Session 62: The Headquarters of The Order of the Phoenix. Report
General Summary
18th of Ares, 500 CD: The storm that was created by Zayrdi seem to take a mind of its own or she is way more powerful that people realize. Most of the magic users questioned how the effect of the storm she created lasted so long let alone the fact that it continued to grow in strength and kept expanding as the day went on. At the 23 hour of the night on the 18th of Ares the companions were relaxing in the great hall as the storm created by Zayrdi now covered the whole entire island with wind picking along with the a trenchal down pour of rain, lighting, and thunder. The storm was so bad that it was effecting the distance one could see even with a touch. Those with the ability to see at night could only see half the distance they would be able to see. While having dinner which consisted of venison stew, fresh bread, a sharp cheddar cheese wheel, and beverage of choice a sun elf approached the party completely drenched from the down pour going on outside. The elf introduced himself as Eldrin Oakencrown (Elf, Male). He looked at the group and really became confused when he saw Magwyn and Dagwyn sitting next to each other. He knew Magwyn, but looking at the a spitting image of her sitting next to her really confused him. The Elf not sure what to make of the situation began to negotiate with the parry as if they were still the old regium, sent early to follow through with the orders that were given out by Lilly Harker-Oakenbreeze. He was asking question on whether Lilly was going to follow through with her promises. Arceven suspecting a trader to the House of Oakencrown began asking questions to the Eldrin making him bow before him. The young prince demanded the elf hand him his hand. If the elf did not answer the questions correctly or give the information that he was looking for this traitor was going to pay the price. The elf totally confused and not sure what to make of this newly arrived party thought that this was going to be his last day and that he would never get to see home again. Then Hilda and Zandi walked in to the great hall with no slave collars which really confused him. Then Hilda spoke up and told the elf that he did not have to play both sides anymore that the halfling before him was a crown prince of her homeland and had come to free them. As this was being said Arceven reached out with a key and unlocked the slave collar on his neck freeing him. Eldrin broke down in uncontrollable tears begging to go home. 19th of Ares, 500 CD The Party wakes up to silence as the storm has passed. The well-constructed keep has also allowed for the quiet morning. The only temple on the island right now is to Thanika. So the party members who would usually spend their time at temples had to settle for their rooms. Dagon went out to the cliff face to the west of the keep. When the party returned to the great hall for breakfast. Hilda along with a human by the name of Ruthar Blackstone (Human, Male), a elf named Elara Swiftleaf (Elf, Female), Thorn Underbough (Halfling, Male), and Eldrin Oakencrown. These four represent the leadership of the slaves that had to report to Lilly. Gornak Ironhoof (Minotaur, Male) and Marza Thunderfist (Minotaur, Female) were also at the table, but kept quiet awaiting groups decision on what was going to be done to them. The four leaders began asking questions on what the plans were for the newly freed slaves. Most wanted to go home. Some were willing to stay and get paid for their services. They just wanted to get of the island. Most of these new freed slaves had no idea where they were. Arceven gave the same deal that he gave the to the slaves that were freed at the Harbor. Then they asked when the boats were going to come to take them where they wanted to go. The four leaders also told the officers of Franchise K about a Crimson Brotherhood scout that had not been accounted for yet. There were rumors of her being on the fence, but it had not been confirmed yet. After breakfast the officers went about their day. Jasmal went with Elara Swiftleaf to heal the worse of the new freed slaves. Dimmir and Zayrdi headed to the forest on the east end of the island. They followed the river passing three additional farms which included a dairy farm, a cattle ranch, and a horse ranch. Once they reach the river they come upon the very exhausted Crimson Brotherhood scout taking a bath in the river. Her clothes, armor, and weapons next to a tree. Dimmir joins her in the river as well. After the initial shock of the male Satyr in the river with her she went to the deep part of the river with embarrassment. Then a conversation ensued between the two when Zayrdi appeared next to her weapons and she gave up any idea trying