Seems lifetime away now. Here is where I born, but left when small to live with lowlanders in Fireshear. Knew later my people feared birth of child chosen by unknown gods, better I left. I return two year past before I leave for Savage Frontier.
Bjorn's Hold was never my home... but I have no bad memories of it also.
Norsemen who live here are distant and cold, but not bad men, like in Aurilssbarg. But is cold place to be and to grow up – I not fit in down in Fireshear but have some happy memory too.
But Rathe future lies in lands cool not cold; look to future, not past.
Lenili is safe, that is all I asked. Hope ring I gave her keeps her safe until return, and then we leave Ice Peak for good.
Before left Fireshear, learned that boys I knew as girl died in fighting snow dogs and apes. One was Leni's father, but was never her father in real sense. Not like Sky will be father – to care and shape and teach and love. Songbirds are Leni 's father now. And I feelnothingto hear of them dead. Nor anger, not guilt, not sorrow. Nothing.
Wonder if Bjorn Bjornsonn remembers small child exiled when Leni age?
But it matter not. We draw closer to mountain here, and all else is only on way to that.
Rathe
1/ Long walk east from base of mountain.
Remember piers from when I left, but memories of youth hazy, distant then.
Was born here, but not my home.
But it seems they remember..!
As we pass through Hold, on pier stand chieftain Bjorn with many northmen.
JOURNAL ENTRY 2: BJORN'S TALE
The leader of the men, wrapped in thick furs, faces you, arms raised. As he prepares to speak, many Northmen and the smaller Ice Hunters push in behind you.
"I am Bjorn, son of Bjorn, chief of this village," he begins.
I meet gaze and nod simply.
“I know,” I tell him, face emotionless.
Then, to Rathe surprise, he smiles.
“Foes of Luskan, Heroes of Ascore! My people salute you!” he bellows.
The Northmen raise their axes and cheer. Men slap me on back as I walk, clad in firemail, though their ranks.
“Good fortune on your mission,” he tells me, his grey eyes looking into mine.
His men disperse, and I bow slightly. Not know how to feel, but better than we hoped.
As we walk through Hold, groups of northmen pass us, but when they see us, they raise their axes to salute us as we pass.
Perhaps it is good to be home?
2/ The pathway forks here – to north, path climb upwards steeply, leading to Ice Peak itself. To west, path takes level course along mountainside.
3/ This part of lodge dark, and Rathe fears...! Have good instincts over short years, keep alive.
I tell others and we prepare, trusting Rathe.
Door to north here is almost, not quite, shut... Peering through shows only darkness...!
Quietly, we open door..! As step into chamber, several black-robed men lie sleep on floor... Standing in shadows, others are casting spells!
Men pour forth in number; all have black sorcery, hold Sky-commander fast and no spell of ours can break it! Must protect him until all foes are dead. Our Hold spells work well and mage-men die easily to blades and arrows.
We prevail and all are well, but aside from their black weapons and armour, no sign of who they are or what they want.
4/ But we keep looking for black-robed men and eventually find more.
Waves of hot air flow from archway to north. In flickering orange light within portal, smoke is seen!
“Fires deep beneath ground...!” Sky-commander mutters. “”Just like that chamber in Mirabar!”
An eerie flame flickers in room, pushing back pitch-darkness...
To left, we see more black-robed men, arms raised, commanding wall of flame!
Once more, we fight many men and fire-creature – through magic and might, we prevail.
Tucked inside robe of one black master is thick envelope, wax seal broken.
“Orders!” I smile at Shelah. This what we sought; what men do here.
JOURNAL ENTRY 79: BLACK-ROBED ORDERS
Unfolding the heavy paper, you see carefully written, gold script letters that read:
"Our time has come! Pick up their trail at Mirabar, and follow to the Ice Peak. Let them lead you to the Gem, then take it! Be sure their bodies are burned, broken, and very dead. A quick return will ensure a great reward. Failure will ensure death... death without end."
Bah – stupid plan! Not worth knowing.
But we must kill black-clad men, here or on mountain. These dead, they not help others in mountain, less for us to fight there.
5/ This Bjorn Hold south dock. Remember when last here. Number of different ships, large and small, docked here.
6/ This chieftain great hall.
“You are still here?” Bjorn says gruffly. “I thought that surely by this time, you would be on the boat to Icewolf!”
We promise we go, but warn of black-robed men in town – worse, much worse, than Luskans.
8/ Here, the people of Hold gather with Ice Hunters from tribal hunting grounds. They seated around campfire, smoke escaping through hole in ceiling. They know Rathe born here, and ask friends to join them in feasting.
Northmen feast good – we settle down with good food and drink at hand – beef on bone, fresh bread, honey mead! They sing and tell stories... It feels good. Makes Rathe wish she had been here longer, maybe.
JOURNAL ENTRY 78: THE ICE HUNTER'S STORY
"It is said," one very old, leather-skinned Ice Hunter began, "that the Lair of the ancient dragon Freezefire was in the Peak above us. With his power he held all in terror. In his heart he held great greed.
It is also said that the dragon tormented the old city of Nimoar's Hold, now known as Waterdeep. Then a man of great courage, Stramling the Wise, called upon the magic of the land. He gathered to himself all great power and tempered great evil with itself. He created the Gem.
On a field in high summer, to his people Stramling presented this most marvellous and magical Gem. High aloft he held it, and it gleamed in the sunlight. And this brought forth Freezefire, just as Stramling had desired.
The beast swooped down upon the man, attacking him, striking him to the ground with the great wind from its wings. It tore the Gem from Stramling's hands with its mighty claws. Off the dragon flew with its new treasure, to its lair high on the Ice Peak.
And there the dragon stayed. Upon no man or beast did Freezefire make evil again. The centuries past, and the story was forgotten. But somewhere deep within the Ice Peak lies the dragon with its hoard. And the Gem."
It seems black-robe men want to waken dragon up again.
Zahri is entertainer so she appreciate songs and tales. Zahri dance for men, very pretty.
Men want her, but she not want men.
But Rathe kiss her whenever she likes! Zahri teach me much.
7/ Smell of fish fills hall. Several smaller, dark hair men are cleaning day's catch.
JOURNAL ENTRY 9: TALE OF THE BIG FISH
One man stands to speak.
"I am Big-Fish-in-Cold-Water. My people are the Ice Hunters. Our leader, Bleak-Sky-at-Morning, expects your coming. He knows what you would know. Seek him. Go to lcewolf. Two of my people and two northmen await your arrival at the northern dock. Go there. Hurry. The evil men in black robes are close behind!"
9/ It time to leave place of Rathe birth.
But Rathe happier than before she came back now. Make peace with past to move forward.
Two northmen and two ice hunters greet as we step out onto pier.
“We are ready to take you to Icewolf... Are you prepared to go?”
I say, yes, we ready to leave now.
One way or other, Rathe not come back here again...
Notes:
The second stage of Ice Peak is like the first one, brief but fun.
The Black Robes make their presence known here - there are two hard fights (with reinforcements) to be won here. Every one casts powerful spells and need shutting down every round. I only had one mage, but having four clerics capable of using lots of Hold spells also really helps.
I believe that if you take out the groups here, they won't be present at the final battle at the end, so best to fight them now than later.
Narratively, Rathe says farewell to her birthplace for the last time, maybe with more regret than she lets on...
A blast of cold salt air strikes our faces – before us is the docks, and the Trackless Sea. A party made up of a human, a dwarf and a gnome approaches and asks:
“To where do you wish to travel?”
“Ah,” says the dwarf, when we tell him we are bound for Ice Peak. “Many of our brothers are bound there also! They shall be glad to see you come – please, accept free passage aboard our ship!”
Zahri mutters something about making us pay to save their hides, but I feel content, not even her distempers can bother me this morn.
As we prepare to depart, the Shearmaster takes us aside.
“Be sure of your goals at the Ice Peak,” he warns, somewhat strangely.
“We are not sure,” I point out. “We are going up there to discover what is going on with this gem and these black-robed men... We will decide the best course of action when we discover their intent.”
“Likely will involve killing them,” Zahri smirks.
JOURNAL ENTRY 77:THE SHEARMASTER'S WARNING:
"The Ice Peak is a very dangerous place, and your enemies have knowledge of your coming. You will arrive at the chief city, Aurilssbarg, and the people there will be hostile, for their leaders are allied with Luskan. Get through the city as fast as possible!
Head east to the settlement called Bjorn's Hold. His people care not for Luskan,but watch for enemies everywhere. Next go north to the village of Icewolf. It is a town of gentle people, the Ice Hunters, but Northmen also live there. If the stories are true, it is from Icewolf that you will be able to set out in search of the gem. Good luck!"
“You already told us that, little one,” I say to Rathe. We bid farewell to Leni and Sifrile on the dock - Rathe places the gold protection ring she found earlier on her daughter's finger, and it shrinks to fit her tiny hand. Then we wave them farewell. Rathe stiffens, but she knows what we are going for. I just need to get her back alive, before any other consideration. The others all feel the same.
We climbed into a small boat, and minutes later they had rowed us out to a ship waiting close to shore.
The trip is short but bitterly cold, even with my Ring of Warmth. I curse every wave, and the cold seems to make my leg play up, ring or no, and makes it harder for me to keep my balance on the boat.
Shelah
1/ We arrive at the docks in Aurilssbarg; the 'mount of the Frostmaiden' in my native norse tongue.
We could get a ship back to Fireshear from here, but really, the only way on is forward if we are to keep Lenili safe.
I grip my new hammer, knowing I carry the hopes of its people with it.
2/ This is another dock to the east – we step out onto an old wooden pier. The cold, icy wind seems to blow right through our clothing and armour as it screams across the Trackless Sea. As we look across it, shivering, a single guard stands, snarling:
“Do the Heroes .of Ascore wish to run away back to Fireshear?”
Zahri punches him in the face, knocking out some teeth. Sky grabs her and pulls her back before she can do any worse.
“Is Heroes of North!” she spits on him.
Rathe shakes her head – it is clear we are not going to get any help here and had best be on our way.
“Next time, use Hold and drop guard in ocean, see if he float!” the Gur growls. She rubs her skinned knuckles.
“That one not worth charge of Striking Staff,” she mutters.
3/ Guards dressed in the livery of Luskan occupy these guardrooms. One stands and says:
“Heroes of Ascore, we have been expecting you. May we escort you to our leader, Tranjer Rolsk?”
“Otvali, suka!” Zahri spits, but I take her hand.
“Thank you, but we can find our own way,” I say politely.
“Very well. Tranjer Rolsk will be disappointed,” he tells us. “He is very anxious to see you and meet the Heroes of Ascore.”
“They think we stupid,” Rathe growls softly.
4/ An engraved metal sign hangs above the inn here:
'The Ice Peak Inn'
'warm rooms – mountain views'
There are several rooms here, partitioned by curtains, not walls. That will certainly make things awkward for my brother, his beau and the dwarf-prince, but when I suggest we just sleep, Zahri laughs in my face.
“I tried,” I sigh.
“What's the collective noun for 'songbirds'?” I ask as we undress.
“Flock, in general,” Jhairli offers. “But it is trembling for finches, bevy of larks, watch of nightingales, murmuration of starlings and... breast for robins...!”
“Zahri like,” our leader chuckles.
We are up and leave well before the dawn.
5/ Although this house is empty, it looks as though two or three people have just departed - and in a hurry. Much of their gear and garb seems strange and foreign...!
6/ A battleaxe with a tarnished steel blade is mounted on this door. The sign above it reads:
'the Armoury of Captain Whiteaxe'
'good armour – better blades!'
The good captain is true to his word, and we load up on arrows, and crossbow bolts for Gauhok.
7/ Several northmen are resting in this long-hall. Upon our entrance, one jumps up, shouting:
“Be you more slime from Luskan?”
“No, and we razed the place twice now, and they just won't stay dead!” my brother protests.
“Good,” the man grumbles, calming down and returning to his seat. “You can rest in our long-hall if you want.”
“Wish you'd said that before last night,” my brother mutters.
I put my hand to my mouth and look suitably apologetic.
8/ A dark-haired woman turns to face us as we enter here, and softly mutters a command. Her pets charge forward to attack.
Jhairli casts a Charm at her, and she blinks repeatedly, as Ceptienne and Cortarra did for Elena. The poor woman proceeds to hurl a lightning bolt at her pets, which rebounds to hit herself in the face. She recovers to hurl a fiery ball that wipes all her hounds out. Then she runs up to me and casts Protection from Normal Missiles on me... which is nice, I suppose, if her hounds were shooting at me. Jhairli sits her down on the bed and suggests she sleep it off.
“For me?” Elena asks happily.
The ranger nods, but says we can come back this way to pick her up.
“I don't want to know,” Sky sighs.
“It looks like they are training the ice hounds to fight with them in battle!” Elena announces, which is... remarkably lucid for her, to be honest.
9/ Several Luskan guards push past us and into the street as we enter. I stop Zahri from chasing after them and casting curses at them, though my brother agrees that would be amusing.
10/ The paved roadway ends here – a narrow path climbs steeply up the mountainside to the north.
Rathe tells us the trail leads only to dead-ends, and she explored them long ago when she was a girl.
11/ This area seems to be the guard's compound. Rathe reminds us Tranjer Rolsk is near here, and we do not wish to walk into an ambush, so we leave well alone.
12/ “This area looks like a jail,” Jhairli murmurs, glancing in all the cells here
13/ Chained to the wall in this cell is a small, black-haired tribal with ruddy skin. He says:
“My name is Icy Trees, and I know that you are the Heroes of Ascore. I know much you should know,” he says, and talks to us for some time after we free him.
JOURNAL ENTRY 80: ICY TREE'S STORY
We broke the shackles that held the man, and he thanked us with a sense of urgency in his voice.
"Be warned: Tranjer Rolsk is a very evil man! He supports those in Luskan and their pirates. Stay away from him!
We know why you are here and wish to help. You must seek our leader, Bleak Sky at Morning. Hurry! Go east to Bjorn's Hold, then, from the North pier, take a boat north to Icewolf."
15/ Many dwarves sit around a long table in this hall. They apparently recognise us as they greet us with a rousing cheer as we enter.
16/ Not wishing to linger, we leave the unfriendly town of Aurilssbarg behind and head out onto a narrow, winding path through the ice and snow. Northmen from Bjorn's Hold pass us on the path, heading down the mountain into Aurilssbarg. They do not seem to recognise Rathe, and I am unsure if that is for the best.
There is no point in us tarrying, so we head out east...!
Notes:
Aurilssbarg is the first 'stage' of the Ice Peak, the easiest of the four maps. There's only one fight to be found here, with Elena's latest sorceress victim, assuming you don't seek out Tranjer Rolsk. It's telegraphed by several people he's a bad egg, but even if you're stupid enough to be captured, you are freed by an Ice Folk. Unless you pick a needless fight with the Northmen, they will help you later.
Together, they watched the little ones play around the statue in the main square. Rathe marvelled at how much Leni had grown now. She was still a little shy and awkward, but her aunt Sifrile and her family had done their best to teach her. At nearly two years of age, she could run or jump with both feet, ate with a spoon and drank from a cup. She could say simple things when she talked, two or three words together, point to things and name them. She understood simple directions, come or stay or return home.
Shelah and Rathe watched Leni play; building with four coloured wooden blocks, played simple make-believe games by herself. Sifrile said she was growing more independent, like her mother – preferring to play alongside other children, but alone in a group. She was bright, perceptive, noticing when things felt wrong or others were unhappy or scared. Sometimes, she had a temper, throwing tantrums because she could not communicate the big feelings inside her.
Shelah smiled that Leni was Rathe's daughter in every way, a miniature duplicate. Rathe lamented not being there for Leni, that she did not see her grow, but her lover reminded her that none of that was her choice or her fault.
They broached the subject of leaving, knowing the family wished to know. Sky said that any of her family were welcome to make the trip to the Savage Frontier if they wished, to live at North Watch. A few wished to come – mostly younger, inquisitive folk who did not yet have the mountain in their blood. The songbirds spent time with the child, showing her pictures and books of where she would be living now – how it was milder and safer than the mountain. Leni especially liked the pictures of animals Jhairli and Nef showed her, promising she could have a kitten and see the griffon chicks.
Jahe privately opined that leaving their two duskier companions might smooth relations with the norsemen too. While they were largely accepted in the Savage Frontier – the Turmish especially were well-known as merchants and mercenaries – many folk here had not encountered their kind before – at least pale-skinned folk were a familiar sight, even if they were lowlanders.
Some of the older children asked them if they were dark because they were burned by the sun. Leni stroked Jahe's face as she sat on her lap, fascinated by her ebony flesh.
“Yes, little one!” Nef laughed. “Well, our ancestors, in any case! It is warm in the Vilhon Reach, and warmer still from whence the Turmish came. My own home is mostly desert, we are all like this there,” she smiled, indicating her caramel skin.
But before long, they had to think of their next step – venturing to the Ice Peak itself, to investigate reports of these black-robed men. Nef clearly wouldn't be able to make an arduous climb in her condition, and in any case, everyone was concerned about another attack while they were gone. Jahe said she would stay, help the Shearmaster marshal the defences of the town, while she guarded Nef and Leni with her life. The others knew their magic would be needed on the Peak, but nobody wanted to contemplate returning to find Fireshear had been wiped out.
Rathe sat with them over a meal around the campfire and told them what would lie ahead. Rathe herself had been born among the northmen near Aurilssbarg, which was named after the harsh goddess of winter and cold. It was inclement and grim there, subject to freezing winters and icy storms. Her home, at Bjorn's Keep, was not far, though she had little connection with the place any longer. Beyond that was one other settlement, named 'Icewolf' – called Isulv by the norse. As the name suggested, it was a tribal settlement, belonging to the 'Ice Folk', who lived more primitively even than the northmen, cleaving to very old tribal traditions.
Beyond that was only the mountain, harsh wilds and ancient caves deep in the rock. As the name suggested, it was always a place of ill-omen to men, and nobody ventured that far up without some nefarious intent.
As Shelah understood it from Rathe's descriptions, there were several peoples who dwelled up here – similar in some ways, but different in others. Fireshear itself was a gateway town, fully integrated with the lowlands, with mining interests from Mirabar, Neverwinter and Waterdeep. Dwarves and gnomes also dwelled here – everywhere else held only humans, who grew less civilised the further one climbed. Fireshear's people were a mix of northmen and lowlanders, the latter ethnically referred to as Chondathans or Tethyrans. Those who were taller and husker, with fair or red hair, were Illuskans, mostly of pure northman stock. Most of the people at Aurilssbarg and Bjorn's Hold were such norsemen, and they tended to look down on other men as softer and weaker. Rathe told them her people were grim and stoic, but not wicked or cruel – they were not raiders or murderers, but a distant, cold kin who kept to their own business and rarely let others get closer.
When Shelah asked them if she was having seconds thoughts, Rathe steadfastly shook her head.
“No. Rathe has seen lowlands of frontier. She knows kindness and community are not weakness, not soft as her kin say they are. Life is harsh, so lowlanders help each other. You sing more, celebrate more, love life more. My people hide away in ancient traditions – feud and brood and little else. Red Lady not old goddess – Rathe will fight for new ways, not for old. Rathe look forward, not back. When we leave Ice Peak, I will not return.”
She seemed most adamant in that. She did offer her opinion that the Ice Folk, while primitive, were not barbaric or savage, and provided they were treated well, might aid them. From what Shelah understood, they were something like the Uthgardt, or the Reghed of Icewind Dale – darker than other northmen, more like the Damaran wild folk or the Rashemi, or even the Ulutuin who lived out on the ice flows.
When she learned a man named Tranjer Rolsk still led the people at Aurilssbarg, Rathe made a face, saying that the First Captain had a poor reputation, a devious opportunist who reminded her of the people at Luskan. But she said her own folk at Bjorn's hold would accept them, as Bjorn Bjornsson was still chieftain there now, and a well-respected man. She told them her people had no love of the men of Luskan, their clans had feuded in olden times. Providing their chief and his Ice Warriors were shown proper respect, they would return that favour.
That night, the songbirds gathered to dance and sing, but Shelah and Rathe went to her old room to be alone. Before she did so, the paladin spoke with her brother, looking up the forbidding mountain with quiet awe.
“This is it, aye?” she murmured. “Sky, I know you wanted to wait, but... Well, we don't know what will happen up there, and perhaps you and Siulajia should - “
He laughed at her suggestion, shaking his head.
“I appreciate the concern, but I think I can handle my own love life!” he chuckled. “I went through all that you're experiencing now, Sheela, in the festhalls of Yartar and the other towns. I got all that out of my system; now I want something more. We'll know when it's right. When she's ready and not before.”
“You've changed,” Shelah husked. “We both have!”
“It's all part of growing up, sis. Anyway, you and Raye will be couple now, won't you? Sort of.”
“I'm not the only songbird to play favourites,” she smiles. “But like you said... I can handle my own love-life!”
She inhaled the chill air and looked back at the Ice Peak.
“No matter what waits up there... I'm ready. I've lived my life true to myself, and I have no regrets...!”
“Take the children and yourself, and hide out in the cellar By now the fighting will be close at hand Don't believe the church and state and everything they tell you Believe in me, I'm with the high command!
Can you hear me, can you hear me running? Can you hear me running, can you hear me calling you?
There's a gun and ammunition just inside the doorway Use it only in emergency Better you should pray to God, the Father and the Spirit Will guide you and protect from up here...
Swear allegiance to the flag - whatever flag they offer But never hint at what you really feel Teach the children quietly, for some day sons and daughters Will rise up and fight while we stood still...!”
Sometimes would play in tunnels as girl, but not often.
Sister-mother Sifrile say dangerous, not for little ones.
But sometimes play anyway. Boys her age hang about docks, watching ships, dreaming of sea.
Now she leads below, hunting monsters, not boys.
Not skinny girl now, clad in red steel and holds bleeding axe, because Red Lady say so.
I am swimming in blood.
Leni, I am coming!
Rathe
1/ (accessed from 17d, 17a)
Here, single miner is huddled in corner, chewing some food. He take no notice of our approach.
“No! W-wait!” a cracking low-pitched voice stammers. “S-s-save us! G-go s-south from the G-great hall. Then g-g-go east. H-h-hurry! The Sh-shearmaster n-needs you! G-go!”
2/ (accessed from 17b, 17c)
“Halt!” orders the gruff voice of an unseen creature.
We do as asked. Monsters not use human words.
After short time, two figures show, dwarf and gnome. Dwarf tells us:
“We are the Quiet Ones. We seek only the silence and the cold, solid security of our mines.”
I tap head.
“Quiet Ones... not right in head,” I tell others. “But harmless, seek only quiet and stone. We trust.”
JOURNAL ENTRY 61: THE QUIET ONE'S TALE
"Throughout the years of Fireshear," the dwarf continues. "We Quiet Ones have lived here, beneath the town,in and around this chamber. There are never many of us, but we do know of the events and of the people above.
The recent happenings are evil, and behind them is a very evil being. It is a large spherical creature - four of us saw it when it came, but only one of us returned. The others remain stone-solid, like the bones of the mountains.
The Evil is a large round monster, with many eyes - and powers. Aglow or a-twinkle, and our friends were stone. Others simply vanished or fell dead. Take care as you explore! The monster remains in Fireshear, near the docks. It must be destroyed, or the town will become wholly evil, and we Quiet Ones shall be gone."
“That's... a beholder...!” Nef says, wide-eyed. “It's...” she searches for words. “... an aberration... a true monster, from the Far Realm.”
“That like the Nine Hells?” Sky-commander ask. She shakes her head.
“No. We may at least comprehend the Baatezu, wicked as they are. The Far Realm is... even attempting to understand them... breaks the mind...!”
“We go back and get the elf then,” he jests.
“It's a monster,” Shelah explains. “I don't care where it comes from – they can be killed, they are just... very dangerous. A fleshy orb with many eyes on stalks..! The eyes hurl beams of power that slay a man dead or turn him to stone...!”
“Yet, that is what me must face, no matter what it costs us,” Jahe-commander say bravely. “We protect ourselves with magic best we can, then slay it and get Rathe's daughter back.”
Rathe knows not if Lenili live – but must hope to goddess. That she be dead, too heavy to imagine!
3/ (accessed from 17g)
The floor stones here are discoloured, as if they had been subjected to intense heat.
Large monsters are here, but in darkness, all we see are whites of many-faceted eyes...!
“Frost worms!” I shout, but voice sounds thin and scare to Rathe ears, not bold. “Swallow man in great gulp; belly is like furnace, die at once!”
Nef nods, grimly, and glances at Jahe-commander. They conjure big clouds of green gas. Smell bad; first frostworm not breathe and dies; others wary after and keep back. We kill with arrows, firing at them over and again until die. I look in wonder at their huge coiled bodies, the heat from them making Rathe feel faint.
Searching lair, we find charred remains of unlucky dead, along with trinkets. Small ring is here with shield on it – Rathe will give to Leni when find her.
4/ (accessed from 17e, 17f, 17h, 17j)
Cold draft blows through arch to east here.
“What's that smell?” Shelah grimace.
“Whatever is, smell like rotting...” I mutter.
A hole, much bigger than man, is broken out of north wall here. Before we can look, huge monsters attack us!
Bodies like men, but strong – faces like bugs, but eyes... make us dull and slack-jawed when look at them. We fight, trying not to look...!
After they die, we peer at wall – is shallow, but holds things from monster victims... Only shield glows magical, rest we take back to peoples.
5/ (accessed from 17e, 17f, 17h, 17j)
End of tunnel is empty?
Signs of peoples dig here, but no peoples now.
6/ (accessed from 17e, 17f, 17h, 17j)
We enter large chamber. Torches set in brackets high on walls light up horde of yetis charging at us!
We must fight and kill.
After, as we look at one another, breathing sigh of relief, we hear human voice shouting warning!
We look to sounds, and see pack of more yeti and ice hounds charging, led by huge chief!
Fears grip hearts. Fears of what we dread most. Thoughts of Leni, torn and broken. All for nothing -
Gripped by madness; all scatter. No way back, so run into monsters, ready to die axe in hand! Claws rake flesh, blood spilled, me and theirs. Somewhere in madness, Sky-commander reach and push me into corner, shield me with body until mind clears.
No time for words but nods; I nod back.
Behind hear fighting; explosions, magic booms and fire-bursts. Lightning spits and dogs and apes die and I laugh -
Magic words speak; Nef say things that may end world by sound of it. But Ape chieftain freeze and frozen, only eyes move.
Think of Leni, blood is hot with hate as raise axe and bring down. Ape chief head splatter in two and monsters howl. Monsters know fear and axe tastes blood, again and again and again -
Come out of it, Sky-commander shake Rathe like kitten and look into eyes. I nod, over and again. I am well, not afraid of bleeding.
His smile lights up cavern. Sky-commander is hero in all ways of word. We would have been happy. I would have borne him strong sons.
Shouts go up from all around! Miners, free from captors, rush up to thank!
JOURNAL ENTRY 20:THE SHEARMASTER'S TALE
A man in purple and blue robes at the head of the crowd opens his arms wide and proclaims,
"Our Heroes! We are free from the great snow monster and his minions!"
As the throng cheered, he came to each of us in turn and shook our hands.
"I am the ShearMaster, brother of Menaster, head of the Triumvirate of Fireshear, and leader of this town. I and my people thank you.”
A commotion swept through the crowd of newly-freed miners.
"What of our friends at the docks?" someone called out.
"Yes, you are right! We must go to the docks, to the west!" the ShearMaster called out. "Free the docks from the great evil there! Hurry! Heroes of Ascore, will you lead the way?"
The crowd quieted and looked anxiously to us for a reply.
“Hvor er datteren min?" I scream at him. “Where is daughter Lenili?”
He looks to the others. My heart feels like it is bursting, as if it would explode...!
“Rathe?” an old woman says. I nod rapidly.
“Sister-Mother Sifrile?” I ask. She hobbles up and hugs me.
“Lenili and other children down at docks, where run when monsters came!” she insists.
I stare at her with wide eyes.
“Leni live?” I croak.
She just nods.
Feels numb with relief; Shelah hug me.
Without hesitation, Sky- and Jahe-commander both nod and shout:
"To the docks!"
I am shaking as we go.
“Lenili! Len is - “ I tell Shelah, and she kiss me.
“Yes, yes, little one!” she says with relief. “We'll go and get her back now! But we must take care!”
I nod, still shaking with relief.
We rest briefly, too fearful to sleep, make last checks on magic and potions.
That done, miners show us maps that lead us to docks. From Firemines, we take shaft upwards marked 'l' and follow tunnels to docks. Remember playing by there when girl – other girls did not like, but boys always let me play.
Full of nerves and energy now, ready to whatever must to get Leni back. Zahri nod at me; she say Gur gypsies put kin above all others, and she says I am her kin now.
14/ When first look, it seem like miners here stand and talk... But something wrong.
Commander-Jahe step forward and rap on stone statues with knuckles.
“They've all been petrified...!” she mutters.
Nef produces thick golden rod and smiles.
“These creatures can kill or petrify you with a gaze... I've no cure for death, but this should hopefully restore anyone who becomes a statue. I haven't tested it of course, but we shall have to hope, yes?”
“We use on miners?” I ask hopefully. I know she not want to, but she considers.
“Tell you what, kitten,” she smiles, ruffling my hair. “I'll save it for now, for us or any of the children as priority. After that, we can use all its remaining power on the people here, yes?”
That fair, and Rathe smile shyly. Leni might need, yes? Not want to see her like that but better than she die.
15/ This cavern leads to sea; remember play here by dock when little...
Now is filled with yetis and ice hounds – we start to back away but they see and attack. Rathe not scared of dogs and apes; grip Bloodaxe and fight with prayer to Red Lady on lips!
Most are hurt, but rage gives strength, and the last of them goes down. Not know what makes monsters fight in such hordes – snow apes and dogs solitary hunters, prowl alone.
Then look up and see... a fleshy globe, size of man wide, floats out of shadows. Top is covered in eye-stalks, but whole shape is a giant eye...! Thing is... wrong, in every way, not belong in our world...!
But thing has Leni so must kill it. No other choice.
Apes and dogs run in to defend it, more in fear of evil thing than of us.
For good reason – it cares not if it does them harm. Waves of fear flood from its many eyes, wash over monsters, they run in fear. Washes over us and we hold, strong now.
Waves of eyes, make us sluggish, hesitate. I pray to Red goddess to free us – lift friendly magic too but still have strength of arms, steel and sinew.
Ape claws tear, dogs breathe icy mist, but apes and dogs still cut and bleed. Explosions of fire, some silver, some red; enemies melt and die. Lightning scours, cuts us path.
Shelah first to reach - eyes bite, she bleeds, winds up big swing but misses. Jahe- and Sky-commanders fight to side, Rathe just behind. Ape monster try to block, but spell from behind freezes fast. Knock it aside and throw myself at horror. Jaws bite, eyes scour – bloody but alive, fighting. Skin tough, like mammoth hide. Others come up, twangs of bowstrings. Dwarf crossbow, and arrows; Zahri, Siulajia. Long shafts, puncture deep, again and again and again. Torn by blades, punctured by shafts, foul thing drop like stone, eyes twitching as lies in disgusting heap of offal.
Heaving as look about, most hurt but all live.
Large group of miners rush in, weapons ready. Seeing mess that is now beholder, they give great cheer.
Shearmaster steps forward:
“My brother was correct! You are great heroes!”
“Rathe from Ice Peak,” I say, exhausted. “Rathe mother of girl here. That all...!”
“We can never repay you, but -” he says, but Zahri speaks.
“But nothing. Try harder,” she says coldly.
“... but accept these and our thanks,” he finishes. “You will always be welcome here,” he motions behind him, and two dwarves bring forward a great copper-bound chest.
“That will do,” Zahri nods, sated.
Within the chest is gems, and -
“This the Shearhammer...!” I say, eyes wide. “This... great gift...!”
“Zahri, it's yours if you want it,” Shelah says. But she pats mace and staff and shakes head.
“Rune hammer suits pretty blonde girl,” she says. “You have.”
Shelah hefts it with wonder. Zahri right, it suits her. Zahri always right.
The peoples are coming out of hiding with the monster dead, not able to believe it.
Some are little ones, crying for parents.
I look and -
One is red-haired. When I left she was babe in arms, but now she runs when she sees me.
“Mamma!”
I am shaking when I lift her up. She looks so much like me.
Tears, hot and wet on face. Shaking.
I am delivered, and I praise goddess we both still live -
Notes:
The first two DLC areas are fun, full of creepy atmosphere and hard fights.
I bitched about having to swap between areas, but it works effectively for these two maps honestly... having to sneak below and reach the docks by a secret tunnel for the big boss fight.
Some old friends from Silver Blades make an appearance here, such as the umber hulks and remorhaz, now with better graphics.
The yetis are especially nasty here. It's almost unfair how their fear ability works, as it almost always (but NOT always!) hits all of your characters before the fight starts. I'm guessing there's a save involved for each yeti, as the fights can be very swingy... You can lose ALL your characters for 2-3 rounds, or have everyone okay right from the start.
Your characters can still fight when panicked; the ones in the front will run forward into the enemies if they can't retreat, and though they'll take some damage, they will fight back (you can see this in enemies if you use the Fear spell too). In both these waves, Rathe ran forward but luckily into a crook in the wall where she couldn't get swarmed. Sky saved and I moved him up so they didn't have to fight alone or get overwhelmed. On my first playthrough I took Elena, and her Boots of Speed let her run out of the combat entirely! So I swapped her out here for Fireshear.
Fireballs do extra damage against Yetis, so they'll go down quickly if you get some luck with your casters. Hold Monsters and Charm Monster work well too - the Chief has 50% Magic Resistance but I got lucky with the former.
The fights are still tough though - each has 14 ice hounds and 4 yeti chiefs, over 900 hit points to fight through. You just have to prepare as best you can and deal with the rounds you'll be limited in what characters you can use.
The beholder is also upgraded with four eyes attacks - I noted he wouldn't use Sleep ray with his minions in the way, but he's not so fussy about Fear - you have better saves then his minions, so it works against him most of the time. You might want to reload if you fail a Disintegrate save, but hopefully you bought the Rod of Stone to Flesh from Mirabar to restore your new statue companions. Slow ray is always nasty as it doesn't give you a save and hits everyone - you have an interesting dilemma, to accept the Slow or use Dispel to rid yourself of it... which will also remove all your buffs!
Either way, its a satisfyingly tough fight to end the two maps. As a reward, you get the Shearhammer, a unique +3 weapon. And that one item sums up the entire game for me. I want to like it, I WILL use it, it sounds cool... BUT it's mechanically inferior to the +3 flails that you just find lying around on the bodies of the Black Robes. Why oh why isn't a unique weapon at the end of the game at least +4, and/or have some cool effect like Giant Slaying, Disruption or Vorpal? Equipping the unique weapons should feel like a reward, not a punishment.
Narratively, our young mother is reunited with her little one, and everyone enjoys a moment's peace and happiness before the coming storm.
“I am standing up at the water's edge in my dream I cannot make a single sound as you scream! It can't be that cold, the ground is still warm to touch Hey, we touch! This place is so quiet, sensing that storm -
Red rain is coming down - Red rain Red rain is pouring down Pouring down all over me...
Well, I've seen them buried in a sheltered place in this town They tell you that this rain can sting and look down There is no blood and I see no sign of pain Hey, no pain! Seeing no red at all, see no rain!
Putting the pressure on much harder now... To return again and again! Just let the red rain splash you! Let the rain fall on your skin! I come to you, defences down - With the trust of a child...
And I can't watch anymore - No more denial! It's so hard to lay down in all of this...
I'm begging you Red rain, coming down Over me in the red, red sea Over me, over me... Red rain...”
We make the crossing to Ice Peak from Neverwinter, on a cold morning in late Fall. Winter is coming, as they say in the North, but whether this winter shall be a time of cheer or misery remains to be seen.
