AV

Lore

Whispers, histories, and dark knowledge gathered along the way.

15 entries

Open Mysteries3

Gauntlight Lighthouse

A pristine lighthouse rising from the ruins of Gauntlight Keep in the Fogfen, glowing blue at night.

  • Untouched by the rot around it. Inside it is spotless, apart from a human's worth of fresh blood pooled at its centre (Beans)
  • Glows blue at night (Worliwynn)
  • The mitflits fear it: they say a creature made of blood rises every night, and ghostly spirits haunt the top
  • Herald reads the wrecked keep as the aftermath of a powerful magical duel fought about 500 years ago
  • Founders of Otari records that the Roseguard fought the sorcerer Belcorra Haruvex at Gauntlight in 4244 AR, the year Otari was founded, and that Otari Ilvashti was buried there when she brought the ceiling down. No body was ever recovered.
  • It was Zarmavdian who first read the signs that a sorcerer had built a lighthouse on an empty coast for no honest purpose.
  • The members of the Osprey Club who went to loot the lighthouse have not been found.

Learned in Session 7

Unholy Burial Vault

An unholy energy radiates from Aesephana Menhemes's sarcophagus, deep beneath the Otari waterfront.

  • Strong enough to be felt from the streets above
  • Strongest at the sealed sarcophagus of Aesephana Menhemes, on a platform in an ancient burial vault beneath the fishery
  • Whatever rests inside is far too strong to trifle with
  • Aesephana was a devoted cleric of Erastil. Why does she lie in profane ground?
  • The sarcophagus is locked by a holy symbol of Erastil, and Founders of Otari says the Menhemes family still holds hers.

Learned in Session 1

Dr. Quagmire's Letter

A missing explorer's letter to his nieces, describing a dangerous library somewhere further down.

  • Found among Queen Zolgran's belongings. Written by Dr. Zacchaeus Quagmire III to his nieces Charlotte and Theodora, all members of a Historical Society
  • Hazards ahead, in his order: ghosts, a squirmy entity, and fascinating but unfriendly mechanisms
  • A translation of the third formally accepted treatise of Jan Dreli Kolai the Sage, left in the eastern carrels, hides "knowledge and power"
  • The place it describes is a library, with a poetry section, carrels to the east, and librarians who, at least some of them, want to eat you. Nothing the party has seen beneath Otari matches it. Yet.
  • The letter was hidden behind a painting of a tiger, beside a secret door. Pazuzu took a painting from the kobold living quarters (a horse, not a tiger). It would be foolish not to check the back.
  • The family keeps a friendly ghost, great-aunt Maud, at "the manor." Otari has several manors.
  • Dr. Quagmire went further down, on old legs, some unknown time ago, and has not been heard from since.
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How the letter ended up in a kobold queen's hoard is anyone's guess.

Dearest Charlotte and Theodora,

It is with the utmost confidence that I write – confidence that you will find first this letter, and later myself. I am certain that you have not forgotten the lesson I taught you: always check the backs of paintings! And this one even has a tiger on it. Ah, you used to love tigers, Charlotte.

What a remarkable place this is! And so unexpected. You will already have observed, by the time you find this, that it is not particularly welcoming. No matter! Esteemed members of the Historical Society such as yourselves will not be fazed by such trifling difficulties, I am sure. A bit further down you may even find one or two friendly faces. It is just as I have always said: not all librarians are out to devour your rotting flesh.

You might also be cautious of ghosts, and not friendly ones like your old great-aunt Maud back at the manor. Poor souls! And so delightfully macabre. Furthermore, a rather squirmy entity is roaming about these parts, with whom I advise an approach of considerable caution.

The collection below is as extensive as it is surprising. I know you might wish to stop by and have a look, Theodora, but I’m afraid the poetry section is a bit slim. Nevertheless, knowledge is power, and I have hidden both within a certain tome you are bound to be familiar with. It is the third formally accepted treatise of Jan Dreli Kolai the Sage, whose work I know you have encountered in the course of your studies. The illustrations are lacking, alas, but the translation is quite good. I left it amid the carrels to the east. You should find it helpful.

I know that you will be careful to search for hidden passageways. I have noted quite a few myself, as doubtless you have the secret door adjacent to this painting. A respectable member of the Historical Society leaves no stone unturned! Which is why I must proceed further. Perhaps you will catch up! My old legs aren’t what they used to be.

I believe one of those fascinating but unfriendly mechanisms is approaching, so I must wish you well.

Ever Onward!

Your Affectionate Uncle, Dr. Zacchaeus Quagmire III

Learned in Session 4

The Roseguard4

Founders of Otari

The Dawnflower Library's history of the four Roseguard, one chapter each.

