Category Archives: Journal Entries

Tarsius’ Journal, 7 Arodus-11 Rova

7 Arodus
Breachill
6:00am

We rose to a spectacular sunrise. Or at least it seemed so; I’ve never owned a castle before so I imagine every day will be a little brighter than before.  Er, castle, citadel, whatever.  That big stone house at the end of the road.  Hey Grandpa, my new address is:

Tarsius Falco
Only Castle Nearby
Breachill

Well, 1/7th of a castle but still.  Several of the others in the group are still going on about the stained legacy of the Hellknights and want to completely rename it.  I don’t care much I guess, but renaming a castle seems like a big deal.  I imagine we’ll take some time to discuss some names. Almost like naming a baby!  It’ll probably take weeks to hammer out a proper name.

7 Arodus
Breachill
6:40am

Maybe not weeks.  I guess it was important to them.  We are called the Seven Card Consortium and for now we own the Seven Card Consortium Citadel.   Sounds so, I don’t know, so corporate.  Since Gath will be doing arrows and myself magical armor, maybe call it the Gathtar Citadel, home of Gathtar Enterprises and a wholly owned property of the Seven Card Consortium?  I don’t know, I guess I’m not that invested in names.  I’m lucky to have memorized six new ones in less than a month :)

7 Arodus
Breachill
5:00pm

Being the co-owner of a castle is expensive!  I had no idea.  How much upkeep can something made out of stone need?  Stone lasts for hundreds if not thousands of years just fine, with nary more than an occasional dusting and cobwebbing, right?  Sigh.

We’re apparently talking dozens of gold pieces to hire skilled and unskilled people to clean things up and completely replace or refurbish other things.  And that’s even with we ourselves doing a lot of the unskilled cleaning.  Aemi’s taking on the role of project manager and although she complains bitterly that she’s out of her element, she also wouldn’t let even Warbal take over.

I will say, those Bumblebrashers did jump right in and help out.  And Warbal agreed to be the equivalent of our seneschal for 2.5gp/day, but that is gold pieces. To her credit, that’s about half the going rate, but we’re also paying for most of the labor and all the materials for the renovation.

I wonder if the town will try to tax us?

17 Arodus
Breachill

Well, we are ready to welcome the cleaning and repair crews in force, which means we need to deal with the wandering undead.  Can’t have them killing, possessing, or even scaring the help, you know.  I did read up on undead as part of my studies, but if the last two months have taught me anything, it’s that there’s a big difference between reading about something, and actually doing it.

I even went and had a conversation with Voz, which I at least could say was more unpleasant for her than for me.  I just kept asking innocent bright eyed questions (“Since you disturbed the undead, do you know how to make them go away?  Any help will probably count in your favor at the trial.”)  I got the impression she probably did know what to do but she wasn’t doing nothing out of the goodness (?) of her heart.

She never discovered, I think, that we were part of the crew that inventoried her shop.  We found some interesting accounting entries which suggest we have more digging to do regarding who was backing her.  Because it does appear this all was not just idle curiosity and research on her part.

My review of the topic suggested there probably was an object or a sigil somewhere that was still active.  And sure enough, after affixing my hall pass to my armor, I was able to find a glowing sigil on the wall.  But I couldn’t figure out how to deactivate it.  Gath had the idea of treating it like a trap (which, really, it was) and he and Liberté were able to deactivate it.  The skeletons and most thankfully the wights fell to the ground. We’ll respectfully rebury them somewhere else outside the basement.  Problem solved.

Well, sort of.  We still had flying Hellknight helms in the ossuary.  We thought we might just catch them in bags and take them away.  Hah.  First one we tried that on dodged and then all of them were hostile.  They were surprisingly difficult to put down, but eventually we did.

9 Rova
Breachill
6:00am

The days are again brighter and sunnier.  Consortium Castle is cleaned up and repaired. All of the entrances now have non-lethal wards to alert us of visitors from the outside … or the inside.  I won’t go into details since it seems to me like that sort of information should not be written down anywhere.

I think we can call this home now.  We’ve decided to create an eighth share of whatever loot we collect which will go to citadel upkeep (or expansion, in the long run.)  Owning a castle isn’t for the faint of heart.

But it is also time to bring the council in on more of what we have discovered so far.  Several people, most vehemently Qantrip, did not trust giving the whole council the full story.  There was a lively discussion before deciding to bring just the councillor Greta Gardania up to date.

It was well we did. Voz, before being transferred out of town, had sown some seeds of distrust by “revealing” some half truths to Greta. Our coming forward to reveal that information instead of being confronted with it helped put Greta at ease.

The castle repaired, our party fully healed, and the council now informed, we were all set to try to use the gate in our basement.  After a good night’s sleep.

10 Rova
Breachill
9:00am

Ok, that certainly could have gone better.

We were able to activate the Huntersgate gate, but upon passing through, we were confronted with a dark, uncomfortably warm tube of rock.  Renali had time to confirm that this was not here last time when a dragon appeared at the far end of the tube and unleashed a blast of fire upon us.  Most of us took some fire damage, and unfortunately the charau-ka with us died from it.

The rest of us retreated back to our citadel to heal and ponder, heal and ponder.

Upon reflection, Gath believed this might have been another magical trap like the sigil was in the tombs.  With sufficient time, he might be able to disarm it.  I can obtain some resist fire spells tomorrow to extend their time under fire (heh) if needed.

11 Rova
Breachill
9:00am

I cast resist fire on Aemi, Qantrip, and Gath, and they gated into the tube again.  A minute later, they poked their slightly smoking heads out to announce it was successful.  We’re all going to the other side now.

Aemi’s Journal, Arodus 24–Rova 3, 4719

Arodus 24, 4719

Citadel Altaerein

Night

I went back to the Pickled Ear yesterday to see Roxie. Not because I expected us to become friends overnight, but because I wanted to repair some of the damage we’d done.

Looking back, I think we put her in an impossible position. All she really did was mind her own business. And, at the time, there was nothing to find. The worst Voz was doing at that time was entering the ossuary of an abandoned citadel and speaking with the dead. Suspicious? Yes. Criminal? Not as far as I know.

While I wouldn’t go so far as to say that we scared Roxie when we confronted her, we certainly put her on edge. Tossing around the involvement of the Town Council didn’t help, and it surely didn’t do us any favors. As I said, we met with her afterwards and made sure she knew we weren’t throwing her to the wolves, but I didn’t feel like it was enough.

I wanted to reset our relationship with her and hopefully earn her trust.

Once we got the awkwardness out of the way, she and I started talking shop. The Pickled Ear is, as I’ve said before, the kind of tavern I try to avoid because it’s a little seedy and a lot rough. But Roxie doesn’t just like that reputation; she cultivates it. It’s a place for “regular folk,” as she puts it. The problem is, “rough” can get out of hand, and lately it’s been getting worse. People need to be able to go in with the reasonable expectation of not being stabbed.

