Post by Dead Greyhawk on May 4, 2008 16:27:01 GMT -5
Dawn breaks with a bloom of color and the sounds of happy chatter. The former prisoners are ecstatic at their long-awaited freedom and their trip to Hochoch. The Oytwood Scouts have plotted a path for them to take, following the Javan River, and expect the trip to be as short as safely possible. Dell and Alouicious hand out a jury-rigged backpack, made from cloth and strapping, to each of the former prisoners. "Carry this to Hochoch and half of what is inside is yours," says Dell. "We'll provide your food and water on the trip through divine intervention." The former prisoners take the weight of the cloth backpacks eagerly, counting their riches in their head.
Otto and Arden make their farewells and head westward, back into the Oytwood. Otto carries an enchanted scimitar for Herbert and hopes to be able to draw him and Eig away from the Great Tree and back to the Company.
As the rest of the Company prepares to leave, Antonus speaks up. "Should we not go over the map of Castle Crag and see if there are any spots that should be peered into using Jasper's ring of penetrating sight?" he queries. "Are we certain there weren't some tunnels we didn't explore under the castle? Do we know that there aren't more prisoners to free or monsters to slay down below? It would be horrible if we left someone behind?"
The rest of the Company sighs in frustration, but Diego refuses to leave until he is certain his Castle is safe. "Castle Diego is mine, and nothing should be in it without my permission!" he declares, pledging to accompany Jasper and Antonus back into the dungeons.
Raven and Dell put their heads together and converse about what to do. The Company will split in two, they decide. Dell, Pfiffwin, and Adrienne will accompany the Oytwood Scouts and the caravan of freed prisoners, Samantha excluded. "I'm not going with them," she mutters. "That guy in the turban is crazy." After the rest of the Company searches the catacombs one last time, they will hurry after Dell and join them somewhere between Castle Diego ("Crago," says Raven.) and Hochoch.
Dell leads his merry band out of the castle, and Raven closes the doors behind him. Raven hears the sound of spell casting from beyond the wooden gates and realizes that Dell is sealing him in! "Guess we're climbing some walls," he sighs.
The Company fruitlessly searches the catacombs for several hours. Jasper uses his jade eyeball ring to probe the ends of the corridors and the spaces below the floors. All he sees is darkness. While he fruitlessly pokes and prods at the walls with his enchanted sight, Diego chats with Antonus. "Imagine it!" he cajoles. "A mage's tower beyond all your expectations. Rooms filled with colored boiling liquids and whatever else you guys have. All yours, and you wouldn't have to share it with anyone!"
"Aren't there some very hungry birds that turn you to stone still in your castle?" asks Antonus. Diego looks puzzled for a moment and then gapes at Antonus. Indeed, in all of the to-ing and fro-ing, the Company has overlooked the fearsome cockatrices still locked in their room.
"We must kill them before we go!" urges Diego. "They turn people to stone; perhaps they can peck their way through a wall!" Diego cajoles and pleads with the others to help him clear his castle of the cockatrices.
"Chicken killers of Castle Crago!" crows Raven as they hike up the spiral stairway once again. With Diego and Raven standing ready with arrows nocked and Antonus preparing a cloud of nauseating vapor to block the doorway, Al throws open the door to the room. Angry clucking greets the Company as the hungry cockatrices flutter and waddle towards the door. The sound of Diego and Raven firing their bows over Al's ducking form fills the air. Al peeks into the room to see three cockatrices skewered with arrows.
Finally satisfied with their efforts, the Company exits the catacombs via the river entrance. They dig up the oars that they had spread about the room and covered over and push the riverboat out to the shore, using the logs stored underneath it. After some effort, Antonus is able to get a mast and sail stood in the riverboat and, with Al's help, the riverboat afloat. "This will be much faster," assures Antonus. "Sailing is always more direct."
With the wind mainly with them, the Company sails up the Javan River. The riverboat sails hard, but the current is appreciable and the Company's progress is relatively slow. Al and Antonus sail the riverboat with notable skill and competency. To the east, the Rushmoors extend out from the river's edge, a marshy fen with small rivers, stream, creeks, and rivulets percolating through the land. To the west, the Oytwood slowly closes with the riverbank, overhanging the Javan miles ahead.
"We're going to have to come into the bank at night," pipes up Al, as the sun slowly descends among the treetops. "We don't have an anchor, and I'm not confident of the breeze. You notice we've been tacking for the past few hours. Too easy to run up on a sandbank in the dark." Raven doesn't like the look of the marshy shore to the right, and so the Company pulls in at the edge of the Oytwood. No sign of Dell or the others have been seen.
The Company makes due with a small fire and a light watch. Samantha stirs in the light of the fire to see movement near the riverboat. Her keen elven senses reach out into the darkness, identifying that the branch near the boat is not a branch, but instead moving. "Psst, dwarf!" she hisses at Al. "There, by the boat, something moves."
Al stokes the fire and stands, axe drawn. In the stronger light he sees quite plainly a snake-like beast, somewhat thicker than the average snake, wriggling out of the water. A great sucker-mouth with barb-like teeth hangs from under its bulging eyes. "To arms!" cries the dwarf, tossing a glowing stone on the ground. In the bright light nearly a dozen of the creatures can be seen, slithering up through the mud into the midst of the Company. One of them already hangs from Antonus's leg, its distended form showing how it has been slowly leeching the lifeblood from the mage.
Antonus is slow to stir, but the others rapidly attack. The gigantic leeches are easily struck, but not so easily killed. Fortunately, they are slow, and the Company is able to move mainly away from them while the two archers fill them full of arrows. Only Antonus is more sorely wounded, a large dented wound on his thigh. Perrin takes care of the injury after praying to Phaulkon.
The next morning has the winds blowing out of the north, with the current and against the Company. They ship the oars and begin the unpleasant job of rowing upstream against the wind and current. Their previous day's travel seems like nirvana in comparison to the effort they expend today. The skies are clear, and the sun shines upon them, as fortunate a state as they might find.
The bog that is the Rushmoors becomes more treacherous, if possible, with the Javan River losing cohesion and seeming to merge into the marsh. Large stork and heron-like birds fly overhead, fishing for food. The sounds of frogs and other amphibians echo through the air. Large swirls of mud suddenly rise up into the river, signs of creatures scurrying along the riverbed. It is a cacophony of sound that comes from the great swamp, but it is eerie and somewhat disconcerting.
Exhausted by their day of rowing, the Company makes for shore early in the afternoon, affording themselves a good rest. Antonus, who helped navigate more than row, seems to have developed a limp. Perrin checks on Antonus's healed wound and finds the place slightly red in color. Nothing erupts through the surface and no blood flows, so Perrin is somewhat at a loss. "If you were injured, I might heal the wound," he explains. "And if you were poisoned, we would have seen those effects more quickly."
"They were bloodsuckers," points out Raven. "Perhaps his blood is contaminated by them." Perrin frowns. If Antonus has taken a blood disease from the leeches, it would be beyond his arts to cure it.
"If only this had happened after I had an opportunity to return to a temple and learn how to invoke Phaulkon's minor spirits," frets Perrin. "Then I might be able to do something. Until then, the best I can do is to try to leech the leech's sickness from you." With that, Perrin applies poultices to the spot, trying to reduce the redness and tenderness.
The Company finishes cooking and sets watches before darkness falls. The night passes without incident, but, in the morning light, the Company sees a strange sight. In the trees behind them, a mere two hundred feet away, float not one, not two, but three huge brown spheres. They slowly float from north to south, maneuvering around the trees as they do so. The brown spheres have small stalks that rise up from the top of the spheres, and each stalk appears to have a white eyeball at its end.
"What are those things?" hisses Raven to the others, readying his longbow.
Antonus puts out one arm and then adopts his most condescending tone. "Those, my dear archer," condescends Antonus, "are floating gas bags of eyes. They make a seasonal migration from the south to the north now and will return in six months to travel from the north to the south. Everyone who has spent any time at all learning the basics of magical anatomy knows of the floating gas bags of eyes."
Raven glares silently at Antonus, and Antonus begins to silently perspire, knowing deep in his heart of hearts that he's made all of this up to appear more informed than the other mage. He darts his eyes over towards Samantha and is pleased to tell that she is stunned by what he has said. Antonus nods definitively, projecting an aura of confident assurance. Raven turns back away from Antonus without a word and watches the floating gas bags of eyes work their way out of range and sight to the north.
"Let's get back on the boat," says Raven, and the Company is soon on their way. The wind is more favorable today, and the Company does not have to row. Diego points out what looks like several wrecked riverboats on the banks of the river and in the depths beneath them, but they do not pose a navigational hazard. Antonus, his head pounding and vision a bit hazy, directs the riverboat around the wrecks with some difficulty.
Camping again on the Oytwood shore of the river, the Company's dinner is interrupted by a family of inquisitive skunks, giant skunks. Diego leaps up in surprise as the huge skunk pushes its face out of the underbrush, but Jasper is able to calm both the skunks, whose tails immediately come upright in defense of their kits, and the Company. The four skunks are out searching for food, and Jasper is able to entice them with the remains of the Company's dinner leavings.
