Rousing Erelaan
Current Campaign: The Knights of Eaton | |
Episode 09: "Restitution By Steel" | |
Year: 1755 Spring | |
Location: Kandorr City | |
PCs: | |
NPCs:
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Previous Episode: "Restitution By Steel" | |
Next Episode: "The Demon King of Larkos" | |
Previous Campaign: The Thuzuulan Heresy | |
Rosemurk's partisans strike back and prince Hawthorne restores the missing city of Erelaan.
Story
Act One: The Violation of Zorn Manor
Earlier in winter Margaret gave birth to twins Reginald and Stephanie and she has spent time recuperating at the Kelleck manor. As spring arrives she returned to training and has since regained her formidable skills.
Feeling pressure from the church of Yllion, Croyde permits an inquiry into the death of Aron Rosemurk—he uses his authority to staff the investigation inside Kandorr City with Eatonshiran clerics, whereas the inquiry outside the city is taken up by clerics from Greymour. The inquisitors from Dellforth appeal to lead the inquiry, however given Rosemurk's former ties and influence there the Lord Protector of Kalamir judiciously assigns them to the outer realms of Greendale.
As the inquiry proceeds, Hawthorne and Simon research the items brought back from Stout Weald. Hawthorne fixates on the ornate sword discovered by Jasten and cloisters himself in the royal library. Borric, Margaret and Tas respect Croyde's desire for a smooth investigation and so conceal their contempt for the process and present their testimonials as openly and truthfully as they can. The investigation is into its third week and the Eatonshiran clerics indicate the likelihood that the inquiry will rule Croyde's actions justifiable, and Greymour's clerics seem to confirm this. The Dellforthian clerics grudgingly acknowledge the ruling but have uncovered a non-related matter in their research, which they do not yet reveal to the others: Duke Zorn has in his employ several men-at-arms who are Belosians outlaws wanted in Larkos, and the captain of these men is a fugitive from Larkos.
Rather than report their findings, the clerics storm Zorn's estate and demand the delivery of the Belosians under the shaky pretense of justice for Avandell. Zorn refuses and a skirmish ensues. When it is over Zorn and his men are bound in chains and one Dellforthian cleric, four men-at-arms and a handful of peasant servants lay dead. They remove everyone into the courtyard where Zorn and his people are interrogated and beaten. Nestor, the chief cleric, lines up the Belosians and executes them by sword. He orders his men to lash Zorn to a tree, pitch kindling beneath it and soak him in lantern oil. As the servants and soldiers watch in horror, Nestor approaches Zorn with a torch held aloft. Before he reaches the tree he is struck through the neck by an arrow and falls dead. Zorn turns to see Mayfn and Gabril emerge from the forest and assail the clerics. Zorn's servants and soldiers, still in chains but enraged, rush the clerics and the conflict is brief and brutal. When it is over none of the clerics remain. Gabril frees Zorn and Mayfn suggests that he accompany them to Kandorr to report to Garn.
Act Two: The Chase Leads to Larkos
Garn reveals to the Borric and Margaret that Hawthorne and his bodyguards left in the night without providing a reason for his sudden departure. He is well within his rights to do so, but he has in his possession the temple sword and for that reason Garn suspects a nefarious influence affects his brother's action. Borric volunteers to track Hawthorne and assigns Margaret as his captain; she assembles Simon, Tasselhof, Grespin and 6 others. Garn urges them to take Zorn with them since he can't assure Zorn's safety should he remain in Bereth. That evening they discover that Hawthorne's brigandine, the Cherry Blossom, has departed to Larkos and they chase him on Garn's caravel, the Scythe.
Larkos, still enveloped in a dense fog, is difficult to navigate and a squall pushes the Scythe too far inland; the ship runs aground along the jagged rocks against the cliff face and begins taking on water. All hands are forced to abandon ship and make for the shores without most of their equipment. Everyone swims safely to shore and once they arrive at the docks Borric finances the Scythe's captain, commanding him to stay behind in Larkos with the crew and restore the vessel by the time he returns. His team detaches from the crew and makes its way deeper into the city—a difficult task since the strange fog not only affects visibility but also corrupts state of mind.
They come across a contingent of haggard town guardsmen securing an abandoned tavern, The White Orchid. Their captain, Taffa, warns Borric to take shelter before nightfall or else suffer affliction by the nocturnal creatures of the mist. Borric provides Taffa with his papers and requests an audience with the mayor, but the captain balks and in hushed tones warns Borric that the city's physical corruption has also been matched by a civic corruption that endangers them all. Borric thanks him and pays him for his candor and Taffa permits them to stay the evening in the secure and empty tavern.
