THE GATEWAY CHRONICLE
March 1998

WAR STORIES (February 1998)

The most recent appearance of the Ram's Head Tavern was on a mountain called Dragon's Tooth located near the Evangar/Thallerin/Desolation border. The trip into the mountains was arduous, and most were hoping to replenish their supplies when they reached the Ram's Head. When they arrived, however, they found the inn in disarray and water in short supply.
    The gatekeeper had set up shop in the mess/hall of the Mining Cooperative of Vathos (MCV) - a mining camp operated by Athor Valenheim. Apparently the MCV had recently had a dispute with some of their Dwarven miners when they declared that the mine was actually an old Dwarven stronghold - Dhale Uthrik - which rightfully belonged to them. Of Valenheim's staff, only Guz (a human barkeep), Morok Stormforge (a Dwarven blacksmith) and a few human miners remained in the tavern that serviced the mines. The dwarven miners had retreated into the mines and were trying to force the MCV into submission by denying them access to water.
    As if this situation weren't bad enough, the vast amount of mineral wealth generated by the mine had not escaped the attention of the surrounding counties of Farvale in Evangar and Badsland in Thallerin. Both considered the mine to be within their borders and, thus, both laid claim to the mine. When a Dwarven military contingent was sent to help their striking miners, both Thallerin and Evangar responded in kind by sending troops of their own.
    Despite these political tensions, the Gatekeeper welcomed everyone to the Tavern. With Sir Rhys and Captain Moorkoth absent, the Grey Guard spent most of their time outside the Tavern warily eyeing the other military units. The military commanders, Captain Voorhees of Farvale, Captain Brach of Badsland, and Torstonehaven from the Dwarves, all made appearances in the tavern. Although this made for a tense atmosphere, it also set the stage for potential political negotiation.
    Wishing to prevent a war from erupting over the mine, King Blacksteel appointed a neutral arbiter - Jacko Delight - and ordered a council to advise him on the mine's disposition. Jacko began consulting some references he had brought from the Count Skye Memorial Library to determine who the rightful owner was. At Sundown, he and his council of aids announced their decision to award the mine to the Dwarves. This award is dependent on the reinstatement of their contract with the MCV with an additional two months on the contract to make up for the lost strike time; and the Dwarves honoring the reinstated contract.
    Meanwhile, Athor Valenheim requested that a number of adventurers travel deep into the mines to regain access to the water supply. Although a number of individuals (including Segial, who wandered down on his own at least twice) braved the dangers of the mines to complete this quest, eventually the three local military commanders - Captain Owl, Captain Vorhees, and Commander Brach were successful. In the process, they learned from Tor Stonehaven (commander of the local dwarven militia) and Morok Stormforge why the dwarves rebelled. Apparently, their leader Florin had been transformed into a greedy madman by an old mummified had he had found in the mines. When Florin died in a combat with adventures from the Ram's Head Tavern, Rock was able to recover the artifact and destroy it, and the dwarves were once again able to negotiate.
    As always, the mysterious gateway opened portals into many intriguing adventures. Many of the portals seemed to lead into the mine and involved recovering pieces of a large stone statue. One of the expeditions, however, returned carrying a dragonscale shield, the presence of which immediately sent the Draekor Vrexir off on a wild rage claiming that the shield was "skin of his kin" and must rightfully be handed over to him. Initially refused, Vrexir confronted Umbar Churchson, Nightshade, and others demanding the shield, which he stated could only be made from a dragon slain ritually. Many tense, loud, minutes passed with the Draekor finally ending up in possession of the shield, though at what price few could say. Vrexir was then seen speaking with Autumn and the Gatekeeper, and shortly thereafter was not seen again in the Ram's Head Tavern. Rumors abound that the Gatekeeper, at Vrexir's request opened something called a "Gate of Desire" that allowed the Draekor to travel to the great stronghold of his people.
    Part of the mystery surrounding the statue was clarified when Father Bartholomew, a Danite priest who had gone missing in the mines, was found. He shared a vision about a terrible Demon coming out of the mountain and wreaking havoc on the countryside that Dain had given him. The Panthiests, who confessed that they had been sent to this mountain to destroy "He Who Could Not Be Named", unveiled a second part of the mystery. The last piece of the puzzle was uncovered by an expedition who encountered Oric Godhammer - an old dwarf who had been trapped in the mountain for centuries. He explained how the stone statue housed the spirit of Taraxamus - last priest of Gentu (an evil Panthiest mountain god). The only way to banish Gentu (he who should not be named) was to destroy all of his followers. The only way to destroy Taraxamus was to put him in a place with no Earth.....
    Moments after that Expedition came back, without Kobar (who bravely remained in the mines so that Godhammer could return), the statue animated and confirmed it was Taraxamus by destroying a wall of the Ram's Head Tavern and then killing Oric . A furious battle ensued inside the Ram's Head Tavern where through the efforts of many Taraxamus was forced through a Portal that the Gatekeeper opened, but it took Anthor Valenheim, Kayla, Slayer, and Risisin with it. When the portal reopened, all but Slayer returned. Those returning said they witnessed the destruction of Taraxamus, whose last act was to kill Slayer.