Roxie sees this as a clientele problem. And, yeah, it’s a self-feeding cycle. The people who aren’t bothered by the atmosphere are the ones who make the atmosphere worse. She knows she needs to attract new clients, or at least bring back the ones who stopped coming. What she needed help with was getting her ideas past the idea stage.

“If people only come to fight, then we need to give them another reason to come,” I said.

“I was thinkin’ about a contest of some sort. Just don’t know how to make it happen.”

It was a brilliant idea, actually, and I latched on to it. 

“Why not host a darts tournament?” I said. I have yet to see a tavern that didn’t have dart boards. “Even people who’d never thrown one might be willing to try.”

From there, I got a little carried away. Qualifying rounds. Multiple divisions. Sponsorship for a prize worth competing for—not just prize money. Food specials. Music between rounds to keep spectators from wandering off. The Drake used to do this sort of thing.

Somewhere around my description of non-elimination tournament formats, I realized Roxie had stopped asking for advice and started assigning me responsibilities. I walked in expecting to repair a friendship, and walked out with a gig.

 

Offering music between rounds suddenly meant I needed musicians. Fortunately, I knew exactly where to start.

I’d been meaning to visit Shelyn’s Smile, the local artisan guild and temple to Shelyn, since I first arrived in Breachill, but too many things kept getting in the way. Being burned alive in the town hall. Getting nearly eaten by grauladons. Unlocking the secrets of ancient elf gates. You know, stuff like that.

I brought Iskaryn along. While Shelynites aren’t generally preoccupied with appearances, there are times when you need to make a good first impression. Iskaryn excels at first impressions. Aside from her striking coloration, we’ve been practicing our duets. She enjoys performing every bit as much as I do. 

And while Shelynites aren’t generally vain, they do appreciate beauty. Bringing Iskaryn into their temple almost felt like cheating.

It worked.

Tarindlara greeted us with all the poise I would expect from the head of an artisan guild and a prominent Shelynite. She was so immaculate that she made standing still look graceful. In Druma, I saw no shortage of people who mistook ostentation for class. Tarindlara wasn’t one of them.

She asked if Iskaryn and I would play something. We obliged. Then one piece became two, and by the end, people had stopped what they were doing to listen.

She invited us into the music hall, and the afternoon quickly turned into an exchange of songs. They wanted to hear the music I’d collected during my travels. In return, they taught me some of their own.

I also found the musicians I was looking for.

Arodus 31, 4719

Breachill

Afternoon

This tournament will be the end of me.

It starts in three days, and I still don’t have the first prize dart sets. They are beautiful, or would be if they existed, and wonderfully balanced according to people who know more about this than I do. Great. Crink swears to me that they will be ready tomorrow. Which sounds fantastic, except that’s what he said yesterday. And the day before. But don’t worry: they’ll really be done tomorrow. Apparently, when we set this up, I forgot to ask for the adverb service.

On top of that, I’m supposed to have a basket of preserves and smoked meats. But someone messed up the order, and two days ago, I got nothing but preserves. I pointed out the mistake. The next day? A basket of cured meats.

Fuck it. I combined them, and we now have two prize baskets with both. I somehow forgot to tell them they accidentally doubled the order.

We’re also short two dart boards, which is kind of important since it will take twice as long for this thing to run with only half the boards. They are supposed to arrive from Elidir…lessee…yesterday. So, sure, we’ll add that to the list.

On the upside, the notices have been posted. I’m fortunate to live in a town where most people are literate, so I didn’t have to hire someone from Shelyn’s Smile to decorate them with little pictures.

As for the—

 

I just realized I wrote that I live here.

Rova 3, 4719

Castle Altaerein

Night

All in all, the tournament went pretty well.

The start was admittedly rough. I announce I’ll be tallying scores and posting the pairings after each round, and there’s two guys just staring at me. So I ask, “What?” And I’m trying to keep my voice cool and level because I’ve been getting questions and weird looks all morning, as it seems like nobody is reading anything.

The first guy says, “Why not just rotate boards? Go counter-clockwise.” 

And I just stare at him because, um, yeah. Why not just go counter-clockwise?

Then the other guy interjects and says, “No! Use the Old Brewery format.” And I’m thinking, What in the Nine Hells is the ‘Old Brewery’ format?

But it’s obvious I am missing something here, because a bunch of people are nodding their heads enthusiastically, so I just say, “Explain it.”

“Four to a board. Everyone throws everyone. Board winners advance.”

The name apparently comes from this tavern a couple of miles west of town that does regular dart tournaments. And I look down at my sheets and realize, yeah, that is way better than what I was doing. And it occurs to me that these people have actually been in dart tournaments before and I haven’t, so of course they know this stuff.

“OK!” I say. “We’ll do the ‘Old Brewery’ format!” and a couple of people cheer and lots more look relieved, and I am just grateful no one is looking at me like I’m an idiot anymore.

And the format is pretty efficient, which is probably why that other tavern uses it. On top of that, it exposes a pair of sandbaggers right away. One woman in the “Apprentice” division and one man in “Journeyman” just dominate their matches, and lots of people notice they have suspiciously good form. And it’s really easy to spot with the matches arranged like they are. 

I hear, “Oh, they are one of those assholes” when the woman is in her third match. She’s just claiming she hasn’t played in years, but no one buys it. Someone commented that she’s trying to hide it but occasionally slipping up, throwing darts without really studying the board. Another sees her keeping score on her fingers while waiting. That settles it for the regulars, so she’s disqualified, and we go to the standby list.

The other guy is worse. He is recognized. Someone says, “Didn’t you win the Iswell last summer?” And, again, I’m thinking to myself, What in Magdh’s name is the ‘Iswell’? But I don’t need to know that, because four other people do, and Roxie’s bouncer has to get involved before a fight breaks out. He’s tossed, and again, we go to the standby list.

There are other bumps. People ask me the same five questions dozens of times. And the Masters division gets way more spectators than I’d planned on, and Roxie actually has to rearrange tables to fit everyone inside. In fact, everyone doesn’t fit inside. But that’s fine, because at least no one is punching anyone, which is kind of a first for the Pickled Ear when it’s even half this crowded. She shoves a table aside, and she and her bouncer overturn another to stack them on top of one another. I catch her eye, and she winks at me, showing a big grin as more people flood in to fill the space.

When it was all over, Roxie said she grossed about 50gp, though net was just shy of 15 after expenses. Many of those were one-time, though, and she figured she could get another 10, maybe more, next time. The real win was having a packed house with no fights, a few more people coming back, and maybe some opportunities for some live music.

Sitting in her office, she said, “Fair is fair,” and passed 3gp over to me. A pretty good sum for a few days’ work that was mostly organizing. “You seem to have a bigger dose of ‘street smarts’ than you look like you ought to”, she added with a bit of a lingering look.

I shrugged. “I spent plenty of time on them.”

“You sure don’t look it, but ain’t my business, I guess.”

I don’t know what to make of that. By the time I got back to the citadel, I’d mostly stopped trying.

The place is clean, and the outer walls are patched. Work has shifted to rebuilding the stairs down to the basement, and digging out the rubble. It’s starting to feel like a home. A big, spacious, drafty home with some complicated history, but home.

