33.0 -

Holg is angery at Paritet people due to failed sanity save with Ånd.   Kallista +1 sanity check for rifts   Atani took dream research flyer   Last word on Kallista's sister was that she was heading with a squadron of Enforcers to Riner Ild. Valki, Kallsita's sister. about 5ish years younger than her (kallista's probably around 45ish?) and she's a little spontaneous and fiesty (I would assume that comes with being a tiefling.

Plot points/Scenes

Recap

  Kallista talks with Mael and gets a little better at controlling rifts.   Sil'Ferrous ends up falling into a dream where he sees a spooky man in a large cavern at the end of a script-filled tunnel. He wakes with a shock and a letter written in script, which has turned the paper around the letters to script stone.   "Hello, Sil'Ferrous. Interesting, to, in this way, meet you. Because of Vand, is it, think you? Expected, did I, to meet you all in flesh. But interfered, has Omdanne. To action faster, always, was she than I."   You easily get pasts the guards at the wharf checkpoints and make your way into the Western Quarter (Grit Corridor). There, you find a mostly reputable tavern called the Wall Around the Hole. You run into Rish and Co, and Yasmah durnkenly chats you up and invites you to stay with them tonight. Also mentions that the Blue Brand is setting sail for Litsteivon on the 6th, but you'll have to seek out the ship's captain, Stjerne, to arrange passage beforehand. He can be find at the far west wharf (the Murk Wharf).  

The Plan

  Current Day Late evening Water Cycle Day 4  
Rish has one last trade to finish and the buyer meets him tomorrow (Day 5) and the ship they've brokered passage on leaves on Day 6. Ivory is still meh on their presence, but Rish is unsettled still from them coming out of the rift before. Flynrich knows they are wanted and will arrange their arrest during night 4 (which won't occur until night 5).
sand and lithe female tabaxi (Flower of Ivory (Ivory)), tanned dark haired male elf (Rish), tanned skinny black haired male elf (Yasmah)(friendly towards them), and male halfling (Flynrich)
 

Night Water Cycle Day 4

  The only dice player of Rish's company left at the table is Ivory, with a wicked winning smile on her face, as 2 of the 4 opponents are gone and the 3rd passed out on the table. Ivory will actually lead the group to where they are all staying.   As they head out, there's a patron, swaying on their feet, pouring one out into the hole, muttering a plea for someone to come properly Release his son, end his suffering with dignity.   Rish Co's night lodging is quite a few blocks away, mostly south and only a little west. She'll lead them through a shabby door and enter into a small house. Bits and pieces of wood, pots, broken tools and utensils are strewn about. No sign of anyone. Ivory heads to a room in the back and enters past a tattered linen divider. It's a small bedroom, still with no one. Ivory grabs an old fire poker lying on the ground and then moves a small fruit crate off a larger wood panel. Actually, this panel looks like the door that was on this room. A passage is revealed. She gestures for everyone to enter before lowering herself in, grabbing the crate with the poker and slowly manuevering the door down and crate as much back on top as possible.   There's not much of a drap into the hole, about 7' deep. However, the tunnel is only about 5' tall, leaving 2' of "ground" above them. The passage is tight for Atani, who will need to be constantly hunched over. Ivory guides them from behind, if no light she instructs to feel the walls and count the left and right intersections. There are occaisonally marks on the wall, but Ivory and her crew need no such markings. The general direction seems to head north east, though this time it's more east than north, so they aren't quite back at The Hole; that would still be NNW.   The path they follow was built by people like her and Rish and Yasmah and Flynrich, but it was inpsired by older tunnels that go even further down into the earth. They are connected, but they currently have no reason to use any of the old tunnels. The city is old; one of the oldest. The old passages don't exist outside of the Grit Corridor (Western Quarter), so it seems the poorest and most wretched part of the city is the oldest and most historical, though the assholes in the other Quarters never want to admit it. In fact, the hole at the tavern was likely well at the center of the original Himgulhavon—and just like the original town, the well is long dried up. So dry that the drinks people pour down never make it to the floor of the old passages! Look at me, yapping away—that's Yasmah's job and I have no desire to fill it.   After about 30min of navigating the tunnels, they reach a dead end. Ivory has the person at the front look up. "How's your aim? Knock that rope up there loose." About 20ft up is a coil of rope on a tiny ledge. Once free, she'll instruct the person up front to climb and then knock on the wall to their left in a specific pattern. The wall slides open to reveal Rish and a warmly lit room.   The sandstone room is lightly decorated with rugs and pillows. There's a small stove in the corner next to the open door to a small balcony. The same wall has a small glass window. Both window and balcony provide a view of the city, brightly lit and sweeping across the horizon. The entry is closed, a floral wall terrace locking into place. There are no other doors or windows. The room is crowded with this many people.   Yasmah is lying down with more than his fair share of pillows and gets drunkenly excited, but makes no attempt to even stand. He babbles on a bit—Rish trying to get him to hush several times, especially about them all spending time together—on how you'll all spend time together; "have you seen the Block of Murals? Oh oh, what about the Hall of Stars?! Sigh. So beautiful. More beautiful than the actual night sky. We can do it before the trade appointment tomorrow night! You know, you dress like him" and at that Flynrich finally arrives, suagred scorpions for everyone with him.  

