Act I: A beginning
or
That in which the group discovers many strange and unusual things.
It all began with Anjan-Irak being thrown out of his house, with only a trunk, a couple of bodyguards and a few gold coins to his name. In addition, things have gone from there too more interesting.
Anjan-Irak, the young nobleman, has been joined by 5 companions: Barkton, the minotaur and doughty fighter, Hrr'sulk a lizard man fighter with a strange connection to his god, Kish the diminutive explorer, Wosret the embalmer and Hareth ab-Dagon the sailor-priest. This motley group - once they decided it would be best to stick together - made their way to Ur, the capital city of Sumeria.
Once in Sumeria the group began doing odd jobs and trying to find the layout of the land. One of their first contract was with an eccentric scholar from the far land of Hatti, Hans. Hans offered a princely sum for a tablet that would translate 'Lemurian' to Sumerian. The group traveled to the darkest heart of the delta of the Tigrus and Euphrates where they encountered many strange beasts. Luckily, they survived contact with the natives thanks to their guide, Hrr'sulk.
Needless to say, the group found what they sought - and something else as well: a great pyramid of obsidian. Within this pyramid was a great chamber filled with runes, strange maps, great skeletal creatures and a dais. These things would prove to be significant down the road.
On their return the group pursued a fell presence near the villa of Saran, First Minister to High King Hammurabi. The group managed to remove the haunting, which lead to further contracts with Sarkan.
Some time passed in which the group obtained the residence of an embalmer, and Hareth started some interesting business contracts with the local involving citrus groves the in roof of the local Inn.
About this time, the group began to hunt rumors of disappearances in the poor quarter. This lead to the uncovering of a cult of 'Annubi' which was headquarted in the sewers. The group was able to cleanse this place with the help of the local clergy. The location in question is now under the control of Priestly guard, and it is said that the new tower outside of the city is related in some way.
The party also found the following note within the defiled place the Anubi lived:
To my faithful servant:
The locals may be getting suspicious due to your 'appetites' you may wish to discipline your underlings.
I am also still waiting for the status of the items we require to move forward. Report to Malros soon lest you earn my wrath. If you cannot succeed in this then the Great Spirit will be forced to chastise you.
Servant of Ussuthna
What this may mean or what it may lead to next is unknown.
Meanwhile, Anjan-Irak contacted 'the twins', paladin-priests for a group known as The Hands of Nanshe, or in the common vernacular - Vigils of Justice. There has been some small contact between the group and the Vigils, most importantly being a new member of the group who watches their new fortress for them.
At the same time, there were also some minor contacts between Kish and her 'organization' about rivals in town. Thus far, this has not lead to anything.
A while later, and the group settled for a well deserved rest, Sarkan contracted them to escort a courier to the villa of Isekeri Ulthanna, the minister of war, outside the city. The group accepted, but needless to say ran into complications.
While the group was escorting the courier, a hapless fop named Narmin, they were challenged by a group of local Joktan. Apparently, they thought that Narmin was a cattle thief. Hurr'sulk honorably chose to defend Narmin in a trial by combat. Hurr'sulk's honor was sufficient to prevent his own death, but hapless Narmin lost his head to Marthan Ukjhan of the Lothan tribe.
Once the group told Isekeri of the news they went after the 'source' of Narmin's attackers - one of Anjan-Irak's sisters. Through a bit of subterfuge, ingenuity, and blind luck the group was able to claim the head of Foshi-Lahir and her bandit fortress (at the cost of many men at arms and dock workers who foolishly joined this adventure), but they have yet to really explore the internals of the place (a well stocked alchemy room comes to mined) or find out why on earth she had the Joktan kill Narmin.
The one thing of interest the group did find was a magical ship, and a great cavern with a large sea. In the middle of this was an isle with a Lemurian pyramid and another map. After some meandering about the group returned to the fortress with a transcript of a map held within the pyramid and a small stature of Tiamat.
Having seen this new pyramid, the group returned to the delta to explore the first Lemurian pyramid a second time. Once inside they group figured out how to activate a magical transport portal, as well as the pyramid's guardians. Needless to say they boldly leapt into the unknown, leaving the keys to the device behind.
And where did they land one might ask? Why in the fortress of none other than the Sorcerer King of Akkad, Sargon. After a bit of wandering about and some minor investigations by their explorer the party remembered the statue from the cavern pyramid and bodily leapt there leaving the vast riches and unknown artifacts of Low River behind.
Once again in the cavern, the group decided to really explore the place. Unfortunately, the rash Anjan-Irak decided to mess with some objects within the Egyptian like tomb and fell under the effects of a curse.
Not having a way out of the cavern, the group traveled to a place called High Rock - a place deep within the deserts of Arabia.
Here the group decided to go separate ways for a while - one part headed to the north west, while the Explorer, Embalmer and Sailor decided that "that way looks much to difficult. We shall go this other way." Thereby finding a handy caravan, which dropped them off at the fortress a few weeks later.
