Showing posts with label Joven. Show all posts
Showing posts with label Joven. Show all posts

Sunday, May 30, 2010

Seattle Campaign 4.0: Fortune Favors the Lucky

5/30/10 Training Time, A Favor from Loxias, Travel to Grand Takare

--experience is awarded
--the adventurers spend the better part of a couple of weeks in Loxian resting, training, and preparing for their next quest
--Tirdim turns over the books of Aquellon the Waterwise (which were taken from the old mage's house from back in Middern) to Lord Mayor Loxias; of course, Tirdim garned what magics and formulae he could from the books
--Lord Mayor Loxias eventually calls upon the adventurers to help out an old friend; Loxias tells the group that a priest of Jule by the name of Ixix has called upon Loxias for a favor; Loxias asks the group to travel to Grand Takare; there they will participate in formal ceremonies of Raising with their respective Orders or Halls, and they will meet up with Ixix Jule
--the adventurers decide on travel by ship; Wren secures passage aboard a small river boat named The Shining Fox captained by a man named Lurick (using the group's rumored infamy as motivation for the captain) to take them from Loxias to the coastal town of Floodern; from Floodern, Wren finds a small, fast ship The Wing captained by an Irain woman named Aleta Forward; The Wing seems to be a smuggling runner but none of the party cares; the ship takes them around the Takaran peninsula stopping once at Corotal and once at Tresta and finally reaching Grand Takare in about 8 days
--the party disembarks and heads to The Star and Laurel Inn; the innkeep Aretina greets them and says that Lord Mayor Loxias has already made arrangements for their stay; The Star and Laurel has expanded to an adjacent building, where Aretina has created a more upscale, private section of rooms and common room called the Wayhaven; the adventurers are given modest suites in the Wayhaven.
--the group spends about a week in Grand Takare waiting to be contacted by Ixix; in the meantime, the priests and the mage attend formal ceremonies for the Medianhood
--the priests are promoted and ordained as median; they spend much of a day in prayer and meditation; the power of augury overwhelms them as each of their gods impart new powers and prayers upon them
--eventually, one evening, Ixix Jule pays a visit to the group as they are having eveningmeal; he is a tall, slender, aging man with silver gray hair and bright gray eyes; he wears a subdued motley shirt, of fine make, dark pants, and different colored boots; he carries a short, narrow staff capped in silver; Jule acts as though he were meeting old friends, fully of smiles and cheerful laughter; he prays to protect the table with privacy and reveals what he wishes the group to help him with; all the while, Ixix, to passing observers, seems to be speaking of nothing serious or secretive
--the adventurers realize, after seeing Ixix's holy symbol, that they are speaking to the Sovereign Priest of Jule (something Loxias failed to mention)
--Ixix explains that since the War of the Nightsage (some several hundred years ago) and since the Great Reprieve, the Powers of Night have gained in strength, visibility, and number; that in of itself is of no concern to a "true" Priest of Twilight for Luck has no investments save for the balance of Fate, the balance of the Pattern, and the balance between order and chaos
--he explains that the Order of Jule, though small in number, has been slowly corrupted by the Powers of Night; there are some priests who claim to serve Dark Jule, claim to use the damning, cursing, vindictive side of Luck; Ixix does not believe Luck to be good nor evil, rather shades of fortune and misfortune
