Saturday, December 14, 2019

#32: Mirabar

The days spent after the discovery of the chambers under the river keep are spent in contemplation over how to proceed.  Zargon raises the question about exploring the scorched passageway, clearing the boulders to see what lies beyond, but after our last encounter in confined spaces, it’s not an option that Audric or I are excited about without further research.

While Zargon and Selben continue their studies, sharing Zeb and Ethelenda’s spellbooks to pore over the arcane writings, the discussion turns towards Mirabar, and what we might hope to accomplish there.  Since the barbarians’ attack, I have been considering hiring a family or two, perhaps a guard or someone that can serve in that capacity, to bolster the community and defenses of Dagger’s Deep.  Though my funds are limited, the investment could prove worthwhile for the struggling settlement.  Access to Mirabar’s libraries are also attractive given the mystery of the parchment, and the desire to learn more about it—or indeed, the tunnels beneath Dagger’s Deep—holds appeal.

Audric convenes with Tarrsh, Dagger’s Deep’s smith, to discuss the construction of a longbow.  The request is a mighty one given the settlement’s limited resources, though the man commits to the commission, indicating that it will take a month of time to produce a weapon of quality.

One of the foresters, a man named Lom, has been spending a fair amount of time in Audric’s company.  Lom is a skilled tracker and lamenting our lack of such a skillset since parting ways with Wyardt, an arrangement is made for Lom to accompany the group to Mirabar.  Perhegan catches wind of Lom’s intent to depart with us, and though he does not intercede, we can tell that the loss weighs heavily on him.

To alleviate the man’s fears, I announce my own intentions to remain in Dagger’s Deep with Bonie while the group is gone.  Audric expresses surprise at the decision, as is to be expected, though I explain my motivations.  With the town still in recovery, having a priest on hand is an invaluable resource.  And should there be a few barbarians remaining that press the settlement’s defenses, Bonie and I are equipped to handle that.  After some discussion, the decision is accepted, Selben stepping forward sheepishly.

“I am coming with you,” he announces.  “Zeb and I have discussed it, and he thinks I’m ready to go out on my own.  If you’ll have me, that is.”  There is no argument from Audric or Zargon, and the arrangement is settled.

We ask Perhegan if there is anything we can do on his behalf while in Mirabar, and he gives us a short list of minor items into which to look, but nothing critical to the town’s operations.  For the most part, however, there is little that he needs besides additional manpower, which was already on my list to pursue on Zeb’s behalf. 

Zeb conjures a group of four mounts to bear us on the first leg of the journey, and we make our departure from Dagger’s Deep.  For me, this is the first time I have spent away from my master since the attacks of Carcerus in Carrock, and I’m filled with a near-overwhelming sense of excitement mingled with fear.  The mounts speed our travel, and though uncontested, we’re not able to complete the journey in one day and we decide to break outside Mirabar’s walls so as not to raise suspicion at the gates.  The watches are split between the four of us, having little fear this close to the mighty walled fortress.

A few hours into the night, Lom awakens Audric, having heard the galloping of hooves and seen the light of a lantern approaching where we are camped along the road.  Audric awakens the rest of us, and we wait to see if the rider has any intention of stopping to harass us.

There are two men on horseback, and they veer off the road toward our camp.  They appear to be Mirabarran soldiers, wearing the livery of the fortress guards.  We’re asked whence we’re traveling, where we are headed, and if the road behind us is safe.  I whisper that we have no reason to lie, and Audric steps forward, laying out our journey from Dagger’s Deep.  The men are gruff but not unreasonable.  “You’re about seven miles from the city, and should reach it in good time tomorrow morning.  The road has been clear for days, we bid you well on the rest of your journey.”

Before they can leave, I step forward.  “Does Rale Cotchen still number among the Mirabarran guard?”

Zargon and Audric share surprised looks, and the guards look perplexed.  “He does, indeed,” they answer.  “Do you know the captain?”

“If I needed to speak with him when we arrive, where would I find him?” I ask.  They respond that I should visit the barracks, and anyone there could probably direct us.  Audric and Zargon shoot me a pointed glare, and once the guards are gone, interrogate me over the statement and intentions.  I explain that Zeb has a message for me to deliver, should we run into him.

