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Until Our Paths Cross
Again...
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Mysterious
Travellers
By Mik Mathews the Red,
planar merchant extraordinaire
(Rumour has it
he's so good he sold blank books
to Thoth's library and was paid well for
them.)
(by Belarius)
Cagers
are a peery lot, no doubt about it. Always
doubting what they don't know. It's natural, I
suppose. After all, when you've got your
brainbox addled by fifteen factions vying for
your belief, you'll doubt anything. Even out
here, in the most infinite and more unlikely
expanse of all.
Take
the baernoloths, for example. Rumour has it
they're the fathers of the yugoloth race. Rumour
has it they're all as old as the Gray Waste
itself. Rumour has it the General of Gehenna
himself goes to them for council. Rumour has it
they're just a rumour. Seems most Cagers, never
seein' one, assume they're some screed the
'loths came up with to frighten 'em. Poor
clueless sods.
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Well,
I've seen 'em, alright. Alright, I saw one. But I've seen
him many times. Maybe he's THE baernoloths, a unique
being some idiot decided was one of many. I couldn't say.
But he's out there. Wandering about like a lost child or
a bounty hunter, lookin' for something.
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I
first met 'im ten years ago, on the third cargo run of my
career. I was taking wines bought at the Vineyards of
Dionysus into the gut of Mt. Olympus, to take down into
Gehenna. Some petty noble of a cavernous fief wanted
'good old Olympian wines' for his ladies.
Anyway,
I was takin' wine into the caverns of Mt. Olympus, right?
And suddenly, I see 'im. Eight foot tall and standing
like he knew he was someone. Skin rotten, smellin' awful,
a big head with curling ram horns and a skeletal mouth.
I'd heard of baernoloths, but, like most folks, never
seen one. He looked me over with piercing, evil eyes, and
spoke in a harsh, grating tone. I noticed one of his
horns was broken at the tip.
"You're
the one," he says, and I don't know what he's about. He
walks up, towerin' over me, so close I can feel the
humidity of his rottin' flesh. "I'm called Nelliko the
Traveller. Turn around. You're not needed anymore." He
holds a thin gold crown two inches from my face, and I
can see it's my employer's. I also see its bloodstained.
Powers below, I can smell it there, tangy and fresh! I
look at my boys. They know what the fiend's sayin', so we
head back to a portal to the Outlands and sell the wine
in Sylvania. Never did hear from that Gehennan lord
again, thought. I don't want to.
After
a few years, I was a first rate cutter, tradin' things
all over the Land to whoever would pay for it. Copper
wire here, weapons there, even ran books for a while.
Still do, when the season's right. I thought I knew my
way around, and I had some freshly smelted ore to sell,
so I headed off to Crux, a tiny burg on Yggdrasil.
There's a gate onto the tree in the Realm of the Norns.
But as I was headin' up the branch toward the portal and
out comes this baernoloth again. first thing I check is
his horn, which is still broken. He looks at me and says,
like we were drinkin' buddies, "Hello, Mik. Seen any
small obsidian statues recently? They're shaped like
dwarves." Don't know where he learned my name.
I
hadn't, and I said so. He took my word at face value, and
walked down the branch past the caravan. As we went
through the portal, he shouted back at me, "If you do,
say Nelliko's lookin' for them." I shout back that I
would, and he walked off into the woods. Strangely
enough, I did see those statues about two months later in
Tradegate. I told the salesman Kelliko was looking for
them, and he cut their price to a tenth, insisting I take
them. I was peery, sure, but its a deal I couldn't just
refuse. So I took them. Then, a week later, they were
gone, a bag of jink with the money I'd paid where I had
seen them last.
I
saw him one last time after that. This was about three
years ago, during the big competition between Harmonium
and Abyssal Red Steel. Got rich off of that little market
trend, I did. But anyway, I've just bought a truckload of
Red Steel in Samora, somewhere in the Abyss. Using the
Infinite Staircase, I was transporting the goods with
erdlu, since they can use the stairs. We travel down the
stairs for a few hours, and there's Nelliko on the
staircase. At first, he pays me no mind. But,seeing my
trademark jacket, he doubles back and says hello, all
jovial. He thanks me for the dwarf statues, and invites
us to dinner at his place. I'm real peery of this guy,
but it seemed worse to refuse, given how tough they're
supposed to be, and how smart. So I say yes, and he takes
us back down the stair to the next landing. Then, from a
small satchel, he pulls out a little box and set it on
the landing. The box widens and grows, and it becomes a
door. We opens it and walks through into some
extradimensional space. So my men follow, erdlu and
all.
