Monday, 16 November 2009

Session 25: Dreams and Nightmares

We played again last night and started the last stage of the groups quest to reforge the key to the prison of Sopias. The final piece of the puzzle lies somewhere lost in the land of dreams and nightmare. To enter the realm the group returns to Chiniko's homeland in the ice fields of the far south.

Scene 1: Home is where the Heart is

While Chiniko renews his bonds with his wife and children, fearing he will not see them again, the rest of the group explore the rather primitive city of the worshippers of Sopias. The people are a fanatical group worshipping Sopias and infected, to a degree, by his madness. Azhanti finds himself repulsed by the rotting Temple of Sopias while Morn wows the locals by wrestling a bear!

Meanwhile Chiniko appraises the council of elder warlocks of his journey to date and the task before him. They give him their blessing but warn him, dreams is disturbed and all attempts to learn why have so far met with failure.

Fortified by strong alcohol to resist the predations of dream eating fey the group head to the Barrier, a simple stone wall crumbling in parts. It was here, eons ago, that Sopias led the hosts of dream against arrogant Magi intent on overthrowing the Primordials and in doing so he left behind a tear in reality which has been used by his faithful ever since.

Scene 2: A Warm Welcome

Plunging through the group feel a twisting distortion around them. Instead of arriving in the Courtyard of the Summer palace, home of the Queen of Dreams and wife of Sopias they instead find themselves on a blasted moor of scrubby gorse. The Borderlands, the region between the realm of dream and nightmare and cresting a hill a fey Knight and her pack of hunting werewolves.

Seeing the intruders she gives forth a blast on her hunting horn and they surge to attack. The first wave is brutal and several of the group find themselves stunned by the impact and sorely pressed. Only some frantic aid from Azhanti keeps him and Morn on their feet. The Knight demands to know where they have hidden the Heart and before Chiniko can try to explain he finds himself stunned. Artemis does what bow rangers do best and dances away from his enemies while Morn tries to hold most of them near the centre. This proves tactically unwise as he quickly finds himself blinded and poisoned by the knight who seems to be able to manipulate the stuff of dream itself.

As Chiniko recovers from the werewolf assault he manages to prevail on the Knight to stay her attacks. The group discover that she is in fact Menandore, daughter of the Queen of Summer and she is patrolling the Borderlands looking for thieves. Chiniko convinces her to permit them to travel dream and seek an audience with her mother. Menandore gives him her favour and warns them to beware the mists of dream as mortals can easily become lost within them.

Scene 3: That which is, that which was and that which might yet come to pass

Heading deeper into dream Chiniko sets his mind to locating the golden gates of the Summer Palace. Dream however has different ideas and soon the group becomes lost, separated in time and space. Dream shows them visions of the past and future, of possible lives which, if only they make the choice they might yet live.

Morn finds himself in the body of a young man in a city of the future. He is at school and his elder tutor tells him of the history of humanity, of how they have fled from world to world ever pursued by the forces of chaos, always seeking out a new home. "But how do the people survive" the boy asks? "Each time we must flee a warrior comes, one who will stand against the darkness. A hero who bears the secret markings of the eternal defender." Wrapped up in the old man’s words the boy does not notice the small tear forming in the sky or the brief shimmer of the markings on his arms.

The scene fades and Morn finds himself entering a plain stone cottage. Fresh baked bread cools on a simple table and a pretty woman stands at a sink washing dishes. "Husband, you have come home"she cries throwing herself into his arms. "The children will be pleased" Outside he can hear the sound of children laughing and playing. "Lay down your Hammer husband, your battles have been fought and there are no more monsters to slay." With a start Morn realises that this is the life he could have had if he had not been kidnapped by the Tieflings and sold into slavery in the City of Kings. All he has to do is to lay down his Hammer and it is a life he can have now, free from the memories of pain and fear and violence...

Artemis finds himself tracking across the great wastes of the desert south of the City of Kings. He endures hardships and the terrors of the desert and all the dangers it can throw at him. He tames a great riding lizard and rides it to its death and crosses the mountains on the back of a giant eagle.

In the distance a storm rises and he dives down into the very heart of the cyclone. As he crashes down he finds himself in a huge cave, gently glowing fungi light the darkness and a group of Kireshi live in simple huts and fish the great underground lake. He learns that they are the last few members of their race in the world. Those who chose to remain behind when the Primordials and Gods were banished by the actions of the Hero Artemis. With the Primordials gone magic left the land and they took mortal form but as mortals they were capable of knowing both joy and pain...

Azhanti finds himself in the Temple of his youth prostrate on the cold stone floor as a brand new initiate. It is his time of testing, when the newly consecrated and left to fast in the temple and listen to the words of Vulcan. As he leaves his ancient mentor Nihlil asks him what he heard. "Nothing" he replies, "Yes, and that is our greatest secret".