And I’m tired.

On the way back, I commented to Iskaryn, “We haven’t been arguing much lately.”

She flitted to a branch, looked at me, and said, “You haven’t asked me to.” Then she took off and disappeared into the woods.

I am too tired to figure out what that’s supposed to mean.

Aemi’s Journal, Arodus 22, 4719

Arodus 22, 4719

Breachill

Afternoon

I’ve spent a lot of time with Renali off and on over the past couple of weeks. She’s been helping me learn some Mwangi, which has been a good excuse for us to talk at length.

I’ve always had an ear for languages. I know the best time to learn is supposed to be when you’re young, but it’s never been difficult for me. Back in Macridi, I picked up Sylvan nearly just from exposure to it. In school, I learned Dwarven because The Five Kings the dwarven city-states were next door, and dwarves were everywhere. I learned Aklo so I could speak with Marcus when he has his episodes. Elven has been a project for a while, but given where we’re probably headed, I’ve been pushing on that too.

Anyway, she and I were having lunch in the Wizard’s Grace, just chatting about nothing, really, when she abruptly said, “You never talk about your family.”

I don’t have a lot of tells. Two years of a carefully constructed identity bludgeoned most of those out of me. But now that I’ve…started living as myself, direct questions like this have a way of throwing me off. I know she saw it.

“My family…wasn’t very good at being a family,” I said, not really sure where to go with this. I was not exactly comfortable telling the others about it, and Renali wasn’t even part of that circle. But…she deserved some truth. “That includes me, too. My father was not a responsible man. My mother was not particularly nurturing. And I was distant from both of them. None of us treated each other the way we deserved.

“Um. Mom makes that harder to say.”

I honestly don’t know if she loved me, or just loved having a daughter. I thought she loved me when I was young, but as I listened to people like Kyira and Tarsius talk about their families, I realized I just didn’t have a good frame of reference for what that meant. I was too young to understand what I was seeing in those days, but looking back, healthier examples were all around me. I think she had a plan for the life she wanted, and having a daughter was part of it. The trouble was, I turned out to have plans of my own.

“I think I understand what you mean,” Renali said. “Some parents have a hard time realizing we aren’t supposed to become smaller versions of themselves.” She was quiet for a moment before adding, “And some just shouldn’t have been parents.”

I won’t deny it. That second one hit hard. I could feel Iskaryn flinch through the bond, even as far away as she was.

I knew a little bit about Renali. She was born into an insular clan—those are her words, not mine—and as she grew up, this wanderlust took hold, and she started feeling less at home when she was at home. Her parents recognized her potential, but saw where she was headed and kept trying to nudge her back down the path they had planned for her.

It didn’t work.

She tried to play the part of the herbalist—really tried—but it only left her feeling empty inside. So very empty.

“I don’t know if it would help to share this, but…” She paused, thinking for a moment, then said, “One day, our village herbalist, Yoneria, the one whose role I was being trained to assume, saw my ennui. She sat me down to talk, and the truth just…poured out. I told her I didn’t want the training. I didn’t want the life of the village herbalist, no matter how important that role was.”

“How did she take it?” I asked.

“She was saddened. Disheartened. But not for the reasons I expected. She told me that I valued myself so little that I was willing to languish in unhappiness, just to avoid disappointing my family.”

“Nine Hells,” I said. “That…that had to hurt.”

“It did. But I knew it was true once she said it. And she knew I wouldn’t take the initiative, so she acted for me. She devised a plan for me that was truly for me. I would go into the wild, and after two years, I was to return and make my decision: the village, or the life of an explorer.

“I was terrified,” she laughed. “Both of how my parents would react to such a brazen plan, and of being alone in the wider world. But they agreed, to my surprise. They were willing to let me go. I just hadn’t stood up for myself enough for them to understand. I think they wanted me to be happy more than they wanted me to become the village herbalist. I just never gave them the chance to show it.

“As for the latter, it seems to be working out,” she said, gesturing around the room.

“You handled it with more grace than I did. When I pushed back…” I said, the sentence dying in the air between us.

For a long moment, neither of us spoke. Then Renali smiled faintly.

“At least you pushed back.”

Aemi’s Journal, Arodus 19–21, 4719

Arodus 19, 4719

Citadel Altaerein

Evening

I needed a break from organizing the repair work for the outer walls, so this afternoon, I stopped in at Cayden’s Keg. It had been a few days since I was last there, and I was missing the atmosphere.

When I first arrived in Breachill, it was where I spent most of my evenings because it’s the most comfortable for me and also fairly lively—almost bordering on bustling—which makes it a great place for music. It also didn’t hurt that it’s less expensive than the Wizard’s Grace, and less violent than the Pickled Ear.

At the slowest part of the day, the place is a mix of busy and subdued, and that’s what I was in the mood for. I just wanted to sit quietly at a two-top, have a drink or two, and watch and listen to people.

What I was not expecting was for Brynne to come out and sit down with me.

Cayden’s Keg doubles as a temple of Cayden Cailean, and Brynne is, for lack of a better term, the head priestess. It’s kind of a loose religion, mostly involving ale, and lots of it. I have visited several of his temples in the past couple of months, and they all look pretty much like this. Though Brynne’s is in better shape than most. Breachill even manages to make drinking earnest.

“I missed seeing you in here,” she said. Which was surprising, since I’d only been in town a few days before all this happened. I said as much.

“I could tell when I first saw you that you had some stories in you,” she said. “And I recognize a traveler when I see them.”

“I did walk here from Druma,” I said. “The long way.”

“Path of Commencement, along the rivers, then a right at Elidir. Am I close?”

I laughed and said, “Spot on. Though I stopped in Dustspawn and Saringallow.”

“Saringallow. That must have been an experience.”

“Almost as much fun as a bout of cholera.”

We traded stories for a while. Word had already spread about everything we’d been doing over the past couple of weeks. Without mentioning Alseta’s Ring, I told her about the Bloody Blades and chasing Voz. The latter’s arrest came as something of a relief to quite a lot of people, it seems. I guess Voz did not go out of her way to be liked. If anything, she did the opposite.

“You know, you should tell that here. Maybe tomorrow night. Only embellish it a little,” she suggested. “People are curious about the new stewards of the Citadel. Showing them you’re more fun than the last ones would go a long way.”

I smiled and said, “I would love to do that! Thank you. Though, hopefully, we don’t have to work to convince people we’re better neighbors than the Order. I am pretty sure they slot in somewhere along the cholera-Saringallow scale.”

“Not much convincing, no,” she said with a grin. “But as the Placard of Wisdom says: Good folk don’t need convincing. They just need meeting.

Arodus 20, 4719

Breachill

Afternoon

My first, and second, impressions of the Wizard’s Grace were that it was too expensive, and too full of itself.

I was wrong about the latter, and I’ve made peace with the former. I don’t know why I had the reaction I did.

