerve wracking, and Winthrop swears that only Raven's lucky stone keeps him from materializing in the floor of the room.
The formal room on the second level of the inn becomes Winthrop's workshop, where he and Oaklock spend time in training. The rest of the Company steers clear of the area, as occasional screams and ripping sounds can be heard. Even through space is at a premium, even the local residents start spending as little time as possible in the adjacent houses.
Hugh goes in search of his brethren, finding them only in cemeteries and infirmaries. Only Arthurus, the high priest, remains of the Avengers Hugh once knew. The old man looks much the worse for the battles, but responds well to Hugh's prayers and incantations. Arthurus rails against invaders, swearing vengeance in Trithereon's name. He tells Hugh of the last stand of the Avengers, the destruction of the temple, and the loss of the golden bell. Should Longspear survive, the reconstruction of a temple will be a long, arduous, and expensive process. Hugh is prepared to take on more responsibilities in the church, and Arthurus finds him a quick and dedicated learner. Between the two of them, and Hugh's share of the spoils from the giants, taken all in gold, they search for new quarters to preach from and a place to secure the funds for a golden bell to replace the one lost.
Dell, accompanied by two Keepers of the Peace, Ged and Othmar, apparently assigned to him for some unknown reason, searches with Adrienne for someone who might be able to help her gain further insights into the mysteries of Lydia. No priesthood is dedicated to predicting the future within Longspear, so finding a natural match is difficult. The loss of almost all of the Avengers limits that opportunity, and Maximilian intimates that the priesthood of Pelor does not believe in predicting Pelor's divine message, instead allowing it to flow over them like Pelor's holy light. This leaves only the church of Phyton.
When the warriors return from their meetings, and are told of the Company's activities, Raven is dead-set against the church of Phyton teaching their perverted canon to Adrienne. He reminds Dell of the monastery in the Dreadwood where a shrine to Nerull was hidden behind a facade to Phyton. He also points out that of the three temples in Longspear, that of Phyton has suffered the least, with most of the priests fleeing during the fighting. He claims it is a great risk and should not be taken. If anything, the priests of Phyton should simply be expelled from the city.
Dell is more sanguine about the priests flight, especially since they typically are less martial than the other two priesthoods. Since planting and seasons have some aspects of foresight, he imagines that they might have some skills useful to Adrienne. He and Adrienne discuss the options and resolve that there is little to be lost. Just to be safe though, Adrienne leaves with Dell all of her enchanted objects and takes with her an item easily located.
Adrienne and Dell visit the temporary home of the temple, an inn called the Golden Grain, to meet with the priests. A senior priest, Rufus Keck, meets with Adrienne and asks her many questions about her faith and the learning she has undertaken at the Seven-fold Church. While this occurs, Dell speaks with the quartermaster of the temple. It is clear to Dell that the Church is relying on the largess of others. He is tempted to drive a hard bargain, but then relents, realizing that it is better to have the temple indebted to him than to be disliked by the priests. While haggling over a price, it dawns on him that he's acting like a father-figure, or at least an older sibling, to Adrienne. He turns a bit green and quickly wraps up negotiations. He agrees to meet Adrienne here when all is said and done.
Meetings with Sir Highrider and his advisers continue to be painful. Otto has many ideas for quick strikes into the forces around the city, but the risk involved in them is too high for Sir Highrider's advisers' comfort. His ideas are repeatedly rejected. Otto, frustrated by Sir Highrider's conventional mind, joins Jasper in the training yards. He trades his expertise in weapons and tracking to the city guard for lessons in hammer-wielding. All those who look at Grugnir's hammer say that it is an ungainly thing, unwieldy, and likely to knock over the wielder because of its poor balance. Otto just smiles confidently and continues his practice.
Of all of the Company, Jasper is saddened the most by all the destruction. It smells like burnt flesh all the time. Plus people keep trying to stab him with arrows. And the dead people try to eat him. He doesn't like that very much. He practices his katas everyday and thinks how Master Lynn will be pleased to build a new wing on the monastery with all of the pretty things he's got. He misses Giuseppe. Eventually, Jasper gets tired of falling over things, punching things, running away from undead, and takes lessons beside Otto in new weapons, a bigger crossbow and a shorter spear.