The giant skunks chat amiably with Jasper, taking the names Lilac and Lavender for ease of communication, gnawing on the humans' food while their kits play at the water's edge. Lilac and Lavender report that they have seen humanoids in the woods, describing them as bad smelling creatures that chase after them, and that a large number of elves, describing them as friendly smelling creatures who feed them, passed through the previous day. Beyond the confirmation that the others are alive, the giant skunks do not have much information to tell Jasper. The giant skunk kits find that Diego is quite afraid of them, and they decide, therefore, that Diego is their new best friend, chasing and playing with the archer. Diego dashes about, trying to avoid the kits, as the rest of the Company laughs. "Stinking spotted weasels," hisses Diego when the giant skunks finally waddle back off into the woods.
The Company camps that night and heads off early the next morning. To the west, the Oytwood begins to recede from the shore and by noontime is almost out of sight. Ahead, the river grows wider, as the Company approaches the junction of the Javan River and the Realstream. North of the intersection, the Duke's Road connects Hochoch with the capitol, Gorna. A bridge crosses the Javan River, and the Company is certain to hear word of the passage of a large band of refugees if they sail up to it. On the other hand, the giant skunks have provided them with enough information to be confident that the others are alive and safe so far. By sailing up the Realstream, the Company might even beat the others into Hochoch itself.
Raven directs the riverboat up the Realstream. Al guides the riverboat with a sure hand, Antonus shivering in the fine sunshine. The wind blows more favorably now that they have turned eastward, and the craft makes good time. The Rushmoors to the right are still a stinking fen, but they appear to have more soil and land and less water and mud than to the south. If one did not mind the marsh bugs, one might be able to camp on the shore of the vast swamp.
The first sign of human habitation is a fishing boat plying the Rushmoors's shore. Raven and Al hail the boat, but the fisherman ignores their cries, sidling his boat into a small stream and out of sight. "Smuggler maybe?" wonders Perrin.
By the end of the day, the Company is certain that they are nearing Hochoch proper, and that night, the light from the city is visible in the distance, lighting up the overcast sky. The increasing number of fishermen encountered as the Company sails the Realstream the next day are more friendly and amenable to conversation than the first.
The fishermen warn the Company against mooring by the Rushmoors's shore. Many fisherman have done so in the past,. Customarily because the fishing is better in the shallows of the swam than in the middle of the Realstream, but there has been an increase in the number of fishermen gone missing. While a certain number of fishermen go missing each year, victims of ill luck, stupidity, or accident, several old tars who had been fixtures of the community have been lost in the past few months. All of them commonly plied the shore of the marsh, and now the fishermen, as a group, avoid the shore at night as being too dangerous.
The fishermen happily sell their stock to the Company directly from the boat and provide recommendations on where to stay and eat in Hochoch. To Perrin's dismay, the priesthood of Phaulkon do not maintain a permanent residence in the city, but a temple to Kord, another of the Divine Seven, may meet his needs. Additionally, a number of gnomes from the north, from the communities near the Crystalmist Mountains, have long established residence in Hochoch, lending hope that Pfiffwin might find the supplies and incantations he so desperately needs.
Last, the fishermen tell of the presence of troops from the Grand March, Knights of the Watch and supporting infantry, within the city itself. The Knights sound like a divisive force, with some fishermen according them great respect, and others claiming that they encroach on the sovereignty of the duchy. All of the fishermen relate that the Knights are dour, haughty folk who have brought their own religion, the worship of Pholtus, the Blinding Light, into the city. The city folk, many of whom worship Pelor, the Sun God, view this as an insult at best and vile provocation at worst. The city sounds a bit under internal strain.
"At least we should have some allies," comments Al.
"If they don't try to kill us," gloomily comments Raven. The city of Hochoch heaves into sight upstream as the Company approaches. A squat, older city with thick walls and a tall keep, it faces onto the Realstream. A small horde of fishing boats ply the waters and shores of the river, and several larger riverboats, galleys and barges capable of long-distance haulage, sit tied up at the piers. A small hamlet of ramshackle tenements has grown up around the docks, as the city itself is several hundred yards away. Jasper’s keen eyes pick out what looks like a harbor master’s hut, and the Company rows their way there.
After arranging for a slip for their riverboat and a guard for their slip, the Company takes a long, hard look at the city. The signs of the war to the west and south are much less obvious here than, for example, in Sterich, but they are visible to the discerning eye. Laborers in homespun clumsily work at the docks, their skills more apt for the farm than the river. Packs of dirty children, much to Raven’s disgust, roam the streets, playing and causing havoc. The city seems swelled, not to the point of bursting, but definitely towards fullness.
As the Company approaches the city gates, the nature of the city becomes apparent. Sprawling over two small hills, a large keep dominates the city, but several slender, tall towers jut out of different portions of the city. The walls are heavily manned by guardsmen, who watch the Company’s approach with an appraising eye. After their many weeks of hard labor and travel in the Oytwood and beyond, the Company’s appearance is one of heavy wear and sharp edges.
The Company enters Hochoch after paying a small toll. The guardsmen at the gate are happy enough to offer a suggestion where to stay. “Ayup, you’ll be wanting the Foreign Quarter then,” says the guardsman, eyeing the Company’s state. “Plenty of travelers there, and no elves among you. You can fetch up with Quigby Smallfoot at the Root Cellar or Ivory Inn over in the Garden District, if you’re better off than you look.” The guardsman looks down at Al and, much to Al's surprise, admonishes him, "And no funny business out of you!"
“And if we had elves among us?” asks Perrin, with a frosty look.
“Then you’ll want to go to the Briar Oak, sir,” says the guardsman, comprehending Perrin’s appearance. “Plenty of elvenkind gathering there, along with the Ambassador from Fenntyne.” Perrin nods and tosses the man some coin before striding off to catch the others.
Perrin takes a hold of Antonus, who stumbles feverishly along. “We need to get him to a temple, and quickly, before he becomes delirious,” says Perrin. “A delirious mage is not a good traveling companion.” The others agree, and, after a little bit of asking about, obtain directions to the Zenith of the Sun, the temple dedicated to Pelor in Hochoch. The Zenith of the Sun is in the middle of town in what the Company soon finds out is called the Garden District. Low houses with large walled gardens share avenues with public gardens and various temples. Rising up into sight from between great sprays of golden flowering plants is the Zenith of the Sun, a pillared open building made of white marble and inlayed with gold and silver. The building glows as if lit from within, and it may so be.
The Company hauls Antonus bodily up the stairs leading to the temple and makes their request to the acolyte that comes and meets them. The acolyte collects a canon and eventually a lama who agrees to, for a price, remove disease from Antonus’s fevered frame. Raven notes that one of the acolytes seems to be comparing the Company with something written on a large scroll of vellum. “We might have a problem,” says Raven to Al, nodding over at the acolyte.
After a few minutes, Antonus feel much better, but a tall man, graying but with a firm demeanor, approaches the Company. “Welcome to the Zenith of the Sun,” says the man, waving his arms about him and smiling at the Company. His green eyes are sharp and piercing when playing over the Company. “I greet you in the name of Pelor, who shines down on us and sees over us all. I am Klaudius Boneventure, High Priest of Pelor in this region. How might you be called?”
Raven hesitates for a moment. While the Company has had good relations with the Sun God in the past, Dell and the Hand of Vecna had nearly killed Abernathy Wernack in Longspear. Should he lie to a high priest or possibly get off on the wrong foot the moment the Company enters Hochoch?
“I’m Antonus Sopranus,” says Antonus, “of Longspear. These are my traveling companions.” Antonus, still flushed, looks up at Klaudius. “I have traveled a long way with guards and local guides to reach Hochoch. I thank you and your temple for ridding me of the residue from the foul leech bites. Unfortunately, we have urgent business elsewhere in the city and must take your leave.” Antonus staggers to his feet and leads the others from the Zenith of the Sun and the smiling Klaudius.
“Smooth,” says Al sarcastically. “We could have just told him who we are.”
“He knows,” replies Raven, looking at the buildings around them as they walk. “He was letting us know that he knows. If he wanted us to stay, he would have tried to keep up there regardless of what Antonus was saying.” Raven points at a building up ahead showing a great ivory tusk carved into a drinking horn. “There’s the Ivory Inn. Let’s get a room and then try to find the others.”
The Ivory Inn seems a pleasant enough place. A spacious, well-lit common room is surrounded by private rooms and suites. Merchants clad in fine clothing barter with each other over wares held elsewhere. The rate for a suite of rooms is well within the Company's means, even with the vast majority of their funds off with Diego and Dell, and the innkeeper, catching whiff of the Company's stench, offers them hot baths for free.
The Company spends several days in the Ivory Inn, searching for the others, certain that they must either be in Hochoch or arrive soon. Raven and Al are loathe to try to contact the Lord Mayor of Hochoch, Abnur Rhys, without Dell and Diego with them and the former captives as well. They spend much of their time roaming the city, searching in spots high and low for signs of the Company.