Or maybe I do. I think it reminded me too much of the Drake. Obviously, the town is different, and the people are different, but it feels the same. The food, the music, the atmosphere, the way it respects its patrons, and, crucially, the people those things tend to attract. I know now that the Wizard’s Grace, like the Forest’s Drake in Macridi, is Breachill’s common room.

I spent so long trying not to think about what I had lost that when I found something like it again, my first instinct was to push it away.

I was there late morning, before it started getting busy, and was able to catch the owner, Trinil, alone.

“I owe you an apology,” I said.

She gave me a perplexed look. We’d probably not spoken more than a few words to one another.

“For what?” she asked.

“I judged your establishment before I understood it.”

This took her aback, but then she half-smiled and said. “That’s a rather formal apology.”

“I practiced.”

Her grandfather was an adventurer, and apparently a well-known one. This whole tradition the town has of people eating that famous boar stew before the Call for Heroes? It was her way of honoring his memory. “Before setting out on whatever road called to him, that’s what he would eat. He loved it.”

I’d unknowingly been mocking sentiment. It’s the sort of thing that makes me feel like a heel.

We got to talking. Like Brynne, she enjoys hearing adventuring stories, but for a very different reason. Brynne wants the excitement they bring to a room, stories that will enrapt a crowd of patrons, or create a sense of camaraderie. Trinil listens because every one of them reminds her of her grandfather, just a little bit.

Most of the town knows something about us. Trinil had heard I came from Druma, and had traveled here on foot. She asked what started me down this path.

Of course, that is an uncomfortable story, but I could give her a kernel of it.

During that time in the Palakar Forest, I was so busy grieving that I never stopped to wonder how I was still alive. Not because of the attack, but because I was alone, in a fey forest, with no food or water, just a few arrows, and a dagger. By all rights, I should have died there. The fey are not known for their restraint—or their sympathy—and many are openly hostile to intruders. Yet somehow I stumbled into that place, desperate, alone, and grieving, and walked out again three weeks later.

It changed me. Not just in the metaphorical sense. When I left, I could see in twilight as though it were the middle of the day. The Forest had marked me.

That was the story I told. Something terrible happened, and I was forced to enter the Palakar Forest alone, with nothing to my name, and it accepted me. Adopted me. Treated me like one of its own.

She didn’t say anything for a while. Somehow, that felt like the right response.

Arodus 21, 4719

Breachill

Night

The first time I entered Lamond’s Lament, it was because I had no choice.

When I left Kerse, I believed I could plan my way through starting over. I budgeted every coin, calculated what I could afford, and convinced myself that enough discipline would keep me afloat.

In Macridi, I thought it worked.

Once I reached Breachill, I was forced to confront the reality that my plan hadn’t carried me far at all. Over and over, I misread good fortune as accomplishment. Then, in a matter of hours, I was back where I’d started, only this time with even less.

The norns gave me a destination and enough money to start the journey. They did not spare me from arriving broke and hungry. And that’s how I found myself standing outside Lamond’s Lament, trying to convince myself to walk through the door.

I honestly didn’t think I belonged there. I didn’t feel like I deserved to be there, because I believed I was simply living with the consequences of my actions. But Iskaryn was insistent, and I was too exhausted to argue with her, so I went inside.

Renatta didn’t ask me why I was there. She didn’t ask me what happened. She asked me my name.

Today, I walked into Lamond’s Lament because I needed to understand why.

Renatta saw me come in, and she knew. She smiled at me, handed me an apron, and suggested that I start by shadowing the other volunteers. I watched as someone new came in, looking every bit as uncomfortable and embarrassed as I’d been only a few weeks before.  Renatta did for them exactly what she did for me. She asked them their name. She served them personally. She sat down with them, and she listened.

I went in expecting to stay for only a couple of hours. Instead, I stayed all day.

As we closed down in the evening, she said to me, “Some people come through those doors because life knocked them down. A poor harvest. An illness. A lost job. They just need a little help getting back on their feet. Others have been down so long they don’t remember what it feels like to stand.

“The important thing to understand is that it doesn’t matter why they come in. What matters is that they come in.”

I’ve been so cynical about this town, but I think I finally understand why Breachill is the way it is.

Aemi’s Journal, Arodus 8–13, 4719

Arodus 8, 4719

Breachill

Night

We offered Warbal the role of the citadel’s seneschal today, and it makes a great deal of sense.

We are already granting the Bumblebrashers the right to live in the part of the citadel they occupied before (my memory is hazy here, as I didn’t see these sorts of documents often, but I believe the legal term is a “perpetual servitude of occupation”…which sounds far less welcoming than “you can have your home back”). This means Warbal would not only run the day-to-day affairs of the fortress—once we have any, though “cleaning” will do for now—but also serve as the point of contact between the Bumblebrashers and the rest of us. She already fills that role as the tribe’s ambassador to Breachill, so making her our seneschal felt like a natural fit.

She enthusiastically accepted, and even refused the stipend for the first month as a gesture of gratitude for securing the tribe’s future. She also wasted no time in getting started, preparing a comprehensive cleaning schedule, with a level of organization that bordered on frightening.

More power to her. I am all too happy to have someone just tell me what needs to be done, and when.

The city also requested our help with inventorying Voz’s shop, which, in retrospect, was probably inevitable. We’re the ones who uncovered her schemes, and then unraveled them (at least in part). They wanted to know who she had been corresponding with, and how deeply those people were involved. Honestly, so did we. There was no way we were turning down the opportunity.

I had my own reason for wanting to help. Voz had a book on Breachill’s history, and she had written notes in the margins—most of them pejorative if not outright vitriolic—that contradicted the generally accepted narrative. She even went as far as calling its founder “that lying wizard”. Where had these suspicions come from? Someone had convinced her the official history was a lie. I wanted to know who.

On the city’s investigation, we didn’t come away empty-handed. Voz’s business records looked ordinary at first glance, but after spending years copying ledgers and official documents, you develop a feel for when something is off. Ordinary-looking ledger entries concealed instructions relating to certain shipments, all handled through a courier service called Tabir’s Exotic Wares. Each one lined up almost perfectly with the letters she had been exchanging with her contact in the Scarlet Triad.

On paper, the shipments were completely unremarkable, but the hidden notes told a different story. They instructed couriers to bypass the tax master. They referenced payments from a Scarlet Triad account. Most alarming of all? One decoded to the words: “client requests update on ring’s condition”.

She wasn’t merely corresponding with the Scarlet Triad. She was reporting to them.

The history book, on the other hand, was a complete disappointment. I looked through every note, hoping she’d cite a source, even scribble the name of someone she’d spoken to. Nothing. Just insults, accusations, and certainty. Not a single book or document in her shop supported her allegations. It was as though she’d arrived at all of these conclusions by divine revelation.

Why does this bother me so much? Because I have found myself asking the same questions. Ever since I heard the story of the magnanimous wizard in Isger, I had my doubts about it. And Voz’s questions echo my own: Why did he help them? And where did he go? Lamond Breachton seems to exist only in this one slice of history.

Questions are easy. Answers require evidence.

And right now, all I have are the former.