“Under no circumstances are you to seek out Rale Cotchen,” Audric orders.  “We’re not looking for trouble here, let’s not seek it out.  Leave well enough alone between them.”

The following morning, we break camp and are greeted at the gate by more guards.  The city is quiet compared to the last time we visited during the spring festival, and Audric states our business.  Our explanations pass scrutiny, and we are allowed entry.


From the center of the city, we examine the flow of traffic and look for a place to sleep during our stay.  We pass various market stalls, food vendors, and peddlers on our search.  The buildings of Mirabar are, for the most part, squat and made of stone, trading architectural style for functionality.  One such building has a group of solicitors outside, the “Sift & Skirmish Mining Company,” and from their calls they are looking for miners for hire, as well as those who would protect miners and clear out new caverns.

Mirabarran guards meander about the town keeping peace, though there doesn’t seem to be a high level of alarm among the men.  We settle upon an inn, the Rusty Sword, a three-story building that stands out among the other low structures.  Audric recognizes it from time spent in Mirabar previously, the inn apparently surviving the ravages of time to exist in our future timeline as well.

Finally in his element, we cut Zargon loose to negotiate with the innkeeper.  Zargon will be allowed to play the taproom and perhaps make coin from the customers for a night, assuming he remains civil and does not incite rows, but we still must stipend the cost of our lodging.  The inn is busy, as Mirabar is on the cusp of the heaviest trade season, so prospects are good.  We decide on a pair of rooms.

Zargon asks if the innkeeper will advertise that the “famous writer and singer of the ‘Ode to Laerch’” is in presence, and the innkeeper assents that he will spread the word.  With most of the day in front of us, we head back into the city.

As we leave the inn, we witness a commotion, centered around a young woman somewhere between Edine and Bonie in age.  It appears as if she is being arrested, with a soldier holding her arms behind her back as she struggles and yells.  A person at a food stand nearby is yelling at her, accusing her of thievery.  Audric and Zargon want nothing at all to do with the situation, and as we turn away I can’t help but look back. 

“I’m just trying to feed my family!” the woman yells.  “I have four children, my husband is dead and we all will starve!”  I raise an eyebrow towards Zargon, who also appears interested.

I slip him three gold coins, pushing him toward the stall.  “Two for the guards, one for the stall keeper!” I whisper to him excitedly.  Zargon steps forward and attempts to lubricate the situation but is rebutted immediately by the soldiers.

“We can arrest you in turn for your attempted bribery,” one of the guards responds as he fails to defuse the tumult.

“There’s no bribery involved,” Zargon replies.  He shares a few words quietly with the guards and offers to buy off the woman’s debt from the merchant, as another soldier draws near.  The guards snap to attention, as if this newcomer is a ranking officer, but they still maintain hold of the woman.  An exchange occurs between the soldiers as they explain the situation to the new arrival, and the ranking soldier stares the woman down.  “What do you have to say for yourself?” he commands, and the woman stops resisting.

“Just trying to feed my family,” she says defiantly.  The man turns to Zargon, asking of his involvement.

“I am a man of the arts with a very big heart,” he says glibly.  “I too came from a broken family, and I too have three siblings, and I understand the stress of being a business owner,” he says, indicating the merchant.  “I thought I would make a donation to the Axe of Mirabar for their troubles.”

“If we ever catch her stealing in the city again, we’ll arrest you both,” the officer says harshly.  He and the other soldiers decline Zargon’s ‘donation’ and depart, and Zargon attempts to smooth over the matter with the stall keeper.  Free from the guards’ scrutiny, he presses a gold coin into the merchant’s palm, coaxing him to let the matter rest.

The woman begins to thank Zargon for his kindness, but the bard interrupts.  “Look,” Zargon begins, his tone matter of fact, “you can’t bullshit a bullshitter.  What’s your name?” he asks.  She replies that her name is Seirsha, and Zargon continues.  “I’ve been around, I’ve been in trouble with the law too, and I’m running with some very interesting people right now.  You cannot lie to me.”