As he emerges from the Temple in the courtyard he finds himself confronted by five of his oldest friends and enemies. They surround him asking him questions. He remains silent. In a confusing conversation he learns that they are the spirits of the five original dragons, creatures of chaos, unbound by time but trapped in physical form when the Primordials forged the world. They desire a release back to the stars and seek his aid to do so. He demands their obedience and servitude in this cycle in return. Angered they leave him but ponder on his demands...

Chiniko finds his soul drawn to the Court of Summer. Normally a place of light, laughter and indulgence instead it is filled with a sense of ennui, autumn has come to the summer palace and the leaves are falling. A poison has entered the palace but its source remains hidden. As he descends into the palace he finds himself entering the ancient temple of Sopias.

Shadows and cobwebs fill its corners and the halls are filled with the whispers of long dead ghosts and spirits. At the altar a figure joins him. It is Hu'Maa, Vampire Lord and last remaining Cleric and true High Priest of Sopias. He welcomes Chiniko and brings with him a warning. Sopias has been long confined and his link to Chaos has formed a third aspect. No longer just the Lord of Dreams and Nightmares now he encompasses Madness as well. As they talk a demon of shadow and flame emerges from the darkness. It has fed on the power of their God and now seeks to replace him. As his dream fades he is left with its lust to consume his soul.

Scene 4: The Palace of Summer

As the group emerge from the mists of dream they find themselves at the gates of the Palace of Summer. Normally they would be staunchly guarded but now they stand open. The beautiful orchards which once surrounded the palace have decayed and the people themselves seem filled with sadness and loss. The favour of Menandore grants them entry and they are greeted by Sirius, Seneschal to the Queen and Court Archmage. He regrets that the Queen is accepting no visitors but offers them the hospitality of the Court until Menandore returns and can perhaps prevail upon her mother to meet them.

They agree and are escorted to beautiful quarters molded to meet their particular needs. Chiniko warns the group of the risks of wandering around but the warnings seem to go unheeded.

Azhanti heads to the library seeking more knowledge about the elemental powers he wields and is lost in the books for the rest of the day (he picks up the Control Weather ritual). Artemis and Morn do likewise looking for knowledge of the Magi who challenged the Primoridals (and hoping perhaps to use it agains them). Unfortunately between them they have the combined brain power of a stump and they are quickly distracted. Morn finds himself invited to dine with the General Orwaine, a most untypical fey. His dining hall is a riot of noise and smells and ravenous uncouth feasting with both humanoids and unicorn on the menu. Something is very wrong here.

Meanwhile Artemis spots Lord Sirius making his way into an abandoned part of the Palace. Stalking him he avoids detection and overhears a conversation placing the Lord in a compromising position. Apparently it is he who has stolen the Heart from the Summer Court and sent it to his unidentified “master.” He has also distracted the patrols of the Summer Court seeking the thieves in the Borderlands.

As Artemis makes his way back through the winding corridors of the palace Chiniko finds himself meeting with Lord Sirius. He is most interested in the Warlock, describing him as possessing great potential. He stresses the importance of freeing Sopias as without the Primordials free and in the world all is likely to fall into chaos.

On returning to their Chambers the group gather to discuss their findings. Doubt is immediately cast upon Sirius and everything he has said and there are concerns about the General too. As the group discuss what to do they are interrupted by the sound of hooves outside, Menandore has returned.

Greeting her the group tell her of their findings. She remains unconvinced until Artemis offers to let her search his memories. She drains him like a cup of wine and he sags to the floor. Menandore demands an audience with her mother, Sirius tries to prevent it but he cannot oppose her. The gates of Summer are opened and the entire Court pours inside.

The Queen of Summer sits drooped over her Throne, her glory faded and Sirius stands at her side whispering in her ear. Menandore presents her accusations but the Queen will not believe them. Sirius has been her trusted advisor for a thousand years and no mortal claim can disturb that bond. She orders Menandore confined and turns to deal with the mortals who have so disturbed her Court.

At this time Chiniko steps forward to establish himself as a power within the Court. He is a Fey Pact Warlock, a Divine Oracle of Sopias and he wields the Book of Dreams and Nightmares which contains all hopes and fears. With the Book he says he can banish all nightmares from the Court. Sirius interposes to protect his Queen from the false prophet and the contest is on. Guards come pushing in from outside but Artemis holds them off. Sirius sends his sorcery rolling against Chiniko but Morn is there to shield him. The two lock wills but Chiniko is victorious, with a scream of rage Sirius is flung away and crashes limply against the wall. In the distance a bell peals and the Queen of Summer comes alive. Purged of the poisons which Sirius has whispered in her ears over many years she rises from her Throne like the dawning of a new day and at her awakening the Court bursts into full bloom. She turns her radiant face on the young warlock and peace descends on her realm.

That peace is broken by harsh guttural laughter. Sirius rises from the floor and reveals his true form, a slick, grey skinned creature with bulging luminous eyes. A doppelganger, but one with two faces, front and back.

“You are too late, already the Heart has reached my master. He has broken his ancient bindings laid by the false god Sopias. Now at last the Fomori are unbound and chaos is free once more in your realm.”