FROM THE BLACK DESK

It has been an interesting couple of months. We have been gradually making the transition from a one man show to a team effort and this issue of the Chronicle is another landmark. It is the first Chronicle put together by our Chronicler - the irrepressible Tom 'Kedrick' Dowd. Thanks Tom.
    We had our first Storyteller Meeting the day after the last game. Our plan is to gather monthly to exchange information about the campaign. That first meeting was a good one. We our better informed than ever and there is a lot in the works for all of your characters. I think the new structure is going to be very effective. By April I think we should have the hang of this Storyteller/Gamemaster thing.
    Another thanks to our Hosts for the last session. I had a fine time and from what I have been hearing so did the rest of you. Elistan got to ride a runaway mine car - how much more could I ask for?
    I'm planning on indulging myself with this next session so I hope most of you can make it. If you haven't told your Storyteller whether or not you will be making it to the next game please do so right away.

Take care of yourselves and see you soon -

-M

THE STATE OF THE UNION

This is the first installment of a regular feature in the Gateway Chronicle. The column discusses the state of the different duchies, the religions and other political factions. Although each column might have other information, the emphasis is on all things political. As always, feedback is encouraged.
    There has been some complaint that the politics of the game are too removed from the minds of most players to really seem important to their characters. Hopefully, this column will give political types something to talk about and give non-politically focused characters, and their Storytellers, some direction that might help them incorporate the events of the kingdom into the lives of their characters.
    The column will alternate between featuring the duchies and featuring the other political powers, including religions, royal ascension and sometimes others as well.
    This time, State of the Union is focusing on the current state of the duchies. Since the war, many things have changed. The rise of a king has turned cold war politics into peacetime politics. The court of King Blacksteel might bear little resemblance to the courts of the Winterborne kings, but it has nevertheless become fertile ground for intrigue, with Duke's, Baron's and Count's vying for the advisory positions closest to the King, and to the heir apparent, Arthon Jurel of Zurek.

THE DUCHY OF ARGOTH
New times have significantly altered the role of this duchy in the politics of Kaleth. It was once said that Argoth was little more than the pawn and puppet of the Church of Dain. If that was true, those days are past. While the people of Argoth, both common and aristocratic alike, continue to be among the most devout of Danites, the stability of a new kingdom has brought out a fascination in the nobility of Argoth which few would have expected. Counts of Argoth are vying ardently to attract scholars and artists of all kinds to their domain. Patronage of the arts and of learning has multiplied many times. Even Wellspring, which has not suffered hard times since the Shadow War ended, is attracting petitioners and talented students from across Kaleth, and they are not alone. Argoth is experiencing a renaissance of culture which is already having a notable effect on the court of the king and which, given fertile ground, may lay seed in the rest of Kaleth as well.

THE DUCHY OF EVANGAR
While Evangar suffered very few tangible losses due to the ascension of the king, and while many of the Winterborne descendants who form the Duchies most prominent families have gained some of the most influential positions in the court of the king, the peacetime economic boom in Kaleth has had less effect on the landlocked and geographically isolated Evangar than elsewhere. The duchy continues to maintain historical, military and economic importance in the realm, but their position is notably waning. In the face of decreasing power to influence events in the land, the ancient Winterborne aristocracy is beginning to rouse from its complacency. A variety of Dainite factions are gaining power and authority among the aristocrats, effecting even the Duke and the Baron's. This trend seems to have turned the attention of many of the powerful in Evangar inward, even as the rest of Kaleth looks outward to the shores of the kingdom and beyond.

THE DUCHY OF THALLARIN
A few years ago, Thallarin was poised at the brink of economic collapse. Although the king maintained significant interests in his home Duchy, he was already fighting to be seen as a king who could, with equality and justice, hold the duchies together. In the past few years, stories of starvation both in the rural villages and in the cities have diminished. Blacksteel's pre-war army, once the greatest fighting force in Kaleth, became roving bands of unemployed soldiers after the war. Now, at last, most units have disbanded or found employment elsewhere, some apparently making their way across the ocean to Kelar's most distant provinces, fighting for strangers. Perhaps the single most auspicious sign of Thallarin's recovering importance has been the bountiful harvest enjoyed from last year's crop. Again this year, it appears that mild weather and favorable planting conditions will produce yet another outstanding harvest for the recovering duchy.

THE DUCHY OF VATHOS
Trade in Vathos never suffered, only the materials have changed. Instead of focusing on transport of weapons and their materials to Thallarin and Evangar, the esteemed merchants of Vathos have been allowed to expand and diversify their interests in the present climate. Transport of the much-needed food and supplies to rejuvenate the economies of Zurek and Thallarin, destroyed by war and mobilization, has proved a boon for Vathos. The development of a kingly court, libraries in Zurek, museums and schools of learning in Argoth and ceaseless construction within Vathos have further stimulated the booming economy. Increased access and accumulation of resources has allowed entrepreneurs in Vathos to open trade with the continent of Kelar. Even despite the occasional incidences of piracy, sea trade in Vathos is a lucrative business. It has become so lucrative, in fact, that some startup interests in Argoth, Zurek and even Thallarin are looking into the possibility of initiating their own trade with the continent. Nevertheless, no matter whose flag the ships fly or who owns the company, it seems Vathos's dominance of good ports will allow them to maintain an effective monopoly on sea trade into the future.