Best
meal I ever ate. The fiend had infinite food, which he
kept having some ghostlike servants fetch us from the
'kitchen.' And none of it was rancid or poisoned or
anything. Not a single one of my men ever got sick that
entire trip. So the fiend and me, we get to talkin' and I
learn a little about him.
Seems
he's a traveller, like his name says. Mind you, I'd trust
a 'loth as much as the next guy, but this is what he told
me. He said he's got to find something important, but it
got lost. Magic shows it's not on the Outer Planes, not
on the Prime, nowhere. Now, he implied this... this thing
couldn't be destroyed, so he figured it must be on one of
the pathways. Stuck in a conduit, lying in a cavern in
Mt. Olympus, or something. Somewhere where it wasn't
really in a plane, but just on the path. So he travels,
looking for it.
We
ate well, and left. I haven't seen him again, or at least
I didn't see him in a true form. But I'll bet a stinger
he's watchin' me, and that he still follows my movements.
I don't want to know what he's looking for, I don't want
to know where it is. Suffice to say I'm avoiding the
pathways from now on.
-- Mik Mathews, to confidant
Remy Ray, about three years ago
[Author's
Note: If the DM wishes, Nelliko could be the baernoloth
who appears as a random encounter in TFTIS, Tale 1,
Planewalkers.
In fact, that's where I got the idea.]
Arms
Traffickers
By Mik Mathews
(by Belarius)
It's
a funny phenomenon, the arms trade. Especially in the
Blood War. I've never quite understood why the fiends
needed weapons so badly. Most can do as much damage with
their bare claws than if wielding a clumsy chunk of
metal. I know it's sometimes the only way they can hit
more powerful creatures, but why not wear silver of
cold-wrought iron gloves instead? It's as if the fiends
are trying to be civilized about it by using weaponry.
Even the tanar'ri. As if either race needs a
justification anymore.
Case
in point: about ten years ago, I was a weapons runner for
the Blood War, mostly for the yugoloths. Can't say I'm
proud of it, or even content about it, but that's what
gave me enough jink to retire, though I haven't yet. We
used a few portals, but portals are a bad way to Travel
in the Blood War. Most are mapped and therefore
protected. If they hear you're working for the 'loths,
most baatezu or tanar'ri will attack anyway. So we used
the Great Paths. You know, the Infinite Staircase, the
Styx, Mt. Olympus. We had a set route, which took us to
the very base of Khin Oin, where we sold the weapons and
made ourselves scarce. How I survived that trip two dozen
times I'll never know.
It's
not like it's even possible anymore, so I'm not telling
you any darks. Don't worry about the 'loths comin' after
you, they gave up on the route too. Anyway, we started in
Rigus, where there's weapons a-plenty, and varied enough
to fight for both sides of the War. There, we used a
secret doorway onto the Infinite Staircase, and travelled
about an hour to a cavern in the heart of Mount Olympus.
We got into the Gray Waste, has the marraenoloth ferry us
to Khin Oin, and left by any means possible.
Seem
simple? Not on your life, cutter! You see, the more we
followed this route, the more aware the other fiends
became of our presence. We were shipping a lot of
weapons, after all, and going halfway around the Great
Ring to do it. Eventually someone gave up the ghost and
the route was deemed impossible. That's what I wanted to
tell you about.
Things
went alright in Rigus. We wore our slabs with as much
dignity as we could muster, bought our weapons, and snuck
out through our secret door. I had hired some new help,
and their backgrounds seemed to check out okay, so I
didn't worry too much about it.
Our
first problems were on the Infinite Staircase. Some vile
creature, obviously set directly in our path and too
stupid to have done it by chance or by itself, was hiding
underneath the stairs. I never got a good look at
it, but three sharp-tipped chitinous limbs shot up from
either side of the stair and slashed blindly at us. The
beast was dense as a manes, though, and we managed to get
past it, loosing only one pack animal. Even as it left
our field of vision, the insane beast kept stabbing it
over and over, even though it was long dead. Even when we
reached our landing, there was still a blood trail,
seeping down the stairs from the shredded
animal.