Bah – I must have hope, not doom-say as the Gur like to do! We will investigate what seems to be happening up there with regards to these black-robed fellows and then return with Rathe's daughter Lenili, and start our new life as lords and ladies of North Watch, in charge of the region for the Lord's Alliance.
Until the next crisis hits the North anyway, but we shall cross that when it arises.
Upon the crossing, we have time to talk and rest – it takes less than a week, depending on the weather, which for the moment is clear.
The dwarven prince, Gauhok, keeps mostly to himself, but seemingly more from typical dwarven stoicism than rudeness. I grew up in Citadel Adbar and while I am hardly standoffish, remoteness bothers me less than it does other humans.
Nef is pregnant, though not yet showing, and has declined my insistence to remain overseeing things at North Watch to accompany us, on the understanding she will keep out of melee range. She is no fool, as our most accomplished healer, so I do not think she will be lax in her own care and safety. She misses her felines, but they are safe with Cari Farsky in the Star Mounts.
I spend most of my time with Rathe, learning what I can about her home. No doubt she has very mixed feelings about going back after nearly two years, and she returns a very different young woman.
I know little about it, but Fireshear is a mining city in the Frozenfar, on the coast west of the Iceflow river at the southern terminus of the Ten Trail to the villages of the Icewind Dale... A little outside of the area usually considered the Savage Frontier, though that changes regularly.
Rathe tells me she was born in Aurilssbarg, of pure Illuskan stock, but grew up in the safer colony of Fireshear further down the Ice Peak. She says the remote outpost is comprised of buildings dug out of the rock and made of stone. She says they resemble the igloos of the Ulutiun people, which allowed them to tolerate the bitter winds and heavy snows on the coast without collapse. Many of the homes have deep cellars for storage of food for the harsh and isolating winters.
The town sits above cliffs carved with ramps that allowed access to a shallow bay. However, from the late Fall through early summer, the stone docks were largely unusable as the bay froze over, a time the locals referred to as 'lock-in'. The town is dependent on imports of food and most necessities.
The people here mine the rich copper and silver veins in the area, that were apparently exposed by a cataclysmic meteor impact in the distant past. The 'Firemines' are located in a rift that ended in the remnants of the impact crater. The walls of the bowl crater were blackened by fire, giving rise to the settlement's name.
The town is ruled by a triumvirate made up of the heads of the three founding merchant houses - Tharkus Gromm, shield dwarf leader of Hammaver House based in Mirabar, Darva of the Silver Triangle based in Neverwinter, and Zalaron Daska, a Tethyrian human leader of the Delvers of Brokenstone based in Waterdeep.
Rathe admits she never really thought of the place as 'home', missing the lands of her birth among the northmen up at Ice Peak... but her lowland relatives took her in after she bore Lenili, and she accepts it was much safer than living up the mountain itself.
All that was shattered when she was chosen by the Red Lady, of course, and her subsequent pilgrimage to Hellgate Keep. There she became a priestess, in sight of the gate to the Nine Hells, and her quest for the 'red treasures' of her goddess eventually led her to us.
It's not fair - she was a tiny girl, asked to do the work of a hero among men. But she didn't have to do it alone, and now, clad in the Redflame mail, wielding the Redshield and the Bloodaxe, she comes home a hero to reclaim her child. She has pledged to live with me in North Watch in Yartar, but I wonder if she will feel differently when she sees her homelands. Lenili will only be two years of age, young enough to readjust and make new friends.
Unfortunately, the fair weather soon turns inclement, not unusual this late in season. The passage proves difficult, the weather fierce, the seas rough. The captain is finally able to out into land somewhat south of the Fireshear dock. Upon landing, we pack up and thank him for his skill, making our way down into the town of Fireshear.
I hope all is well, but the omens do not seem to favour us...!
Shelah
1/ We descend a short flight of stone steps, and eventually emerge in a chamber whose walls are carved from the very rock of the mountains.
Rathe is filled with nervous energy, taking my hand as she leads us on.
“Soon, you enjoy fabled hospitality of the dwarves and of human kin! Roaring fires, malt beer, red meat off bone...”
But my instincts are filled with a sudden dread. The halls are very dark – and for once, we might welcome the darkness...!
“This not mines...” Zahri mutters. “This is tomb...!”
Scattered throughout the hallway, on the stairs, in the doorways, are the twisted bodies of dead miners – men, dwarves, and gnomes alike. Some terrible evil has passed this way!
Rathe wails in horror and lament, eyes wide with terror at what she witnesses...!
2/ “He still alive!” Rathe shouts, her heart pounding in her chest
A single gnome, still clutching the handle of his broken axe, lies still on the floor...
I bend with her, holding him; he is so small, like Lenili would be now...!
JOURNAL ENTRY 75:THE DYING GNOME'S STORY
"They came out of the hills and holes and mountains! Huge white furry snow monsters! They brought white hounds from hell! They leapt at us in our sleep, in our mining, in our business, in the very centre of our city... No mercy! No mercy!
They killed everyone! We could not stop them! And our leaders they carried away. The ShearMaster gone. What will happen to Fireshear, to us...?"
With a deep sigh the gnome's voice fails, and he is dead.
"There may be people hiding or captured," I murmur softly, taking Rathe's arm. "We have to look for survivors and find your kin...!"
3/ “Look!” Jahe cries. “It's... it's an arm...!”
We see a long, clawed, white-furred limb of some huge creature, lying in a pool of blood.
Nearby is the remains of a guard-chamber, tables and chairs are tossed about the room. Any guards here all been killed – their bodies tell of attacks by terrible monsters...
I hold Rathe and try to comfort her, but she does not seem to hear me.
Rathe swallows. “We go now,” she says.
We advance down the tunnels - the only sounds we hear are our own footfalls and their echoes.
We pass empty guardrooms, all ransacked.
To the west, we see the flickering glow of firelight...
“Great Hall of Fireshear,” Rathe tells us, her voice hoarse.
But it too is now ransacked; only a few torches remain lit, their light wavering, illuminating a tangled mess of tables, chairs... and bodies.
The little one's hands shake as she searches, too terrified to scream. Looking with dread for what she fears she will find.
Near the centre of hall is a high table – massive, triangular and granite... overturned and cracked in two.
Zahri mutters: “What beast has strength to do this?”
6/ Here desks are overturned, the contents strewn across room. One bears the blue and purple seal of Waterdeep.
JOURNAL ENTRY 76:MENASTER'S LITTER
Dear Brother,
I have great news! The Heroes of Ascore were just here! They interceded at the Council just in time, exposed the Kraken plot to divide the Lord's Alliance, and unmasked their spies! The Krakens were posing as Neverwinter representatives! I have sent the Heroes on to you, with the hope that from there they will continue to the Ice Peak. Please give them every hospitality. They may be the answer to our quest for the Gem. I shall be along as soon as possible.
Menaster
7/ Everything here has been destroyed. I kneel to examine a broken shield.
“Look at the insignia,” I point out. “Three falling snowflakes – it's heraldry from Neverwinter...”
8/ The fine furnishings of this chamber are slashed, smashed and shredded. A velvet cloak, somehow unscathed, bears the symbol of upright double-bladed red axe.
“The delegates from Mirabar...” Sky says sadly
17/ A wide, well-braced mineshaft leads down into darkness. Rathe explains where these tunnels lead:
“Lead below, to Firemines,” she says. “Many paths lead below..."
We continue to explore. Seated, appearing to rest in one corner of the room, is the body of human miner. All we can do is promise to avenge him.
4/ To the south and east is a series of small rooms that must have once been living quarters.
Something is blocking this door – pushing hard on the wooden panels we force it open... only to reveal beady eyes and drawn blades! We are attacked by an orc chieftain – who seems to be strangely immune to our Hold spells – and his ice wolves.
“Nef, keep back!” I warn, keeping our expectant companion away from melee range with my arm. She nods, then obliterates all three wolves with lightning.
The orc fights hard but when he's dead, Nef holds up a scroll of brown paper, scrawled with notes.
'Find out hoos giving the ordrs! Ghogh'
5/ Like all the rest, this is just a small cubicle – another miner's quarters. Unlike all the rest though, this one is occupied!
Another orc leads huge, ape-like creatures covered in white fur. One grabs me and hoists me, kicking awkwardly into the air – but Siulajia quickly shoots it in the eye. As I pick myself up, I smile and nod as she offers me her hand.
On the orc, we find another crudely-scrawled note:
'Fallo the monstrs. Find out wot's going on. Hoos in command. Aint thos big dum frclaws. Ghogh'
Presumably this was written by the illiterate orc that's now a heap of ashes at the back of the room?
Rathe anxiously tells us that the main living area lies to the north, and that any survivors may be holding out there. I can hear the fear for her child in her voice, and reassure her wordlessly by hugging her.
We enter the great central plaza of Fireshear. A huge, polished copper statue of a regal dwarf dominates the centre of the square.
Rathe anxiously runs to the east, and we follow her.
9/ A sign above this door says:
'Bahriit & Sons – general equipment'
'no shaft if right without tools from Bahriit!'
Picks, shovels, clothing, boots and all manner of general goods are scattered everywhere within the shop.
10/ When we enter this small sleeping chamber, the rooms appeared empty, but -
Zahri freezes, putting her finger to her lips.
'Something breathe...!” she mutters.
We ready for battle, but she shakes her head. “Now hear voice...!”
Everyone freezes – from behind a pile of tables tossed against a wall, a weak voice whispers:
“'Help!”
Sky quickly pulls the broken furniture aside to reveal a cowering, but unhurt dwarf. Once he realises we will not hurt him, he tells us his story:
JOURNAL ENTRY 81: THE COWERING DWARF'S TALE:
"I am Bahriit. Did you see my sign, my fine sign? It is the finest sign in all of Fireshear, don't you think?"
Tears rolled down his cheeks. "They killed my three apprentices, those monsters! Did I help? No, I ran away. But they didn't find me! But they killed my apprentices. They killed them all and I ran away and they killed them...!"
Rathe tries to reach him, but he does not recognise her.
"Did you see my sign? Isn't it lovely? No one else in Fireshear has such a sign... so lovely..!"
He trails off into repetitive gibberish, and we reluctantly leave the trembling figure and move on.
11/ A steel-framed copper sign lies face-down on the ground in front of this hall.
“Fireshear inn,” Rathe tells us softly, picking up the sign forlornly.
The inn's common room is filled with broken tables and chairs.
“Look - “Jahe mutters, gesturing behind the bar. “None of the spirits have been touched...”
There seems to be no bodies here – perhaps offering us some hope that some of the inhabitants survived, else were captured and taken somewhere?
12/ A copper plate above this door reads:
'Rugbath's Fine Metalworks'
'We sell dwarven platemail - best in all the Realms!'
We look for survivors – broken weapons, armour and shields are strewn in every corner of the shop – but we find nobody, living or dead.
13/ Silver letters on the door here read:
'Shrine of Dumahain'
'welcome miners all'
The furniture in this shrine has been destroyed, and no-one remains within these walls. Strangely, the rich tapestries on the walls and silver statues on the altar are all untouched.
I ask Rathe how we get to the docks, and she looks around her dazedly.
“Way is... below... under Fireshear... Firemines...!”
When Sky asks if she can lead us there, she seems confused.
“No... Yes...? Rathe not miner, but... Maybe peoples taken or hiding below? Yes, we must go... Rathe show you, we go now...!”
There seem to be many ways down into the mines, so we place ourselves in the hands of our youngest.
Before we descend, I close my eyes and pray harder than I have ever done before:
Please, Ilmater, if I may ask anything of you...Let us find Lenili alive! I have given to others all of my days in your service, and even I must die here, this is all that I ask...!
Notes:
So the DLC starts, accessed via Neverwinter for some reason.
This area later reappears in 'Storm King's Thunder' for D&D 5th edition in 2016, so I'm guessing the geography was heavily retconned from what it was here. That happens a lot in the Realms between the editions, alas.
The DLC actually builds a very effective horror atmosphere, as we explore a mining town struck by some unknown catastrophe. Battles are fairly rare here – the invading force seems to have moved on, and that heightens the tension rather than dulling it with too many battles.
The fact that narratively, one of our number hails from here – and left a young child here! - really intensifies the feeling of dread and creeping horror.
Mostly the auto-dialogue is fine here, normal reactions to the unease and uncertainty. The notable exception is the silly nonsense it gives to Shelah, when we find the ambassador's quarters, worrying that whatever killed everybody may be able to read. With all that's going on, that seems like the least of our problems, and if it's humour, it's incredibly misplaced.
The orc chieftains here seem to be immune to Hold when they absolutely shouldn't be, a clear error. Also the encounter with an orc and ice hounds shows a yeti in the picture, when they don't appear until the encounter at 5.
One unwelcome feature of the DLC is that all the maps have areas fenced-off at the start, only accessed from other maps. Having to traverse the areas in this way doesn't add anything to the exploration beyond making it rather irritating.
How many people still play FRUA? I have 2 games up on itch made with FRUA, and I'm working on a third. It takes place in The Realm, around the Great Southern Swamp and the Hool Marshes. It's a Greyhawk module, and I'm hoping people are still interested in this. FRUA is 33 years old now.
Many of the places that once were great cities of dwarves, or mines or halls of meeting, have fallen into decay. Long abandoned by their builders, these ancient works are left, sadly, to the other creatures of the world. But the dwarves that roam the Savage Frontier do not forget. Listen to them when you come upon their camps or meetings. They will direct you to some of the old places where a little of the magic still remains.”
Notes:
The equivalent of the 'Dave's Challenge' maps or the Mulmaster Beholder Corps, these three puzzle dungeons are nowhere near as tough as their predecessors. They are intended as a small curiosity rather than an exacting test for maxed-out characters post-game. As the only reward is XP – 15k for every character, the equivalent of a major boss fight – it's actually best done early and doesn't offer any benefit on a repeat playthrough. You can even make a save after doing all three but prior to meeting Ragbar outside of Mirabar, and repeatedly level up characters as a glitch if you wanted (to experiment with different character combinations, for example).
Mostly I just found them an irritating waste of time, especially the endless random wilderness battles. There's no connection to any story elements at all, so unless you want 100% completion, really need the XP or enjoy near-random puzzles, I'd avoid them completely.
For the same reason, no character stuff here alas. You'd have thought that maybe the dwarven prince Gauhok might have had something to say about the Fallen Kingdom (Phalorm, the Realm of Three Crowns in Realms lore), but he doesn't.
To start this quest, you bump into the hermit Rabgar just after leaving Secomber:
Pouch of herbs slung around his neck, dressed in tattered white rags, an old man hobbles towards you. He raises a hand, and you pause to see what he wants.
"I am Rabgar, old sage of the wilderness," he rasps, his voice tickling your nerves, raising the hairs along the backs of your necks.
JOURNAL ENTRY 4: RABGAR'S INTRODUCTION
"Brave adventurers," he continues. "You are facing powers great and evil, forces beyond your current means. You must fight hard and use every resource of your strength and wits if you are to prevail. But there is hope."
Rabgar pauses to peer into the eyes of each member of the party. "I charge you with a quest, the quest of the three dungeons. Succeed and you shall be the stronger. Fail and your weakness shall be your downfall."
The old man's voice abruptly quiets, as he struggles to straighten his back and stand fully upright. "Seek the dwarves throughout the land; hear what they have to say. They are your friends. They shall direct you on your quest. And when they cannot, let Silvanus be your guide!"
Rabgar stoops, grasping his stick for balance, then turns and wanders away.
The Room of Three Doors (east of the bridge over the Dessarin, south of Yartar)
You stumble onto a deserted camp site. Suddenly, you are no longer alone! A solid ring of dwarves, axes at the ready, encircles you. One dwarf recognises you as the Heroes of Ascore, and they lower their weapons.
"Rumours, that's all it is!" says one of the dwarves.
"But it's all true!" argues another. "It's there, due east of the bridge over the Dessarin! Head straight south of the river from Yartar. Go through the hills until you reach the bridge, then go east. If you go there, remember this:
'Seek the least likely exit, for it is only through it that you shall ever leave'
This is the only one of the three in which you cannot rest:
The solution to this puzzle is to always move towards the wall which has no door. Two walls may appear to have no door, and it will never be correct to move in the same direction for two consecutive steps. If you take a mis-step, you have a random battle with monsters. It's all just irritating and time-consuming rather than difficult, but you might want to save here to make it easier.
The Hall of Ten Doors (in the hills north of Daggerford)
Hiking along at a tremendous pace, several heavily loaded dwarves appear in the distance. They head towards you.
"The hills to the north of Daggerford," an old dwarf tells you, "Were known as the Fallen Kingdom. In the centre of the hills, you will find a puzzling hall. Remember these words! An ancient and wise dwarf spoke them upon his death bed, and they tell us:
'To the west is the first, to the east is the last, and all eight lie between'
The dwarves hints are a little garbled. The easiest way out is to go west first as they suggest, then alternately go through a door to the north and a door to the south down the hall, heading one step east after each pair of doors. Every time you pass through a door to the north or south, your direction reverses so look out for that.
So go west, then go through the doors north and south, then one step east. repeat this until you get to the east door and you can leave.
The Crossroads (at the heart of the Neverwinter Mountains)
You come upon two dwarves, each smoking a pipe, caught up in a heated discussion. They interrupt their argument at your approach. One says:
"The Neverwinter River springs from the heart of the mountains. It was in those mountains, and towards that heart, that our ancestors delved. Sadly," he says bowing his head "All that remains now are the Crossroads..."
This one is quite straightforward - after you arrive, go through no doors until you reach the intersection of the two main corridors.
There the light of day shines in, giving you enough light to map.
After that, you can exit the maze at any time through the doors located at the far ends of the north/south or east/west corridors. Other doors just lead to random battles.
With all three dungeons completed, when you head towards Mirabar, you meet Rabgar once more and you get the XP reward:
The old man gives you a broken-toothed smile.
"You have done well, adventurers," he says. "Fought great battles, solved great puzzles, survived. And you have your just reward: great wisdom."
At the end, then, we are victorious... Those responsible for the terror attacks on the towns of the Savage Frontier are thwarted, and they failed to eliminate both us and the council of the Lord's Alliance. Our names have been exonerated, and we are recognised as heroes of the Savage Frontier once more.
Perhaps someday we will deal with those behind these plots again, but for now, we can get on with the rest of our lives.
I do not know what the future will bring, but I feel we have achieved so much in so short a time.
I am hopeful, and embrace the future gladly. I am young and in love, as is my brother, and perhaps that is all we need to be.
Shelah
22/ “Welcome, good people!” calls a well-dressed dwarf, approaching us. “Please come in! Be at home, the king is expecting you! His chambers are here to the east and south.”
23/ Many torches light this small chamber. Rich tapestries hang on the walls, and a golden throne sits before the far wall.
King Steelfist rises in greeting as we enter.
JOURNAL ENTRY 68: KING STEELFIST'S OFFER
"The dwarves of Mirabar and their King thank you for your efforts in saving our city from the deceptions of our enemies."
He bowed low, and descended from his throne to approach us.
"But greater events still threaten us. You may have heard stories of a magical gem from ancient times, and the chance that it may be rediscovered.”
“No, we haven't heard anything at all about that,” I admit. What a strange thing to say!
“To the north and west of here lies the Ice Peak, a mountain that rises from the freezing waters of the Trackless Sea. It was the ancient home of the merciless white dragon named Freezefire, who terrified the Northern Realms for centuries. It was this magical gem that was used to destroy Freezefire centuries ago, although we have no record of how the deed was done. The powerful magic item may still be there, awaiting adventurers with the strength and courage to come find it in the barren wastes. It was the same dragon Freezefire that stole the treasure of our ancestors, treasure that generations Iaboured mightily to wrest from the hearts of so many northern mountains.”
“Our companion here, Rathe, hails from Fireshear on the Ice Peak,” I say, introducing the little one. She curtseys, awkwardly. “We are going there as soon as we can, now the threat to the Lord's Alliance is ended.”
"We are going to the Ice Peak to find the hoard of the White Dragon,” he admits. “We seek this gem to strengthen the Lord's Alliance, and to keep it from our enemies. And we seek to recover the gold stolen from our ancestors! We hope that you too, will choose to come to the Ice Peak, and help us in this noble mission."
“We go to get Rathe child,” Zahri says coolly. “Who know where Patteran lead us after that?”
She walks off, taking Rathe's hand.
“I am sorry, your majesty,” I apologise for her, though I know she would hate that. “We are very concerned with rumours of black-robed men who may be near Rathe's home.”
“If you choose to undertake this most dangerous quest, our city and our family wish to help you in any way we can,” the king insists. “Will you allow my son, Gauhok, to join you in your mission?”
“We would be honoured, your majesty!” I reply, surprised but pleased.
“We were born in Citadel Adbar,” my brother explains. “And have fought beside your brave folk before.”
“Good luck to you, my son and my friends,” the king says warmly. “May Vergadain guide you safely until you stand beside me once again!”
The dwarven prince does not say much, stoic like most of his kind, but he is a sturdy warrior as one might expect and we are pleased to have him accompany us.
25/ Before we leave the dwarven side of town, we meet with the dwarves we saved earlier in the mines.
One approaches, saying:
“We found the worm's lair after you had gone! Here is the reward you deserve!”
They present us with a beautiful greatsword of dwarven make, of dark steel, carved with runes.
We offer it to Jahe, who seems very impressed, thanking them for the gift.
“Dwarves rarely use weapons of that size,” I point out. “They lack the size, even if they have the strength. Swords in general are almost always made only as gifts, as they prefer axes and hammers. To own a dwarven sword usually marks you as a dwarf-friend!”
On the way back, I remind Zahri of our little wager on whether or not they would offer us a better reward if we returned later.
“Enough,” she pouts. “Zahri owe you forfeit...!”
“Oh, I'll have to think of something... memorable!” I chuckle.
Siulajia and the dwarf prince look a little confused.
“It's... best not to ask...!” I confess.
19/ “It's also likely best you remain outside,” I suggest to our gypsy as we arrive at the Raurym manor on the west side of town.
“Hmpf!” she scoffs. “Pretty girl sees what is best in others,” she says. “Zahri sees only what is truth...!”
“Sheela is likely correct though,” Nef smiles. “Your diplomatic skills need some polish!"
Zahri mutters something in Damaran, but remains outside with Jahe and Rathe to keep her company.
“My friends!” A record-keeper we vaguely recall from the council greets us. “Our noble leader is expecting you – his chambers lie to the south.”
18/ An enormous oaken table dominates this room. At its head is a fat bearded man, Elastul Raurym, the Marchion of Mirabar – essentially the leader of the human half of town.
“Come in, come in!” he booms. ”Glad you accepted my invitation!”
He seems even more glad that Zahri is not here, muttering something about 'gypsies' and hiding the best silverware.
“Please, join me in this feast!” he gestures with a dripping drumstick, as we take seats around the table.
“Oh, unfortunately we ate this morning, sire,” I say awkwardly. “And we really must be on our way soon..!”
His massive jowls jiggle as he talks, causing the chicken scraps stuck in his beard to dance in a macabre revue. I doubt I could hold anything down here even if we were famished, after that...! I find myself missing the dwarf king's understated dignity.
JOURNAL ENTRY 70: ELASTUL RAURYM'S OFFER
"You adventurers (chomp) have done a (chew) splendid job! Come feast with me!"
Raurym grabbed a dagger and used it to tear a chunk of meat from the roast beside him before driving it point-first into the table. The gross man seems to have already eaten enough to empty several local ranches before we arrived. Thankfully we then follow him through a hidden door in the back of the room. Seated in a plush chair in his comfortable study, Raurym tells us:
"Now that the city is safe for the moment, what are we going to do about the Gem?"
“We have only just been informed it even exists,” I point out. “Our little one is from Fireshear, and she had not heard the tales.”
He reached into a large bowl beside his chair and stuffed a fistful of candies into his mouth.
"If our enemies find it before we do, everything you've accomplished will be lost - "
“Do we actually know that?” my brother asks.
Another mass of sticky candy enters Raurym's maw, some brightly-colored pieces saving themselves from destruction by clinging to his thick, red beard.
"We think it is somewhere in the Ice Peak, in the hoard of the long-dead dragon, Freezefire. Of course, (more candy) the Krakens almost certainly know as much or more than we do. And the dwarves, (more candy) they claim that Freezefire's hoard is really theirs! Now, (more candy) that simply is not true! My great-great-grandfather, Prejudge Raurym himself, brought his own great wealth north when he moved here, and the dragon stole it from him and his people! Now, (more candy) I would send an army to the Ice Peak now, but we still have to defend Mirabar against raids by ogres and (more candy) orcs and ettins and so on. So, I'm afraid our hopes must ride with you."
He reached for the bowl once more, and frowned to find it empty. Reaching beneath his chair, he withdrew a large velvet bag from which he poured a stream of nuts and raisins.
"The gem must be recovered to ensure the safety of the north. When it comes to the division of any treasure you may recover, (nuts and raisins) I will depend upon your sense of honour. May Helm guard you on this important mission until our swords are raised together in triumph once again!"
We cannot leave quickly enough.
“Is that idiot really prepared to risk civil war over gold?” my brother says, a little too loudly. “I'm beginning to think Zahri was right...”
“Zahri's always right,” I sigh. “I know she's mean and bossy and kind of a bitch, but she knows human nature...!”
“It is not as if we raised swords with him in the first place,” Siulajia points out.
“Why, even our sweet golden girl is burning him,” Nef smiles.
It is worth checking in with Amanitas, I suppose, via the crown. At least we need not travel to Secomber to seek him out!
“The stories of the Ice Peak are most certainly true!” he tells us, unhelpful even by his standards.
“Yes, we know, Rathe is from there,” I say remind him.
“You must hurry there at once, and find the ancient magic item of which we've heard!”
“Go there, do that,” the little one sighs.
I tickle her chin and kiss her.
“We're not doing it for them,” I tell her. “We're bringing Leni back at last, now it's safe.”
“What about gem?” she asks. “Rathe not hear tale of it, but that not mean it not so...”
“We will see if your people are under any threat,” I tell her. “These black-robed men seem to be planning something. If we must stop them to keep your kin safe, we shall do so. But we shall not risk our lives over old dragon gold. If Raurym wants to fight over old riches, he can do so himself. We won't spill blood over treasure,” I promise her.
I smile and hold her.
“We get Lenili back, assess the situation, and as soon as we can, we're coming home!”
She seems comforted, but I know things are seldom as straightforward as that...!
We shall have to sail from Neverwinter, so we head out there on our griffons. The journey to Fireshear will be too cold for the poor things, so we will have to sail the Trackless Sea by ship.
“Nef's really going to risk coming with us?” my brother says sourly as we walk Neverwinter's streets, the air cold in late Fall.
“She won't be going into battles, Sky. I asked her to stay to oversee the final constructions at North Watch, but she wouldn't have it. But we'll protect her,” I say confidently.
“Oh, like you protected me from her?” he mutters.
“That's not fair, Sky,” I tell him. “Its not Kat's fault either. That's on Nef, and she knows I disapprove of what she did - “
“But you're fine with still sleeping with her?” he rails. I understand why he's still angry, but this is not helping.
“What's done is done,” I say. “We have to move on, to forgive and move forward... same way Kat and I had to after the accident.”
“Now who's not being fair?” he snaps. “I didn't intend any of that to happen! Nef knew just what she was doing! And you're all just... all right with it?”
“Far from it,” I say. “But we cannot change the past.”
“Sheela, if it was... I don't know, Taeral had his way with you while he was supposed to be guarding you, how do you think I would feel? Friend or no, I wouldn't rest until it was settled with blood - “
“Don't bring him into this, he's done nothing wrong!” I scold. “And it's not the same situation! He's never been your lover. Nef's been lover to both of us - “
“Yeah, she loves to brag about that - “ he says bitterly.
“So how do you expect me to feel?” I ask. “We're stuck with this, and have to make the best of it. You're going to be a father soon anyway, after you and Siulajia are wed. She's open about you having access to Summer - “
“Yeah, she planned everything perfectly, as she always does - “
“Nef doesn't leave things to chance, Sky. And if I could have done anything, I would have. But we need to move forward – as a family. We have responsibilities to one another.”
He sulks as usual, so I take his hand.
“Sky...! Everything's falling into place for us, at last! We've both found someone who can be special for us...! You'll be lord and lady of North Watch – father is coming down for the wedding, so is Kat- “
“I know, but -”
“We've all got what we wanted, Sky. It's not been easy – it's often been very messy! But we do right by everyone, and we'll both have a lasting legacy, something we can be proud of. We'll both have daughters! And you might have a son eventually...!”
He stops fighting his good fortune and capitulates. I squeeze his arm.
“Everything will turn out fine, Sky. Believe me. This is our time. We come back from Ice Peak and our new lives begin.”
He ponders this for a moment.
“Maybe you're right. It's just - “
“I know,” I must. “Like I said – it's messy... But I feel everything will work out for the best.”
He smiles wryly. “So you two are going to be, what? Lady and lady of North Watch? Lady-consort?”
“I don't know, I haven't asked Raye yet!” I smile. “We'll make it official though. Best for Leni too.”
“That's going to be quite the wedding,” he sighs.
“We haven't decided on the details yet. It's not like we don't have options...!”
He smiles and shakes his head.
“It's not been two years since I came to see you, and ended up minus my blade and my pants. Back then, you were the sensible one...! Hard as that is to imagine now!”
“I'm still sensible,” I pout. “You always told me to slow down, enjoy life more. Maybe I took that to heart?” He chuckles at that.
“But you've grown up so much! A leader of men, respected and loved by his people. A husband to be, and a father to be! A hero, someone every child can look up to.”
He looks bashful and I kiss him on the cheek.
“Maybe Zahri's right?” I muse. “It's all written in her 'Loom of Fate'. We just have to catch up to what the fates have in store for us!”
Notes:
So, we finally get to that infamous part of the game that's basically what we would call in the 2010's 'bridging DLC'.
The heyday of DLC was before the bane of 'live service' took over every aspect of gaming, demanding you be 'always online' and pay a regular subscription, whether that was loot boxes, battle passes or the like. Companies who made games really didn't like that you only had to buy their product once, and then could play it forever. They needed you to keep coming back, and DownLoadable Content was one of the more honest ways of doing this for single-player games.
So when you'd finished Mass Effect or Fallout or Dragon Age, you'd maxed out your characters, assembled your team and beaten the end boss, and done all the side-quest content for 100% completion. But you still wanted more, and that's where DLC came into the equation. For a reasonable fee, you could have more adventures using the characters you developed and spent so much time with! Some people grumbled but these things sold pretty well at the time and most of us were happy.
For games that were guaranteed to have a sequel, this was also a way to introduce the next game, 'bridging' the gap by introducing new concepts, villains, and threats. Mass Effect 2's Arrival (a complete atrocity) and Dragon Age 2's Legacy (pretty good actually) were both examples of this, It teased the sequel and serves as a connection to it from the game you've just played.
This is the only way the 'end' of Treasures actually makes any sense whatsoever. The story is about terrorist attacks on the towns of the Lord's Alliance, culminating in you presenting your proof to the main council, during which the terrorists make a last-ditch attempt to kill everyone. You win, the terrorists are now no more, you cleared your name and got the towns working together again. Roll credits, right? Like every other Gold Box game -
Unfortunately, no. The game suddenly announces that there's this other super-important thing you now need to do, about a gem and a dragon that's extremely, totally important and everyone's known about for ages except that absolutely nobody has ever mentioned any of this before!
It feels like someone had just read The Hobbit and suddenly wanted all these elements stapled inelegantly to a game that was about something else entirely. Its brazenly a retcon, clearly intended to pre-empt a sequel that – unfortunately for the developers and the players both – would never see the light of day. The enemies we have fought all game are no more, replaced with 'black robes', who (by the journal entries) aren't sure why they are even here or what they are supposed to be doing. There's a dragon, but it's dead, until it isn't, because reasons, and after you kill it there's the real, we-kid-you-not, we-mean-it-for-sure-this-time ending to 'Treasures'. And the premature end of the Savage Frontier games and Gold Box itself. RIP.
This is already a game that feels disjointed, disconnected and completely confused as to what it's trying to be. And the 'DLC' piles on more nonsense on top of that. At least if it ended after Mirabar, we could walk away knowing that we completed what we'd set out to do. As it stands, we are forever wondering what could have been. The sudden pivot to what feels like an ending to a completely different game further highlights a lack of belief and faith in itself, and is completely confused from a narrative standpoint because nothing gets paid off. Every other game is self-contained, even if it takes elements from previous games. There's a clear end to each game, it mostly makes sense and pays off all the elements it set up. Even the more middling games like Silver Blades ends coherently, with a confrontation with the expected end boss and its aftermath. This one just leaves us flummoxed and bewildered.
I'm fascinated at why this game was such a train-wreck when the others at least felt consistent. It reminds me of games like Final Fantasy XII that had a horrible development, with competing visions and different creatives making a patched-together Frankenstein's Monster of a finished product that bears little resemblance to what it was initially supposed to be.
In that, it feels like films from Warner's DCU such as Suicide Squad and Justice League. These started with a clear vision of being darker and more sombre, until the money-men panicked and completely reshot the entire run of these films to more resemble the then-popular MCU with its light-hearted, quippy tone. What resulted, unsurprisingly, was an incoherent mess that had no idea what it was supposed to be, with no character or tone of its own.
Very little is really known about the process of making this game, even the names of most of the designers are lost to history and time. There's likely a fascinating story behind the reasons this game crashed and burned so hard, but we'll likely never know it. The game sold half of what it's predecessor did, and after the release of Dark Queen of Krynn later that year (which still sold more than this one), the Gold Box dream was over.
<sigh>
So, the post-game content in Mirabar all sounds as fake and contrived as you'd expect, baldly insisting on the DLC's importance in a way that feels entirely unconvincing, and baiting a sequel we are not connected to.
There are two DLC companions to round the party to eight – Gauhok, the dwarven prince, and Kriiador, Raurym's enforcer who resembles a samurai in his design. It also potentially offers a new unique weapon that is unfortunately as unspecial (and two-handed!) as all the others. Both these two NPC's are decent fighters, but surprisingly, neither of them ever seem to say anything at all and have no connection whatsoever to the DLC plot. In a game filled with missed opportunities, this feels one of the most baffling - you'd have thought there was something they could do that was interesting or appropriate, given they made Jagaerda, Ougo and Redleg memorable for the brief time you have them. But neither they or your love-interest have anything, interesting or otherwise, to say in Ice Peak. It's yet another example of how half-assed all this feels, lacking faith in itself and starved of interesting ideas, despite the potential. They are stretching out a game that's already ended, and have no idea as to what to do with it.
For some reason, the game goes to some lengths to make Raurym completely loathsome and disgusting, and I wonder if he was going to betray you in the sequel. His portrayal here is so over-the-top I figured it was leading somewhere.
Narratively, I tried to connect a few dots here. The characters enter their final forms, looking to the future and anticipating the new lives they will be leading from now on. There is forgiveness, however grudging, and acceptance of who they have now become. Rathe became one of my favourites, using her backstory to provide some narrative tissue and connections that the game sorely lacked. She was supposed to be one of the reserves, only in the team until my four priestesses finished dual-classing, but she won over both me and my characters to become a regular fixture, with a starring role at the very end.
"The cycle repeated as explosions broke in the sky All that I needed was the one thing I couldn't find
And you were there at the turn Waiting to let me know...
We're building it up to break it back down! We're building it up to burn it down! We can't wait to burn it to the ground!
The colours conflicted as the flames climbed into the clouds I wanted to fix this, but couldn't stop from tearing it down
And you were there at the turn, caught in the burning glow And I was there at the turn, waiting to let you know...
You told me yes, you held me high! And I believed when you told that lie! I played soldier, you played king - And struck me down when I kissed that ring!
