Hoards, Hubris and Heroics

[X] You are enticed by an unsorted collection of various scrolls. They could be about literally anything. How fun. You like scrolls. Sorting them will just be an amusing challenge.
[X] The outer ring, crowded and disorderly as it is. You might get attacked, and you might struggle to find anything of quality on the surface, but you might also be able to find smuggled goods and oddities in more lawless corners.
[X] You go looking for a place to acquire some sort of animal. Meeting Zeno has made you consider getting a familiar. You don't really need magical help, but many mages do. Improve your disguise and get a conversation partner- two birds one stone. Maybe you shouldn't use that saying if you get a bird.
 
Vote closed
Scheduled vote count started by ORE on Jul 22, 2024 at 7:26 PM, finished with 9 posts and 9 votes.

  • [X] The outer ring, crowded and disorderly as it is. You might get attacked, and you might struggle to find anything of quality on the surface, but you might also be able to find smuggled goods and oddities in more lawless corners.
    [X] Tragically you currently don't have any claws meaning you'll need to find a good reliable weapon to supplement magecraft. You're sure you can find something, even if it definitely won't be as good as your claws.
    [X] You are enticed by an unsorted collection of various scrolls. They could be about literally anything. How fun. You like scrolls. Sorting them will just be an amusing challenge.
    [X] You ultimately acquire a set of cooking spices and herbs. Now that you have a much smaller mouth and tongue you really want to try to experiment with some of these seasoning things. You're starting to see the appeal of this whole cooking thing.
    [X] You go looking for a place to acquire some sort of animal. Meeting Zeno has made you consider getting a familiar. You don't really need magical help, but many mages do. Improve your disguise and get a conversation partner- two birds one stone. Maybe you shouldn't use that saying if you get a bird.
    [X] Spend your rightfully stolen extorted hard-earned coins frivolously? Absurd. You have accepted that you will need to pay for things as a mortal, but you intend to avoid doing so as much as possible.
    [X] The innermost ring, rich and exclusive. You're certain to be able to find high quality wares there, if you can find a place that will serve you.
 
Chapter 1.1 In which low places are found high up
You have long since mastered the art of tuning out conversations that are uninteresting and so while your party gossips on the state of the Empire you are blissfully able to concentrate merely on how best to bundle all the scrolls you are getting. There is a great tragedy you have found in your long life that getting scrolls and books is an activity far more enjoyable than actually owning or reading them. Also, unlike gold, they do not tend to last. You have no idea what the state of your collection back in your lair is, you imagine little survived after the Gnomes got into the shelving. As you carefully place all the texts next to your knife in your rucksack you make a small mental note to force someone to make you new shelving whenever you return to your lair.



Leaving the Fat Bear to explore the crowded and dark streets of the outer ring, you are to a certain degree disappointed by how little trouble you encounter. Here you are in a squishy and scaleless form, traveling alone in darkened alleys, and no one is giving you the chance to unleash incredible violence and take currency from corpses in a manner smiled upon by mortal society. After a brief period of thought you decide that the best place to acquire a reliable weapon in short notice is the sort of black market that such places invariably have. It's just a natural outgrowth of the behavior patterns of the lower orders and criminal classes. Lacking a lead on where to find such a thing, you just start asking the most likely seeming figures you meet where the black market is. This is less effective than you hoped, but eventually leads you upwards, into a part of the city that locals apparently call "The Tangle." The Outer district, being so tightly squeezed by its walls, is a place where space and sunlight are both at a premium. Its buildings sprout upwards like plants desperately straining for a glimpse of the sun. Between these ramshackle multiple story buildings built on top of each other link a network of rope bridges and similar contraptions. The Tangle is where many of these things meet. You are warned by several people how dangerous the Tangle is, but you ignore them of course. In the first place you don't have any trouble with heights and in the second place you doubt there's any thug in this petty hovel who could actually threaten you. Once in the tangle itself you experience something that has heretofore never occurred to you, the distinct sensation of being eyed up as potential prey. For a moment this is unpleasant before you decide this is actually hilarious. When none of the watching eyes actually make a move for most of your sojourn through the Tangle it occurs to you that it is your very confidence that has prevented any trouble. Ultimately some fools do make a move, five men cutting off every exit from a junction you have come to. You don't entirely listen to their speech, something about the price at which they can promise a safe tour through the tangle, ensuring the lost little elf tourist finds what they are looking for without losing any fingers. You freeze the man closest to you completely solid with a gesture and then knock the frozen statue off the bridge with your staff. It takes several moments for you to hear the crunch of ice shattering below, but when you do hear it is all the more audible in comparison to the sudden silence that his confederates appear to be overtaken by. Soon a remarkable change in attitude has occurred and you are hastily guided to what was once a guard tower, which is now apparently a weapons store. As soon as you push aside the beaded curtain and cross the threshold the would-be muggers sprint away with impressive speed. Inside the tower has been repaired and filled in every inch with various weapons from across the continent. The proprietor, a dwarf who you surmise is named Shandrak by the runes that say "Shandrak's" above his counter. Shandrak is clearly a dwarf of some age by the fact that he is mostly petrified, and as a result of this he doesn't really turn to watch your browsing. After some time investigating this cornucopia of illegal weapons and exotic implements of death you place the appropriate coins in the stone hand of the dwarf and depart with your new weapon.