Arodus 13, 4719

Breachill

Night

We’ve spent the last several days cleaning. It is soul-crushing work.

It isn’t the work that’s getting to me, but the memories of home that it’s dredging up. I know that what we’re doing here is moving in the opposite direction, but I can’t help but draw parallels between the two. With every hour spent scrubbing, sweeping, and mopping, removing grime and stains with soap, sweat, and magic, it gets a little bit cleaner and a little bit nicer. Slowly, the citadel is shifting from despair toward promise. It’s like watching my childhood in reverse.

I’m tired, and everything hurts.

It’s not as though the work is unfamiliar to me. In Macridi, I was a server in The Forest’s Drake, and cleaning at the end of the night was part of the job. Pretty much every surface would end up soiled in some fashion, including the ceilings (don’t ask). In the months before that, I occasionally found work cleaning homes, flats, and businesses, all in various states of repair. But I have never done so much of it, so intensely, for so long.

I think this is what people mean when they say “reality has settled in”. A few days ago, I was hopeful, even excited, about the prospect of owning something. Some place. But that glamour has faded. This place is work piled on top of work, and while it will get better, it will never stop.

We can’t do all of it ourselves. None of us has the experience, materials, or magic for stonework, so we are contracting it out. There are two stonemasons in Breachill, and we have one of them rebuilding the exterior wall of the training room this week. With more holes to patch and stairs to rebuild, I suspect we’ll be keeping both of them busy for the foreseeable future.

And then there is the deed. Every morning, before heading to the citadel for my cleaning duties, I spend time trying to understand our options. I’ve reviewed a fair number of deeds that are registered with the city—accessing these records just takes time and patience—and met with an advocate. I laid out what I think are our options.

“Right now, we, as individuals, own this property,” I explained. “This opens up the possibility that, should something happen to one of us, family could make legal claims on the estate. I don’t know where my mother is, if she is looking for me, or even if she’s still alive, but I prefer to assume the worst. I don’t want her showing up and taking anything more from me. Even if I’m gone.”

I proposed we form a charter company. We’d determine our purpose, create a charter, and establish voting procedures for everything from membership to property sale, including the sale or transfer of our individual seats in the company itself.

“The citadel would then be owned by the institution rather than us as individuals, stopping any claims of inheritance or kinship. It would also prevent theft and illegal transfer of the deed, since a vote of existing members would be required to do so.” We could even establish procedures for vacant seats in the event of incapacitation or death of a member. That might be wise if we continue on our present course. “And, we’d need to give ourselves a name.”

Failing that, we could establish a Trust. Given how my life was shaped by one, I don’t particularly like the idea. But worded properly, it would provide similar protection.

No one objected. Everyone seemed to settle into the idea that this wasn’t just a temporary arrangement anymore. We weren’t merely sharing ownership of a building. We were building an institution.

After a long silence, Trip said, “It was Fate that used the Harrow to bring us together. Such a name can be crafted from this common thing.”

And so the Seven Card Consortium was born.

Sketches by Gath, Arodus 13-Rova 10, 4719

13 Arodus 4719, evening

Seven Card Consortium Citadel

It has been an unusual week in that nothing has tried to kill us, and even more extraordinary we have not sought out those who are trying to kill us. Instead we have settled into proper ownership of the citadel. All of us have been busy cleaning and rearranging the interior spaces while two teams of professional stone masons from Breachill repair the outer walls.

We moved in right away and made do with the comforts the old structure provided which quickly improved as we toiled on.

Today we took a break from the citadel work and spent the day sorting through Voz’s papers, books, and other paraphernalia at the Reliant Book Company. This was done at the request of the town council because… well, the best person in-city to do the work was Voz herself.

Dinner in town tonight. To be truthful with Breachill only a mile away from our new home we can easily walk to a hot meal whenever we feel like it.

17 Arodus 4719, evening

Seven Card Consortium Citadel

With the bulk of the cleaning work completed and the wall repairs still underway we each had time to do our own thing. For me this was crafting arrows, which I find relaxing and almost therapeutic. Tarsius and I have situated ourselves in the old weapon and armor workshops where we spend our days contentedly toiling away.

Today in our spare time we addressed the undead in the basement. We needed to get rid of these creatures before the hired masons began to clear the stairwell leading from the courtyard down to this level.

Tarsius spent some time in the crypt studying what had been done to create the undead and determined it was a trap left by the Hell-knights and triggered by Voz.

Okay, can we stop and consider for a moment just how evil and fucked up you have to be to make a trap the creates undead? The more we find out about Hell-knights the more repugnant I find them.

Liberte and I were able to disable the trap, which destroyed the skeletons and the wights.

This still left the flying skulls in Hell-knight helmets.

Consider this as well: the Hell-knights created these undead monstrosities. So why don’t people consider them to be evil?

There was nothing to disable here, although a plan was put forward to capture them in bags rather than destroy them. I’m sure it would have been useful and maybe even valuable to have bags o’skull, but netting a flying hostile skull isn’t the same as catching a butterfly. The first attempt went about as well as you’d expect. We quickly settled on a new plan: beat the little flying, nail shooting shits to death. This plan worked much better.

I think we need to remove every last taint of the Hell-knights from our new home and so was encouraged that others thought we should “relocate” the bones in the crypt. I’d be content just to lump them in a pile outside and invite the Bumblebrashers to piss on them before soaking the bones in oil and torching them.

We did claim the weapons and other items from the sarcophagi, some of which are magical. Alek had made some noise about it being okay for us to use some of the equipment from down here if our cause was worthy. It’s pretty obvious what I think Alek can do with his feeble sense of what is worthy and what is not.

24 Arodus 4719, evening

Seven Card Consortium Citadel

More crafting! I have made a thousand regular arrows and 500 cold iron arrows. I have made them available for everyone in our group: just take a bundle of 20 and put a mark on the tally sheet so I know to make more.

30 Arodus 4719, evening

Seven Card Consortium Citadel

I worked with Aemi over the past several days to hire craftsmen to construct a gate in the tunnel that runs to the basement of the Pickled Ear and another in the secret tunnel that leads from the back of the citadel to the basement. We’re talking solid metal doors with superior locks that require a key on both sides.

This week the stone masons cleared the stairway from the courtyard to the basement and repaired the steps, which means we don’t need to use the “secret” tunnel any longer to get down there.

8 Rova 4719, evening

Seven Card Consortium Citadel

More crafting (a thousand blunt arrows) but more importantly the masons have cleared and repaired the long flight of stairs leading down to Alseta’s Ring. We had covered the entryway into the actual Ring itself with blankets and one of us was always on duty while the workers toiled to protect the Ring from prying eyes.

Qantrip then used castings of Anthropomorphic Animal to move the rock and spoil from the excavation to block the entrance from the Guardian’s Way caverns and so now we have exclusive and controlled access to the Ring.

9 Rova 4719, evening

Seven Card Consortium Citadel

Earlier in the day we spent time studying the Ring and discovered a few additional details about some of the gates. Most importantly we found that the Huntergate, through which the Cinderclaws arrived, is damaged and that we needed to repair it. Special spells from our magically inclined folk will make this task possible and so we’ll attempt it tomorrow.