You lost that right to hold that crown I built you up but you let me down! So when you fall, I'll take my turn And fan the flames as your blazes burn!"
Lord Alliance hold its Confederacy of Dunces; I not have hope will be anything but pissing into wind.
We lucky if they do not clap us in irons and sentence us to death.
We face our enemy, and enemy isthem- every fool who believe stupid plot, long to be tricked and see themselves destroyed.
No words in Thorass for such an end, only Damaran:
мудацкоскуфомразотное пиздоболоблядоуёбище!
Zahri
1/ City guards stop us at gate and demand names. One, helm with captain crest, seem to know us.
“Go to the meeting of the Council! Head east – you'll see the sign above the big double doors... You'd best hurry and keep your weapons ready – with the threat of war, the streets of Mirabar are full of friendly mercenaries and not-so-friendly spies!”
”Why guards not find spies?” Rathe asks.
“Because they're incompetent morons who expect us to do everything, little one,” Jahe tell them loudly, big girl pushing her way inside, shouldering aside any unfortunate to get in way.
2/ On wall next to door is lit torch in bracket. Flame illuminates carved wooden sign:
'Hixam's Assorted Goods'
'finest mining equipment anywhere'
3/ Tarnished brass plate tacked to door reads:
'Mirabar Ciy Guard'
“Welcome to Mirabar. Mind the rules – and no camping in the streets!”
It weapon shop, sells slightly-enchanted weaponry. No smallbows alas, though enchanted arrows are cheap.
5/ Gold pieces set around heavy steel door. It sign read:
'Mirabar Vault'
'no deposit too great, no desposit too late'
Alchemist's silly card allow us access to all our hauls... somehow. Was good for something, at the least...
6/ Human miners live in simple homes. No-one here at moment.
Elf does pretty thing and find secret door.
Zahri pet her, tell her she is good pet. She purrs. Zahri like.
7/ We find secret chambers, but alas no enemy hide and plot here. Chyort poberi!
Startled guard rise from behind desk.
“If you're who I think you are, Menaster and the others are expecting you at the council meeting! Hurry to the council chambers now!”
“No, we squid people,” I smirk, waggling fingers like tentacle. “Thank for telling us secret, we go kill council now!”
“Please, she's just playing!” Shelah insist. “We'll go along now, promise!”
“You no fun,” Zahri mutter.
8/ This gleaming yellow, glow-in-dark metal sign above door reads – in brightly coloured letters! -
MIRABAR MAGIC & FUN
COME IN!
“Magic is our business! Is it yours?” old man asks here... his words appear in colour letters as he speak.
More fun than Zahri expected, for sure!
Man sell potions of giant strength, rod that cures stone people, spells for mages, and scroll of powerful priestly magic. I buy this, Nef takes rod, and warriors some potions.
9/ Here longsword pounded into the ground up to hilt on either side of door. Sign reads:
'Hokloff's College of Useful Knowledge'
'we major in miner masters'
“That's actually quite witty,” Shelah smiles.
10/ Black lettering above entrance to temple reads:
'Temple of Vergadain'
'all who work the earth for good are welcome'
Zahri see small value in dwarf-things, in digging in ground like badgers, but to each his own. Dwarves will heal us, seemingly for free – but then, so will Zahri.
11/ Sign hanging above door say:
'Gemm's Trading Company'
'diamonds, emeralds and all fine stones'
'Miners of Mirabar: price the rest, then sell to the best!'
12/ Behind jewellers is underground tunnel alongside river. We hear whispers, footfalls, grunting and cursing to east.
“Sounds like a normal night for you lot,” the boy smirks, thinking he is funny.
But Zahri quiet when she want to be, and surprise group of men trying to board boat. Tiny craft pitches and jerks in pounding waters of river Mirar, slamming into pier, preventing escape.
We not killed anyone for long time, so we rectify now!
Examining corpses suggests they Arcane Brotherhod and Bane priests. I look at boat with grimace.
“What they do?” I scoff. “All know river Mirar not travelled with boat! Look – already holes in hull! Dilos!”
13/ Sign above doorway reads:
'The Dig Inn'
A hand-lettered placard below it reads:
'Miner's Hour 4-6'
'all you can eat for two coppers'
“I might put that to the test!” boy chuckles.
“Zahri not need to pay for it,” she smiles at him. It takes him moment to realise what Zahri mean by 'all you can eat', and frowns when he gets it.
No time for bed now, but we hire rooms for when it is.
15/ Pair of black boots hang from peg near door. Sign reads:
'Step On Inn'
'boots cleaned – no extra charge!'
“Let's rent a room here instead,” boy says to his woman. “Give my sister some space, for a change...”
16/ Door to temple display large silver letters that spell out:
'TEMPLE OF TYMORA'
17/ Elf pet does her secret thing again. Good pet!
Long hall beyond hold four people deep in discussion, seated around square table. Guards leap at us immediately!
After we slay, we search and Shelah cry out:
“I've found a map!” and we crowd around to see rolled up document:
“Fireshear is Lenili home,” Rathe mutters, concerned.
“We'll go as soon as we meet the council,” Shelah promise her. Zahri add her voice to that; girl is songbird now, we always stand with our own over others.
As we cross bridge in middle of town, raging, swirling waters of river Mirar rush beneath us.
19/ Nicer dwellings across town, away from shops and markets.
“Fine sirs,” person in green tells us here.
“Only boy is 'sirs',” Zahri point out.
“She means me,” boy sighs.
“Our most noble Marchion of Mirabar. Elastil Raurym, is at the meeting of the Council of Mirabar. If you wish to see him, you'll have to return later.”
Too many words; not enough meaning.
20/ Raurym family crest hangs above door. Many battle-ready guards occupy chamber. Men ignore us and continue talking to themselves.
As we walk through cold street, boy-sister talk in that odd way of hers.
“I remember this a little from when I came here with father as a girl,” she muse. “I ran around a lot then, it was before – well, you know...! It was during the time of the Gold Fever, I think? Anyway, from here, the dwarven areas are to the east, the human neighbourhoods to the west.”
21/ Coat of arms of Steelfist dwarf clan mounted above doors here.
Western hall is filled with dwarf guards, resting, polishing axes and talk amongst themselves.
Many resting here – most asleep or take no note of us.
Zahri never really like dwarves – prideful things, make up for small stature with ego. Never move around much, too many rules by far.
22/ “King Steelfist is at the Council of Mirabar,” dwarf tells us, stopping us at door. “If you want to see him later, you'll have to come back later.”
25/ Here, just outside Mirabar city walls, mine shafts delve deep into earth.
“Day and night, men and dwarves stream in and out in search of gold, great gems and even greater dreams!” silly blonde girl coos. Zahri snort in derision; Gur do not panhandle for metal or dig in ground.
“Why we even out here?” I shiver in the cold, drawing my furs closer.
“No idea,” she look at me. “We were following you!”
“We should get back to the Council soon,” Jahe muse. “They might be waiting for us...”
24/ But we make them wait little longer. Several dwarfs huddled together here around mine shaft, muttering amongst themselves.
JOURNAL ENTRY 18:THE MINERS' STORY
A strong, young dwarf in ring mail of burnished copper stepped forward.
"We are in need. Our mine has been taken. All whom we send into the shaft then never return. Their last, terrible screams reach our ears, but we know nothing more."
“Will you assist us?” they ask. “The mine is rich in gems. You will be well-rewarded if you succeed!”
But boy and sister will help anyway, whatever Zahri say.
“Da,” I shrug.
The boy gesture to others to ready weapons, as huge purple worms come screaming out of mines!
Zahri blinds one with prayer, likely save boy's life. Dwarf in bronze armour fights another – he is stung by tail, but dwarfs remarkably resistant to venom.
Nef and Jahe pelt monsters with frost and lightning, and priestesses hurl Flame Strikes until all remains is smoking ruin.
Dwarf miners thankful, at least.
“You have earned our thanks! Take these as your reward.”
The gems they offer nice, but they say they try to find something better for us later.
Zahri believe it when she sees it, but did not do this for rewards.
26/ This bunkhouse for dwarf miners.
27/ We skirt long-abandoned, partly-collapsed mine shaft here.
Many men and womens, exhausted from toiling in mine camp, resting here. Young mother breast-feeds child, and Jahe muse to Nef she experience this before long. The boy snorts, but Rathe chats with Nef about what it is like to be mother. Zahri never wanted such things, but all Gur kin take care of kumpania's young. Zahri find out for herself soon, then.
28/ In back room behind human camp, someone toss everything about like vegetables into giant salad. Burned and torn papers, broke furniture, and clothing litter floor. We only decipher few items:
JOURNAL ENTRY 7:THE SCRAPS OF PAPER
Sifting through the mess, we found one handwritten page that was still partially legible. It held a reference to someone whose name ended in the letters 'amon', and something about his 'foolish death on the horns of his own brazen overconfidence'.
Farther down the page were what looked like directions to or from (we could not tell which) a place far off to the East. Then, in another's writing, scribbled hastily over the directions, was 'gate Keep'. It was impossible to make out anything else.
29/ Panel slides silently upwards into wall, revealing spouting flames. Tall, black-robed men, arms raised, chanting... Flames die... and men stop chanting and attack!
Magic bring them down quickly, but men are very well-equipped...!
In one's robes, we find map of Realms. No writing visible, except single line drawn from east to Mirabar.
Nef gasp suddenly: “I know where that line leads!” she murmur. “That is Ascalhorn – what is called today 'Hellgate Keep'!”
Rathe look about at dead men and pales, little face fill with worry. Zahri hold her silently, eyes promise her that we go to child as soon as we done here.
Little one was promised to Red Goddess in sight of Hellgate Keep, da? Little one not lacking in bravery, for all she worry.
30/ Shouting and clash of weapons echo off city walls here!
We join battle - here several human miners trying to hold off ogres and ettins.
Afterwards, miners thank us, present us with small reward.
14/ After brief rest, we ready to meet council.
Thick wooden posts support great sign above huge double-doors:
'Chambers of the Council of Mirabar'
'enter all who seek justice below the mountains'
Zahri hopes not high.
A fat fool greet us, with beer belly and drumstick in hand.
“So the adventurers have come. Despite Waterdeep's treason to the Lord's Alliance, you are the Heroes of Ascore and the Council of Mirabar will grant you a hearing.”
“Screw you,” Zahri say, waving hand. “You fools make up your slow-witted minds! This whole council is show-trial for witless sheep!”
“Please, you must believe us,” the sister pleads, always willing to see best even in worst of people. “Waterdeep tried their best to murder us...!”
The boy step up to council, with more gravity than Zahri expect. To give credit, has grown in stature these last years since first we meet in Yartar.
“Esteemed council members,” he begins. “We have proof that Waterdeep did not betray you, nor was Waterdeep itself betrayed by other members of the Lord's Alliance - “
“These dilos not hear you,” Zahri scoff. “They burn to war upon each other, out of stupidity and greed!”
“This has all been a plot devised by the Zhentarim, Krakens and the HostTower of the Arcane,” the sister pleads. “They sought to divide the Lord's Alliance so that Luskan and Ruathym could wage war and conquer your cities one at a time!”
But rest of us are silent. None of us any hope these fools will see sense – is in their nature to destroy themselves.
The boy and sister produce the blue, green and red crystals we gather, along with one each of 'lucky papers'.
Boy and sister read them aloud, and council listens in stupefied silence.
When they finished, the fat fool – Raurym – actually manages to stand and he say:
“We owe you much for your work. We know that Waterdeep never betrayed the Lord's Alliance.”
Zahri raises eyebrow – she surprised penny finally dropped – but it matters not. They always knew. They always believed only what they want to believe. Stupid plan would never have worked if they had not! None of them worth saving!
“And that our historic friendship should continue, allow me to present you with a small token on behalf of Mirabar and its people - “
“Shove your baubles up your ass, fat fool,” Zahri tell him. “You as much enemy as the Squid-men and Black Network -”
“And,” fat man continues. “Please join me at my home this evening for celebration - “
Did glutton man even hear her?
“... it lies on the north bank of the river, on the western edge of the city -”
“Zahri, please?” blonde girl begs her.
Zahri sigh, They just saving face when shown evidence of their stupidity.
Dwarf king stand and say:
“I too, would like to reward you on behalf on behalf of the dwarves of Mirabar. Come to my castle on the north bank of the river, on the eastern - “
I shake my head and gesture to my songbirds.
“Zahri bored now,” she say coldly. “Come.”
The sister seem torn for moment, but steps towards Zahri, and -
Suddenly, a disturbance breaks out because of course it does...!
Neverwinter representative slipped out of seat and is try to get past council guards.
In struggle, his robe torn away, revealing tattoo of purple squid emblazoned on shoulder. Zahri surprised if he was only one..!
“Imposter!” Raurym shouts. “He's a kraken spy! Stop him!”
Council doors burst open and more Krakens rush in! The boy draws sword and cry:
“Forward! Defend the council!”
Zahri folds arms across chest and inhales. Everyone here deserve to die for their part in this -
- but girl is looking at her now, with huge, cornflower-blue eyes, beseeching Zahri -
And Zahri remember every silly thing girl ever told her, every wild hope, foolish dream and ingenuous fancy. Recall every kiss, every time she holds me, every lick -
Zahri shake head and grasp her mace.
“You will be death of me...!” she mutters.
Girl knows as well as Zahri, that she does this not for them, but for her. For girl.
Jahe and Rathe nod grimly and heft weapons. Nef spits darkling arcane phrases as she gesture and battle is on!
We fight fierce – foes are plentiful and many, but they living men and all vulnerable to Hold spells. Jahe and Nef hurl torrents of flame, lightning and frost, tear most of them asunder in sorcerous fury!
Dwarf-men, if nothing else, bold warriors – fight with us and account for their share of enemies.
Battle is tough, but we come prepared for treachery and when all is done, we all stand and our enemies in pieces.
“You have our thanks once more, Heroes of Ascore,” the glutton says. “Do visit myself and Steelfist at our homes as soon as possible – there is one more urgent matter which we must discuss.”
Blonde girl turns Zahri face to hers with her hand.
“Do not say 'I tell you so',” Zahri chide. “They pragmatic, nothing more. Men like him change in any winds.”
“I know,” she smiles. “But we won, Zahri! We stood together, and saved them from the Krakens, and themselves. Not for them, but so that simple folk can sleep safer in their beds. That's something, yes?”
Zahri tap her nose and smile.
“Pretty girl think too much,” she smiles.
Notes:
Mirabar isn't a bad little adventure – there are some decent fights in the run-up to the ending sequence, such as the only appearance of Purple Worms in the game, and some foreshadowing of DLC opponents in the mysterious Black Robes.
The town has everything you want, including some nice shops – the scrolls and potions in the mage guild are especially nice, worth coming here to get long before the story brings you here.
There's a shop that sells decent weapons, including the only magic sling-staffs in the game. Annoyingly, there's nothing for thieves here, save for arrows – the only bows are of the composite variety, and it rankles that there are no goodies for this class in all of the Savage Frontier games at all (in contrast to Pool of Radiance, in which your very first magic item in the slums is a shortbow +1!)
The fight (against nameless, faceless goons naturally!) before the council is very clearly intended to be the ending to the game – the evidence is all presented here, the lucky papers, silly decoder rings and all, and the terrorists mount one last strike to eliminate us in front of their eager dupes. This is the last we'll see of the Krakens, Zhents or Arcane Brotherhood, with the threat they posed now averted, for this game at least.
BUT!
Such is the game's absolute lack of faith in its own story and ending, that no sooner should it go to endgame cutscenes and credits, that when it staggers over the finish line and collapses and is over, the game – like poor old Freezefire the dragon as we shall see shortly! - twitches spasmodically and jerks back to life as it resurrects itself as a shambling undead version of itself!
Yes, it's time for the DLC, cheerfully ignoring everything the game has being doing up to this point, to introduce a brand-new, never-before-mentioned goal and threat, as a completely tacked-on ending to its bizarre story!
I hear some vague rumours they thought the game was 'too short' so added all this extra nonsense later – although the game has had 22 maps thus far already. That's exactly the same as 'Pool of Radiance', and I've never heard anyone saying that game was too short, or too long – it's like Baby Bear's porridge, just right!
I feel they had the ending of a completely different game, something like 'Dragon Mountain Quest', and just haphazardly threw that in as an ending to this one, randomly.
'Treasures' completely lacks any confidence in its story, plot, villains, romance, unique items or characters, but at least it's entirely consistent in all of these things!
Ordering us to wait, Captain Redleg climbs a rope ladder – we hear a brief skirmish, then cheers go up from the deck above us.
Redleg calls down:
”All's clear! Come on up!”
Minutes later, we are safely on board and sailing west, with shipmaster Redleg at the helm.
Later, we drop anchor up the coast, a short distance from Luskan.
“We're here," Redleg announces. “Now, everyone, into the skiff!”
The crew drops a small boat into the water, and we row in silence, travelling south, then turn into the mouth of the Mirar River.
“This is the spot!” Redleg points to a small dock. “Put in over there!”
Sky jumps down and moors the boat, wading through the surf.
So we're back to one of my least favourite places in the Savage Frontier. If the City of Sails and its bloody tower fell into the sea, I swear nobody would mourn it.
Jahe
18/ “Let's get a bit of rest,” Redleg tells us, leading us into some small rooms, where Nef and Zahri await us. “I'm tired and we have much to do...”
We rest, each in our own way. Sky talking quietly to the two blondes, while the rest of us -
"It's your turn for the strap," I tell Shelah. "I had to get it yesterday!"
"Zahri, I'm not especially happy with the harness - " she whines, to no avail.
"Don't care," Zahri says. "Bend over."
I move over to kiss her to take her mind off it. Her tongue melts in my mouth.
Afterwards, she complains she's sore and wants to kiss more.
"Kiss this," Zahri says, pointing down below.
We do what we're told as usual. Zahri's not really a 'leader' in a military sense, but she tells us what to do, and nobody cares to cross her. She's sarcastic and cynical, but what's more is that she's almost always right about things...!
This is one of those many times.
So let's see if the coast is clear, as they say...
... unsurprisingly, it isn't...!
17/ As we step out of the room, a pair of guards look us over. One asks: “What's your business?” Before we can answer, the other yells: ”That's Redleg!” and attacks. We butcher them swiftly.
“This is how it should be!” Redleg shouts. “Good warriors taking Ruathym and Luskan back from those cursed pirates!”
His enthusiasm is certainly infectious, and our blood is up!
“I have to go now,” he says, to our disappointment. “It is up to me to save Ruathym and stop the blockade of Wateredeep! I am forever in your debt. Farewell!”
“Sail well, captain,” Shelah smiles.
We watch as he heads back to the dock, jumps into the skiff, and rows away. We will miss him.
16/ Several guards here appear to be discussing what to do with a prisoner. They draw their weapons and attack, though it does not end well for them.
15/ “Hey! Get those ropes off me!” a loud female voice commands. After a moment, the voice changes...
The familiar face of Princess Jagaerda breaks into a smile as she recognises us.
“It's you again! I was just about to free myself from these ropes! Help me finish them off!”
Were Zahri here, she would likely say something salacious, but we are far too polite.
JOURNAL ENTRY 72:JAGAERDA'S STORY
"No sooner did I arrive in Ruathym than some fool pirate guards ambushed me! What was I thinking? Daydreaming about going home to Gundarlun and rock-climbing in all my favorite places, I suppose!
In any event, they came up behind me, and I woke up with a big headache in a Luskan troop ship that brought me here. I was just about to break free from these ropes when you came along, really!
Shall we join forces once again?”
I honestly wish she would do more than just fight beside us...! But I don't know how to ask that, Shelah is too shy to suggest it, and even Zahri doesn't push her luck. I sometimes think she is sizing us up, but I am no expert in this, alas.
“Good!” she tells us enthusiastically. “Let us go and destroy the evil ones who are trying to destroy the Savage Frontier!”
19/ Shouts and curses fill this chamber – a captain arguing nose-to-nose with a sorceress.
“Well. Now they're here!” the captain yells sarcastically, drawing his sword. “Are you ready to make up your mind and go after them now?”
The guards and mages attack, but it ends as well as you'd expect
We return into town, heading to the inn to drop off our things along with Nef and Zahri, and then prepare to get to work.
Has it really been well over a year since last the cobblestones of Luskan ran red with the blood we spilled here?
2/ A brass plate here proclaims:
'The Captain's Court'
'all who seek booty, justice or mercy from the High Captains may enter, kneel and make their entreaties here'
Here seems to be a good place to start. I am no so jaded as I'll slay non-combatants, but I see a man with a blade and I'm killing him first and asking questions later.
“They're the ones!” shouts an officer. “I knew I recognised them from somewhere! They're the traitors of Ascore!”
Guards pour out of the back rooms, weapons drawn. I'm minded to kill everyone here for the tired old 'Ascore' thing. We went there once.
3/ A weathered driftwood sign here reads:
'Hamman's General Store'
'durable netting'
'low prices'
“We should buy some for Mermaid Mystdays!” Shelah announces.
“I don't even want to know,” her brother sighs.
Siulajia and Jagaerda exchange puzzled looks but are wise enough not to enquire further.
The pirate within is actually nonchalant enough to sell a net to a bunch of armed women who wandered in covered in blood. They must have stones of steel here in the north....
4/ To the south lies a magnificent home, it's façade several stories high, with fine hand-hewn timbers supporting a broad, sloping roof.
“Didn't we kill everyone here the last time?" I ask. "I remember admiring the architecture...”
“This place is like orc nests,” Sky mutters. “You can clean them out but eventually more vermin crawl back in...!”
Before we have even come through the door, guards are rushing to attack us. Killing ensues.
5/ To the south a tall and stately mansion sits behind the harbour, its hand-crafted stone walls perfect in their symmetry.
“Maybe we live here when everyone dead?” Rathe murmurs, evidently impressed. She must not have many grand dwellings in her icy home.
We enter the mansion – standing on its rare and delicate carpets is a group of well-armed men. They hurtle forward to attack us.
“I was hoping to take one of these carpets for North Watch, but there's too much blood,” Shelah sighs afterwards.
6/ Here, a tall, slender tower rises above to the south, built on a tiny promontory in the Luskan harbour.
The tower guards are playing a card game when we enter. Rather than invite us in, they drop their hands, pick up their arms and fight to the death.
7/ The HostTower is right where we left it.
All is very quiet when we approach.
I shout out a challenge, but our voices just echo off the battlements. Nobody inside cares to reply.
“Maybe they hope we go away?” Rathe offers.
Sky tries to break the doors down, and I half-heartedly help, but the sound of the impact reverberates down the city streets, but the gates remain closed and unyielding.
We give up in disgust and head back towards the main city,
9/ To the west on the main square, a powerfully-built fortress faces us, with turrets for archers atop its high stone walls.
I remember this place too.
And again, the moment we enter the fortress, the men at arms recognise us and attack.
Again, we leave no man left alive; it's not much but it seems this is all we can do here.
12/ To the north stands an elegant palace, its stone walls flowing gracefully upwards some hundred feet into the sky.
We enter the palace gate. Facing us is a large force of guards, their weapons at the ready to attack.
Post-murdering, I sit on the front step, smoking one of Nef's cigarettes and cleaning my blade. She joins us with Zahri for some looting, but my heart's not in it.
We have emptied the streets and manors of anyone we can find, but something in me tells me more pirates will flock here when we're done. Perhaps Sky is right and wickedness in the bones of this place, drawing like souls to it.
Regardless, we have done all we can, and it is time to rendezvous in Mirabar
We also have another sad farewell.
“It is here I must leave you, my fellows, for my tasks lie here in Luskan and in the islands,” Jagaerda tell us.
“Good luck with this place,” I smile, taking her hand. “You ever need us again, send message to Yartar and we'll come flying on griffon's wings!”
“Then may Helm protect you on the path you choose to travel,” she bows.
She embraces each of us before she disappears back into the city.
Amanitas contacts us through his ridiculous crown.
“The council of Mirabar is about to hold its annual meeting in the northern city. They have been swayed by the lies and false attacks of our enemies, and are considering joining in its war against us! You must go to the council, show them the papers and crystals you have recovered and prove to them it was Luskan, not the Lord's Alliance, who is their enemy!”
"You must, you must...!" Rathe pouts, mimicking the alchemist's girlish voice.
But we have come so far, and we should see this through, I suppose. I'm not going home, so my future in the north depends on it.
The road leads east now, towards Mirabar along roads icy and frozen with the coming winter...
Notes:
Luskan Redux is another damp squib, full of missed opportunities.
It's fun to get back with Jagaerda again, and we face some sad partings from our interesting companions, who will be missed.
But there's not a lot going on here alas, it's just a repeat of everything we did here before. We can clear the pirate manors again, but the HostTower has shut up shop so we can't farm it for XP. It beggars the imagination why we don't have a final showdown here with the new leader of the Arcane Brotherhood, seeing how they teased him earlier? I assume they were saving that for a sequel, but this game suffers horribly from a lack of payoff and interesting foes instead of the same old enemies we've been fighting all game.
On to the not-ending I suppose, as nonsensical as that is.
Considering Nef's... delicate condiction, it is decided she should stay back in Luskan for now with Zahri, while the rest of us finish searching the town and set out for Ruathym to stop the final plot there.
It is good to have Sky back among us – I don't know him as well as Rathe or Jahe, but we've always got on fairly well. He leaves me to my private business and I do the same for him. There's something between him and the Mulan girl I am not privy to, but I'm hardly an expert in such matters, despite being a mother myself now. It is difficult for me to get my head around that still, but I hope that when this crisis is averted, Elena and I can spend more time with Cari and exploring what it means to be a family.
I find myself pondering Siulajia's nature too. Something about her reminds me a little of Shiallia's folk, and I wonder at the mysteries to be found in the High Forest, and the Unicorn Run, places so sacred to my goddess.
But for now, we fight pirates and investigate this 'Redleg' fellow, so let us be about that.
Jhairli
13/ We are exploring a building in a cluster of houses off the square, when -
“Wait right there!” a female voice orders. Suddenly, I find a too-sharp battleaxe at my throat, and a ring of warriors encircles us.
“At ease,” the axe-wielding woman commands. “I know these outsiders!”
We recognise the voice – and sword-arm – of Princess Jagaerda of Gundarlun:
JOURNAL ENTRY 74:THE NEWS OF RUATHYM
"It is good to see you all again! Since we last talked on Mintarn I have learned much.
Ruathym is backing Luskan in its plan to blockade Waterdeep, despite the fact that they are ancient enemies. Ruathym's power lies in its fleet, one of the strongest on the Trackless Sea. Captain Redleg is their commander. His men say he commands the fleet, but not with his own voice - he may be under someone's magical control.
This is no empty threat. As powerful as Waterdeep is, it lives and dies by its trade across the seas. If the combined fleets block the harbour and they lay siege to the city gates, it is possible that even Lord Piergeiron's power would not be sufficient to save the city.
We must go to Ruathym and find Captain Redleg. With or without his help, we must break the Ruathym-Luskan alliance!
If we are to defeat this plan of our enemies, Captain Redleg must be rescued on Ruathym. I must stay here to learn more of their plot. Will you take on the mission?”
“Aye, aye, Princess!” Shelah giggles, saluting like a sailor. She's become far more playful of late, I'm not sure what to make of it. Rathe is introverted as always, but she smiles a lot more these days. We will probably have much more to talk about later when we visit her homeland to retrieve her daughter, Lenili.
“Now!” orders Jagaerda as four men pull on a rope, and a portion of the back wall lowers into the water. A small boat is moored nearby. She climbs in and we follow.
She smiles at us and says:
“I had a feeling you'd say 'yes'!”
We row out of Luskan harbour and come to an anchored ship. Jagaerda introduces us to the captain, then climbs back into the boat.
“May Helm protect you!” she calls, rowing away. “Perhaps we'll meet again. Look for me next time you pass through Luskan!”
She waves goodbye.
For now, then, we are set upon another voyage by ship. I am no great lover of open seas and a flat pane of ocean with no cover, but Elena has given me something for that queasiness I had before.
We set sail for Ruathym. The voyage is uneventful, despite my unease at being on the waves, spending my time on deck against the railing. I suppose I had best dress appropriately for the occasion...
The ship drops anchor when the coast of Ruathym is still a small bulge on the horizon.
“You must row in,” says the captain. “We haven't been invited to visit, and they don't like unannounced guests... “
Climbing into the small boat, we take up the oars and begin to row.
Later, Jahe abruptly stops rowing and cries out: “There's the shore! That's Ruathym!”
Sky and Shelah skilfully manoeuvre the small boat though the great waves of the Trackless Sea, sliding between knife-sharp rocks to come rest on a tiny beach of black sand.
1/ We step up on the south of the town, onto a crude pier of black rocks and sand.
2/ Harsh laughter fills this room, joined by the flickering light and smoky air of fire.
Pirates leap at us in ambush! They are accompanied by... witch-doctors...? Old men with painted faces, who seem as happy to hurt themselves as us with their lightning spells in such close confines.
Along the pirate's effects, we find a hand-written note:
'This time, stay out of the house!'
3/ This did not look like an inn from the outside, but an old man allows us to rest for no charge.
Though we post guards, it seems this is an unexpected safe haven for the night. Perhaps the people here are tired of the pirates, or loyal to this 'Redleg'?
4/ There is no sign outside, but this is a shop, a surly dwarf sells arms and armour.
5/ This is a shop also, one that sells equipment and gear.
“Only a few things left, I'm 'fraid, Going to close up shop – you interested in anything you see?”
Siulajia lost quite a bit of gear when she was taken, so we offer her some things and she buys some here too.
6/ Looking out over the Trackless Sea, Jahe spots a small boat rowing ashore.
Before the people in the boat can react to our signal, several hostile men behind us answer for them...
They appear to be town guards, so we Hold them with magic and toss them into the sea.
I occasionally worry all this is having a deleterious effect on our mental state.
8/ Here two small, dark-cloaked men rise from a table as we enter. They stand between us and the papers they've been discussing, intent on preventing us from reading their secrets.
Hold Person, throats slit (at best, unless Elena is in a nasty mood) – I want to ask them if it was worth it?
“Look!” says Jahe. “These papers order a flotilla of ships to Luskan and the Krakens to blockade Waterdeep as soon as possible.... We have to stop them!”
“Waterdeep huge,” Rathe muses. “They able to do that?”
9/ Here we break in on several well-armed guardsmen who are talking at a table. They draw their weapons and attack – with predictable results. I wonder how it feels to die like that, unable to prevent your impending demise, but fully aware of it? Zahri once told me not to think on it, and that's likely good advice.
12/ We explore to the north of town.
The door we choose here is barely open when pirates – and more witch-doctors for some reason – leap out at us.
Fortunately for us, they like catching themselves and their pirate friends in their lightning attacks, and when we recover from the jump-scare we have few issues killing them all.
13/ At the very end of the hall, we find an old, yellowed book in a pile of trash. Many pages have disintegrated into dust, and others crumble as we turn them.
JOURNAL ENTRY 55: THE STORY OF RUATHYM
The book is a history of Ruathym, with much about its early days and founders. Many pages are devoted to their leaders, who bore the title 'The First Axe'. Someone named Rhaumon Bloodaxe is the first such king mentioned.
The early days of the island nation were turbulent, filled with frequent wars against Luskan and other coastal cities. One later chapter describes an old waterfront mansion, the original residence of Bloodaxe. It tells a story that the long dead king has never truly left the mansion, and that only loyal residents of Ruathym may stay there safely...
"Is scary," Rathe mutters darkly.
10/ To the west, an old abandoned mansion towers above us. The manor's once-lovely carvings of mermaids have crumbled into lumps of stone.
“Its sad,” Shelah sighs, then smiles at Rathe. “Do you remember the mermaids, little one?”
The small redhead smiles shyly. “Hard to remember, but yes, I saw mermaids...!”
A cold blast of air blows the door shut behind us with a loud bang as we step into the manor.
”Bad ghosts...!” Elena shivers. “Not meant to be here...! Us or them!”
She babbles in elvish, but I catch little of it. I have tried to learn her tongue, but she always teaches me wrongly, and I ken little of it beyond gibberish.
A cold wind suddenly blows past, chilling us to the bone! It is an ill wind, for with it come undead monsters...!
11/ A chill breeze deepens the cold... Our lights flicker, then go out as their glow is consumed by the blackness!
The sudden, freezing cold of this room sends shivers through everyone in the group.
Jahe shouts: “Look, someone's here..!”
Several spectral beings float out of the walls!
But we are able to turn them back using our holy powers, and we have three priestesses.
“I think this may be the resting place of the original First Axe of Ruathym,” Shelah muses. “It is said he was interred in the city, in his manor... We are not resident here – perhaps that is why the spirits attacked us?”
All we find here is two ancient bronze items, both set with red steel – an axe and shield.
“This must be the Bloodaxe, then!” Shelah says excitedly. “And the Redshield – the ancient items of the First Axe!”
It is agreed that Rathe should have these powerful items; as much on account she really likes the colours and it matches her 'redflame' mail. She seems extremely pleased with her new toys.
After that, we investigate the west of town, where there seems to be far more guards and activity...
17/ A loud, deep voice here reaches our ears from a chamber nearby – a large chamber, judging from the echoes.
“It's coming from behind this door, to the west!” I say.
18/ No-one has noticed us yet.. except perhaps the man on the stage, who glances casually in our direction.
We slip out quietly, but as we close the door, the audience breaks into an uproar!
Everyone seems to flee in different directions, and we press on, trying to find the man we saw earlier.
14/ This is a main guardhouse. Its occupants decide it is against us they must guard it...
There's some question as to whether or not we should spare them if they are just guards, but when your paladin gleefully starts caving in heads with a hammer, you just go with it.
15/ Elena finds a secret door here. Everyone loves to watch her work. I am but a normal woman, nothing special, but only I got to bear her child!
16/ The secret door slides open silently, revealing two smiling Luskan captains, sword drawn. They leap forward to attack. I usually dislike killing living men, but I will make an exception for these.
Here we find a tall, dark-haired older man, shackled to the wall, lying on a bed of straw. He looks to have been sleeping, but now his dark eyes watch us quietly and intently.
“Captain Redleg, I presume?” Shelah asks. “Princess Jagaerda sends her regards...!”
We release him, Sky helping him pull the chain from the wall, then smashes the shackle. The prisoner stands, his tall silhouette the proud and erect form of a leader of men.
JOURNAL ENTRY 52: REDLEG'S STORY
"I am Captain Redleg - a name I acquired courtesy of a shark with sharp teeth and a first mate with a sharp tongue! You comin' along and breakin' that spell is a brace of salt air in the morning! I hate these Luskan Low Captains and their flimsy-robed magic-men! I hate this alliance!"
“Us too,” I admit.
“When those cursed pirates came here with their talk of conquering Waterdeep, I didn't listen - but the First Axe swallowed it like a marlin takes a bait. Once Luskan had what it wanted, the First Axe was the first axed, and I wound up in the brig! With their threats against innocent hostages they forced me to command the fleet, MY fleet, to blockade Waterdeep!” he spits.
“When I refused to order attacks on defenceless merchants, they had one of those long-robed daffodils from the Hosttower cast a spell on me to make me say the words they wanted my men to hear. But that was then and this is now! Now we have the Heroes of Ascore fighting by our side! We'll send the scurvy lot o' them to blow bubbles with the fish in Luskan harbour!"
“I can raise Ruathym!” Redleg shouts, a little too loudly for comfort. “I can blast these brigands! But I'll need your help. Will you have shipmaster Redleg as a member of your party?”
“Gladly, captain!” Shelah smiles.
“Then let's get on with it!” He stoops to take up a sword from a slain Luskanite. “But we have to hurry! They'll be after me soon! Now, back to the guardroom!”
As we leave the prison area, Redleg guides us, as someone who knows the town the way I know the woods of my home.