Otto's charge Pfiffwin poses a special case. Pfiffwin, never having been in a city before, vacillates between sheer panic at being surrounded by humans and buildings and unabated greed at the amount of things to be pilfered. Dell's guards interfere several times when Pfiffwin's hands are caught in someone else's till, and Otto takes to shaking down Pfiffwin on a daily basis. Pfiffwin seems to have developed some kleptomaniacal tendencies, as all sorts of random detritus fall free.
Pfiffwin seems ready to expand his magical abilities, but conversations between him and Dell go poorly. Not because they don't get along; they do. Pfiffwin's larcenous nature seems to fit nicely with Dell's, but they seem to lack a common vocabulary. Dell speaks of forces and foci while Pfiffwin discusses waves and shapes. Dell has never encountered such a foreign framing of magic and only imagines that the Silent One, or perhaps Auric the Hermit, might understand. Given the current disengagement of the Silent One, Pfiffwin seems out of luck.
Ged, surprisingly, turns out to have the solution to their problem. In Dwarf-town live several families of gnomes, and one of them is known as a trickster of sorts, creating images to entertain and startle. Dell, Ged, Otto, and Pfiffwin go to visit this gnome, dodging missile fire and the occasional boulder. Again, Dell enters into negotiations for training, feeling a bit like a merchant. Bastell Brittlevein is a dour gnome of indeterminate age, softer than Pfiffwin, but a worker of some magics. Bastell is an expert negotiator though, and holds out for the maximum price, paid only in gemstones. Dell ruefully relays the price to Pfiffwin and Otto, only getting it into the reasonable range by a masterful bribe of cedar chips and bark. Bastell Brittlevein is a hedge wizard at best, a worker in entertainment and misdirection, and Pfiffwin's skill almost surpasses that of Bastell himself. Bastell has traveled widely though, and, for a considerable investment in precious gems, Pfiffwin comes away with both skill and a new array of glamours.
Once all of these arrangements are made, Dell is swamped with even more demands on his time. The Company wants him to copy spellbooks, locate and buy pearls, identify items, make potions, and write scrolls. Whew! Plus, he needs to convince Sir Highrider that he should be allowed into his strongbox and Gringold's! Dell had successfully eluded his dwarven guides and attempted to access his strongbox, held by Gringold the gnome, but was told that Sir Highrider had banned the withdrawal of assets from the city. All moneychangers and moneylenders are required to hold onto their assets, even if they are claimed! Fortunately, it is easy for Dell to prioritize the important things first. Dell speaks with Ged, the more verbal of the two dwarves, and gets a message sent to Sir Highrider about his strongbox. The next day, Richard Coldheart and ten men, two of them spellcasters of some sort, accompany Diego, Dell and his two Keepers of the Peace to Gringold's. There, with precautions, they allow Dell to open his strongbox. Dell furtively loads the items within into a large backpack and has Diego carry it back to the Wheat Field.
Dell then makes up a sign to be distributed throughout the town stating that the Company of the Blue Sun is offering good money for heirlooms and other jewelry. No questions asked, but the Company reserves the right to deny purchase. Diego and Al sit in the common room of the Wheat Field, viewing the jewelry and heirlooms that people bring in, searching for pearls of the appropriate size and quality for Dell and Winthrop to use in their rituals. They pay well for those items, and nothing for the others, outside of those that Diego and Al like and purchase out of pocket.
Raven finally catches up with Indom Falmuth, his alchemist acquaintance. Indom, as always, seems oddly pleased to see and talk with Raven. Perhaps Indom, a bookish, ill-tempered man, sees himself in Raven, or at least a stylized version of who he hopes to be. In any case, Indom explains that the Silent One has not paid for any of the reagents Indom normally provides to the Silent One, and he would be happy to sell them to Raven instead. Raven recalls how Dell and Winthrop have bickered in the past over magicked ink and other unguents and quickly agrees.