The other poor hapless fools wandered off, encountered an evil race of half-spider, half-Llama creatures that tried to eat them several times. But luckily they avoided capture when they misdirected their pursuers into a sand worm, which apparently found the spider-llamas quite delicious.
From there the threesome traveled for a time with some Joktan, who told them of a Fomor (ant-centaurs) outpost, and that they'd be interested in trade or help against these vile creatures.
But the threesome could not be swayed for now. The party ONCE AGAIN returned to the subterranean pyramid, where Anjan-Irak discovered a book of gold written in an archaic form of hieroglyphics. This gold leaf book told of "Hiroman the Great leader of the humans in the first revolt against the serpents" - which prompted the group to theorize that perhaps this was the tomb of Hiroman. The book also granted a clue to Anjan-Irak's wasting curse, implying that he needed to find a 'symbol of Osiris'. It also said that Hiroman's capital was near the 'Nalus' and a great oasis.
They then returned YET AGAIN to the pyramid on the delta, where Barkton bravely picked up the keys, which resulted in him being attacked by the seven guardians all at once. This prompted a hasty advance to the rear by the entire group.
On the way home the party heard of strange creatures destroying the countryside between the delta and the town they were resting in. The party decided to investigate. Naturally, it was the guardians. It was here that Hurr'sulk finally discovered part of the nature of his bracer; it allowed him to command the guardians.
And now everyone has reunited at the fortress.
Act II: Oops? What Oops? No one said you could say oops.
or,
That in which the group finds themselves buried in fertilizer. Repeatedly.
The group eventually made their way back to the great city of Ur, where they discovered a great uproar over many assassinations and rumors of troubles. Being the helpful sort they are, they decided to get to the bottom of things as quickly as possible, and perhaps make a few gold in the process. After much investigations, tribulations, and much stubbing of toes, the group found several pieces of silk with odd shifting text.
The group meandered about, investigating this and that, and found out that the murders were the result of some sort of factional battle between servants of Erigishkal and Utu. One the one side was the Black Hand, the individual doing the killing. On the other, a High level priest of Erigishkal called 'Malros'. Needless to say, once the group gained the interest of 'The Black Hand' he suggested to them that they 'eliminate' Malros. This led to much running about, gnashing of teeth, wailing and confusion as the group tried to decide to do what next. Eventually they found a temple underneath the Temple Quarter which seemed to be dedicated to some sort of hybrid Utu/Erigishkal cult.
Eschewing subtlety, the party tried a direct assault on the hidden temple. Sadly, Barkton paid the ultimate price for their brashness - and perished. This resulted in further assassination attempts against the survivors of the group, them fleeing the city, and the destruction of the town home. One interesting thing to note was that it appears that the Ambassador from Arya, a man named Ioseph, was somehow involved in all of this. This was discovered by following him to his place of residence after following him home from the Tavern in the foreign quarter that turned out to be a front for some sort of Evil School/Temple - complete with statues of Set, Usuthanna, and a resident Illithid - who managed to escape.
Somewhere around this point, the group hooked up with an Aryan Mystic(?) named Darnel. No one knows what on Earth he will be good for.
Deciding discretion is the better part of valor, the party decided to meander out in the desert for a bit, to see what else they could find and do. Eventually they discovered a buried complex, inhabited by 'evil children'. Once the children were dealt with, the group discovered many things both magical and mundane, everything from unclaimed iron ore, to a magical horseless contraption that seemed to be used for excavation - and not to mention the fact that the mine complex seems to connect with the underwater river system somehow.
The group headed back to their fortress where they met up with the master weapon smith Rafel - who agreed to take up residence in exchange for a share of any iron weapon sales proceeds.
Feeling restless, and not being particularly desirous to play with Malros et all back in Ur, the group decided to further explore Lemurian transport network. Next stop: Arid River.
At Arid River the group battled many an undead and mostly-dead beast who were guarding a magical seal of some sort. Darnel picked up the enchanted items worn by the leader of the creatures and, to his dismay, discovered they would not come off - and that he could not leave the central chamber. Apparently they are items that imbue eternal life, but the bearer could not leave the central chamber. Needless to say, the group figured out a partial solution to the problem allowing Darnel to leave the chamber - but he still is stuck with the items in his backpack.
After some further wandering, the group decided to tackle the puzzle of the seal. Inside was some sort of pocket dimension, with a blue disco ball. Each member of the part was given a powerful artifact, in exchange for agreeing to release the disco ball. Naturally the party agreed.
And all hell broke loose.
First there was the swarm of locusts.