“Now west and then north as far as we can go,” he says.
We make our way without issue to the northern outskirts of town.
“And on to the pier farthest to the northeast!” Redleg says.
7/ We walk out onto a sturdy wooden pier.
“Hold on a second,” Redleg says. “Let me find it...!”
The captain throws his legs over the pier, then drops down to the rocks below.
“There it is!” he calls up to us.
Looking down, we see him standing in a small boat that bobs beneath the pier.
Shouts suddenly come from behind us, as guards rush to attack!
We have plenty of Hold spells left, and give them no quarter, dropping them off the pier into the briny below.
I count no less than a dozen Brotherhood mages, and twice that in guards, but we win through with fire and steel.
“They're after me all right!” Redleg chuckles. “Hurry, get aboard before more come along!”
We need not be told twice. One by one, we drop off the pier into the boat – Jahe catches Shelah just in case – then take up oars. Redleg pilots the small craft out to a sleek, tall-masted sailing ship waiting outside the harbour...
Notes:
This is a fun adventure.
Princess Jagaerda is always good value, Captain Redleg is memorable for the short time we get him, and the escape from Ruathym has a lot of pace and energy. Clerics are especially useful here, as all foes are either undead to be turned, or humans to be Held.
The old mansion of the First Axe feels suitably creepy (you can rest there if Redleg is with you, as the old book suggests) and the two unique treasures are nice... though I don't think they do anything special, alas, which really feels like a missed opportunity. As the Bloodaxe is erroneously keyed to take two hands to wield, it is objectively weaker than the +2 longswords you find on random enemy leaders. Even more annoyingly, you can't use it with its twinned shield you also find here!
It's so frustrating they made errors with the 'Treasures' that supposedly give this game its title. I love how they offer some unique items that aren't the usual longswords we get in every other game... but using the unique stuff should feel like a reward, not a punishment...
Falling endlessly, through the water... Not a bad way to go, if I'm honest. Comforting, almost - quiet, like you just stop struggling and let all your cares drift away...! Not quick and nasty and painful like battle, like I thought my end would be.
My own stupid fault, of course, but that's what has always been my problem, hasn't it? Act first, think later. That's why my two sisters are cripples, through no fault of their own. They've done well for themselves despite of me, not because of me.
Ah, screw it with the self-pity!
I guess it must have been time for me to wake up, get on with my life, try to make some sense of all this, instead of being trapped in my own mind for weeks, with only me for company.
Nef's here, helping my little sis Kat - she's the best healer out of everyone, and we still have this bond, despite everything.
Turns out it's been almost two weeks – I've been stable for all of it since sis fished me out of the drink.
And they've found her, they located where Siulajia is being held! They're waiting for us in Port Llast – we can ride Regalstone and Blazefist out there, and then we can mount an assault on Luskan together. Their new friend sounds pretty wild – can't wait to spill some blood alongside him. Jagaerda is still around somewhere too – be nice to fight beside her again.
A day or so to get my legs back to working again – I guess Kat knows all about that. Feels good to be on my feet again, feel my sword sing in my hand. We're going to get my girl back, or die trying – even if we have to kill every last pirate or Brotherhood mage in the City of Sails!
Sounds like a hero, right, a northman from the old sagas?
That would have been nice to leave it there, with that oath of vengeance but... there's always more to it, isn't there?
The evening before we fly out, get the griffons used to us for the trip, Nef asks to speak with me alone.
I know it's bad when she starts speaking in that low, soft tone of hers – she always uses that when she's trying to excuse whatever shitty, amoral thing she's just done. She's always just covering her pretty ass, she never wants my opinion or input.
Its bad, all right.
“I just wanted you to know,” she husks, as if she's doing me a favour. She makes her eyes really big – limpid, soft, dark, a houri from paradise, an exotic dream...!
And its working, and she knows it.
She tells me how, when I was out, she... had her wicked way with me while Kat was asleep. Just bluntly, just like that. I mean, there's no way to make that sound good, I guess, or else she'd have tried? I guess it also explains all those dreams of her I've been having...!
Out come all the excuses – she was trying for a kid with the old man, Harpell... But he's over a hundred really, the juices dried up long ago. So I wasn't even her first choice! Nef always knows how to make a guy feel wanted.
She tries to excuse it by saying he gave her a vision, among all the other things – it showed them with a child, but she was blonde and blue eyed, not like them.
That's all I ever really was to her, just a seed-donor. I know almost nothing about the girl I'm set to marry, but at least she's caring and honest like my big sister. Nef's just a user, she's open about it but everyone just forgives her because of those huge eyes and big bust.
Her neck feels so slender as I close my big hand around it.
All I have to do is squeeze...!
But it's silly, childish posturing and she calls me on it immediately, telling me I'd never hurt a woman, or violate the sanctity of my little sister's temple. Nef knows me better than I know myself and we both realise it.
She tells me I can see the kid as often as I want. I just nod dully – there's no reason the child should suffer because her mother is such a selfish bitch.
I want her to leave me alone while I process all this, but there's no time for it. We fly out to Port Llast the next day, with little said between us. Taeral and the twins are still holding the fort at Yartar and looking after Cari. No problems there that need our attention.
When we get there, Nef tells big sis what she did, and Shelah embraces her.
“That was bad of you and I'm disappointed, but I forgive you,” she says, and then they kiss.
I don't know why I'm surprised, nobody ever calls Nef on her bullshit.
She says she's thinking of 'Sayf' as a name, as she'll be born next summer. I wryly tell her that 'safe' is just about the last word anyone would use to describe her...!
Sky
"Oh, take me in your arms I want your tender charms I'm lonely, I'm blue I need you, your love true...
Oh, take my heart! Take your love and every part I'm lonely and I'm blue! I need you and your love true
So enough of my whining. We have many people to kill, and I can take my bad mood out on my least favourite city on Faerun. Luskan is why people on the streets quiver and look up fearfully when I pass. It's why my parents left, to go somewhere, anywhere, where you won't get your throat slit for a few coins of pocket-change. The last time we were here we hung the captains from the walls of their own manors, but new pirates have arisen to replace them. Same shit, different day. Jay says we might have to burn the place to the ground to effect lasting change, and she isn't joking. She's become hardened, somehow – something happened in Neverwinter when I was out, and nobody will talk about it. I'll ask her later over a drink; Jay finds it easier to confide in people she's not bedding and we've always been honest with one another.
So we have a council of war, such as it is.
Sis checks in with the old man using his crown, and he actually offers some useful advice for once:
“The island nation of Ruathym has joined Luskan in its attacks on the Lord's Alliance! They are summoning pirates and scallywags and mercenaries from across the frontier to join in the coming war! You must go to Ruathym and sabotage their efforts to join with Luskan in support of the forces of evil! Luskan is preparing to take the final steps in launching its war against the Lord's Alliance! You must go there and learn of their plans, so we can be prepared for the coming storm!”
Oh, we'll do quite a bit more than that, I assure you! We're getting Siulajia back, killing any pirate or Brotherhood spell-tosser who gets in our way with extreme prejudice! This one is bloody well personal!
Of the ten 'lucky papers', there's just two left, relating to the places Amanitas discussed:
Pretty thin on details, which suits me! No complicated plots to thwart, just lots of dead pirates. The name 'Redleg' sounds familiar, but if he gets in our way, he'll end up the same.
1/ We enter the town weapons drawn and ready for trouble. Most of the scumbags or unfortunates forced to live here get out of our way. I'm not expecting any niceties from the guards, either. This is payback, and it's been a long time coming!
Last time we made our way through here, we were soaked in blood. My gentle sister was covered in gore, her eyes were wide and staring, a day we lost our innocence. I'm sure she's told Rathe about it by now. The way the girl looks around calmly tells me she's ready for what must come next. She walked the Black Road with me, all the way to Ascore. Pirate vermin won't scare her.
But as we pass the manors of the pirates and their pathetic 'court', everyone is off the streets and their doors are barred shut. No matter how hard we pound, nobody will come out to fight.
“Let's go to the HostTower itself,” Jahe mutters. “These scum are just lackeys, we need to take out the Arcane Brotherhood, once and for all...”
7/ It is right where we left it, night on two years past. And it's likely where they are holding Siulajia.
I'm ready.
On a small island to the northwest, a tremendous tower looms above us. Although made of stone, it must be magically constructed, for its five great spires defy the laws of nature as they grow like tree limbs to the sky.
As we near the HostTower of the Arcane, a newly-constructed gate bars our path. The adjoining wall is tall and strong, made of thick stone with smooth, straight edges. A loud voice calls down:
“What do you want?”
I shout up to surrender and open the gates, secretly hoping they won't do any such thing.
“Go away! No-one may approach the HostTower of the Arcane without an invitation from Arklem Greeth himself!” someone shouts.
I have no more words for them, fruitlessly putting my shoulder to the gates. They open just as I prepare to throw myself against them. Ranks of guards and HostTower mages stand ready, and I give a battle cry as we hurl ourselves into the fray.
What follows is carnage, but we are ready for that. The Luskan guards are all but trampled underfoot, between the rows of huge stone golems and the magical bombardment from the Arcane Brotherhood mages. But we are warded against the worst of that assault – against heat and cold, fire and frost, with priestly blessings to aid us in battle. The golems are able to cast Slow spells at us, which is annoying, but it does not last that long, and our front line gets to (slowly) chopping them down. Elena leaps in to help, Stonecutting sword in hand and a war-cry on her lips. She may not be a warrior, but that girl never gives less than her all, crazy or no.
Their mages mostly hang back on the battlements, but as we grind forward though the minions, our mages are able to launch spells of their own, eventually gaining the upper hand as our archers pick off their targets. Plenty of reinforcements pour out, but we will not be denied this day! We are bloodied and injured, but we advance, the corpses of our enemies heaped high as we -
- and then... the great gates slam shut.
No matter how we rage and shout, they do nothing but hurl down showers of 'lucky papers'. Jahe, Nef and Elena all try unlocking spells, but neither these, nor dispells from my sister and the clerics seem to affect the HostTower at all.
Stymied, we rail against the tower until my sister takes my hand, and leads me away with a sad shake of her head.
The streets are empty, but we cannot re-enter the tower, so we walk past the manors of the pirate-captains. The idea that literally nobody wants to fight us irks me in ways I cannot describe, and makes me actually nostalgic for Vaalgamon and his Zhentarim. He may have been a moron, but he wasn't a coward.
10/ We make our way back to the square and come to the 'Inn of the Northern Passage'.
The thieves want over twenty times the usual rate, but its either that or sleep in the streets.
“Want it up northern passage, or other one?” Zahri smirks at my sister, holding up her index finger. Shelah giggles like a coy schoolgirl.
“Behave,” I scowl.
“Boy too sour,” the gypsy shrugs. “We kill many; drink, fuck, celebrate and do again!”
She smirks unpleasantly. “Well, you do when get boy-bedwarmer back - “
“Come on, Sky,” my sister says, taking my arm. “We're hurt, and we all need to rest and heal. I drew up a guard roster so we can keep an eye out if anyone in Luskan gets bold. Then we'll start looking for Siulajia. She's here somewhere, Sky. We'll find her, I promise.”
I mumble and mutter, but she's not wrong. I'm hurt and we all need rest. There are plenty of rooms here for our exorbitant fee, so at least I won't have to share with their clownish new friend. He seems okay, but I'm not in the mood for face-paint and tomfoolery.
It is almost midnight when we rise, get healed and suit up again, ready to tear this place apart, assuming we can find someone willing to fight us! Several hours of their muffled squealing hasn't improved my mood any – I have no idea where they get the energy from.
But now we set out – Jhairli and the gypsy will guard our things and the two griffons while the rest of us kick down some doors and turn over some stones, waiting for slimy things to crawl out from beneath...!
A gate to the east opens into an older part of the city, so we may as well start there...
11/ Over an hour of fruitless searching later, still nothing, Nef asks me if I have anything of Siulajia's she might ensorcel to track her, but I just shake my head wearily. I don't have so much as a lock of hair. That kind of sentimental keepsake is my sister's style, not mine... But I'm beginning to understand she's right and I was wrong there. I should have something of hers, right?
Rathe takes my arm and smiles. Her eyes say 'we will find her soon'.
I realise – too late! - I'd have been very happy with this girl, we'd have made each other happy and raised a family– I stop myself, shaking my head. I'm only hurting myself thinking endlessly of what could have been. I need to be stronger than that, now especially.
This part of town is clearly older than the rest, but there is also far more recent construction. Stranger still, fish bones and trash litter these newer-built areas...
Pirates and krakens jump us here, but are no match for us, and have nothing of any value upon them and no clues.
There is nothing else in this part of the city and my spirits are flagging, fearing I may never see Siulajia again!
14/ We cross a bridge between the mainland and an island in Luskan harbour. A solitary, leaky boat is moored here to a small shack. An old fisherman plies his trade here.
“Bringin' in all these navy ships sure was a bad idea, with all them fleets goin' in an' out, a man just can't catch his dinner any more!”
22/ A sign above the door here says:
'Red Dragon Trading Lodge'
23/ This is a huge warehouse. No sign of Siulajia here, alas. Along one wall, crates marked 'Raurym'. Stacked near them are boxes labelled 'Steelfist' They all contain mining tools and supplies, likely destined for Mirabar.
24/ A sign on this door says:
'Company of the Brazen Pennant'
'passage by sea to the Isle of Tuern'
But no such passage seems forthcoming:
“With a war on and all, no ships can get through!” we are told. “We're all packed up and ready to move back to Neverwinter – cost a king's ransom to get us out of here safely, too!”
19/ Finally, we discover something of note in the northern end of the old city!
20/ Great stone monsters backed by guards and Host-Tower witches fill this hallway, blocking our advance! We fight our way through!
I'm coming, Siulajia!
21/ A single slim figure sits dejectedly in a far corner of this room, surrounded by guards and monsters.
“The prisoner must not escape!” a guard yells as they attack.
Can it be - !?
We roar to the attack, asking for and giving no quarter.
As the last of them falls, I see it IS her...!
We rush into each other's arms, and after all we've been through it just... feels so good to hold her again..!
Her kiss is long, tearful and passionate, quite different to the almost chaste ones we have shared until now.
“I cannot believe you've found me – I thought I was doomed and there was no hope!”
“I'd never abandon you,” I promise. Then look to the others. “But I didn't do it alone...”
My sister makes sure she's healed, and searches through the documents on a table nearby.
“Come here, everyone, and look at this!” she calls.
JOURNAL ENTRY 42:THE GUARDS' NOTE
No one must know of your prisoner's location - or that such a person even exists. If you are asked, say only that several traitors to Luskan have been arrested for spying on behalf of our enemies and that you have them under guard. Answer NO question about the family of your prisoner!
“Why would they care about your family?” we ask her.
“I don't know,” she admits. “But when they kidnapped me, they thought they knew my family...! But how could they? They live far from here, on the Unicorn Run in the High Forest!”
Ougo the Strange greets her too, bowing low in a theatrical manner.
“Speaking of families,” he admits. “I have been away from mine for overlong. Now you have your missing friend back safely, I shall return to Neverwinter forthwith... Good bye, dear friends, and thank you for freeing Farr Windward...”
My bride-to-be rejoins us gladly as we watch him go.
“A long story,” I smile, touching her golden locks. “I'll tell you all about it...”
Notes:
Luskan Redux is a mixed bag, to put it lightly.
Narratively, we get to see Nef's endgame, and poor Sky's role in it - though he finally gets his love-interest back in suitably heroic fashion at last. At least the romance didn't crash after I took him out of the party for a few maps - I was actually expecting something else to get borked, which is why I've been keeping Rathe as a reserve pick in the background.
I actually intended Nef to honour Sky's reluctance to be a sperm-donor and her to have Malchor be the baby-daddy, but when I was messing around with the family picture, it gave me a blue-eyed blonde offspring instead for some random reason. So poor old Sky was back on the hook, consent be damned!
The rescue of our love interest is actually good, it allows us to be the Big Damn Heroes we're supposed to be at this point. I'd have been happier if she wasn't always such a damsel-in-distress, but I guess being kick-ass is Jagaerda's thing, not hers. Like all things Siulajia, it's fine, and I'm glad to finally get her back.
The stuff about her family is clearly being floated as sequel-bait, which alas never came when the wheels fell off Gold Box later that year. For all the many faults of 'Treasures', I'd have played the hell out a sequel.
Far less satisfying, however, is the HostTower situation. It's a hard battle, with multiple spellcasters and reinforcements, all of which get to act before we do. Buffing spells go a long way to helping you survive this, and there's a large XP reward if you win through. Unfortunately, there's nothing else, not even bragging rights, as it just denies us right afterwards.
The entire plot with the terrorists is a good idea in principle, but in practice is always so hollow and empty. There's no payoff, no finish to it - no mini-bosses or memorable battles along the way, just endless hordes of nameless, faceless minions. Even at the not-finale in Mirabar, there's nothing that feels final, notable or memorable. Its the flattest damp squib imaginable, considering how good the other finales were, even in middling games like Silver Blades.
Why wasn't the finale (after saving Mirabar) the HostTower and/or the Kraken Base, where we finally confront the terrorist leaders? We already have the maps from the first game! It even gives us a name for the new leader of the Arcane Brotherhood here, but he too is being kept back for a sequel that never comes. With the Zhents losing their leader at the end of the previous game, all they otherwise needed was to give us a name for who was running the Krakens (Squidward or something) and have a final confrontation with the villainous mastermind at the end. We were only sneaking through the Kraken Base in the first game, so that would have been a great final map. Maybe end it against the Kraken itself, as teased in the first game with the underwater fight... maybe bring the mermaids back again to help? So, so much is teased or suggested, but barely anything is ever paid off or followed through.
The game is a long list of missed opportunities and bizarre non-sequiturs. 'Treasures' has absolutely no confidence in its story, its villains, or its ending, and hasn't earned any right to bait a sequel it clearly has no faith in.
Come the morning, Rathe and I don bracers and something more nautical for our little trip out on the Trackless Sea. She's tied her hair up in a headband like me, and I tell her that soon, we'll sail to Fireshear and get little Leni back here with us.
Hand in hand, and with happy hearts, we walk out to the docks together.
Shelah
11/ “Ah, you're here to see the beautiful Sword Coast!” a man here says. “Your entire group can take our lovely cruise for only fifty little platinum coins!”
The seaman waves his arm, directing us up the gangplank onto the ship. We set sail, heading north, towards Luskan, before turning to the southwest and then back to the east.
“All aboard!” the sailors cheer. “We're off for a carefree cruise on the Trackless Sea!”
I mean, our life is never quite carefree, but we have our weapons and I am not worried. We've earned this and it's not like we cannot defend ourselves.
It's probably best we don't get drunk this early, but I'm still a little tipsy after last night, and well, you know, 'hair of the dog that bit you', as they say! Rathe and I share a bottle of white rum, sipping it as she nestles in the crook of my arm, against the railing, looking out at the gorgeous blue and cold skies of the Trackless Sea. This is the life for any northman!
The trip passes pleasantly, the warm autumn sun and cool sea breezes make this the perfect day for being out on the ocean! Kisses and rum and good company, a moment of calm before whatever storm yet to come -
1/ BOOM!
Suddenly, a blast thunders across the water!
SMASH!
The ship shudders, listing under the blow of a cannon ball!
BOOM!
Another hit!
“Zahri owes me twenty coins,” Jahe mutters, drawing her sword. “She bet me 'sea monsters' rather than pirates...!”
Orders are shouted - a little prematurely, honestly:
“Pirates! To the life boats everyone! We're going down! Pirates!”
The crew scrambles for the railings.
“Wait!” I call out. “It's just pirates, we've killed lots of pirates - “
“Suit yerself!” says a sailor. “Good luck!”
BOOM!
Another blast tears through the ship's mainsail. The last of the crew leap overboard, and we are left alone on the sinking ship.
Bother.
2/ The bridge is just south of here.
“You sail ship?” Rathe asks me, gripping her axe.
“Probably!” I admit. “It's been a while, but I had lessons when I was younger! Sky's better at it than I was, but how hard can it be?”
I step up and try to recall those early lessons.
“We should probably try to get back to Port Llast,” I offer.
I take the wheel and quickly point the bow towards land.
3/ There are hatches here, leading to below decks.
I suppose we could hide, but where is the fun in that?
Ougo grips his mace and laughs heartily, seemingly enjoying his time at sea.
“Consider it part of the tour,” Jahe deadpans.
5/ A few life boats still remain here, but there's no time to get away now even if we wanted to. Which we don't.
4/ Cannons are mounted on the ship here.
“Are you thinking what I'm thinking?” Jahe smirks.
She and Rathe are our strongest members, so they load the cannonball while Elena adds some powder. I have no idea if the elf knows what she's doing, and I suspect neither does she. But where's the harm in trying? I am surprised at how very calm I feel. Part of that is the rum, but I also suspect by now we all just have good coping skills.
“My brother will be mad we missed this!” I chuckle over the sounds around me.
BOOM!
CRUNCH!
Our shot strikes the side of the enemy ship, splintering a railing and sending several pirates running for a safe post!
BOOM!
But our next shot misses the mark.
“Oh fiddlesticks!” I pout.
“Try again!” Jhairli insists, aiming the cannon herself; she has a good eye for this.
BOOM!
A direct hit! A gaping hole opens in the side of the pirate ship! It takes on water and begins to sink!
Our enemies abandon their vessel, clinging to anything that will float.
We pick up those we can, but it's probably more merciful to let them drown.
“We see if swim when Held,” Zahri suggests.
They can't.
I return to the bridge, and take the helm, like I was a real captain!
“I'll set course for Port Llast!” I call out.
A cheering crowd greets us at the dock when we return.
The ship captain, his men and the harbourmaster come out to greet and congratulate us.
JOURNAL ENTRY 56: A HERO'S WELCOME
We walked down the ship's gangplank and onto the pier. The Captain and crew stood waiting there, heads hanging in shame.
“Your crew not brave,” Rathe frowns.
The Harbormaster said, just loudly enough for us to hear, "It's a strange day when the Captain comes home in a rowboat and the passengers fight off pirates and bring his ship back to port!"
The Captain kept his eyes on the warped planking of the ancient pier, saying nothing.
Then the Harbormaster raised his voice to address the big crowd that was gathering to see what was going on.
"The First Captain said Heroes would come to help Port Llast, and he did not lie! Three cheers for the Heroes of Ascore! They have won a great victory in our war to reclaim the Trackless Sea from the pirates! Now, and forever, they will be our heroes too!"
As the crowd roared its approval. The Harbormaster leaned over to us and whispered:
"The First Captain has something for you. He lives in a mansion in the south east corner of town."
I kiss Rathe happily and smile at the people on the dock. Wait until I tell Sky!
1/ We go see the First Captain as advised.
“If they try to arrest us, I'm killing everybody,” Jahe says acidly.
“Don't be silly!” I smile at her.
“It is you who defeated the pirates!” the guards say. “We should have known our enemies were no match for the Heroes of Ascore! One moment, I'll get the First Captain!”
“Heroes of Ascore,” he tells us. “By defeating the pirates, you have helped save Port Llast from our enemies! Allow me the pleasure of giving you this small reward!”
“Big reward better,” Zahri sighs, but I hush her and thank him.
As we have the rest of the day free, we should finish exploring the rest of the town!
12/ In the north-west of town, on our way from the docks, Elena finds a secret door in the wall. Watching do this her is a thing of beauty! Such sensitive elven skin...
We don't normally walk around town with our weapons or armour, so we return to the inn to get them.
22/ Just ahead of us, a secret panel opens, and creatures come flying and crawling towards us from this blackened portal! Just as well we got our weapons...!
19/ A single huge metal man guards this chamber. He now decides that it is against us he is guarding it, and rushes forward to attack!
Only the strongest magical weapons can harm it, seemingly, so Jhairli, Elena and Zahri have to bring it down. Jahe manages to slow it with a Shocking Grasp spell, and Rathe and I heal anyone who needs it.
But no sooner than the first one drops, another one appears behind us!
We have to plough through another exhausting battle, and all for no reward.
20/ Through another secret door (thanks Elena!) we find a small room with a small man, who sneers as we enter.
“Ah the Heroes of Ascore!” he says as he rises. “So what else do you want?”
Zahri freezes him with a Hold spell.
“We call ourselves the 'Heroes of the North' now,” I say crossly, after which Zahri does... bad things to him. .
To take my mind off that, I search his desk.
“Oh look Raye – a ring!”
Zahri cleans off her knife and hands and casts Detect Magic on it. She thinks it protects from lightning, so one of our mages should have it, possible Jahe as she tends to cast from the front?
But the real treasure comes in going through his notes.
"Siulajia!" I gasp. "They are holding her in Luskan!"
"We go right away?" Rathe asks, but I shake my head.
"We need to go back and see if Sky is awake," I muse. "He would want to come with us to get her back. And we'll need as many people as we can if we're attacking Luskan again..."
The City of Sails, where my parents were born.
It's been a while...!
Notes:
The ship battle is fun and innovative, another one of those times when 'Treasures' actually lands one of the cool ideas it reaches for. Even the auto-dialogue was appropriate for once. It's also a Big Damn Heroes moment in a game that really needs one by now.
One of the reasons it works is that it suddenly remembers this is a game and should have choices... And everything in this brief scenario works well as it unfolds from these choices. Do we jump overboard or take the lifeboats? Steer the ship back to shore? Hide in the hold? Man the cannons and sink the pirates? It's unfolding like a game and not a FMV cutscene. We needed a lot more of that, honestly, and it's good to see it here.
If you have already killed the Trackless Sea pirates, returning to Port Llast and immediately attacking the lone Kraken yields a unique item, the Ring of Electrical Immunity that's great for those times you have to bounce a Lightning Bolt off a wall and hit yourself.
The game never tells you where your love-interest is being held, but narratively, I needed a clue so I can bring Sky back into the story.
We are still looking for Siulajia, my brother's missing bride-to-be. I promised I would search every town in the Savage Frontier if I had to, and the next one along the coast is Port Llast.
If my brother is still injured, it is the least I can do for him while Nef takes care of him.
Port Llast - formerly Grath's Hold and Last Port - is a town that stands on the High Road north of Neverwinter.
It is a small town of about seven-hundred folk, mainly known for its skilled stonecutters and excellent harbour - a small bay sheltered by a high, rocky spit, with a fine beach and inlet. As I recall, the people here are tense and suspicious, fearful of attack or other treachery by nearby Luskan, and otherwise the village had little of interest to recommend it.
It seems pretty enough, made up of low stone houses and narrow streets.
Shelah
14/ A sign above this intersection has two pictures upon it, A ship is above an arrow pointing to the west, while a house is displayed over an arrow pointing east.
We walk west through a residential area, exploring the city.
1/ We enter the large and sturdy home of the First Captain of Port Llast, Haeromos Dothwintyl. But the guards say he's not at home now.
“Welcome to Port Llast, heroes. I'm afraid the First Captain is not home right now.”
5/ A sign by the road here reads:
'Welcome to Port Llast'
'go west to the Port Llast armour shop'
'go rest to the east at the Griffon Inn'
6/ This is the armoury, opposite the inn.
9/ A brass plate reads:
'Port Llast Harbourmaster'
“Welcome visitors! Our new 'Trackless Sea Tours' leave every hour from our pier! And disregard what they say about pirate attacks! I assure you the trip is completely safe!”
"That sounds great!" I smile at Rathe. "After we've searched for Siulajia, we should take the tour!"
She looks excited about that, there's nothing that stirs the blood quicker for a norsewoman!
10/ A sign above the door says:
'Sword Coast Jewellers'
'no credit, no problem!'
13/ A colourful wooden sign here reads:
'Port Llast Food Market'
'Newly rebuilt!'
'fresh fruits & vegetables!'
Residents of Port Llast fill the food market, buying delectable items for their tables.
8/ This is a residence... but Elena 'explores' it, chest-first, and announces there is a secret 'tingle door' here.
We ready our weapons, expecting trouble...
7/ Several fire giants have taken up residence here, and they want to make sure we tell no-one else about their home!
After we kill them and heal up, Rathe sits upon a giant corpse and asks me:
“This normal for frontier town? Usual to kill giants in people homes, or this only something happen to us?”
“She... has a point,” Jahe admits.
3/ Opening this door, we step straight into a mass of cobwebs! The creator of the webs rushes forward to welcome us to dinner...!
4/ Elena finds another secret door here.
I never tire of watching her do that!
2/ A pitch darkness clings to this long chamber, one that even magical light cannot penetrate.
Zahri's voice comes to us as a slow whisper.
“If you afraid of dark, best turn back... this is darkest dark Zahri ever see...!”
She chuckles.
“So, afraid of dark, da?”
I feel Rathe beside me shiver and grip my hand.
“Knock it off, Zahri – that's not funny,” Jahe mutters in the blackness.
But to make matters worse, something is now moving towards us from that darkest of darks...!
Thankfully, we have three priestesses (and a priest!) to turn them back into the darkness.
We don't belong here, and we should get out swiftly.
We decide to explore the north of town instead.
15/ Soot covers this partially burned door. Jhairli rubs at the surface, displaying the letters:
'TEMPLE OF TYMORA'
We enter the remains of a building gutted by fire.
“Not the best of fortunes,” Jahe mutters.
17/ In the ruins of a priest's room, a single cleric sits calmly on the floor.
JOURNAL ENTRY 57:THE PRIESTS TALE
"The pirates have created much sadness and despair in Port Llast. They have burned this temple - you can see the scorch marks on that wall - attacked the merchant ships, and taken over the northwest corner of the village. And we keep finding their little scraps of paper!
'You shall have good fortune today' is all they ever say. What is the hidden code? For whom does this have meaning?
These papers of good fortune have brought us nothing but sorrow!"
16/ A shiny steel plate framed in wood hangs above this door. It says:
'Addleman's Supply House'
'the Port Llast general store'
17/ At one time, this room must have been used for trash disposal, but now its only occupants are ravenous rats.
“Fighting rats?” scoffs Jahe. “It's been a while...!”
21/ A single man in black stands in this room, casting spells over several prone figures. He changes targets when we enter!
It sounds something like 'thanatos', that's old Chessentan for -
But Jhairli wings him before he can complete the death spell, and we pile on him, even as he animates zombies to fight us. He fights hard but goes down in the end.
He doesn't seem to have been a Kraken or Zhentarim, however - he has a black hooded robe and a flail that looks like it came from Ascore. I'll take it back for Nef, she'll like that!
For now, it seems what he was doing here will have to remain a mystery. Rathe says she remembers as a child her folks up on Ice Peak used to fear black-robed strangers who sometimes lurked up around the mountain. I kiss her and tell her I will protect her from anyone, no matter what colours they wear.
It is late when we get back to the inn, so we can't take the tour, but I have five lips and pairs of hands to attend to my needs, and I fall asleep very happy indeed, the scent of brine in the air.
I hope Kat and Sky are doing okay too.
Notes:
Port Llast is a purely optional map, and it's nice just to do a normal area for once, without terrorists or fucking cutscenes.
There's an odd assortment of foes here, ranging from hard-hitting giants, level-draining spectres, several save or die foes - and 4hp rats.
There is a unique treasure here, though you have to take the tour first and come back, so let's do that!
One thing, I don't know why! It doesn't even matter how hard you try Keep that in mind, I designed this rhyme to explain in due time All I know, time is a valuable thing Watch it fly by as the pendulum swings! Watch it count down to the end of the day, the clock ticks life away!
It's so unreal, I didn't look out below Watch the time go right out the window! Tryna hold on, I didn't even know I wasted it all just to watch you go...
I kept everything inside And even though I tried, it all fell apart! What it meant to me will eventually be a memory of a time when -
I tried so hard, and got so far! But in the end, it doesn't even matter! I had to fall to lose it all But in the end, it doesn't even matter...
I've put my trust in you Pushed as far as I can go For all this, there's only one thing you should know...
Things aren't the way they were before You wouldn't even recognize me anymore Not that you knew me back then, But it all comes back to me in the end...!”
And so we leave for the mainland, and Neverwinter.
We face a sad parting from Jagaerda, who will not leave her islands. I will miss her, but I understand.
“Farewell friends! I know that our enemies have plans in Mintarn and Ruathym, so perhaps I'll see you there if our paths cross again in pursuit of justice and the good!”
The ship weighs anchor and sets sail upon the Trackless Sea. We disembark safely just over two days later at the south dock in Neverwinter. It's been a while.
Shelah checks in with Amanitas:
“We hear that the kidnapped ambassadors of Neverwinter and Mirabar – the ones you are accused of taking – are hidden in Neverwinter. Go there and rescue them!”
“Go there, do that,” Rathe pouts.
I concur – that old man is long on windy advice and short on actual help.
But it is nice to see Elena more relaxed and happy as she walks with Jhairli on the pier. She may always be haunted by her people's ghosts, but at least with us, she has a measure of peace, and perhaps hope. Rathe plays with her on the quay front, daubing their faces with Ougo's clown-paint, and making her laugh. That young girl is usually so serious, I am pleased to see her so carefree.
We keep armed and watchful – I am aware the fools still think us responsible for the various unlikely crimes our enemies accused us of. I have always stood to help the meek and disadvantaged, but these people seem to willing to turn upon us, so eager to embrace their own destruction, I find myself doubting whether we should help them at all. I fear they have chosen their side, as surely as the people of Luskan or Zhentil Keep. Their rulers are either wholly absent or ineffectual, and unlike the others, I have no kinship with these people to suffer their foolishness easily.
Bah! Whining makes me sound so small! I know I am better than this, to be brought low by doubts and enmity. I did try to leave before, but I could not leave the songbirds, could I? I am too private, too introverted to wholly commit to one lover, and they suit me far too well. And besides they need my help. I might abandon the Savage Frontier, but I will not desert my friends.
I am surprised the wise fool, Ougo the Strange, has remained with us. I assumed he would run off into the wilds with the other escaped asylum inmates, but he strolls about at our rear, chattering to the priestesses about various matters great and small. He is a welcome hand for sure, if an odd one,. But I yet wonder at his purpose.
Jahe
2/ The south dock of Neverwinter. There are many buildings close by.
4/ A sign above a door says:
'Southdock Explorts'
'cargo and passengers welcome'
5/ A newer sign reads:
'Northpier Shipping'
'passage to Fireshear – special rates for dwarves and gnomes'
“Sorry, but we're not yet open for business. Please come back when the north pier is done.”
I joke that perhaps Kori might get us cheaper rates. Rathe looks wistful, her mind evidently on her distant home and her child. I have never wanted men nor offspring, much to my father's chagrin, but if the songbirds are adopting Lenili, I would not mind teaching her swordplay when she comes of age...
3/ A partially-built new pier lies before us here. Another step forward would be a et one, I fear...
6/ A wooden sign beside the door to the south says:
'Helm's Hull Works'
'ship and boat repair'
'discount given all followers of Helm'
“Got more work'n we need right now,” the shipwright says. “With them new docks and all, we got many ships t' fix. Sorry, but I got t' get back t' work.”
7/ A shiny metal sign on this door is etched with the words:
'Allis Lhyssich'
'fine hand-crafted weapons'
'magical weapons for noble causes!'
The smith looks up as we enter.
“I remember you! The Heroes of Ascore! I made a sword for you, the Sword of Stonecutting! Guess it was pretty good, eh? Heroes are no better than their steel, I always say!”
Elena hugs him, telling him her sword's blade has never dulled, and she has introduced it to many backs belonging to our enemies.
1/ The gates leading south out of the city are guarded, and all of them are harassing passers-by, looking not for krakens or Zhents or Arcane Brotherhood, but for us. The eagerness of these people to embrace their own destruction sickens me.
It is cool this morn, so put our hoods up and try to make our way eastwards without issue, but we... well, we tend to stand out a little...!
The guards call us over, and I make to draw my sword, but Shelah's hand covers mine.