--he has dedicated much of his current energies to trying to bring those of Dark Jule back into balance and now wishes the help of Loxias's heroes
--he tells them that he will send them to the coastal town of Tanton, in the north of Reeor on the Reeor-Feth border; there they will meet another priest of Jule, a major-level priest named Minka; Minka will take them to a sanctuary of Jule (a very rare thing indeed) called the Pillars of Luck, which is located in the foothills of the western end of the Great Spine Mountains
--the power of the Pillars allows only those seeking the guidance of Luck, those worthy to enter the sanctuary to find the Pillars; once one has visited the sanctuary, they can never visit again; Ixix Jule has been to the Pillars in the past and cannot return
--therefore, he wishes to send the adventurers; there they will earn the favor, the gift of the Pillars, which bestows upon a worthy supplicant a moment of extraordinary luck; this moment of fortune can be used to know the incredible, to do the impossible (e.g. to gain knowledge of something lost, forgotten, or yet unknown, to perform a single incredible act, to abjure a unbreakable curse); much like the power of a wish, the moment of fortune has the power to alter fate and chance itself and must be used with extreme care
--Ixix Jule wishes the party to go to the Pillars of Luck to: 1) discover the greatest threat posed by the Order of Dark Jule, 2) to open a curious locked box (which he gives them), and 3) to use the Luck of the Pillars to send them to where the greatest threat to Jule will rise; they will send him a message and he will meet them there; the remaining opportunities at the pillar can be used at their discretion; he will recompense those who give up their moments of fortune
--Ixix also warns them that no blood may be shed in violence in the sanctuary lest Luck take a turn for the worst
--the party agrees to help Ixix Jule; they prepare for the trip (purchasing more potions of healing); they meet Ixix the next morning and he blesses them each with a dark horse prayer as well as gives them each a Temple Coin of Jule (grants +10% to Luck%), which should mark them as worthy of the Pillars; Ixix then uses a magical bracelet (which expands into a portal) to send them to Tanton (alas they must leave their horses behind in the care of the Inn of the Star and Laurel)
--in Tanton, the party trusts luck to direct them to finding Minka Jule; they seek out a place for a drink, a dockworker's tavern called The Brass Cup; there they are given something very strong and something very murky to drink; they fortunately also discover that Minka Jule is in the establishment overseeing a dice game, making sure it is played fairly
--Minka introduces herself (there is some jesting about her name being Minka Radinka) as a Priest of Jule, adventurer extraordinaire, and rider of dragons; she says she will take them to the Pillars of Luck; the party must (once again) buy horses
--the party sets out the next day; the travel is uneventful (perhaps due to their luckiness); within two days, they reach the foothills of the Great Spine Mountains; Minka Jule leads them to the rise upon which the sanctuary is built; she too cannot enter the Pillars and remains behind to watch the horses
--the adventurers make their way up the small mountain, to the top, to a clearing overlooking the plains of Reeor; the remains of ancient stone pillars dot the top of the mountain
--the heroes of Loxias also discover that they are not alone atop the mountain; their adversaries (the minions of Abraxas Rul) are also at the Pillars, including Rissa Ittar, Joven Iirago, the assassin Lamm, and a group of mercenaries
--can the adventurers deal with Rissa and her company without shedding blood at the Pillars of Luck?