“I need to get home,” she says, turning away quickly, and he grabs her by the collar and turns her around, growling something about respect.  Sensing another confrontation and fearing the return of the guards, Audric intervenes on her behalf, telling him to let her go.  Zargon gives her one of the coins and releases her, inviting her to the Rusty Sword to watch him perform.  Seirsha examines Zargon quizzically, and after a few hesitant steps back, she turns away and runs off into the city.

Audric holds me to task for getting Zargon involved, and Zargon for attracting the attention of the Mirabarran authorities.  “The Audric I’ve come to know is a man of incredible morality,” Zargon begins, before Audric shuts his argument down.  Agreeing to disagree about the attempt at chivalry, we continue through the city streets.

Before long, we encounter another woman calling out solicitations for adventurers, offering boisterous claims of wealth for warriors, mages and priests.  She stands outside a building named the Gilded Tankard.  “Are you interested in an expedition to Icewind Dale?” she calls out to our group.

Audric seems curious, if not sold, and she takes us aside to explain.  “Go inside and ask for Kinray,” she tells us, before returning to her place in the street.  We follow Audric inside and find this Kinray, who appears to be a warrior with well-maintained equipment and long, flowing hair.  We approach as another group of would-be associates departs, and the man greets us.  “Kinray Moonshield, at your service,” he says, introducing himself.

He explains that they’re taking on adventurers for a 300-mile journey through the mountains and tundra of Icewind Dale, a path only accessible during the summer months, to deliver and trade goods before the deep snows arrive in the Northlands.  The man draws a crude map, but Audric explains that we’re not in a position to accept such a task right now.  He invites us to return should we change our minds.

Returning to the solicitors outside the Sift & Skirmish Mining Company, we enquire about the nature of those positions.  These jobs, certainly in comparison to the expedition to Icewind Dale, seem very mundane, most of the mines being close to Mirabar.  We thank them for their time and depart.

The only other notable site in the vicinity of our inn is a small ward within the city called Undercity Square.  It is the entryway into the dwarven Undercity, and as we approach the population becomes notably more weighted towards dwarves than humans.  The entrance to the Undercity is manned by more Mirabarran guards who explain that, while not strictly off limits to us, we would need to explain our business to gain ingress.

Having spent a few hours investigating the city, we return to the Rusty Sword so that Zargon can prepare for his performance.  His winnings are meager—a few copper coins, perhaps a silver or two—though partway through the evening Seirsha arrives at the tavern, taking a seat towards the back of the taproom.  I pump a fist in the air toward Zargon excitedly, making sure he’s aware of her presence.


His performance concluded, Zargon sidles forward to meet with Seirsha.  “Were you able to use some of that gold to buy a child-sitting service?  How are the kids?” he asks.  Not expecting her to answer honestly in any case, he continues.  “What brings you out tonight?”

“They are well,” she responds.  “After this afternoon, I was in need of some entertainment.”

“Do you often have run-ins with the Axe of Mirabar?” Zargon questions.

“Stealing is better than whoring,” she explains wryly, and Zargon changes the subject.

“If you haven’t heard of me yet, I’m Zargon,” he introduces himself, waiting for a look of recognition.  When it doesn’t come, he continues to press the woman with questions.  I sit nearby, my drink untouched, and stare, watching Zargon work his craft.

“You might be curious to know that there’s a place up the River Mirar where people looking for a fresh start can go, a tight-knit community run by a visionary named Perhegan.  Does that sound like something that may interest you?” Zargon asks.  “Looks like you might be wearing out your welcome in Mirabar.”

Though non-committal, she says that the offer is indeed interesting, and after pushing the third and final gold piece into her hand, he invites her to return tomorrow to talk more.  The revelry continues through the night, and eventually we retire.  Our rest is undisturbed, and we awaken refreshed.