Indom has spent much of his spare time looking at and testing the potions that Raven dropped off with him earlier in the month. Most of the vials contained helpful or interesting draughts, but two, the same two identified by Otto as toxic, are beyond identification or help. Indom wants to hold these back from Raven, as he would feel horrible if some mistake in identity occurred, and the toxic drinks were drank, but Raven collects them regardless. Raven wonders if they can be reconstituted or repaired, but Indom says the poisonous potions are not repairable. They are either the results of mixing of two potions together, or the general decay of a potion into something toxic
Indom provides a set of labeled flasks to Raven and describes their effects. Many are restorative or protective in nature, but several are more unique. These change one's size, strength, or texture. Indom's eyes dart around as he pulls forth the last vial. "This elixir is a grey one, one that I would lose my guild certificate if I made it," he whispers. "Whoever imbibes this becomes the puppet of the first strong-willed speaker they see. Usually only those devoted to the dark arts make something of this ilk. I assume you have slain the original owner." Rave nods gravely as he pockets the flask. Raven promises to return the next day with funds for the Silent One's reagents and hurries back to the Wheat Field, crate of flasks in hand.
With a great crashing of hoofs, Sir Highrider, the Governor, and his coterie, armed and armored arrive. Sir Highrider, astride a white stallion, cuts an imposing figure in his gilded and enameled armor. The city of Longspear has seen better days, but it is plain that the apparently indomitable will and irascible character of Sir Highrider keeps the populace in line and fighting. He barks commands to the milling men, and what was once an inchoate mass of men quickly transforms into an efficient fighting force that secures access to the Temple District.
Sir Highrider is notably impressed by the Company's destruction of the gargantuan creature and even more so by their successful capture of a prisoner. Leaning over to address the Company, he states, "My congratulations to you for your stellar success! We need more people like you defending our city and better advice on how to do it! Give up your man to Killain Anvilsplitter here and ride with me back to the citadel. Killain will make him talk, and I have much to discuss with such doughty folk." Killain Anvilsplitter, the current head of the Keepers of the Peace, corrals the prisoner from the Company and drags him away. Smoothly, and with little opportunity to argue, the Governor has traded the Company access to his inner circle for the Company's prisoner.
"Hey. Hey!" shouts Raven after the dwarves, who are dragging away the statue that was once an evil priest. "Don't you go breaking our statue! We want all his equipment. To make sure its ... safe and not evil! That's right! Watch out for all of his cursed stuff!" As the Company begins to follow Sir Highrider's train back up the hill, he grumbles to the others, "I'll be he's coated in enchanted items."
"He's encased in magical amber," points out Adrienne. "Everything about him glows of enchantment."
"Serve them right if they get up there and find out he's a demon or something," mumbles Raven, petulantly.
The Wheat Field is full of Colnet retainers when the Company arrives, the news of the defeat of the behemoth not yet reaching Frank and his men. They are greatly relieved to see the Company hale and hearty, and the most of the meager provisions is made as a triumphant feast. That evening, as the night watch fires are lit on the walls, one of the Keepers of the Peace arrive bearing a note from Killain Anvilsplitter. The note is neatly written; by right of the Company's dedication and power, the spoils of their prisoner and their battle are the Company's to dispose of. Raven retires that evening and dreams of enchanted armor.
The Company plans out the many activities they wish to accomplish within the besieged city and considers the quandary of the undead attack. Why did they assault the Temple District again, and why have the orcs not garrisoned it? The Colnet men are sent scurrying about to gain information for the Company. All agree that the orcs and other humanoids vacated the Temple District before the undead, the behemoth, and the priests attacked, but no one has any notion why. Dell scoffs at all the debate. "It's probable that the orcs, dull, superstitious brutes that they are, were afraid of the zombies. Either that, or they didn't want to be stepped on by a forty-foot demon. It's hard to say," mocks Dell.