Seven days later came the week long flood (which while bad on the citrus groves of Hareth, did unblock the river that at one time flowed down the wash next to the fortress
At this point, the group decided that these occurrences might not be a coincidence, and decided to look into things. Eventually they made their way to a city called Mek, on the western edge of the empty quarter on the Red Sea. There they found a vast army of Humans and Goblinoids had been gathered by 'The Prophet' to destroy the lands of Mesopotamia. And just to really convince the group that things might not be good, the prophet unleashed a great hoard of carnivorous bats form a mystical artifact known as the Kabhall. Needless to say, the group was a mite concerned.
After much plotting and planning our heroes decided to make a stealthy attempt to sneak into the complex and kill the Prophet. Naturally, the plan fell apart almost instantly. Hirr'sulk ended up in a titanic battle against a Champion of Usuthanna, while Darnell, Kish, Wosret and Hareth were getting battered by the Prophet - who it turned out was no one in particular, some poor sod who was possessed by an Infernal entity.
For once, the group was victorious, and after some debate, the group threw their artifacts through the portal held open by the Kabhall, thereby severing the Infernal creatures connection to a place called 'The City of Brass'. Needless to say, the blue bouncing disco ball was probably not amused.
The group then decided to pursue the Illithid who had removed the body of the Champion of Usuthanna. It turns out Naswif and Aziz were the keepers of the Kaball, and an underground celestial map which serves as some sort of traveler map and divination aid. It was in this way that the group discovered that the Illithid of interest was staying in Ashur.
Sammel, being the brave sort he is, decided to give Great great uncle Sargon a visit through the Lemurian transport network. Uncle, was cheerful as usual, and allowed the group the use of the portal in Akkad in exchange for copies of the portal keys. Or death. Deciding this was an offer they couldn't refuse, the group gave Sargon the copies and traveled to Ashur.
Once in Ashur, the group were able to locate said Illithid through a strange two-dimensional portal within the cities cistern and water purification system.
Once inside there was a great battle, and the party defeated the Illithid before it could escape, much to its surprise. Therein they found all sorts of scrolls (in Illithid) several interesting magical items (two bracelets, a gem pendant and large dodecahedron shaped ruby). As they were searching about, a note appeared on the pedestal where the ruby had been. It reads as follows:
Sammel, Hirr'sulk, Darnel, Wosret, Hareth and Kish.
Salutations and well done! We are gratified to see that you are living up to your potential and following our plans so nicely. Keep up the good work, and we look forward to meeting you again.
-Xithithilliaon, representative of the Elder Council of Illith
On the Departure of Darnel
Sometimes it comes to pass that friendships end, and allies become enemies through the actions, or even inaction of those who consider themselves comrades in arms. This is one such sordid tale.
The group decided that since their direct assault on Malros was such an overwhelming success, they should attempt an indirect approach. So the group returned to Ur to find much had changed. There was a new First Minister, on the form of one Nikos Izzulous. Uncertainty abounded over just who this individual was, but thanks to promptings from Firji of Inanna and 'The Reaper', our protagonists were able to maintain focus on Malros.
The group did some digging and found two important points, one Malros seemed to maintain contacts with a rumored Mistress, Anya. They also found Sarkan's hideout in the warehouse district. As it turns out, Anya was from Arya. So Darnel was dispatched to infiltrate the premises. And excellent plan, one with one unfortunate complication: Anya significant member of a cult to Ahura Mazda devoted to destruction. Needless to say, Darnell and the groups plan was soon ferreted out through mind control. The end result was Anya calling a flame strike on the Inn in which the group was staying, and many of the group assuming Darnel had betrayed them (and not to mention the passing of Aziz, Sammel’s slave boy). So the group seized Darnel in spells, accusations flew, accusations were made. The end result was Darnel packed up and departed, never to be seen again. Perhaps.
The Quest to the Estate
So deciding once again that Ur was simply not a fun place to be, the group packed up and headed to the hinter-lands in search of points of interest. Eventually they made it to Samarra, where they met up with Sammel's cousin, Hal-jula. Of course, this wasn't pointless wandering. It turns out the Vigils were could use the help of the party in sorting out a dispute. Needless to say, they found a dispute between two feuding houses, involving ancestors, murder, underground waterways, and all sorts of oddities. At the end of the day, the party was able to sort things out, assign blame, and see justice served.
That under their belt, they headed back through Samarra, where they picked up a monocle of True Sight, and made their way back home.
Many Discoveries
Anyway. The group, once again, decided to root out Malros. So, back to Ur. Once there they found out that the little bit of larceny they did once upon a time was not quite so innocent as it turned out to be: the group had raided a fence of a rival guild of thieves, and they were annoyed. At the end of the day, the group managed to capture the Guildhall of said organization which they handed over to the Guild Of Night (in payment of other debts). However, Darik escaped - trouble in the future? Only time will tell.