Perrin, hearing from Raven that the Yeomen have combined the worship of Phaulkon with other gods under that of the Divine Seven, approaches the Brotherhood of Kord, the center of worship of this brawling, pioneering spirit. Perrin is somewhat dubious that the precepts of free-flying Phaulkon and the aggressor Kord can have been reconciled, but he is willing to try. The temple itself appears rough hewn, made of layers of wood and stone. A beaten path leads to its doors, and many travelers seem to come and go, making small donations in an antechamber before the main temple itself.
Perrin carefully enters the temple, warily eying the unkempt men of the Brotherhood who practice their martial prowess in impromptu wrestling and feats of strength. Catching the eye of one of the leather-clad men watching a brawl, he explains his need to speak with a senior member of the Brotherhood. The man nods, but does not move, standing next to Perrin and watching the brawl resolve itself. The brawl seems to have some rules unknown to Perrin, as those thrown to the ground do not regain their feet, but instead hoot and holler from their prone positions. Finally, only a single man stands, having pitched his last opponent up over his shoulder and then dropped him on his head with a sickening crack. The winner is a tall, wiry man who looks incapable of the feats of strength Perrin has seen. Covered in tanned animal skins and decorated with colored cloths, he tips his head back and roars at the others, shaking his fists in the air. "There's your priest, brother," says the leather-clad man.
"What have I gotten myself into?" wonders Perrin.
The priest approaches Perrin at the beck of the leather-clad man and welcomes him heartily to the Brotherhood of Kord! The priest introduces himself as Madorly Gwiffon, leader of the Brotherhood, and asks what Perrin wants. After an introduction, Perrin begins to explain the situation. He explains that no temple of Phaulkon is nearby; that he has expanded his knowledge and wisdom, but needs further training in priestly ways; and that he hopes that the Brotherhood of Kord will be able to provide it.
Madorly appears enthused and supportive of Perrin's wishes. He smiles a broad smile at Perrin and claps him heartily on the back. "Ah, Phaulkon has always been a brother warrior!" declares Madorly. "The Yeomen have taken on the trappings of equality between our gods, but we Geoffites know that equality is earned, not given. Tell me of your travels and travails young priest, so that I might discern your skill and training. Have you led men in combat?" Perrin responds by telling Madorly of his adventures with the Company, traveling to the Great Tree and then to Castle Crag, or Castle Diego as it is now called. "Ah, but did you lead or did you follow?" asks Madorly. Perrin admits that he followed. "I see you have great arms and armor, shining of mithril. Did you take them from your vanquished foes, wresting them from their cold dead hands?" asks Madorly. Perrin admits that the armor is a gift from the Company, given to him when introduced to them by Oaklock. "But, your mace, it is a marvel to behold, surely you have taken that from your enemies?" asks Madorly, with a frown.
"That, oh, it is my share from the battle for Castle Diego," says Perrin, and Madorly appears to relax a bit. "We fought a great cat demon beast. It immediately knocked me out, but the warriors I was with killed it. Then we fought its mate, and I was almost killed by it again. After I healed myself by Phaulkon's grace, Jasper, a monk, almost died leaping off the roof of the keep to kill it and then the priestess of Lydia flew up and picked it to death!" Perrin beams at Madorly, remembering the battle that happened in the courtyard of Castle Diego. Lost in recollection, he misses the changing expression on Madorly's face. Where Madorly was once engaged and appreciative of Perrin, he now frowns and glowers at the half-elf warrior priest.
"You have followed others, failed to lead or show your valor, and taken gifts of arms rather than taken them yourself!" rages Madorly. "You fail your warrior spirit and that of your warrior god!" Madorly's face turns a red color, a choler coming over him. "Your god is not mine, but his reputation I hold. Before you set foot in this temple again, you will travel north two weeks from Hochoch to the mountains there. A shrine to Phaulkon once was there, but is not now. You will dedicate it again and clear it of any interlopers and trespassers," booms Madorly, his voice thundering throughout the temple with a resounding crash. Perrin feels a chill go through him as he ducks and flees the Brotherhood of Kord.
When Perrin returns, the Ivory Inn is full of friendly faces, including the rest of the Company. Indeed, as suspected, they have been in the city for a number of days. Diego and Dell have made contact first with the Lord Mayor and then with the Lord Knight Protector of the Knights of the Watch, Horace Amstide. The Knights of the Watch have taken the freed captives off of the hands of the Company and the Oytwood Scouts. Diego and Dell tell the rest of the Company that they have another appointment with the Lord Knight Protector later in the week to talk about the broader context the Company sees regarding the strife to the west. In contrast, Diego and Dell both agree that the Lord Mayor seemed quite unwilling to consider that Hochoch might be involved in something beyond its borders. The Lord Mayor was quite unrepentant in his unwillingness to take on the burden of the freed captives, even after Dell had made certain that they had all received a large subsidy to restart their lives.
The Company decides to remain split between the two inns and continue to restock and explore the city. Pfiffwin has put out feelers among the demi-humans looking for a mentor that might be able to understand his special type of magic, but as of yet no one has come forth. Dell also says that he has things he must do in the city besides restocking and resupplying. Diego nods at the others and declares that he will soon be returning to his castle, as soon as he can hire men and arrange for supply to be brought by caravan. "All are welcome in my grand home, and any who think a tower retreat would do them well should come and speak with me," pronounces Diego as he leaves the Ivory Inn.
The next few days are filled with activities mundane and not. Adrienne and Jasper comb the city for supplies and stores to restock, while Dell searches for a mage that might be able to explain to him the workings of higher magics. Ever since Gorna, where he had wished upon the ring, he has felt slightly haler and his mind been slightly clearer. He believes he can do the magics formerly only attainable by Winthrop and Oaklock, but he has not had the opportunity to learn how to master them. Dell ruefully knows that Winthrop is the more powerful mage and can teach him the necessary focus and commands, but he remembers clearly what Winthrop claimed the cost would be. Winthrop's voice echos loudly in his head, "I'll teach you when Foebiter's in my hands in one piece, and no sooner!" Hopefully, Dell can find someone else.
Pfiffwin searches similarly for someone who can provide him with a broader understanding of the powers he already has. Limited since leaving his homeland to adapting human magics to his own special gnomish abilities, he has felt hemmed in. Here, in this major city not at war, he hopes to find another gnome who has more capabilities than a burrow illusionist. He searches high and low throughout the city, until he hears of a woman named Old Tetta. This woman is apparently a gnome and a collector of odd things and somewhat difficult in personality. He is unable to locate her home but finds she frequents the Briar Oak in the Foreign Quarter.
The Foreign Quarter is beautifully crafted and maintained, with excellent quality stone and woodwork, but all of the sculptures and statuary are human in nature and craft, odd for the residences of foreigners. After some searching, Pfiffwin finds the Briar Oak, an open-air courtyard with small tables and chairs, dappled with sunlight and shade. A group of finely clad elves cluster around what must be an important elvish lord who discusses matter of import in his native land and tongue. Minstrels play softly in the space around them, foiling Pfiffwin's half-hearted efforts to eavesdrop. The Briar Oak, much to Pfiffwin's distress, serves blends of nectar and fruit juices. It's saving grace to a gnome is its menu of edible flowers, which Pfiffwin samples heavily from.
Pfiffwin eventually spies an older gnomish woman, smoking her long pipe and nibbling linden flowers. Tetta, as indeed she is named, dislikes being called "Old," much to Pfiffwin's dismay. It is not a fortuitous introduction, but he sallies forth, pressing his case. He explains his situation of being lost, masterless, in a foreign land with no wise gnome to train and guide him. No one can understand his special abilities, and he is faced with disdain and oppression by those of other races because of his diminutive stature and rural nature. He lays it on thick, expressing concern that he might be taken advantage of because of his trusting, kind soul that wishes only the best for everyone.
Mirth rises in Tetta's eyes, as she sees through at least some of Pfiffwin's prose. Tetta is new to the city, having come from outside of Verbobonc. She goes where the fates would have her and hopes that Istus will give her a sign. She scoops up Pfiffwin's palm and peers at the lines in it. "You are surprisingly good of nature, though not in spirit," she intones. "I have a great interest in items of magic and will exchange spells and whatnot for them, and only for them, to assuage you in these lands of strangeness."
Pfiffwin shakes his head, knowing this was coming, and explains that he has many gemstones and precious metals that she might prefer. Tetta is firm in her position, stating that magic begets magic. Pfiffwin allows that he has some potions and a few magical swords that he could lay hands on. Smiling devilishly, Pfiffwin asks, "If magic begets magic, does metal beget metal? I also am searching for plates of a certain rare metal that I am certain of which you share a need." Tetta shares a grin and allows that she might have a collection of metal plates suitable for Pfiffwin's needs. They agree to meet at her burrow in three days, to acquire all the necessary materials.