Zargon questions those he has become acquainted with during his performance if they know of Dagger’s Deep.  The answer is unfortunately disappointing: no one seems to know much about it, but what he does discover is that the city is offering a bounty for orcs, 10 gold pieces per head, a bounty that is taken very seriously by those within the city.  Two years past, apparently, orcs attacked Mirabar in force.  Though the siege was unsuccessful, the bounty remains, and it has drawn several bands of adventurers to wage the war against the orcs proactively on Mirabar’s behalf. 

People with knowledge of the river do, however, seem familiar with the ruins there, though the river keep has been ruined as long as they can remember.  Triggered by mention of memory, it becomes plain that the scope of our investigation needs to increase, and we discuss the possibility of venturing into the Undercity to consult the long-lived dwarves.  We pack up and head out into the streets.

As expected, we are pressed by the guards while approaching the entrance to the Undercity.  When asked our purpose, I explain that we wish to consult the dwarves for their knowledge of ruins near Mirabar.  They indicate that we should seek public audience at the Hall of All Fires, a massive dwarven temple.

“Are we allowed to just go there?” I ask the guards sheepishly.  They explain that typically business is conducted between specific individuals, but that our entry would not necessarily be barred.

We are escorted onto a huge mechanical lift that hovers above a gaping pit which leads several hundred feet into the earth.  The contraption lowers us into the darkness, eventually transitioning to black corridors and barred portcullises lit by torches, and we see dwarves directing people to various destinations in the confusing maze of tunnels.

“We seek public audience at the Hall of All Fires!” I say more confidently in response to the dwarves’ questions, and we are sent in the direction of a specific tunnel.  Before long, we encounter the last torch before the corridor ends in blackness, so I withdraw a torch from my pack and set it alight.

We pass a lone dwarf on the way who greets us, and when asked how far the Hall might be, he indicates that we’re only a few hundred yards away.  Eventually, the corridor opens into a huge lit chamber, the ceiling rising several hundred feet above us, ending in stalactites.  There are all manners of dwarves meandering about.

Attendants at the entry to the chamber take note of us.  I ask after someone that might have knowledge of keeps and ruins, explaining the location of the river keep.  One answers.  “Regrettably, it was not a dwarf hold, so our knowledge is limited.”  He explains that it was occupied by humans at various times in the past, though the site has remained in a state of ruin for many years.

“Not to be naïve,” I say carefully, “but just how long is ‘many years’?”

“I’m 247 years old, he answers,” confirming that the ruins have been such to the extent of his memory.

When pressed for other details—books, sages, older dwarves—he regrettably says that the dwarves may have little to tell, as the keep was not dwarven made.  The dwarf with whom we’ve been speaking is named Arion, and he offers to look into it further if we will visit him again in two to three days.  When asked about the expectation of payment for the service, he explains that the Hall of All Fires is open to donations from all friendly beings.

“Are there any followers of the god Malar among the dwarves?” I ask.  Audric gives me a look, and I shrug innocently.

Arion chokes a little bit and explains that the worship of Moradin is of the utmost importance in dwarven society.  He seems a bit agitated at the question, though answers candidly.  “There are very few worshippers of other faiths among our clan, and those are not looked upon particularly well.”

“What about the craft of magic rings?” I ask.  “Are there any among you who would know about that?”

The dwarves convene, whispering among one another for a moment.  Arion narrows his eyes.  “Ask at the entry to the Undercity for Thrur Dalgin,” he answers seriously, though it’s hard for me to tell if he’s agitated or insulted, and I apologize again for asking so many questions.  I thank them and tell him that I will return in three days to discuss the ruins.

Audric asks if there is a temple nearby to Moradin, and the dwarves laugh, raising their arms and pointing to the walls that surround us.  “You’re in it!” they say.  We give our thanks again, and head back towards the entrance.

When we encounter the attendants again, we are handed over to a dwarf named Balgan.  I follow Arion’s instruction and ask after Thrur Dalgin, and am questioned about my purpose, an inquiry which has become very familiar in my time in Mirabar.  “My new friend Arion has indicated that Thrur may possess the knowledge that I seek.”

“Indeed he may,” Balgan replies gravely, “for he has forsaken the ways of the great dwarven gods.”  He calls over another dwarf attendant and tells him gruffly to escort us to see Thrur.  We are led through a portcullis into another corridor and a maze of tunnels and passages.