Raven still believes that the Company is missing a bigger picture. "It seems somewhat clear that the giants and orcs strategically decided to squash the temple district first, and didn't really push into the rest of the city. That would make a lot of sense if they have tons of zombies which the priests would turn into dust effortlessly. However, these zombies were not in the least bit troubled by our three powerful clerics. It seems like a lot of trouble to go through for very little payoff. Why have an unstoppable titan squish already destroyed temples when he could have flattened the whole city? I can understand a jealous god and all, but that seems like a waste. As tactfully as possible, we should ask if we can disinter the bodies of the high priests who died in the fighting so we can consult with them. Maybe they'll have some insight, especially the priests of Pelor." The rest of the Company stares at Raven in shock. Raven is undeterred though, perhaps seeing no difference between chopping the head off of a giant to interrogate its soul later and disinterring the corpse of a revered priest of the Sun Father who fell in battle defending the temple, and waves Frank over. "Frank, send someone to find out if Maximilian is around and able to come speak with us."
Frank blanches a bit. "I heard he lost his leg in the big battle for the Temple District," he says. "I'll send some of the boys looking for him." Cedrus rises and leaves with two of Frank's men.
Winthrop, who has been conferring with Hugh, speaks up. "Holy water. With the temples destroyed, no holy water can be made," says Winthrop. "Can't use the rod without holy water too." The Company looks a bit pensive when reminded of their mortality. Dell and Raven continue their debate about the orcs and the undead.
Late that afternoon, Maximilian, who is still among the living, arrives with Cedrus at the Wheat Field. The Company is overjoyed to see him, and much time is spent trading yarns and exploits. Word of his leg's amputation is much overstated; his leg was merely crushed. He still limps a bit, but a little bit of prayer and work from Cedrus cures his serious wound, much to Maximilian's relief.
Maximilian confirms that the undead and the clerics that accompanied them were not present earlier in the fight for the city walls. They must have recently arrived, possibly presaging a new push for the city. Depending on one's view, he is either fortunately or unfortunately able to identify both the clerics' god and these powerful zombies. While the library of Pelor was mostly lost when the Temple fell, one of the early rituals of all Pelorite acolytes is the memorization of the holy books. Within them, the enemies of light are clearly described. The clerics are dressed as members of an obscure cult of Erythnul, the Howling God, that specializes in slowly draining the life from their captives in painful rituals over days. Rather than wear the traditional red of Erythnul, they wear instead what they call the "color of clotted blood" - a matte black garb with only the eyes visible in their blood-smeared cowl. The zombies created by these rituals are immensely powerful, as the tortured minds of the zombies still function and their bodies decay less than most unlife. The rituals are involved and slow, so these zombies are rare, but powerful. To see so many of them in one place is extremely daunting. Maximilian agrees with Dell that the zombies would be frightening to most anyone, orcs included.
Maximilian, after hearing about the undead in Sterich and the priests camping outside the city, poses that the defilement and destruction of the temples is especially troubling because it removes the hallowed ground within Longspear. On consecrated ground, the priests are more powerful than when traveling, able to call upon their god's minions, those that normally provide them with their prayers, in times of trouble. The destruction of those grounds would stop such supernatural aid from arriving. He posits that either many weaker undead could now be used in an assault on the city, or that supernatural aid might be invoked by the orcs, giants, and priests of the dead god. Of course, it is entirely possible that the behemoth was going to destroy the rest of the city next and was only stopped because of the presence of the Company.
Maximilian also bears with him a document requesting the leadership of the Company to come in the morning to Sir Highrider's citadel where they will join his circle of advisers in conferring over the threat to the city. Maximilian relates that the priests of Pelor are only barely tolerated by Sir Highrider's advisers, and he hopes the Company will have a positive effect on the situation. The wizards and the priests of the Company have other things to occupy their attention, so Otto and Raven are designated to take part in the advisory council.
