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The New Realm

@kelmorvatsatiki / kelmorvatsatiki.tumblr.com

A fantasy world built by a norwegian!
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I’ve been gone a long time now. There are several reasons, but the main reason is why i am posting now. I have been writing music for my games, and now want to expand that possibility. If anyone is interested in muic to their tabletop game, art session or anything that might require this kind of music her you can find it. I really hope some of you are interested in this type of thing. Please support me if you could find this interesting!

I will be posting more often now, with som insight to the world i am making. 

I also have a World Anvil-site. For now most of it is written in norwegian, but I am slowly converting it to english. Check it out. https://www.worldanvil.com/w/azaar-kelmorvatsatiki

The streets of Alfatri

Source: patreon.com
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Ori Skarin, daughter of Kia Skarin, daughter of Jali Skarin, daughter of Forida Skarin, daughter of Klen Skarin, daughter of Dorana Skarin. Sister to Preter, Loni, Farakta and Melan Skarin. She is is the youngest sibling of the five brothers and sisters and fifth in line for the title of clan leader after her mother and from the westernmost jor’dnaga city of Foshgaran. 

She stands 132 cm tall, has an olive skin, black hair and blue eyes and is 32 years old. She is concidered fair, honorable, intelligent and beautiful, but with a wry sense of humor. From a very early age she showed prowess in both physical and mental exercises. She was a fast learner even though she often preferred to play and explore rather than to sit down and learn. She, as every other jor’dnaga, entered the military at the age of 14 for her compulsary two years of combat and discipline training. Once again she found herself a natural in hand to hand combat, even though she easily got bored of tedious shield wall training prefering to leap into the fray with two small but sharp and lethal axes. Her brother, Preter Skarin, also had extreme talent in combat and became an officer in the army shortly after his training years. Everyone expected Ori to do the same and follow in her brothers footsteps towards becoming a specialist solider and hopefully an officer. Ori expected that as well and after her two compulsary years she contiued with another six years of rigorous training. 

At the age of twenty, though, she did the unexpected: At her final graduation she handed over her sharith kh’olach (legion badge), said goodbye to her familiy and chose to live on the road. Though shocked, her familiy accepted her descicion and let her into the world to explore, thinking that she would eventually return to her kin and city. 

For 12 years she travelled with her closest friend, the bruđ Greka, through Alfatra and lending her skills as a mercenary to pay for her living expences and to have the opportunity to see the world. One day she intercepted a messenger going south and shared both campfire and ale to the tired jor’dnaga. From him she learned that som random humans and taitvog had gained her clan name. Perplexed she traveled to Norn Graz where she learned the reason why they were granted her name. Desciding to get to know her new family members she took on a job from Thondar Jernhov in Norn Graz under the condition that the party would be her escort, at least for a while.

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The winter was nearly over by the time the northern gate of karak Norn Graz appeared in the distance. Boram and Bosse led the party safely through the mountains, but slowly so to stock up on food, water and to avoid hostile encounters. By the time they reached the outer karinn (outpost) Katla had decided to go her own way. Realising that she was a burden in these dangerous mountains she left during the night leaving only a note explaining that she would find her own way. 

The mood was not great upon reentering Norn Graz upper levels. Shant escorted Jetna to Steinens minne (memory of the stone), the jor’dnaga archives and religious center. When leaving the party, Jetna acknowledged that she might not see the party or be able to reward them after the priests and scribes had done theirs and so bestowed a gift to everyone in the party.  

This gift was unique. It was seemingly a small stone with a runic symbol on it. Jetna explained that since she was the oldest of her clan, and probably the last, she could grant others her family crest and offer them a place in her family. Being no jor’dnaga in the party they didn’t fully understand what that meant but later on learned the significance of this. The scribes in Steinens minne told the party that this was an outdated, and no longer used tradition, but still valid. The process of gaining a clan name was concidered the same as being born a jor’dnaga in a clan. You would get the same rights and duties as every other jor’dnaga an should uphold the laws, customs and honor of your clan and of the jor’dnaga. This was a big deal for every jor’dnaga and therefore the procedure of be given a name had become much more complicated, needing both acceptance from at least one clan leader, a significant honorable reputation and permission from the king among other factors. 