THE DUCHY OF ZUREK
The tribute levied after the Unification War has significantly slowed Zurek's recovery. If the lands seized by the forces of Blacksteel had been burned and salted, as had been threatened by both sides, the Duchy would surely now be the poorest of the five. However, in the last year Zurek has begun to noticeably recover. Reports suggest that debts owed to the powerful Vathos banks are nearly gone, the harvests seem to be up to their normal pre-war levels and trade is perhaps stronger than ever. While support for Zurek before the war was overwhelming, support is now split among the heir to the kingdom and the duchy itself. Most allow that once Jurel becomes king, these differences will become irrelevant. Of course, many silently fear that the popular prince will not be allowed to succeed Blacksteel at the appointed time, if indeed he is allowed to become king at all.

AND YOUR FAVORITE PLAYERS WERE...

Suffice it to say that it was a very tight race. Congratulations to all, and especially Stan Leff for placing second in his first session.

1) Risisin - (Dave Simkins)
2) Caladan (Stan Leff)
3) Elestan - (Mike Nystul)

And congratulations to Dig Freedman as Morok Stormforge for walking away with “Favorite NPC” in the first ever voting. Check out the website discussion group for talk about this new category.

WRIT FROM KING BLACKSTEEL FOR JACKO DELIGHT
(for those who asked…)

ON HEROISM
by Robin Goodfellow

Note: This is a document both in-character and out of it. In-character, it’s a treatise written by Robin Goodfellow in response to a made up heroic epic by a made up bard named Owen Greyeyes. If you have no idea who the characters are mentioned in the essay, that is fine. Some are made up, others are characters from the LARP. You need not know them to get the real point of the essay which is an out-of-character look at playing a hero and what that means. So, you are invited to take away from this some ideas on what it means in the world of the Chronicles to be a hero.

In Owen Greyeyes’ delicious epic, The Travails of Gilion (which was most recently performed in Vathos by the eternally delightful Madra al’Hibbib), we are presented with a most unlikely protagonist. It is clear that Master Greyeyes desires to create a new sort of hero in Gilion, a fellow upon whom greatness is thrust. The protagonist would rather be left alone on his lands than be troubled with adventures. Unfortunately, events continually conspire to place him in the thick of trouble. Surprisingly, he always prevails – despite his often indecisive or lax behavior.
    In the great dialog of poesy, Master Greyeyes is asking with this work ‘what is it that makes Gilion any less a hero than Saint Reynard, Sir Roland Dumar, or Martin Heller?’ I feel a responsibility to answer this literary question, and shall endeavor to do so in the following.
    What is the currency of heroism? If we are to understand, as we must, that the very breath a hero like Kithkirian expels is greater than that of a merciless villain such as Moorkoth, we must ask what it is that makes it so. Master Greyeyes seems intent on convincing us that it is prowess that determines a hero. For Gilion is indeed mighty and brave. However, Moorkoth is also mighty and brave. Puissance is not virtue in and of itself, and it is in this that the esteemed Master Greyeyes veers disastrously from the course.
    In fact, Kithkirian’s breath is greater than Moorkoth’s because of his actions – his deeds. The currency of heroism is minted from great works. However, even this explanation is incomplete, for indeed Master Greyeyes has made sure that Gilion’s actions are always good. His actions are the right thing to do at the time, and are the best actions for the greater good. However, the difficulty with Gilion is that his actions are only the right thing to do at the time. He has no heroic focus, but rather walks almost asleep through his own story, reacting to events ‘Oh…I suppose I should do this,’ or ‘This seems like what I should do.’ Master Greyeyes does not make the mistake of making his Gilion selfish, or stupid, or cruel. He is good hearted, but he has no real driving desire to commit heroic deeds. Martin Heller sought to free all those he might meet from any tyranny. Sir Roland actively sought to right wrongs, often investigating crimes long since past to uncover the truth behind them and set them to rights. To return to the aforementioned Kithkirian, does one need further proof of a hero’s focus than the great tale, ‘Twenty Years Before the Gates of Steel?’ We find these heroes living lives wholly devoted to the good, so great is their focus (to the ultimate extreme of waiting twenty years for a gate to open so a villain could be dispatched). Gilion, however, believes in nothing more than his farm. In verse after verse of the epic, we find the ersatz hero longing to be home.
    This is not heroic. If Gilion were to come to conclude that the Counselor – the principal motivator of the evil events in the epic – must be stopped, it would be forgivable. If he were to come to forget about his lands (for even just a short time) due to his deeper, heroic purpose, then we could say his earlier pining for home was placed in the epic to show his growth into a hero. However, he never relinquishes this pedestrian homesickness, thereby unceasingly reminding us that Gilion’s breath bears the stink of a common nature, continually declaring that he is not a hero despite his good-hearted actions.
    Master Greyeyes has presented us with a tale of a normal man in extraordinary circumstances. He even makes a point of this by presenting Gilion with difficult choices (for instance, either to pursue the escaping lieutenant of the Counselor’s guard, or run back to save the young peasant lad from capture by the slavers), and making Gilion unable to decide! While a hero must be flawed to be properly heroic, those flaws must be made manifest by his actions. Inaction is the providence of weaklings and simpletons, and it is in this calculation that Master Greyeyes makes his cruelest assault on heroism. For he allows Gilion to be paralyzed with indecision, and yet goes on to let all resolve well in the end – the lieutenant is captured, and the lad is freed from the slaves. Good fortune is not heroism, though for Gilion it passes as such. A true hero must have a fire of principles driving him on, and that fire will cause him to act – without question and accepting the consequences.
    While the tale of Gilion is amusing, it is not – as it claims be – a heroic epic. As I have said, Gilion’s well-meaning actions and martial prowess make him a fellow capable of great things. A hero, however, must have a life consumed by duty to a heroic task, and must act unceasingly (though not, perhaps, unerringly) to further that task. We are selfish folk, consumed with petty and base concerns. In our loftiest tales and arts, what possible need do we have to hear of folk who are just like us, only more capable with a sword. I say we have none. While Master Greyeyes’ craftsmanship of his poetry is, as always, breathtaking, I must declare that his literary effort to summon from whole cloth a new sort of hero is a monolithic failure.