The two of them hike up to the citadel at daybreak and are admitted to the secure areas of the keep. After waiting an unduly long time, they are led through a series of heavily guarded, winding passages into a windowless room, where a group of armed and armored men, the advisory circle, wait. The circle is small, underscoring the danger of the situation. None of the merchant houses are included. Instead, the circle is comprised almost entirely of fighting men from the army, Keepers of the Peace, and various mercenaries brought into the city. While all of them are doughty, none of them have the experience of Raven or Otto. Only Sir Highrider, and possibly his grim knight Richard Coldheart, seem able to comprehend the strategic and tactical nuances of battle as well as the Company's warriors.
Richard Coldheart lays out the situation at hand, pointing at a detailed map of the city and the lands beyond. Following the Company's success at defending the Holy Wedge, the army was able to briefly hold the temple district, long enough for the surviving clerics to inspect their temples. Indeed, as feared, the main goal of the priests and undead must have been to finish the defilement of the temples. The priests confirm that no supernatural aid will arrive through their intercession, dedicated holy ground and an edifice of prayer being the minimal requirements needed. Also, as pointed out by Winthrop, holy water, generally baneful to the undead, can not be made except in very small quantities at the shrines hidden in some of the merchant family estates.
The meetings are marked with bickering and recriminations. Both Raven and Otto, as outsiders, are able to stay somewhat above the fray, but are shocked at the discord that Sir Highrider must listen to while making his decisions. While they struggle to stay awake in the increasingly warm and stuffy room, the rest of the Company sends Cedrus out of the city. He will head south, stopping at the town of Burle to alert the magistrate there, on towards the Dreadwood and the Knot to collect holy water and to alert Lord Morgan and the druid of the grove or the new threat hovering outside of Longspear. While there, Cedrus plans to use the holy ground consecrated to Ehlonna to commit his prayers to parchment. It is a ten-day trip down to the Dreadwood during good times and may take longer now, especially if the enemy blocks the opposite bank of the Javan. Cedrus agrees to limit his time their as much as possible, but the Company should not expect to see him return before two months time. Dell takes Cedrus aside and hands him a fine leather pouch. "If Thion could find it in him to put some druidic chants onto vellum, I would be much obliged," purrs Dell. "The gems inside should offset his costs. I'd particularly appreciate druidic protections from the natural elements." Cedrus opens up the heavy leather pouch and discovers that it is full beyond capacity with precious stones. Dell has given him the magical pouch. Cedrus grins and puts the pouch deep inside his armor.
Looking at the magical items to identify, the research planned to be done, and the educational activities to be undertaken, the Company realizes that they need more space. The Company takes over the Wheat Field, evicting the remaining Colnet retainers that had been lodged there. Winthrop takes a large room for himself and clears it of clutter. Warding the door shut, Winthrop takes the necessary time to memorize the room clearly. He then makes a dangerous leap back to the Hall of the Blue Sun, where he can load up his chest with the magical items left behind, necessary coinage, and other items. The teleportation is nerve wracking, and Winthrop swears that only Raven's lucky stone keeps him from materializing in the floor of the room.
The formal room on the second level of the inn becomes Winthrop's workshop, where he and Oaklock spend time in training. The rest of the Company steers clear of the area, as occasional screams and ripping sounds can be heard. Even through space is at a premium, even the local residents start spending as little time as possible in the adjacent houses.
Hugh goes in search of his brethren, finding them only in cemeteries and infirmaries. Only Arthurus, the high priest, remains of the Avengers Hugh once knew. The old man looks much the worse for the battles, but responds well to Hugh's prayers and incantations. Arthurus rails against invaders, swearing vengeance in Trithereon's name. He tells Hugh of the last stand of the Avengers, the destruction of the temple, and the loss of the golden bell. Should Longspear survive, the reconstruction of a temple will be a long, arduous, and expensive process. Hugh is prepared to take on more responsibilities in the church, and Arthurus finds him a quick and dedicated learner. Between the two of them, and Hugh's share of the spoils from the giants, taken all in gold, they search for new quarters to preach from and a place to secure the funds for a golden bell to replace the one lost.