Todo anything. She just surrenders and ask if Dimmir could turn around so that she could get dressed. Arceven went to the Wizards tower and explored the five story tower. When he got to the third floor a map of the island can be seen with some kind of magic showing seven 3d images of seven ships at the harbor. On the fifth floor was a large telescope that not only could be used to look at the havens of YonZora. It could also be used to look at the harbor. He was able to determine that his three ships were docked at the port. A royal navy ship was docked at the fourth port. A royal navy ship was in the harbor water as well as two elven ships. Marik, Karrin, and Dagon continued to explore the rest of the hidden chambers of the Order of the Phoenix. They discovered a second secret entrance in the barracks. What they found was a massive underground complex that can hold up to 100 dragons of any size. A magical solid gold bar above each stall. The name of a dragon would be written on the bar. Six stalls had six names which include the following: Thorn, Saphira, Felgolos, Ramoth, Sivas, and Puff. Once past the stalls the three found the living quarters, a common room, and a council room. In the council room the three recognized a large mural of Mermaid Bluffs on a stone wall on the east end of the room. Approaching the wall the marks on Marik and Dagon began to glow. The Hidden Room: Teleportation Nexus Deep within the underground complex lies an exceptionally concealed chamber known as the Teleportation Nexus. This room is accessible only to those who possess the Dragon Mark or a dragon, ensuring that only the most trusted members of the Order of the Phoenix can utilize its powerful magic. Behind a large mural of Mermaid Bluffs the secret home of the Stewarts of YonZora, that acts as a magical seal. When touched by someone with the Dragon Mark or by a dragon, the mural glows softly and the stone wall silently slides open, revealing a narrow staircase that leads down into the secret chamber. Once inside, the room itself is an impressive sight, though it is modestly sized compared to the grand cave above. The chamber is circular, with polished marble floors and walls, subtly illuminated by magical torches that flicker with an ethereal blue flame. In the center of the room lies the Teleportation Circle, a large, intricately carved design that glows faintly with magical energy. The Teleportation Circle is inscribed with the symbols and runes corresponding to various destinations throughout the world, each meticulously etched into the stone floor. These runes pulse gently, awaiting activation from those with the knowledge and authority to use them. Teleportation Destinations The Teleportation Circle allows for instantaneous travel to the following key cities across the realm: Soteropolis: The heart of the Soteropolis region, the seat of the 7th Brigade, and a hub for both trade and military activity. Sparta: The heart of the Sparta Region. Camelot: The capital of the realm of Avalon, home to the Knights of the Round Table and the king's court. Phanodes: The heart of the Phanodes Region Olympia: Capital of the Halflings. Kave Lenora: Capital of the Wood Elves. Thellnora: Capital of the Sun Elves. Gemlodar: Capital of the Dwarves. Estia: Capital of the Dragonborn. Azunis: Capital of DM Notes. Zestin: Capital of Dm Notes. Then at the 12 hour a bell begins to ring on the top parapet warning the keep of a company size army approaching the bridge to the river. This bridge was an hour away from the bridge. As the officers met in the court yard they were than told by Arceven that a company of Crimson Dragon was approaching. He also infomed the party of the seven boats in the harbor. The officers than met with a scouting party sent by the company commander asking permission to enter the keep.
Rewards Granted
- 900 EXP awarded for the freeing of 180 more slaves: Dimmir, Dagon, Zayrdi, Zandi, Arceven, Dagwyn, Marik, and Karrin.
- 540 EXP awarded to Raz' Thrak and Conan.
- 75 Bonus EXP awarded to Dimmir
- 50 Bonus EXP awarded to Dagon
- 25 Bonus EXP awarded to Zandi.
- Harker's Keep (the Island)
- Harker's Mannor (Harker's former home)
- Headquarters of the Order of Phoenix.
- A teleportation Circle with address to key locations in North Azure
Missions/Quests Completed
Harker's Keep.
Character(s) interacted with
Elara Swiftleaf (Elf, Female)
- Role: Leader of the Elven slaves, healer
- Background: Once a respected herbalist in her elven homeland, Elara was captured during a raid and brought to the island. Her knowledge of herbs and natural remedies makes her invaluable to the slaves, and she secretly tends to their injuries and illnesses. She is known for her calm demeanor and wisdom, often mediating disputes among the slaves.