6/6/10 The Pillars of Luck

--the adventurers ask Rissa and her party about why they are there; they respond that they are looking for Loxias's heroes; among Rissa's party is a Feth mage by the name of Mhitai, whom the group has never met before; there is something very strange, very unnerving about Mhitai
--Rissa's party is there to claim the power of the Stone of Thanuran from them
--it does not seem that Rissa and the others can see the Pillars of Luck (for they are not marked by Luck)
--Riseif gets in Joven's face, words are exchanged, threats are leveled, as Riseif tries to get the evil party to draw first blood
--Mhitai casts a hate spell on Riseif, causing him to attack Joven; Joven is commanded by Mhitai to stand his ground
--as the battle erupts, the party loses sight of the Pillars of Luck (they no longer can see it either); an extremely bloody battle is waged on top of the mountain; eventually Rissa calls a retreat; Joven is killed (possibly) but Mhitai manages to claim his body
--Tirdim realizes that Mhitai's spellcasting reminds him of the demon Abraxal's powers; it is possible that Abraxal Rul is possessing Mhitai
--after licking their wounds, the party tries to figure out how to complete Ixix's task; with the help of Minka Jule, they decided to use their dark horses in order to once again 'see' the Pillars of Luck
--the party uses the power of the Pillars:
--Galen learns the True Name of Abraxal Rul (approximately spelled Abaraghashuxsl); the power of the pillars allows Galen to reverses the magic of Rissa's medallion (the party discovers that Rissa's group has been tracking them via Rissa's medallion, which they took from one of her dupes way back in Gilal, Takare) allowing him to clairsentiently hear Rissa and the others; Abraxal Rul realizes that he is being spied upon and says, "You wish to know my True Name? Then I will tell you..." (why the demon lord would reveal his True Name is uncertain...)
--Telisa uses the Pillars to open Ixix's strange box; open the box reveals nothing inside
--Riseif uses the Pillars to learn of the greatest threat to Jule; he receives a vision of a group of volcanic islands to the northwest of the Third Continent, deep in the open ocean
--Wren uses the Pillars to learn how to discover items of power to help their cause; she recieves a vision of the Tower of Tomasur Abrill and his Books (located on the First Continent)
--Lanthorn uses the Pillars to ask for a permanent augmentation to the party's abilities; this is achieved via Paw (Ixix's familiar), who brings the party six powerful potions (of Academy make) via the hoop of traveling; where Paw got the potions or how he got them is uncertain...
--finally, Tirdim uses the Pillars to ask for transport to the islands Risief saw
--the transportation comes in the form of Jullux, a True Dragon, the Dragon of Luck, who takes them to their destination (Minka is very happy)

6/27/10 The Islands of Aktoh, Bara, Coh, Dumit, Ehvi

--on the back of Jullux, the adventurers make it to the islands in several hours time
--as they approach, they see an archipelago of six islands: one large and five smaller ones; they decide to land on the smallest island
--within about a mile of the island, Jullux suddenly loses consciousness for a moment, regains it, and then simply collapses midair; he transforms into human form and the party falls out of the sky; luckily, they are not too far above the ocean; Galen's belt of safefall fails
--the group manage to get to shore safely, set up a small camp, and decide to explore the island
--Jullux is comatose and nothing seems to wake the dragon
--Galen tries to contact Ixix via his medal of message; the message does not seem to get carried on the wind; Tirdim surmises that something about the islands prevents certain air magics such as flight or message
--over the next several days, the party builds a makeshift raft and explores the island
--on the first island, they discover an extremely disheveled, old, paranoid man (seems Midali-Feth or Midali-Elar) dressed in tattered Elar clothes, with wild graying hair and beard; his name is Aktoh; Aktoh has a worn sovereign coin of Jule with heads on both sides; he flips the coin in order to make decisions; Tirdim discovers via thought reading that Aktoh asks the coin over and over "Can I go?" and the answer is always no; Aktoh also bears platinum bracers, like manacles, on his wrists; the bracers seem to be connected to the coin and are part of how he is being restrained on the island; Aktoh also seems to be naturally telekinetic; the party puts Aktoh to sleep (Tirdim rolls a natural 2 on ESS vs. ESS); they take his coin, mark one side as tails, and return it to him; eventually he flips tails and his bracers fall off of his wrists and Aktoh vanishes into thin air
--whether or not they should of freed Aktoh is undetermined...
--on the next islands, they also discover strange hermits, each of them look exactly like Aktoh but are named differently and doing different things
--on the second island is Bara, who is searching for a lost ring by digging holes on the beach
--on the third island is Coh, who is throwing games of five dice; he always throws five ones
--on the fourth island is Dumit, who is looking for something in a house full of hundreds of books
--on the fifth island is Ehvi, who is trapped in a cave protected by a clockwork golem made of platinum, who according to Ehvi, never loses
--all of the men seem to be engaged in activities of luck and all of them seem to be aspects, perhaps, of the same person
--the party eventually uses the raft to take a couple of people out to sea far enough away from the islands to be able to message Ixix and revive Jullux; Ixix provides what help he can but fears that he cannot go to the islands (something about the islands restrains the power of Luck); he asks them to continue to investigate but to not free any more men; Jullux says he will remain in the area
--on the final largest island, the party discovers a set of rough steps that lead up into the low volcanic mountains; they reach a plateau where a model of the six islands has been raised in stone; encased in the stone of the largest island is the same man, asleep, held in a block of glass or crystal; they see signs that cracks in the plateau floor radiate out from the first, smallest island and reach and touch the largest island, which has caused part of the encasing stone to crumble
--Tirdim tries to thought read the man in the glass block and finds him completely thoughtless; they realize that freeing all of the strange men would probably release whoever was in the glass; that all of the strange men are probably parts of the entombed man's consciousness divided and kept busy; but for what purpose?
--as they try to figure out what to do, they notice on the other side of the island, there is a small ship anchored off shore