The next morning the team probes the city and secures supplies. Tasselhof breaks away from the team and enters a barricaded smithy, where he discovers a hidden compartment beneath the smith's bed. He steals an enchanted breastplate from the compartment and returns to the team. Simon uncovers a lead to Hawthorne's whereabouts: Jargos of Tellas, a mercenary of reknown, was approached by elite guards to hire him for a mission to Stout Weald. Jargos turned down the offer but recommended some of his friends for the job; Hawthorne's group made for Barleystoke in the evening. Jargos notes Tas's breastplate and recognizes its manufacture—he offers to trade it for an enchanted ring of equal value and Tas agrees. After this transaction the group continues onto Barleystoke.
Act Three: Erelaan Restored
The group spends the next few weeks tracking and chasing Hawthorne, nearly catching up to him outside of Corus only to be delayed by rough weather and a brief skirmish with river brigands, who retreat at the first sign of competent resistance. Margaret scouts ahead and arrives at Barleystoke to seek an audience with Lady Deslaine, who informs her that Hawthorne has not been seen in the area by scout nor spy. Borric realizes that Hawthorne has bypassed the lady and made his way directly into Stout Weald. Lady Deslaine equips them with an updated map to the area provided by Mayfn during his last mission there for Croyd. She also provides two of her finest scouts and the group immediately rides for the woods.
They track Hawthorne for three days and are within sight of his party from a path on a ridge a few miles behind him. He is clearly making his way towards Erelaan. They signal him with a horn but he does not reply and his group quickens their pace as the light in the valley fades with the dusk. Hours later, under the bright glow of the full moon, Tas can make out figures moving in the dense thickets surrounding the old road and he cautions his teammates to tread warily. The group dismount their steeds and lead them with their weapons drawn; as they arrive at the top of a hill overlooking the ruins of Erelaan they witness Hawthorne's team in the courtyard of a decayed church, setting up lantern staffs in a geometrical configuration. Borric calls out to him and suddenly the night is filled with howls of anger as dozens of armed brigands rush from the treeline and attack both Hawthorne and Borric's teams.
Hawthorne, apparently equipped for this contingency, retreats to the central area of the courtyard and envelops himself in a protective dome while his men fend off the onslaught. From within the protective magical area he unravels a scroll and reads aloud its contents. Borric's team ride in a wedge formation and push through the line of brigands to make their way to Hawthorne's group. When they arrive at the courtyard they merge forces with their compatriots and hold the brigands at bay while Borric pounds on the dome and shouts for his brother's attention. Hawthorne folds the scroll, withdraws the relic sword from its binding and plunges the blade into the ground. A concussive blast of light blossoms from the courtyard and bowls everyone over, sending a few men hurtling to their deaths into the forest beyond.
Margaret lays flat against the ground on her belly, shielding her face from the debris whipped about and clutching for purchase against the tempest. She witnesses with awe and terror an expanding bloom of light and wind emanate from the blade and wash over the courtyard, blinding in its sound and power. The whirlwind lasts for minutes before it diminishes and plunges the forest back into a noiseless dark.
Dazed, they stumble to the sword and when Borric touches its pommel it crumbles entirely into rust and soil. As they rise and their eyes adjust they realize they are standing in the center of a living metropolis: the legendary "lost city" of Erelaan has been restored. The brigands, terrified, flee into the forest as Borric and Hawthorne embrace and parley. They're met by the city's watch, who speak their language but in an older dialect, and the brothers identify themselves as sons of House Croydan. Borric displays his signet ring and Hawthorne throws his cloak across his shoulder to reveal the family standard sewn onto his kit. The captain of the watch escorts them to the main entrance where they are met by the official magi of Erelaan, who scry the brothers and affirm their lineage. Simon marvels at the magi, whom he suspects are practiced in ancient and mysterious arts lost to Bereth after the Ascension Wars. Once they are welcomed into the inner walls, Margaret notes the city is battle-ready as if prepared for a lengthy siege.
They are greeted by the city council and Bertram Croydan, lord protector of Erelaan and first cousin of their great-great-grandfather, Besim Croydan. Bertram welcomes them into the high keep and they immediately debrief him of their travels. The group takes turn tutoring Bertram in major historical events since Erelaan's disappearance and they keep company all through the night and into the next day. Bertram mourns the loss of his childhood friend, Besim, and marvels to behold his descendants. In light of the wondrous phenomenon he assembles the people of Erelaan and announces what has transpired, reminding the stunned audience that they had faced certain death under the circumstances and should rejoice. The crowd cheers its assent and Besim orders a week of celebration and preparation before they re-establish contact with the outside world.
Meta
Game notes
- played 1992
Plot Points
- Dellforth staffs a church inquiry into Aron Rosemurk's death with clerics who supported him, but the church assigns their investigation to the outer realms in Greendale.
- House Croydan, long thought extinct, is restored.
The Dead
Points Awarded
- 3 points for all
Season Pool
- 36 points