The laws were clear about this old practice and the scribes wrote the party in under the name of Skarin. This was done unceremonially the old law was requested removed or rewritten so no non-jor’dnaga could ever do that again. 

For two weeks the party rested and grieved for the loss of Katla, Cohen and the rest of the fallen jor’dnaga. The first day of spring came and Thondar Jernhov summoned the party once more. Arriving at his office Thondar explained to the party that several dar’gafl driving vetter southward had been observed in Vettefjellene and Norn Graz needed to send a message to the capital Dûr Galag requesting extra soliders. This was such an important message that Thondar needed to be sure it reached the king. Both rider and bird was also used, but Thondar wanted a known experienced warrior to carry a message as well, with an escort. The party was to be the escort and the warrior was already in the city just waiting to leave!  

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Once again outside the ancient karak the mountains was covered in a thick layer of snow, covering the roads to and from the city. The expedition, now reduced to the party, Shant and a few bruđ, they chose to take the most direct route south back to Norn Graz. Stumbling through the snow they quickly realized that their progression south was far too slow. There were not enough supplies to sustain them. The morale in the group was low due to the earlier fight and it took several days of cold, wet and tiresome walking before Boram took control. 

Being trained by an entire cult of druids, Boram knew how to survive in the wilds and chose to risk his own safety and health to sustain his friends. Leading the party along the frozen rivers originating from the enormous glacier Vol Iashkin looming behind Fallan vanishing further behind the party each day of walking. Boram and Bosse walked twice as much as the rest of the party while hunting, digging and foraging for food for every person and animal, especially since Katla had to rest every few hours due to her condition. 

This made the the journey south at all possible, but not without complications. Vettefjellene has gotten its name from the sheer number of vetter that lives in the caves and canyons throughout the mountains. Boram had to work fast and hard to avoid confrontation and led the party to Talish vol Sođna, the northern ice lake. 

The lake was frozen and could easily carry the weight of the entire party, even considering the size of the lake. While crossing the ice, only hearing the long, deep groaning of shifting ice, the party observed several vetter stalking along the banks of the lake by night. Being in open terrain, the party suspected trouble, but none of the creatures ventured onto the ice. Sudden realization that the lake probably wasn’t safe, Boram urged the party on through the night. The sudden noise of hurrying feet on the ice surface didn’t go unnoticed. 

A famished creature hibernating beneath the ice was awoken and moved into position to attack. The partys pack animals, the bruđ, became frightened out of their minds and ran for shore. Quick to respond, Boram urged the party on and let their animals and their loot become bait for this unknown underwater giant. The breaking ice and a huge splash was all that was seen before the bruđ was gone and the party reached the shore. 

Defeated, cold and tired the party was pushed on and during the next few weeks Boram and Bosse held the party further and closer to the doors to safety.

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The fighting was hard and bloody. The monster was one step ahead all the time. Dodging in and out of the darkness and shooting arrows beyond the partys range severely hindered any planned resistance. More jor’dnaga was hurt and the party couldn’t do anything to stop it until Mesin’ha deviced a plan to engage the monster. He and Roxanne, with the aid of magic, managed to sneak out of the entrance hall and started sneaking around the dar’gafl. Katla stayed and drew it’s fire, distracting it from the threat. 

On cue Roxanne released her final burst of magical fire while Mesin’ha went in to hamstring the creature. On the other side the rest of the expedition rushed in to flank it. Even so the fight was even. Swinging its massive sword it badly wounded most of the party. In its death throes it swung wildly and had hit Bosse in the neck if Katla hadn’t stepped in and taken the blow. Katla got a lethal wound that would eventually kill her. The party brought her back to the camp and let her rest. 