7/5/10 The Wave Rose, Dark Jule Cometh

--the party sets out to find out as much as they can about the ship; using Riseif's spyglass, Wren recognizes the ship as The Wave Rose
--Wren is extremely uncomfortable about the arrival of the Wave Rose, but says that the ship should not be a threat per se; the ship is a "trade" ship
--the party tries to spy on the ship; a long boat is sent ashore from the ship
--Galen tries to sneak up to see who has arrived ashore; while trying to stealth his way down the beach, he triggers the retribution of the dark horse hanging over him; he trips, crashing into a nearby coconut tree causing several laden coconuts to strike him on the head knocking him unconscious
--luckily, Tirdim realizes Galen's plight because of the telepathic link he has with him; they assist Galen and get him back on his feet
--the adventurers discover that some twist of luck and fate has brought together people from some of the party's past including Captain Jacob Jill (who commands the Wave Rose and is somehow married to Wren), Vemed Roathe (priest of Occus, who Wren has been hunting), and Arasha D'rivian (a fire mage hunted by Riseif)
--the group from the ship is led by a priest of Dark Jule named Sindian and also includes a priestess of Ittar named Eddara
--they decide that Sindian Jule must be at the islands for some nefarious purpose connected to the strange presences bound to the islands
--the party ambushes Dark Jule and others; the battle is intense as they learn that tangling with a priest of Jule is extremely dangerous; they managed to kill all of Sindian's group save for Jule himself and the Captain
--Sindian Jule flees

7/18/10 & 8/1/10: The Return of Sindian Jule

--the party sets to dispose of the bodies of their foes, but since several of the adventurers are gravely wounded, they seek refuge on the ship; they manage to build a pyre and burn the body of the Priest of Occus Vemed Roathe
--upon returning to the beach the next day, they discover that the bodies of Eddara Ittar and Arasha D'rivian are missing; there is evidence that they have been revivified
--while the party ponders what to do, Sindian Jule releases the being named Dumit and then Coh
--the party decides to intervene at the island of Bara; they decide to look for the ring that Bara is searching for in order to get it before Sindian and to hide it permanently
--while searching the beach, they discover other magical rings (seeming decoys) of various properties
--Telisa augurs the location of Bara's ring and receives a message from Mannan Aia in the form of a small bird that has regained the power of flight; the bird discovers a ring in the branches of a tree
--the party gets into another combat with Sindian, Arasha, and Eddara (with Bara also causing trouble); Sindian tricks via illusion Bara into thinking that the party has his ring
--the party defeats Arasha and Eddara again but they suffer some mortal wounds; Sindian pins Telisa with a hold and threatens to instantly kill Telisa if the party does not let him and his companions go; the party decides to release three dark priests
--they hide the ring in a stone outside of Bara's house and return to the ship to recover