Dell, accompanied by two Keepers of the Peace, Ged and Othmar, apparently assigned to him for some unknown reason, searches with Adrienne for someone who might be able to help her gain further insights into the mysteries of Lydia. No priesthood is dedicated to predicting the future within Longspear, so finding a natural match is difficult. The loss of almost all of the Avengers limits that opportunity, and Maximilian intimates that the priesthood of Pelor does not believe in predicting Pelor's divine message, instead allowing it to flow over them like Pelor's holy light. This leaves only the church of Phyton.
When the warriors return from their meetings, and are told of the Company's activities, Raven is dead-set against the church of Phyton teaching their perverted canon to Adrienne. He reminds Dell of the monastery in the Dreadwood where a shrine to Nerull was hidden behind a facade to Phyton. He also points out that of the three temples in Longspear, that of Phyton has suffered the least, with most of the priests fleeing during the fighting. He claims it is a great risk and should not be taken. If anything, the priests of Phyton should simply be expelled from the city.
Dell is more sanguine about the priests flight, especially since they typically are less martial than the other two priesthoods. Since planting and seasons have some aspects of foresight, he imagines that they might have some skills useful to Adrienne. He and Adrienne discuss the options and resolve that there is little to be lost. Just to be safe though, Adrienne leaves with Dell all of her enchanted objects and takes with her an item easily located.
Adrienne and Dell visit the temporary home of the temple, an inn called the Golden Grain, to meet with the priests. A senior priest, Rufus Keck, meets with Adrienne and asks her many questions about her faith and the learning she has undertaken at the Seven-fold Church. While this occurs, Dell speaks with the quartermaster of the temple. It is clear to Dell that the Church is relying on the largess of others. He is tempted to drive a hard bargain, but then relents, realizing that it is better to have the temple indebted to him than to be disliked by the priests. While haggling over a price, it dawns on him that he's acting like a father-figure, or at least an older sibling, to Adrienne. He turns a bit green and quickly wraps up negotiations. He agrees to meet Adrienne here when all is said and done.
Meetings with Sir Highrider and his advisers continue to be painful. Otto has many ideas for quick strikes into the forces around the city, but the risk involved in them is too high for Sir Highrider's advisers' comfort. His ideas are repeatedly rejected. Otto, frustrated by Sir Highrider's conventional mind, joins Jasper in the training yards. He trades his expertise in weapons and tracking to the city guard for lessons in hammer-wielding. All those who look at Grugnir's hammer say that it is an ungainly thing, unwieldy, and likely to knock over the wielder because of its poor balance. Otto just smiles confidently and continues his practice.
Of all of the Company, Jasper is saddened the most by all the destruction. It smells like burnt flesh all the time. Plus people keep trying to stab him with arrows. And the dead people try to eat him. He doesn't like that very much. He practices his katas everyday and thinks how Master Lynn will be pleased to build a new wing on the monastery with all of the pretty things he's got. He misses Giuseppe. Eventually, Jasper gets tired of falling over things, punching things, running away from undead, and takes lessons beside Otto in new weapons, a bigger crossbow and a shorter spear.
Otto's charge Pfiffwin poses a special case. Pfiffwin, never having been in a city before, vacillates between sheer panic at being surrounded by humans and buildings and unabated greed at the amount of things to be pilfered. Dell's guards interfere several times when Pfiffwin's hands are caught in someone else's till, and Otto takes to shaking down Pfiffwin on a daily basis. Pfiffwin seems to have developed some kleptomaniacal tendencies, as all sorts of random detritus fall free.
Pfiffwin seems ready to expand his magical abilities, but conversations between him and Dell go poorly. Not because they don't get along; they do. Pfiffwin's larcenous nature seems to fit nicely with Dell's, but they seem to lack a common vocabulary. Dell speaks of forces and foci while Pfiffwin discusses waves and shapes. Dell has never encountered such a foreign framing of magic and only imagines that the Silent One, or perhaps Auric the Hermit, might understand. Given the current disengagement of the Silent One, Pfiffwin seems out of luck.