Eventually, we are brought to an iron door beyond which is an aged, gray-haired dwarf.  Thrur, after inspecting us carefully, agrees to let us in.  The room is as a home built within the stone, with clothes and forlorn sheets of parchment lying about, as well as an aged suit of armor.  He asks us to sit, indicating stone benches built into the walls. 

“I’m here about a ring,” I tell him.  “A magic ring, or so I was told, made by a dwarf.  If you were to examine the ring, could you tell if it were made by dwarven hands?”

He gives us a questioning look, asking “Do you have it?”

“Kind of,” I respond, “it’s complicated.”  Though I didn’t expect it and it leaves me somewhat surprised, Audric steps forward and takes off the ring, handing it to Thrur.


As the dwarf opens his hand, we can see that tattooed upon his palm is a symbol of Mystra.  His fist closes around the ring, then he holds it up, examining it.  “An interesting piece.  Very plain.  Why is it of concern to you?”

“Can I trust you?” Audric asks gravely.  “What we have to say we haven’t told many people.”

“And isn’t easily believed,” I add.

“If you truly serve the sign you bear,” the dwarf replies, indicating Audric’s own symbol of Mystra, “then yes,” Thrur answers.

Audric shares the pertinent details of the ring, and Thrur holds it up again.  “I do not believe this is of dwarven make, though what you say does interest me.”  He asks if he can trust us, in return.  Audric nods, and all of us listen carefully, feeling as if Thrur’s next words may carry some great weight.

“Curiously, you’re not the first that has inquired strange questions of me in recent months.  A man of southern origin, with tanned skin, passed through Mirabar with a sizable force—a score of men at his command.  They were on a path through Mirabar, headed northeast.”

“This individual enquired of my knowledge of Mystryl, of a time before magic was governed by law and order.  The man was clearly a wizard of significant power, though what he sought was not arcane, but godly, in nature.”  Thrur expects that this person may have been a worshipper of Shar, though he was never able to learn more about him, or of what he sought.

There was one other notable detail, as well—among this mage’s party was a large man, taller than any human, his face and body covered in robes, presumably the wizard’s personal bodyguard.  “When I drew near him, I had the foreboding sense of something... unnatural.”

We pause for briefly, taking time to consider the revelations, and what—if anything—any of this may have to do with the strange parchment found below the river keep, our travels along the River Mirar in both timelines, as well as this strange wizard and curious bodyguard.  Though we have learned much, it seems we may leave the Undercity with even more questions.

12 comments:

  1. Three days hence, the party returns to the Undercity and finds Arion at the Hall of All Fires. "What is interesting about your river keep," he explains to Selben and the others, "is that we have no record of any catacombs adjoining its lower levels. You see, the keep was human-made, and even dating hundreds of years back, I could uncover no dwarven history of the structure itself. This did not come as a surprise, as I explained as much to ye upon your first visit."

    The stout, gray-bearded figure wrinkles his face and licks his lips over teeth browned from decades of pipe smoke. "However, we dwarves possess extensive and detailed knowledge of the various ruins, dungeons, and passageways that exist underneath the world's surface, for many miles surrounding Mirabar in all directions. I was surprised to learn that your keep is well-removed from any of these, meaning that any tunnel network stemming from the cellar ye found was either dug from the keep itself, which is not a common practice for any human inhabitants that I know of, or it has evaded the maps and tomes of the dwarves of Mirabar for centuries. Evaded... or was hidden."

    Finally, Arion shrugs emphatically. "Bah! 'Tis likely nothing of any true importance... but, since ye've come to ask, and since the Hall is in need of understanding the depth and breadth of any catacombs that may exist around or under the ruined keep on the River Mirar... aye, we can send a dwarf back with ye to investigate further: Corin Redbeard, a highly-respected steward of the Hall, and even a third cousin to meself, several times removed. All I need to know is when ye'd be meaning to depart."