As he speaks a scream rips through Dream like the deathknell of all hope and desire. In the distance a great bruise appears in the sky, a rift into Chaos. Rising into the air the Queen faces the rift. She turns to her daughter and to the mortals who have aided her “I must hold back the rift, raise the armies of Dream and Nightmare and stop this madness. Take the Heart from the Fomori and leave dream as quickly as you can or its power might overwhelm us all…”

With that a column of sunlight descends on her too bright to look at and she ascends to hover over the Palace.

*cut scene*

Far away in a forgotten corner of Dream sits a ring of standing stones, the last marker of the Kingdom of the Fomori, cast into underground exile eons ago by Sopias. Now they have breached those bindings. With a groan the ground heaves and buckles, ancient stones topple and an enormous pale white hand reaches out of the earth. Long filthy fingers dig deep into the earth blackening it at their touch and the arm flexes. Sinews bunch as the creature pulls itself out of the ground. Slowly at first, but faster as more earth is dislodged Behemoth rises out of the depths. Once it was a Titan and at its arrival whole civilizations collapsed. But time claims all things and in time it died and was forgotten and, as with such forgotten things, it fell into Dream where it was found by Carnage, King of the Fomori.

He has claimed the mile long crawling monstrosity as his new Palace and animated it as a vehicle of utter destruction. From the tunnel created by its passing all the filth of the underworld crawls to do war upon Dream and in the skies above demons drawn through the rift circle and scream. Within its cavernous skull Carnage plots his revenge on the Fey and the joy he experiences as his golem begins to consume Dream. But his ambitions are greater than that. Amaan, one time Emperor of the Giants has released him from his bondage but he does not know the power he now wields. Once he has subdued Dream he will bring his monstrosity into creation and all of the world will tremble at its approach…

Sunday, 1 November 2009

Session 24: In the Coils of the Serpent, Part 3

We played again tonight to bring to a conclusion Azhanti's story of the recovery of the Heart of Vulcan. The group was a member down with Assambers player away with work.

Scene 1: Flashback

The opportunity for a meeting between Azhanti and the Dragonborn Emperor was too good to miss so we flashbacked to their encounter.

Azhanti is trapped in the Heart of Vulcan. Awaiting his fate he explores the memories of the primoridal, witnessing the birth of creation itself and the rise of the original five dragons. As he is about to steal their true names he is wrenched into the light of day by the command of the Emperor.

Their exchange was at times heated and confrontational, Azhanti has a plan and people can either get on board or get out of the way. Rebuffed the Emperor sends him on his way, hoping he will deal with the spirit of Venemus.

Scene 2: The Caves of Chaos

Sheol the Veni assassin arranges to teleport the group into the sanctum of Bhaal, the dragon who has taken such an interest in Azhanti. On arrival they find things are not as they expected. Venemus has taken possession of the three Dragonborn aspirants, Azhanti, Xaltotun and Shak'ir and incapacitated Bhaal. He is in the midst of some sort of ritual and the cave is torn through with rifts to chaos. Uncontrolled energy spills and swirls in great chasms between isolated islands of rock.

Bhaal orders them to leave, predicatably the group refuses and battle is joined.

The fighting is fierce, Bhaal controls the three dragonbron and they bring Morn to his knees. Xaltotun manipulates the chaos of the rifts to assail them and Shak'ir revels in the rage of the barbarian. The group needs to incapacitate Azhanti so they can restore his soul to his body but they must contend with his powerful healing abilities. If he is able to heal himself then all is probably lost. At the last moment Chiniko steals away his memories preventing him from bringing himself back from the brink.

Restored to sense the spirit of Venemus passes out of Azhanti and enters the body of Bhaal. As Bhaal closes to the attack Xaltotun and Shak'ir try and fail to overcome his influence. They push to the group to their absolute limit. The combined strength of dragon, sorceror and barbarian seems too much. Several of the group are down but in a last desperate act Chiniko s Morn who smashes the focus of Venemus's ritual. Xaltotun and Shak'ir collapse and Venemus is stunned.
The group pile on the pressure and Venemus retreats. Even in retreat however he is still dangerous and the group are entirely out of healing. The battle grinds into a stalemate, Venemus lurking in the chaos rifts out of range of many of their attacks.

Scene 3: Dealing with the Devil

Recognising the risk Venemus turns to negotiation. Azhanti is adamant, he will have Venemus and his people as his allies. There are twists and turns and attempts to finagle but to no avail. To demonstrate his sincerity Azhanti decapitates his brother Xaltotun. Eventually Venemus agrees and binds his fate to that of the determined young priest.

Slipping away with Shak'ir Venemus avoids the agents of the Emperor, delaying his ascension to Dragonhood for a little while.

*cut scene*

In the bowels of the City of Pythia a dozen cultists gather at an ancient site, a lost shrine to Venemus far from the gaze of the High Priestess Tamus. A new statue now stands carved in the place of honour above the altar, an image of Azhanti, the Dragon Aspect Emperor whose coming they have forseen in the stars.