With Alseta’s Ring now secured and studied we decided it was time to tell the authorities about it. Specifically we told Greta, the head of the council, because Qantrip had discovered some unsettling information about one of the council members.

It turns out that Voz had already told her about the Ring, but with a good bit of misinformation and exaggeration all intended to make the situation seem more dangerous and out of control than it really was.

10 Rova 4719, evening

Seven Card Consortium Citadel

Well yes, we did manage to repair the gate and we were able to activate it and pass through to an intermediate dimension. It was in the shape of a long lava tube, but it was very warm — actually hot and getting hotter. Renali and the two Charau-ka were with us (they were all anxious to return home) and told us that this was not how things were when they originally passed through.

Aemi called out to return back through the gate to the citadel but before all of us could make it through a large smoky, ethereal image of an angry red dragon materialized and breathed fire on us. Alas, but the Charau-ka both perished while Tarsius, Marcus, Liberte and I were severely burned.

We regrouped back in the Ring and discussed what we had seen. The consensus was that it was some sort of magical trap, which meant we could disable it and safely cross the tunnel to the gate we had glimpsed at the far end.

It was generally agreed that some sort of fire protection was in order, and that spells that could buff my ability to both detect and disable the trap were essential. This meant putting off the second attempt until tomorrow.

This means Aemi and Qantrip will accompany me through the gate tomorrow morning for the attempt.

I am totally on board with this.

Tarsius’ Journal, 6 Arodus

6 Arodus
continued

Defeating the last of the Cinderclaws was certainly an important milestone, but to return we needed to get past the probably-insane goblin king.  But that all became secondary when we saw what we’d also gained access to.

Alseta’s Ring lay just beyond the room the Cinderclaws had been occupying. Or at least, I assume it was Alseta’s Ring, because it seemed to embody six portal entrances that looked like ornate, non-functioning gates arranged in a circle.  But it didn’t appear to have been built there so much as it apparently appeared there. Before us, the rock seemed melted rather than carved, and some of the ornate decorations of the Ring were almost embedded in the surrounding rock rather than artfully transitioned.  The center of the ring had an impressive domed ceiling, and featured a (dry) fountain in the center, around which were six statues, each facing one of the archways.  At the north end of the room stood a pair of double doors that looked sturdy.

The damaged archway we came through had a name damaged by whatever forces brought it here, but it appeared it could be “Lotusgate”, which would mesh nicely with legends of these gates.  It appears the common situation was that each of these “stations” would connect with multiple gates, creating interlocking waypoints one could use to reach a number of different locations. I wonder if there is a “map” here of the various destinations and/or stations that were available when it was all working.

In speaking earlier with Renali, it appeared she too came here when the Cinderclaws did, just not with them.  They’d been using “Huntersgate”.  I was reminded  that quite recently the gate from Huntersgate to here had been functioning.  How much of the system was still functioning?  The danger this artifact represented suddenly became palpable.  I thought of Calmont and Voz and shuddered to think but for a couple of largely random events, they could have gotten here first.

Of course we still had no means to operate the gate or understood what that even meant.  Were there five destinations available to us?  Or was only the way to Huntersgate operational?

I noticed both Aemi and Liberté taking mental notes of the entire area.  They each seemed fascinated for completely different reasons.  Aemi spoke briefly with Renali about what language is spoken in her land. I wasn’t listening closelym but Renali appeared to give a long answer that ended with “Mwangi common,” whatever that may be.  If Aemi or Liberté knows it or learns it, perhaps I can then learn it from them.

We spent a few minutes looking over this room before the ever-curious Gath moved towards the double doors.  On a hunch, Aemi called out to take the holy symbol of Alseta with him, so he grabbed that and carefully approached the doors, ready to search for traps.

Unexpectedly, a fully armored elven guard emerged from the very door itself, solidified, and upon seeing the holy symbol in Gath’s hand, allowed him access.  Good call Aemi.

Inside was a small room that appeared to have once held valuable papers or records, but they apparently had been moved rather than plundered.  There only remained a spattering of loose papers and … and one small, rather neat pile.

It was the deed to the citadel, with paperwork releasing it to the finders of said paperwork.

Both Aemi and Liberté inspected it and pronounced it authentic, although I’m not sure what expertise Aemi has to make such an announcement.  But it was exciting nonetheless.  This is why I was here! My card was The Keep!  Again, right place right time! Hell, right people!  I’m part owner of a castle with people I only met about a week ago.  Or will be part owner.  Nobody at home will believe this.

And then the realization that nobody at home can know about it, at least the gate part.

And then the sobering thought that “our castle” has a recently and maybe still operating artifact that can bring people and creatures with bad intentions from hundreds if not thousands of miles away.  That “our castle” may be the biggest danger Breachill has faced since the Goblinblood Wars.  That there’s so much we still don’t know but now we insist we be responsible for by virtue of claiming ownership.

Suddenly my shoulders felt very tired.  With the gentle warmth of joy comes the icy cold mantle of responsibility.  Thanks Nethys.  I should have seen this coming.  But I don’t get the sense that balance has been fully reestablished.  There’s more to do yet.  And yet, if Nethys has been giving us “the small stuff”, I’m not looking forward to the big stuff.

We gathered up the deed paperwork and considered how to get past the barghest.  Every idea returned to killing him.  I don’t think anybody, even our own goblin Qantrip had qualms about killing him.  The hesitancy was we weren’t sure we could.  I think we finally convinced ourselves he would bleed like any other foe, and if he bled enough he’d die.  We decided how to buff ourselves, and set up a plan to attack him from two directions.

We entered the room, and there was the barghest, floating 20 feet above us, preaching to his makebelieve cohorts.  We couldn’t even reach him, let alone make him bleed.  He sensed our motives and immediately cast blink to make himself difficult to hit.  Floating above the ground, the barghest was a target for the archers (and they hit him repeatedly!) but our big-damage melee fighters such as myself were left with no target.  Liberté made himself big with an extract so that even standing flat on the ground he could now reach him.  When she asked, he also made Kyira big.

The barghest went invisible but Liberté’s sword found meat anyway.  Then Trip called out from the treasure room, “Uh, he’s in here!”  I entered and in this small place it was easier to hit an invisible creature.  I moved to one side to make sure my companions could get in, but unfortunately, now in their large forms, they couldn’t come through the doorway!

It was me and the archers against the barghest, and the barghest only had one available target: me.  I won’t lie; I came close to meeting Nethys in person with all the biting and clawing going on.  I never intended to go up against it alone!

But in a race to the death, he won.  We gathered up our people, his treasures, our new deed, and our new friend Renali and headed back to Guardian Way six miles underground first and then about the same distance overland.

We went to our individual sleeping arrangements and slept very well.

Aemi’s Journal, Arodus 6–7, 4719

Arodus 6, 4719

Breachill

Night

Alseta’s Ring is real. I have seen it, touched it, and felt the magic that courses through it. I saw the door guardian come to life and challenge us. I walked through the burned-out ruins of one of its way stations, which had materialized on this plane and was responsible for the breach in the caves that made it possible for us to even reach it.