Morning Water Cycle Day 5

  Next morning, they can go about and do things in town—like setting up passage on the Blue Brand—but they will need stealth rolls to not get recognized. Good time for shopping or selling, especially if they stay in the Grit Corridor.   They can find the Blue Brand without too much difficulty, though intimidation does a better job than persuasion for asking where it is. It's a small ship, smaller than the Maelstrom Avenger, and there's not much activity going on around it. Stjerne is the only one on the ship, making small repairs it seems. It'll take some work, but he'll agree to let them stowaway on 3 conditions. One, they pay 200 gold. AH, don't complain, that's not even half what your total bounty is. Two, they deny they were ever on this ship if they are caught leaving it the night they dock (sneaking out of false storage areas). And three, assuming they aren't arrested or killed, they send a message to Registrar Adrona Boldstar that her sugarcane is ready for pickup. Don't worry, she won't rat you out, though I'd still prefer if you could do it with a clean trail.  

Evening Water Cycle Day 5

  They will be followed Water Cycle Day 5 as they leave the safehouse, very high perception will note that. Occaisonal perception checks as they traverse to see if they notice.   The meeting place is in another safehouse, but they will be using some of the old passages to get there. The old passages are smoother and larger than the new ones. They will pass the Hole, and if they want to stop and check it out, Rish will only give them a little time. In fact, he'll head on a bit, slowly (as will Flynrich and Ivory). While they are checking it out, Holg's ticker will tick louder and stronger. It doesn't seem sluggish. And a strange fish will fall out that they can't identify the species of. They can hear the racous activity from above sometimes faintly echo down to them. It's a deep well, but it doesn't seem like the sound should be that dampened. And Ivory is right; there's no evidence that any booze or water dumped from above reaches down here. The rift entrance starts about 10ft up (which is the bottom of the well, flush with the surrounding ceiling). If they throw something, it will disappear. This rift is a little different. It's stable, like the one in the water temple. Only things that "deliberately" move through it will transfer. It connects to Perpetua. It's ocean on the other side.   If they don't hurry with the hole, Rish, Ivory, and Flynrich will already be at the safehouse (Yasmah to finish guiding them there). So the trade will be in progress; Areon checking over the item with Rish and the other two on lookout, as this place sems a bit more exposed with glassless windows and only a thredbare sheet covering the entrance to the medium one-room building.   Areon will be overjoyed at seeing Atani. He escaped by hiding himself in the safety of the icy snow NW of the lighthouse. it was a close call. He'll want to hear what's been happening, and be alarmed at the mention of any of the 3 hearts or Omdanne. "Atani, that power is dangerous. It should not be brought back into the world. Please, if you still want to end the sacrifices, come back with me. The answer is not chaos regaining power. We need to strive to preserve what's left of the world. Preserve the people and their sanity."   And then the ambush happens. And every party involved exclaims "Shit, they found me/us!"   They will get split up, Areon leding nearly a dozen away from them. But he stops to tell Atani "Shift the price, preserve lives. Meet me in the dunes west of the city... But just in case you don't, if you decide to follow Chaos, then... I can't leave you all unprotected. Take this."  
