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 madeHe 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 bladeFor Corm'rand is curs'ed by
Sedrickson's sinfullness
Once who was worthy whose
Heart is now shadeNow 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 OneOf eight eager warriors
One will be worthiest
Wielding the weapon that
Heller had heldNow Anton the ancient Son
Gazing to guarded hearts
Spying in shielded souls
Truest of thoughtsBrave Rhys and strong Kobar, wise
Bax and strange Liam, dark
Turan and Captain Owl,
All meet his gazeBut one of them holds his eyes
Kayla of Khazad Kith
Dwelt in the Dwarven Depths
Warrior wiseHe 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 taskThe 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 displayedThe 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 EveOne 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 FateFor 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 landAnd 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)