Over the next few days, Pfiffwin heads around the city of Hochoch searching for gemcutters and jewelers, purchasing inexpensive clear gemstones with his more expensive colored gemstones. While he takes a slight loss, he is quite pleased to have collected almost thirty of them by the end of his travels. The Company cedes the giant's sword to Pfiffwin, and Diego offers to carry it to Tetta's burrow for him. There, Pfiffwin unloads the giant's sword, a broadsword, and several potions in exchange for a narrow book with gnomish script in it. Tetta tut-tuts over the giant's sword, running her hands over the weapon, but agrees to the exchange, finally providing Pfiffwin with a stack of shining metal plates in exchange for gold and platinum coin. As Pfiffwin and Diego hike back to the Ivory Inn, Diego asks, "So, Pfiffwin, are you interested in a nice tower with a forest view? You seem like the sort that might be happy to have all that space to do illusions in, rest, and relax. What do you say?" Pfiffwin, like everyone else so far, declines Diego's offer.
Dell's search for a mentor to explain to him more advanced magics is frustrating. Few in the city claim to be mages of any sort, and the rumors of magic-users are uninspiring. Candles from a store supposedly have hallucinatory properties and one of the taverns in the hovels by the riverside always smells sweet regardless of the number of gutted fish thrown in the sun nearby. Perhaps it is because one of the strange thin towers in Hochoch collapsed after it was visited by an adventuring mage, but the fact is that mages tend not to be popular or stay in residence in the city. The only mage Dell finds is named Martinus, and his small house is unimposing.
Dell peers at the house, a single story dwelling looking much like any other house, and at the sign beside the door, "Martinus Trismegistus, Magister Magici." Dell knocks doubtfully at the door, and a mouth appears on the door. "Those with business may enter; those without may leave," it intones in a quavering voice. Dell rolls his eyes and steps within.
The place is dark and dusty. Shelves and tables are heaped with bottles, flasks, mortars, alembics, retorts, huge leather-bound books, skulls, a stuffed animals, and other bric-a-brac. A black cat jumps down from the stuffed owl and prowls about. A small man in a shabby black robe on which the symbols have faded from much laundering rises from behind a pile of dirty glassware. His round, bald head showed a wispy beard and he blinked his weak eyes quickly at Dell. Even his smile was timid as he welcomed Dell to his abode.
After a few minutes of stumbling about, knocking over piles of papers and causing an avalanche of books, Martinus offers Dell a cup of dirty, tepid water, "Tea?" and discusses Dell's needs. Martinus hems and haws and agrees that he could probably train Dell if that was what Dell needed. "I haven't had an apprentice since I left Veluna City," mumbles Martinus, "but I could certainly take up a new one here. Yes, yes, I'm certain that would be allowed." The notion that Dell would be an apprentice is clearly chafing, and Dell makes his excuses as politely as possible before leaving, his 'tea' untouched.
Upon returning to the Ivory Inn, Raven decides to take up Perrin's case with Madorly Gwiffon. "I'll talk to him," assures Raven, "and then we'll sort everything out." With Perrin following along behind him, Raven hikes up to the Brotherhood of Kord. As seemingly usual at the Brotherhood, the priesthood and the most faithful are competing in exercises of strength. Today, large trees, cut to varying lengths and trimmed of branches and leaves, are being hoisted off the ground and thrown long distances like strange javelins.
Raven asks to speak with Madorly, and the priest comes out from where he has been judging the distance the tree trunks have been thrown. As he approaches, a glower comes over his face, apparently as he sees Perrin standing with Raven. After grim pleasantries are exchanged, Raven begins to explain why he believes that Madorly should take Perrin under his tutelage. Raven only starts to explain how the Company is well-known to the Brotherhood of Kord in Loftwick, approved of by Patriarch Gruffydd, and Perrin's contribution to the Company is valuable when Madorly places his fist in front of Raven's face and cracks his knuckles by compressing his fingers. Raven is startled by this breech of social convention and in the ensuing pause, Madorly speaks.
"Are you the high priest of the Brotherhood of Kord?" asks Madorly. Raven admits he is not. "Do you wish to fight me in single combat to be the high priest of the Brotherhood of Kord?" menaces Madorly. Behind him, the tree trunks have stopped flying, and the other priests and faithful are watching the altercation between Raven and Madorly. Raven sizes up the burly, animal-skin clad priest and admits he does not wish to become the high priest of the Brotherhood of Kord. Raven's eliding of whether he wishes to fight Madorly further enrages the high priest, and Madorly's face takes on a purple color. "Then get out of my temple before I have you dragged out," roars Madorly. "And you!" shouts the high priest, stabbing a finger at Perrin. "Do not come back until that temple is pure!" Raven stalks out of the temple imagining terrible scenes of Madorly impaled on arrows and storms back to the Ivory Inn.
Raven, Diego, Al, and Dell meet with the Lord Mayor and the head of the Knights of the Watch, the Lord Knight Protector Horace Amstide, at the appointed hour. The Lord Mayor and the Lord Knight Protector seem to have both philosophical and personal differences, and the meeting is tense and contentious. Raven adds his commentary to the information already provided by Dell and Diego while Al maintains a mainly silent presence, only adding to Raven's recitation. Once Raven has finished, and Diego has again explained how he will be taking control of Castle Diego, the respective lords turn not to the Company but instead each other to make pronouncements.
Sir Amstide latches onto the Company's story to urge the Lord Mayor to call up the militia. With the Knights, their levies that can be summoned, and the Hochoch militia, Sir Amstide can strike westward now in a blow to relieve the Oytwood and possibly further west to support Duke Owen. Mayor Rhys openly scoffs at the Knight, causing Sir Amstide to redden and clench his jaw, and talks of how the river transport down into Keoland is of much more value than some few thousand militiamen. The logistical advantage of the commerce and produce of Hochoch is worth its weight in gold, he claims, gold that can be used to support many more men. Plus, says Mayor Rhys, the Duke will certainly have control over the western border after the most recent thrust and needs no aid.
The two men continue in this vein for a long time, a much too long time, before Raven interrupts to hear about the Duke's thrust. Mayor Rhys frowns and tells Raven how the Duke has pushed back against the western orcs and their giantish allies. No news has been heard from the capitol, but no news is good news, he claims, asserting a great victory must have occurred. Sir Amstide, more experienced in the ways of war, merely states that no requests for aid and assistance have come following the date of the thrust. His Missionary Knight, Droven Klysse, has told him that the great light in the sky some weeks earlier was an omen from Pholtus showing that Pholtus was smiting his unbelieving enemies in concert with the Duke. As Sir Amstide invites the Company to pray with the Knights, Mayor Rhys rolls his eyes and sighs with exasperation. The Company makes their retreat from their meeting.
"That went well," scoffs Al. "It will take more than lights in the sky to get the two of them to work together. So, I guess we are off on Perrin's Holy Quest to renovate an old temple. Do we need to get a cart? To haul stuff back of course."
"Hold your horses there. We're not off on a quest. We're still in town, thinking about a quest. The Company is not just split, but split three ways," says Raven. "We've got Winthrop's posse and Cedrus in Longspear. We've also got Otto and Herbert in the forest. To the best of my knowledge, we have no way to contact them. We'll have to wait for Otto to check in with us and also wait to hear what Winthrop says. In any case, we can find someone else to train Perrin, perhaps in an elven town in Geoff." Perrin looks a little distressed at this notion of wandering about trying to find a suitable priest.
"My faith demands that I complete my holy quest, even if I could get training from someone else," interjects Perrin. "To abandon such a quest would be an affront to Phaulkon."
Raven frowns and draws a large breath. "We've got holy quests coming out of our ears, guys," he rants. "Presumably Phaulkon wouldn't frown on you learning more powerful prayers before embarking on this particular holy quest, would he? And perhaps Phaulkon would want us to defeat the Giant King and stop the return of the Dead God that threatens the Yeomanry, which is his main center of worship? We were directly tasked to do that by the high priests of the cathedral of the Divine Seven back in the day, if you recall. In fact, in the holy quest department, we were told directly by Lydia, the goddess of prophesy, that we need to fight giants. That should trump being told by a priest of some other god to restore an old temple of dubious value."
"Fighting giants probably does trump restoring and then abandoning a temple," concedes Perrin. "But that doesn't mean we should dismiss this holy quest, which is quite important to me. If time is the concern, then we can try to rescue the Great Druid before taking on this holy quest, but we can't just ignore the holy quest entirely."
"Look," interjects Dell. "Perrin accepted a holy quest from a High Priest. It's unlikely that his god will just let him change his mind. And he probably can't do it by himself. So we go along with him, take care of whatever's there, and be done with it."
"Now, technically this isn't a holy quest given from on high," adds Antonus. "It sounded like it was just some inconvenient errand Madorly thought of to get Perrin to leave the Temple of Kord. The guy told Perrin to go north to the mountains, find some abandoned temple to Phaulkon, resanctify it and then return whereupon he would explain further mysteries to Perrin. Maybe we can negotiate with Madorly."
"I already did," retorts Raven.
"While it's true that Raven's negotiation skills are legendary, they aren't legendary in the good way," laughs Dell.
Raven blushes and defends himself. "The priest of Kord was a jerk. As far as I can tell, he told Perrin to get out of his face with some lame excuse about a temple. It wasn't like 'Great, finally a priest of Phaulkon is here to restore our long lost temple.' It was 'Why are you talking to me? Go out and get killed somewhere so you stop bothering me.' We don't have to take that!" declares Raven.