    OOC: I didn't want to hit on too many items in a single comment, and this one seemed the most pertinent. The party will be expected to cover the inn costs of the additional days spent in Mirabar (Sean can go ahead and mark the gold off, if easiest), but you can also do other things retroactively during this time window. From here, anyone is free to comment with any other dealings they'd like to conduct in the city, and I'll do my best to post replies.

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    1. I thank Arion for the efforts spent in his research of the tunnels beneath Dagger's Deep, and accept the offer to have Corin Redbeard return with us. "If these tunnels are indeed nothing of import, as you have suspected, then I will see to it that Corin is compensated for his time, and that a tithe is made to Moradin in the name of Dagger's Deep."

      "We have some business yet to conduct in this city, we will provide notice in advance of our departure. You honor us, and I thank you." With no further business to conduct with Arion, I take my leave.

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  2. Audric makes his way back to the undercity the next day, back to Thrur to further speak with his fellow priest. He seeks the Dwarf out alone knowing that this is exactly who he has been searching out for the better part of a year. When he finally makes his way to the Dwarf's house, he greats the Dwarf as an old friend. Formality set aside for a fellow priest of Mystra.

    "Hello, Thrur," he begins, "It is nice to see you again. I hope all is well and that our visit does not cause too many problems for you. I come seeking both wisdom and knowledge, and bring a meager offer to you."

    Audric sits, and clears his throat, a bit hesitant at first. "I told you my story yesterday, the story of the ring. I told you what we had learned about it, but I perhaps left a bit out. Mostly out of embarrassment, partly because it had little bearing on the rest. For you see, there was another small skirmish that occurred. My companions and I were fighting a pair of wolves, and when I struck one of the wolves the world seemed to explode in light. When everything was said and done, one wold was dead with a hole straight through, one wolf was no longer present, one of my companions was babbling like a madman, and another companion had been turned to stone. The madness faded, but the man who was stone did not move again. As you can imagine, this affected me greatly as this sort of wonton use of powerful magic is something that I would not condone, yet I had no control. I do not understand why our mistress would use my as an instrument in a manner that goes so far against my beliefs. For a long time I have sought out a fellow priest in the hope that some wisdom might be given to my mind, and some peace to my soul."

    "Secondly, I wish to know more about the forging of magic rings." He holds his hand up to forestall any rebuke. "I do not wish to remake the ring of which I destroyed. However, if it were possible to forge other rings that could perhaps protect my companions, or enhance their abilities, it would go a long way to keeping us alive. I figure if anyone knows the craft of forging magical rings, it would be a Dwarf priest of Mystra. For me, I do not even know if it is possible, or if that craft has been banned by our Mistress since she came to power."

    "Lastly, I come with the offer of a life in Dagger's Deep. It is a town on the river Mirar to the east of Mirabar. It is a new settlement, but one in which a man, or Dwarf, would not be judged for their beliefs, or chosen profession. I have even built a shrine to Mystra there. It is small and simple, but it exists, and has been blessed by the hands of priests of multiple gods. The town proprietor is a good man, and I know he would gladly take you in and value what you provide. I do understand if you do not wish to leave Mirabar though. It would be hard to be so far away from your people."

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    1. "I am old," the dwarf replies gruffly, regarding Audric with a scrutinous, but respectful, gaze of seasoned eyes. "I've not a mind to live among humans in a forest. The Undercity is my home, and I'm not for leaving it."

      A brief silence ensues when Audric can hear, faintly, a trickle of water emanating somewhere beyond the meager limits of his vision in the near darkness, where a lone hearthfire casts flickering shadows in the recesses of the dwarf's underground abode. The air away from the fire is chill, reminiscent of a winter morn.

      "Your charges against our Lady of Mysteries are misplaced," he continues, changing the subject. "Your hand was not being guided by Mystra that day, but by something sinister and malevolent: Chaos itself, evil abhorrent."

      He lets the comment linger momentarily, leaving Audric to ponder the dwarf's confidence in such an assertion. "Endowing artifacts with Mystra's glory is no minor errand, even when toiling in the most simplistic dweomers; the process can consume months of preparation and days of intricate spellwork. To have instilled your ring, as you described it, would require a truly dark and powerful attunement to the Weave... or perhaps, more likely, its antithesis."

