Midgard Serpent

Turn Thirty-Seven


Brief Recap: Last turn, the party recuperated in a city far to the south, on a continent none of them had been to. They decided to go to Galay (see the Cyclopedia entry for Galay, and the map) where they plan to enlist the help of the Guildmages there. Humphrey intends to find his ally on the Council of Sages, a faction of the Guild.

Galay and the Guild of Magic

Bronk sits atop the wagon, Humphrey aka Nepal at his side directing him through the streets of Galay. Many people enter the town this morning, and the company learns from passers by that today is Autumnfest, a late fall festival celebrated in the south. The streets are beginning to fill, and brown and gold decorations deck many buildings. Street vendors are in ample supply, and musicians and performers seem to play at every street corner.

Galay is the center of the Guild of Magic. It is a city situated on one of the islands off the coast of the Magocracy and the southern Free Cities. The Guild was founded after the war with the Magocracy centuries ago, dedicated to itself to using magic for the good of mankind.

The city is clean and well ordered, with straight wide avenues and many open intersections with fountains. Above the town, set into the mountainside, is the Guild Keep itself, hewn from the living rock of the mountain and overlooking the town. The Keep is reported to delve deep into the base of the mountain, though none but the highest ranking mages have access to the lower levels.

The company makes their way through the town to the Keep entrance, where they are met by soldiers and mages who guard the massive stone gates. As they approach, Humphrey says quietly to the others, "There are usually no mages at the gate unless there is some threat. This does not bode well."

When they reach the gate, two soldiers greet the company. The mages hang back. One soldier says, "Greetings, what business have you at the Keep?"

Humphrey answers, "I am Nepal, Guildmember, and I return from afar for an audience with Egmund, Guild Assembly Member. Am I not welcome?" The soldiers look back to the mages as if for approval.

One of the mages, a man of at least sixty years, says, "It has been long since you returned to us Nepal. Tell me, have you tired of your solitude on the Isle of Dread?"

Nepal says, "As well you know Montreau, I do not dwell on the Isle of Dread. But my tower on the Cliff of Scorn is indeed still to my liking, if you are interested. Now finish with this quiz and let my party enter! I have business more pressing than banter with gate guards." Humphrey himself is fast friends with Montreau, but he also knows that Montreau and Nepal never got along. He tries to imitate Nepal's usually short temper with such distractions.

"Of course you are welcome, Nepal. But you may find an audience with Egmund difficult to schedule, for you are not the only one to deal with pressing matters. But you will learn of such news inside, no doubt." And with that, Montreau bows and indicates that the guards should admit the company into the Keep.

*     *     *

The entrance to the Keep is located at the top of a long road that ascends halfway up the mountainside in a series of switchbacks. After climbing the road for at least an hour, the party is at the actual entrance to the keep.

The road ends at a massive stone arch which guards a stone bridge, plenty wide for horses and wagons. Ancient runes cover the arch. At the other side of the bridge two great iron doors stand open, allowing entrance to the hall within. Beneath the bridge is a deep chasm that cuts through the mountainside, its bottom lost in mist. The party enters, pulling the wagon behind them.

Nepal leads them inside the main foyer, a massive hallway easily as large as those in King Snurre's mountain. Parallel rows of pillars support a ceiling easily a hundred feet above. The company advances about a third of the way down the hall where they are met by a group of men and women dressed in the robes of mages.

"Ah, Nepal," one says dressed in blue robes. Humphrey does not remember this one's name, though his face is vaguely familiar. "It has been ages since you graced the Guild halls with your presence. What brings you here?"

"Nothing of consequence," Nepal answers curtly, hoping to head off conversation. "But I must see Egmund immediately. Is the Assembly in council this morning?"

"They just finished, I believe," says the mage in blue robes. "If you'd like to join us for lunch, we would be happy to host you and your friends--"

"No time now," says Nepal. It is nice to be wearing someone else's face, thinks Humphrey. He can be as rude as he likes without fear of repercussions, for it is Nepal being rude as far as the blue robed mage is concerned. The party allows a porter to take their wagon to a stable area, and they carry Bardock with them, Bronk bearing most of the load. [Bronk's Girdle of Giant Strength makes Bardock easy to carry.]

The party makes their way to the upper levels of the Keep, following Humphrey's guidance. Within minutes, most in the party would be hard pressed to find their way back to the front doors. The halls and corridors of the Keep are many, and after several turns and winding staircases direction is hard to gauge. They pass several more men and women dressed in robes, all adults, many aged. Nepal greets some of them but does not linger to talk.

After climbing a particularly long flight of stairs, Nepal says, "The private quarters of the highest mages are beyond here."

They pass through several rooms, eventually coming to a narrow passage with a single wooden door at the end. Nepal knocks.

"Enter," says a male voice.

The chamber within is large and divided by curtains and several standing screens, with tall windows looking northward. It is plainly but thoroughly furnished, with odd gadgets and magical devices scattered on a big table to one side of the room, along with bookshelves full of books occupying most of the wall space. On a chair near a window is a mage. His white beard is only a few inches long and well trimmed. His bald head reflects the sunlight, and his hooked nose is buried deep in a tome as they approach. He looks up.

"Nepal? I thought you had sworn off the company of mages." Egmund scans the party one by one, then introduces himself. "I am Egmund," he says as he stands, "humble member of the Guild Assembly."

"And founding member of the Council of Sages," adds Nepal.

Egmund looks at the company, and Bardock's unconscious form. "Look I don't want to be rude Nepal, but what's this about?" He looks at the party members present. "Who are all of you?"


Posting Instructions: Egmund has much information, and you have much to tell him. You can insert any actions you want as a side adventure in the town (not all of you need even go into the Keep, you could have stayed in town if you want). Humphrey is pretty sure Egmund will be his ally, as he advocated for Humphrey and Hector before they were charged with stealing the stone and driven out. Everyone should introduce themselves at least. Bardock needs healing/decursing; we have the Wizarding Stone; we don't know what this guy knows about the Githyanki in the north; and Humphrey still looks like Nepal. I will post during the week to make Egmund answer questions and pose questions. Post early and often!

More combat in a few turns.


Current Hit Points
Characters Hit Points Plot Points
Ghotu Graver 136/136 2
Bibi 72/72 1
Blade 125/125 1
Bronk 112/112 2
Mog 108/108 2
Humphrey 35/35 0

Links
The Cyclopedia of the Wurld is a lexicon of people, places, and things in the story. Feel free to submit suggestions for additions, just post'em.
Check out the Trophy Room for running totals of all the creatures killed, experience points earned, and treasure gathered so far.
Here is a Combat Summary Table with basic combat information for all the player characters tabulated for easy reference.
The Rules and Matrices page has, you guessed it, rules and matrices. Combat charts, saving throws, armor class and weapon damage.
Of course, we always post consistent with the Posting Manifesto, and here it is in its full glory.
We are using Plot Points in this game, find out about them here.
See the Art Gallery of original art for the Eternal Warriors pbem.
Check the Message List to see the latest post.
Meta Earth Home Page: Keith's lame-ass super hero website. It doesn't even have any of Keith's original art. All Keith's original art is on MY site. ;) (Actually, Meta-earth is where our PBEM experience started, and it's still going. Keith is a Wonder Woman. Where does he find the time?)
Brian's Western Shores supporting website can be found here. It has clerical spell tables, Bibi's original background (which we are basically using), and some very nice pop-up banner ads.
DiabloII.net website: a good diablo website for you Diablo Addicts Micah.

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