Concerning Wosret And Aegyptus
Our group, not being the type to be consistent, then set out on another whirlwind adventure of odd proportions, landing them in Aegyptus. Once there, the head of the Order of Osiris (Ioseph) took Wosretaside and requested that he help with a small errand up in Nubia. On this Errand, the group ran into Wosret's sister Layla (consort to Hemwet Ajher) who needed help removing the current Consol of Aswan (Mehmet Potemwet), and met an interesting fellow named Taharqua. The groups succeeded in this task, forcing Mehmet to flee due to the imminent exposure of his smuggling operations.
It turns out that the 'Mirror of Dreams' they were supposed to get for Iospeh was still in the possession of its owner, one Neshemwet. Needless to say, the group freed Neshemwet. This resulted in Sammel’s compulsion guiding them south to Great Thebes. The party managed to successfully penetrate the besieging forces of Ptah that were surrounding his former capital, sneak into the compound of Neshemwet, engage her in a battle, only to loose at the last moment - resulting in their imprisonment. The price of this folly? One Ring of Ragewind.
Meanwhile, Hareth ab-Dagon was forced to leave the group for a time. Because he did not have a key to the portal system, he traveled over land back to the fortress in Sumeria. It was on this journey that he met some interesting Aegyptians, saw a battle at Megiddo, and generally decided things were hitting the fan in a bad way.
Also, during all of this Hrr'sulk had meandered back to the Fortress, only to find out there was some sort of Goblinoid tribe causing trouble. A Tribe that turned out to be a massing army. Certainly this will prove to be troublesome for our heroes.
Act II Epilogue: And then something unexpected.
So then it came to pass. A great war. Or at least a battle. Or perhaps a skirmish between lots of lunatics who shouldn't have been allowed to carry sharp, pointy objects. In the Desert steppe, in amongst the Cedar and Juniper, two armies clashed. Goblinoid and the forces of our heroes. For a day they fought, but in the end, the Paladin of Usuthana was unable to rally his forces, and he fell. But not without leaving a clue to who his employer was.
So, the group gathered their things, recovered form their wounds, and headed to Ur. There they confronted their nemesis for all this time, Malros the Priest. The group was able to walk into the Temple of Erigishkal, and meet Malros. Malros gave them a simple choice, abandon their opposition to him, or fight. Oh, and fighting would have 'unforeseen' consequences.
So the group fought Malros. And with the aid of a well placed silence spell, they were able to defeat him.
And apparently, Malros was accurate in his warning, for his life force was linked to an Epic spell which ended some sort of 'Illusion' over all of Mesopotamia, revealing that the 'God Kings' were actually Dragons. Including our hero Sammel - who being an adolescent, had no idea.
Act III: What do you mean by 'Dragons'?
So then. Victory. But at what price? Moments later the group heard a mighty bellow of outrage. They rushed outside only to see what could have only been Hamurabi atop the Great Temple of Meh, bellowing in outrage. Moments the massive creature fled the city, as First Minister Izzulous began to rally he city forces against this invasion of fell beasts.
The group wisely decided to make a strategic advance to anywhere else. On rejoining each other outside the city, it was decided that the group would head for the Citadel, while Sammel would try to find Great-Grandfather and try to figure out what had just happened.
The Home of Hammurabi
Sammel was able to find the abode of the God-King, and after some searching, discovered the entrance to the 'Draconic' portion of Hammurabi's home. It was there that Sammel discovered his true heritage, that Gilgamesh was cast out from the tribe of Dragons for failing in love with the Human, Inanna Chi Liu. As it turns out the two beseeched the gods to allow them to spend eternity together in the same form, and thus Gilgamesh was made to be 'human'. Part of the agreement was that all 'draconic blooded' descendants of the two must be raised as human, until they reached 'adulthood' at which time their nature would be revealed.
And Malros had somehow discovered this, and realized that the Order of the God-Kings could be thrown into confusion with one simple act. And now Nikos is the effective King of Sumeria, with armies marching on those cities that have yet to accede, and a significantly larger army marching on the lands of Sargon.
But more impotently, Hamurabi told Sammel that once Gilgamesh could shape-change for a time, as could his descendants once they achieved adulthood. But this ability had been forgotten with Malros's death. Thus, he suggested that Sammel find either Gilgamesh or Inanna to determine if there was a way to reverse this process. All that was known was that the duo headed north an age ago.
Many travels So, with this information the group decided to head 'northish' through the gate network to 'Deep Canyon'. It was there that they discovered an underwater city of the Nereid. These sea folk told the group that Gilgamesh was slumbering at the fount of the Volga River in the far far north amongst the Ural mountains, and Inanna was somewhere to the 'East'.
So the group next traveled to 'Arid Lake' near Samarkand. It was there that they discovered that the Synthian host which they had observed before had effectively razed Samarkand. So the group took down the crucified corpses, placed them on a great pyre and gave offerings to the gods in hopes they would be accepted in their afterlife. Unfortunately this act also had the effect of attracting some local Sythian scouts...