"You all figure out what you're going to do," says Diego. "I wanted to let you know that the Lord Mayor has given me his agreement for Castle Diego. Since none of you have agreed to take up residence in the tower, I will be searching elsewhere. It has been occasionally fatal and often uncomfortable, but I have enjoyed traveling with you all, and I hope you will always feel welcome at Castle Diego!" With that Diego takes his leave of the Ivory Inn and the Company of the Blue Sun.
Otto and Arden make their farewells and head westward, back into the Oytwood. Otto carries an enchanted scimitar for Herbert and hopes to be able to draw him and Eig away from the Great Tree and back to the Company.
As the rest of the Company prepares to leave, Antonus speaks up. "Should we not go over the map of Castle Crag and see if there are any spots that should be peered into using Jasper's ring of penetrating sight?" he queries. "Are we certain there weren't some tunnels we didn't explore under the castle? Do we know that there aren't more prisoners to free or monsters to slay down below? It would be horrible if we left someone behind?"
The rest of the Company sighs in frustration, but Diego refuses to leave until he is certain his Castle is safe. "Castle Diego is mine, and nothing should be in it without my permission!" he declares, pledging to accompany Jasper and Antonus back into the dungeons.
Raven and Dell put their heads together and converse about what to do. The Company will split in two, they decide. Dell, Pfiffwin, and Adrienne will accompany the Oytwood Scouts and the caravan of freed prisoners, Samantha excluded. "I'm not going with them," she mutters. "That guy in the turban is crazy." After the rest of the Company searches the catacombs one last time, they will hurry after Dell and join them somewhere between Castle Diego ("Crago," says Raven.) and Hochoch.
Dell leads his merry band out of the castle, and Raven closes the doors behind him. Raven hears the sound of spell casting from beyond the wooden gates and realizes that Dell is sealing him in! "Guess we're climbing some walls," he sighs.
The Company fruitlessly searches the catacombs for several hours. Jasper uses his jade eyeball ring to probe the ends of the corridors and the spaces below the floors. All he sees is darkness. While he fruitlessly pokes and prods at the walls with his enchanted sight, Diego chats with Antonus. "Imagine it!" he cajoles. "A mage's tower beyond all your expectations. Rooms filled with colored boiling liquids and whatever else you guys have. All yours, and you wouldn't have to share it with anyone!"
"Aren't there some very hungry birds that turn you to stone still in your castle?" asks Antonus. Diego looks puzzled for a moment and then gapes at Antonus. Indeed, in all of the to-ing and fro-ing, the Company has overlooked the fearsome cockatrices still locked in their room.
"We must kill them before we go!" urges Diego. "They turn people to stone; perhaps they can peck their way through a wall!" Diego cajoles and pleads with the others to help him clear his castle of the cockatrices.
"Chicken killers of Castle Crago!" crows Raven as they hike up the spiral stairway once again. With Diego and Raven standing ready with arrows nocked and Antonus preparing a cloud of nauseating vapor to block the doorway, Al throws open the door to the room. Angry clucking greets the Company as the hungry cockatrices flutter and waddle towards the door. The sound of Diego and Raven firing their bows over Al's ducking form fills the air. Al peeks into the room to see three cockatrices skewered with arrows.
Finally satisfied with their efforts, the Company exits the catacombs via the river entrance. They dig up the oars that they had spread about the room and covered over and push the riverboat out to the shore, using the logs stored underneath it. After some effort, Antonus is able to get a mast and sail stood in the riverboat and, with Al's help, the riverboat afloat. "This will be much faster," assures Antonus. "Sailing is always more direct."
With the wind mainly with them, the Company sails up the Javan River. The riverboat sails hard, but the current is appreciable and the Company's progress is relatively slow. Al and Antonus sail the riverboat with notable skill and competency. To the east, the Rushmoors extend out from the river's edge, a marshy fen with small rivers, stream, creeks, and rivulets percolating through the land. To the west, the Oytwood slowly closes with the riverbank, overhanging the Javan miles ahead.
"We're going to have to come into the bank at night," pipes up Al, as the sun slowly descends among the treetops. "We don't have an anchor, and I'm not confident of the breeze. You notice we've been tacking for the past few hours. Too easy to run up on a sandbank in the dark." Raven doesn't like the look of the marshy shore to the right, and so the Company pulls in at the edge of the Oytwood. No sign of Dell or the others have been seen.
The Company makes due with a small fire and a light watch. Samantha stirs in the light of the fire to see movement near the riverboat. Her keen elven senses reach out into the darkness, identifying that the branch near the boat is not a branch, but instead moving. "Psst, dwarf!" she hisses at Al. "There, by the boat, something moves."
Al stokes the fire and stands, axe drawn. In the stronger light he sees quite plainly a snake-like beast, somewhat thicker than the average snake, wriggling out of the water. A great sucker-mouth with barb-like teeth hangs from under its bulging eyes. "To arms!" cries the dwarf, tossing a glowing stone on the ground. In the bright light nearly a dozen of the creatures can be seen, slithering up through the mud into the midst of the Company. One of them already hangs from Antonus's leg, its distended form showing how it has been slowly leeching the lifeblood from the mage.
Antonus is slow to stir, but the others rapidly attack. The gigantic leeches are easily struck, but not so easily killed. Fortunately, they are slow, and the Company is able to move mainly away from them while the two archers fill them full of arrows. Only Antonus is more sorely wounded, a large dented wound on his thigh. Perrin takes care of the injury after praying to Phaulkon.
The next morning has the winds blowing out of the north, with the current and against the Company. They ship the oars and begin the unpleasant job of rowing upstream against the wind and current. Their previous day's travel seems like nirvana in comparison to the effort they expend today. The skies are clear, and the sun shines upon them, as fortunate a state as they might find.
The bog that is the Rushmoors becomes more treacherous, if possible, with the Javan River losing cohesion and seeming to merge into the marsh. Large stork and heron-like birds fly overhead, fishing for food. The sounds of frogs and other amphibians echo through the air. Large swirls of mud suddenly rise up into the river, signs of creatures scurrying along the riverbed. It is a cacophony of sound that comes from the great swamp, but it is eerie and somewhat disconcerting.
Exhausted by their day of rowing, the Company makes for shore early in the afternoon, affording themselves a good rest. Antonus, who helped navigate more than row, seems to have developed a limp. Perrin checks on Antonus's healed wound and finds the place slightly red in color. Nothing erupts through the surface and no blood flows, so Perrin is somewhat at a loss. "If you were injured, I might heal the wound," he explains. "And if you were poisoned, we would have seen those effects more quickly."
"They were bloodsuckers," points out Raven. "Perhaps his blood is contaminated by them." Perrin frowns. If Antonus has taken a blood disease from the leeches, it would be beyond his arts to cure it.
"If only this had happened after I had an opportunity to return to a temple and learn how to invoke Phaulkon's minor spirits," frets Perrin. "Then I might be able to do something. Until then, the best I can do is to try to leech the leech's sickness from you." With that, Perrin applies poultices to the spot, trying to reduce the redness and tenderness.
The Company finishes cooking and sets watches before darkness falls. The night passes without incident, but, in the morning light, the Company sees a strange sight. In the trees behind them, a mere two hundred feet away, float not one, not two, but three huge brown spheres. They slowly float from north to south, maneuvering around the trees as they do so. The brown spheres have small stalks that rise up from the top of the spheres, and each stalk appears to have a white eyeball at its end.
"What are those things?" hisses Raven to the others, readying his longbow.
Antonus puts out one arm and then adopts his most condescending tone. "Those, my dear archer," condescends Antonus, "are floating gas bags of eyes. They make a seasonal migration from the south to the north now and will return in six months to travel from the north to the south. Everyone who has spent any time at all learning the basics of magical anatomy knows of the floating gas bags of eyes."
Raven glares silently at Antonus, and Antonus begins to silently perspire, knowing deep in his heart of hearts that he's made all of this up to appear more informed than the other mage. He darts his eyes over towards Samantha and is pleased to tell that she is stunned by what he has said. Antonus nods definitively, projecting an aura of confident assurance. Raven turns back away from Antonus without a word and watches the floating gas bags of eyes work their way out of range and sight to the north.
"Let's get back on the boat," says Raven, and the Company is soon on their way. The wind is more favorable today, and the Company does not have to row. Diego points out what looks like several wrecked riverboats on the banks of the river and in the depths beneath them, but they do not pose a navigational hazard. Antonus, his head pounding and vision a bit hazy, directs the riverboat around the wrecks with some difficulty.
Camping again on the Oytwood shore of the river, the Company's dinner is interrupted by a family of inquisitive skunks, giant skunks. Diego leaps up in surprise as the huge skunk pushes its face out of the underbrush, but Jasper is able to calm both the skunks, whose tails immediately come upright in defense of their kits, and the Company. The four skunks are out searching for food, and Jasper is able to entice them with the remains of the Company's dinner leavings.