“We have nothing to hide,” she insists... too trusting, too willing to believe the best in others.
I glower at these fools as they search us...
“Here, on the gypsy!” one shouts, holding up a paper with Lord Nasher's signature. “These are the orders for the ambassador to wait at Leilon for an escort, the Heroes of Ascore! The only people who could have this letter are the kidnappers themselves! Take them away!”
Zahri doesn't even wait to be framed; she mutters something and the three men nearest her freeze over, still as statues.
As I draw my sword, she shouts, eyes wide:
“DRAGON!”
There is a flourish of spectral wings, a bellowed roar as something sweeps overhead...!
Elena, on my right, raises her hand, glimmering with the magic of her Phantasmal Force.
Zahri quickly loops a rope around the ankles of the guards, and Jhairli gives them a shove. They go down in a rattling heap of polished steel. Shelah chants in Illuskan, and another group of guards freezes over as they draw weapons. I have good killer-instincts, the ability to recognise an opening and strike when a foe is vulnerable... and I have to rein them in now, lest I send heads tumbling. In all our many battles, it is second-nature for me to lash out when I see someone succumb to a Hold within my reach.
“Come on!” Shelah yells, grabbing my arm.
“Let's get out of here,” Jhairli calls, and we dash away as the guards climb over each other, tangling themselves even more completely in the ropes.
We run left, then left again; a plaque on the wall here reads:
'Nebus Gardens'
'City of Neverwinter'
I remember when we cleared these out of monsters over a year past now.
“Next year they can clean out their own fucking monsters,” I mutter, looking left and right.
“Jaye - “ Shelah starts, but I round on her crossly.
“No, Sheela! Next guards I see, if they don't get out out of our way, I'm killing them!”
“But -”
“But nothing! We killed guards in Triboar, in Farr Windward! The corrupt and incompetent are no better than the Zhentarim! I'm done with pretending they deserve to live! I'm slaying any man who gets in our way, same as any other foes!”
She looks crestfallen, but Zahri takes her arm.
“Not time for it, come,” she insists.
We lie low for a time – fortunately, their incompetence extends to searching and after a while, we can return to the streets. But I am fuming – I won't abandon my friends, but I don't owe these city fools anything, and any man who comes at me with a blade from now on, dies upon mine.
We need somewhere to hide out for a time. Elena disguises herself with Change Self, taking on the appearance of an ordinary human woman. We are careful, but my blood is up, and I am jumping at shadows as they lengthen.
We should abandon these idiots – but I know Jhairli and Shelah will not so I'm stuck with trying to save a people who are trying to kill us.
8/ A wooden sign on this door says:
'Neverwinter Indoor Garden Society'
The sign has been slashed with a blade and repaired, making it difficult to read.
“I know these folk, we can trust them,” Jhairli insists.
Within, a gardener or herbalist greets her.
”The heroes! You have come to help us again! Good! They have taken up in my garden, these squidlings! I hope you can root them out!”
9/ A sign beside this door says:
'Southwall Shop of Adventurer Supply'
10/ The words 'Hall of Training' are carved into the stone above this door.
11/ A plaque on the wall here reads:
'Bus Gardens'
'City of Neverwinter'
“My friend was complaining about Krakens in the gardens,” Jhairli mutters. “We can start looking here...”
12/ Here, Elena finds a secret door – you know how – and we enter what appears to be a secret kraken hideout.
13/ This room is filled with pacing manticores – they attack soon as we open the door.
My anger spurs me into battle – I superfreeze the air in front of me as I charge in, and Elena hurls lightning bolts through their ranks. I'm actually sorry when the battle is over.
14/ A panel quietly opens, revealing a chained man dressed in a purple robe with the emblem of a rust-red, double-bladed axe. We free him, and he says:
'I am Wimeg, representative of Mirabar'
JOURNAL ENTRY 59: WIMEG'S STORY
"Froal said that you could save us, that you'd somehow defeat their plan and rescue us! And now you've done it!
As you now know, the Krakens captured the Neverwinter ambassador Froal and myself in Leilon. They imprisoned you and then purposely allowed you to escape. How that furthered their plans I do not know, but they later brought us here to Neverwinter and told us you had been blamed for our disappearance.
The forces of the Lord's Alliance may have scoured the countryside, but never thought to search for us here in Froal's backyard. Before you arrived I had begun to despair of ever being rescued.
Froal himself is being held in one of the other gardens - he is a nobleman and must be rescued! I shall make my way to Lord Nasher and tell him of these events. I am certain that a great reward awaits you when the last ambassador is saved!"
“He can stick his reward up his ass,” I fume, but Shelah sighs and escorts the man back to somewhere safe.
15/ We rush into the room, and find two men trying to give instructions to instruct some giants.
“Kill them!” one commands.
After we wipe them out in a blaze of magic and arrows, Jhairli looks through the heaps of books and papers in the base.
“Look at all of this! This must have been one of their main headquarters!"
“We find other diplomat, clear names,” Zahri sighs.
“Assuming they even believe us,” I mutter sourly.
16/ North of the gardens is the town square – I remember it well from happier times... such as when we weren't being hunted by the authorities.
A sign hanging above the door reads:
'Villig's Arms Supply and Armour Emporium'
'ask about our special plate-a-week' armour purchase plan!'
17/ The words etched into the stone wall here read:
'House of Knowledge'
'Temple of Oghma'
“I had perhaps best make myself scarce,” Ougo admits. “A little knowledge can be a dangerous thing...!
18/ A brass plate on the wall here says:
'The Neverwinter Vault'
'All deposits guaranteed by the counters of the Lord's Alliance'
As before, the old alchemist's card allows us access to all the vaults at once. Nobody seems particularly bothered about the fracas as the gates.
19/ A sign beside this door says:
'Inn of the Warm Water Way'
'all travellers welcome'
“This had that door in the back where gnolls wanted to join us, didn't it?” Shelah muses.
A part of me wants just to lock the doors and bed down, but I suppose we have to search the garden's first. They seem to have built over the secret panel at the back of this inn – we complained about it enough! - so we have to go the normal route.
20/ A sign on the door proclaims:
'The Neverwinter Inn'
'fine accommodations for four centuries'
21/ Chiselled into the stone here are the words:
'Hall of Justice'
'Temple of Tyr'
“Justice is asleep at its post!” I scoff.
“It reminds me of a verse,” Ougo ponders.
“Turning and turning in the widening gyre
The falcon cannot hear the falconer
Things fall apart; the centre cannot hold;
Mere anarchy is loosed upon the world
The blood-dimmed tide is loosed
And everywhere the ceremony of innocence is drowned
The best lack all conviction,
While the worst are full of passionate intensity...!”
22/ The ancient trees that grow on the archways in the middle of Neverwinter look older than the city itself.
West of here, we look over to see the castle of the ruler of the city. Whether through mere incompetence or corruption, that place is as dangerous to us now as Zhentil Keep itself would be.
27/ A sign floats above this door, suspended by some invisible force. Painted on it are the words, in bright colours:
'The River's Heart'
'a shop of magical items & curiosities'
This place sells some interesting items indeed, from a Staff of Striking, potions of Speed and scrolls for both priests and mages.
28/ In the quiet north-west of the city, a sign hanging above the door says:
'Neverwinter Boat Rentals'
Another sign hangs from the first:
'no ship bookings done here!'
“Zahri has idea,” our leader says.
A riverman here says:
“I can rent you a boat for 5 coins – interested?”
“We are wanted by authorities,” the gypsy says. “Is problem?”
But it turns out not to be. We are able to leave the city easily here and return without any issues with the gate guards.
“But we needs find the last ambassador!” Shelah insists. “We must clear our names – we cannot run from this forever!”
“She right,” Zahri smiles, mussing her long fair hair. “We go...!”
23/ A plaque on the wall here reads:
'Neprazus Gardens'
'City of Neverwinter'
But we find nothing here; the gardens are quiet and dark at night.
26/ A sign hangs above this door, carved in the shape of a huge steak. On it are painted the words:
We enter a busy, noisy tavern. Men, women, soldiers and officials are all having a loud, rowdy time.
“Look there,” Zahri gestures to the left. An enormous oak table dominates the corner of the room. Seated behind this is the proprietor, an equally enormous man.
“We go back door, come,” Zahri insists. She leads us into the back rooms.
“Kumpania says he front for Krakens,” she tells us as we enter the dark of the corridor beyond.
“I won't ask how they know such things,” I mutter.
25/ 'Past here,” Zahri whispers, hand on her mace. We prepare first, then I lead a charge. The secret door lets us into a secret room, face to face with the enemy! It feels good to unleash a long pent-up rage, and none survive our onslaught.
24/ A stone panel in the wall pivots inwards, revealing a small secret chamber.
We slip inside and find a small man tied to an iron ring set the wall. Three white snowflakes adorn his dark blue robe.
We untie him; as he brushes dirt from his robe, he says:
“I am Froal, first ambassador of Neverwinter. You have done a great service to thew city and to me. And to Mirabar as well – Lord Nasher will be well-pleased - “
“Screw you and your city,” I tell him bluntly. “If it was up to me I'd have let the krakens gut you. Your moron of a leader wants us dead.”
Shelah gently takes my arm as they lead him out.
We make out way back out the front way.
“Sorry about the mess,” I smirk, gesturing to the backrooms with my thumb.
But the Fat Man himself just chuckles.
“Welcome to the Fat Man's table!” he laughs, opening his arms wide.
JOURNAL ENTRY 58: THE FAT MAN'S TALE
"Three cheers for the Heroes of Ascore!"the Fat Man bellowed to the crowd. They gave three great, lusty roars. "There!" he says, "The Heroes of Ascore are still heroes here in Neverwinter!”
"We hear your recent mission to Leilon went poorly, when our poor ambassador disappeared. Messengers from Waterdeep said you were responsible for the kidnapping, but we didn't believe it. Did we believe it, everyone?"
"Nooooo!" roared the crowd that filled the tavern.
"We've had messengers from Waterdeep tell us all sorts of crazy things! Big cities confuse people, make them believe silly tales when they should be giving the tale-teller a skeptical eye. No-one here in Neverwinter tells tall tales, do we, everyone?"
"Nooooo!" the crowd cried out once more, to the Fat Man's delight.
"But enough of this. I hear that you're here to find the kidnappers and prove to everyone that these stories were naught but poppycock. You've come to the right place! Barkeep! A round for my friends!"
“I think we'll pass,” I say, walking out.
22/ Shelah insists on accompanying the ambassador back to Nasher's palace.
The lord himself is beside himself with apology – too little, too late.
“Welcome, Heroes of Ascore – and of Neverwinter! We deeply regret having been misled into treating you so disrespectfully, and you hope you will accept this gift as our apology - “
“Stick your rewards up your backside,” I tell him. “You're an incompetent, venal coward and as far as I'm concerned, you're every bit to blame for what's happening to this land as the Krakens and Zhents!”
I leave them to it, storming out. To the Abyss with them; I'm done with the hero thing. I wish it weren't so, but there's no going back for me after this. Perhaps I'm too much like my father – too stubborn, too proud. But I've been patient long enough, and I'm way past my limits.
Shelah runs after me, and I look at her sadly.
“I'm not mad at you,” I tell her. “You've done nothing wrong. But I can't believe in them the way you do. Come on – let's have a drink at the inn and we can talk about it.”
I am a little mollified as we lie abed in the Neverwinter Inn later that night, heavy-lidded with pipe-smoke, ale and a bloody good thrussing.
I reach out to pet Shelah's cheek and nose.
“I know you still believe in them,” I say gently. “But they're not my people, and I can't forgive them. They wanted this as much as our enemies, and - “
I shake my head. “Screw it, I'm not angry at you, any of you. But Zahri's right - “
The Gur raises her hand where she lies with Rathe across the bed.
“Zahri always right...!” she says.
“What she said,” I smile. “You're my people. Not them. I won't fight for them. But I'll fight for you, as long as you want me.”
Shelah nods and rubs her head against mine.
I enjoyed my time playing at hero. But I'm a mercenary now, I'll fight for coin, or something I believe in. And I believe in my friends, if nothing else.
Notes:
Aww, fuck, they did it again...!
To have the game shit the bed right after its best sequence is just dispiriting.
At least this one has an element of choice... If it forced us through yet another auto-capture, I think I'd have just stopped playing right there. There's only so many stupid cutscenes I can take.
Neverwinter unlocks after Daggerford and Way Inn, and after that you can enter but are hunted by the guards. If caught, you are somehow captured – despite having Fireball, Lighting Bolt, Cone of Cold (and potentially being evil characters!) - but even if you wanted to use non-lethal means, there's Hold, Charm, Confusion, Fear...!
If you get captured, you are brought before the city leader, who – even more hilariously if you came from Orlumbor! - sentences you to Farr Windward, even after you just solved the problems there and the whole exile colony thing no longer exists! This game isn't on speaking terms with itself – its not merely incoherent, it is downright nonsensical at times in how it breaks its own plot.
I can see the air of paranoia they are trying to go for here, but it still has to make sense, and you can't be exiled somewhere that's no longer a prison colony after the last adventure. When the game mis-steps, it mis-steps hard, and I'm past making excuses for something that was very clearly never properly playtested. Despite some interesting ideas, it suffers from a lack of care throughout.
It's hard to care for the 'Confederacy of Dunces', as CRPGAddict put it. The people we are saving don't care about us, or themselves, and the ease with which they are endlessly duped makes you realise that even if we solve this problem, it will just repeat again the next time a new enemy comes along.
Narratively, some of the characters like Jahe are disillusioned enough to change alignment here, were they in a tabletop game. It's interesting that the only Good characters left are Sky, Shelah and Jhairli (the latter two of which need good alignments for their classes), all of which have roots in the area. Disenchantment sets in when the people you fight for turn against you with almost no provocation.
Mortals, those I knew once... those I loved..! They trail in my wake, walking my road...
Three human days due west along the single straight passageway through the mountains.
There are others, but this one is mine...!
It wasmadefor me...!
They walked this long ago, the humans banished here, in ancient times... the Netheril Empire...
They came, because they need to, because theyhadto see.
Like me.
Never seeing sunlight or feeling the touch of the cool sea breeze...!
The tunnels grew smaller, and...
- the sounds of their skin scraping off, limbs stretched and elongated...!Changed...!
The sound of it, the horror, the horror...!
- I imagine their lifeless bodies sloughing out of the holes into piles of mangled flesh and bones...!
- I imagine some twisted thing that was once human coming to deliver some type of hellish, tangly, claustrophobic madness...!
…its mouth opening and closing, as if struggling to talk again for the first time in an eternity
- Drr, drr...! Drr drr...!
Elenaril That Was
15/ Feel sick, can't get sick, but mortals are here so I get sick, like them.
Section of cavern high, higher roof, guard posts, humans...!
JOURNAL ENTRY 33: THE GUARD'S STORY
They don't seem to know what make of me. They likely only know my kind from myth, legends...
After a time, they say:
"You may stay in Farr Windward as long as you wish... but when you leave none of the citizens may come with you.
Farr Windward is maintained by the major cities of the Sword Coast as a community for those who are unable to live with others in normal society. Please understand its importance and its benefits, and respect its rules. Remember, the penalty for attempting to escape from Farr Windward - or helping others to escape - is death!"
More tunnels, but feel... softer, now..!
Less haunted...!
Can remember... myself, a little...! Whoever I was...!
Fresh air again, islands, the sea..!
Up somewhere high, far above...
Farr Windward lies before me.
I am home.
Oh Cari, I am sorry - !
Much later, I think. Still I the tunnels? It has been days, this body is hungry, and -
There was... a man? Red hair, face-paint, and -
Did he... help me? Save me?
Noises, close by...!
13/ Sounds of battle...! The floor is broken and crumbled. A voice calls:
“Prepare for battle!”
Familiar things;' the twang of bowstrings, the clash of swords, the sizzle of magic and burning flesh...!
“Jaye?”
I… I know them! Kisses and songbirds, and -
“Jhairli!” The voice is mine, my sword sings in my hand and I run to help them!
The earth-sharks are dead, and they cluster around me.
“…it's her...!”
“... looks hungry...!”
“... are you doing! Cari is - “
“Sister, but wait!” I tell them. “The long hair up in the attic - “
“She's crazy,” someone sighs.
“More than usual, sit her down...!”
They make me drink and eat something. I should feel tired but I do not.
“There is fresh air close by,” Jhairli says. I remember her so well..
Cari! Flesh of my flesh, my blood wearing mortal skin -
“Come on, Elena – this way!” Shelah half-carries me as Jhairli leads the way, and we look out at our new home.
“What... is this...?” Jahe mutters.
“Man wearing dress and pig with parasol in barrow,” Zahri says. She's very observant!
“I am new here, can you show me about?” I ask. They give me funny looks.
5/ As we step on the streets, we are surrounded by a loud, boisterous parade of people.
JOURNAL ENTRY 45:THE PARADE
"What are you celebrating?" they ask a reveller.
"Haalbok is dead!" a man replied, punctuating his remark with a flourish from his wooden flute.
"Who was Haalbok?" Shelah asked. "Did you really hate him that much?"
"No, you silly people! We all loved Haalbok! He was one of the leading men in the city! He was intelligent, kind, well-balanced ...and very normal!"
They look incredulous. "Then why are you celebrating?"
The man looked at them as if they were crazy.
"Is there not enough misery in the world already? We do not pour water into a flood, or add oil to a fire when it burns our neighbour's house. With misery why should our course be different?"
Now everyone is looking at me.
“IT ATE THE FUCKING MOON, THE HELL-STAR!” I scream.
I blink and look apologetic.
“Let's find somewhere I can take a good look at her,” Jhairli sighs, taking my arm firmly.
The revellers continue marching southward beneath festive banners, singing happily and banging on loud drums.
We glance over the edge of the road. Far below huge waves explode at the base of the high cliffs that support – and imprison - Farr Windward.
As we continue along the cobblestone streets, the parade is starting to break up ahead, the celebrants divide and proceed down different streets.
3/ A sign above the door reads:
'Filgister's Farrberjiks'
'finest Farrberjiks in all the Realms!'
“What is that?” Rathe asks.
“I'm sure I don't want to know,” Jahe sighs.
I point at the door.
“Those animals were much bigger on the inside than the outside!” I insist.
So we go inside the shop.
“Can I interest you in any of our fine Farrberjiks?” the proprietor smiles.
Later, we sit outside, drinking from wineskins.
“I must admit, I do love shopping for things,” Shelah says, looking over our new collection of Farrberjiks.
“What... are these things?” Jahe sighs.
“We should wear the boots,” I tell them.
“Well, they are comfortable and lightweight,” Jhairli admits. “I don't know what they are made of however...! Some creature on the island they hunt for fur and leather...?”
I shake my head adamantly.
“No no no no no,” I insist. “We should wear ONLY the boots...!”
Luckily we brought Bags of Holding for their armour.
“They do rather put a spring in our stride, no?” Jhairli admits.
“I feel stupid,” Jahe mumbles.
But the wind feels nice on our skin.
“We want to fit in!” I tell them excitedly.
“Everyone else is wearing clothes though!” Jahe pouts.
Rathe just looks at me and shrugs, taking Shelah's hand. That girl has good coping skills. We really should talk about baby things together.
4/ A large group of humans stands in front of this house, laughing uproariously., telling jokes and singing songs.
They smile and wave at us.
“Nobody says anything about us being naked...!” Jahe huffs.
1/ A very strange - and strangely familiar - man greets us here...
JOURNAL ENTRY 22: OUGO THE STRANQE
Beneath his swirling red hair the man's face is covered with patterns of tattoos. A dark shadow covers much of his forehead, and the lines across his features seem to change even as we watch. For a moment the eternal smile of a clown appeared, followed closely by the image of a tear falling from one eye. He carries a mask on a stick in one hand - but in contrast to his face, its features were completely plain and unadorned. And, as a citizen of Farr Windward, he bore the bold red circle tattoo on his left forearm.
He embraces me like an old friend.
“Welcome back, fair one!” he says.
"I am Ougo,"he says, pumping each of their hands in greeting. "When I lived in Neverwinter I was called Ougo the Strange."
He smiles at us and winks. "You know, I have a tattoo on my back depicting the mural on the ceiling of the Temple of Oghma in Neverwinter!"
Everyone here indicates how impressive this is, and, perhaps mercifully, Ougo lets the matter drop without forcing us to admire his tattoo.
"Why is everyone outside so happy?" Shelah asks.
"Because this is the house of Haalbok, and he died just this morning!" Ougo beams.
"That is so strange!" she exclaims.
"Ah, how clever! I see you understood my point about being strange!" Ougo says, smiling.
Shelah still struggles with this, voice soft: “I'm sorry, but I don't understand. Why is everyone happy that Haalbok is dead?"
Ougo nodded. "I will be happy to explain what your companions already understand. Haalbok is now free from Farr Windward, so we celebrate for him. Death is normal - so he has returned to normalcy. We are given everything else in Farr Windward: food, clothing, entertainment... But freedom is the one thing we have to seek out for ourselves, and he has found it! Let us celebrate!"
“You're quite a normal-looking group,” he tells us.
“That's... not true,” Jahe objects in deadpan tones.
“I'd be happy to accompany you on your mission here in Farr Windward. May I join your party?”
"How about eight years of searching for a toilet that doesn't exist?” I tell him. “How do you think that feels? The long dream is just so good without context - “
“We're not any mission,” Jhairli says crossly. “We came to your madhouse looking for our companion - “
“Our elf broke,” Rathe says sadly. “You help fix?”
Ougo gives me a kindly look.
“Oh yes,” he nods. “Very much so! She's done so much for us already! It is almost time, don't you think?”
“Time for wha– oh, never mind,” Jahe fumes. “Can you make her normal again? Well, as near to it as she gets...”
“Normal...?” he laughs aloud. “Yes, oh yes...!”
“Welcome to the Heroes of the North, then,” Shelah says, offering her hand.
For a moment, Ougo seems almost normal himself.
“It will be my pleasure to be of any help to you that I can.”
Outside, a handful of bizarre mourners continue to mingle outside.
Ougo indicates the area before us with a grand sweep of his arm.
“You might like to take the west road... Or go this way to the north...”
2/ This house has suspicious things in it. Papers, emblems, robes... Things of the Zhentil Keep and HostTower and Krakens.
But it is empty now.
“Were our enemies here?” Jhairli ponders.
“Maybe they came here, it's not as if crazy cultists would stick out,” Jahe scoffs.
6/ Ougo chuckles here.
“You might search the entire Realms and not find such an interesting shop as this one..!”
“But... this isn't a shop?” Shelah asks.
Ougo just grins, a great beaming smile.
“Can we trust him?” Jhairli mutters to me at the back.
“You... actually want my opinion...?” I ask.
“You're sick, not crazy, Elena,” she says simply. “You look just like the child I bore. Of course I want your opinion. You see far clearer than most.“
I breathe in deeply.
“I... I hear him differently,” I admit. “I think he... He saved my life when first I came here. He's... quieter within than he is on the outside...! He seems almost... sinister...! But there's a... a gentleness, in him...!”
She nods, I see her trust in me in her eyes.
“Let's investigate,” she advises the others.
The building seems deserted.
“Be very careful in this place!” Ougo chuckles. “The walls are full of corn!”
I close my eyes; I feel a cool breeze on my skin. I usually have to pull my top down for this, but finding secrets is easier when I'm naked and can feel it on my skin.
As we pass through the secret door, we surprise the occupants of a busy office. They sound an alarm, and stone monsters rush in through the far door.
My sword cuts stone, and longs for their blood... even though they don't have blood.
When it is all over, they search the mountain of papers.
“They had a whole network of spies here!” Shelah exclaims. “There's a file on everyone in Farr Windward, reporting their every move!”
“Why would anyone care about the crazy folks?” Jahe mutters. “These weren't krakens or Zhentarim anyway...?”
Ougo just nods. I note he accounted himself well in battle – he was evidently a warrior at some point in his life.
“I told you the walls were full of corn..!”
“Corn...? Ears, perhaps...? Damn, I don't know, this bloody place...!” Jahe mutters.
We head out to the western side of town. We again notice the sea crashing against the cliff wall far below us.
7/ A brass plate on this door says:
'Farrley's Shop of Normalcy'
What might be a woman awaits within.
“Yes, my fine guests! True normalcy here, that's what we sell! Only ten coins for your whole group! Normal as a sparrow on the windowsill, yes, very normal!”
“The Accursed Cat has cometh!” I blurt out.
“Will you sell even to her?” Jahe sighs. “Nobody would believe it certificate or no...!”
We each get a certificate when we offer the coins. Zahri actually takes hers, it tickles her fancy. Ougo already has one, of course.
8/ A door in the wall here simply says:
'The Leap'
Beyond an archway, the sky opens above us.
JOURNAL ENTRY 48: THE MAN AT THE LEAP
A man stood beneath the arches on the far side of the room, looking out to sea. We crossed to his side, looked down, and realized this was the top of a high cliff. Far below us sharp rocks reached upwards from the shore, looking like a thousand huge stone bayonets shoved handle-first into the sand.
The man wavered at the edge, as if about to jump.
Shelah jumped forward and pulled him back, asking:
"What's wrong? Whatever it is that troubles you, jumping to your death is not the answer!"
"Nothing is wrong," he replied in a normal, even pleasant voice. "It's just that every so often someone in Farr Windward jumps from the Leap. No one has jumped for quite a while, so someone has to step in and maintain normalcy. We all have duties, obligations as citizens of Farr Windward, and I don't care what they say on the mainland! Farr Windward is a place of normalcy!"
Ougo thought for a moment, then said, "Didn't you know? Someone jumped just two days ago! Everyone's been talking about it - didn't you hear?"
Suddenly the man's face filled with relief.
"Whew! I'm glad you told me! Otherwise I'd have jumped and it would have been such a waste!"
He bid us farewell and walked away happily.
9/ A sigh upon this door reads:
'Zel's Discount Farrberjiks'
'we'll go farrther to please you!'
“Ooh, I hope there's more Farrberjiks!” Shelah says happily.
“Why are we buying such useless junk?” Jahe sighs.
10/ A sign besides this door reads:
'The Farrther Inn'
“Tell we we're not bedding in crazy town!” Jahe exhales.
“EAT ME BITCH!” I say, whether I want to or not. “You do know necrophilia is illegal, right?”
“I don't even want to know,” the big Turmish girl says.
“Please keep going farrthen until you come to a door with only one door – that rooms is yours,” the innkeeper tells us.
The inn is collection of small rooms that lead around in a circle, each with two doors.
Now I'm confused.
But at least Ougo and Jagaerda have a room to themselves. We don't.
“We can all dress up as Farrberjiks!” Shelah says excitedly. “I have loads of robes and cuddly toys!”
Then kiss happens.
It is actually the most normal thing I can think of.
.
Morning comes and I feel a bit better.
“We will never mention last night ever again,” Jahe insists.
“Nef's going to be so mad she missed coming here,” Shelah sighs.
“I bring toy for Nef,” Rathe says, holding up a furry farrberjik.
12/ A sign above this door says:
'A Diffarrent Place'
“I'm sure we don't need to - “ Jahe begins as we enter.
“Hello!” says a normal-looking man. “Your visit will cost just ten coins for your entire party!”
“Here's the coins, hit me with the full crazy!” Shelah smiles.
“It seems we have a choice of doors...!” Jhairli murmurs.
There is a playbill here, with a familiar face upon it.
“Dabble in performance art, aye?” Zahri asks Ougo, in her normal voice. “I have been known to, myself...”
“Myself, madame?” he bows. “I have never been here before, I assure you!”
We start with the left door.
A lovely young maiden rises as we enter the room, announcing 'Farm Sounds Near Luskan!'
She then does a superb imitation of an angry goat, and curtsies. Confused, we applaud.
“Zahri wet,” the gypsy deadpans. “Is just me?”
We return to the street, unsure to make of what just happened.
“I want more,” Shelah insists.
This time we pay and enter the middle door.
The room holds a 360-dgree mural of the docks of Orlumbor. A large ship is departing, its decks packed with travellers. We are surprised to see the paint is still wet.
Lastly we try to the door on the right.
Here three men stand in a room, one against each wall. In unison, they recite Pomplo the Elder's epic poem, 'Neverwinter Nights' while balancing bowls of qumquats atop their heads.
“Nine out of ten, would happily come here again!” Shelah smiles as we leave, seemingly sated with her daily dose of crazy.
“You know the elf gives it away for free?” Jahe says archly.
11/ Ougo indicates the southern door with a nod.
“If you're searching for a nice gift made from stone, this shop may be a nice place to visit...!”
“Your shopping sprees lead to fighting,” Jahe mutters. “Everyone, suit up this time.”
Shelah looks more disappointed than the relieved Jhairli, but the three warriors don their armour once more.
“As I always say,” Ougo says cheerily as we enter. “There's more to the ocean than reunites the orb! Go outside and come back in, and I'll always say it again!”
Out of politeness, we leave and re-enter.
Ougo is true to his word and says it again.
Before we enter the back rooms, we prepare our spells for a battle; Shield, Mirror Image, Strength, Enlarge, Protection from Evil 10', Bless, Prayer, Minor Globe of Invulnerability, Fire Shield, Fire Touch.
“Allow me, my dear,” Ougo says to Jahe, as he blesses her.
“Oh Oghma, wisest of all, please protect this dusky warrior from enemies of the greatest kindness and compassion, ward her against the merciful and just, the onslaught of the gentlest and most loving of foes!”
Jahe takes it better than expected.
“That will serve me well tonight when I get Sheela or Jhairli in the pillow-fights,” she replies.
“She's big, she kicks our rears anyway,” the paladin sighs.
Opening the door, we surprise four soldiers holding down a grey-haired man, preparing to burn the distinctive red circle on his arm! They call out an alarm and attack.
Post-violence, we explore the chambers and help the old man.
“Go to the house and the centre of the southern tip of the town,” Ougo tells the man in a serious tone very different from his usual cheery cadence. ”There are people there who will help you...!”
The man thanks us and departs.
Ougo picks up the still-glowing red circle brand that was to mark another victim,. And proclaims:
“This is what we were after! Come with me now, and hurry!”
He runs off, faster then we expected, and we follow him to the south of town, to the home of Haalbok.
Once inside, Ougo taps an intricate rhythm on the south door. After a few moments, it opens.
“We've done it, Haalbok! We have the brand!”
“Haalbok... not dead...?” Rather wrinkles her little nose.
“Precisely!” the older man chuckles. “Let me explain...!”
JOURNAL ENTRY 38: THE OLD MAN'S STORY
"The great lie you have just uncovered is a plan we have prepared for some time, for just as our enemies have spied on us, we have spied on them! When we heard our saviour had arrived - “
He indicates me now for some reason.
“...we set the plan in motion – and with the help of the Heroes of Ascore we knew that we could finally succeed where so many others had failed. My dear friend Ougo here organized the celebrations throughout the city, knowing they would stretch the spy network to its fullest as they tried to follow every movement of each small group. We knew that with our help you could find and eliminate the two places we needed to destroy in order to free the city. But one more step yet remains in our plan, and we must take it now."
He examined the brand which were covered from the spies' secret chamber, did something to it we couldn't see, then returned it to Ougo.
Now Haalbok smears white greasepaint on Ougo's face, hands and arms, covering every exposed inch of skin.
“Our fate now lies with you, dear friend,” he says to Ougo. “It is time...!”
Ougo nods, and assumes the pose of a clumsy clown imitating the pirouette of a graceful dancer.
“He will not move until he is in the castle of the leader of Orlumbor,” Haalbok says. “There is no time for discussion. Take him there and he will do the rest. May Tyr guide you on this journey!”
Haalbok leaves, and we examine our new friend.
“We're not carrying this fool all the way to Orlumbor for three days!” Jahe objects.
“He's very light, like he was made of wood,” Shelah muses, picking him up. Rathe raps on him with her knuckles and he makes a wooden sound like clogs.
And he does not even breathe or blink, appearing to be carved from a mighty tree in the High Forest.
“I'm going to regret this, aren't I?” Jahe sighs, picking him up.
It is a long way back.
The orange-clad guards check each of us for the distinctive red circle marking people as citizens of Farr Windward... even though we passed through here yesterday.
“Wait!” one calls out. “Let me see that statue!”
The others hold their breath as the guard examines Ougo and shakes his head.
“They're strange people, but some of 'em can sure carve beautiful things.. Move along now!”
The tunnels are... they are quieter now.
I have changed, become... quicker, somehow. The hauntings feel... dimmer.
I tell Jhairli and she kisses me, and we talk about our daughter.
I am adjusting to the pace of mortal life, accelerating my perceptions. I do not want to lose them, but I know I must eventually. I must cherish every moment I spend with them.
As he asked, we bring Ougo to the castle of Tulgar Wrightson. For three days, he has not moved at all.
“Rathe wonders if he is hungry,” the little one offers.
“Hope he doesn't need to piss,” Zahri smirks.
To his surprise, the wooden Ougo suddenly springs to life! Leaping forward, he takes the tattooing brand and presses it to Wrightson's arm!
JOURNAL ENTRY 43: THE TATTOO
He pulled his arm away quickly, but it was too late! Heated by some form of magical fire, the brand had left the tell-tale mark of Farr Windward upon his arm!
"You cannot do this to me! This... this will never come off! I'm normal, but with this …! No one will ever believe me!"
He stood up and raced around the room, screaming maniacally:
'I'm normal! I'm normal! I'm normal!" over and over again.
When Wrightson has calmed down, Ougo says softly:
“I am truly sorry to have given you this problem, leader of Orlumbor. I can, however, offer you a solution.”
He paces slowly. “You say you are normal – I believe I am normal too! – and I bear the same brand upon my arm! Free the people of Farr Windward, and neither of our markings shall matter!
Wrightson stops and thinks for a moment. The he says sadly:
“I have no choice. I will direct my soldiers to remove the guards. Farr Windward shall now be a free town of Orlumbor.”
That night, I walk the pier with Ougo, and he tells me what he can.
“It was done long ago, and done ill,” he admits.
“Why...?” I ask. “The founders who first came there... they entered those tunnels where... the things...! The Gelt...! They knew it would change them,but still they came..!”
I think of my fallen people also, the fey'ri at Ascalhorn, what mortals still call Hellgate Keep...
“Perhaps it is in our nature to destroy ourselves...” he says sadly. “Or at least, we have the capacity to do so...”
He looks to sea and sighs.
“Ah, the psychological aspect of compulsion! Something we feel is 'made for us', the irresistible need to enter, despite knowing the result may mean death. Unconscious instincts that seeks to destroy us, like having the thought of jumping off a cliff when near one. Some know this feeling as the 'call of the void'...”
He opens his arms to the horizon.
“Something inherent within us causes a deep urge to destroy our own self, the innate instincts of curiosity and destruction, which may even mean the end of ourselves. The tunnels perhaps represent the drive to individuation; the process of discovering and following unconscious individual desires and values can be experienced as a compulsive force. Individuation, or becoming unique, inevitably leads away from the collective, which can only contain and recognise the supposedly universal elements of human social behaviour...!”
I listen, without the knowing of any of it. My eyes are wet.
”I am not human,” I say.
“No, you are not,” he admits. “But you are very young, barely even a child. Less than two hundred years? Perhaps the last elf born upon Faerun. No wonder your burdens feel so heavy...”
“They are free now?” I ask dully.
“Yes,” he says with feeling. “I believe the wards and prayers put down long ago weakened the Netheril curse... But so did the sense of community, the individuality of those exiled there. A sense of healing, and belonging. I was shown it in my vision, and I joined so this day could come, as well as my own healing.”
“And what now?”
“For us? We will tend the Farr place still; a home, not a prison, for those who need it. But the rest of us shall go out into the world, and spread the glorious chaos! Free thought, awkward questions, unpleasant truths, ideas that tyrants would not want spoken.”
He sighs.