      The creature's gaze narrows. "I do not believe in coincidences. That you came and sought me, bearing your story and these questions, mere weeks following the departure of the southman and his contingent, seeking knowledge of Mystryl and other things ancient... should not be taken as anything less than fate. To what end... I know not."

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    2. (Assuming Selben is permitted to tag along on this return trip, as he also has matters to discuss with Thrur; otherwise, he would have pursued this conversation at the end of our initial visit)

      "Are you a practitioner of the Arts?" I ask Thrur bluntly. With so many secrets already laid out, it seems a simple matter in comparison.

      "I am, myself, a pupil, and have been tasked by my master to seek out magical knowledge, trusting that there are others, such as yourself, who may be willing to share such knowledge. If not you, do you know of any others, among the dwarves or otherwise, who would be interested in exchanging formulae?"

      The question is a bold one, but emboldened by the candidness of Audric and Thrur's speech, I continue. "Though you and my master do not share the same gods, if I understand anything about what you and Audric have been discussing, our powers well from the same source. If growth of this knowledge is important to your faith," addressing both Thrur and Audric, "then we seek your assistance, if it is within your power."

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    3. "My subservience to the Spellmother doesn't lend itself to such tutelage," Thrur replies, "and while I've known a great many practitioners o'er the decades, there are a scarce few who I would trust to bestow their craft; among these, Magister Evershon Tangaluk of Icewind Dale, and the elf maiden, Soliania, of Longsaddle, though I'm not for knowing if the former yet lives, as it's been a great many years since he last graced Mirabar with his presence. According to your tale, ye've already crossed paths with the latter."

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    4. "I thank you for your wisdom. I will think on, and pray on, your words about our Mistress. Something in them rings true."

      "I will also pray on your words about your visitor. I must ask though, what information did you share with the man? I cannot currently commit to following him, but would need to know everything you told him if I were to follow him."

      "I knew that the creation of magically imbued items was difficult, but not as difficult as you say. Though I do not doubt your words. Would you happen to have access to any such items? Again, I wish to ensure the protection of my companions and am seeking anything, magical or mundane, that can help to accomplish that. Without my friends, I cannot hope to bring good to this world."

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    5. "My visitor enquired if there existed any arcanists known to have survived the time of Mystryl to carry their powers forward to the present day, centuries upon centuries removed. When I pressed him, he spoke of a divine reckoning, whereupon the Weave would be usurped from our goddess and restored unto Mystryl reborn, who would lead an army of the damned, fallen archwizards and magi, against the rest of the world, and those who would stand to protect it.

      "He was fanatical, a devotee to the Mistress of the Night, Shar, if I were to venture a guess. He seemed in search of some form of bridge, something to connect the living and the dead, the ancient and the present. Perhaps a being of great power, or a vessel to wield a powerful and forbidden magic... perhaps both.

      "I told him, of course, that no such entity is known to exist. The southman was displeased with my curtness and lack of aid, though he did not move to challenge the defenses of the Undercity, nor, I suspect, did he care to draw undue attention to himself and his contingent. He departed Mirabar shortly thereafter, outfitted with men and tools to traverse the mines and mountain passes to the north, where he’s more likely to find an untimely death than uncover a forgotten harbinger of destruction and doom.

      "As to your other question, we dwarves horde our treasures greedily, and I’m surely no imbuer of magical implements... but I honor your work and dedication to the Lady of Mysteries, and as such I offer you this. It took me many weeks to carve, and I could never show it to my dwarven kin, lest they further consider me traitorous to Moradin."

      With these words, Thrur sets into Audric's hands a small plank of carved wood, barely larger than one of his palms. On its face is etched, in a technique similar to that used by Zeb to craft his Tarokka, the likeness of a peasant girl reading from a tome, one arm outstretched with rays of magic exuding from the fingertips into a star-filled sky above.

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  3. While Zargon and Audric are otherwise occupied, I wander off towards the docks of Mirabar, seeking out Daegahr, asking anyone that might seem like they know of him, or where I might find him.