8/22/10 & 9/26/10: The Final Showdown, The Rise of Mallux

--(my memory of these last few sessions is a little fuzzy)
--the party is tricked by Sindian via insanity magics to reveal the location of the ring
--Bara is released and the party fights Dark Jule again; there is no easy victor; Sindian uses darker prayers and curses to thwart the party
--they contact Ixix, who believes that the presence on the island is Mallux, an elder true dragon of Luck; Mallux must have been trapped upon the islands by Jule and Dark Jule hopes to release him
--the party is left with two choices: stop Sindian Jule and try to assure that the last visage of Mallux is not released or to release Mallux themselves hoping to exact a boon from the freed dragon (binding him to not interfere in the Realm for a year and day giving Ixix and Jullux time to prepare)
--Ixix gives the party the blessing of dark horse again
--the adventurers regain their strength and decide to lay an ambush at the island of Ehvi, where the magical golem guards one of the presences of Mallux
--they decide they will use their dark horses in order to insure that Sindian cannot previal
--Wren calls upon Possos to shroud the island in a thick fog (so Sindian cannot see the golem and simply invoke something like malfunction upon it) that they can see through but not their enemies; Possos brings storm into the area
--when the battle is engaged, they are met by Sindian, Eddara, and Arasha (all flying)
--Lanthorn calls upon the dark horse to hold person Sindian; Galen goes up to Sindian in order to remove the relic of Jule that allows him to use his powers on the island
--Tirdim uses his dark horse to cancel Sindian's flight
--but once again, an illusion tricks the party: Sindian is actually Eddara disguised and Eddara is Sindian disguised
--Sindian moves up to the golem in order to end its magic; Riseif uses his dark horse to throw a dagger into the back of Sindian's head to kill him instantly (and because of the magic of karma is also killed instantly as well)
--Eddara is quickly dispatched (while held)
--Arasha moves in toward the golem and begins to cast spontaneously; Lanthorn interrupts him and the party realizes that the magics that are about to be loosed because of a spell gone awry will be devestating; Telisa uses her dark horse to instantly dispel the magic; the magic is turned against itself and Arasha is consumed by his own magic and is disintegrated
--some sort of magical rift is produced as a result of the dispellation/disintegration
--the party returns to the ship to rest
--in the middle of the night, Tirdim sense some magical disturbance coming from the island; the party returns to the island to discover the rift is growing and is attracted to sources of powerful magic (like the golem)
--Ixix is called in for help, who asks for Loxias's help as well
--eventually, the rift is contained; Ixix decides that it would be best if the party released Mallux to take the boon
--the party release Ehvi and head the main island where the crystal prison of Mallux is finally fully revealed; a simple speaking of the word "freedom" breaks the prison and Mallux wakes
--though weak, Mallux is still a threat but the party invokes the boon and asks for Mallux to not interfere in the Realm for a year and a day; Mallux abides by the old laws, the old ways and leaves
--the party is returned to Loxian for much needed rest and recovery