  • Vol Rajani, the Rose Knight: died 4285 AR, buried in the Otari graveyard. Her sword, the Rosa Argentis, is on display in the Dawnflower Library
  • Aesephana Menhemes, the Huntress: died 4290 AR, grave unknown. The Cloak of the Huntress vanished with her
  • Zarmavdian, the Watchful: left one night without farewell. His grimoire Thresholds of Truth is under ward in Absalom
  • Otari Ilvashti, the Osprey: killed at Gauntlight in 4244 AR by Belcorra Haruvex. Neither his body nor the Cailean Key was recovered
  • The book says Aesephana's grave is unknown. The party has stood beside it: a sarcophagus in a profane vault beneath the fishery, locked by a holy symbol of Erastil, the symbol the Menhemes family "holds still." The Cloak of the Huntress, which no hand but hers could remove, has no record after her death either.
  • Zarmavdian's rumoured workshop of fire, water, air and stone was real. It lies beyond a riddle-locked door in the kobold tunnels.
  • The Cailean Key is presumably still wherever Otari Ilvashti lies.
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Borrowed from the Dawnflower Library by Ja-ja, due back on Desnus 13th. Vandy Banderdash keeps records. Its four chapters, as written:

I. Vol Rajani, the Rose Knight

Exiled from Nidal in her youth, Vol Rajani carried out of that shadowed country only her ancestral longsword, the Rosa Argentis, and a claim to a throne she would never sit upon. She made her name in the fighting pits of the Inner Sea and in the slaying of monsters, and it was her family's silver rose that gave the adventuring party its name, the Roseguard. It was Vol who first proposed, on the Absalom docks with a dead beast at their feet, that four strangers should become one party.

It is recorded that when offered a crown restored, she answered: "I would rather be a hero than a princess." The line is carved above the door of the Otari garrison, and every child in the town can recite it.

She lived out her years in the town she helped raise, and died some four decades after its founding, in 4285 AR, of a fever taken from an old wound that had never truly closed. Her body was interred in a mausoleum in the Otari graveyard. The Rosa Argentis now sits on display in the Dawnflower Library.

II. Aesephana Menhemes, the Huntress

The youngest of the four — barely more than a girl when the company formed — and by the reckoning of every source, its true leader. A cleric of Erastil and an archer of rare gift, Aesephana Menhemes was the one the others looked to when the choice was hard. Those who knew her wrote of a quality in her presence that made frightened people brave. She was never seen without the Cloak of the Huntress, a mantle of mottled green and grey said to have been blessed by Erastil himself, which turned aside the weather, hid its wearer among leaf and stone, and would not be taken from her shoulders by any hand but her own.

She and Otari Ilvashti were betrothed, and had exchanged vows only shortly before the party set out for Gauntlight.

Aesephana survived her companions and died in 4290 AR, the last of the Roseguard, mourned by the whole of the town. Her place of burial is unknown. The town was abandoned within four years of her death, and its local archives were lost; when Otari was resettled two generations later, no one living could point to her grave. The Menhemes family descends from her and holds her holy symbol still. Of the Cloak of the Huntress there is no record after her death.

III. Zarmavdian, the Watchful

Least known of the four, a dwarf of uncertain origin, Zarmavdian was a wizard of formidable learning and a collector of secrets, some of them foolish. He wrote poetry, mended clocks, painted landscapes, and pursued conspiracies that his companions indulged with affection.

It was Zarmavdian who first read the signs that a sorcerer had built a lighthouse on an empty coast for no honest purpose, and Zarmavdian who convinced the others to go and see.

It was rumoured in the town that Zarmavdian kept a laboratory of elemental magic somewhere beneath Otari — a vaulted workshop of fire, water, air and stone. No such place has ever been uncovered.

He did not die in Otari. In the town's early years he departed one night without farewell, leaving his rooms in good order but taking with him his great grimoire, Thresholds of Truth, in which he had set down every spell he had mastered. This great tome is held today in a warded collection in Absalom.

The common account holds that he returned north to his studies. He left no descendants, and no grave.

IV. Otari Ilvashti, the Osprey

An orphan of Absalom, a thief by necessity, and for some years a pirate. Otari Ilvashti was spared by a cleric of Cayden Cailean, the Drunken God, when his crew lost a battle after boarding the wrong ship. After that he turned away from piracy and used his talents against the slavers of the Inner Sea, falling upon their vessels out of thin air. This gave him the moniker osprey, the name of the bird that hunts along the coast.

From that day he carried the Cailean Key, a slender skeleton key he named for the god who had spared him, and which would open any lock — a thief's tool turned to honest work.

He was the company's conscience and its humour.