The giant skunks chat amiably with Jasper, taking the names Lilac and Lavender for ease of communication, gnawing on the humans' food while their kits play at the water's edge. Lilac and Lavender report that they have seen humanoids in the woods, describing them as bad smelling creatures that chase after them, and that a large number of elves, describing them as friendly smelling creatures who feed them, passed through the previous day. Beyond the confirmation that the others are alive, the giant skunks do not have much information to tell Jasper. The giant skunk kits find that Diego is quite afraid of them, and they decide, therefore, that Diego is their new best friend, chasing and playing with the archer. Diego dashes about, trying to avoid the kits, as the rest of the Company laughs. "Stinking spotted weasels," hisses Diego when the giant skunks finally waddle back off into the woods.
The Company camps that night and heads off early the next morning. To the west, the Oytwood begins to recede from the shore and by noontime is almost out of sight. Ahead, the river grows wider, as the Company approaches the junction of the Javan River and the Realstream. North of the intersection, the Duke's Road connects Hochoch with the capitol, Gorna. A bridge crosses the Javan River, and the Company is certain to hear word of the passage of a large band of refugees if they sail up to it. On the other hand, the giant skunks have provided them with enough information to be confident that the others are alive and safe so far. By sailing up the Realstream, the Company might even beat the others into Hochoch itself.
Raven directs the riverboat up the Realstream. Al guides the riverboat with a sure hand, Antonus shivering in the fine sunshine. The wind blows more favorably now that they have turned eastward, and the craft makes good time. The Rushmoors to the right are still a stinking fen, but they appear to have more soil and land and less water and mud than to the south. If one did not mind the marsh bugs, one might be able to camp on the shore of the vast swamp.
The first sign of human habitation is a fishing boat plying the Rushmoors's shore. Raven and Al hail the boat, but the fisherman ignores their cries, sidling his boat into a small stream and out of sight. "Smuggler maybe?" wonders Perrin.
By the end of the day, the Company is certain that they are nearing Hochoch proper, and that night, the light from the city is visible in the distance, lighting up the overcast sky. The increasing number of fishermen encountered as the Company sails the Realstream the next day are more friendly and amenable to conversation than the first.
The fishermen warn the Company against mooring by the Rushmoors's shore. Many fisherman have done so in the past,. Customarily because the fishing is better in the shallows of the swam than in the middle of the Realstream, but there has been an increase in the number of fishermen gone missing. While a certain number of fishermen go missing each year, victims of ill luck, stupidity, or accident, several old tars who had been fixtures of the community have been lost in the past few months. All of them commonly plied the shore of the marsh, and now the fishermen, as a group, avoid the shore at night as being too dangerous.
The fishermen happily sell their stock to the Company directly from the boat and provide recommendations on where to stay and eat in Hochoch. To Perrin's dismay, the priesthood of Phaulkon do not maintain a permanent residence in the city, but a temple to Kord, another of the Divine Seven, may meet his needs. Additionally, a number of gnomes from the north, from the communities near the Crystalmist Mountains, have long established residence in Hochoch, lending hope that Pfiffwin might find the supplies and incantations he so desperately needs.
Last, the fishermen tell of the presence of troops from the Grand March, Knights of the Watch and supporting infantry, within the city itself. The Knights sound like a divisive force, with some fishermen according them great respect, and others claiming that they encroach on the sovereignty of the duchy. All of the fishermen relate that the Knights are dour, haughty folk who have brought their own religion, the worship of Pholtus, the Blinding Light, into the city. The city folk, many of whom worship Pelor, the Sun God, view this as an insult at best and vile provocation at worst. The city sounds a bit under internal strain.
"At least we should have some allies," comments Al.
"If they don't try to kill us," gloomily comments Raven. The city of Hochoch heaves into sight upstream as the Company approaches. A squat, older city with thick walls and a tall keep, it faces onto the Realstream. A small horde of fishing boats ply the waters and shores of the river, and several larger riverboats, galleys and barges capable of long-distance haulage, sit tied up at the piers. A small hamlet of ramshackle tenements has grown up around the docks, as the city itself is several hundred yards away. Jasper’s keen eyes pick out what looks like a harbor master’s hut, and the Company rows their way there.
After arranging for a slip for their riverboat and a guard for their slip, the Company takes a long, hard look at the city. The signs of the war to the west and south are much less obvious here than, for example, in Sterich, but they are visible to the discerning eye. Laborers in homespun clumsily work at the docks, their skills more apt for the farm than the river. Packs of dirty children, much to Raven’s disgust, roam the streets, playing and causing havoc. The city seems swelled, not to the point of bursting, but definitely towards fullness.
As the Company approaches the city gates, the nature of the city becomes apparent. Sprawling over two small hills, a large keep dominates the city, but several slender, tall towers jut out of different portions of the city. The walls are heavily manned by guardsmen, who watch the Company’s approach with an appraising eye. After their many weeks of hard labor and travel in the Oytwood and beyond, the Company’s appearance is one of heavy wear and sharp edges.
The Company enters Hochoch after paying a small toll. The guardsmen at the gate are happy enough to offer a suggestion where to stay. “Ayup, you’ll be wanting the Foreign Quarter then,” says the guardsman, eyeing the Company’s state. “Plenty of travelers there, and no elves among you. You can fetch up with Quigby Smallfoot at the Root Cellar or Ivory Inn over in the Garden District, if you’re better off than you look.” The guardsman looks down at Al and, much to Al's surprise, admonishes him, "And no funny business out of you!"
“And if we had elves among us?” asks Perrin, with a frosty look.
“Then you’ll want to go to the Briar Oak, sir,” says the guardsman, comprehending Perrin’s appearance. “Plenty of elvenkind gathering there, along with the Ambassador from Fenntyne.” Perrin nods and tosses the man some coin before striding off to catch the others.
Perrin takes a hold of Antonus, who stumbles feverishly along. “We need to get him to a temple, and quickly, before he becomes delirious,” says Perrin. “A delirious mage is not a good traveling companion.” The others agree, and, after a little bit of asking about, obtain directions to the Zenith of the Sun, the temple dedicated to Pelor in Hochoch. The Zenith of the Sun is in the middle of town in what the Company soon finds out is called the Garden District. Low houses with large walled gardens share avenues with public gardens and various temples. Rising up into sight from between great sprays of golden flowering plants is the Zenith of the Sun, a pillared open building made of white marble and inlayed with gold and silver. The building glows as if lit from within, and it may so be.
The Company hauls Antonus bodily up the stairs leading to the temple and makes their request to the acolyte that comes and meets them. The acolyte collects a canon and eventually a lama who agrees to, for a price, remove disease from Antonus’s fevered frame. Raven notes that one of the acolytes seems to be comparing the Company with something written on a large scroll of vellum. “We might have a problem,” says Raven to Al, nodding over at the acolyte.
After a few minutes, Antonus feel much better, but a tall man, graying but with a firm demeanor, approaches the Company. “Welcome to the Zenith of the Sun,” says the man, waving his arms about him and smiling at the Company. His green eyes are sharp and piercing when playing over the Company. “I greet you in the name of Pelor, who shines down on us and sees over us all. I am Klaudius Boneventure, High Priest of Pelor in this region. How might you be called?”
Raven hesitates for a moment. While the Company has had good relations with the Sun God in the past, Dell and the Hand of Vecna had nearly killed Abernathy Wernack in Longspear. Should he lie to a high priest or possibly get off on the wrong foot the moment the Company enters Hochoch?
“I’m Antonus Sopranus,” says Antonus, “of Longspear. These are my traveling companions.” Antonus, still flushed, looks up at Klaudius. “I have traveled a long way with guards and local guides to reach Hochoch. I thank you and your temple for ridding me of the residue from the foul leech bites. Unfortunately, we have urgent business elsewhere in the city and must take your leave.” Antonus staggers to his feet and leads the others from the Zenith of the Sun and the smiling Klaudius.
“Smooth,” says Al sarcastically. “We could have just told him who we are.”
“He knows,” replies Raven, looking at the buildings around them as they walk. “He was letting us know that he knows. If he wanted us to stay, he would have tried to keep up there regardless of what Antonus was saying.” Raven points at a building up ahead showing a great ivory tusk carved into a drinking horn. “There’s the Ivory Inn. Let’s get a room and then try to find the others.”
The Ivory Inn seems a pleasant enough place. A spacious, well-lit common room is surrounded by private rooms and suites. Merchants clad in fine clothing barter with each other over wares held elsewhere. The rate for a suite of rooms is well within the Company's means, even with the vast majority of their funds off with Diego and Dell, and the innkeeper, catching whiff of the Company's stench, offers them hot baths for free.
The Company spends several days in the Ivory Inn, searching for the others, certain that they must either be in Hochoch or arrive soon. Raven and Al are loathe to try to contact the Lord Mayor of Hochoch, Abnur Rhys, without Dell and Diego with them and the former captives as well. They spend much of their time roaming the city, searching in spots high and low for signs of the Company.
Perrin, hearing from Raven that the Yeomen have combined the worship of Phaulkon with other gods under that of the Divine Seven, approaches the Brotherhood of Kord, the center of worship of this brawling, pioneering spirit. Perrin is somewhat dubious that the precepts of free-flying Phaulkon and the aggressor Kord can have been reconciled, but he is willing to try. The temple itself appears rough hewn, made of layers of wood and stone. A beaten path leads to its doors, and many travelers seem to come and go, making small donations in an antechamber before the main temple itself.
