|
Councils
and Plans
 |
|
The
Runewardens
|
The
Runewardens -- Shurrin,
Aliya,
Mara,
Zophas,
Canabulum,
and Serai
-- were called before the Commissar and the
Twelve Commanders. The Twelve Commanders were
the Commissar's special advisory council, made
up of a dozen of the most powerful and influential
people in the city. The Commanders were in no
way related to the City Council, which was usually
concerned itself more with mundane matters,
while the Twelve Commanders specifically dealt
with the strange and uniquely Ptolus matters:
powerful magic, horrible monsters, the actions
of high-level characters, and so forth. The
Twelve Commanders, far from being merely advisors,
were also often called upon to face some of
these threats directly on behalf of the city.
The
Commissar bade the Runewardens to give a report
of everything that had happened regarding the
barbarian
incursion. The Commissar personally thanked
them for everything they did, and the Twelve
Commanders exchanged information with them about
the forces of chaos and the tide of evil clearly
rising in the city. The heroes said they had
been told to find the ancient elven city of
Dreta
Phantas and suspected that the Urthon Aedar
could help them do that. The Commissar called
the Urthon Aedar -- also known as the Wandering
Judges -- untrustworthy vigilantes whose true
motives were unknown. In the middle of the conversation,
a figure suddenly appeared in the meeting hall
within Dalenguard. The Iron Mage.
The
Iron Mage (with whom the group had once briefly
had distant
contact) was reputedly the most powerful
wizard in the world. He defied the conventional
appearance of a wizard in that he was clad from
head to toe in armor, and each piece of the
armor appeared to have come from a different
suit or harness. Rumor had it that the mage
had taken a piece from no less than 13 different
suits of artifact-level magic armor and wore
them all, somehow gaining the powers and abilities
of each suit.
The Commanders displayed disdain and even fear
of the mage, but he didn't speak with them --
he talked only to the Runewardens. He told them
that if they wanted to find out more about the
Urthon Aedar, they should speak to a man named
Dharrim Boch, who worked with a group called
the Weavers of Fate.
After
the meeting, Serai went to his home, where he
had taken the children
he had rescued from the chaos temple. These
were the children of the city who bore runes.
One was even the nephew of noted crime lord
Menon
Balacazar. Serai decided, much to the surprise
(and unease) of his companions, that the children
would all stay with him for safekeeping.
The
group eventually found Dharrim Boch at the headquarters
of the Fateweavers in the Rivergate District.
Dharrim was a human wearing the strange baroque
armor of the Urthon Aedar. He told them that
he got the armor when he came upon and helped
a dying Urthon Aedar named Nim Saravor. He explained
that the Urthon Aedar were, in fact, elder elves,
long thought gone from the earth. They could
to see into the future, he told them, and so
the judgments and reprisals they made on others
-- which could be perceived as unfounded vigilantism
at best -- were in fact based on acts that the
Urthon Aedar knew the person would commit.
The
only way to reach them was via the Entropy Sphere,
a magical construct created by Eslathagos Malkith
himself, now housed within the Spire. The sphere
was a huge whirling ball of pure chaos called
into being by six magical gates called the Gates
of Delirium. They drew power from otherworldly
realms placed equidistant apart. (A half- demon
lich named Sokalahn
used a spell long ago to destroy one of
the gates, making the sphere unstable now. The
backlash of the resulting energy blast allowed
him to breach the legendary Banewarrens.)
To
reach the Entropy Sphere, the group learned
they must enter Goth Gulgamel, a horrible place
they had
visited before. At least they knew how to
get inside the fortress: through the gate in
the temple of the Watcher of the Skies, once
run by Helmut Itlestein. Unfortunately, when
Serai, Aliya, and Shurrin went to make sure
it still functioned, they found it gone -- officials
from the Church had dismantled the gateway and
taken the pieces away.
A
little investigation revealed that the gate
was now stored within the Holy Palace. Meanwhile,
the group heard the news that the Holy Emperor
had led an army from far-off Tarsis against
the retreating barbarian horde. There was great
bloodshed in the clash. Almost immediately the
Commissar decreed that Holy Emperor Rhehoboth
as not acting in the best interests of the Empire
and forbade Rhehoboth from re-entering Ptolus.
When
the group arrived at the Holy Palace, they found
it under siege (again),
this time by Lord Khatru under the authority
of the Commissar. Everyone inside was to be
arrested. Now how are they going to get
the gate?
Next:
Goth Gulgamel and the Dreaming City
Back
to Ptolus Archive Page
/ Back
to Monte's Home Page
|