Behind Blue Eyes part 10: The Boldish

The cleric and players are at crossroads. After a few days in a swamp and narrowly missing encounters with the catoblepas, the party seeks a sign from Onogg's god who leaves them with cryptic answers to the question of whether to assist Peter or the Dwarves.

  • The truly penitent is a guide on the path of righteousness; but the wicked return to their evil and snare others along the way.
  • The greatest hunter would use one stone to kill two birds; but that dream proves more elusive than the reality.
  • A powerful wind will uproot a tree; but the grass bends and always survives the storm.

In the end, they leave the Dwarves to their fate and decide to go after the Peter, instead of taking on Osianus the Black. They encounter Corvu the Wise -- a strange bird-like man, who tells them that the swamp is occupied by Brambles -- a creature who will see them across if Corvu's name is invoked.

They cross through to dry ground and come to the Five Hills occupied by the Tribe of Boldish. The Boldish are led by Geld the Sudman, Jarl of the Boldish. He and his people are creating a huge hill from two of the smaller ones nearest the sea. They are filling in the valley with earth and sand excavated from the shore. Geld informs them that his goal is to build a great fortress upon the hill which will command a view of both the plains below and the ocean beyond.

For now the plains are filled with no fewer than a dozen armies encamped, under the leadership of the so-called Black Princes of many tribes. Despite this being the land of Geld, it seems that popular opinion is that one of the Black Princes is the most heroic, most charismatic and most popular of all the men here. He is named Kas and called the Destroyer. All of the armies are come to face a great evil sprung up from among them -- one called Seleseer. He has built a huge stone keep on the cliffs nearby and allied himself with tribes of Urok warriors. Seleseer leads 15,000 warriors. This ragtag army of 6,000 gathers to meet his challenge.

The party is recognized by Yorel the Shepherd, a priest of this time. He believes that Onogg is the "Halfman Revealer" who was promised by his teacher, Salus the Druid. He presents the party with the Holy Hand Grenade of Anteok which has been held by Brother Maynard. Then the party is ushered to the tents where the Black Princes are planning their next move. The party comes to believe that Seleseer is none other than Vecna -- the druid, priest and wizard who will one day seek unlife.

While they are in audience, an emissary of Seleseer arrives and gives the armies of men twelve hours to disperse, or he will let loose his hordes and leave none alive. Kas believes that the party is hopelessly outnumbered and while his army alone will take thrice their number to the grave, the assembled allies are worth less than half their numbers seem.

The only hope, Kas maintains, is to parley with Seleseer and seek what terms they may. He asks the party to accompany him to the keep of Seleseer, but is refused. The party advises that Peter Heimos is going to seek Seleseer and do what he may to avert this war.

Twelve hours come and go in debate and preparation for battle. At last, on schedule, the Battle of Black Princes is joined and a great black dragon joins on the wrong side of combat. The armies of men do remarkably well. The Urok are put to flight. Even the dragon is slain.

Heroes among the valiant are rewarded. It is Kas who gives knighthood for the first time in all history. The Battle of the Black Princes is where this tradition began. Not Vyrum, not Meni, but men elevated to greatness by their own acts.

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