Perrin carefully enters the temple, warily eying the unkempt men of the Brotherhood who practice their martial prowess in impromptu wrestling and feats of strength. Catching the eye of one of the leather-clad men watching a brawl, he explains his need to speak with a senior member of the Brotherhood. The man nods, but does not move, standing next to Perrin and watching the brawl resolve itself. The brawl seems to have some rules unknown to Perrin, as those thrown to the ground do not regain their feet, but instead hoot and holler from their prone positions. Finally, only a single man stands, having pitched his last opponent up over his shoulder and then dropped him on his head with a sickening crack. The winner is a tall, wiry man who looks incapable of the feats of strength Perrin has seen. Covered in tanned animal skins and decorated with colored cloths, he tips his head back and roars at the others, shaking his fists in the air. "There's your priest, brother," says the leather-clad man.
"What have I gotten myself into?" wonders Perrin.
The priest approaches Perrin at the beck of the leather-clad man and welcomes him heartily to the Brotherhood of Kord! The priest introduces himself as Madorly Gwiffon, leader of the Brotherhood, and asks what Perrin wants. After an introduction, Perrin begins to explain the situation. He explains that no temple of Phaulkon is nearby; that he has expanded his knowledge and wisdom, but needs further training in priestly ways; and that he hopes that the Brotherhood of Kord will be able to provide it.
Madorly appears enthused and supportive of Perrin's wishes. He smiles a broad smile at Perrin and claps him heartily on the back. "Ah, Phaulkon has always been a brother warrior!" declares Madorly. "The Yeomen have taken on the trappings of equality between our gods, but we Geoffites know that equality is earned, not given. Tell me of your travels and travails young priest, so that I might discern your skill and training. Have you led men in combat?" Perrin responds by telling Madorly of his adventures with the Company, traveling to the Great Tree and then to Castle Crag, or Castle Diego as it is now called. "Ah, but did you lead or did you follow?" asks Madorly. Perrin admits that he followed. "I see you have great arms and armor, shining of mithril. Did you take them from your vanquished foes, wresting them from their cold dead hands?" asks Madorly. Perrin admits that the armor is a gift from the Company, given to him when introduced to them by Oaklock. "But, your mace, it is a marvel to behold, surely you have taken that from your enemies?" asks Madorly, with a frown.
"That, oh, it is my share from the battle for Castle Diego," says Perrin, and Madorly appears to relax a bit. "We fought a great cat demon beast. It immediately knocked me out, but the warriors I was with killed it. Then we fought its mate, and I was almost killed by it again. After I healed myself by Phaulkon's grace, Jasper, a monk, almost died leaping off the roof of the keep to kill it and then the priestess of Lydia flew up and picked it to death!" Perrin beams at Madorly, remembering the battle that happened in the courtyard of Castle Diego. Lost in recollection, he misses the changing expression on Madorly's face. Where Madorly was once engaged and appreciative of Perrin, he now frowns and glowers at the half-elf warrior priest.
"You have followed others, failed to lead or show your valor, and taken gifts of arms rather than taken them yourself!" rages Madorly. "You fail your warrior spirit and that of your warrior god!" Madorly's face turns a red color, a choler coming over him. "Your god is not mine, but his reputation I hold. Before you set foot in this temple again, you will travel north two weeks from Hochoch to the mountains there. A shrine to Phaulkon once was there, but is not now. You will dedicate it again and clear it of any interlopers and trespassers," booms Madorly, his voice thundering throughout the temple with a resounding crash. Perrin feels a chill go through him as he ducks and flees the Brotherhood of Kord.
When Perrin returns, the Ivory Inn is full of friendly faces, including the rest of the Company. Indeed, as suspected, they have been in the city for a number of days. Diego and Dell have made contact first with the Lord Mayor and then with the Lord Knight Protector of the Knights of the Watch, Horace Amstide. The Knights of the Watch have taken the freed captives off of the hands of the Company and the Oytwood Scouts. Diego and Dell tell the rest of the Company that they have another appointment with the Lord Knight Protector later in the week to talk about the broader context the Company sees regarding the strife to the west. In contrast, Diego and Dell both agree that the Lord Mayor seemed quite unwilling to consider that Hochoch might be involved in something beyond its borders. The Lord Mayor was quite unrepentant in his unwillingness to take on the burden of the freed captives, even after Dell had made certain that they had all received a large subsidy to restart their lives.
The Company decides to remain split between the two inns and continue to restock and explore the city. Pfiffwin has put out feelers among the demi-humans looking for a mentor that might be able to understand his special type of magic, but as of yet no one has come forth. Dell also says that he has things he must do in the city besides restocking and resupplying. Diego nods at the others and declares that he will soon be returning to his castle, as soon as he can hire men and arrange for supply to be brought by caravan. "All are welcome in my grand home, and any who think a tower retreat would do them well should come and speak with me," pronounces Diego as he leaves the Ivory Inn.
The next few days are filled with activities mundane and not. Adrienne and Jasper comb the city for supplies and stores to restock, while Dell searches for a mage that might be able to explain to him the workings of higher magics. Ever since Gorna, where he had wished upon the ring, he has felt slightly haler and his mind been slightly clearer. He believes he can do the magics formerly only attainable by Winthrop and Oaklock, but he has not had the opportunity to learn how to master them. Dell ruefully knows that Winthrop is the more powerful mage and can teach him the necessary focus and commands, but he remembers clearly what Winthrop claimed the cost would be. Winthrop's voice echos loudly in his head, "I'll teach you when Foebiter's in my hands in one piece, and no sooner!" Hopefully, Dell can find someone else.
Pfiffwin searches similarly for someone who can provide him with a broader understanding of the powers he already has. Limited since leaving his homeland to adapting human magics to his own special gnomish abilities, he has felt hemmed in. Here, in this major city not at war, he hopes to find another gnome who has more capabilities than a burrow illusionist. He searches high and low throughout the city, until he hears of a woman named Old Tetta. This woman is apparently a gnome and a collector of odd things and somewhat difficult in personality. He is unable to locate her home but finds she frequents the Briar Oak in the Foreign Quarter.
The Foreign Quarter is beautifully crafted and maintained, with excellent quality stone and woodwork, but all of the sculptures and statuary are human in nature and craft, odd for the residences of foreigners. After some searching, Pfiffwin finds the Briar Oak, an open-air courtyard with small tables and chairs, dappled with sunlight and shade. A group of finely clad elves cluster around what must be an important elvish lord who discusses matter of import in his native land and tongue. Minstrels play softly in the space around them, foiling Pfiffwin's half-hearted efforts to eavesdrop. The Briar Oak, much to Pfiffwin's distress, serves blends of nectar and fruit juices. It's saving grace to a gnome is its menu of edible flowers, which Pfiffwin samples heavily from.
Pfiffwin eventually spies an older gnomish woman, smoking her long pipe and nibbling linden flowers. Tetta, as indeed she is named, dislikes being called "Old," much to Pfiffwin's dismay. It is not a fortuitous introduction, but he sallies forth, pressing his case. He explains his situation of being lost, masterless, in a foreign land with no wise gnome to train and guide him. No one can understand his special abilities, and he is faced with disdain and oppression by those of other races because of his diminutive stature and rural nature. He lays it on thick, expressing concern that he might be taken advantage of because of his trusting, kind soul that wishes only the best for everyone.
Mirth rises in Tetta's eyes, as she sees through at least some of Pfiffwin's prose. Tetta is new to the city, having come from outside of Verbobonc. She goes where the fates would have her and hopes that Istus will give her a sign. She scoops up Pfiffwin's palm and peers at the lines in it. "You are surprisingly good of nature, though not in spirit," she intones. "I have a great interest in items of magic and will exchange spells and whatnot for them, and only for them, to assuage you in these lands of strangeness."
Pfiffwin shakes his head, knowing this was coming, and explains that he has many gemstones and precious metals that she might prefer. Tetta is firm in her position, stating that magic begets magic. Pfiffwin allows that he has some potions and a few magical swords that he could lay hands on. Smiling devilishly, Pfiffwin asks, "If magic begets magic, does metal beget metal? I also am searching for plates of a certain rare metal that I am certain of which you share a need." Tetta shares a grin and allows that she might have a collection of metal plates suitable for Pfiffwin's needs. They agree to meet at her burrow in three days, to acquire all the necessary materials.
Over the next few days, Pfiffwin heads around the city of Hochoch searching for gemcutters and jewelers, purchasing inexpensive clear gemstones with his more expensive colored gemstones. While he takes a slight loss, he is quite pleased to have collected almost thirty of them by the end of his travels. The Company cedes the giant's sword to Pfiffwin, and Diego offers to carry it to Tetta's burrow for him. There, Pfiffwin unloads the giant's sword, a broadsword, and several potions in exchange for a narrow book with gnomish script in it. Tetta tut-tuts over the giant's sword, running her hands over the weapon, but agrees to the exchange, finally providing Pfiffwin with a stack of shining metal plates in exchange for gold and platinum coin. As Pfiffwin and Diego hike back to the Ivory Inn, Diego asks, "So, Pfiffwin, are you interested in a nice tower with a forest view? You seem like the sort that might be happy to have all that space to do illusions in, rest, and relax. What do you say?" Pfiffwin, like everyone else so far, declines Diego's offer.