KAYLA's TALE
by Robin Goodfellow

III.

Brave Heller's lone heir he was,
Hidden in hermit's hut
Wisdom he wielded and
Magics he made

He bore him the Crescent Axe
Bravest of Battle blades
Wielded by Heller in
Times now long past.

But One now must name him
Companion of Corm'rand to
Take up his mantle and
Bring out his blade

For Corm'rand is curs'ed by
Sedrickson's sinfullness
Once who was worthy whose
Heart is now shade

Now Heller's heir Anton he
Calls out the Question of
Who will now walk the way
Heller had gone.
'Who is a Hero and
Who shall be worthy to
Claim here the Crescent Axe,
Cure us this Curse?'

In Druidic Dwimmer Dell
Eight of them stepping forth
Each of the hoping to
Be called the One

Of eight eager warriors
One will be worthiest
Wielding the weapon that
Heller had held

Now Anton the ancient Son
Gazing to guarded hearts
Spying in shielded souls
Truest of thoughts

Brave Rhys and strong Kobar, wise
Bax and strange Liam, dark
Turan and Captain Owl,
All meet his gaze

But one of them holds his eyes
Kayla of Khazad Kith
Dwelt in the Dwarven Depths
Warrior wise

He spurns some and praises some
Each of them stepping back
Each of them banished from
Anton's cold eyes.

'There are two among you whose
Hearts are heroic, whose
Greatness is given with
Each passing breath.'

Then Anton the Ancient Son
Calls out for Kayla and
Rhys of the Grey Rose to
Step forth once more

'Each of you worthy hearts
Brave among battle lords
Face now the final test
Painful and past.'

And there in the Druid Dell
Kayla was captive caught
Taken to tarry in
Times that had passed

'Twas deep in the Dwarven dens.
Kayla was younger, and
Home to this hero was
Harrowed and harmed.

Marauder of many arms
Came to the Khazad Keep
Killing most merciless
Murdered most foul!

But Kayla was vigilant,
Fearless and Fortified
Gave it no ground for its
Terrible task

The demon that others fled,
She would not fall before.
This doughty dame had De-
clared it would die.

With seven great swings of axe,
Each of them cleaving it,
Kayla redoubtable
Drove forth the beast.

Returned to the Druid Dell,
All about witnessing
Kayla's accomplishment
Fearless and fine.

And now it is Gregor Rhys
Knight of the White Rose who
Comes to the testing, his
Past is displayed

The sky is now black as pitch,
Night is most murderous,
Legions most Damn'ed here
March 'neath the moon.

Yet they are not unopposed
Good men in mighty ranks
Meet them in battle this
Black starless Eve

One of the good men is
Tow'ring Commander Rhys
Keen blade and dour-hand
Aid him this night.

He comes to do battle with
Legion Lieutenant. ‘Twas
Foul among filth, but Brave
Rhys never reared.

Through taunting and tempting, the
Thing thought to best him,
But Gregor was resolute,
Dauntlessly so.

The images clarify,
There in the Druid Dell,
Each of the Heroes prove
Puissant and pure!

Anton the Ancient son,
Turning to all who've watched,
Asks them cry out
The name of the One.

'Which of these worthies,
Shall carry the Crescent Axe?
Stride into legend like
Heller before?'

The people are politic,
Split now asunder with
Half calling Kayla the
Other half Rhys!

'To Gregor, Commander! To
Him goes the Cresent axe!
Heartiest hero in
All of the land!'

'Not He but to Kayla the
Keeper of Khazad Ken,
Worthiest Warrior
Any shall see!'

But as they are calling out,
One figure's stepping forth,
Kayla of Khazad Kith,
Grasping the Axe.

As Humble as Saint Reynard,
Stepping to Gregor Rhys,
Kayla is placing the
Axe in his hands.

But Gregor is wily, as
Wise as he's mighty,
Refusing it softly says
'You are the One.'

And so it is Kayla who
Takes up the Crescent Axe
Hero of Heroes towards
Legend she strides.

With axe held before her,
She walks into Corm'rand
Swallowed by shadow, she
Goes there alone.

IV.

Deep in the darkest depth,
Down in the fallow well,
Kayla is climbing. From
Here comes the curse.

At first from the shadow
Come rats by the score, they're
Attacking and biting the
Hero who'd come.

But Kayla is not to be
Toppled by vermin,
Dispatching them handly she
Strides further down.

Behold from the darkness is
Foulest of demons come!
Gaunt and gargantuan!
Eyless and ill!

It raises its wicked hand
Smiting at Kayla who
Faces the fearsome foe
Terrible tall!