Frustrated and unable to help or do anything to help her dying childhood friend Roxanne decided to go away from the party. Boram joined in to protect her. Wandering closer to the common hall, cursing herself, she heard sounds from the far sout-eastern tower. It sounded like sobbing. Thinking it might be a prisoner the two went to investigate. In the top room they found a young jor’dnaga woman, or looked young at least, chained to the wall. She was clearly an undead, having large wounds that didn’t bleed and old caked blood around her mouth. Boram went for his weapon, but the woman pleaded for them to hear her out. 

Her name was, a long time ago, Jetna Skarisdottir. She was imprisoned by the runesmith in Fallan her being the object of his obsession. The smith loved her and vowed to make her his, even though both Jetna and her familiy said firmly no. Driven to madness by unfulfilled love he seeked other options. This led him to the dar’gafl. There he made a deal. The dar’gafl could have karak Fallan, and he would make every slain jor’dnaga there into an undead servant of the dar’gafl if he himself and his love was made immortal. The dar’gafl agreed and gave him the means to turn both himself and his beloved into undead. Only days later he opened the way into the karak, kidnapped Jetna and performed the foul ritual. The jor’dnaga was slaughtered and driven south of Vettefjellene. The smith, called Toshnad Smed, stayed behind, locking Jetna up so she would forever be his and began raising jor’dnaga and other creatures he coud kill near Fallan. 

Both Roxanne and Boram had their doubts, but believed Jetna. They also described what had happened to the party, and Katla. Jetna proposed to help them keep Katla alive if the party helped her safely south to the nearest jor’dnaga civilization. Knowing that this meant making Katla undead Roxanne and Boram agreed. What they didn’t do was explain what Jetna would do to Katla, and when Katla rose unable to feel neither pain nor pleasure they had a row.

This split the party in fragments. Katla decided she would leave as soon as they got down from the mountains to find a cure and Mesin’ha refused to stay with people that held life so cheaply, so he would leave as soon as he could. Roxanne and Boram regretted their desicion for a long time after this fight, breaking bonds between friends. Even so, everyone agreed that they needed to work together to leave at all. 

The party took of once more to search for the way out, finding it on the top floor. The mechanism for the door lay in a room where the walls had caved in, opening it up for exposure of the storm and snow. While they outwaited the storm the gathered every valuable item they could find. Jewelery, art, tablets and old weapons were all gathered and loaded on their pack animals. Then, when the storm stopped, they started the long hike home. 

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The entrance hall in the karak, only lit by the expeditions torch light, showed a massive domed ceiling and a ribbed vault supported by six ornamented pillars almost 13 meters, over 40 feet, tall. From the entrance only one other exit was visible. A staircase, broad enough for almost 20 people to ascend shoulder to shoulder, led up into a dark corridor with ornamented tiles in many shapes and colors, now faded. 

The karak ground floor was mainly divided into three parts. The northern part housed the armoury, smelters and access to the deep mines beneath Fallan. The southern part was dedicated to food and water. Cultivating food underground is not easy, but jor’dnaga has created a strain of wheat that needs no sunlight in case of sieges. Deep wheat don’t taste good, and do not contain enough nourishment to sustain people for longer than a few months, but is good at keeping the hunger at bay. 

The last part of the ground floor was the central eastern part. This was the central hall in the karak. Easily defendable with four towers built into the stone walls in each corner of the hall, a gathering place for all that shelters within the karak and the last defense for non-combatants. This hall led down through sealable corridors to the mines, to the sleeping halls for all refugees and soliders, to the control center for the karak doors, the memory of the Stone and officer apartments on the top floor and lastly to the smithy and quarters of Fallans runesmith.

While the rest of the expedition set up camp and a basic defense the party went out to explore the karak. Moving down the dark corridors the only sound were from the echo of their own feet. Everthing was silent and derelict until they entered the central hall. Littered throughout this hall was jor’dnaga skeletons, all killed violently. Stepping out on the central dias, from where all further routes began, sounds began pouring from the towers. Out from the darkness and into the torchlight skeletal jor’dnagas clawed, knuckled and ran towards the party. 