So with a little luck the group was able to find the basement of the former palace of Samarkand. Therein they discovered the bodies of the former royal family, more clues as to the where abouts of Gilgamesh and Inanna, and many object of value - including a guardian Iron Golem, which nearly killed Sammel.
So after a time the group left the underground sanctuary, only to be ambushed by Dragon Hunters. They were well equipped to deal with an adolescent dragon, but they were unprepared for the two clerics and their 'battle mage' that also emerged. So the leader of the hunters fled the scene. Sammel decided to reconnoiter the area, only to find a large host marching on Samarkand.
The group then headed for the tomb of Samarkand Kings mentioned it the some of the works they found in the palace. Through some lunch and a bit of combat they found it. After some muddling about, they met Yao Kat-Tzi, an ancient of Ch'in. As it turns out this is the founder of the lineage of Samarkandi kings. As it turns out, the pleasant Liche decided not to obliterate the group because of the respect they showed his departed descendants. So, after some questioning, the group discovered that Inanna was trapped somewhere near Kathmandu in the Himalaya, and that the last in Yao's line was alive in Tashkent.
Thus the party headed to Tashkent, where they discovered another army of the Scynthian Khagan about to be met by now King Marek. The group approached the quite hesitant Tashkent with Hareth riding Sammel, and by way of introduction announced what had passed in Samarkand It was this, plus the aid of an unnoticed 'truth' spell that caused the Royal Guard of Marek to assume the purple and escort the group into the new Kings presence. After a few words, Marek grunted a reply, mounted his horse, and led a reckless charge into the enemy lines. This, in addition to a rocket barrage from Tashkent broke this army of the Khagan. But he has more men..
And so, it came to pass that the Companions were given a task - to free Venerated Ancestor Yao from his self-imposed exile in his tomb. Why was he exiled? Well, apparently, a long - lost companions of his knew his true name. And most likely would do rather unpleasant things to Yao should he emerge from his sanctuary. So our heroes, and their new guide Tashi, headed north to Lake Ozero Balchas, and the thriving mud-hole knows as Akkol to seek out a fisherman knows only as 'Crazy Ivan'.
Our heroes hired a fisherman to search the lake, because they had heard this person lived in the middle of it. Moreover, after some muddling about they were able to penetrate the illusion that hid his palace at the lakes center. The group penetrated the abode, and found it effectively unguarded - apparently Ivan was that confident in his illusions. To confident. So the group searched the abode, finding it much to their liking. Eventually they penetrated a sealed room with a permanent 'Summoning circle'. As it turns out, this circle was in actuality a portal to the 'City of Brass'- the lovely place where they had exiled the Disco Ball of Doom earlier. One of the group passed though the portal, awakening an automaton guardian, and unleashed chaos. At the end, they slew Ivan, his minions, and were granted the deed of ownership of the villa in the City of Brass by the city Minions.
With that, the headed back to the Tomb - and informed Yao that he was free of threat. At which point the Undead Archmage strode forth, summoning all of his children and their servants in full panoply, and began to smite the invading Synthian force.
With that, the group collected their just reward - a saddle for Sammel in Dragon form and a 'lance' for whoever would ride him, and the gratitude of Marek, King. Our group gave Tashkent a hearty wave and headed for Tibet under with careful eye of their guide, Tashi. It was not long until the group fell into trouble again. It appears that while the King had been busy fighting an invasion, the hamlet of Martarek, where the local populace was acting... Odd. After some investigations, it turned out that most of the village populace had been 'converted' into strange beasts by a vile Aberration known as an 'Aboleth', one of the Accursed of Dagon. So the group then proceeded to explore the area in search of solutions.
They eventually found the missing Druid, who had been converted into a 'Hag' with a new underground grove. From there, the group began exploring an underwater tunnel network (which Hareth discovered was connected to the Quanat Canal system, as discovered in the 'Estate Adventure') in which they discovered a region of permanent darkness. Hareth was able to dispel the Darkness, which revealed a Black Obsidian Pyramid. The group was able to defeat the Aboleth, whereupon they decided to explore the underwater Pyramid. Inside was a profane Alter to Usuthanna. Fearing the potential power of such a place left untended, the group opened the Relic Cache to 'consecrate' the alter. Unfortunately, this act unleashed a great, serpent-like 'Neo-Lithid', This resulted in the Death of Martilus and Xarius, and the group fleeing posthaste. On their way out, the group informed the survivors of the village of their discovery, prompting their leader, Harluga, to decide Kashi was rather lovely this time of year.
So the group headed to Tibet.
Meanwhile, Samel and Xarius headed back to Tashkent to get Xarius resurrected. Marek agreed, in exchange for one years service at some point in the future by both Samel and Xarius. They agreed to this proposal, and thus Xarius was brought back to life.
Thus, the group reunited in Kashi for their trek across Tibet via the Silk road.