[ ] A bronze sword with an electrum inlay, hooked and curved. More an antiquity than a weapon, but it appeals to you.
[ ] A simple mace, a metal shaft with a bulbous head and a small spike at the end. It loses some of the joy of spilling blood, but shattering bones can be more fun sometimes anyway.
[ ] A dagger with a most conniving design, built to appear normal only to split in three to catch and disarm a blade. You've never seen anything like it and that is something rare.


Your trip back from the Tangle to the Fat Bear is entirely uneventful and indeed people seem more than willing to point you the right path out of the neighborhood, almost falling over in their enthusiasm to see you on your way. By the time you return the sun has moved from dipping to sunken and the guardsmen who once filled the public house seemed to have called it a night and ended their games. You spy Agni, who smells strongly of oil and incense now, and Sindri, who is feeding Zeno what appears to be a lamprey, heading up to their quarters. Sindri informs you that Emelda has already gone to sleep. You surmise that gathering information from the garrison was exhausting. You are left alone in the well-lit common room, warmed by a roaring fire. Well alone with the exception of a clearly uninterested innkeeper. You mull the merits of going to bed yourself, or perhaps taking advantage of this time to begin to read one of your new tomes.

[ ] You go straight to bed. Your new acquisitions aren't going anywhere, and you would rather begin your excursion into the swamps well rested.
[ ] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
[X] A bronze sword with an electrum inlay, hooked and curved. More an antiquity than a weapon, but it appeals to you.
[X] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
[x] A bronze sword with an electrum inlay, hooked and curved. More an antiquity than a weapon, but it appeals to you.

We're an extravagant entity.

[x] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.

And a curious one, too!
 
[X] A bronze sword with an electrum inlay, hooked and curved. More an antiquity than a weapon, but it appeals to you.
[X] You go straight to bed. Your new acquisitions aren't going anywhere, and you would rather begin your excursion into the swamps well rested.

We already have a knife, so no point to the dagger. Better we get an actual fancy sword instead, not that we need it but collecting trinkets is part of being a dragon! Speaking of trinkets, we collect books but don't actually read them. Very draconic.

We also want to stay in tiptop shape for tomorrow. Gonna be a lot of orcs to kill, so we should make sure we have the energy for it.
 
[X] A bronze sword with an electrum inlay, hooked and curved. More an antiquity than a weapon, but it appeals to you.
[X] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
[X] A bronze sword with an electrum inlay, hooked and curved. More an antiquity than a weapon, but it appeals to you.
[X] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
The dagger appeals to my desire to mess with people, and my desire for neat contraptions.

[X] A dagger with a most conniving design, built to appear normal only to split in three to catch and disarm a blade. You've never seen anything like it and that is something rare.
[X] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
[X] A bronze sword with an electrum inlay, hooked and curved. More an antiquity than a weapon, but it appeals to you.
[X] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
[X] A bronze sword with an electrum inlay, hooked and curved. More an antiquity than a weapon, but it appeals to you.
[X] You go straight to bed. Your new acquisitions aren't going anywhere, and you would rather begin your excursion into the swamps well rested.
 
[X] A dagger with a most conniving design, built to appear normal only to split in three to catch and disarm a blade. You've never seen anything like it and that is something rare.
[X] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
[X] A simple mace, a metal shaft with a bulbous head and a small spike at the end. It loses some of the joy of spilling blood, but shattering bones can be more fun sometimes anyway
[X] You go straight to bed. Your new acquisitions aren't going anywhere, and you would rather begin your excursion into the swamps well rested.