Even though they were surprised, the party managed to destroy the massing undead by the entrance to the runesmiths quarters. While some tended to their wounds others tried to find out why there were undead in karak Fallan. The only sign was that the fallen bones had the name Jetna written repeatedly on every bone. Mesin’ha also found a secret door in the smithy. On the other side there was a room in the eight point star of the Stone and a runic circle covering the floor. On the walls, carved in, the name Jetna covered every inch. 

Then the screaming started. 

The screaming came from the camp by the main doors and echoed throughout the entire karak. Running the party entered the camp to find that several of the jor’dnaga soliders were dead or dying with long shafted dark arrows sticking out of their bodies. The party immediately spread out to find the culprit. Bosse was the first to go back up the stairs only to see to red eyes reflecting light in the darkness and then being hit by three arrows, punching through his armour. Rivera ran up to help only to be targeted by yet more arrows. Katla covered Roxanne and Hydar in the stairs to draw fire and try to find the enemy while Boram rushed up to help their fallen friends, just in time. Raining fire and spells into the corridor the party saw the outline of a humanoid creature vanishing into the darkness, grinning. 

This creature was a dar’gafl. A terrifying monster that revels in torture and fear. It hunts down his prey relentlessly and kills it as slowly as it can. Sometimes driving the prey to suicide. Not much is known about these monsters other than a few of their physical and magical abilities. They are more than 2 meters, 7 feet, tall and strong enough to lift half a ton of stone over their head and throwing it 15 meters, 50 feet, with accuracy. They see as good in absolute darkness as normal people see in daylight and can produce magical darkness at will. Armed with powerful bows and crude swords they can lay waste to entire platoons of jor’dnaga warriors singlehandedly. 

This was hunting the party!  

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The city of Fallan was layed out in a large circle with the doors to the karak itself at the far perimiter and into the mountainside. Snow had begun to fall and Boram was beginning to fear a storm was coming. Time and weather had reduced most of the city to ruins and only the aqueducts and foundations of the buildings was still standing. 

The doors to the karak, looming and only slightly hinting at the flamboyant artistry of the jor’dnaga, was shut. Two whole days went into finding a way in, without success. During the second night the expedition was attacked. A guards call was the only warning they had before vetter surged into the old streets. Nimble svartvetter, huge gråbeist and ferocious nattvetter systematically went for the sleeping and unaware. 

Vetter is a family of creatures found throughout Alfatra and the neighbouring countries and are concidered extremely dangerous, usually attacking livestock, but targets people if the numbers are in their favor. Svartvette is the smallest type of vette you find in the mountains and also the most numerous. They are named for their thick, oily black fur and stand about 1 meter or 3-4 feet tall. With yellow eyes, teeth too large for their own mouths and a deep furrowed brow they almost resemble rabid dogs without the muzzle. All vetter are bipedal, but like apes moves on all fours when they run. Vetter is also known disease carriers and, while mostly unharmed by their own disease, spread a rage inducing fever that eventually kills if not treated. 

Gråbeist is the largest species of vette. A full grown male is easily 2,5-3 meter, or 8-10 feet, tall. Their muscular bodies and trunklike limbs are covered with a thick matt of gray, white and black hairs protecting them both from the cold and from attacks. The males often compete for the ranking of the strongest and thus keeps their own number a lot lower than svartvetter. Even so, they aren’t few and they keep on growing and adding muscle their entire lives until they’re either killed or their skin is stretched to the limit and burst. 

Both svartvetter and gråbeist are terrible opponents, they are not much more than above average intelligent animals. Nattvetter on the other hand are cunning and vicious. They are far more intelligent than their lesser cousins and know how to force them to obey making nattvetter the natural leaders of nests of vetter. They are almost as strong as young gråbeist, but far faster and are known to plan simple tactics that usually involves attacks during the night or diversions where their lesser siblings attacks from one side and nattvetter from the other. The only time nattvetter attacks other nattvetter is when resources is to scarce to sustain them. Else they hunt together and are able to plan together like wolves or even bandits. Standing about 2 meters tall, around 7 feet, they are not as looming as gråbeist, but their night black fur blends well with the darkness and when this gaunt and long limbed creature appears suddenly from where one thought there was nothing, they are terrifying. 