With one blow it sunders her
Shield and her mighty limb,
Carelessly baring its
Breast to her blow!

Great Kayla is smitten, but
Swings her the Crescent Axe,
Finding her target and
Felling her foe!

Straggling and weakened, but
Never more fearless, she
Walks further forward to
Close out her quest.

Tis down into darkness her
Task now must take her, and
Lightless and lampless she
Takes her first steps.

But there in the evil dark,
Visions are given her
Words cannot summon the
Horrors she sees.

A few who are mighty could
Flee from such terrors, but
Most who are living would
Freeze there with fright.

But who is still living with
Will to keep walking when
Madness is filling his
Gaze with each step?

'Tis one that I know of, 'tis
Kayla of Khazad Kith,
There in the darkness,
Alone presses on!

Delivered from demons of
Soothsaying visions does
Kayla the Hero come
Now into light.

And there in the center of
Brightly lit chamber sits
Sedrickson’s likeness, still
Youthful and tame.

A boy of eight summers, he
Pleads with Brave Kayla to
Help him be freed from this
Terrible well.

But Kayla remembers the
Tale of betrayal, how
Corm’rand had Fallen from
Faith in this boy.

She hears not his cries or pleas,
Closes her steely heart,
Raises the Crescent Axe,
Brings it to bear.

But this boy is wary and
Wily and treacherous,
Traitorous terror Re-
vealing his wrath.

So there in the murkiest
Corner of anywhere,
Kayla and Sedrickson
Wage them their war.

Foul Sedrickson hides in the
Flesh of a foaling but
Strikes out at Kayla with
Malice and might.

Brave Kayla responding with
Awesome abandon, she
Smites him and severs the
Limbs from this lamb.

And Far away bated breath
Hangs on the lips of the
People who’re waiting to
Find out their Fate

For Corm’rand is covered with
Clouds of grave darkness that
Swallow the starlight and
Murder the moon.

Then suddenly sighing a-
Rises about them as
Though a great evil does
Lift from the land

And Then there is Starlight and
Moonshine and music, and
Gentle breeze blowing where
Once had been still.

For there in the wicked well,
Deep in the City, brave
Kayla had Smitten the
Cause of the Curse.

With Heller’s great blade she had
Taken the traitor to
Task for his terror and
Ended his reign.

And those who had witnessed it
Long shall remember that
Kayla the Conqueror
Cured Corm’rand’s Curse.