A bronze blade isn't going to be that great against an armored opponent. And the Obsidian blade will suffice for a dagger. The mace is a good choice.

And we should be well rested.
 
[X] A bronze sword with an electrum inlay, hooked and curved. More an antiquity than a weapon, but it appeals to you.
[X] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
[X] A dagger with a most conniving design, built to appear normal only to split in three to catch and disarm a blade. You've never seen anything like it and that is something rare.
[X] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
[X] A dagger with a most conniving design, built to appear normal only to split in three to catch and disarm a blade. You've never seen anything like it and that is something rare.
[X] You pick a scroll at random and begin to read and translate it. The exciting thing is that it could be about anything, the unfortunate thing is that "anything" could include one hundred ways to grow sorghum or something else boring.
 
Vote closed
Scheduled vote count started by ORE on Jul 24, 2024 at 10:01 PM, finished with 13 posts and 13 votes.
 
Chapter 1.2 In which revelations only lead to more questions, and to a crossroads
Your purchase receives little commentary for Shandrak, something unusual in your experience with dwarven merchants, who always talk too much. However, your life experience with merchants usually involves ones who travel, something rather difficult for a dwarf in the life-stage where petrification begins. Apparently it's hard to speak with a granite tongue. You will probably not remember this, being entirely too busy admiring the way what little light is found in the tangle shines off your new blade. It's an antique of course, a relic of an age far before even your long lifespan. Frankly, it's much more an accessory than an effective weapon, but to your thinking any weapon is mostly an accessory, and you are quite fond of antiquities. You only put your new sword away when arriving in the Fat Bear after a pointed cough from the proprietor reminds you that wielding a drawn blade in a public house is probably unwise. After you put it away their attention ceases, and you are left utterly bothered as you pick at random one of your new scrolls and begin to read. What you take turns out to be some sort of adaptation of the traveling notes of a dwarf named Torrin Shaleborne through the Grand Duchy some 80 years ago. You flip through it, getting the gist of the text via your serviceable, though mediocre dwarven. It's mostly interested in information relevant to trade and hazards to navigation. You still gain a little bit of a picture of the current state of affairs that confirms what you heard from Chandrak Redvine. Since the presumed destruction of Dozal (considering it keeps being referred to as ruins and not the capitol) the Ducal lineage has been extinct, and the various cities of the region have all been left effectively independent and adrift. With the loss of central authority things like the Ducal roads have slowly crumbled and with worse, less safe roads has come less trade and a decline in standard of living, not to mention a great deal of additional barriers as each city has its own laws and tolls. A lot of the journal is about tolls and avoiding them. The section of the travels where Shaleborne travels the section of the Ducal Road that goes through Dozal he mentions that travelers invariably detour off the road and travel around the city's walls rather than take the straight route through Dozal. One line sticks out to you. "Though I had often heard the once proud city described as a ruin, when the road took us to its outskirts I was shocked to find it utterly intact, its portcullis raised and in the distance the fountain court still gleamed golden. When I asked my guide why we did not cut through, and why no one had stripped the gold centuries ago, I was told that ever since the entire city's population had vanished overnight, no one dared to enter the city and no had ever returned from the gates after dark. Though I was somewhat skeptical about the truth behind these stories, I chose to listen to my guide. That is, after all, why one hires a guide." Chandrak Redvine wanted you to join his expedition into that ruined city. You wonder if he will be the first to return. He certainly seemed confident. You also wonder what could empty a city without leaving a mark. You certainly would have left a mark had you ever gone to sack Dozal. You had never really felt like it in the day, it was pretty fortified, and frankly you enjoyed the view of the fountain court. It is at this point in the text that you realize that you are tired, and you roll it back up and head upstairs to your room. Emelda is already asleep on the one bed clutching an axe that you note is nearly as large as her. Declining the bed you imperiously claim as many pillows and blankets as you can and curl up with your rightful plunder and your robes.