At Gauntlight, in 4244 AR, the evil sorcerer Belcorra Haruvex brought down the ceiling of the chamber in which they fought. Otari Ilvashti was buried beneath it. His companions avenged him within the hour. They returned afterward to dig for him but found no body that could be brought home.

His dearest ambition, often spoken of, had been to give up adventuring and settle in a small town by the sea. His three friends spent the bulk of their savings building one, and gave it his name. He has no grave and no descendants.

Learned in Session 3

Zarmavdian's Workshop

Zarmavdian's old laboratory of elemental magic, sealed for centuries behind a riddle-locked door in the kobold tunnels.

  • The door's four Dwarven riddles name fire, air, water and mountain. Pressing the matching pictographs opens it (translated by Brelda Venkervale)
  • The kobolds took the runes for a curse-mark and never went in (Prince Kolgan)
  • Inside, orbs of earth, air and fire survive. The water orb lies shattered, and the passage is flooded
  • The fire orb exploded and released a flaming cinder rat. The earth and air orbs each granted an elemental blessing
  • The passage beyond the door also forks to a lair of xulgaths
Read more

Founders of Otari recorded the town's old rumour that Zarmavdian, the Roseguard's dwarven wizard, kept a vaulted workshop of fire, water, air and stone beneath Otari. Herald recognised the door as his work: Dwarven, riddling, and older than the kobold warren. Beyond it lies exactly that workshop.

Learned in Session 5

Aesephana Menhemes

The Roseguard's cleric of Erastil and ancestor of Otari's mayors. She lies in a profane vault beneath the fishery.

  • Youngest of the Roseguard: a cleric of Erastil and an archer. Aesephana's Archery is held in her honour every Founder's Day
  • Last of the Roseguard to die. Otari was abandoned soon after, and kobolds moved in
  • Her granddaughter Maklanni Menhemes drove the kobolds out, resettled the town and raised the Giant's Wheel. Mayor Oseph Menhemes is her descendant
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Aesephana Menhemes, called the Huntress, was the youngest of the Roseguard, the band of adventurers who founded Otari nearly five hundred years ago. She was their cleric, a devoted follower of Erastil who fought with bow and arrow and kept her companions alive through their darkest hours. When their adventuring days ended she settled in the town they built rather than return to Absalom.

She was the last of the Roseguard to pass away, and Otari did not long outlive her. The town was abandoned, and a tribe of kobolds moved into the empty buildings, lighting false beacons along the cliffs to steer passing ships onto the rocks. Her granddaughter Maklanni Menhemes came back for it: she drove the kobolds out, resettled the town, and raised the Giant's Wheel that still turns above the harbor. The Menhemes family has led Otari ever since.

All of which makes her grave strange. The Huntress does not lie in the Otari graveyard, or in hallowed ground of any kind. She lies in a profane vault beneath the town's fishery, behind a barricade built to seal the passage, in a sarcophagus locked by a holy symbol of Erastil.

Learned in Session 2

Founder's Day

Otari's biggest celebration of the year, held on 3 Desnus to mark the town's founding in 4244 AR.

  • One contest for each Roseguard: Aesephana's Archery, Vol's Swordfighting, Zarmavdian's Riddles and Otari's Obstacle Course
  • All-day games, food, drink and fortune telling with Wrin Sivinxi
  • The evening closes with a play retelling the Roseguard's history

Learned in Session 1

Gods of Otari4

Sarenrae

The Dawnflower. Goddess of the sun, healing, honesty and redemption, and by far the most followed deity in Otari.

  • Mercy comes first, but those who refuse redemption are cut down. Her faithful carry the scimitar; her symbol is the ankh
  • Her temple, the Dawnflower Library, is where Otari goes for healing magic, divine scrolls and books
  • Head priestess Vandy Banderdash keeps a careful eye on matters touching the dead
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The Dawnflower Library is the largest building in town: temple and library at once, an airy Qadiran-style hall of book stacks built around her shrine, with smaller shrines to Cayden Cailean, Erastil and Gozreh along its walls. Vandy Banderdash, its halfling head priestess, receives visitors with lemon cookies and spicy Qadiran tea, and has an uncanny knack for putting exactly the right book into a stranger's hands.

Learned in Session 3

Erastil

Old Deadeye. God of the hunt, the harvest and the family hearth, and Aesephana Menhemes's patron.

  • Patron of hunters, farmers and small close-knit communities. Prizes duty, honesty, self-reliance and what people owe their neighbours
  • Hunters should kill to feed their families, not for sport
  • Holy symbol: a hunting bow formed from a pair of antlers
  • The shallow indentation beside Aesephana's name on her sarcophagus is shaped to receive Erastil's symbol: a keyhole waiting for a holy symbol.