THE RUMOR MILL

You come to Phantor and Phantor will tell you who's who and what's what. You need to know what the sword you pulled out of some accursed tomb is and what it does find yourself a Loremaster. Jacko, Umbar or Cassandra have whole libraries full of old books loaded with information about the past. Phantor is the Loremaster of current events. You want to know about the Realm's adventurers you come to Phantor.
    Phantor has been hearing a lot about the Count Skye Memorial Library lately. No one seems to be sure what the library really is, who owns it and who has access to which books. This confusion has been causing some trouble for the interested parties and has probably hurt the Library's growth. Meanwhile Duke Claridge has been building a library of his own and would dearly love to get his hands on the Skye collection but as far as Phantor knows it will remain in Zurek on the estate of the enchantress Rhianna.
    Malachi has been pouring over monographs in the Count Skye Memorial Library. Frequently refusing food, drink, and sleep, his health and sanity are coming into question. Those who frequent the Library have reported hearing his voice rise high in the night chanting unrecognizable incantations. A reliable source has suggested that the inestimable incanter has discovered a source of immense arcane power in one of the ancient tomes.
    One of the things the Library's investors can't seem to get straightened out is who the curator of the Library will be. For a while it looked like it would be none other than Drexus Shendari, the retired Gatekeeper, but when he was excommunicated he started spending less time on Rhianna's estate. His successor was Ephram, but Ephram was imprisoned for theft and from what Phantor hears, he's not likely to get out any day soon. At present Reman and Malachi seem to be sharing the responsibility but it is safe to assume that they are searching for someone to fill the position on a permanent basis who won't get himself into trouble.
    It has been a hard time for the Church of Dain. Pantheism is coming back with a vengeance and the schism in their own ranks is starting to weaken the hierarchy.
    Songs about the Andor the Crusader and his recent deeds are being sung with increasing frequency in taverns in Argoth and Evangar, but Andor has not been seen in public in weeks. Phantor believes him to be in religious seclusion. Most people assume that Turan is also a Crusader, but he isn't. Not yet anyway. He has been training to join their ranks but Phantor happens to know that he was removed from the crusader list because of his erratic behavior. Turan does though seem to have acquired a sidekick - a mage named Caladan who worships the ground he walks on.
    Kedrick is still carrying the torch for Dain and has become something of a Pantheist bogeyman. Phantor has met the man and to be honest he just didn't seem that frightening, but then again Phantor has never been on the wrong end of one of his 'inquiries'. Umbar the Loremaster is now an Inquisitor (or is that now Lightbringers?) and is trying to reform the Inquisition from within. Those of you who have been paying attention to our Dainite friends know that Umbar has been teaching in the Seminary at Argoth for years, a post that seems to have paid off with a referral.
    The Dainites aren't the only ones with trouble on the horizon. Phantor has learned that the Inner Circle of the Wheel has convened specifically to address the 'Branwyn problem' and that it is their third such meeting. Branwyn was spotted disembarking a trading vessel that had just returned from a voyage to Kelar but she wouldn't talk about why she had gone or what she'd carried.
    Unless you have buried your head in the sand for the past couple of years you know that Pantheism is back. There is a lot going on in the that community but let's focus on the highlights.
    Phantor has received several rather odd reports about a Pantheist Champion named 'Slayer', which is particularly odd because he was supposedly killed the last time he journeyed the Ram' Head. The memorial to the lost Slayer was built near a Pantheist crypt somewhere in Thallarin. The pantheists of that region claim Slayer's soul rests there. Phantor has heard that Slayer, in a maniacal rage, slew the entire population of Mardive, a small cliff city in Vathos. This seems unlikely, but no less unlikely, than the rumor that Slayer, wearing the robes of a priest of Mordekar, walked out of the desert in southernmost Vathos or the tale that members of a renegade Mordekar cult of have begun taking their own lives to be buried near Slayer's memorial. .
    Bax Emerson has something to do with the Pantheist rebirth. No one has been able to explain to Phantor's satisfaction what exactly he did, but it was something very important that has the Pantheist Priesthood talking about him at great length. Several of Phantor's contacts have reported that he may be made the equivalent of a Pantheist Saint. Despite these rumors of impending greatness Bax has been spending a great deal of time in the company of Slayer's widow, supposedly consoling her on the loss of her husband. He has also been seen on many a night in a seedy tavern in Argoth.
    One of the greatest heroes of the Ram's Head is Kobar whose courage and noble character is known throughout the land. Phantor has heard a rumor that Kobar was slain in the mountains while returning from the mines last year and no one Phantor knows has seen the nomad for months. Lets all hope he is all right. His would be a great loss.
    You may have heard of Autumn, the wood elf guide with the human 'sister'. Well her choice of siblings may not be the only strange thing about her family. A friend of mine who knows more about elves than most elves do told me that she doesn't look like a wood elf to him. Too tall, he says. Too pale. According to this friend she looks like a high elf. I mentioned this to the boys at the Blue Hawk and they didn't seem at all surprised. They said they heard it before and that her true bloodline is the real reason she spends so much time so far away from her woodland home. All of this would make a lot more sense if it weren't for the fact that Phantor has also heard that Autimn is actually the daughter of Tiamus Nightkin, the reviled and exiled brother of Andra Failla Firstborn, the Elder Seeress and "mother" of the wood elves in Thallarin. Phantor has also heard that her sister Hunter may have an interest in Risisin that has more to do with his height and exotic features than the keys he carries.
    While on the subject, the Kytheri Keybearer himself was spotted in a local tavern with none other than Drerxus Shendari, the former Gatekeeper. Few kind words passed between the two men.
    When Drexus passed the Keys to Risisin, Captain Gray resigned his post and retired to a small farm somewhere in Zurek.His old friend and companion at arms, Anasawak Ku, is rumored to be running errands for the erstwhile Captain which suggests that the weary warrior may not be as retired as he likes to let on. Phantor would be willing to wager gold that his sword will come down from its place above the mantle before the year is out. Those who know the Captain tell me that he has been spending a lot of time with his niece and Lady Catherine.
    The word is that Gwen has rejected repeated offers from a Baron to run his kitchens, a prestigious post the refusal of which shows great strength of character. By the by, take it from one who knows that there is more to Gwen than it seems. Phantor hears that she has been studying with Rhianna -- and she's not taking cooking lessons!
    On to one of Phantor's favorite subjects - entertainment and the entertainers who brighten our lives. Phantor's current favorite is Robin Goodfellow, a newcomer whose songs and poems have been performed in Thallarin, Evangar, and at the Viscount's court in Zurek. Crown Prince Arthon Jurel is reputed to be particularly fond of Robin's work and is considering a commission, an award, or both. The ever-colorful Robin has been spending the past several weeks pouring himself into his latest endeavor, a drama for the Duke of Vathos. The Duke has placed unusual significance in the work, declaring the day of its debut a holiday in his realm. His advisors are uncertain why the work is so important
    Overheard...

An assassin hired to kill Reynn was found dead, consumed by a fire that burned from inside him.
Tyler Melwai been seen a number of times in the court of Viscount Menrik Tyler of Zurek. She is said to have retained quarters in the Viscount's stronghold.
Depending on whom you talk to, Kantr is either a spy for the High Elves or a spy for the Wood Elves. It must be that cloak he wears. Hoods always make you look more sinister.
Lady Cassandra Darkwood killed three men while travelling through Zurek. She says they were bandits. Others say that is only half of the truth.
Some odd coins said not to be of Kaleth or even Kelar were seen in Reynn's possession at the last meeting of the Ram's Head Tavern.
Segial has been haunting the halls of various noblemen in Vathos, all of whom reputedly connected to the Cabal.
Captain Swift has been seen with mercenary units across Evengar. Rumor has it, he's been personally training many of the men himself.
Like Malachi, Xander has been spending an inordinate of time in the Count Skye Memorial Library, but the wayward water mage took a break from his studies to go hunting ogres.
Supposedly, Ellistan Dumar is not his usual chipper self of late. Apparently, his heart has been broken! Who is the woman who could spurn such an adorable swordsman? No one seems to know.
Vrexir has become the master of a Draekor stronghold, which explains his long absence from the Ram's Head.
Darshan is rumored to have become a member of the Cabal
Last but far from least Phantor has heard that Commander Rhys is going to be married soon. No word yet on who the lucky lady is butr you will hear it here first.