Monday, March 22, 2010

Seattle Campaign 2.2: The Ritual of Cleansing and Dividing

--when the party returns to Loxian, they are sent for by Lord Mayor Loxias; Loxias tells them that the ritual is nearly ready for them; the Ritual of Cleansing and Dividing will work on a simple principal: the party will be protected by magics to keep evil from touching them, from infecting them
--the party tells Loxias that they wish him to have a portion of the Stone's power
--Loxias says that the ritual will be set up at his former tower, which is a day or so ride from town in the wilderness; Loxias wants to make sure that if the ritual goes awry, the town is not threatened; also, the tower still retains some magical protections useful to the rite
--Loxias prepares the Stone to be transported by the party to the tower; he does not want to teleport the Stone for fear that the magic of the Stone will cause the spell to fail or become unstable; also, his strength has not fully returned and he fears that he will not be able to transport the Stone magically
--the party will carry the Stone in a prepared iron box, which has been enchanted to be much heavier than normal; with the use of magical bracelets, the box can be picked up with relative ease
--the adventurers take the Stone and ride to the tower; on the way, the evening of the first day of travel, they come up on a small camp; in the camp there are four priests of Day, who are waiting for the party
--the four priests are: Lentin of Rune (who contacted them earlier from Cavalon), Tholand of Valadarin, Danyara of Irriste, and Callair of Vessa Lune
--the four priests of Day are an envoy from the Sovereign of Temples of Cavalon; they were sent to beseech the party for the Stone; through divinations they knew that the Stone would be on the move; they wanted to "achieve" the Stone while it is out of the hands of Loxias
--the parties exchange words; the adventuring party is reluctant (even offended and angry); the envoy are haughty and demanding; they explain that divinations reveal that the Stone is extremely dangerous if it remains in the hands of Loxias; however the envoy from Cavalon disagrees with the rulings from the Sovereign Temples at Grand Takare
--Telisa invokes turn animal to scare the horses away; the horse carrying the iron box with the Stone runs off; the box falls off in the middle of the woods
--Tholand Valadarin goes after the stone only to discover the enchantment on the box
--Telisa messages Ti'anti that the box is in danger; Loxias magically summons the box away
--the envoy from Cavalon is extremely angry, but now that the Stone is once again in Loxias's hands, they have no recourse except to leave; all of the priests magically return to Cavalon; Lentin remains behind in an attempt to try diplomacy
--unfortunately, the party is attacked; Lentin is shot in the chest with an arrow; a combat ensues
--a priest of Iirago named Joven, a comrade of Rissa, and companions attack the party; the party fights Joven, two giant darklings, a rogue named Lamm (invisible, met previously), and an archer
--the combat ends with many hurt, Lentin killed, most of the attackers dispatched, Joven escapes (called back by Rissa)
--the party uses one of Burnbeard's master potions to bring Lentin back to life; he is made comfortable as he recovers from revivification; the party camps with the sunstone out
--there is a clap of thunder in the distance, a clap of thunder that sounds like when the Stone was first removed from the Valley of Thanuran
--suddenly, they feel like something is calling them, summoning them; Loxias is magically attempting to bring them to him; they give into the magic of the summoning (leaving Lentin behind); they are brought directly into the Ritual of Cleansing and Dividing
--the ritual seems to be hastily wrought; they stand in a circle around the Stone; magical protections are laid upon the party; Loxias breaks the Stone; the power is split among the seven; a sinister wraith-like presence leaves the Stone; Loxias forbids the wraith from tainting the ritual; the wraith escapes
--the party feels the power rush into them and black out

Seattle Campaign 2.1: Rissa Retreats (Scene 1)

{SCENE: a cave or rough underground chamber, like a dungeon. The walls are hewn but unfinished stone, the floor is tamped dirt strewn with gravel. Torches set into brackets hastily hung from the walls light the room in a flickering, shadowy light. The smell of burning cloth, wood, and oil is heavy in the air. A woman, dressed in fitted leather and brigandine, paces in the room. Rissa, as she has taken to call herself these days, seems worried or impatient. A single opening is the only entrance into the room, which is exactly five strides across. She takes her measured strides and glances at the doorway. There are no furnishings in the room.}

RISSA: (irritated) What is keeping her?

{The sound of footsteps can be heard in the tunnel beyond. A younger woman, in her early twenties with braided dark blonde hair and Takaran features, hurries into the room carrying a basket. Behind her, two others follow at a more measured pace. A man, tall and burly, dressed in a mixture of chain and plate. He wears no helm and his face is tanned, scarred, and cruel. The other is a shorter, frailer man, clearly Feth, with prematurely graying hair, narrow face, and curiously large, dark eyes.}

YOUNG WOMAN: (curtsying) I have brought what you requested, Rissa Ittar.

RISSA: I can see that, Alorna. Set them down.

{Alorna, who wears an aspirant’s symbol to Ittar, sets the basket down. From the basket, she spreads a small blanket on the floor and begins to unpack and lay out various items—clothes, a small wooden box, items of healingcraft, brush and mirror. Rissa watches the process with a critical eye and then looks up to the others entering the chamber.}

LARGE MAN: (nodding) Rissa Ittar. Good to see you back…so soon. Where are the others?