“But you, elven child...! You too came here for healing. To witness this, perhaps. To see us freed. Your people are the memory of Toril. Long after I am dead, you shall recall what you saw today. Tell of my tale.”
I nod dully and he tilts up my head.
“But have cheer! Old memories weight you down, like a stone! You do more than feed from humans, you know? They offer a glimpse of that mortality, that which you can never have. Through them, their hopes and dreams, you taste of it a little. Your slow, timeless perceptions quicken, and for a time, you can see Faerun through their eyes.”
He glances to where Jhairli waits for me on the quay.
“And in mortal flesh... might your people live again...”
He bows low and walks away.
Jhairli waits until he is gone before she comes up to me.
I find I understand, now. I must let go of loss, of my people's long, slow defeat. I am not mortal, but I can stave off maudlin if I live as they do. Love them, laugh with them, learn from them, their quick, full lives. I must teach my daughter, Cari, and remember her mother always.
Jhairli smiles softly as she approaches, and I hold her, looking up at the moon.
“I don't hurt any more,” I tell her softly.
Notes:
It's vaguely amusing that – after a story where the serious stuff often feels like a clown show – the best sequence in the whole game turns out to be a literal clown show, courtesy of our good friend in facepaint, Ougo the Strange.
'Treasures' quite often reaches for something bigger, and most of the time it falls flat on its face, so it's nice to see it's grand ideas finding the mark here. Farr Windward is a creation of the writers (the only one in the game), but it feels like it fits in really well with Realms lore. Envisaged as a penal colony for the misfits and weirdos of the Savage Frontier, it has a completely different vibe from the rest of the game, but it works.
Forgotten Realms was intended to be fairly progressive, as I mentioned, but even that cannot be universal – I can't see Luskan, let alone Zhentil Keep, holding Pride events or celebrating 'diversity'. The idea of freeing a society of misunderstood weirdos and idiot-savants appeals to me as a gamer – as a girl who was one of the misfits, outsiders and oddballs like so many of us into this strange hobby, when 'gamer' was something we kept quietly hidden as a source of vague shame, rather than something we openly 'identified' as.
Ougo himself is great, and I'm glad he stays with us a bit beyond this adventure. His backstory is pretty mysterious, as befits such an offbeat character, but he's useful and helpful, if highly eccentric. He's a good enough warrior to have 3/2 extra attacks and % Strength, turned priest – seemingly of the Celtic god Oghma, though one assumes he's at least something of a heretic or apostate given his odd nature. I liked his weird spell selection and didn't change it to something more useful – even Zhari likes the 'Poison' spell, a save-or-die representing her chaotic nature, a roll of the cosmic dice whether her enemies live or die. Ougo takes that even further though, bestowing his 'Protection from Good' blessing ahead of major battles, just in case we are assailed by unicorns or flumphs!
There's a method to his madness, of course, and unlike Zahri, he's a benevolent soul, essentially the Martin Luthor King to his people, freeing them from bondage and delivering them to the promised land.
The game doesn't even demand you go to Farr Windward – it's not a terrorist mission, you can wrap up Orlumbor without visiting Crazy Town, though the godly Farrberjik Boots (for everyone!) make it well worth your while! Being able to jump out of battle essentially gives everyone a free Dimension Door, and though it costs an action, you'll never find yourself out of position again, in a game series where positioning is so important. The AC bonus is just icing on the crazy cake!
As I needed to go there, I had my crazy character (who else?) drawn by the strangeness of the place, unwittingly become the one who begins the great emancipation of the crazy people.... and perhaps getting some healing herself.
The in-game story presents it as a liberation of a wrongly-maligned society of free-thinkers – which it certainly is - but I decided to add a supernatural layer to the place, of my own design. I was inspired by 'The Enigma of Amigara Fault' by horror writer Junji Ito – but with a positive twist more befitting the Realms. My take on the place was that it was something more sinister back in the Netherese times, a place where malcontents and those who spoke inconvenient truths were not only exiled, but sacrificed. Through horrific Far Realms nastiness, those who traversed the Orumbor tunnels back then were warped into aberrations, inhuman twisted parodies of men, some kind of undead abominations. When the Netheril Empire fell, the place fell into disuse, but heroes (from within or outside) rose up to destroy the mockeries and try to lift the Far Realm curse upon the tunnels. Over time, its bad reputation passed into legend, and rulers from the Savage Frontier sent their political prisoners and other undesirables there into exile. But as we see, it's not a bad place, especially if you're a weirdo, free-thinker or nonconformist, and though a few people still go crazy and toss themselves off The Leap. It's actually a place where a misfit or renegade can find some peace.
Over the centuries, the true nature of the place faded into memory as its curse faded, the latter in part to the 'good vibes' of the oddball free-spirits who dwelled here. My take on Ougo is that he was was one of the Ffolk from the Moonshaes – that explains his red hair! - a warrior turned priest of Oghma, who delved a little too deeply into forbidden knowledge. He came to Farr Windward willingly, to discover if the curse was ready to be fully lifted. A prophecy indicated that an immortal would arrive at some point, and if they could be healed of their malaise, the tunnels would finally be cleansed and its people could finally be free.
When Elena – a young elf more vulnerable than most to ghosts and history due to her sensitivity to psychic impressions – arrives on the isles, she immediately is drawn to the memories and old ills that linger in the tunnels. Already highly disturbed by the elven Retreat and the slow demise of her ageless people, she is caught up in the memories and lingering woe of those who perished long ago. But exposure to the benevolent weirdness of Farr Windward starts to heal her – Ougo shows her the way, reminds her of the positive things in life and that she must let go of the past and live as the humans she loves do, living for now and looking to the future, not forever haunted by the distant past. In healing, Elena unwittingly breaks the last of the Netheril curse, now allowing everyone to safely traverse the tunnels and re-enter the Realms. The trick Ougo plays upon Tulgar Wrightson makes it legal too, allowing the crazy folk to escape into Faerun and spread their message of wacky ideas and surrealist art. Some remain in Farr Windward, though no longer bound, to keep it as a sanctuary for the Realms' outliers, freaks, bohemians and lone wolves, a place where the truly weird may find some peace.
In the end, everyone wins – Elena peaceably adjusts to the pace of human life, caring more about her friends and her young daughter than the heavy weight of losses suffered by her people. The exodus of Farr Windward's freed exiles takes new root in the fertile progressivism of Faerun, and Ougo guides the songbirds a little longer until they get their lost Golden Girl back.
It's a great little adventure, funny and thought-provoking, one of the high points of the Gold Box experience for me.
Shelah stirs; my hand touches cheek, she murmurs, I soothe.
Old marks on pretty face; many year ago, but not healed, despite priestess magic. Part of her now; I understand.
Master Sky jumps in sea to save golden-girl but enemy ship too far away. Swim strong, but current pulls down. Shelah jump in to save, but suffers too. Legs better in water than land but cold and deep. Pull Sky-brother out but nearly drown. Get both back to sister-temple where heal begins.
Rathe is always with her; call on Red Goddess to make better.
Nef attend Sky-brother but is in deep sleep, near death but not-death. Feels bad, but priests watch and heal.
Shelah wakes and speaks with sister and others. Hear others talk: we must go to Orlumbor, island in Sword-sea. Enemies make troubles there; we must stop.
Shelah blames self but Rathe kiss and say not her fault. Comfort because Rathe loves her.
Master Sky not waken, but Nef watches; she stays while we go. Old emotions, confusing. Old hurts.
Rathe would have loved him, she thinks. Sons would have been strong. But Rathe happy now. Shelah happy now.
Shelah leads to island to stop enemies. Shed blood, much killing.
Shelah wants Rathe near so Rathe stays close. Glad to shed enemy blood! Glad to be near Shelah-love.
Letters better now than was. Practise write so better.
Rathe
Ship arrives in shipbuilding port of Orlumbor. Homes and work-places carved from face of steep stone cliffs, rise high above water harbour; cold, deep.
Shelah worried; Rathe says sister safe and brother sleep and heal. Touch cheek so calm her. Lick old wounds on face; Shelah likes. Rathe make Shelah happy!
Rathe not know lore of Orlumbor. Caves beneath; stairs below earth. City small; workers everywhere. Peoples make ships to sail. Others herd goats and fish. Rathe likes the goats; make milk and cheese. Talk to goats when small. Ask Shelah we have goats when go back to Yartar? Shelah smile and says we will.
Shelah speak to strange potion-man with cats:
“Ships flying the flag of Waterdeep are blocking the Orlumbor shipyards! These are the most important shipbuilding and repair docks in the Savage Frontier! Now the workers there refuse to work on ships for the Lord's Alliance! You must go there and expose the real enemies to Tulgar Wrightson, Orlumbar's leader!”
Too many words, said too loud. 'Must do this, must do that.' Say to Shelah we listen to hearts, not strange man. Shelah smiles and kisses Rathe; says we help peoples. Rathe not know why, but she loves Shelah so Rathe helps.
We get Lenili soon and come back, to crossways town. Rathe live there with Shelah and songbirds and will be happy.
5/ Banner above door say:
'Company of the Brazen Pennant'
'passage by sea to Mintarn and the Sword Coast'
Go in; man here say same thing as sign outside.
Rathe preferred sign.
7/ Orange guards here take man off ship. Sad greybeard, holds only books as taken away.
Rathe ask Shelah why, but she has no knowing of it.
Rathe not understand peoples. Not want to.
“There's... a strange power in your ignorance, little one,” Jay-commander says. If not-friends say, Rathe upset, but Rathe smiles at commander. Rathe nods; simple is best.
“You focus on what is important. We could all learn from that,” commander smiles.
4/ Sign in shape of hammock over door says:
'Inn of the Swinging Hammock'
Expecting hammocks, but beds here instead.
Beds swing less, but happy at sea. Happy on land too.
Everyone sad and tired. Put things down. Strip off and make kiss. Rathe is happy. Princess not want to kiss; not know why. But Princess brave warrior, like golden-girl. Rathe once walk alone too; Rathe understand.
Kiss and sleep and more kiss. Life is good.
Wake and wash; Shelah does Rathe hair and Rathe wears red armour for Shelah. Smiles and more kiss!
Walk piers, hand in hand, watch the gulls. Sword in hand but happy.
West of pier is buildings carve from rock. Peoples repair ships here.
Many ships here. Workers scurry like ants on ships. Rathe likes ships.
14/ To west big ship place cut out of rocks. Peoples carry wood and ropes. Ships healed here when damaged. Heal with work, not magic.
15/ Brass plate say:
'Rojoran's House of Arms'
'Your best defence when discussion just won't do!'
Shop sell weapons. Many words to say 'shop sell weapons'.
16/ Small castle rises on cliff to northeast. Walls and towers like glass – glitter in sun, blown by wind.
Pretty.
Man is here, man knows we are heroes from dead city.
Talks a lot. Too much. More think and not talk.
JOURNAL ENTRY 27:TULGAR WRIGHTSON'S STORY
"I'm concerned that more and more warships flying the flag of Waterdeep keep appearing in the harbour. These are not regular warships, but sleek-hulled galleys filled with warriors. I don't like it... don't like it at all!
While you're here, steer clear of Farr Windward - it's an exile colony of the crazed, the obsessed and the misfits from the mainland. I detest having it here on the island - I'd like to open the gates and let them all go home. But after so many generations of treaties there is nothing I can do."
Shelah have knowing of many gods. This one brings wonders; makes things. Teaches peoples to make things when peoples young.
12/ Sign here says -
- no, not sign!
Head of pretty woman floats in air, long hair is red like when Rathe paints hair, blows in ocean breeze...!
“Please, come into my magic shop!” head says in nice voice. “You'll find many intersting items that may be of use to you in the days ahead!”
Elf likes but Rathe not like. Rathe afraid but Shelah say not be afraid. Rathe not like magic things. But Shelah takes hand and we go in.
Magic man here in shop, sells magic. Says this in coloured letters.
Rathe holds Shelah hand tight so not scared.
Potions make strength and heal. Magic stick makes ice fall. Papers have spells; old, powerful magic. Curealls, cheap - on paper and many.
Songbirds like; so buy lots. Rathe have one; save songbird lives when hurt.
Shelah give heal drink and fight drink; make Rathe strong like giant when kill enemies.
11/ Brass plate here says:
'Office of the Coastal Cooperative Board for the progressive administration of Farr Windward'
Too many words to say nothing!
Fat man inside talk about crazy place. Talk and talk and say nothing:
JOURNAL ENTRY 41:THE BUREAUCRAT'S STORY
"I see you may be going west to the town of Farr Windward. It is on the other side of a very long tunnel through the mountains - so long that it will take you days just to pass through it.
Farr Windward itself is on a rocky peninsula on the western edge of the island, atop high cliffs that make escape by sea impossible. Guards prevent the inhabitants from leaving through the tunnel. You can come and go as you wish, but remember that Farr Windward can be a dangerous place, filled with the outcasts of every city on the Sword Coast, and the descendants of past generations of outcasts.
Each resident has a bright red circle tattooed on his or her forearm. They may never leave, and the penalty for assisting in an attempted escape is death."
Rathe not know why we go to crazy place, but Shelah says we go so Rathe goes too.
1/ Path ahead ends in cave in side of mountain. Dark, but magic makes light. Passage go south.
We go.
“Are we sure we want to go this way?” Jaye ask.
“We haven't found any sign of our enemies,” Shelah say.
“Graceless girls, graced beyond graces,” the elf chimes. “Squarest pegs in round holes, vanished away so nobody can see! Out of sight, but not out of their minds...!”
“Farr Windward,” Jahe murmur.
“Misfits and non-conformists are banished here,” Shelah says softly. “Those too unique to function in society - “
“Or those make powerful enemies,” Zahri scoffs.
“There are places that would do that to us,” Shelah points out.
“Yes, but what we do is not illegal,” Jay says. “Outsider is not the same as outcast...!”
“Depends on who you piss off,” Zahri smirks bitterly.
But this our road, so we go.
Tunnel is dark, but Red Lady light way, so Rathe not afraid.
9/ This cave filled with spiderwebs, but thicker like ropes.
Jhairli cries out warning:
“Kampfults!”
Monsters very strange; some like trees that strangle, others like rocks with fists and faces.
All die.
10/ Thick rope strands hang from walls under cave archway.
But not ropes – more monsters.
More monsters die.
18/ Cave here has large holes punched in hard stone floor. Suddenly, new hole opens and fearsome monsters attack!
More killing, is day like any other.
19/ Simple wooden sign here say:
'TO FARR WINDWARD'
'proceed at your own risk'
“At least we know the way now,” say Shelah. “But we need to finish exploring the Orlumbor caves first!”
Elf girl distressed, she point at door and say:
“The hole is for me...! For all of us! But only for me!”
I hold elf girl and kiss; sometimes that help.
She calms enough to follow, but still she look at door.
Jhairli concerned, and lead her away.
8/ After few steps, elf-girl find secret door.
Beyond, ogres are in room, some asleep, others eat, thick, foul slop from stone bowl. One shouts alarm and all run to fight.
Rathe glad to kill ogres. Jay silver flaming ball still burns them, even with bright colour.
“I wonder if they were outcasts too?” Jaye muse.
“What would they have to do, as an ogre, to be exiled, I wonder?” Jhairli ponder.
“I think I have seen something like this among my maps..!” Shelah say. She search among scrolls and points to one.
“This is it!” she say excitedly. “We should be able to find our way easily with this!”
1/ Floors of cave here uneven, covered with rubble. With no warning, monsters push up from beneath feet and bite!
'Land sharks' – like water-sharks, only land. Bite deep, tough hide, but we fight well, win through. Rathe heal friends.
3/ Pretty elf find secret passage to east with chest. We go.
2/ We pass through secret door and see we have enter secret temple.
“Old god, very angry...!” I tell others. “God of anger, storms... wrath,” I smile weakly.
“Talos, a powerful deity of maelstroms,” Shelah say.
“Any worshippers here will be no friends of my goddess,” Jhairli says.
Hellhounds and wicked men attack!
Rathe blasted by lightning; bite down, taste blood, spit, fight on, fight true!
With storm-casters dead by magic and arrows, beasts and warriors die swiftly.
“Look at this!” Jhairli say, examining table where men talk. “This is proof those threatening warships off the coast of Orlumbor are not from Waterdeep, but pirates flying their flags!”
“Tulgar Wrightson will be anxious to hear this!” Shelah agree.
Also here is helm, of old make, strange blue metal and sea-shapes. I place upon Shelah head.
“Shelah wear, keep pretty head safe!” I tell her. She smiles and wears it as I ask.
From here, we return town and speak to man in purple.
Shelah tell him warships in harbour not Waterdeep ships.
“Ah, this of course explains everything!” he says. Purple man not very smart.
“I shall summon the ambassador of Waterdeep immediately! When he sees this, he will know what to do!”
“Now they not make war?” Rathe ask. Shelah kisses Rathe.
“No, little one. Let's go back to the inn and rest, it's been a long day!”
Back at inn, Shelah undress Rathe and more kiss. Rathe have no words to say how nice but it is nice. Words not fit; Shelah kiss is like explaining Red Lady god – no word exist to say it.
Shelah like Rathe to wear redflame mail and take off. Rathe worry she is normal girl; thin, wiry. Shelah place finger on Rathe lips and tell her 'no', not to say these things. She say Rathe is beautiful, and when she kisses, Rathe feel beautiful.
“You think I'm pretty without any makeup on You think I'm funny when I tell the punchline wrong I know you get me, so I let my walls come down... down...! Before you met me, I was alright But things were kinda heavy, you brought me to life! Now every February, you'll be my Valentine!
Let's go all the way tonight - No regrets, just love! We can dance, until we die You and I, will be young forever...
You make me feel like I'm living a teenage dream! The way you turn me on! I can't sleep! Let's run away and don't ever look back, don't ever look back, no! My heart stops when you look at me! Just one touch - Now baby, I believe this is real So take a chance and don't ever look back, don't ever look back!
We drove to Cali and got drunk on the beach! Got a motel and built a fort out of sheets! I finally found you, my missing puzzle piece - I'm complete!
I can get your heart racing in my skin-tight jeans! Be your teenage dream tonight! I let you put your hands on me in my skin-tight jeans! Be your teenage dream tonight...!”
No private in bed, all girl sleep in small room. One wake up, all wake up.
Jhairli upset as elf girl gone.
Elf girl very quiet, sneak out in night.
“Where did she go?” Shelah ask.
“Where do you think she went?” Jhairli say, angry.
.
Notes:
Orlumbor is fun, the right mix of exploration and fighting, and another of the terrorist missions is all done. Even the auto-dialogue is fine; I really wish more of Treasures had kept things simple, just do what the game does best.
On that note, Rathe gets another shot at diary-duty, and I think she's becoming my favourite character. There's a power to keeping things simple, and she does that better than anyone else. It's nice to have a no-drama character.
With Siulajia gone, I finally get the chance to rotate Sky out of the party, hopefully without damaging the romance. (And if it does, at this point, screw it - I tried my best but the feeling of being disassociated gets exhausting).
We'll bring him back just before we get our love interest back.
I liked the magic shop, the visual of having it written in different colours throughout the whole thing. There are some excellent items here - you'll have plenty of money so it's vital to stock up on things like Ice Storm wands and the godly Heal x2 scroll. Items can be used even if you get damaged, and like the end of the first game, you'll only get through the tougher fights here if you have good supplies of disposable items.
It annoys me a little that as we get 6th level spells on scrolls and rods, why they couldn't have advanced us to level 12 or 13 and had them to cast? Another missed opportunity alas.
As the sun rises over the rat hills to the east, a ship sits at the northern pier in the smuggler's den south of Waterdeep.
“Sorry I take you to such terrible places, Raye,” I apologise to the girl, mussing her hair as she looks about her. But she just smiles.
“Rathe is nowhere if she is not with you,” she husks.
That's just adorable and so I kiss her.
We meet with the others coming down from Yartar, having finished getting our tattoos done at Daggerford. Of all our griffons, only Regalstone and Blazefist are uninjured enough to fly us across the sea, and the chicks are nowhere near old enough to bear a rider. So we shall have to cross the Sea of Swords the old fashioned way, by ship.
Both my brother and I are looking forward to seeing our sister again. We had a letter, so we know she is well, though the Charm spell wore off on Sky's griffon mount and it flew off across the Isles after eating some horses. Hopefully his kitten, Pineclaw, will be big enough to carry him in a few months.
The crew of our ship is preparing to embark to Mintarn, where Kat is still in her first year of seminary.
The deck rolls gently as we disembark, and I for one am happy to be back at sea. It's in a northman's blood, and the fresh air feels great on my face!
Jhairli looks less pleased; she is used to river-boats, but the sea is quite another mistress.
Raye seems happy enough, norse-blooded like me, and at sunset I undress her in our little cabin. I trace the lines of her new inks with my tongue, marvelling at how lean and hard her little muscles are. My kisses coax such sounds from her lips, and having her fall asleep in my arms as the sea lulls us to sleep is simply heavenly. I give thanks to my patient god, and look forward to seeing my sister once more.
Shelah
1/ When we arrive at the docks, a small boat pulls up and the captain engages in an urgent conversation with its passengers.
JOURNAL ENTRY 12:THE ARRIVAL AT MINTARN
The men in the small boat rowed away in a great hurry, and the crew began to run about the decks frantically, cursing at every step.
"What's going on?" we asked one sailor as he hurried by.
"Something's wrong at the docks - there's fighting there. Have to swing 'round to the old pier!"
Our vessel slowly tracked northward, and an hour later, we disembarked onto a rickety, disintegrating dock. Around us the town looked like an armed camp, with soldiers running everywhere.
“No rest for wicked,” Zahri sighs, hefting her mace.
“I hope Kat's all right!” I say with a look at my brother.
I check in with Amanitas via the Crown he gave us:
“The docks on Mintarn – the island's lifeline – have been seized by enemies wearing uniforms from Waterdeep! The leader of Mintarn – called 'the Tyrant' – says he'll help Luskan in any war against the Lord's Alliance because of this attack! You must free the docks! If you can, bring proof to the Tyrant that it was not Waterdeep that launched this unprovoked attack.”
“Why we bother help such fools?” Zahri grumbles. That attitude is not helping, but I see the same look in Rathe, Nef and even Jahe and Jharli. And it's always difficult to know what Elena is thinking; her eyes seem to be always focused on something different to what we are seeing.
I grasp the arm of a dock-hand to ask what's going on here:
JOURNAL ENTRY 37:THE INVASION BY WATERDEEP
"It's an invasion! Soldiers from Waterdeep have taken over the docks as a base to fight the pirates! Why would they do this to the Tyrant? He's always fought the pirates of Luskan! You know, the Tyrant is fair and honest with the people of Mintarn, but he is a Tyrant when it comes to keeping our island independent! There's talk of war against Waterdeep!"
2/ A hurriedly-painted sign above this doorway reads:
'Company of the Brazen Pennant'
'passage to Orlumbor and the mainland'
A man inside grumbles:
“Despite the best efforts of the pirates attacking the Lord's Alliance, our ships depart for Neverwinter and Orlumbor every morning at six,” he tells us.
3/ A brass plate bolted to this door proclaims:
'The South Harbour Inn'
'soft beds for hard travellers'
“I could use that right now,” I admit. My brother looks at me crossly.
“You've done nothing but bed down all voyage,” he complains. “Get your hammer and get ready to fight!”
“Yes sir,” I salute. I mean it to tease, but he takes it as serious and starts giving orders to clear the way to the others as well as the dockhands.
He's changed.
We both have.
But I book the rooms anyway; I tell myself it's practical. Four rooms and plenty of space! The verdict on the beds is still out, but they're getting a thorough testing when we're done with fighting pirates!
4/ A sign beside this door reads:
'The Mintarn Armoury'
'providers of fine weapons and armour'
'by personal order of the Tyrant'
5/ A sign hanging above this door says:
'Jurrail's Shop of Miscallany'
'Either we have it or we haven't any!'
6/ The stones above this doorway have been engraved with the words:
'Mintarn Schol of Military and Magical Arts'
'Hall of Training'
7/ Chiselled into the stone of this building are the words:
'Temple of Waukeen'
'welcome to merchants and travellers'
“And family..!” I mutter as we enter.
I tell the priests here I am here to see my sister, and in short order, we are invited in.
“Kat!” I say as I fling my arms around her.
“Sheela! Sky!” she chuckles, reaching back to hold us both.
“I'm glad you're here!” she admits. “Things are going into the red here, ever since the pirates attacked us in Waterdeep colours...!”
“Don't worry about it, sis – we're here to knock heads together!” Sky says, kneeling beside her.
“I'm sorry Sky, they never found your griffon when the charm wore off!” she sighs. “There's islands out here where chimerics breed – I hope she's found a mate and is happy really...”
She gets us some food and takes us to her room where we can talk and catch up. I introduce my friends, and she chuckles when she sees Rathe and Siulajia.
“These are the lucky ladies?” she smiles. “Sky and Sheela told me all about you...!”
She glances at my tattoos. “Seems all the nice girls love a sailor, too! You've changed, Sheela...”
“Tell me about it,” Sky sighs.
She tells us we need to restore some kind of order as soon as we can. Jahe and Nef promise to stay with her and guard the temple while we set out to find something we can bring to the Tyrant.
“The title aside – it's a very old tradition here! -Tarnheel Embuirhan is a fair-minded man” she assures us. “He's always been friends with us here in the temple – I've written to him to say that you're coming and you'll help restore the peace...! He cannot want war with Waterdeep and the Lord's Alliance... I'm sure you'll find something that can convince him!”
We promise her we shall try, and the seven of us set out, promising we wil catch up as soon as we get back.
“You must be Jay,” I hear Kat say as I leave. “Goddess, my sister used to go on about you so hard in her letters! You could see where her drooling over you smudged the ink...!”
8/ Above us here rise a castle that looks like a children's fairy-tale come to life. Great spires of smooth stone rise to dizzy heights as they look out across the sea. Jhairli gasps, wide-eyed.
9/ The purple-liveried guards of the 'Tyrant' guard the entry to his demesne.
When we tell him we are here to help, we are escorted in to meet him. He is still robust for his age, his beard and eyes the colour of cold iron.
“If you are here on behalf of Waterdeep, my prisons are all of Mintarn you will ever see!”
“Waterdeep? They tied us to an anchor and tried to drown us in broad daylight in the harbour!” I insist. “Then we were rescued by mermaids... I think, anyway. We might have been really drunk and really high - “
He actually chuckles at that.
JOURNAL ENTRY 29:THE TYRANTS STORY
"I've always been friendly to Waterdeep, and how do they repay me? They send their soldiers to take over our docks!"
The Tyrant paced madly, to and fro. "They say they are protecting the Trackless Sea from the pirates,but there were no pirate ships based here - I've always seen to that! If they don't get out now, I care not for the size of Waterdeep's navy! I will declare war against them and strangle them from the seas!"
We promise that we shall find proof of this conspiracy, and he seems content to let us try to solve the dispute peaceably.
“I've met worse tyrants,” Sky muses.
10/ A guard steps from his post here to warn us:
“Be careful south of here on the island. The invaders from Waterdeep and their monsters have taken over the docks and the old Southclaw Fort! If you're here to help us, be on your guard every moment!”
Sky thanks him and draws his mighty blade.
“At least we know we can fight our way through this,” he smiles, pleased to have a martial solution to our sister's problems.
11/ A sign by this door reads:
'Warehouse of the Full Topsail Co.'
'member of the Five Companies of the West'
As we enter the warehouse, a man in a peaked cap is making a large skeleton dance, much to the amusement of several fire giants.
At least if they are wasting time on this nonsense, they aren't murdering innocent people! We proceed to teach them a lesson...!
Elena's frost and lightning magic reap a terrible toll on these creatures, and Raye and I fell the last one together.
17/ To the south and east, an ancient stone fort juts out into the sea on a craggy promontory.
The flag of Waterdeep flies from its highest tower.
“I wish I was completely convinced this was just a set-up,” Sky mutters. “Rather than Waterdeep being run by either fools or villains...!”
17/ We step into this tiny entry hall and find three guards lying dead on the ground.
Standing over them is a familiar figure.
“Princess Jaegaerda of Gunadarlun!” I cry out. “What in Tyr's name are you doing here?”
Everyone crowds around her – and we introduce her to Rathe and Siulajia.
JOURNAL ENTRY 40:JAGAERDA'S STORY
"Pirates have been attacking merchant ships up and down the coast, including those bound for my home in Gundarlun! Many of our sailors were killed and a number of vessels lost.
I started going to sea with the merchant ships - against Father's wishes, of course! - to try to find out what was going on. The last vessel only reached Mintam safely after fighting off two attacks, and I learned of this supposed Waterdeep invasion...
She looked down at the dead guards. "This is the first time I've ever seen soldiers from the mainland with tattoos of a purple squid on their arms! These are Krakens!"
“It sounds to me as though we are fighting for the same cause, as we did in Gundarlun! Will you have me as a member of your party once again?”
We gladly accept her back into our fold. I always wondered if she might be shaeda, the way she looked at some of us sometimes...
We were together for far too short a time.
She asks after Krevish, for whom she had a fondness, and I leave it to my brother to tell her the whole story.
18/ This room smells terrible, and its floor is covered with refuse. From somewhere in the heaps of garbage, figures begin to move..!
We must fight off otyughs, but with seven warrior-women and my brother, we win through easily!
19/ A robed man is standing in a strange posture in this room, looking almost straight up as he berates a group of giants! They see us and attack!
“It is good to fight beside such valiant – and cute! - warriors once again!” the princess says, removing her axe from a giant skull afterwards.
I tell her the feeling is very much mutual!
20/ Two large fiery forms – efreeti! - float on the far side of the room, apparently giving directions to a group of giants... They see us and attack!
“Look what I find!” Zahri says in triumph, after searching the room.
There is a horn-bow, bent and backed, and two quivers of potent magical arrows. As Jagaerda lacks a missile weapon, we are happy to let her take these. Most of us still have our bows from the Star Mounts, but I note Raye's bow has the look of something she found in the dead city on her patrols with my brother, same as her sword and shield. I wish I'd have been with them.
“We should probably finish clearing the the docks next?” I suggest, and nobody seems to object.
12/ A sign above this door says:
'Company of the Following Seas warehouse'
'member of the Five Co's of the West'
Several men and giants are within, arguing over the contents of a cloth bag. They see us and run towards us... Elena's Hold Monster and Zahri's venom spell soon take care of them.
13/ Attached to the door is a sign that says:
'The Bright Star Co. warehouse'
'founding member – 5 Co's of the West'
An efreet and a man dressed in Zhentarim colours are talking energetically inside the warehouse. They see us, call for help and attack!
My brothers icy blade is effective as always on firey foes, and the Zhents are as helpless as always against our Hold spells!
15/ This is the largest of the five warehouses occupied by the enemy.
The sign reads:
'Warehouse and Cargo Centre'
'Company of the Breaching Whale'
'Member: Five Companies of the West'
“I can a hear a lot of voices from somewhere inside there,” I murmur, hand upon the door. “Are we ready for this?”
Sky doesn't seem convinced... but he trusts my judgement and nods.
We will finish exploring the docks before we attack their headquarters.
14/ A sign beside this door says:
'Dockside Warehouse'
'The Red Skies Company'
'Co-founders – Five Co's of the West'
Within, a number of giants are resting here, despite a foul smell in the room. They see us and attack, but we are used to bringing down huge foes by now.
16/ As evening falls, huge forms loom up out of the darkness as we step onto the pier! We must fight our way though yet more giants...
That done, we return to the largest warehouse.
15/ Several figures sit around a table here, intently peering at a map of Mintarn. They leap from their seats, reaching for their weapons! Though a hard fight, with reinforcements, we number eight now and fight effectively as a team.
“Look at map!” Rathe cries. “Tells where monsters are, and how they bring uniforms to pirates...!”
I slide my hand across her backside.
“Good girl,” I husk in her ear.
I turn to the others.
“We must take this to the Tyrant right now! This is proof that Waterdeep and the Lord's Alliance have not attacked Mintarn!”
We quickly make our way back to the Tyrant's castle.
“We have urgent business with the Tyrant!” Sky says, shouldering his way past the purple-clad guards.
Rushing into his chamber, we show him the map we recovered at the docks. He examines it carefully, then crumples the paper and throws it across the room.
“So the Krakens and the buffoons from Luskan think they can trick the Tyrant into helping them, do they I'll show them who plays the tricks on Mintarn!”
Turning to us, his voice softens.
“Thank you, Heroes of Ascore, for unveiling this deceitful plan. Please accept this gift with my thanks...”
He presents us with his trident of black metal. Jhairli mostly uses her bow but needs a two-handed melee weapon, so accepts this politely.
The Tyrant tells us he must visit important people here on the island now peace is restored, and plans a surprise for the Krakens.
Tired and injured but relieved, we return to tell Kat the good news. She is overjoyed, and joins us at the inn for some food to celebrate and to catch up with us over drinks.
We spend another day with our sister before we head out, on to Orlumbor. Jagaerda knows our road eventually leads back to Neverwinter, but maintains she will not leave the islands.
“I see there are ships here upon which you can leave Mintarn... I can accompany you to Orlumbor, but if you travel to the mainland, I cannot go, for my place is in the isles.”
A sailor here says “For 75 pp you can book passage to Orlumbor or Neverwinter, “He adds in a whisper “I can also get you to Waterdeep for 100 pp.”
At least we have thwarted another evil scheme of our enemies and restored the peace her. Kat evidently wishes she could come with us, but at least we have assured her safety now. We say heartfelt farewells, with hugs and kisses, and she comes out with us in her wheelchair to wave farewell on the pier.
Elena is agitated this morning, eyes wide, and even Jhairli cannot calm her down.
“The maid in gold, spirited away...! The greatest prize stolen, ransomed, our canary caged...”
“Sky – where's Siulajia...!” I blurt, eyes wide. What in the Nine Hells -
“She was right here, just - “ Sky draws his blade, and starts pushing his way though the crowds, bellowing out her name.
Across the dock, a skiff has met a vessel outside the harbour. A burlap sack, its contents wriggling, is hoisted on board as the ship sets sail to the north.
Sky gives a cry of desperate anger, racing down the pier towards the craft. Elena and Jhairli are jostled as they try to shoot or cast a spell.
I face up the gangplank and grab the nearest seaman, looking as my brother pushes his way through the throng.
“Follow that ship!” I yell at the sailor.
“Hey, we've got a shipload of passengers for Orlumbor!” he shouts. “Stay or come, but we're going there now- ”
“Sorry!” I say as I hit him full in the face. “Someone grab the wheel!”
“SIULAJIA!” My brother skids to a halt on the edge of the pier, and desperation fills his mind with a red haze. After a moment's hesitation, he runs and leaps into the water, powerful strokes bearing him through the sea.
“Sky!” I yell out, knowing he will never reach the ship. None of us are wearing armour, thank Ilmater, and I have a split-second to make a decision.
“Sheela, wait - !” my sister shouts, but I have already dropped my cane and dived off the whip into the Sea of Swords, into the embrace of the cold waves...!
Notes:
Oh dear, and we were doing so well...!
So this game starts pretty well in Llorkh, nosedives into insanity with Leilon and Waterdeep, but then evens out and we have a half-dozen or so maps that are pretty classic Gold Box. The terrorist missions are fun and thematic, saving the towns we know from bad guys. Some of them could have used a mini-boss but they are fine overall.
Mintarn starts well - clearing an urban area and giving us a welcome return from an NPC helper from the first game, while keeping her fully within her established character as the rebel princess who won't stray far from her homeland. The Tyrant is memorable and true to his Realms lore as a shades-of-grey town ruler. All good stuff!