I'm
paranoid, I'll admit it. It's a trait that keeps you
alive. But I didn't guess the beast was a trap until our
second incident. We hopped off the Stair and into the
caverns of Mt. Olympus. The travelling is easier there
than in the Infinite Staircase. Rough terrain, but less
climbing. It's always been a relatively safe Path to use
(at least, compared to the Styx).
Imagine
our surprise when a small platoon of baatezu suddenly
appeared around us. Led by a foul cornugon with
green-tinted scales, the baatezu quickly subdued our
ill-prepared party and quickly chained us up, like
slaves.
I
thought I had my named signed in the Dead-book in blood
that time, but I knew something few people realise: Not a
single rank-and-file baatezu can tell when you're lying.
Lying, I suppose is essential to their hierarchy, so they
can't tell when one of their own speaks an untruth. That
extends to we mortals too. So I identified myself as the
caravan leader to the cornugon and played up my being
scared real good, pretending to spill darks about where
we were going. I tricked the poor sod into going down the
wrong passage, simple as that.
We
travelled for about a half-day, leading the fiend-run
caravan to a place I'd discovered in my travels: the
Silver Cavern. I contemplated getting rich from the ore
there, but never had a need. Still haven't. The cavern is
really big, and seems normal, if dark, until you shine a
light. It's like a mirror, but much stronger. The fiends
took the bait hook, line and sinker, and all it took was
a little nudge to send the first toppling into a bed of
silver stalagmites far below. We were scolded, but they
couldn't prove we had done it. They started suspecting
each other, as we wended our way across the thin walkway,
with beds of lethal spikes on either side. Some baatezu
even did kill each other. All the better.
When
at last someone got it in their heads to off the cornugon
(which took the pathetic black abishai in the platoon
frightening long to do), there was a power struggle. For
a day we were stopped dead in our tracks, as the
remaining troops debated, fought, and argued about who
got credit for the success of the mission. There were
more than a few successful assassinations that
day.
Suffice
to say, the poor sods weren't a match for us when, after
only four of the original twenty remained, the caravan
simply took the weapons we were shipping and killed off
the remaining baatezu. I prefer to spare the lives of my
enemies, but sometimes mercy is too dangerous, and too
cruel for my tastes.
We
lost three men and a day of time on that fiasco, and we
knew someone was out to get us. But we knew better
than to turn stag on the yugoloths, so we pressed on,
eventually emerging on the third Gloom,
Pluton.
We
got to the Styx as fast as we could, hoping to make up
for lost time and avoid any ambushes. No such luck.
Within minutes of loading our equipment onto the
maerennoloth's skiff, three rafts bulging with baatezu
converged on us, piloted by osyluths. We thought our
skeletal guide would be able to save us, slipping away to
another plane, but my certifiably reliable workers
suddenly transformed into a pack of red abishai (who'd
pretended to be slaves during the first baatezu episode),
and swiftly killed the surprised navigator.
We
though we were dead for sure, so we vowed to go down with
a fight. We quickly got the reds wet in the Styx,
forgetful, waterlogged, and drowning. We didn't know how
we were going to escape the three warships of baatezu,
but we thankfully didn't need to: a combined force of
hydroloths and wastriliths came from below and broke the
ships asunder. We thought at first we were saved. Again,
no such luck.
It
didn't take long for us to realise the hydroloths
considered us targets as much as the baatezu, so we ran
from the distracted fiends and polled our way to shore.
Before the frogs and serpents could follow, we
disappeared into the depths of the wooded Waste. Yes, we
had reached the second Gloom by this time. They tried to
follow, but soon got confused by the twisting trees and
gave up.
I
don't know what Power of luck was laughing at our tragic
bad luck, but someone must have blessed us for once: we
were near the Town at the Centre. We got past the guards
with jink and got into Oinos. We got lucky and made it to
Khin-Oi in a week (though that was a week and a day
overdue) without loosing anyone to the Wasting
disease.
We
were ushered into Khin Oin and thrown through a portal,
apparently into some major conference chamber. One wall
was a solid glass (or glassteel, or nothing at all, for
all I know), allowing us to see out into the Waste, and
we realised we were very high in the tower. Our
navigator estimated 8 miles later on. Anyway, we got
shunted into a council room full of ultroloths! At
least three dozen of the implacable faceless creatures
eyed us and politely asked for an explanation for our
tardiness.