LIGHT AT THE END OF THE TUNNEL

Those of you have been playing for a while know I have been trying to finish off the rules for a year now but I am so busy that I can only do work in fits and starts. This has been a constant frustration for all of us but I have figured a way to resolve the situation.
    I have personally hired Dan 'Flake' Grendel to help me finish what I cannot. He will be a Design Assistant, Editor, Developer and all around useful kind of guy. I will still be making most of the rules calls but he will make sure they actually get committed to paper in a timely fashion. We will be meeting regularly to tackle the chapters that need the most work (by the time you read this the process will already be well underway).
    We plan to begin with the Rulebook. The Rulebook is almost done so we don't expect it to take very long. I won't set a date because when I have tried to do that in the past it has jinxed me so I'll just say 'soonish'.
    When the Rulebook is done we will move on to the Spellbook. We have discussed tweaking Magic Skills so they work like all of the other skills in the game. Consistency has been a goal I started aiming for with my last pass through the rules which is why Warrior needs to be Mastered before you Master any of your weapons. If we go this way Magic Skills will probably have Subskills and may have Proficiencies.
    Dan has expressed a desire to do some reorganization to make things a little easier to find and I'm all for it. For example we are discussing moving all of the Advantages into a single master list and simply referencing them elsewhere.
    While we bang away at the hard core rules stuff we will also be working on the Background (which is currently sketchy at best). Once a month I would like to invite you guys to come discuss some area of the game with Dan and I. Notes from this get together will be used to create the Sourcebook. You may already have been invited to one of these 'Town Hall' meetings.
    There is a lot of work to be done but now that I have someone who I can assign deadlines I have some confidence that it we will eventually have a finished rulebook to call our own.

Thank you for your patience -

M

A WORK IN PROGRESS

Dan and Mike have been hard at work trying to turn piles of notes into a finished rulebook. (Pity poor Flake - his task is a daunting one!) Fortunately he seems dedicated to completing what Mike could not and has championed some organizational changes. The first fruits of that collaboration will be posted to the web site in the next week or so.
    The following new advantages were the result of a brainstorming session with Rich, Dan, Bryan, and Mike Nystul. They seem to fill in some of the blanks.

Adventurer:
Characters with the Adventurer Focus are addicted to the exciting and dangerous life of the thrill-seeker. They constantly hunger for action and excitement, and usually get their fill by going on Adventures. They gain an extra Experience point for any Session in which they went on 2 or more Adventures. The definition of an Adventure is sometimes a bit hazy, so check with your Storyteller to find out for sure what qualifies. Most Portal Expeditions are considered Adventures.

Driven
Driven is an odd Focus, as it is not one that characters begin the game with. Rather, Driven represents Focusing on the individual goals of an established character. Only characters who have been played at least three Sessions can take this Focus, and Storyteller consent is also required. If all requirements are met, Driven simply takes the place of the old Focus. Driven characters gain an extra point of Experience per Session if they are true to their personal motivations. To determine this, discuss it with your Storyteller- he will make the final judgment. Note that he cannot make a good judgment unless he knows your character’s goals and motivations, so be sure to tell him.

UMBAR CHURCHSON
as played and written by Dan Grendell

Of unknown parentage, Umbar was found as a newborn on the steps of the House of Inner Light, a Dainite monastery in rural Argoth. One of the monks, Father Himring, took it upon himself to raise Umbar, and so he grew up in austere surroundings, spending his days doing menial work and studying history, politics, and most importantly, the ways, traditions, and beliefs of the Church of Dain.
    This lasted until Umbar was fifteen. That year, a unit of mercenaries named the Golden Legion camped for the winter in the village near the monastery. Drawn to the glittering weapons and carefree ways of the mercenaries, Umbar left the monastery with the Legion when spring came as a messenger. He remained with the Legion for several years, eventually learning how to fight and becoming one of the Legion’s fighting men. Umbar took well to the axe, choosing it over the more popular sword used by most of the Legionnaires, and eventually mastered the weapon. Then, just as everything seemed perfect, disaster struck.
    The Captain of the Legion, Darien Khand, grew ill and died. His son Critius took over command of the Legion, and things fell apart. Critius was incompetent, and proved it in the first battle the Legion fought with him at the helm. Outnumbered and facing an opponent that held the high ground, Critius ordered a charge. The Legion was slaughtered nearly to a man, and Umbar was only saved by the intervention of Mardigan Trent, who happened to be traveling nearby and saved Umbar’s life. Owing Trent a life debt, Umbar chose to travel with him until he could repay it.
    Trent’s destination was the Gateway Tavern, where he was doing some work for his master Xaven, the Tarotmancer of the Fallow Spire. Thus was Umbar introduced to the Tavern, a place that he would periodically return to for many years. His interactions there led him to resume his scholarly studies, quickly attaining the rank of Loremaster, and to return to the faith of his youth, eventually being Blessed by Dain and accepted into the ranks of the Inquisition.
    Umbar now spends most of his time teaching theology to priests and would-be priests at the Seminary of Dain’s Light in Argoth, but returns to the Taven whenever possible to fulfill his duties as an Inquisitor and assist Torchbearer Kedrik however he can.