It is one thing to know that something this ancient exists. It’s another thing to touch stones that were laid thousands of years ago, before even Earthfall.

There were six archways around the perimeter, each leading nowhere save for the damaged one we had come through. Each was decorated in a different style, faced a statue at the center of the ring, and bore a name: Jewelgate faced a statue of Alseta, Vengegate faced Callistra, and so on.

The deed to the citadel is real, too. The guardian wasn’t protecting Alseta’s Ring itself, but a small chamber attached to it. For all the legends around elf gates, it was this unremarkable room that seemed to warrant a keeper. The Order of the Nail put it to practical use, and turned it into their records room. Tables and shelves were empty save for the deed itself, left behind for the bearer to claim.

Liberte studied it carefully, and said it appeared to be legitimate. It fit the tone and tenor of documents created by the Hellknights, and the Order of the Nail specifically. I asked to see it, too, as I had experience working with official documents in Macridi. I felt like my arms were shaking when I reviewed it, afraid of…I don’t know. That it wouldn’t be real. Or perhaps that it would be. And it looked right. The official language. The way the document was structured. It looked like nearly every deed I’d seen in my old life.

We had a home.

Late Night

Getting to the Ring was not easy. While Voz had helpfully blazed a trail for us, we still had to make it the rest of the way there.

Not everything was hostile. We encountered a strange woman that appeared to be human, but from talking to her it was clear that she was something else, and only taking a human form. Voz had run into her, too, and in her journal she said the woman had a strange affinity with spiders. That proved to be true.

The journal also said that the woman ran from Voz when she saw her. Considering that Voz had a bunch of animated skeletons for companions, I can’t say that this response was unreasonable. In her position, I probably would have run from Voz, too.

Once we got her talking, we learned her name was Renali, and that she had come through the same gate as the Cinderclaws.

“I was watching them as they clumsily made their attempts to activate Huntergate in the jungle back home,” she explained, “and when they somehow managed it, I was curious, and followed them through.”

“Do you know where the portal is?” I asked.

“I know exactly, yes, it’s not far from here,” she said. “I just can’t do anything about it.”

“Maybe we can. We have people who know magic.”

“I ‘know magic’ too,” she snapped. “That’s not quite enough. This is old elven artifact stuff.”

I resisted the urge to roll my eyes. We also have access to libraries and experts, and the time to invest in research without starving to death first. That felt like a better starting point than sitting in a cave in an unfamiliar part of the world. But, sure, give us attitude.

Still, she was nice enough, obviously not a fan of the Cinerclaws, and something of an explorer herself. We agreed to help her get home if we could.

Less pleasant was Ralldar, a somewhat unhinged creature that Liberte and Qantrip said was a barghest. What’s a barghest? I still don’t know, but Qantrip and Liberte seemed to, and Qantrip said they were often revered by goblinkind. She thought she could bargain with it, so we followed her lead, pretending to be her retinue. After an opening exchange, it demanded that we pay tribute. What kind of tribute? Well…

“I have decided you all, all of you little servants of the goblin, must fetch me the skull of a spider mounted on the skeleton of a human!”

I did say it was unhinged, right? But, we had just killed a few giant spiders, and there were some skeletal remains a couple of caves back, so we all kind of looked at each other and said, “We can do that!”

After that was the Cinderclaws themselves. Access to the Ring was through a breach in the cave floor, and the plan was to jump down, using magic to slow our falls, then overwhelm them before they could organize a defense. As usual, that is not how things went. Space was tight, resistance was immediate and fierce, and we got all bunched up. With nowhere for us to land, Renali and I were stuck up above while the fighting raged below.

“So,” I said after a long, awkward pause. “Is there a Mr. Renali back home?”

There are only so many times you can peer down a hole and ask, “Are we good to jump yet?” before the conversation starts to drift.

There isn’t, by the way.

As for the remaining Cinderclaws? Even before our assault their situation seemed pretty desperate: they were confined to this small space, and had run out of supplies. Imagine living several days like that, trapped underground, no food, no water, and sleeping next to your midden pile. After everything was over, you could almost say we solved their starvation problem, but, sadly, our altruism went unappreciated.

Getting back out of the caves proved more difficult than getting in because we had to deal with Ralldar again. His suggestion for a tribute on our return trip through was to sacrifice someone. None of us were willing to volunteer, so we chose him. He objected. Strenuously. It was not an easy fight, but there was only one of him and several of us. Together, we proved more than a match. Which is good, because I was not in the mood to follow in the footsteps of the Cinderclaws by slowly starving to death in Alseta’s Ring.

Renali accepted the offer to join us in town. I figured it beat living in a cave. I promised to show her around, too, though that was maybe a little presumptuous of me since I’ve only been here a week, myself. But, what the hell. It’s not exactly a big town, and for the first time in recent memory I was feeling optimistic. I even chose to leave The Dreamhouse and stay somewhere nice.

It’s been a while since I’d last splurged.

Arodus 7, 4719

Breachill

Noon

We are officially the owners of a former Hellknight citadel. It is, of course, in various states of disrepair, and it has a rather complicated reputation in Breachill thanks to the hospitality of its former owners, but it is ours. We presented the deed to the registrar, and they verified its authenticity and officially recorded the transfer of the title.

But because nothing is ever easy, there are Issues.

The first, and most significant, is that the deed itself grants ownership to the bearer. That, of course, is what allowed us to take ownership of the property and structure, but it also means that anyone who possesses the deed can make a competing claim. Actually having registered the transfer helps protect us against that, but it is not foolproof, and we need to take steps to protect our ownership in the future. Unless we want to spend the rest of our lives guarding a few sheets of paper to prevent being dragged into a legal battle over who is the rightful owner, we need to produce and register a new deed. One whose terms of ownership are more complicated than “I have the originals”.

None of us are solicitors, of course. But, back in Macridi, I spent enough time copying and proofreading documents like these that I have a general idea of what needs to be done. I just need the time to do the work.

And that takes us to the second issue: the citadel is a mess.

A couple of days ago, we spent half a day doing some cleanup work, but those were just the first steps down a very long road. We have exterior walls that have crumbled in four places, leaving gaping holes in the fortress—it’s not much of a fortress if anyone can just walk in—a courtyard filled with muck and stagnant water, decaying ramparts, collapsed stairs that previously led to said ramparts, a collapsed stairwell that formerly led to the lower level, and the stairs to Alseta’s ring, which are choked with rubble from said collapsed stairs. Oh, and years of exposure to the elements have left us with water damage, warped doors, rotting furniture, and just about every kind of mud, mildew, mold, and fungus imaginable.

Truth be told, I don’t even know where to start with all of this. Part of me wants to curl up into a corner somewhere and just will it away. And, no, Iskaryn, I don’t need you to tell me what’s wrong with that. You wanted me to write down how I feel, remember? Well, that is how I feel.