Eventually, they made it to the rough and tumble town of Gar. Lovely, lovely Gar. The lest said of that center of banditry, the better. But, it is notable that the group made their first encounter with a group practicing 'The Way of the Hand and Foot', much to Martilus's delight. After a few days of rest, the group made for Lhasa.
A few days out from Gar the group was ambushed by the very same Dragon Hunters all over again, except this time they had the services of a Member of the Blue Council. Whatever that means, they really have no idea. But it probably isn't good. Anyway, the groups fought and fought and feinted and fled and riposted and stumbled and hacked and bled significantly and healed and then hacked some more. Eventually resulting in the Blue, and the Orc Shaman fleeing. Deciding that Enough was Enough, the group successfully trapped the Orc Shaman in a protective sphere of his own crafting. The Shaman, thinking himself safe, decided to rest for the evening. While he was sleeping, the group decided to bury the Shaman in his sphere. The next morning, the Shaman realized the impossibility of his situation, and broke his magic item, which made his sanctuary possible - nearly killing the Party as well.
With that, the group limped their way to Lhasa, toward the Prison of Inanna - they hope.
Lhasa
Eventually, finally, after some time of wandering around on the Tibetan Plateau, our heroes made it to Lhasa. A pleasant place, completely unlike Gar; filled with tranquility, peace, harmony, and lots of funny little guys in Orange robes. The group meandered a bit, Tashi wandered around in the mountains, and Martilus learned about flowers, and blowing breezes, and standing still while holding a glass of water for a day and a half. Needless to say, certain members of the group were much relieved to put Lhasa behind them.
Katmandu
Some time later the group made it to Katmandu without incident thanks to the intrepid trailblazing of Tashi. There strange things began to take effect. As the group approached the town, the Priests began to loose contact with their Divine power. After getting the usual "Hail travelers WHAT THE HELL IS THAT!?" directed at Sammel, they determined that there were psionically active 'pylons' strategically positioned around the valley which seemed to be suppressing most extraordinary mystical abilities. This, along with several giant siege engines pointed at Sammel, convinced the group to make camp outside of the city.
That evening, a delegation from the Human segment of the town population asked if some of the group could enter the town and meet them in the Basement of the Ruined Temple in the center of town. And apparently, not having seen enough ‘slasher’ plotlines, Sammel and Martilus made their way invisibly to the specified location. As it turns out, this wasn't a hook into a B film, but rather the people wanted to know if Martilus was the fulfillment of the Prophecy. What prophecy you ask? Why the one in which 'The Rama' will return and save them all from enslavement. Of course we all know how Martilus answered.
So after much ado was made about the return of the reincarnated Rama, Martilus was given a spiffy axe and a minotaur hemp that grows into a full suit of half-plate when worn. Oh, and now The Rama is supposed to free India from the Lizardfolk overlords.
Details, details.
So. With all of this set into motion, the group made for the Prison of Inanna.
The Encounters in the Mountains
What came next could fill the Annals of Heroism with a tale of intrigue, bravery stupendous feats of sacrifice, and uplifting tales of redemption. But we are following the 'accidental Dragon and his merry band of cohorts'. So all of that will have to wait. Our Heroic Dragon and his band made their way into the upper reaches of the Himalaya. The snow flew and the sleet stung and in general, people were wishing for a bit of something warm, when they spied the Fortress Prison of Inanna. The prison was a great spire, jutting out of one of the taller peaks in the range. As if that wasn't enough, sub towers and fortification lined the road up the mountain to the citadel - all of which filled with nasty, brutish, unpleasant folk. So, naturally, our heroes found the secret way.
They then climbed the long, winding stair through the bowels of the mountain until they came to a room, guarded by some Settites. After disposing that speed bump, they made their way into the inner chamber where all mystical energies were suppressed. Except, of course for the Wall of Force trapping them inside. So, after expressing some consternation about this development, they began to exercise the riddles. It was then that they noticed they had an audience; the master of the Castle - apparently an Elder Vampire - who was overflowing with 'helpful' advice and observations about their performance. Needless to say, after many trials, tribulations, and much confusion, the group was able to free Inanna, and whatever she had been trapped with.
Which apparently the Elder Vampire absorbed in some way, increasing the power of his 'Hunger' or somesuch.
And so our intrepid adventurers were rewarded for releasing Inanna from her prison, evil was banished, balance was restored, and all things were made good for Dargonkind and mankind everywhere.
Or not........
Epilogue 2
"War. War never changes. Wither it is for resources or justice or tyranny, the process is the same. People die. Things change. And sometimes, when the war is large enough, a new order arises. Only the Fates can tell when war is trivial or profound. To most of us, we only can tell after the fact. Which is little comfort to the dead."
--The Oracle at Delphi
Act IV: When someone asks you if you are a Deity....