The expedition fought hard, but was slowly pushed towards the karak doors. Then the storm hit. 

Jor’dnaga culture and artistry often use natural structures and fenomenons in their work. Both to capture beauty and to help everyday life. Fallan was, when it was populated, often plagued by sudden blizzards and made a contraption to help protect the citizen of the city. This contraption sings and make beautiful music in a light breeze, but becomes an alarm when the wind gets too harsh. Then the karak doors would open for a short period and let the citizen in to shelter themselves. 

That is what happend in this storm as well. First there was a sound like small woodwind instruments, unheard in the heat of battle, then larger horns and brass joined in and increaced in strength until it was a loud chord sounding throughout the city and nearby mountains. The karak doors opened slightly and the expedition took shelter and fought off vetter until the creatures ran for cover and the karak doors shut!

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Following the trail the expedition found two men defending themselves from a troll assault. One human and one silf. The party couldn’t leave them to certain death and intervened. After a heavy fight the last troll went down. 

The silfs name was Hydar, an alchemist, and was in the mountains to search for ingredients only found this far north. His companions name was Rivera. A bard from the noble families of Alfatri. He accompanied Hydar in the hope that he could base a new epic on his adventures. Unfortunately, neither had accomplished their goal due to the dangers of the mountains. 

After seeing the prowess of the expedition the two men offered their services in exchange for the protection such a large group could offer. The journey then went further north and west to Linneberch. After some days searching the area the expedition uncovered parts of a road leading north. 

Navigating through and between the cliffs and gorges the expedition followed the road. After about a week the passed over a summit and saw a large fjord and a ruined city sprawling around the water and into the mountainsides. Everything was quiet and some light snow was begining to fall, signaling the coming end of fall. The city, unknown to the expedition, was empty. No one had lived there in decades, centuries even. The wildlife and ocean had reclaimed most of it already. 

Searching the city an underground complex was discovered. A huge room sprawled under the city center and had the same layout as Steinens minne, “Memory of the Stone”, the jor’dnaga archives and the place of worship. To stories high and both floors a perfect square. The top floor is placed askew so that from above the room forms a perfect symmetrical eight-point star. The only thing left intact in the old Memory was a dias with a large gem encrusted skull of a frost serpent. Creatures living deep in the everlasting glaciers of Vettefjellene and hunted down to the brink of extinction for their glands. The concoction produced in these glands was, and is, the sole important ingredient in the making of cold forged iron, the only known efficient weapon against creatures of the underworld.

The glands of this particular serpent was already far gone, but the skull was the only thing of value the expedition had found in the city and thus brought it with them. While the jor’dnaga engineers built a contraption large enough to lift the skull out the party searched on. In an other part of the underground complex they found a local map showing that this city was not the fabeled Fallan, but actually just Fallans closest harbour. Karak Fallan lay further west, at the very edge of Vol Iashkin, Istaket (The ice roof). Vol Iashkin was an enormous glacier resting atop the highest peaks in the area and leaning onto Ûngal hiđ moran, Evighetsspydet (The spear of eternity), the highest peak for miles. 

Packing up, the expedition left and followed the route suggested on the local map towards karak Fallan.

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Thanks to @mydnd for reblogging my story and inspiring me to continue with the next part in our story. Check out his site!

The Voyage to karak Fallan 

Thondar Jernhov contacted the party shortly after events had calmed down in Trauge and Norn Graz. He was funding an expedition north into “Vettefjellene” to find the lost karak Fallan. In this endeavour he needed able bodied people to protect and help the rest of the expedition. So they set out, the party, 20 jor’dnaga including their leader, Shant, and with a few jor’dnaga pack animals called bruđ. Bruđ (pronounced brooth) are large woolly creatures with cloven feet, well suited to rough terrain and climbing, and huge ram-like horns. To a person unfamiliar of jor’dnaga livestock they look like a cross between a small elephant, an ox and a mountain goat. 