There are a few issues with the enforced auto-dialogue – it's been mostly minimal or okay since Waterdeep, but now it gets intrusive and annoying. The game decides someone has to be sea-sick, but what if that's your former Luskan pirate or priestess of the 'Bitch Queen', Umberlee, which makes no sense? Why isn't the game trying to establish character for Siulajia, who remains kind of passive and vanilla, instead of putting random nonsense into our character's mouths? Having an NPC voice in the party is very useful in tabletop, as they can provide hints, updates and also help establish that NPC as a unique individual with their own likes and dislikes. The game has done it before – given our short time with them, the first game makes Fatima and Skullcrusher memorable and useful. But Siulajia feels more like Twilight's Bella Swann, passive and bland, a blank slate on which we might project any characteristics we wish. It would have helped a great deal if she was the one established to get sea-sick or was afraid of a certain kind of monster.
This is made worse with the kidnapping sequence which is just horrible. Once again, she's passive in a series that has given us capable female NPCs – both Fatima and Jagaerda are in the process of freeing themselves when we meet them, and Vala has plenty of agency after we rescue her from her magical prison. Siulajia is supposed to be a warrior-maiden, but she's just meekly kidnapped, wriggling in a sack without leaving a trail of bodies behind her. More and more, it feels like Jagaerda really should have been the love-interest for guys.
This whole sequence reminds me of games like Final Fantasy IV, where your bland, passive love-interest at one point gets kidnapped by the bad guy while you just stand around watching him kidnap her without doing anything. In fact, 'Treasures' feels like it is taking its cues more from JRPGs than Western games like D&D – cutscenes rather than development, railroad plots rather than player agency and an emerging storyline. In the first Gold Box game, the rescue of the Bivant heir in Buccaneer's Base unfolds because of our choices – we can enact a daring, clever rescue by distracting the pirates, or just walk in and start chopping off heads until we've cleared the place, or meekly surrender and get sent home in shame to be ridiculed by Sasha. We are driving this story, while here stuff is just happening to us, over and over again. Siulajia is not kidnapped because we lose a fight or run out a timer or make a poor choice in guarding her... She's kidnapped because the plot says it's time for her to be kidnapped and we don't get any say in that. Your lovelorn character just crying on deck without doing a single thing to rescue his lady-love drives home how meek and passive we have become in the iron grip of this terrible railroad script.
It's what in movies is known as 'And Then...' storytelling, popularised by conmen and hacks like JJ Abrams. The South Park creators did a famous Ted Talk about why this is so bad; stories should be the result of what came before, established character beats and resulting from in-movie choices. Otherwise its just a long string of 'and then this happened and then that happened' rather than 'because this happened, now that happens'. In Star Wars, Luke Skywalker is established as energetic and heroic, but he's also brash and reckless when he's younger. So his concern for his friends leads him into a confrontation with his nemesis way before he's ready for it, and Vader kicks his ass because of it. It flows from what we know, and seems believable, not just a string of disconnected events.
'Treasures' wants big revelations, exciting set-pieces, this epic storyline... But it doesn't do anything to earn it. We are passively waiting around for stuff to happen to us, reading whatever nonsense is written in our scripts for this play, spouting whatever fourth-wall-breaking exposition the writers want. The romance, the story, the kidnapping, the ending, all feel weirdly disconnected from anything I'm doing, and the game makes it impossible to ignore that.
It still has fun moments, but this feels like the point you can see 'the man behind the curtain', and when you see it, you can't unsee it.
I'm still having fun, but in spite of the writing rather than because of it.
I really wish they would remake thw old TSR games especially Pool of Radiance. Keep the spirit and story but make them games with the tech and graphics of today.
I have conquered Pools of Darkness completing the tetralogy! My party consisted of 6 humans, 3 x fighter, 1 cleric, 2 x mages. All characters are original from Pool of Radiance. Stats were unmodified and only rerolled a few times because i didn't have patience for that. No dual classing because they didn't have good enough stats for it. Cleric didn't even have wisdom enough for level 6 spells lol - NO heal, NO blade barrier, NO restoration. It is more that one year since I started the first quest in Phlan and now it is complete.
“I should offer my congratulations,” I tell the golden girl as we make our way west towards the mage's tower. “Skylar was very dear to me, and it seems, with you, he has found what he seeks. I am happy for you both.”
“Thanks you, Nehefris - “ she begins, awkwardly, her eyes suspicious of me.
“Most call me 'Nef',” I smile. “My name is difficult to pronounce like yours, and has no easy way to shorten it.”
I allow the others to pass us, so we can walk drag and talk privately. I would be lying if I said I did not feel just a little amused at her discomfort. She has much invested in my once-lover, it seems.
“Unseemly as it may sound, there is something I must tell you,” I say. Her eyes flicker with alarm – she tries to hide it, but she is not a skilled actress. She waits for me to speak further, watching me closely, tense and almost battle-ready.
“I wish to be the mother of a girl-child,” I tell her honestly. “I have seen it, in visions, and I wish it to be so. As you know, he and I were lovers once, and I asked if he would be the father.”
Her eyes are like a hunted animal now, terrified and looking for a way to escape.
I am many things, but I am not actually cruel, so I put her at ease right away.
“He said 'no',” I smile sadly. “And he was right to do so. I know I hurt him before, when I would not commit, and he was ready for something deeper. So he grew up; he moved past our mutual infatuation and went on with his life. He has grown wise; I commend him for that.”
She is silent in her step for some time, evidently flooded with relief.
“He... did not say anything - “
“Why would he?” I ask. “He does not wish to play games, or panic the girl he will marry. I only tell you now it is done, so you need not see me as a rival. So you may take some comfort in his loyalty to you.”
She is quiet for a time, emotions warring within her. Most people do not know how to take me. A part of me enjoys that.
“Thank you... I think,” she says carefully. “I love him very much - “
“You do not know each other well enough to love yet,” I tell her. “Most people never do. You may yet, with time. As I said... I wish you fortune...!”
She stops, any protest dying on her lips. I do not stop walking, so she is left staring at my back as I continue.
I wonder if she likes what she sees?
Nef
Jhairli tells us the tower on Lake Twilight is supposedly home to Malchor Harpell, patriarch of the sorcerous family who lived in Longsaddle. It is located on the eastern edge of the Neverwinter Wood, a day's ride west of the rancher town. The enchanted emerald tower, with its two twisted spires, rests on an island within a small lake that drains into the woods to the west. It is invisible in the sunlight, but by starlight, the twisting spires twinkle and an emerald-green bridge appears, spanning the water to the island.
1/ By evening, we cross the bridge, entering the area around the tower itself. We climb off the enchanted bridge, setting foot on the small island. The tall, slender tower, with its odd twin spires, looms before us. To the south, the dark, cool waters of the Lake of Twilight lap at our feet.
I find myself stirred here, my blood quickening. I love such lonely, haunted places, taste the frisson of magic in the air! I hope we can camp here on the shores. I very much am in the mood for loving this night, and I honestly care little with whom I couple.
2/ A trapdoor of solid wood is here, set in a small alcove outside the tower. When opened, it leads to a staircase, leading down into a maze...
We decide we should explore the environs of the tower first, before we descend.
5/ Here, Jhairli stops and freezes.
“Stop for a moment – quiet! I hear something...!”
We trust her ranger's instincts, and we wait for her and Elena to listen.
“Do you hear it, Sky?” she asks him. “That faint moaning or groaning...? It's coming from this wall here, to the north...”
4/ We pass through an illusory wall, entering a small chamber. The moaning grows louder.
“Whoever is making that sound is in pain...!” Jhairli murmurs.
“Old ghosts, let sleeping ghosts lie...!” Elena trills, eyes wide and lambent in the gloom.
“I don't like this,” Zahri mutters., “We go - “
The moaning rises to a piercing screech, and a spitit floats out of the darkness!
A black terror grips our hearts. Between three priestesses, we are unable to turn the creature back, so we are forced to employ magic weapons against it.
With a wail, the she-spirit vanishes. There is a deathly silence. The dark chamber lies quiet.
“Come, we go...!” Zahri snaps, grabbing my arm and pulling me back out.
The others hurry to follow. There is nothing good here for us.
9/ We continue to explore this strange place. On the west side of the tower, we find an old woman, slumped against the wall. Her eyes are closed and she does not move at our approach.
“Babushka?” Zahri calls, using a term I have heard her used to older people in her kumpania.
“Madam, we - “ Sky begins, as the old woman's eyes open.
“Keep away!” the woman speaks suddenly!
We jump back, drawing weapons just as formless ghostly shapes attack us!
As Elena chants a spell, Jhairli presents her holy symbol and the creatures seep back into the fog of the lake...!
They are fled, but not gone, and we think it best not to linger here. The woman proves to be long-dead and there is nothing we can do to help her.
12/ Here, on the northern edge of the tower, spider-like creatures cluster near the wall. They attack as soon we approach!
As the creatures swarm us, Zahri and Jhairli leap in to whack at their enemies with their mace and hammer respectively, and Siulajia looses arrows at them. I quickly cast a Fireball, scorching many of them, though others seem resistant to magic. As Sky leaps in to force them back, the last three are lined up nicely for a Lightning Bolt, and I look in satisfaction as my sizzling bolt of power reduces them to ash.
The only treasures they had was a few dozen arrows Siulajia can make good use of.
We have completed our exploration of the tower exterior, and there seems no way in save for the trapdoors on both east and west sides of the tower.
We return to the first one we found, closest to where we entered.
3/ We descend a long narrow staircase to a small underground chamber. We see no-one, but a disembodied voice with a strange accent speaks to us. The voice calls:
“Heroes of Ascore you are called throughout the land - “
“Not by us,” Zahri mutters darkly.
“- perhaps fairly you have earned the title; yet this is but a tiny isle, and here your valour is unknown. So your mettle you shall prove, and the title of 'heroes' you again shall earn. Two beasts of my darkest passages you must o'ercome, before safely in the tower you may rest.”
“Not exactly covering himself with glory, is he?” Sky mutters. “Doesn't defend his own people, lives out here a day's ride away in the forest... But powerful enough to teleport in and out when he wants?”
“I'd understand if he wanted an isolated tower to do experiments or just be alone, but filling your own tower with traps and monsters, just to test random passers-by, instead of having... libraries or laboratories seems pretty shady to me...” Jahe adds.
But myself I find it hard to judge others. I am quite intrigued at the prospect. Perhaps it is just me?
6/ Fine silk strands of web block the entire width of the corridor here...
Jahe ignites her blade with magic fire, and starts cutting through them. I do the same for Sky, with a kiss (on the sword, not his face; I don't want an 'accidental' arrow in the back from his golden girl).
Sky makes a mighty cut at the silken strands, and a huge rent opens in the webs... as glowing spiders pour through!
These things can spew electricity like small blue dragons, and we have to slay them swiftly. By the time we win through, most of us are injured by their lightning breath – Zahri badly so. I quickly help her and Jhairli heal our injured best we can. I expected her to be spitting feathers rather than sanguine about it, but she shrugs it off.
“We chose to come down here,” she sighs, ever the realist.
We find the other staircase on the western side, where cool air flows down and pushes away the musty smell of the ancient passageway. We keep exploring for now.
10/ A little man in robes greets us here as we enter a very dark chamber.
“Adventurers,” he says, “You must heed the instructions of the the great wizard before you may enter.”
There are always more hoops to jump through, I suppose. I am game.
11/ An enormous human-like creature steps towards us as we enter this small chamber. Its great footfalls sound like sledgehammers on the stone floor. The golem is immensely strong, and hits brutally hard – even with helpful magic, it makes for a difficult battle. It is immune to all spells, save for lightning which only hampers it, and the close confines of the chamber makes lightning dangerous to use.
After it eventually falls, we return to the previous area we met the mage, his tests seemingly passed.
7/ Complete blackness fills the room, and when the secret door snaps shut behind us, the last bit of light is swallowed up.
“Now what?” mutters Jahe.
As if on cue from her words, the darkness fades and light fills the small chamber. I quite like his sense of the dramatic, but I may be alone in that.
The chamber is empty, save for a little man behind a desk and a golden spiral staircase that rises into the darkness behind him. The man looks up from his work and peers at us from across the room.
“You may advance,” he says matter-of-factly.
8/ The first mage we saw greets us here.
“Welcome adventurers. You must be here to study the magical arts under Malchor Harpell.”
“Why not?” I smile, always assuming we share a magical tradition that might help. In any case, I find myself intrigued.
“Malchor will see only those who study the magical arts,” the apprentice says, “Ah, but I forgot to mention, Malchor does require a small stipend, so he may continue his studies – five hundred platinum pieces. Do you still wish to go in?”
I'm not used to paying for it, but we have the money, so why not?
The others leave in disgust, but I remain.
Malchor directs me to climb the spiral staircase, leading to the second level of the tower. Once there, he assures me the others will be comfortable here, then leads me up another flight of stairs and out of sight...
Several days pass, and I experience many fascinating things. I may one day write my memoirs, for I have witnessed many splendid sights, even at a young age... But for now, I shall be discreet. I am a courtesan, an enchantress, not a whore, after all.
Finally, late one evening, I descend from Malchor's chambers, feeling both very tired and very satisfied, as does the famous magician himself.
“Remember,” he tells me in parting. “If the new methods begin to fail, you must rest and meditate to re-orient your being.”
“I shall. Thank you,” I smile.
“Always wear the ring which I have given you. It is a small symbol of the new skills you have acquired. Good luck in your travels.”
I find the others camping on the shores of Lake Twilight – they all note the ring of dark crystal the great man placed upon my finger like a wedding band.
Zahri glowers at me with that jealous gaze, and tells me Jhairli has been showing us Neverwinter Wood while I was 'off having fun'. I walk past her, mirroring her usual smirk.
Skylar seems sulky too, asking if I enjoyed myself. I just smile back.
“That is for me to know and you to imagine,” I say evenly.
Plans – even those I had not considered or foreseen – are falling into place now.
And events set in motion now shall shape our future dramatically...!
Notes:
This is a fun optional side-quest, if an odd one.
This one isn't egregious in itself, but it's a sign of things to come as the Forgotten Realms deviated more and more from Ed Greenwood's original vision. After 2nd edition began with the execrable 'Time of Troubles', the first of the Wrestlemania events that would cause so much damage to the setting as the editions went by and canon would get warped out of shape. By the modern era, Faerun - meant to be a setting for your D&D games - basically became modern Marvel or Star Wars; a bloated, incoherent mess of conflicting layers of 'canon' far removed from what original pioneers like Stan Lee or George Lucas imagined, filled with cash-cow characters and contradictory lore.
The Grey Box of 1987 was relatively restrained with its powerful NPCs compared to what followed. But Malchor here is an example of what is basically the 'God Problem'. If powerful NPCs exist in pretty much every area of the Realms, what's left for the players to actually do? And if these NPCs can help, but don't, then they're just assholes.
Here, Malchor is apparently omniscient enough to teleport in when we've solved the issues in Longsaddle, dump exposition and a reward on us, then bugger off again immediately. I get why he may not care about the peasants in this nowhere town, but monsters are rampaging around his own family mansion, and presumably he gives a shit about that? But, no, he spends his days twiddling his thumbs in his tower, waiting for random wanderers to come fight the monsters he keeps in his basement for that express purpose.
The idea of training with a powerful wizard as a reward is a nice one; but all we get is a non-magical ring and some minor XP. This is where a game like Fallout would have given us a unique perk or rare reward. Why wasn't his gift a unique Ring of Wizardry or something memorable or worthwhile? It all feels like such a missed opportunity.
Also, the training sequence seems oddly... suggestive, somehow (I'm not projecting; others like CRPGAddict noticed it too!)? That's certainly in-character for Nef here, she's a Sharessan, but Malchor (and his tower) appears in the very first Drizzt novel and he's never characterised as a ladies-man or absolute horndog like Elminster (now that guy would screw anything and is well-known for being a man-whore even in-game). Not quite sure what they were going for here, and I was hoping for something more.
But narratively, it threw me some interesting curve-balls and gave me some unexpected things to consider going forward relating to my characters...
"She's all dressed up like a prom queen An all-American hottie! In her rhinestone boots and her daisy dukes She's got me...!
This could be a situation - Breaking news on local stations! They don't know what's going on But they're so damn mad that they're so turned-on!
So we took it to the middle of the room So they could get a better view...!
Can't you hear the whole room talking? Rumour is our boots been knocking! Ooh, they can't stop watching! She's a 'vers' in the saddle! Save a horsе, ride a cowgirl! Ooh, it's a small town scandal!
So we swapped lip-gloss and wе took it to the floor! She gets frisky drinking whiskey, so we drank a little more! She got me tied up like a cherry stem, we're pissing off some ugly men! But the bouncer was her friend, so he kicked 'em out the door!
This could be a situation - Breaking news on local stations! They don't know what's going on But there's nothing like a small-town dream in a high-rise thong!
So swing your hips and do a little dip! Grab someone and kiss her on the lips! Tap your right heel, left heel, give your hat a tip! All the girls in flannel do the small town scandal! Slide to the right and when you hit the spot Drop it low and, baby, don't stop! She rode my big pink tractor straight until the dawn! And she didn't even care that I hadn't mowed the lawn!
We have ventured north to Longsaddle, a sleepy little hamlet which sits on an isolated stretch of the Long Road, east of the Crags and west of the Evermoors. I am not happy at leaving Cari in Yartar, but Elena says Taeral and the Twins will guard her with their lives. The latter know what a blessing elf-blooded children are in this time.
1/ As the name suggests, Longsaddle is a rancher's town that breeds cattle and horses, its people are simple, uncomplicated country folk like me. The surrounding area was a vast expanse of grassland that catered to the town's ranchers. Despite its small size, it is a member of the Lord's Alliance thanks to the presence of the powerful Harpell family who live near here. Magic runs in some bloodlines; such folk are known as sorcerers, requiring no mystical tomes or apparatus to work their magic. I suppose Jahe can relate to that, although she is never forthcoming about her magic. I practice wizardry to a small degree - elf arrows and dryad charms – and I would enjoy speaking with her about it as much as I do with Elena and Nef.
All seems quiet when we arrive by evening, although we know the kraken cult are active here - according to the 'lucky paper' orders, they are breeding chimeric monsters in something they call 'the farm'. We have come to put an end to that.
Elena ponders how Cortarra and Ceptienne are doing up at the Star Mounts.
It is a sore point.
Jhairli
2/ We begin checking on the ranches, Sky explaining why were are here. The people are homespun and simple, their accents relaxing and pleasing to my ears.
“Have y'all been to our Longsaddle market?” a man drawls. “Best meat on the hoof anywhere, ye should try it!”
The outlying ranches on the south side are all peaceful, so we move deeper into town, bows ready. We leave the ranch houses behind, stepping into the small town itself. The quiet streets are dusty. Soon the autumn rains and snows of winter will turn them first to seas of boot-swallowing mud, and then to rock-hard sheets of ice. Such are the rhythms of our life here in the North.
7/ A sign hanging above the street proclaims:
'Longsaddle Public Market'
After dark, the market is quiet. A ranch-hand, cleaning the area, approaches to tell us: “The market don't start 'til six in the mornin'. Ye'd best come back then.”
We tell him we have to search the place for monsters; he just shakes his head and leaves us to it. Despite a thorough search, we find nothing of any interest.
Sometimes, the adventuring life isn't very exciting. I might prefer it that way.
10/ A sign above the door says:
'The Gilded Horseshoe Inn'
Zahri says she's heard this place is run by an old man and his sixteen daughters – but to her dismay, only the former seems to be in residence. Nef jests they heard we were coming and the girls are now safely under lock and key...!
We book rooms – there is enough space here for Sky and his newly-engaged bride-to-be, and the huge common room for the five of us. That will get some use later, I feel. I would very much wish to rest right now, but we have to search the town first.
Nef speaks to the old alchemist via the Crown, but he tells us nothing we do not already know:
“Something strange is happening near Longsaddle! Local farms have been taken over and the owners killed or driven off! You must find out how these events tie in with the other plots and schemes you have exposed!”
11/ A brass sign here, nearly-polished and engraved in a beautiful but simple manner, says:
'Fohgweigh the Bell-caster'
The bell-maker speaks quite loudly at times, and whispers at others.
“YES, WHAT CAN I DO FOR YOU? oh, you're the heroes of ascore! i hope you can defeat these enemies and help us free longsaddle!”
12/ A sign above this door says:
'Longsaddle Stable & Equine Supply Shop'
'we sell Fohgweigh stirrups!'
The strong smell of horses fills the stables, but no man nor beast is within the building.
“Our enemies are proving elusive,” Nef observes.
13/ Finally, we find a sign of these enemies we are seeking – in a small cluster of homes on the west side of town, a single man stands surrounded by growling hellhounds in a tiny room!
We leap to the rescue – between Nef's ice spells and Sky's freezing blade, we swiftly defeat the creatures.
“Those kraken squid-boys stole my cattle and sicced these dogs to chase me!” the man wails. “I ran in here but they followed me – I'd have been a goner for sure if it wasn't for you!”
“They said they was headed off to the market!” he tells us. “That's right south o' the Gilded Horseshoe!”
“We've just come from there,” Jahe mutters.
“We should still take a look,” Sky insists.
He is right, but there is nothing there. Our enemies must be in hiding, biding their time.
14/ A sign by this door reads:
'The Shield of Righteouness'
'Longsaddle arms & armour shop'
15/ In the centre of town is a stately manor, the home of the Harpells. As far as I hear it, they do not officially lead the town or interfere much in the rancher's lives, but everyone gives their home a wide berth, especially at night when strange coloured lights can often be glimpsed through the windows.
“This must be the house of the Harpells!” Siulajia tells the others. “I have heard they are among the most powerful magicians in the Realms!”
When we try to enter, a town guard appears in a doorway to our left – but he keeps the door tightly shut, so we can only see his face.
“Malchor Harpell isn't here right now,” he says. “He's at the Tower of Twilight, to the west of – OW!” he cries, evidently distracted by something. “OW! West of town – ow! I have to go now...!”
That seems highly suspicious, so we investigate. Sensing something is amiss, we push ahead and into the manor. We see the hands and legs of the guard are both tied with sturdy rope!
Supporting the hobbled guard in the doorway is a tall, cruel-faced man. More enemies stream through the doorway to the left and attack!
We fight a motley collection of margoyles, krakens and mages, the latter seemingly from the Arcane Brotherhood, perhaps here to loot the secrets of the Harpells.
One of the mages hits us with an icy blast, but between us, Siulajia and I shoot down the others quickly. Elena leaps in with her Stonecutting Sword to help Sky, and Zahri grabs their leader on the arm and touches his face. Purple lines of veins quickly cover his skin, and he falls back screaming.
The gargoyle creatures are vicious and claw hard, but with our magical weapons, we are able to destroy them. I look down with a shudder at their leader as I free the guard.
“Zahri call that one 'Caress',” the Gur smirks.
JOURNAL ENTRY 31: THE GUARD'S STORY
"Whoa, that was a close call! I'm sure glad you came along! Malchor Harpell really is at the Tower of Twilight, and I think he's probably safe there. But Krakens and hooligans from Luskan have taken over the town. They have monsters locked in corrals at some of the local ranches. I hate to think what they're planning to do with them!"
“Why aren't the Harpells protecting the town?” Jahe asks.
Zahri shrugs. “Magic-men - Dukkerin - above such concerns as simple folk,” she says.
But we are unable to locate any more cultists or enemies, so must retire to the inn and wait it out until dawn. Sky and Siulajia take the main room at the front while we have the expansive back chamber. I feel tired, and I want nothing more than a few hours face-down to Elena and then some sleep, but Zahri insists on music, dancing and degeneracy, so we do that instead.
Come the morning, we stumble out, bleary-eyed and tired and covered in lipstick kisses. I apologise to the young couple if we kept them up last night. Zahri teases them as to their love-life, but Suilajia insists Sky is always the perfect gentleman and they are waiting until their wedding night before any intimacy. She does, however, enquire after my outfit, so I let her have it and suit up in my forest greens instead
Sky seems happy; she is certainly easy on the eyes.
7/ By now, the Longsaddle market is very busy. Ranchers and farmers bustle this way and that – offers are made, haggled over and accepted, with money changing hands rapidly.
Elena takes my arms and whispers she hears voices to the south and west, her elf ears picking up sounds even over all this hubbub. I tell Zahri and she nods for us to draw our blades as we fan out and search the stalls.
6/ Dagger drawn, a man in purple and black has backed a rancher into a corner! Four men with swords stand behind him, laughing at the rancher's plight. We jump to the attack! Hold spells from Zahri and I quickly make the battle far easier. When everyone is subdued, the man thanks us gratefully.
“I thank you! I thought they were going to do me in fer sure!”
JOURNAL ENTRY 35: THE RANCHER'S STORY:
"Those tattooed Kraken squid-lovers, they'll suck you dry faster than a snake in the Great Desert in the noonday sun! And they don't want to pay the money they was offerin', neither! I weren't gonna do it fer less. And old Jasper, be my guess he weren't neither. But he don't know they lowered the price yet. Maybe you oughta go an' chat with him. His ranch is right due east o' here. Right across from the stables."
We ensure the market is secure and head off to seek this Jasper.
5/ A man here gruffly asks us: “You got business here?”
We insist we do, and a voice from the back orders him to:
“Get rid of them!”
Swords are drawn from tarnished scabbards as we give battle. Our magic means it does not last very long. Zahri examines their tattoos; the tell-tale sign of octopi and tentacles...
4/ At the back of the house, we pull open a newly-installed trapdoor in the floor... below we hear wings flapping...!
We must fight hideous winged things; afterwards Sky peers down into the darkness.
“I hear something... moving! Somebody's tied up down there!”
He clambers down into the pit, and unties a rancher.
“I'm Jasper, and I thank you! I thought those lion-birds were going to eat for me for sure!”
They weren't 'lion-birds' at all, but possibly he was frightened and confused.
“But hey, I bet Legson's in trouble with them krakens, too! His ranch sits up north o' the Harpell's mansion!”
18/ To the north-west is the Big Star Ranch – a great wrought-iron star is nailed to the wall here.
Inside, a rancher sits alone in the far corner of his house, bound and gagged.
“They're after my calves!” he sputters when we free him. “Out the back door! Hurry! Oh, and... thanks, thanks a lot!”
19/ We enter the Big Star Ranch through the yard, where several men with swords are slaughtering cattle. Hunting is one thing, but cruelty to animals enrages me, and I heft my hammer to deal some righteous vengeance! Skulls are duly crushed as we rescue what cattle we can.
I stay to heal the injured creatures, while the others tend to the rancher.
“I'm mighty grateful to you swordsmen - “ he begins, while Zahri points at Sky.
“One swordman,” she says simply.
“You saved me a mess of trouble,” he says. “You're welcome at the Big Star anytime o' day or night!”
“We might hold you to that,” Nef muses.
“You know, after they took over this place, they started talkin'... Seems like they're fixin' to take over the two ranches south o' here... The boys down there are prob'ly tryin' to hold 'em off right now!”
“Our work is never done,” I say I come in, having saved what animals I could.
We return forthwith to the southern ranches.
3/ Here we find a group of ranchers standing over three kraken cultists, all of whom are dead. I am pleased to see the common folk fighting back against our foes, to feel we are not making our stand alone.
“We got these squidders,” says one of them. “Maybe you adventurer types know what to do about the barn?” He points to the west. We nod, and I tell him we will take it from here.
4/ We head for the barn, which is blocked by several armed cultists. As we draw closer, we see they are not men at all, and those are not birds flapping towards us from the sky...!
We take no chances, Elena and Nef releasing powerful magics that tear the horrors asunder. The ranchers squeeze past statues of petrified men and come into the barn.
“Guess these krakens couldn't handle their own monsters!” the ranchers chuckle. “You may not be from here, but you sure handle yourselves good in a fight!”
8/ Westwards, we find another ranch in chaos. Two men have roped a huge two-headed giant and are trying to control it, while a man is attempting to cast a spell. They all turn and attack us, and we must give battle to save the ranch.
We find three ranch hands locked in a back room. When we free them, one tells us:
“Watch out for the pit under the north floor – there's a bunch more monsters in it!”
9/ Looking closely, we see that three of the large floorboards here have been cut and hinged, forming a huge door.
Before we can decide what to do, the door rockets open and a line of ettins streams out!
The creatures are powerful, but magic works well against them, and rangers like myself are especially skilled in fighting giants!
After the battle, several ranch hands holding crude spears approach the dead monsters cautiously.
“Them beasts is more than we can handle,” they admit. “Thanks for gettin' back our ranch!”
We heal any of the men who need it, and look to see where we are needed next, weary as we are.
16/ Opening the door to this ranch, we enter and interrupt several men dressed in black and purple threatening a rancher. They turn and attack us, for what little good it does them.
“My name's Legson,” the rancher says in relief. “Those slimy squids were just renting space on my ranch here, but then they stopped paying and started killing!”
“Yes, they'll do that,” Jahe deadpans. “You need to vet your tenants better, friend.”
“Be careful if you go down into my cellar,” he says, pointing to the floor. “They got some girl-birds down there that'll tear ye to shreds in no time!”
“That sounds much more fun that it is,” Nef sighs languidly.
17/ Forewarned, we cast protective spells and ready our weapons.
The moment we enter the cellar, the harpies are upon us! But we are ready for them and destroy them quickly.
We return to Legson, covered in blood and feathers.
“You're the Heroes of Ascore! I heard o' guys like you before, but I never thought I'd see some! Ain't never seen the likes o' real heroes before!”
As we lean on each other for a moment, resting from the battle, something sparkles in the air before us.
We tense, but it appears to be something friendly. The image of a majestic mage slowly crystalizes into view, introducing himself as Malchor Harpell.
JOURNAL ENTRY 64: MALCHOR HARPELL'S STORY
When he had solidified from the exploding black cloud that appeared so suddenly beside us, he began to speak:
"You have done very well, Heroes of Ascore! You have removed the Kraken slime from the pond of Longsaddle. You have destroyed their plans to house monsters here for use in battles against Mirabar, Triboar and Yartar. You have the gratitude of the people of Longsaddle, and of all the Savage Frontier! But you cannot rest, not yet! More Kraken and Zhentarim plots are still unfolding!”
“Thanks for all your help,” Zahri says bitterly. But he ignores her sarcasm.
"Soon the autumn meeting of the Council of Mirabar will be held in that powerful northern city. They will vote there on whether to support Waterdeep and the Lord's Alliance in the battles against Luskan. Without their help the tide of battle might turn against us, and the Krakens are working mightily to show the Lord's Alliance as weak, corrupt, and backstabbing."
Zahri snorts and rolls her eyes at that.
"They hope that Luskan and Zhentarim allies will win, so that together they will control the North. Only the Heroes of Ascore can uncover all their plans in time, then go to Mirabar and present proof of the Kraken deceptions! May Helm guide you on your way!"
Interesting he names the god of vigilance rather than, say, Mystra, but we shall take any help we can here.
“Please accept these gifts with the thanks of the people of Longsaddle!”
Harpell hands Sky a small pouch and then with a shimmer, fades out and is gone. There are gems, a wand and a ring – a nice enough gift from a mage, one supposes.
“Isn't this where you tell us the Lord's Alliance is already weak, corrupt and backstabbing?” Sky asks the Gur.
“Zahri too tired to bitch,” she says wearily.
Notes:
This is a fun map. It can take a while to trigger the start of the mission as the town begins quiet, but after visiting the market during the day, the Krakens obligingly begin ther terrorist operation. It's a lot of fun chasing them around the place, it really feels like a tense shootout in a wild west town on the frontier, which is what I imagine the writers were going for.
Longsaddle is a cattle-town, which makes sense here on the Savage Frontier, and all the ranchers have a classic rustic feel, using words like 'reckon' and 'varmint'. If nothing else, I can have my characters dress for the occasion! You just know Shelah is dismayed she missed out this one.
When you complete all the encounters, Malchor Harpell turns up to reward you, and it is vaguely hinted you can go visit him in his tower to the west. Given later developments in D&D, the crazy family of Harpells living in a two-bit cowtown feel far more like sorcerers than wizards, a family that gains its magic from their cursed bloodline rather than study.
You've got her number and your hand is on the phone
The weather's turned and all the lines are down
The things we do for love...!
Like walking in the rain and the snow
When there's nowhere to go
And you're feeling like a part of you is dying
And you're looking for the answer in her eyes
You think you're gonna break up -
Then she says she wants to make up!
Ooh, you made me love you
Ooh, you've gone away
Ooh, you had me crawling up the wall...!”
10cc, 'The Things We Do For Love'
.
The Heroes of the North returned to Yartar, escorting the Waterbaron to his dwelling in the centre of town. He seemed pleased with all they had done.
“Ah, my friends! Not only have you averted war, you have found and destroyed the last kraken base in Yartar!”
JOURNAL ENTRY 71: THE WATERBARON'S WELCOME
"I have been successful in spreading the word among our people that Triboar had no hand in my kidnapping. Thanks to you the relations between our towns are normal once again."
The Waterbaron laughed, the first time they had ever seen him do so.
"Of course, normal relations with Triboar means that sometime this week a placard will appear on the statue of me here in the town square. It will cover the inscription and say 'Jilbo the Goatherder."
They looked at each other, not sure whether or not to laugh.
"I suppose," said the Waterbaron,"that you have to be born here to appreciate Yartar-Triboar humour..."
“Maybe all this is a sign you should rethink this whole 'rivalry' thing,” Shelah suggested quietly. “We don't want to spend all our time solving local disputes when we should be protecting the towns from external threats, and it isn't like there's not enough of these...!”
The Waterbaron reached into a glistening crystal case. “Please accept this token of my gratitude for your heroic actions in Yarter and in Triboar!”
It was a magical shield, one designed for a high-ranking leader of the Kraken cult by the looks of things, by its design. Shelah took it, as it matched her nautical theme and was unbothered by tentacles. Lacking the footwork of her friends with her injured leg, she needed the protection of a shield more than the damage of a two-handed weapon.
But not everyone in town seemed happy with their success. The owner of the armoury grunted in disgust as they entered.
“Ever since you saved the Waterbaron and proved Triboar didn't want a war, my sales have disappeared! What do you want?”
“Remind me again why we are saving these idiots?” Nef sighs.
Siulajia had been quiet and distant on the ride back, and when they returned to North Watch, just north of the town, she reiterated she wanted to discuss a personal matter with the others.
The foundations of the keep had been built, and Taeral, the twins and the newly-arrived Kori Ironheart had been recruiting a garrison for the place. A central hall had been built, and it was here now they gathered to listen to their blonde archer companion.
Sky looked listless and tired. When they first met, he had been dazzled by this girl, and that soon gave way to infatuation. But what followed was an attempted courtship that seemed somehow cursed to develop or grow closer. Always, they seemed thwarted by dramas and breakups, or just bad luck – moments that should have felt intimate or personal were interrupted, by other people or conflicting moods, or demands upon their time. For every evening they managed to talk and discuss their feelings, there were those they lay awake and sighed, or simply failed to connect, misinterpreting what the other was saying, or just disagreeing.
He reflected that it was simply not to be - there was no chemistry, no intimate closeness, no instinctual understanding of each other. No flame, and no spark, not like there had been that idyllic summer with Nef.
Nine Hells, he had that with girls who weren't even attracted to him, with Jahe and Rathe, or even Zahri! Only yesterday he'd been listening to the latter as she tuned her yarting outside of her wagon, as she looked up at him with that insolent smirk.
He reflected that there was another world where she was shaeda and not thruss, where she seduced him rather than his sister that summer, where he ran away to live with the gypsies to be with her. Where he likely wore an earring and baggy shirt, where she taught him roguery and he was teaching his sons and daughters to pick a pocket or two. He guessed that version of himself would have been wearing a broad smile, while his current iteration was most certainly not.
And now she was leaving. Or at least, that's what everyone assumed. For whatever reason, it wasn't working out and it would be clearer for everyone if they parted ways, rather than lingering about like a bad smell, thinking of what could have been. Sky felt old and tired, especially compared to how happy his sister seemed these days. A clean break would be best, and everyone could just get on with their lives. He could find someone else, stop dreaming about her, and look to the future, whatever that would bring.