It then came to pass that our intrepid band of adventurers headed home, to find out what had gone amiss in their absence by traveling through the City of Brass. Once home, they discovered that Sargon was now ruler of all Akkad and Sumeria, with their old friend Sarkan elevated to the position of Imperial Governor of Sumeria. After some days rest, the group started to poke around to find thing to do, whereupon Sammel, with the guidance of Hareth, was given a way to follow in the footsteps of his grandfather Hamurabi and convert to the worship of Dagon.
Their goals were to find out what happened to the Phoenician colonies in Africa and to find Elhiud ben Dagon. Thus began a trek to points eastward.
First the group traveled to the fair and wondrous city of Carthage, seat of the largest trade empire in the Western Mediterranean. It was there that they learned strange things were afoot in the West, with the Atlantian fleets blockading the Pillars of Hercules.
After a brief pit stop in Atlantis proper, the group decided to evade the blockade with the submersible feature on their ancient ship. Their plan worked, and thus they said southward following the coast of Morocco toward the Phoenician colonies.
Around about the Canary Islands, the group observes something rather disturbing: a massive ship of unidentified origin appearing nearby. And what was worse, it was not alone. As it turns out, these vessels were part of a massive invasion force of Olmec’s from the far, far West.
Needless to say, our band reached the shores of the Phoenician colonies, only to find them under occupation. So after freeing some enslaved Phoenicians, and finding out that Elhiud ben Dagon was in Timbuktu, the group made full steam back to Carthage.
It was in Carthage that they decided to make the overland trek to the fabled and historied Malawi Empire to the south. But not without mishaps (you expect anything less?). They were able to evade most of the hostile flora and fauna of the trackless Sahara, thanks to a colorful caravaneer. But once they discovered the ancient ruined city with the great blast crater in its center, well Wosret and Martilus simply couldn’t resist. Our twosome traveled into the city and found two objects d’ art. The side effect of which primarily seems to be occasional unasked for aetheral jaunts, and consultations with odd looking, pale-skinned humanoids with dreadlocks. Who knows what this will come to?
Eventually, our intrepid explorers made it to the Helspont of the Niger, where a great rift in the earth allows for a giant underground ocean to vent into the surrounding plain. From there is was an easy trip to the magnificent Imperial city of Timbuktu, seat of the largest known African Empire.
Once in Timbuktu, the group met up with Elhiud ben Dagon who begged the group to link up with resistance fighters from the Phoenician colonies to slow, if not stop the advance of the Olmec’s. It turns out Tashi also met up with someone who helped her to understand some of her latent abilities. Where this training leads will be anyone’s guess.
Then the group headed overland toward Neuvo Hefa. It was during this jaunt that they met with the Ghanaian Pygmies, peoples who lived to the west of Malawi, and north of the colonies. These rugged people reported that the invaders had erected a ‘fence’, that caused the jungle to attack those who trespassed to far to the south. So the group obliged by hacking a hole in the barrier, and defeating the guardian creature/plant/thing. Not to long after this, a patrol of feathered serpents and riders were seen inspecting the area. Luckily our heroes remained unseen.
From there tout intrepid adventurers headed toward Neuvo Hefa. From a promontory overlooking the thriving city they noted a large encampment of the Olmec army, and a large citadel overlooking the city with Olmec feathered serpents coming and going. Needless to say, the direct assault approach was considered to be too risky. Time for plan B.
Which conveniently came in the form of finding local Phoenician resistance groups. Eventually, they were able to follow a messenger to a seemingly abandoned villa, with strange activity at odd intervals. After much guessing, pondering, and generally mucking about with the villas central cistern, the group discovered that the outflow valve operated a mechanism with opened a small passageway underground. (of course, our heroes also managed to meander about in the underground watering lines via familiar proxy, who knows what else they could have found in that manner). It was there that they met Eramus.
Eramus turned out to be extraordinarily helpful after the initial suspicions and terror. He directed the group to the House of Gajj in the city, and the knowledge that merchants were allowed to enter the city with minimal fuss. He also informed the group that it would be great help if the ‘head of the serpent’ (the Olmec regional Governor-General) were to be removed from the equation. So onward!
Our intrepid heroes were able to enter the city without incident, where they met Mistress Itrani of Gajj, a former ruler of and member of the Senate (disbanded by the Olmec occupation). She revealed to the group that there was a back entrance to the Citadel of the Moon on a cliff on the far side of the mountain overlooking the city. The group was able to find this entrance, and did scouting. Therein they were able to get a decent layout of the place, and they discovered an ancient chamber with the remains of the original builder of the place: a Dragon. A few trinkets were recovered and much fun was had by all.
Having explored the place thoroughly, the group attempted to assassinate the General. Unfortunately, they missed a fire trap that was rigged on the wardrobe entrance to his bedroom. So, instead of surprising him in his sleep, the singed group of adventurers was forced to deal with guards as the General fled.
Plan B then!