You are awoken entirely too early in the morning the next day by your name being called from below. Groggily shuffling out of an empty room you find your entire band already breakfasted and in a lively discussion and gesturing at a rough map of the Morass. You quickly shove some bread into your mouth as you catch up on what you have missed. It seems that Emelda's investigations last night pinpointed several leads of where to look first in the Morass, and there is a debate over what lead is most promising. "You say that a few years ago a wizard moved into the Morass and took over an abandoned watchtower? If there's unusual orc activity it only stands to reason that this Xolair would know about it-or be the cause." argues Agni pointing at the mark represented long abandoned fortifications . "The wizard could be a coincidence. Or he could have died years ago. I say anything orcs ever do needs clay, so we should go to where the clay is." counters Sindri, as he tries to keep Zeno off the map. Emelda sighs and points to an unremarkable stop on the map. "You both have good points, but part of me really wants to return to where I lost my squad. It's been a while, but it can't be that hard to track a giant orc, and whatever is happening I'm sure the giant was part of it." Taking her hand back to steady her massive axe she turns to you. "Glad you could finally join us Wryss. What's your opinion on where to look first?"

[ ] Agree with Agni: Where there's unusual and strange new trouble, there's probably wizards. If whatever is happening isn't Xolair's fault, he probably knows whose fault it is.

[ ] Agree with Sindri. At the source of anything orcish is clay. Follow the rivers, find the clay, find the orcs. Simple but sure to work.

[ ] Agree with Emelda. The best place to begin is, of course, the beginning and this all began because of this giant orc she keeps raving about.



You are Saralash the heat-death, though as of late you have been answering to Wryss, a snow elven mage who brought her skills to the south.

In your natural shape your scales are pale like new fallen snow and your breath a deep blue flame that burns the inverse of heat.

Your assumed shape is lithe and strong, with pale blue skin and cerulean hair . Pointed ears and golden eyes peek out from the dense layer of Ermine furs that shroud you.

You crave novelty but rarely maintain focus for long.

You have a soft spot for scrolls and scholars but seldom finish the tomes you acquire nor the dissertations you contribute to.

Things that are not actively interesting to you barely exist; monuments could be built to the size of your ego.

You are drawn far more to the past than to the present, even the past beyond your long days. Things were happier then and made more sense.

Though you'd never admit it, your heart rots with loneliness. Nothing is your peer, and you may be the last of your kind.

You are traveling with.

Emelda Broadaxe, a stocky woman, and carrier soldier from the fortress town of Banngard. Though she has been released from service after losing his squad in unusual circumstances she still wears the mail and gambeson of the fortress. She wields an axe nearly equal to her size with remarkable ease. Though you've been designated her roommate you haven't interacted that much. You get the impression she thinks you're deeply eccentric, but since she's self-funding this mission she's not looking a free mage in the mouth.

Sindri Riptide, a typically relaxed sea elf, tall and thin with a swimmer's physique and sea-green hair. He is armored in scale mail and wields a collection of coral throwing spears and a clever and dangerous companion in his hunting partner Zeno. Sindri is of the belief that you are an elder fleeing a succession crisis in the Snow Elf principality and is uncomfortably eager to take his elder "cousin" under his wing. You've always found the laid-back friendliness of Sea Elves strange and somewhat uncomfortable.

Agni, a priest of some sort, dressed in simple brown robes. He is neither armed nor armored but seems quite assured of his capability to defend himself. You've hardly exchanged a word with him. You have no idea what God he worships. He doesn't seem to have a problem with you, though you rarely notice the kind of cues that signal passive hostility.
 
[X] Agree with Emelda. The best place to begin is, of course, the beginning and this all began because of this giant orc she keeps raving about.

Big Orc sounds like a warboss of some sort. If they're in a leadership position, they might be the best source of info. Besides, killing it would probably make Emalda very satisfied since she did lose her squad to the giant orc.
 
[X] Agree with Sindri. At the source of anything orcish is clay. Follow the rivers, find the clay, find the orcs. Simple but sure to work.
 
[X] Agree with Emelda. The best place to begin is, of course, the beginning and this all began because of this giant orc she keeps raving about.
 
[X] Agree with Emelda. The best place to begin is, of course, the beginning and this all began because of this giant orc she keeps raving about.

It's her quest we've joined, lets see where it all started for her.
 
[X] Agree with Emelda. The best place to begin is, of course, the beginning and this all began because of this giant orc she keeps raving about.
 
Wizards are tasty fun!

[X] Agree with Agni: Where there's unusual and strange new trouble, there's probably wizards. If whatever is happening isn't Xolair's fault, he probably knows whose fault it is.
 
[X] Agree with Agni: Where there's unusual and strange new trouble, there's probably wizards. If whatever is happening isn't Xolair's fault, he probably knows whose fault it is.
 
Back
Top