Dell's search for a mentor to explain to him more advanced magics is frustrating. Few in the city claim to be mages of any sort, and the rumors of magic-users are uninspiring. Candles from a store supposedly have hallucinatory properties and one of the taverns in the hovels by the riverside always smells sweet regardless of the number of gutted fish thrown in the sun nearby. Perhaps it is because one of the strange thin towers in Hochoch collapsed after it was visited by an adventuring mage, but the fact is that mages tend not to be popular or stay in residence in the city. The only mage Dell finds is named Martinus, and his small house is unimposing.
Dell peers at the house, a single story dwelling looking much like any other house, and at the sign beside the door, "Martinus Trismegistus, Magister Magici." Dell knocks doubtfully at the door, and a mouth appears on the door. "Those with business may enter; those without may leave," it intones in a quavering voice. Dell rolls his eyes and steps within.
The place is dark and dusty. Shelves and tables are heaped with bottles, flasks, mortars, alembics, retorts, huge leather-bound books, skulls, a stuffed animals, and other bric-a-brac. A black cat jumps down from the stuffed owl and prowls about. A small man in a shabby black robe on which the symbols have faded from much laundering rises from behind a pile of dirty glassware. His round, bald head showed a wispy beard and he blinked his weak eyes quickly at Dell. Even his smile was timid as he welcomed Dell to his abode.
After a few minutes of stumbling about, knocking over piles of papers and causing an avalanche of books, Martinus offers Dell a cup of dirty, tepid water, "Tea?" and discusses Dell's needs. Martinus hems and haws and agrees that he could probably train Dell if that was what Dell needed. "I haven't had an apprentice since I left Veluna City," mumbles Martinus, "but I could certainly take up a new one here. Yes, yes, I'm certain that would be allowed." The notion that Dell would be an apprentice is clearly chafing, and Dell makes his excuses as politely as possible before leaving, his 'tea' untouched.
Upon returning to the Ivory Inn, Raven decides to take up Perrin's case with Madorly Gwiffon. "I'll talk to him," assures Raven, "and then we'll sort everything out." With Perrin following along behind him, Raven hikes up to the Brotherhood of Kord. As seemingly usual at the Brotherhood, the priesthood and the most faithful are competing in exercises of strength. Today, large trees, cut to varying lengths and trimmed of branches and leaves, are being hoisted off the ground and thrown long distances like strange javelins.
Raven asks to speak with Madorly, and the priest comes out from where he has been judging the distance the tree trunks have been thrown. As he approaches, a glower comes over his face, apparently as he sees Perrin standing with Raven. After grim pleasantries are exchanged, Raven begins to explain why he believes that Madorly should take Perrin under his tutelage. Raven only starts to explain how the Company is well-known to the Brotherhood of Kord in Loftwick, approved of by Patriarch Gruffydd, and Perrin's contribution to the Company is valuable when Madorly places his fist in front of Raven's face and cracks his knuckles by compressing his fingers. Raven is startled by this breech of social convention and in the ensuing pause, Madorly speaks.
"Are you the high priest of the Brotherhood of Kord?" asks Madorly. Raven admits he is not. "Do you wish to fight me in single combat to be the high priest of the Brotherhood of Kord?" menaces Madorly. Behind him, the tree trunks have stopped flying, and the other priests and faithful are watching the altercation between Raven and Madorly. Raven sizes up the burly, animal-skin clad priest and admits he does not wish to become the high priest of the Brotherhood of Kord. Raven's eliding of whether he wishes to fight Madorly further enrages the high priest, and Madorly's face takes on a purple color. "Then get out of my temple before I have you dragged out," roars Madorly. "And you!" shouts the high priest, stabbing a finger at Perrin. "Do not come back until that temple is pure!" Raven stalks out of the temple imagining terrible scenes of Madorly impaled on arrows and storms back to the Ivory Inn.
Raven, Diego, Al, and Dell meet with the Lord Mayor and the head of the Knights of the Watch, the Lord Knight Protector Horace Amstide, at the appointed hour. The Lord Mayor and the Lord Knight Protector seem to have both philosophical and personal differences, and the meeting is tense and contentious. Raven adds his commentary to the information already provided by Dell and Diego while Al maintains a mainly silent presence, only adding to Raven's recitation. Once Raven has finished, and Diego has again explained how he will be taking control of Castle Diego, the respective lords turn not to the Company but instead each other to make pronouncements.
Sir Amstide latches onto the Company's story to urge the Lord Mayor to call up the militia. With the Knights, their levies that can be summoned, and the Hochoch militia, Sir Amstide can strike westward now in a blow to relieve the Oytwood and possibly further west to support Duke Owen. Mayor Rhys openly scoffs at the Knight, causing Sir Amstide to redden and clench his jaw, and talks of how the river transport down into Keoland is of much more value than some few thousand militiamen. The logistical advantage of the commerce and produce of Hochoch is worth its weight in gold, he claims, gold that can be used to support many more men. Plus, says Mayor Rhys, the Duke will certainly have control over the western border after the most recent thrust and needs no aid.
The two men continue in this vein for a long time, a much too long time, before Raven interrupts to hear about the Duke's thrust. Mayor Rhys frowns and tells Raven how the Duke has pushed back against the western orcs and their giantish allies. No news has been heard from the capitol, but no news is good news, he claims, asserting a great victory must have occurred. Sir Amstide, more experienced in the ways of war, merely states that no requests for aid and assistance have come following the date of the thrust. His Missionary Knight, Droven Klysse, has told him that the great light in the sky some weeks earlier was an omen from Pholtus showing that Pholtus was smiting his unbelieving enemies in concert with the Duke. As Sir Amstide invites the Company to pray with the Knights, Mayor Rhys rolls his eyes and sighs with exasperation. The Company makes their retreat from their meeting.
"That went well," scoffs Al. "It will take more than lights in the sky to get the two of them to work together. So, I guess we are off on Perrin's Holy Quest to renovate an old temple. Do we need to get a cart? To haul stuff back of course."
"Hold your horses there. We're not off on a quest. We're still in town, thinking about a quest. The Company is not just split, but split three ways," says Raven. "We've got Winthrop's posse and Cedrus in Longspear. We've also got Otto and Herbert in the forest. To the best of my knowledge, we have no way to contact them. We'll have to wait for Otto to check in with us and also wait to hear what Winthrop says. In any case, we can find someone else to train Perrin, perhaps in an elven town in Geoff." Perrin looks a little distressed at this notion of wandering about trying to find a suitable priest.
"My faith demands that I complete my holy quest, even if I could get training from someone else," interjects Perrin. "To abandon such a quest would be an affront to Phaulkon."
Raven frowns and draws a large breath. "We've got holy quests coming out of our ears, guys," he rants. "Presumably Phaulkon wouldn't frown on you learning more powerful prayers before embarking on this particular holy quest, would he? And perhaps Phaulkon would want us to defeat the Giant King and stop the return of the Dead God that threatens the Yeomanry, which is his main center of worship? We were directly tasked to do that by the high priests of the cathedral of the Divine Seven back in the day, if you recall. In fact, in the holy quest department, we were told directly by Lydia, the goddess of prophesy, that we need to fight giants. That should trump being told by a priest of some other god to restore an old temple of dubious value."
"Fighting giants probably does trump restoring and then abandoning a temple," concedes Perrin. "But that doesn't mean we should dismiss this holy quest, which is quite important to me. If time is the concern, then we can try to rescue the Great Druid before taking on this holy quest, but we can't just ignore the holy quest entirely."
"Look," interjects Dell. "Perrin accepted a holy quest from a High Priest. It's unlikely that his god will just let him change his mind. And he probably can't do it by himself. So we go along with him, take care of whatever's there, and be done with it."
"Now, technically this isn't a holy quest given from on high," adds Antonus. "It sounded like it was just some inconvenient errand Madorly thought of to get Perrin to leave the Temple of Kord. The guy told Perrin to go north to the mountains, find some abandoned temple to Phaulkon, resanctify it and then return whereupon he would explain further mysteries to Perrin. Maybe we can negotiate with Madorly."
"I already did," retorts Raven.
"While it's true that Raven's negotiation skills are legendary, they aren't legendary in the good way," laughs Dell.
Raven blushes and defends himself. "The priest of Kord was a jerk. As far as I can tell, he told Perrin to get out of his face with some lame excuse about a temple. It wasn't like 'Great, finally a priest of Phaulkon is here to restore our long lost temple.' It was 'Why are you talking to me? Go out and get killed somewhere so you stop bothering me.' We don't have to take that!" declares Raven.
"You all figure out what you're going to do," says Diego. "I wanted to let you know that the Lord Mayor has given me his agreement for Castle Diego. Since none of you have agreed to take up residence in the tower, I will be searching elsewhere. It has been occasionally fatal and often uncomfortable, but I have enjoyed traveling with you all, and I hope you will always feel welcome at Castle Diego!" With that Diego takes his leave of the Ivory Inn and the Company of the Blue Sun.