This lead to an odd combat within the courtyard of the palace, as Tashi guided the group from an observation point toward an underground conduit beneath the central plaza, and then a retributive battle of summoned undead between Wosret and an Olmec priest. The General, once again escaped by the skin of his teeth.
The failure of plan B lead to a running combat within the catacombs underneath the Palace, and the Olmec General launching his invasion of Malawi perhaps before he was prepared (it is rather difficult to assassinate someone surrounded by an army. Although the Japanese Geishas were able to at times…).
At the end, the group was forced to take its leave of the area, and flee back across the Sahara to Etrusca, Frienze specifically; where new and interesting and odd things await. There they met A man named Marcus, Head of a powerful order of Psions. He revealed much to Xarius, but of that, we shall discuss at a later time.
Act V: The Second Great War
And so it came to pass that our heroes ventured to the Oracle at Delphi. She told them that the font of their troubles would be back where they began, Ur. So there the party traveled, and they eventually made their way back to Sarkan, now Governor General of Sumeria. In their absence, High Lord Sargon married his sister Seriamis. The two now ruled the entire Land of Two Rivers from Assyria to the slopes of the Zagros Mountains. The armies of the Olmec Priestess were engaged in Africa against an alliance of Malawai, Aegyptus and Axum. In the North, The Olmes and their goblinoid allies were fighting The Celts, Tutons, Atlantia and the Etruscians in Gaul and the Endless Forest. In the East, well, who knows what has happened there, other than the fact that Elam no longer exists, for one reason or another. Dzoules Skopjie have become the ruler of Uruk, and it appears he and his brother Nikos are at the center of a campaign to convince Hammurabi to return to his throne.
And then there is Sarkan. Or should we say Lenhar-Iri, son of Eridu the Tenth, brother to Anjan-Irak who is also known as Samel. Sarken, also known as Ioseph, or as some pronounce it, Joseph of Hamunaptura. Sarkan, Priest of Osiris. Sarkan, Priest of Seth.
The group confronted Sarkan with what they had discovered. That he had led them astray. Betrayed them in their view – helped them to see the truth in his. It was he who set them on the path to the mountain fortress with the odd history. It was he who put certain items in their path: the Ring of Ragewind, Wosret’s staff, and yes, the remnant items from the unnamed city in the Sahara. And so the group threatened him. Just as he knew they would. And so, it was then that Wosret revealed himself as Joseph’s apprentice. Then that Martilus revealed himself has Wosrets Champion.
First to fall was Hareth to Martilus’s great axe. Then Xarius, to the Vileness of Wosret’s staff. Tashi fell next, consumed by Wosret’s undead minions. And Samel. Poor Samel’s fate was reserved by his brother. His brother who has killed his father Eridu. His brother who had killed his mother Jili. And now, his brother - who slew Samel before his maturity, and imprisoned his spirit for all eternity in a jar. Thus ending the tale of the Companions of Anjan.
Some days are far lovelier then they have any right to be. This was such a day. One of the Ssulaka (lizardmen as they call themselves) awaited his summons outside the Great Temple of Tiamat in Madurai. For some reason Hurr’sulk knew this would be the day. Most likely his deity was giving the Holy Warrior one of her frequent ‘hints’ that have served him so well in the past. And he was not to be disappointed. Not to long before midday, there was a tap on his shoulder.
“The holy ones will see you now.”
Without a word Hurr’sulk rose and followed.
The acolyte led him down the well paved, cobblestone pathway, lined with well-trimmed hedgerows and obsidian columns depicting votive scenes, the gods of the Lizard folk and those heroes who had achieved ascension in the past – toward the central contemplative glade of Madurai. There Hurr’sulk saw a circle of 6 priests, and the 6 leaders of the various Orders. They waited silently as monks chanted devotional hymns to the tune of sparrows and a blue jay.
Hurr’sulk bowed to the circle and sat on his knees, attending to the whims of the rulers of the Lizard race.
“Chosen one of Tiamat, are you prepared?” asked the High Priestess of Tiamat.
“Yes Mother” he replied.
“Good. For today the thing we have waited for has come to pass, and the one ho has broken the pack with the Evil Ones has revealed himself.”
“And the Catalyst? My friends?” asked Hurr’sulk.
“Are no more.” She replied.
Hurr’sulk bowed his head in reverence.
“Hurr’sulk. We are in agreement. You shall go forth from this place, and seek out the Child of Yao in the East. Then you shall go to Uttar, and face the Guardian. Finally, you shall seek a way to undo the corruption of our northern kin. These things shall show you to path to undoing the works of the Pact Breaker who lives in the Lands of Two Rivers.”
Hurr’Sulk bowed once, hid forehead touching the sacred cobblestones of the Glade. He stood, and strode to his companion and steed Shurusk, who he mounted. Briefly Hurr’sulk glanced at the banner he had gained in his service to the Temple, a banner of green silk with Tiamat rampant; which snapped in the breeze of his passing as he rode away from the Blood Red westerly sky.