  Who is Rish meeting with? Areon Thornfoot. Rish will not want to say, claiming his clientelle prefer descretion. Rish is trading a magic relic to Areon, who wants it to return to the Cloister; to Bevarelse.   What is this magic item? Adamantine Breastplate. While you're wearing it, any critical hit against you becomes a normal hit. It's a dull steel color chest piece with the faintest indent of the unique script symbol that helps identify Blaest with a line above it and a line below it. It looks like that's been filled in with some metal. Also, there's a small section on the bottom where it looks like something has been written in blue. No, actually, that's where the steel paint has been scratched off by Rish. It's actually a breastplate made of script stone (bevarl stone). It's not very heavy, and it must at least 130 years old.   What's in the Western Quarter (Grit Corridors) for them to pass time? Very few wanted posters or Enforcers (actually, quite a lack of Enforcers overall; any guards seem to be volunteer citizens, retirees or Altruists). Help wanted poster for someone to come lift boxes. Help wanted posters near the east edges of the Grit Corridors asking for any herbalist or other healers to help at the hospitals and other care centers; paid. An Altruist handing out info-flyers to join their "dream" experiment in Sun's Reach.   Block of Murals Hall of Stars Blacksmith's Row   Also, tons of nervous talk and rumors about the battles happening in Grewlheyde. Pulling all the Enforcers over there to battle some fell beast! You think it's a giant elemental? How could that happen? The Servitor was leading the charge, pushed back the monster all by himself! What are we going to do about my wife? She's still sick and there's only so much non-magic healers can do. Not to mention they're gouging prices now that they're nearly the only ones who can medic! I don't care if the magic is weird, if it saves my wife's life I'll pay for the parr's nausea treatment for the rest of their life. I heard the Grewl Pass was completely split! Now the lake has a second river. Do you think the Servitor is going to be able to lay all this rest soon? Of course! Well, I did hear that he's backed away from the fight; left a commander in charge.

Relations

Allies

Neutrals/Bystanders

Rish, Ivory   Captain Arvid Stjerne, Blue Brand is the ship going to litsetivon. An older looking sun-tanned elf. scars around his wrists. grey and dark grey hair pulled back into a messy bun, hardly keeping the hair from his face. He's gruff in appearance and speaking, but he himself seems pretty clean and taken care of. He goes by Aft, but rolls can be made for Stjerne and a high history check from peeps in Paritet or Isfeljor home location (just Kallista I think) will recognize that as the surname of the Representative Leader of Lyston, and by extension all of Isfeljor—Venleth Stjerne. Stjerne is Brandt Stjerne's father and Venleth's brother. He was disposed by his son with the help of Venleth, who puppets Brandt. He was framed for the murder of the previous representative of Hvithavon, and it was Rish and Yasmah who helped him escape the city. Now, he's a gruff smuggler transporting stolen and pilfered riches to those less fortunate.

Adversaries

Flynrich

Backdrops

Locations

Himmgulhavon

Encounters

Arrest attempt night of Water Cycle Day 5:   Iron Consul x4 (altruist, citizens, and collector volunteers) Lizardfolk Subchief x2 (actually Brokers from the Operators, volunteering) Shadow Dancer x1   One Subcheif and 2 Consuls will knock on the door. The others will spread out to cover any windows/back door. The tabaxi Shadow Dancer will prowl from the rooftops; she's a Slayer from the Enforcers.


Cover image: by holyflpncows

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