RISSA: (nodding) Joven Iirago. (firmly) Dead.

FETH MAN: What? Abraxal Rul?

RISSA: The lord demon and Loxias battled. I do not know what has become of them. The so-called heroes of Burnbeard sided with the lich.

JOVEN: I see you survived.

RISSA: (defiantly) There was no more to be done. They felled both of Abraxal’s guard, the giant darkling, and the necromancer.

FETH MAN: A pity. It took quite a bit of magic to re-empower the corpse.

JOVEN: So, you fled?

RISSA: I do not make it a habit to come between a master mage and a demon lord.

{Rissa begins to slowly, calmly, without any shame, undress. Alorna helps the Priestess of Ittar with her armor. The two men seem surprised. Joven lewdly watches. The Feth man turns away.}

JOVEN: (seeing the Feth man’s expression) I think you have worked too long with your corpses, Mhitai…

MHITAI: I… I…

RISSA: At least one of you has some manners.

JOVEN: (laughing) Propriety from a priestess of whores.

RISSA: (fiercely) You will learn to hold your tongue… (drawing a dagger) or I will hold it for you.

JOVEN: (laughing again) You may hold whatever you like…

MHITAI: It is unwise to provoke a woman…

JOVEN: There is no better way than to poke and prod…

RISSA: (icily) Enough. (finishing dressing) I have more pressing matters than unmanning you, Joven. The box, Alorna.

ALORNA: (picking up the small wooden box) Yes, mistress.

RISSA: (taking the box and opening it, revealing a crystalline sphere of fiery quartz) Abraxal’s sphere is unbroken. It means he is still alive, somewhere.

MHITAI: Can you contact him?

RISSA: I will try. (touching the sphere three times, intoning) Once to hear. Once to see. Once to be seen and heard. Lord Abraxal, I call you. Abraxal Rul, my lord.

{The sphere shimmers for a moment. A voice, deep and gravelly, speaks from the crystal.}

ABRAXAL: (wearily) I hear you, Ittar.

RISSA: By the Lady, what happened?

ABRAXAL: (anger rising) The lord fool fought well. Though he summoned the aid of the gods to his cause. How did he come by a Seal? I am trapped now. Trapped until freed. But he, too, suffered at my hands…

RISSA: What do you wish of us?

ABRAXAL: Mhitai will prepare a summoning.

RISSA: Your will will be done, my lord.

MHITAI: (worried) I do not know if I can break the power of Loxias.

JOVEN: If the demon lord commands it, you will try and succeed or you will fail and die.

MHITAI: It… It is not that easy! If the Lord Mayor possesses a Seal, an artifact of the Age of Power, then he has trapped Abraxal Rul with the equivalent of knowing the lord demon’s True Name. I cannot break such a power.

RISSA: Lord Abraxal, Mhitai expresses concern about his abilities to… (she pauses for a moment as if listening to something the others cannot hear) Your will be done, my lord.

ABRAXAL: Prepare the ritual in the chamber of return.

RISSA: Mhitai, prepare what you need. Joven, Alorna, you are to leave at once. Joven, you are to prevent anyone from entering this chamber till Lord Abraxal has been summoned.

ALORNA: Yes, mistress.

JOVEN: As you please, Ittar. But perhaps I should stay to assist. My god knows the ways of summoning as well.

RISSA: Lord Abraxal commands that only myself and Mhitai may be present during the summoning.

JOVEN: (suspiciously) Very well.

{Alorna quickly gathers up the belongings on the floor. Both Joven and Alorna leave.}

MHITAI: (to himself) This is impossible…

RISSA: No, it is not. Abraxal Rul has revealed to me how it will be done.

MHITAI: I cannot undo the magic of a Seal.

ABRAXAL: Give the sphere to Mhitai. He will hear my thoughts. He will know how to summon me.

MHITAI: (incredulously) How?

ABRAXAL: I will tell you my True Name.