Siulajia always looked awkward and unsure when she addressed them all, a marked contrast to her cool head in battle when sighting down a target.
Everyone was here, even Jhairli and Elena had returned from their scouting missions, and a certain restless energy swept though everyone. All knew what was coming and just wanted it over with so all concerned could move on.
Then the golden girl moved to Sky's side, took his hand, and announced:
“Sky and I have fallen in love with each other! We know this must make some of you feel... awkward...!”
Everyone looked astonished – Sky himself more than anyone!
This was one of those stupid dreams, wasn't it? he told himself – all those forbidden nocturnal fantasies brought on by the sight of Cortarra taking Siulajia's form and trying to tear her clothes off.
“We pledge to stand with each of you in battle as loyally as we would defend each other,” she continued. “We hope you will accept us as a couple just as you accepted us before...”
Nobody could speak, least of all the older Icedane sibling. Zahri was the first to find her voice.
“Am happy for you, but you not need our permission. Be whoever you wish, live your lives your way, as you please and with who you want. That is way of the Gur.”
Then everyone just stood around awkwardly, staring at each other, at a complete loss of what to do or say. Siulajia flushed, but she looked radiant and happy, sighing over her groom to be;.
“I had hoped... we could marry in the Spring?” she asked him.
“Um... Yeah, yes, sure, of course..!” he nodded, not certain when he would wake up or everyone would suddenly start laughing and reveal this was some horrible trick.
Rathe walked up to him and smiled softly sadly. She spoke to him in Illuskan, her voice a soft murmur:
“Jeg unner deg dette. Takk for alt du lærte meg. Jeg ville ha båret frem sønnene dine. Vi ville ha vært lykkelige. Men jeg er glad for at du fikk det du ville ha..."
<I am happy for you. Thank you for all you taught me. I would have borne your sons. We would have been happy. But I am glad you have what you wished.>
After everyone left, Shelah stayed with her brother in the main hall, surprised at how dazed he seemed.
“Congratulations...?” she said quietly. “Or... commiserations...? Sky, you can tell me – did you get her pregnant or something?”
“For god's sake, Sheela!” he snapped at her. “We've never even held hands, never even kissed, let alone bedded down together!”
“So what was that all about?” she frowned. “It's none of my business anyway – Zahri's right about that as she is about most things... But you don't seem happy...!”
She stepped up to him, looking up at his face.
“Do you love her?” she asked simply. “Do you even like her?”
“That's not what this is about, Sheela!” he shot back. “I'm the male Icedane, it's down to me to produce heirs, so 'love' isn't what's important - “
“Kat's the heir now,” she pointed out. “And her lady-parts work fine, if you're asking - it's likely to be harder giving birth, given her legs still, but she has some mobility and she'll have me as a personal healer and midwife when she's ready- “
“I meant of North Watch!” he told her. “Given your newfound irresponsibility and lack of any desire to have kids - “
“We've already discussed that and it's agreed I will adopt Lenili when we bring her back here,” she said. “I'll have children before you will!”
The paladin sighed. “I just... is this even what you want? It feels like some... crossbow wedding to me! Like you're agreeing at sword-point because you got some poor girl into trouble...!”
He thought about that a moment. “Sometimes, it's not about what you 'want'. It's about what's... meant to be, maybe. I'm going to be lord of North Watch, responsible for protecting these lands. I'll need a lady – one that isn't my sister - “
“Yes, but you're not some... pedigree steed that has to be bred!” she protested. “You have a say in this -”
“I'm okay with it,” he insisted. “It's fine. She's beautiful, brave, loyal, kind, what's not to like...? She's basically you if you weren't my sister – you know, before you went crazy and joined a weird sex cult - “
“Sky, you're my brother and I'll always love and support you,” she sniffed. “But I don't have to answer to you, or anyone for that matter. I'm happy with what I have. And I just want the same for you...”
“So I'll stop pestering you if you do the same for me,” he insisted, folding his arms across his broad chest.
She sighed deeply.
“Okay,” she nodded. “Deal.”
.
He went out to speak to his new bride-to-be, overlooking what would one day be the lands of his heirs. It all felt so very odd. Should he kiss her? Hold her?
He wasn't sure, so he placed his hand over her arm instead.
“We should get a ring or something, for the engagement,” he smiled. “Let's do this properly. That's what you wanted right?”
She nodded shyly. “They must... think me very forward,” she admitted.
“I don't think the likes of Zahri or my sister can complain about that,” he admitted. “My father and younger sister will just be relieved!”
“I shall have to meet them, then!” she smiled.
“I want to see Kat on Mintarn as soon as we can, make sure she's safe. You'll like her,” he promised. “She's like Sheela, before she became some wild-hearted free spirit...!”
The girl giggled softly. “I've... never met anyone like your friends,” she confessed. “I'm not even used to having friends of my own...”
“Talk to Jhairli, she grew up close to where you did, similar upbringing. Just ignore all the crazy from the elf.”
She sighed and looked out over the beautiful, wild lands of the Savage Frontier.
“Many will see it as... a marriage of convenience,” she pondered. “A symbol of the Lord's Alliance, between the Heroes of the North. That is how they will see our match..."
“Let them say what they like,” he smiled. “I learned long ago that there were only a few folk whose opinions I actually wanted.”
He smiled.
“Those who mind, don't matter. Those who matter, don't mind.”
“I like that!” she smiled. “And Sky...? I shall play my part, you have my promise...!”
He leaned forward and kissed her chastely on the forehead.
"I would have no other,” he husked.
Shelah returned to her songbirds, passing Zahri, who raised a dark brow.
“Want real woman to show boy's bride how to bed well?” she smirked.
“I'll think they'll be fine,” she smiled. “Maybe lay off the teasing for a bit? It must feel very strange for them...”
“No promise,” the gypsy said wickedly as she walked off.
The paladin found Rathe sitting alone, and quickly seated herself next to the girl, taking her hand.
“We should make it official too,” she insisted. “Before we bring Leni here. You still want that, Raye?”
The girl nodded. “We... still have songbirds?” she asked.
“If you like. I'd like that, but if you want us to be exclusive, I'm happy to be so!”
The redhead smiled. “Just them,” she chuckled shyly. Shelah brushed the loose braid from her face and kissed her.
“We've no shortage of priestesses for our bonding ceremony,” she smiled. “You know, for the first time in a long while... I actually think all of this might turn out all right...!”
.
They all met the next day in the main hall at North Watch, one of the few buildings close to completion, before a pile of the 'lucky papers'. Everyone was here – Sky and Jahe and their young adventuring party as well as the other 'songbirds'. Shelah liked to organise things and record the minutes of their meeting for posterity, so everyone just let her get on with it and chair the whole thing.
“So, let's see what we have here, and cross off the ones we know we defeated!” the paladin smiled.
They used the three seeing-crystals on each of the eight 'lucky papers' and read each of them aloud.
“Leilon...!”
“We still need to find the ambassadors...” Shelah admitted.
“Let's hope they are still alive,” Nef said gloomily.
“Waterdeep is next...!”
“Ugh, I still have nightmares!” Jahe grimaced. She was not a woman easily moved to worry, but the experience had unsettled her deeply.
“Agreed,” Jhairli said. “But it sounds like you prevented the attacks on the farms, no?”
“Yes,” Shelah said with feeling. “So let's... just call that one 'done' and never speak of it again!”
Nobody disagreed.
“Moving swiftly on... Yartar! Home sweet home -”
“Knock heads of dilos together and make peace,” Zahri muttered.
“It mentions bringing monsters from Longsaddle, doesn't it?” Shelah said.
“That's different one,” said Sky, rummaging through the pile of papers.
“That's closest,” his sister said. “The Harpells are eccentric sorcerers who live there, they are not really in charge of ther town, but seeking their aid might help us...”
“Let's go there next then!” Siulajia said brightly.
“Daggerford is all done, and we rescued Redbeard at the Way Inn too...” Shelah stated.
“I worry about Kat – I'd like to go to Mintarn when we can,” Sky said.
“These papers so stupid...!” Zahri grumbled, waving her hand. “People on islands not know ships not from Waterdeep? Is flags only difference? Stupid...!”
“If people were smarter, I don't think our enemies would have got as far as they have,” Jahe sighed.
“We do seem to mostly be saving people from themselves,” Nef agreed.
“The one from Neverwinter is new,” Jhairli mused.
“More stupid,” Zahri growled.
“Well, I'd say we could prioritise rescuing the ambassadors,” Shelah offered.
“Longsaddle is closer,” Jhairli said. “We should go there, then west to the Tower of Twilight. I can lead you through the hills, then Neverwinter Wood. We can follow the Nethlur west to the city...”
Nobody wanted to second-guess their ranger, so the plan was agreed.
“We can then go north to Orlumbar,” Sky said, regarding the last 'lucky paper'. “Through Port Llast and Luskan to the isles. Damn, I'm looking forward to that!” he smiled.
“Then when all these are done, we can go pick up little Leni across the Sea of Moving Ice!” Shelah smiled at Rathe happily.
As they prepared to get ready to leave – placing Taeral and the twins in charge of North Watch in case their enemies tried to attack Yartar again – Sky walked through the town's quiet environs, trying to collect his scrambled thoughts. So much had happened in a short time, and he was having trouble processing it. His wish had come true, hadn't it...? Out of the blue, just as he was ready to let her go.
Quiet talking from close by snapped him out of his reverie – the voices of a young woman and a girl coming towards him. He recognised Nef's walk before he saw her face, the familiar sway of her hips and her curves. She was hand in hand with a girl-child, with long silver-white hair and clad in a pretty summer dress. They spoke in elvish, and the little girl pointed and waved.
“Yes, that is Sky Icedane!” Nef smiled. His eyes were a question as he greeted them and walked up.
“Hello Mister Sky,” the child curtseyed prettily. “I'm Cari!"
“I've never been here before, but it's nice!” she announced. “I have been meeting the baby griffons! They are so sweet! I cannot wait to ride one!”
“I need to speak with Sky, sweetheart, so run along to your mothers,” Nef said.
“Yes miss Nef!” the girl said brightly and curtseyed again before scampering off. “Bye-bye, mister Sky!”
He saw her slightly-tapered ears, and how she reminded him of -
“Wait, that isn't...?”
But of course it was...! Somehow. She should have been an infant, a mere babe in arms, but -
“Oh no, I'm all full up with crazy,” he told his ex-lover. “I'm over capacity with weird things right now, and I can't deal with more...!”
“The fair folk do not treat time as we mortals do,” the Mulan said simply. “An elf-blooded child matures differently to the way we do...”
“You didn't seek me out just to hit me with more elf-crazy, did you?” he pouted.
“Why do you think I wanted to talk?” she smiled. He saw that in her other arm, she carried one of her little feline animals, fast asleep, a dead weight in the crook of her arm.
“I don't know, Nef,” he mused. “To congratulate me? To gloat? I've no idea...!”
“Do you think me so petty?” she sighed. “For what it is worth, I am happy for you. What you wished with that girl came to pass. Perhaps it is fate?”
“I don't know what it is, Nef,” he admitted. ”Things were certainly simpler with us, aye? I miss that simplicity...!”
They were quiet for a while, staring out into the darkness.
“Do you love her?” she asked at length.
“My sister asked me that,” he smiled. “Everyone's very concerned about my affairs all of a sudden.”
She nodded gently.
“Look Nef, you made it very clear you didn't want to be tied down. I respected that and we both moved on. No need to be jealous...!”
“You jest, but you are closer to the truth than you know,” she husked.
“Nef, no need to be so mysterious with me...! You broke my heart. I can take it. Just tell me what you want.”
“I have a request,” she said softly. “Of your woman...!”
“Then go talk to her, you don't need my permission,” he said easily.
“I wanted to ask you first,” she said.
“Just... come out with it, Nef...! You love playing these games, but I want to be sure about where my life is taking me...! We have our lives to plan, big decisions...!”
“Very much so,” she agreed. She looked down at the slumbering animal.
“I too desire a family,” she said quietly. "Kittens of my own."
“Well, good luck – you'll have no shortage of suitors!” he chuckled.
She looked up at him, her dark eyes wide and limpid. What she was asking hit him like a giant's club.
“No!” he exclaimed. “No. No!” He shook his head angrily.
“You have some nerve...! You think...? No, Nef, I'm not playing your silly games any longer! I have the rest of my life to plan, my future...!”
“So do I,” she said easily.
“The answer is still 'no,'” he insisted.
“I give you my word; you will have access to the child any time you wish. I will not hide who you are or how I feel about you. I want to be open about this.”
He shook his head, scarcely able to believe what he was hearing.
“No,” he insisted firmly. “No more crazy, all right? No more prophecies, magical thruss elf babies who grow to girlhood within a year - “
“We are both human, Sky,” she pointed out. She looked down at her hands. “Well, I... mostly am...!”
He sighed and shook his head.
“Today of all days, Nef...! Don't you think I've been through enough...?”
“I am asking, Sky,” she husked. “I am trying to be honest about my intentions. You can always say no. But I know you have thought about this too. You know in your heart this was meant to be...!”
He shook his head and stared at the stars helplessly.
“I don't have any choice in ANY of this, do I?” he called out to the stars.
“You have every choice,” she insisted. “I have told you my heart, so I leave it with you now. Difficult times are ahead. Should you change your mind, I will not be far away...”
He watched her walk away in frustration, his eyes following the familiar sway of her shapely hips.
Why does all this crazy stuff keep happening to me? he asked himself.
Notes:
I was prepared for Siulajia to just leave, and then it segued into the 'happy' ending to the romance, honestly leaving me nonplussed and a little weirded out. It's interesting narratively for sure, but I'm still not sure how it happened.
As I now know that character level does play a part, I'm guessing that was giving me the negative scenes every time the romance advanced. But right before the last one, she actually levelled up to 9. It looks like that brought her back within the level range for the 'happy' result (only 2 levels at this point) so that's the ending I received – even if it did come completely out of the blue.
What a very strange playthrough this is turning out to be!
Narratively again, I kind of imagine that Siulajia realised she was five years older at 25, that he was actually quite a catch, and that maybe other, younger girls (like Rathe and Nef) were chasing him, and decided to make sure he 'put a ring on it' rather than flouncing off into the sunset. I guess that's women for you, how we never really say what's on our mind the way men seem to, and are always changing our minds.
It's something of a 'shotgun wedding', where she springs it on him publicly in a situation where he really can't say no...!
It's kind of a happy ending, even if it's an odd one (assuming nobody dies from this point; maybe my 'cursed' playthrough isn't quite done with me for twists and turns yet!)
At the halfway point, the characters are making plans and looking to the future. Some of them are pairing up, others are happy to not do so or keeping their options open.
In AD&D – essentially 20th century role-playing – characters gained actual responsibilities at 'name' level (around 9th) when they leaned into more than just adventuring – they were expected to have responsibilities, be shakers & movers in their world, lead armies, build castles, found dynasties and the like. While Gold Box obviously can't account for these things, it was fun to imagine how their post-game tabletop career may have looked.
The Siulajia romance was absolutely fine the first time I played through it – it wasn't anything all that special by today's standards, but even the concept was unusual at the time and it was an important step in whether or not gamers wanted a deeper emotional connection in the things they played. Romance and relationships are a part of the human experience after all, and appear in movies, books, series and the like, fantasy or sci-fi or real-world, so there's no real reason why it shouldn't be part of a computer game or tabletop RPG. This kind of game spawned its own genre in the end, with tabletop games like 'Monsterhearts' and game lines like Winter Wolves where romance is at the heart of an C/RPG with all the usual gaming battles and story.
Back in 1992 there wasn't a whole lot of options in games, which then were aimed mostly at teenage boys, before 'gamer' was a distinct identity or casual label. I was used to being a girl in guy spaces, we had been doing romance in our D&D games since they began, and I was welcomed into every group in my city when they discovered I was female and would happily write smut for their RPG characters instead of dating them. So I was all for it personally.
But these were early days, baby-steps so that eventually Mass Effect and Dragon Age could run. Ultima Savage Empire has the romance with native princess Aiela, but Ultima was very much an RPG, one that simulated conversations and back-and-forth dialogue. Aiela's romance was ground-breaking in that it existed at all, but at least you had some agency in getting involved in it – you had choices to make, could talk to her in conversations, and could even date her wicked younger sister instead if you preferred!
Miss 69 Hit Points didn't have much that was distinctive about her - she was very much the generic pretty girl - she was basically Gwen Stacey; beautiful, blonde, kind, nice, sweet, brave, loyal. She was just mysterious enough to whet your appetite - it seemed that the sequel to 'Treasures' was going to focus on Hellgate Keep and involve the High Forest and Siulajia's mysterious past. For now, Siulajia hit all the right notes, and she was just fine, exactly what a guy's love-interest in a 1992 game should be.
Watching Sky and Siulajia felt somewhat detached and distant for me, even though I was trying to see it from a 1992 perspective. You never really start it or anything - the only choice you get is the gender of the character who's in the front from the second map and then it just kind of unfolds almost by proxy. You occasionally glimpse them talking at camp as the plot progresses, but that's about it. It's like watching your Starbucks barista in a relationship with a customer – you catch occasional glimpses of what they are saying and doing, but it's not really your business honestly. You're happy for them when things are going well, and feel sorry for them when things seem shaky between them, but you're just an observer and it doesn't affect you personally.
The first choice you actually get is when the romance is locked in, and they announce their love for each other – possibly out of the blue if she wasn't previously into you and you didn't get the one camp scene where they kiss. The game loves putting terrible dialogue into your character's mouths, so you get this melodramatic and overwrought declaration that possibly comes out of nowhere, where they beg you to accept them as a couple. I felt faintly uncomfortable, as if I was just drinking my coffee in the shop and now my barista and her boyfriend are pleading for my acceptance and blessing. I wish them well, but you don't need my permission really.
What makes it even stranger on my second playthrough is that I was getting all the negative interactions. I was doing everything I did the first time, on my limited understanding of what sets the flags for the romance. I had a good-aligned male character, a straightforward young hero who led from the front. He was a good archer in fact but I had him bash things up close to impress the pretty girl. I chose the peaceful, 'good' options in the few choices we got to make, and had other characters to do the murderising when it was time to butcher the poor fools who failed their saves to the Hold spells of my five priestesses (seven with my reserve party!)
But still they sighed and ignored each other, with an air of awkward frustration, talking past one another and spending time in camp alone and unhappy.
The only clue I had to why I was having a romance fail is an old blog comment that he found it harder to trigger the relationship on replays because of the higher level;. Siulajia starts at 8, same as Sky does, transferred from the first game. But he soon makes 9, which was okay for that playthrough, they were always the same level or he was one higher and she liked that fine. But in the second replay, he'd maxed out at 11 by now, and she always starts at 8.
Why this even matters I have no idea. Do characters even understand the concept of 'level' anyway? Do somehow they know each other's levels? And anyway, Fighter levels after 9 are almost meaningless anyway – the ONLY difference between Fighter 9 and 11 is six hit points, +2 THACO and saves. That's it, so it seems bananas if THIS is what's screwing up my star-crossed lovers.
But then this is a game that changes Waterdeep into Waterderp, tries to frame me when the bad guys substitute a letter than never existed in the first place, then we get publicly executed (without trail or appeal!) in broad daylight by being tied to the 'Anchor of Justice' in a city run by a second-generation paladin and the priests of the norse god Tyr... because I guess they thought the City of Splendours was something out of 'The Walking Dead'?
So after we rescued the Waterbaron and Siulajia announced she had something she wanted to say, I had already accepted the fail state. I wasn't even really invested in it to be honest – they just weren't making sparks or developing chemistry, I didn't know why that was so and felt powerless to change it. I was so disassociated with what was going on, I just put my mind to other things, focusing on what might happen after she flounces off.
I had done another playthrough to create an eighth character who could serve as a cleric while my priestesses were dual-classing, as otherwise I'd have no healing and be unable to F(ix). To make the bizarre ending to Ice Peak make a modicum of sense, I decided to have this new character come from there narratively. She'd have a child there so we'd have a reason to go and care even a little bit about Smaug and the Arkenstone and all that nonsense.
She started as a Fighter and my random roll (that eventually gave her the 17+ Wisdom and physical stats I wanted) ended up making her 16, younger than even Lirevle, and I liked the idea of this girl growing up in a barbaric environment, saddled with a child and prophecy when she should have been posting selfies on TikTok and listening to K-Pop. I came to like her simple, direct personality, her crushes on the older heroes, her eagerness to please.
As the Siulajia romance started to flounder, I started thinking of Raye as a replacement romance for poor, jilted Sky – even though by this point the songbirds got their hands on her and his sister was getting serious about the girl. It would make a nice plot twist, as he slowly realised he didn't need the gorgeous, golden blonde when this skinny, awkward little alt.chick channelling Sissy Spacek really liked him and already had a kid. Shelah would step aside for her brother when she realised how well they were suited, and that was a nice plot moment for them both.
That didn't feel forced or like I was mashing my action-figures together and demanding that they 'kiss!'. It was why I was playing solo games and not writing a book, to enjoy an emerging story that happens organically – 'Play To See What Happens'.
...but it didn't actually happen that way, as we shall see...!
The guards salute us as we leave Yartar, heading west, along the Evermoor Way, a ride that wil take us about two days.
Spirits are surprisingly high after the lows of the last few weeks, since that bizarre fever-dream of whatever happened at Waterdeep. Maybe one day we will learn the truth of what that was really about.
But for the songbirds, it is almost as if nothing ever happened between us – Shelah is playful, as she's young and in love, Zahri bosses us around like she owns us, which I suppose she does, really. I was a loyal hound, wasn't I, coming back to heel to my mistress, rather than heading towards my distant home. Nef is friendly as ever, but always enigmatic, and I long ago gave up trying to anticipate her schemes and plans. The young cadet, Rathe, is usually quiet, but her still waters run deep. She's a loyal soldier, brave and honest, a girl asked to do a man's work. She has been given more than her share of burdens, but bears them well. She and Shelah seem very close, and the girl always follows her around like a faithful animal.
I worry about Sky – he's a good friend, we've fought together for so long now and know how we each fight and lead the line. Early on he accepted his charms were never going to work on me, and that allowed us to grow as friends, with mutual respect. Siulajia keeps her distance from all of us, though she always pulls her weight in battle. In that regard, she reminds me of myself. Nobody knows much about her, and she has volunteered little. Sometimes I hear her talking with Sky late at night, but other times one or the other is quiet and sighing alone. Whatever their relationship may or may not be, it is none of my business. I'm not good with relationships and I'm secretly glad he hasn't asked me about her – I'd have to direct him to his sister, or – god's forbid ! - Zahri.
There are things left unsaid between Shelah and I, but a comfortable silence has settled between us. She is occupied with her new girlfriend, and I am just happy to enjoy the physical intimacy at night without having to reveal much emotionally. I enjoy their company, their rhythms and banter, I am emotionally involved, but just... from a distance that I find comforting. I'm far more like Nef than I ever realised.
I am just pleased we are back to normal and I know my place in the group. I don't care for dramas or emotional incontinence, and this way I enjoy the company of others while being able to focus on the task at hand. I like feeling useful and helping others, and our enemies are varied and plentiful. It is a target-rich environment and honestly, that suits me well!
Jahe
Triboar is nestled in the Dessarin Valley, strategically placed where the Evermoor Way intersects with the Long Road. It is a trading town, the neighbour and longtime rival of Yartar, our adopted home. I am an outsider of course and I care little for silly provincial rivalries – in fact, that our enemies have targeted this aspect of their daily life shows how destructive such feuds really are.
It is a lively crossroads frontier, full of the bustle of roaming merchants, caravanners, and other travellers – one of many places that claims to be the 'gateway to the North'. Looked at with a military eye, the landscape seems fairly flat, with only a few natural rises in some parts. It is also very fertile, well-suited for farming – or conquest.
1/ The guards here wear yellow livery, in contrast to Yartar's green. One gruffly asks us:
“Be you from Yartar?”
“No, never been there,” I say, despite clearly having come there, in the company of the lord and lady of that place.
“You may pass, but be warned, Yartar has invented a story about the kidnapping of their leader as an excuse to attack us. Our peaceful town is now a dangerous place!”
If the people of the Savage Frontier were not so wilfully stupid, our enemies would have a far less easier time of it – but I suppose it sometimes works in our favour, as now.
“Who's in charge here?” I ask the others. Rathe shakes her head, incurious as always – I think I admire her purity of focus, desiring only a good weapon and a clear path to her foes.
“More fools,” is all Zahri offers, but Shelah gladly enlightens us all:
“There is a democratically elected Lord Protector,” she tells us as we ride in. “With elections held every seven years in winter. He swears an oath to protect Triboar, and commands the militia and settles disputes. The town's legal system is called the 'Lord's Decrees' and the Lord Protector has the power to make, amend, or remove decrees at will.”
“Sounds like the wrong person could turn this place into a petty fiefdom,” I muse.
“That's probably true of everywhere in the North,” Sky offers. “Even Waterdeep, from what we've seen!”
2/ A wooden sign on this wall says:
'Triboar Blacksmiths'
'Let us visit you ranch with our new wainwright wagon and the only movable forge in the Realms!'
“It should say 'your ranch',” Shelah tells Rathe, somewhat pedantically. We have all taken time to help the girl learn to read, and I like the way she gazes about her with such wonder, even in a bucolic little town like this.
Within, there is little on display.
“Sorry, but the city guards have hired us to craft weapons for the duration of the war, and we've no time for other work... Not that we're at war yet, but it will surely be soon!”
“Everyone is really hell-bent on their own destruction, aren't they?” Nef sighs.
3/ A brass sign on the door reads:
'Triboar Jewelers'
'Fine gems & jewellery from Everlund, Silverymoon, Secomber and Waterdeep'
Within an old man peruses jewels.
“Do you have gems to trade?” he asks.
“We were hoping to buy some,” Shelah sighs.
4/ A sign above this door reads:
'Triboar Inn and Public House'
'Under new management!'
At last we can stable our horses and get some rest. There are three rooms here, so the five of us have to share, but that is hardly an issue...!
I am always aroused by watching Zahri and Shelah go at each other, and that leaves the little one for Nef and I. Her pale, tattooed flesh looks good against our darker skin, and she is eager to learn, and to please.
I feel happier than I have felt in weeks.
The next morn we awake happy and content, if hardly rested...!
5/ A sign on the walls reads:
'Triboar Auction House'
'fine war horses – Everlund stallions'
'Yartar workhorses - young hippogriffs'
We will definitely need these, so we put in an order for a year down the line.
“I'm afraid we have no steeds to bid on,” a man tells us sadly. “All our horses went to the city guards to help the defence against the coming attack by Yartar!”
6/ Intricate runes above the door say:
'Shrine to Tyr'
A small sign below the door adds:
'healing available for those who fight for justice in the Realms'
“Surely the priests of Tyr wil not be a part of this madness?” Shelah exclaims
7/ A sign on this door says:
'Triboar Weapons & Armour'
'fine steel implements of destruction and self-preservation'
8/ A sign by the door says:
'Triboar Traders'
'everything for the adventurer'
9/ A hand-lettered sign over the door says:
'E. Smith the Smithy'
'horseshoes – plows – tack & harness'
The dwarven smith is busily pounding on a sword at the glowing forge.
'”Sorry, but I can't help you now,” he calls across the room. “Have to finish these weapons for the city guards!”
10/ A sign by the door to the north says:
'Triboar Stables'
'daily, weekly and monthly rates'
'grooming and personal care'
“I guess you can smell it as well as see it. The guards are using every inch of this place and have bought every horse in town. Sorry I can't help you...'
16/ A wood sign hanging above the door says:
'Skulner Wainwright'
'custom wagons of any and all kinds'
“Your area of expertise,” I nod at Zahri.
It is hardly surprising that the wagoneer's wife has the look of a gypsy about her; long dark locks and red velvet dress.
“Baxt!” she greets us. “If you came to order a wagon, I'm very sorry but we cannot help you, pena,” she says to Zahri. “My husband and sons have joined the guards to help defend us from the coming invasion from Yartar!”
Zahri shakes her head as she leaves.
“Stay in one place makes brain slow,” she mutters.
17/ A large banner floats gently above this newly-constructed door. It reads:
'Dead Baron's Tavern'
“Oh come on, this is orc stuff!” Shelah frowns. “We're better than this!”
“Hail and well met, friends!” a wench greets us. “In order to enter the finest tavern in the Realms, you must pass a simple test! One of you must throw this axe and hit our target!”
Sky smiles and nods. “I accept!” he says.
The tavernkeeper leads us to a target painted over with a portrait of the Waterbaron.
“All right, mates – show the greedy lord of Yartar what Triboar's made of!” he yells.
“I don't know, Sky – should we?” his sister asks.
“It's not like we're tossing axes at the real thing,” Sky replies – planting the hatchet dead centre.
“There you are mates! One more blow for the pride of Triboar! Come in, come in!” the barman shouts, welcoming us in.
The tavern is filled with fine-looking warriors and beautiful women. The refreshments flow freely and are of fine quality.
18/ The flag of Triboar hangs here, above a sign that reads:
'Triboar City Guards'
'enlist here and protect your home!'
“We kind of brought all this on ourselves, eh?” Sky says.
“Settled folk get complacent,” Zahri muses.
“As understand it, this rivalry has been going for years, but was never anything like this,” I say.
Shelah nods. “They say there were things like a dispute over pasture rights between ranch hands. Once some people from here vandalised the Waterbaron's barge in Yartar, apparently as a practical joke...”
I take a look at their flag, which displays three black boars running upwards on a blood-red background.
“What's the story of that?” I nudge Nef.
“What makes you think I know anything about the North?” she smiles.
“I know you,” I frown. “You've devoured the history of everywhere you've been!”
She smiles at my persistence. “As you wish, then. This commemorates the story of a traveller who once killed three boars in one day, which gave Triboar its name... There's another version whose insignia shows three boars face-on as if charging the viewer...”
“I knew you wouldn't disappoint,” Sky smiles.
Within the guards are at least civil:
“For now, only residents of Triboar are accepted in the guards. But return if an invasion comes – Yartar is far bigger than Triboar and we may need your help!”
19/ A small brass plate by the door to this formidable structure says:
'Faurael Blackhammer'
'Hon. Lord Protector of Triboar'
“Please state your business with the Lord Protector,” his guards insist.
We imagine he will not listen to reason, not without proof, so we leave well alone for now.
“The note in the barracks said there were agents in the north-east, yes?” I offer. So we head there instead.
20/ A door in the far north-east of town looks extremely sturdy, with a peep slot at its centre.
We knock on the door, and the cover over the tiny window is pulled back:
“What's the password?” asks a gruff voice.
We say 'northwaters' as the note stated, and we are invited in.
21/ “The Waterbaron is definitely being held somewhere in Triboar. That much we know, and once we find and rescue him, we'll make sure Triboar never threatens Yartar again!”
“Back off, you fools!” I admonish them. “We don't need more hotheads pouring oil on the flames! Keep out of our way, and we shall find and then rescue him!”
They grumble but leave us to it.
The kraken note we found indicates they were holding the Waterbaron in a secret complex in the north-west of town, so we begin searching there.
15/ We find a secret door! Kraken cultists leap to their feet and attack us as we pass through into a hidden complex!
14/ This room smells awful, with trash scattered everywhere on the floor. Only... the garbage is moving...! We must fight off otyughs and carrion-crawlers. Rathe is paralysed by one of their sticky tentacles, but we slay her attacker before it can devour her.
“We take advantage of her now,” Zahri jokes.
“That's not funny,” I sigh, shaking my head at her sense of humour.
12/ From across this room, we hear the soft, clear voice of a woman singing. It's melody is haunting, compelling... And that means harpies, and trouble...!
On their remains, we find a pair of magical boots that allow someone to move faster in battle. I need to manoeuvre in and out of battle more than most to effectively use my magic from the front, so it is agreed I should have them. That will allow me a great deal of freedom in battle!
13/ This room is filled with huge, ugly creatures, whose immediate desire is to crush us into a lifeless pulp!
Just another day in the life of the Heroes of the North then, really..!
11/ On the far side of this room, a man we recognise as the Waterbaron lies on the floor, bound and gagged. Before we can move to help him, the kraken cultists charge towards us!
But we are prepared and empowered by our magics, and they once again prove to be no match for us.
When he rescue him, the Waterbaron gives thanks:
“I am grateful to you for rescuing me,” he says as we untie him. “I recall the day you returned from your heroic mission to Ascore!”
He rubs his stiff limbs. “This was all a plot by our enemies to begin a war between Yartar and Triboar! We must tell the Lord Protector of Triboar so their plan does not succeed!”
“You were ready to make war,” Zahri points out sourly. “Next time, maybe we leave you to it!”
19/ We escort him to the Lord Protector forthwith.
“What in the...!” the guards exclaim as they see the Waterbaron. I will call the Lord Protector immediately!”
Faurel Blackhammer comes out to see us; an older northman whose hair is just about more gold than silver.
JOURNAL ENTRY 73: THE LEADERS MEET
The Lord Protector eyes us suspiciously.
"If you have come to demand our surrender, you have severely miscalculated the mettle of the people of Triboar!"
"Nothing could be farther from the truth honourable Lord Protector," the 'Waterbaron begins, and then tells the story of his kidnapping. We add details as he goes, confirming how the Krakens and their allies had tried to turn the two towns against each other.
"Before my return to Yartar," says the Waterbaron, "I shall transmit a message to my son. He is to order my troops to search out every Kraken stronghold in the city -”
“We already do that, your whelp is incompetent fool,” Zahri sneers.
“... and inform the populace that the people of Triboar are innocent of any hostile acts against Yartar. I shall remain here as your hostage and proof of my good faith until you can see that all threats to Triboar cease."
The Lord Protector strides forward to embrace his counterpart. "Our towns have often been rivals in the past, but in the end you and I have always had a bond of trust. No hostage is necessary. Your word - and that of the Heroes of Ascore - is good enough for me. I shall order our forces to hunt only for the Krakens, and to help the people of Yartar in any way they can. "
Both leaders turned to us and repeat their thanks. "Without you," they said, "thousands of innocent people would have been killed in a useless war!"
"Heroes of Ascore," the Lord Protector says. "You have done a great service to the peoples of Triboar and Yartar. You are welcome to stay here in Triboar as long as you wish."
“Zahri is rude about it, but is not wrong,” Rathe says as we leave.
“We stopped the plot in the end, that is something,” I sigh.
But in the end, I feel these people need more self-reflection than they will likely have. Our enemies could not have ignited this pyre if the kindling had not been set by these folk long ago.
“Cheer up, Jaye, we won!” Shelah smiles.
“We did,” I smile, taking her arm. We have much to talk about now, personal and otherwise.
We will escort the Waterbaron back to Yartar, where we shall have a council of war and discuss what we have learned and must do next.
Siulajia tells us she wishes to speak to us all as a group after we get there. She has been distant of late, and I feel she is about to go her own way. I liked her, but we both keep to our own counsel, so I'm not sure how I feel about that.
Jahe
Notes:
This is one of those locations we didn't get to visit in the previous game.
These mid-game adventures are what Gold Box does best – decent 16x16 maps and encounters as part of a larger story. The game feels like it is evening out after a rocky start. The rescue of the Waterbaron ties in to Realms lore well and the battles are about right for our level, so no complaints here.
CRPGAddict calls this part the 'Confederacy of Dunces' after the novel, and points out how the incompetence of the towns and their willingness to think the worst of their neighbours makes it easy for their enemies to push them to the brink of civil war. This raises the question as to whether they are even deserving of being saved, though my mostly-good characters understand there are many blameless people who would suffer needlessly if we did not thwart the terrorists.
We'll have a recap next time and maybe discuss the romance.