THE ART OF THE KILL

Not everyone frequenting the Ram’s Head Tavern is the kind of sort you’d like to have to dinner. And, in fact, from time to time some have come to the Tavern specifically to kill someone else. Though a rare occurrence, it has the potential to throw off certain aspects of the play of the game. So, therefore, to prevent the Tavern (and therefore the game) from becoming a paranoid’s wet dream where no one dares eat the food for fear of what may have been surreptitiously dropped inside, there’s only one way an assassination is performed: The killer has to directly do it himself.
    No drops of poison, no iocaine powder, only good, old-fashioned challenges and duels. Yes, this takes some of the skull-duggery out of it, but it keeps the game playable and fun for all. And, it gives a player-character target a fighting chance. (Imagine how much fun it would be to learn that your character has died because you, having rushed to the session without stopping for lunch, could not resist the lure of a particular crescent roll…) Between session NPC Assassinations are unaffected.

WHERE THE HECK IS CHRONICLE 10??

At the moment, Chronicle 10 is destined to become the great missing document of The Gateway Chronicles. From his moment forward, Chronicle 10 contains the answer to any rules question, any gripe, grouse, or query that can’t immediately be answered.
    Seriously, though, Chronicle 10 does not exist because it was not created. That happened for a variety of reasons, all of them pretty good and reasonable. But, ultimately, there is no Chronicle 10. There may be a Chronicle 10 in the future, but with each passing day everyone’s recollection of that session fades and the likelihood dims. That won’t happen again.
    But to insure it doesn’t happen again, we all need to contribute. The Hosts for each new Session will be responsible for putting together articles relevant to that Session, but that leaves a lot of white spice. Aaron “Way Too Much Time On His Hands” Loeb contributed “Kayla’s Song” and “On Heroism” to this issue, Dan Grendel provided a bio of his character Umbar, and Mike Nystul, Dave Simkins, Tom Dowd, and others filled out the rest. Got an idea for an article? A character background you want to share? Contact Tom Dowd at tom.dowd@ix.netcom.com, or at the address on the back page for information. Join the Crusade: Stamp Out White Space!

NEXT SESSION (March 21, 1998, @ the Martin's)

As this Chronicle goes to press (later than intended), we know that the next session is going to be held March 21 with a start time of 3 PM sharp COME IN CHARACTER. There is no set-up space, and you will enter the party as soon as you arrive.. The location is Kurt and Vicki Martin’s. If you need more information, or directions, contact your Storyteller or visit the website at http://www.jcn.com/tdowd.
    As to the game itself, this session is going to be different. It is Zaven Gray, the Tarotmancer of the Fallow Spire’s “Winter Masquerade“. What this means is that things are going to be a little different. First, the session is not open to all characters. (For example, rest assured that neither Kedrik the Inquisitor or Branwyn the Druidess will be in attendance, at least as invited guests…) Zaven’s guest list is, shall we say, selective.
    This is not to say that the session isn’t open to all players. Far from it: We’re going to have more NPCs this session than perhaps ever before. Everyone should have already been contacted by their Storyteller regarding this (and if you haven’t, hunt them down!) and have probably been informed if you are playing your regular PC or an NPC. Again, if not, hunt down your Storyteller as there may be some, er, “special” costuming requirements.
    Everyone should be aware of discussions regarding extra fees to maintain the game. The final result of the discussions with everyone (thanks to all for the input) is that a one-time “support charge” equal to the site fee will be required for the next session. This’ll allow us to get ahead on site rental fees, food, and so on.
    Lastly, if you have not been in contact with Dan Grendal, aka “Flake” and the archivist of the game, about what your character is doing between session and how you want to spend any experience points you may have please do so. His e-mail address is: udun@aol.com. If you need his phone number, or the phone number of your Storyteller, please contact Dawn Nystul. Her number you should have.

See y’all next time.

This edition of the Gateway Chronicle was created by:

Epilogue and War Stories (Session 11)— Marc Blumberg, Chad Brinkley, Kevin MacGregor and Drew Novick
From The Black Desk and Light at the End of the Tunnel— Mike Nystul
State of the Union—Dave Simkins
On Heroism and “Kayla‘s Tale“— Aaron Loeb
Umbar Churchson— Dan Grendel
The Rumor Mill—Tom Dowd, Aaron Loeb, Mike Nystul, Rich Shaufuss, Dave Simkins, Kevin Stein, and Doug Tabb,
Layout, Production, and additional writing: Tom Dowd

The Gateway Chronicles Staff

Primarch: Mike Nystul (PariahMike@aol.com)
Game Coordinator:
Dawn Nystul (ElvenDawn@aol.com)
Treasurer:
Aaron Loeb (aaron@gamepen.com)
Archivist:
Dan Grendel (udun@aol.com)
Chronicler/Webmaster:
Tom Dowd (tom.dowd@ix.netcom.com)

Storytellers:
Tom Dowd (tom.dowd@ix.netcom.com)
Aaron Loeb (aaron@gamepen.com)
Rich Shaufuss (lyranathor@aol.com)
Dave Simkins (dsimkins@jaka.ece.uiuc.edu)
Kevin Stein (duespax@aol.com)
Doug Tabb (dougtabb@aol.com)

Gateway Chronicles © 1998 Alex Grey (the artist formerly known as Mike Nystul)