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Old 07-31-2016, 10:43 AM   #435
Abe Sargent
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Join Date: Dec 2001
Location: Catonsville, MD
Anyway, here we go:

The hours leading up to your departure from the Kai Monastery are spent in the company of your able advisor, Lord Rimoah. Having discussed the mission at great length, you busy yourself now with the practical preparations for your long journey to Magador. He gives you a Scroll which contains a written invitation from President Kadharian to attend his senate to 'discuss trade between Sommerlund and Magador'. It will provide a cover for you should the need arise to justify your journey. Also, in the interests of secrecy, you decide it best to discard your formal Kai robes in favour of less conspicuous garments, and you choose instead to wear the simple clothes of a guildsman--woollen breeches, leather tunic, and a cloak. Dressed thus, and aided by your innate Kai skills of invisibility, you feel confident you will be able to travel the road to Helgor, the Magadorian capital, without drawing undue attention to yourself or your purpose.

By horse, the journey to Helgor could be expected to take five weeks. Your initial thought had been to send word to your friend, Guildmaster Banedon, requesting that he allow you use of his magical skyship, Skyrider. However, on this occasion you will have to forego the speedy comfort of his wondrous craft, for Banedon is using it himself on a quest to the distant land of Bhanar in southern Magnamund, and he is not expected to return to Sommerlund before the year's end.

Your second choice was also to prove unsuitable. Having resigned yourself to a long journey on horseback, you immediately sent an order to the monastery stables for your horse, Storm, to be saddled and made ready. This fine Slovarian stallion had been a gift to you from Elector Manatine of Palmyrion, in gratitude for the crucial part you played in the victory over the evil Cener Druids of Ruel. His strength, intelligence, and indomitable spirit had reminded you so much of your old Kai tutor--Storm Hawk--that you chose to name the horse Storm in his memory. But, as Rimoah quickly pointed out, such a magnificent horse would be sure to attract suspicion, especially if it was ridden by what appeared to be a humble guildsman. And so, albeit reluctantly, you had the stables prepare you another horse, a strong but less exceptional mount called Bracer.


The journey to Helgor takes you south to the City-state of Casiorn, then west to the Lyrisian capital of Varetta--a road you once travelled several years ago during your Magnakai quest. In the main, your ride is peaceably uneventful. By choice you keep to yourself and avoid staying too long in any one place. It is not until you reach Vakovar that the uncertain politics of this region give rise for concern. This squalid, lawless city is home to some of the Stornlands' most notorious criminals and robber-barons. It is common knowledge that travellers who value their wealth and health wisely avoid Vakovar whenever possible. Forewarned by these rumours you choose not to dwell here, but ride swiftly through the city and press on to Helgor. Yet while you are within the city walls of Vakovar no less than a dozen separate attempts are made to relieve you of your money pouch and horse. There are no witnesses to these attacks, which is just as well, for when you ride out of Vakovar you leave a score of dead robbers littering the cobblestones.

It is early evening when you eventually crest a hill and catch your first disappointing glimpse of Helgor. It is a damp and unwholesome-looking city, ringed by a rampart of mouldering rubble, the remains of a curtain wall which was destroyed during the war against the Darklords. Through the many gaps in this rampart you can see the thick fog that swirls through Helgor's brick streets and crooked, filthy alleys. At first sight it seems that the Magadorian capital is little more than a beggar-city, a vast hotchpotch of slums and hovels, but as you ride nearer you notice several grand towers piercing the rolling grey mist.


The main approach to Helgor is patrolled by presidential guards, heavily armed with crossbows and spears, who are checking everyone attempting to enter by road. They are dressed in flamboyant tunics of green, scarlet, and black calf hide, which seem too lavish for the garrison of such a squalid city. When asked your business, you show them the scroll given to you by Rimoah. They are impressed by the invitation and insist that an armed escort be provided to take you directly to the President's palace. After your experience at Vakovar you welcome their offer.

Despite the overwhelming squalor of Helgor's dingy tenements and streets, you were expecting the President's palace to be the exception. To your disappointment, it turns out to be little more than a fortified chateau situated at the centre of the city, atop a hill known as the Vanagrom Knoll. You are welcomed into the palace's senate hall by an official called Stepona, a dour man who looks older than his thirty years. He sees to it that your horse is stabled, and that you are given refreshments while you await your audience with the President. An hour passes before the doors to the senate hall swing open and, without formal announcement, in strides President Kadharian of Magador.

(I have visited Aarnak before)

Immediately you recognize the tall, muscular man who stands before you now; he was once known as the Slavemaster of Aarnak. He was an agent of the Elder Magi based in the Darklands who, seven years earlier, helped you to enter the dread city of Helgedad and bring about the downfall of the Darklords. Now he is known by a different name--President Kadharian of Magador.

'Welcome, Grand Master,' he says, smiling warmly, 'it seems we have both come a long way since our last meeting.'