- Personality: Compassionate, wise, and resolute. She inspires hope and resilience among the slaves.
- Skills: Medicine, Nature, Persuasion
- Role: Cunning strategist and leader of the Halfling slaves
- Background: Thorn was a merchant with a knack for negotiation before he was captured. His sharp mind and quick wit make him a natural leader among the Halfling slaves, and he often devises plans for small acts of defiance against the Brotherhood.
- Personality: Clever, resourceful, and charismatic. Known for his humor even in dire situations.
- Skills: Stealth, Deception, Sleight of Hand
- Role: Spokesperson and leader of the Human slaves
- Background: Once a blacksmith in a distant village, Ruthar was captured when his village was raided. His strength and leadership skills have earned him the respect of the other human slaves, and he often speaks on their behalf when dealing with the taskmasters.
- Personality: Strong-willed, determined, and fiercely protective of his fellow slaves.
- Skills: Athletics, Intimidation, Smithing
- Role: Enforcer and Captain of the Minotaur Guards
- Background: Gornak leads a small group of minotaur guards who serve as the primary enforcers of the Crimson Brotherhood's will on the island. He is brutal and enjoys instilling fear among the slaves, seeing them as beneath him.
- Personality: Ruthless, sadistic, and fiercely loyal to the Brotherhood. Untill he met Raz' Thrak Bloodhoof than he became loyal to the prince.
- Skills: Intimidation, Athletics, Combat Tactics
- Role: Minotaur overseer and second-in-command to Gornak
- Background: Marza is known for her strength and combat skills, as well as her sharp mind. She often strategizes the punishment and discipline of slaves, making her feared and respected among her peers.
- She was persuaded by Raz' Thrak Bloodhoof that the Crimson Brotherhood was a bad deal and to seek other means of employment.
- Personality: Cold, calculating, and ruthless.
- Skills: Tactics, Hand-to-Hand Combat, Intimidation
- Role: crimson dragon, patrol leader
- Background: One of the more experienced soldiers, Tarek leads patrol regularly scouting for any signs of trouble. He is known for his loyalty to Captain Draven.
- Personality: Arrogant, dutiful, and aggressive.
- Skills: Perception, Combat, Tracking
- Role: Dragon Soldier, scout, and archer
- Background: Lyra is a skilled archer and scout, often sent ahead of patrols to gather intelligence and report back. She is quiet and observant, preferring to keep her distance from the brutality of her comrades.
- Personality: Quiet, observant, and conflicted about the Brotherhood’s methods.
- Skills: Stealth, Archery, Reconnaissance
- Role: Slave who acts as a secret informant for the slaves
- Background: Eldrin pretends to be cooperative with the Brotherhood but secretly passes information to the slave leaders. He uses his charm to avoid suspicion and maintain his cover.
- Personality: Charming, deceptive, and courageous.
- Skills: Deception, Persuasion, Stealth
- Role: Slave cook, smuggler of supplies to other slaves
- Background: Hilda manages the kitchen for the Brotherhood but uses her position to smuggle extra food and supplies to the slaves, often risking punishment to help others.
- Personality: Kind, resourceful, and fearless.
- Skills: Cooking, Sleight of Hand, Survival
Notes
Teleportation Destinations The Teleportation Circle allows for instantaneous travel to the following key cities across the realm:
- Soteropolis:The heart of the Soteropolis region, the seat of the 7th Brigade, and a hub for both trade and military activity.
- Sparta:The heart of the Sparta Region.
- Camelot:The capital of the realm of Avalon, home to the Knights of the Round Table and the king's court.
- Phanodes:The heart of the Phanodes Region
- Olympia:Capital of the Halflings.
- Kave Lenora:Capital of the Wood Elves.
- Thellnora:Capital of the Sun Elves.
- Gemlodar:Capital of the Dwarves.
- Estia:Capital of the Dragonborn.
- Azunis:Capital of DM Notes.
- Zestin: Capital of Dm Notes.