Learned in Session 2

Gozreh

The Wind and the Wave. God of nature, the sea and the weather. A forgotten shrine to Gozreh lies beneath the fishery.

  • Worshipped as two aspects: a woman rising from the water and a bearded man in the clouds
  • Cares nothing for civilization and everything for the wild balance of the world. Sailors and fisherfolk pray to Gozreh for calm water and full nets
  • In the forgotten shrine below the fishery, rot covers everything except the silver bowl on the altar. Its water is still clear and carries a trace of the god's magic

Learned in Session 2

Abadar

Master of the First Vault. God of cities, law, merchants and wealth. His riddle-vault lies beneath the fishery.

  • Values order, honest trade, written contracts and coin. Symbol: a golden key
  • His chamber below the fishery holds a counterfeit-coin riddle: nine gold coins, two weighings
  • Judge correctly and the vault behind the statue opens. The chest inside is neither locked nor trapped
Read more

A towering statue holds out both palms above an altar of nine gold coins and offers only two judgments: "In my hands I judge the value of all wealth, raising up whichever is greater. One of these coins is a deception. Find it using only two judgments and receive my blessing." Abadar's tests are transactions rather than ambushes, and he honours his side of them.

Learned in Session 2

Creatures4

Mitflits

Small blue creatures who call themselves fairies. They infest Gauntlight Keep and plan to attack Otari.

  • Speak Undercommon and answer to Boss Scrawng
  • Keep giant bugs as attack animals. Their prize is Buzzybuzz, a giant fly central to their plan to attack Otari
  • Mischievous, wild and feeble in a fight, and convinced they are far more capable than they are
  • Afraid of the lighthouse
  • They used to live underground, until "mushroom-eyed" people pushed them up and took their floor
Read more

The ones in Gauntlight's watchtower kept up the fairy act from the rafters, urging the party to eat the grey slime coating the floor, right up until one of them let slip that it was poop.

Learned in Session 7

Kobolds

Cunning, trap-loving tunnel dwellers who flee when frightened. The Stonescales beneath Otari now follow King Kolgan.

  • Fight in pairs to flank, with spears thrown or thrust. Lookouts hold doorways with crossbows from behind cover
  • Trapmasters hang back and lay snares mid-fight
  • Nimble and hard to hit, but fear breaks them. Frighten a kobold and it will run
  • See in the dark and speak Sakvroth
  • How far will the Stonescales' loyalty stretch toward a king who arrived flanked by the people who killed their kin? Kolgan recognised one of the dead in the tunnels.
Read more

Kobolds are small reptilian humanoids, about the size of a human child, who live underground and hold themselves to be the descendants of dragons. They fight with far more cunning than their size suggests, but their nerve is brittle: they value their own lives above their orders, and will abandon a losing fight, or a post they were set to hold, rather than die at it.

The Stonescales. After Otari was abandoned in 4294 AR, a kobold tribe called the Stonescales moved into the empty town around 4300 AR and lit false beacons along the cliffs to wreck passing ships. Maklanni Menhemes drove them out around 4310 AR. They were driven off the surface, not out of the region: they went down, and spent four centuries beneath Otari preparing a war. It was the Stonescales who stole fish from the fishery to feed Queen Zolgran's dragon.

King Kolgan. The warren's throne was contested between Zolgran and her exiled brother Prince Kolgan. When Kolgan returned with the party at his side, most of the warriors laid down their spears; Zolgran and her trapmaster died, and her last guard hailed King Kolgan. His first command ended the war on Otari.

Learned in Session 4

Xulgaths

Stinking reptilian humanoids of the deep places.

  • Hunched, scaled, and wrapped at all times in a revolting stench that clings to anything near them
  • A trio was found squatting beyond the rune door

Learned in Session 5

The Green Dragon

A juvenile green dragon Queen Zolgran raised on stolen fish to destroy Otari. Franz Frangelico killed it.

  • Green dragons unleash flurries of powerful attacks up close
  • At range they breathe poison in a thirty-foot cone, so spread out. The breath takes time to recharge
  • They hoard, and can be distracted by shiny treasure (Carl Morlibint)
Read more

Everything taken from the fishery's cellar went to feed it, and when it was large enough Queen Zolgran meant to loose it on the surface. It never could have: it grew too wide to fit through the exit of its own lair. At first contact it knocked Beans unconscious and nearly killed King Kolgan with its breath. The next day the monster hunter Franz Frangelico killed it almost single-handedly and took half its hoard as his fee. Ja-ja kept a fang, Rygel some scales, and Herald its heart, which went to Magiloy.

Learned in Session 5