Now,
a 'loth can see a lie like blood in the Waste, so
we told the truth. And somehow, the 'loths let us go.
they cancelled our contract for two more runs, and sent
us on our merry way with a bonus. The damn 'loths said,
total, under 100 words at that meeting, but I knew they
were saying something that we couldn't understand. Some
kind of double meaning trick, you know? I'm sure we got
peeled somehow, but I have never figured out how. To this
day, I've never felt the repercussions of that
unfulfilled cancelled contract lying in Khin Oin
somewhere. I have no doubt I will, though, and that
doubtlessness gnaws at my very soul. Why do I keep
working, as old as I am? Simple. If I die on the job, the
'loths can't come after me to collect!
SweetEvil
Cavern
Being a dangerous nexus
between three Planar Paths
(by Belarius)
Hearsay:
This
obscure location is more myth than reality, existing in a
very remote location unknown to all save the best-lanned
sages. A confluence of three Planar Paths, SweetEvil
Cavern is located in the depths of Mt. Olympus, where
caverns lead to various Lower Planes. From these dark
caverns flows a tributary of the Styx, the single
location anywhere outside the Lower Planes where the Styx
touches. Oceanus, in its meandering path, also flows into
this water-sculpted cavern, and the two currents battle
in a deadly whirlpool of sweet purity and foul
corruption. Most disregard the tales as screed. A few do
not. These are the wise ones.
Description:
The
chant is at least partly true: the Styx does meet with
Oceanus in a single location, a gaping cavern seeming
sculpted by the enteral whirlpool at the cavern's centre.
The currents of the sister rivers meet and spiral around
each other, with vicious waves and dangerous undertows
across the entire spiral. Eventually, the waters both
flow into the bottom and disappear. Where they go is not
known, because no one has survived the currents at the
bottom of the whirlpool, or at least has ever
returned.
The
Eladrin are understandably disturbed by this bizarre
phenomenon, but have been unable to stop it. Not amount
of conjured stone has plug the hungry depths, and no
amount of damming has ever safely blocked either river.
The Eladrin dare not block Oceanus, or the Styx might
gain an advantage and overflow into Arborea! Damming the
Styx presents its own set of problems as well.
The
Rilmani are said to have had a hand in the creation of
this conduit. If the Blood War should ever end and turn
against the Upper Planes (something that has nearly
happened at least three times), whoever controls
SweetEvil Cavern has a chance, albeit a slim one, of
piloting the dangerous waters and secretly entering the
opposing plane. The contest is a balanced one. The
Eladrin have foreknowledge of the Cavern, and so know its
intricacies better. The fiends have individuals immune to
the mind-wiping effects of the Styx. In any case, an
Eladrin force waits patiently for fiendish explorers to
find their way into the Cavern to try to slay them,
hoping to keep the location a secret. None have ever
entered the Cavern itself from the Styx end.
Special
Features:
SweetEvil
Cavern is a mixing of the best and the worst rivers of
the multiverse, and as such has created a very strange
combination. The liquid is much less potent than either
was originally, so the water can drain, as a maximum, a
month of memory, and then only when ingested. As an odd
side effect, the liquid is a miracle cure for insanity or
mental imbalance, as the mental clearing of the Styx and
the positive properties of Oceanus mix.
The
maelstrom of waters itself is nearly impossible to
navigate, and would challenge even the Marraenoloths or
the Balaena. [In game terms, a boating proficiency
check must be made every round with a -12 penalty. It
takes 1d4 rounds to make it across the cavern going
either direction. Every failure forces the craft to save
vs. crushing blow with a -5 penalty or be destroyed.
Successful saves still add a round to the travel time
needed.] Of course, someone using, say, a magic
carpet can cross the maelstrom with ease.
Cutters
might discover the cavern accidentally, or use it to
escape the horrors of any Lower Plane Mt. Olympus
connects to (Carceri, the Gray Waste, or Gehenna). The
cavern could become, with the assistance of magical
levitation, an incredibly valuable smuggling route to
bring weapons from the Upper Planes to the Lower Planes
(and, as such, connect with Spiral Hal'Oight, Tripicus,
Koe, or Cirily). Finally, an anti-Upper Planar strike
would come from here, one a band of heroes might try and
stop.
Copyright 1998 by Jon Winter
and respective authors,
artwork by Jeremiah Golden and Jon Winter
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