The President is amused by your expression of surprise and offers an explanation of how he came to be leader of this rough republic. After the fall of Helgedad, the Elder Magi arranged for his safe passage to the Stornlands where he was granted a command in the army of Lyris. He distinguished himself in battle and later, once the remains of the Darkland armies had been vanquished, he returned to his native Magador and led an uprising against King Vanagrom VI, who had long been a puppet of the Darklords. The revolt ended with the King's death and the abolition of the monarchy. Magador became a republic and the Slavemaster, whose given name was Kadharian, became its first elected leader.

'And now to the reasons why I have requested your help, Grand Master,' he says, as he pushes open the door to a smaller room which adjoins the senate hall.

You follow the President into the chamber, your footsteps echoing as you walk across the mosaic marble floor. At the far end of the room a wiry wolfhound lies snoozing in front of a log fire which is crackling in an iron grate. The flames illuminate the chamber with a warm glow, casting flickering shadows across countless shelves stacked with thick rolls of parchment and papyrus. At the centre there stands a large table heaped with sand. The sand has been shaped to depict the topography of Magador, its towns, cities, mountains, hills and rivers. The attention to detail is most impressive.

'Somewhere, here, I fear there is a great evil at work,' says Kadharian, pointing to a section of the table which depicts the territory north of Lake Vorndarol, an area uncomfortably close to the deep furrow which represents the Maakengorge.

'Three moons ago, the lakeside hamlet of Vorn was reportedly destroyed by an unnatural storm, the first of many that have continuously swept the region. I dispatched a troop of my guards to investigate but they never returned. Since then, a second troop has also disappeared without trace.'

'But what makes you think that a plot to resurrect Vashna is afoot?' you reply, trying not to sound overly sceptical. 'With due respect, President, this is a notorious region infested with renegades and brigands. There may be a far simpler explanation for the destruction of Vorn and the disappearance of your troops.'

'Aye, 'tis so,' retorts Kadharian. 'At first, I too made the same assumption. But then I came into the possession of something which made me believe otherwise.'

From a leather pouch hanging from his sword belt, Kadharian takes an item which is neatly wrapped in a square of patterned silk.

'Here, Grand Master,' he says, offering it to you, 'I'll let you draw your own conclusions from this.'

You accept the package and carefully unfold its silken wrapper to reveal an amulet, oblong in shape, strung upon a length of crude twine. It has been carved from coal-black stone, flecked with grains of metal, which sparkle in the firelight.



'Where was this found?' you ask.

'In the ruins of Vorn,' replies Kadharian, ominously.

(I do not possess Telegnosis + Sun Knight)

On closer examination you discover that one side of the amulet is covered by a detailed engraving which depicts a sinister scene. It portrays the rising up of a monstrous creature from the depths of a great gorge, flanked on all sides by a horde of skeletal warriors. At once you recognize it to be a portrayal of Darklord Vashna and his minions, arising from the depths of the Maakengorge.

‘Who found this amulet?' you ask.

'A rogue, one who goes by the name of Smudd,' answers Kadharian. 'A patrol found him in the mountains close by the River Storn, a few days after the second troop went missing. When he couldn't give a good reason for being there, they arrested him and brought him back to Helgor for questioning.'

Kadharian's emphasis on the word 'questioning' leaves you in no doubt that Smudd's interrogation probably involved some degree of torture.

'Where is he now?' you ask. 'I'd like to, er, question him myself.'

'He's in Helgor. He stays at the Crooked Sage, an inn in the north quarter of the city. I'd willingly send a detachment of Palace Guards to fetch him here but that quarter of Helgor is rife with villains. Word would be sure to get out and he'd go to ground. My men would never find him. No, I'm afraid the only likely way you'll get to speak to Smudd is by going to the Crooked Sage in person.'

'Very well, President,' you reply, 'then that is exactly what I shall do.'

Do you mind if I keep this?' you ask, motioning to the amulet.

'I've no objection,' replies Kadharian. 'I hope it helps you to discover what is truly going on in the north.'

Carefully you rewrap the talisman and slip it into the pocket of your tunic (record this Black Amulet as a Special Item on your Action Chart--you need not discard another item in its favour if you already possess the maximum allowed). Then, after a meal and a soothingly hot bath, you bid farewell to the President and take your leave of the palace by way of the stables.



Night has thickened the blanket of mist which lines the narrow streets and alleys of Helgor. Guided by your Kai instincts, you set off northwards, but soon you have cause to regret not having thought of asking Kadharian for directions to the Crooked Sage Inn. Helgor is an old city and its chaotic streets follow no logical plan. After several wrong turns you come upon a square where the vanes of a rotting signpost point to three exits. Slumped at its base there sits a dishevelled fat man with a yellow streaked beard, who is gulping mouthfuls of cheap ale from a filthy stone pitcher. You attempt to use your Kai Pathsmanship skill to read the signpost but with no success--it is completely illegible.
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