    (Assuming I can successfully locate Daegahr)

    Upon greeting the fisherman, Selben recounts what news there is of Odesia and Dagger's Deep, and explains that Audric and Zargon are also in Mirabar. "Should there be anything that you need, please let us know, and we will assist as best we can."

    "I have come seeking your advice, and perhaps your help, if you are willing." I explain my purpose, that I seek to bolster the ranks of Dagger's Deep, and Zeb's plan to offer gold to families, especially those trained in a craft or these trained to bear arms, that might be helpful to the small settlement, to ease the complication of travel and resettling.

    "You have seen Dagger's Deep," I explain, "and have met Perhegan and its citizens. Zeb and Audric are invested in the town's survival, and I figure that I can trust you, that you would know best if there are those that would benefit from Zeb's offer."

    "I have brought enough gold to sustain, two, perhaps three small families. Dagger's Deep may provide opportunity to those that have not found it in Mirabar, if there are any that you think might be interested, could you introduce me?"

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    1. "Aye, I know several who might fare better with a new start and would do Dagger's Deep proud," Daegahr answers. "Ye've my faith and trust, after our journey upriver and your devotion to Odesia and Laerch, and I'd speak highly of ye, and of your master as well. If it's your wish for me to do so, I'll spread word to those who may listen, that ye may acquire a small accompaniment of able-bodied men and women for your journey home."

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  4. During the second off day, Audric wishes to visit a couple of temples that are dedicated to good aligned deities. He is looking to see if any priests might be willing to go to Dagger's Deep, and if so what they would need to do so. He is looking for any priest that could minister to Dagger's Deep, though if the priest could perform any sort of minor healing that would be all that much better. He is aware it will be a difficult sell the venture to the priests, but he is determined to try anyway.

    While at a temple dedicated to a knowledge domain deity, he wishes to see if they have any knowledge about any of the phrases from the parchment. He does not show them the parchment but just asks about the phrases trying to gather any and all information that he can about the parchment.

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    1. Audric's search within the city is mostly fruitless until he happens upon a particular cottage boasting a small belfry, its oaken door inscribed with a symbol of a toothed cog bearing four spokes, a shape not unlike a wagon wheel but which Audric recognizes as the sign of Gond, father of craft, knowledge, and smithwork. Odors of soot and forge assail him as he draws near, and upon calling is greeted by a pair of young men, both similar in age to Selben and clearly brothers. Audric is allowed entry and introduced to the boys' father, Brand, a harsh and strict-speaking ironsmith and clergyman who lost his wife to sickness, years ago.

      "Me parish is small, weet few patrons, as de dvarves are masters in der ways and have no true appreciation for de Lord ov All Smeets and Holy Maker ov All Things," he says, going on to explain that, while the man and his sons possess "de holy-and-divine favor ov Gond" and formidable ironworking skill, they toil purely to support their faith, accepting offerings from the citizenry in exchange for all manner of odd jobs and minor, crafted goods. The house itself is adorned with iron-forged trinkets of various kinds, mostly paying homage to their deity.

      Through further discussion, Audric learns that the elder son, Brimesh, is set to inherit the home and clergy upon the father's demise and, at such a time, the younger son, Abram, would be expected to set out on his own, following his own path. Though Brand has no expectation of dying anytime soon, he consents that allowing Abram to leave Mirabar and establish his mission in a neighboring settlement would be of benefit to all, over the long term. As such, it is agreed upon that Abram will meet Audric at the city's east gate on the morning that the party intends to depart, to make his pilgrimage to Dagger's Deep.

      Of the parchment, Audric manages to learn little; in truth, most of the words and phrases are so vaguely cryptic that the priest struggles to ask questions in a way that elicits meaningful answers. He does, however, come to know that Fort Kaeylnor is a keep somewhere in the Khedrun Valley that supports a scattering of small villages, one of these named Carrock. While unable to discern with certainty whether Fort Kaeylnor and "Oldkeep" are one and the same, Audric suspects it likely to be the case.

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