And then there is the final issue: Alseta’s Ring is sitting in our basement. Who are we going to tell, when are we going to tell them, and what are we going to say when we do? No one is in agreement on the answers to any of these questions. If anything, it feels like we have more opinions than people to hold them.

I’m of the opinion that this thing affects everyone in Isger, much less Breachill, and that we can’t just sit on a secret like this. But others point out that the Hellknights did exactly that, and no one was the wiser for it. After all, no one knew how to activate it, right? Except it was inactive until, suddenly, it wasn’t. The Cinderclaws did figure out how to use it, and they even built plans around exploiting the advantage. So, no, we can’t just pretend that, because we don’t know how it works, no one has to know about it.

I don’t need this kind of stress. I just want to curl up into a corner and will it away.

Shut up, Iskaryn.

Sketches by Gath, Arodus 6-7, 4719

6 Arodus 4719, Night

Breachill

After sorting through the items Malarunk and his cronies were carrying we turned our attention to the elf gate, or Alseta’s Ring as it is properly called. A partially melted archway allows access from the natural caverns into the circular chamber, for “ring” it is: a set of gateways set in a circle with facing statues beneath a domed ceiling.

On the far side from where we entered is the rubble-blocked stars leading up to the citadel. But to the right of where we entered is a pair of polished metal double doors.

The stairs were blocked and the gateways required more research, which left the double doors for immediate exploration. I volunteered because I genuinely enjoy this sort of work, and Liberte stepped over to the side of the doors to offer support.

In a flash of inspiration Aemi handed me the seal of Alseta that we had found above, and this turned out to be key (literally) to passing through the doors. As I approached the form of an elven warrior stepped out from the door — not “opened the door and stepped through” but literally stepped out from the door as if the door morphed into him (which it may well have, because the elf looked fairly metallic).

It spoke to us in Elvish, which I have been learning and so I got the general meaning as, “The custodian of Alseta’s Ring dwells beyond.” It then looked at me and said, “Only those who carry her blessed sign may pass.”

After flashing a smile at Aemi I turned and passed by the elf and found a chamber with empty shelves, open (and empty) chests, and a table. On the table was a stack of papers. Included in the papers was the dead for the citadel.

I searched the room but found nothing else of interest and so I returned to the gate room and informed my team mates that we were now the proud owners of Citadel Altaerein. Personally I think a name change is in order.

We then spent some time identifying each gateway from the writing on the gate and the identity of its corresponding statue. The writing was in elvish and so I used chalk to write in common the name of each gate. 

Lotusgate [faced by a statue of Alseta]. Jewelgate [Yuelral]. Duskgate [Findeladlara]. Huntergate [Ketephys] — it was through here that the Cinderclaws and Renali arrived. Vengegate [Calistria]. Dreamgate [Desna].

We realized that we had much work to do in the coming weeks, both research and physical labor, but we wisely addressed the immediate challenge: we needed to get past Ralldar. And by “get past” I mean slay. It was no good pretending that having an insane barghest beneath our home was a bad idea.

Our battle plan was simple: rush in and engage it and beat on it until it died. The execution wasn’t quite as simple because when we marched into his chamber he was flying ten feet above the floor and he was flickering in such a way that made striking him more difficult.

And this is why I appreciate (and prefer) archery. Those of us who could attacked him with our ranged weapons and spells. Liberte and then Kyira used a spell to increase their size, but by the time they had done so Ralldar had vanished. Liberte struck at the space where the barghest had last been and felt a satisfying thud, and he called out that he was still there but invisible.

While we pressed our attack on the space we last remembered him being Qantrip moved into the adjacent treasure room only to find the Ralldar was already there. She shouted his whereabouts and we rushed over to the door as Ralldar hit Tarsius, which ended his invisibility, and so Marcus and I peppered him with arrows as Tarsius and Liberte clobbered him.

After that it didn’t take long to overwhelm Ralldar, who dropped to the floor dead.

We gathered up his possessions — both worn and stashed — and identified some of them before heading back to town.

It was fairly late by the time we made it to Breachill, but fortunately we found rooms at Cayden’s Keg.

7 Arodus 4719, Noon

Breachill

We took the deed to the town clerk’s office as soon as they opened. They accepted it and were quite hopeful when we told them we planned to repair the citadel and live there. They were especially keen to make use of the old fort’s defenses if the city faced a threat. This makes sense: much of the citadel’s appeal is its proximity to Breachill and helping to defend the city and its people is of mutual benefit.

We met Warbal soon after and she was happy for us, and became ecstatic when we told her that as legal owners of the citadel we were granting the Bumblebrashers clan the right to live there. We already had this conversation the evening before as we walked back into town and decided that because they had been living there for so long and taking care of the place (within their abilities) then it was only fair that they should keep their home.

Goblins get kicked around a lot in this world and it was nice to see them at the fair end of a deal for once, and even better that we were the ones on the other end of the deal.

We’ll need to work out details of exactly where in the citadel they live, and what sort of creatures they can bring in with them (no more bears, for instance), but we are confident in a successful long term collaboration.

And already Aemi and Qantrip are working out a schedule of repair and cleaning projects for the citadel. Obviously the outer walls need to be repaired and the doors made secure. The collapsed stairway down to the basement needs to be cleared as do the stairs leading down from there to the ring.

For the upper level work (including the first set of stairs) we’ve agreed to hire skilled workers from Breachill, which should bolster our standing with the community. Better still, Warbal has agreed to act as the overseer for these construction projects. She was so happy that we are allowing her tribe to continue to live there that she is only charging half her usual fee for the first month, which is quite generous.

We’ve also had discussions about what to tell the town council about Alseta’s Ring. My preference is to not tell them at all — ever. It really isn’t their business. But Aemi and Tarsius seem to think it important as good citizens to “keep them informed.”

Hmm, I am all about being a productive and contributing member of the local community, but I do not consider telling city officials about something they do not own and provided no assistance in recovering. I’ve also heard many tales from Natre and the goblins of the Chitterwood about city officials using the laws to benefit their powerful friends. I even witnessed this first hand in Elidir where the wealthy were always treated preferentially.

But we are a team and so compromises must be made.

Before we tell anyone else about Alseta’s Ring we need to secure it. The stairway that leads down from the citadel to the ring must be cleared. You can imagine the legal argument against our ownership and access to the ring if we did not have direct access to it: “My lord, how can this gate be considered part of their citadel when they have to march for miles to Guardian’s Way and then even more miles through caverns just to reach it?” And of course we need to seal off the ring from those caverns. Right now anyone can enter the caves and follow the trail left by Vos and us straight to the ring.

Qantrip is keen to learn how the gates work before telling the council about it, and I can see her point her too.

And I just realized that once we open up the stairs all of the way down to the ring we still have two unsecured entries into the citadel’s basement: the hidden tunnel out back that the goblins showed us and the tunnel that leads all of the way into Breachill and the basement of the Pickled Ear. These two tunnels need to be made safe, and so I will volunteer to organize the effort to install gates and doors to control access.

Enough writing for now, there is work to be done!