Ged, surprisingly, turns out to have the solution to their problem. In Dwarf-town live several families of gnomes, and one of them is known as a trickster of sorts, creating images to entertain and startle. Dell, Ged, Otto, and Pfiffwin go to visit this gnome, dodging missile fire and the occasional boulder. Again, Dell enters into negotiations for training, feeling a bit like a merchant. Bastell Brittlevein is a dour gnome of indeterminate age, softer than Pfiffwin, but a worker of some magics. Bastell is an expert negotiator though, and holds out for the maximum price, paid only in gemstones. Dell ruefully relays the price to Pfiffwin and Otto, only getting it into the reasonable range by a masterful bribe of cedar chips and bark. Bastell Brittlevein is a hedge wizard at best, a worker in entertainment and misdirection, and Pfiffwin's skill almost surpasses that of Bastell himself. Bastell has traveled widely though, and, for a considerable investment in precious gems, Pfiffwin comes away with both skill and a new array of glamours.
Once all of these arrangements are made, Dell is swamped with even more demands on his time. The Company wants him to copy spellbooks, locate and buy pearls, identify items, make potions, and write scrolls. Whew! Plus, he needs to convince Sir Highrider that he should be allowed into his strongbox and Gringold's! Dell had successfully eluded his dwarven guides and attempted to access his strongbox, held by Gringold the gnome, but was told that Sir Highrider had banned the withdrawal of assets from the city. All moneychangers and moneylenders are required to hold onto their assets, even if they are claimed! Fortunately, it is easy for Dell to prioritize the important things first. Dell speaks with Ged, the more verbal of the two dwarves, and gets a message sent to Sir Highrider about his strongbox. The next day, Richard Coldheart and ten men, two of them spellcasters of some sort, accompany Diego, Dell and his two Keepers of the Peace to Gringold's. There, with precautions, they allow Dell to open his strongbox. Dell furtively loads the items within into a large backpack and has Diego carry it back to the Wheat Field.
Dell then makes up a sign to be distributed throughout the town stating that the Company of the Blue Sun is offering good money for heirlooms and other jewelry. No questions asked, but the Company reserves the right to deny purchase. Diego and Al sit in the common room of the Wheat Field, viewing the jewelry and heirlooms that people bring in, searching for pearls of the appropriate size and quality for Dell and Winthrop to use in their rituals. They pay well for those items, and nothing for the others, outside of those that Diego and Al like and purchase out of pocket.
Raven finally catches up with Indom Falmuth, his alchemist acquaintance. Indom, as always, seems oddly pleased to see and talk with Raven. Perhaps Indom, a bookish, ill-tempered man, sees himself in Raven, or at least a stylized version of who he hopes to be. In any case, Indom explains that the Silent One has not paid for any of the reagents Indom normally provides to the Silent One, and he would be happy to sell them to Raven instead. Raven recalls how Dell and Winthrop have bickered in the past over magicked ink and other unguents and quickly agrees.
Indom has spent much of his spare time looking at and testing the potions that Raven dropped off with him earlier in the month. Most of the vials contained helpful or interesting draughts, but two, the same two identified by Otto as toxic, are beyond identification or help. Indom wants to hold these back from Raven, as he would feel horrible if some mistake in identity occurred, and the toxic drinks were drank, but Raven collects them regardless. Raven wonders if they can be reconstituted or repaired, but Indom says the poisonous potions are not repairable. They are either the results of mixing of two potions together, or the general decay of a potion into something toxic
Indom provides a set of labeled flasks to Raven and describes their effects. Many are restorative or protective in nature, but several are more unique. These change one's size, strength, or texture. Indom's eyes dart around as he pulls forth the last vial. "This elixir is a grey one, one that I would lose my guild certificate if I made it," he whispers. "Whoever imbibes this becomes the puppet of the first strong-willed speaker they see. Usually only those devoted to the dark arts make something of this ilk. I assume you have slain the original owner." Rave nods gravely as he pockets the flask. Raven promises to return the next day with funds for the Silent One's reagents and hurries back to the Wheat Field, crate of flasks in hand.