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04.14.20

Two and Two

by Steel Claw

We discussed moving forward -- our next mission was in the Hallowed Isles, and were deciding on travelling to Arcadia first. In the midst of this, the party accompanied Murg as he check in on his estate (a mansion in the city, where his family and the current headquarters of the Grand Caravan Co.). He gave a grant to Andre, Hannibal, and Alistair of a cool thousand gold. He squared away the company and raising Alistair with his sister and his family to-come.
 
The Murglurbiyet Mafia: "It's a family business"
 
 

A Break in Arcadia


 
Decided, we as a group collected ourselves and headed to the teleportation circle in the castle district. We were alerted in the "shrine" that travel was unrestricted -- we could head to the Hallowed Isles, as needed. No matter; to Excellion.
 

Obscure Knowledge


 
Murg, and Izol, having been last "interrupted" by the terrorist attack in Bezia, finally grasped the opportunity to hit up a lounge, or gentleman's club (or both). Izol took the auditor to his old haunt, a middling lounge of sorts with hookah and beautiful women.
 
As night fell, the bartender Constance directed our auditor towards The Last Copper, a gambling den just outside the capital district. He collected Izol from his lady Constance and the two went for a row. Auditor Murg made a killing at cards, but not without angry looks: "Izol we need to go."
 
Master Theo, with haste, headed to the university library (of sorts). Steel expressed that he was reaching a plateau, both in his limited knowledge and in the Claw, and that he was looking for more... information? How-tos? He trusted the university and what they had taught Theo. The master mage, on the other hand, expressed that he needed to learn more simply as an eternal student of magic; higher level spells require more time and research. He supported Steel, in the tabaxi's thoughts on "learning magic" and growth.
 
There, we were met by a librarian sorting books. He intercepted us and asked what we were here for. After some discussion, he mentioned to Theo about a "Goblet of Selune" (it comes out that everyone but Steel in the party has interacted with a Goblet).
 
The goblet first reacted to Master Theo, filling with a liquid that flickered through many colors, most of which were warm on the spectrum. However, after a moment droplets overflowed out of the goblet only to seeming fly back inside (rewinding time).
 
For Steel, the Goblet of Selune seemed to pool immediately, overflowing rapidly (but the magical liquid, with a golden shining hue) disappeared far before it hit the floor. "A great deal of power, but uncontrolled. Untapped." The library curator elaborated further: it may be a sign of artifice. "This magic is a nature of your being, you might imagine; you do not need to grow it if you choose not to. But your aptitude... it is quite high."
 
Among other things, the librarian mentioned the Artificer's Guild, a group that may help foster his newfound talents.
 
Theo tracked down the taxonomy of magic, of the various schools and disciplines. On a hunch, he also wished to study the history of magic, and how the weave was first harnessed. He mentioned fate, and the curator brought Theo to the equivalent of a small study room.
 
Later, Steel left the library to seek out the Artificer's Guild (Theo namedropped an "Artificer Gorlam"). Theo in the meanwhile was brought to the "restricted section", and shown the biography of Karsus, one of the most powerful wizards of alteration (and the archwizard of the Netherese people a millennia ago). One of his spells caused his people to fall, as he caused the Fall of Netherill by severing the connection between magic and the mortal plane. Another book was written by Archwizard Wilfred, a small collection of non-taxonomied spells (spells that don't clearly belong to any of the known schools of magic). A third was a personal spellbook; ironically the caster's name is lost to time, but the spells are ciphered and coded. It is understood that his spellcraft included wish, and is the only recording of the spell (wish is not known in this time in Vhaal).
 
From Theo's research, Netherill was a land of arcanomechanical wonder and constructs. There , Karsus developed magic and work that were practically unparalleled. One spell, Karsus' Avatar (rank XII magic), allowed him to assume the visage of Mistra and become an avatar of the arcane. Because of Mistra's state of nonexistence, this caused the weave to collapse in an instant and cause irrevocable damage across the world. And destroy Netherill.
 
In Ibrithil, some frost giants have been noted to show a strange magical ability to tangibly discern fate. Theo's books only have notes on the giants, no hard knowledge.
 

Questions, Questions


The next day, Auditor Murg dragged Izol with him to shadow the nobles he slighted in cards the night prior. One in particular, a Lord Farley -- gossip says he's loose with money. Murg pried more, and more, and learned that the nobleman was "in league with a necromancer", just as his "wealth returned". And then the Excellion inquisitor showed up, and some of Farley's servants disappeared.
 
Murg began to put two and two together: he found a street boy to inform Steel and Theo, then to "as slowly as possible" to inform the inquisitor herself.
 
The plan soon unfolded: Izol, in the disguise of a beggar, approached the Farley estate asking for coin, only to nab one of their swords and sprint off (the guards followed). Murg in the meanwhile strode into the estate, catching the first (sleeping) guard he could find: "I am a mere auditor; I suggest you tell Lord Farley he has a guest waiting in his cellar."

Continue reading...

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    10.22.19
  2. To Waylay Arcadia
    10.29.19
  3. As the Gods Watch
    11.12.19
  4. Recap: Riding the River to Bezia
    12.03.19
  5. Honor Returns to the Redtails
    12.03.19
  6. Honor and Innocence
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  7. What Ends & What Begins
    01.07.20
  8. Night Before the Report
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  9. Adrenaline
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  12. Stones in the Basement
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  15. The End Draws Near
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  17. Argyle's End
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  18. Two and Two
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