The expeditions lead was some sightings by jor’dnaga scouts by a known sleeping volcano called Linneberch, or Ormefjell (Serpent’s mountain) in the alfatran tounge. The scouts reports told of an old jor’dnaga road bound north and east and other sightings that suggested it was the road to karak Fallan. To reach there the expedition took the northern route from Norn Graz towards the nothernmost outpost karinn Bruđ. 

The first part of their voyage went smoothly and was only interrupted by sightings of small bands of vetter, too small to attack a well defended caravan like this. Several days north of karinn Bruđ things took a brutal turn. The expedition stumbled unknowingly into tvog territory. After several nightly attacks on the expedition the party embarked to quell the attacks. The party attacked the tvog camp by day and had the upper hand a while. What they had not prepared themselves for was the sheer number of enemies hidden in the mountain crags and crevices. Cohen was unprepared for the onslaught and fell to an arrow in the back before Mesin’ha tried another way. Mesin’ha walked into the camp, hands in the air, and offered to cease the killing and let each side have their champion fight for their side. The silf, already known for his guile and silver tounge, lured out the tvog cheiftan and called upon Katla to be their challenger. 

Brute strength might be the winning factor in tvog tribal society, but is not efficient against an Alfatran tactical genious with jor’dnaga defensive training. The cheiftan fell to Katlas sword and shield and thus forcing the rest of the tvog into obediance. The tvog left the expedition alone, for now, and after a funeral in Cohens honor the expedition continued onwards, already with several casualties.

Futher north the expedition picked up trail. Two trails in fact. One trail bore the tell tales of human shaped boots, and the other, following the bootclad trail, was two trolls. 

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The employer of the soliders was after Tamil. The soliders were supposed to take Tamil and deliver him in a hidden box somewhere in the city. Roxanne suggested that she could take Tamils place in the box, since she can alter her appearance with magic to look like Tamil, while the rest of the party could watch and follow the ones that would pick her up. What the party didn’t think of was that no one would pick up the drop of. The box had a false bottom and its content could be collected from underneath. Roxanne was quickly apprehended by some thugs under the box and taken to her capturer. The rest of the party slowly figured that something was amiss and after a check up found that Roxanne was taken.

They followed the underground corridors to an abanoded area in Trauges merchant district. Roxanne was in one of the buildings there and was being tortured for answers. Before any real harm could come to her the building was assaulted by her friends. The leader threatened to kill her if any partymember attacked him. Roxanne was helplessly bound and her magic restricted. The party was about to give in when Mesin’ha saw a small window to act. He lunged foreward and pushed Roxannes capturer back enough for her to flee. After that the criminals harshly prevented from doing anything else, ever. 

The criminals had a link to Caution as well and learned where he lived. Because the party had not enough hard evidence to take down the head of this cartell they decided that Mesin’ha should go and have a look. 

During this nightly raid Mesin’ha was discovered by Caution himself who, surprisingly, let Mesin’ha go after a short conversation. Caution was very insistent on that he had no direct part in the assassination of jarl Endorin Garmèl. He had hired a small band of jor’dnaga to work as a decoy for another interested party and planned to kill them after, but didn’t know what his contracts plot was. He seemed rather annoyed that because he had been fooled and framed by his contract and wanted to help the party find the culprit of the assassination. He didn’t recognize his employer, but said that they were somhow connected to Trauges nobility.

This led the party to the nobel quarter, and the inn “Blå krone” (the blue crown). Here Katla and Mesin’ha, with their knowledge about nobility and their ways, posed as nobility and made friends among other nobels. Most of the nobel families seemed to have some kind of a grudge toward other houses. Especially the Garmèl and Kastan families. The odd one out was a small, but ambitious, house. This was Kahtan, with Nettin Kahtan as their head. He welcomed the newcomers with open arms in to his own house  and slowly got to know the party as themselves and not their disguises.

The entire nobility in Trauge was invited a few days later to a grand ball where Andorin was to be coronated as the new jarl. Here the feast was infiltrated by more assassins. They were first suspected as jor’dnaga, but Katla stalled the newly appointed jarl to stay his hand towards Tragues jor’dnaga population until the culprits could be found. And they were. The assassins proved to be silfs, much to Andorins surprise. The party was then asked to go to the great jor’dnaga city of Norn Graz to warn, and help them if needed be, about the silf threat. Then Andorin left for Cor Talgin again, leaving the city in his mothers, Titania Garmèl, and her close silf advisors, Solos Te’thatra, hands. The Te’thatra name was very troubling for Mesin’ha. It was an old royal silf name that had been wiped out long ago. The name was obviously a fake one.

The jor’dnaga in Norn Graz is a proud and strict people. Their society thrives because of their firm belief in familiy, order, “the stone” and military might. Norn Graz has a small area near its entrance where outsiders can manage their affairs and the rest of the city is mostly clan houses. Each clan practices different crafts and arts, but each clan takes particular pride in specializing in one craft. The city has and intricate design with water from the mountains of Goldah and Kohn streaming through the city and on top of the walls to irrigate small fields, fill the reservoires and help power the city defenses. 

The party met with the head of Norn Graz most powerful clan: Thondar Jernhov (Iron hoof). He welcomed the extra help since they recently had a failed assassination attempt happen in their own clan house, even though he was very sceptical of outsiders and other races. The partys investigation led them to the grand arena where they unearthed a conspiracy to sabotage several important locations in Norn Graz by Hakano Goldah. A captured Hakano Goldah sympathiser named Varin told the party about the structure of the cartel and that they had been contacted by four silfs. The silfs had planned the sabotages and bought Hakano Goldah to do their dirty work. Varin also spilled the name of the other leaders of Hakano Goldah, including the top seat, Branka. 

With this new information the party slowly tracked down where the silf could access the city and sealed it. Then they tracked down the hideout of Hakano Goldah. Mesin’ha was sent in as an inflitrator, but due to poor communication and a handful of bad luck the mission ended in the party defending themselves against, and killing, a large group of jor’dnaga criminals, including one of their leaders. This hindered the party from ever gaining trust from Hakano Goldah. Seeing that he liked the jor’dnaga governments handling of criminals and unwanted, by executing them, Cohen also told Thondar where the cartel hideout was and thus gave the jor’dnaga leaders enough information to cleanse the city of Hakano Goldah members and other unwanted. Several other partymembers strongly disagreed to this, but could do nothing to stop it.

Because of the famine in the lowlands there had been brewing some unrest in Trauge and surrounding towns. This escelated to a full fledged rebellion during the time when the party was in Norn Graz. The jor’dnaga inhabitants of Trague was forcefully evicted of the city and the city nobels and guards was taken and held under close guard. The party tracked down the rebellion leader after freeing the guards and nobels, effectively ending the rebellion, and interrogated him. While they talked to him an unknown silf attacked them and tried to murder the rebel leader to stop him from talking. He was fortunatly saved and explained that Solos Te’thatra had made him lead the rebellion. 

Framing Titanias most trusted advisor with no hard evidence proved to be difficult and so, in an elaborate plan involving Roxanne stalling Solos, Mesin’ha sneaking into Solos’ living quarters, Katla keeping Titania busy and the rest keeping a tight watch of the jarl mansion, they managed to find evidence of Solos being the high priestess of a silf cult to an ancient god of revenge. With this they confronted Solos which then unleached Solos’ long prepared magic. The Garmèl guards turned on Titania and the party and they barely got away. At Nettins estate they regrouped and laid plans to attack Solos. After a long hard battle in the jarl mansion the party emerged victorious and the hidden silf threat ended for now. 

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