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Pathfinder · War for the Crown · The New Taldor · Issue 1

The New Taldor – Issue 1

Played on 08/05/2021Published on 29/07/2021Golarion 31. Desnus 471813 min read

Translated from the German original with the help of “AI”.

In this episode

ArawynCinnardDulgirEritryceMerekValorant
Comic scene: War for the Crown

Day 1 - Oppara / Opparos (Desnus 31, 4718)

Foreword

This is an attempt to set forth a chronology of recent history leading up to the new Taldor of our own day. It comes from the pens of various scribblers and lays no claim to completeness or absolute truth.

It began on Desnus 31, 4718, in Oppara. The festival week of the Grand Day of Exaltation was underway. In those days, the city was twice as crowded as usual. Yet it was also a time of upheaval. The then Grand Prince Stavian III had grown ever more withdrawn, and the Senate guided the fortunes, or rather the misfortunes, of our magnificent nation. On the one hand, yet another puffed-up "unbearded" was to be exalted to the nobility, perhaps only to vanish again afterward, like a passing comet? On the other, a decision was due on primogeniture, the male line of succession. The Imperialist and Loyalist factions were taking up their positions, and events surrounding Princess Eutropia began to run their course.

Amid this tangle, a few players ranging from insignificant to scarcely known took Taldor's destiny into their hands at the Red Stag late that morning. But were they merely the puppets of other puppeteers?

The Red Stag

The Red Stag was, at that time, a respectable inn in the Canal Row district. It was run by the innkeeper Garris and enjoyed a particularly strong student clientele. Its steady prices during the festival weeks were especially welcome and gratefully accepted.

It was therefore hardly surprising that the Loyalists' search for a candidate had something to do with the Red Stag.

The Players

Arawyn Lotheed

Ah yes, another Lotheed—another bastard. Even before that Desnus 31, the young whippersnapper had begun looking for potential comrades in arms. Eritryce assisted him in this endeavor.

Eritryce

She was a proud, intelligent thrush. Truly, a bird? Many a nudge of fate began with a beat of her wings—though others were more inclined to remember her grumbling or her singing, depending on their perspective and factional allegiance.

Cinnard

A dapper snob from the academy who, in the wrong place at the wrong time, took decisive action to avert disaster when a carriage ran out of control in the street outside the Red Stag. In doing so, he saved Idalia, daughter of the influential Lady Zariyah Clement, and was thereby exalted to the status of Loyalist candidate. From that moment on, his life was turned upside down.

Dulgir

A dwarf from the arena whose talents had at first sufficed only for intermission performances during the changeovers at the great games in honor of the legendary Taldaris. Yet he alone managed, in those days, to make an intermission appearance linger in the audience's memory.

Merek

The son of a gravedigger unexpectedly saved a few halflings from a few undead. Yet this was enough to attract sufficient attention. Some were already dreaming of a new folk hero.

Valorant

A sacrificial pawn—or rather, soldier—of the Taldan Horse, whom someone sought to frame for an attempt on the life of Baron Mauston Kustios.

Martella Lotheed

Arawyn's half-sister, who had the strings directly in hand and enlisted the players in Princess Eutropia's cause late that morning.

Making Acquaintances

Garris had already prepared the middle private room, and Arawyn invited the arriving players to join him one by one. They introduced themselves to one another. Some of their stories were already familiar, or they had crossed paths here and there before.

The Missing Candidate

Martella Lotheed briefly acquainted the players with the situation surrounding the festivities and the Senate session. To make eavesdropping as difficult as possible for outsiders, she placed a curious but elegant cricket on the table, made partly of dark wood and partly of brass. Martella wound the cricket with a key, much like a clockwork mechanism. It began to chirp without ceasing. Was there magic at work?

During the conversation, it emerged that Martella had long since broken with the esteemed Lotheed family of Meratt, and that her half-brother Arawyn had only recently joined the enterprise.

The players were always to profess motives of their own and under no circumstances mention any connection to Martella, let alone suggest an interest on the princess's part. Was she the one truly pulling the strings? A firm warning was also issued concerning White Hall, its cellars, and the Constables.

This inevitably raised the question of why the choice had fallen upon the six players present—virtually blank slates. The answer was brief and to the point, yet tailored to each individual:

Directed at Merek: Because the people of Oppara are dear to you, and you are not indifferent to the wrongs around you.

Turning to Cinnard: Because you wish to make a name of your own. But not at any price, and you wish to be judged solely by your own deeds.

Addressed to Arawyn: Because the life you have led thus far no longer takes you forward, no longer broadens your horizons.

Spoken to Valorant: Because you have suffered an injustice, and your former path is barred to you. You seek a new perspective.

Facing Dulgir: Because knowledge, mind, and body in harmony are an inspiration, and should be a prerequisite for all who would fight to achieve anything. For many, strength alone suffices to seek power, and others must suffer for their shortcomings.

Then came the true business at hand. The Imperialists' candidate, Kalbio, had disappeared, and a ransom note from the Golden Eels had surfaced, demanding the release of their captain, Jokur Hallmar, who was awaiting execution. Valorant already found that rather Chelish—as though river pirates could operate unmolested in the glorious capital. Martella confirmed the impression that this was merely a diversion. Cinnard, however, had to admit that he had lost Kalbio during a boozy evening at the Port House Tavern. He was apparently the last to have seen him, and that as far back as Desnus 26.

The first task was now to return Kalbio entirely unharmed and spruced up by Sarenith 2 at the latest, the eve of the festivities' culmination, and, if possible, to shed light on what lay behind it all. The following has been recorded:

The candidate's exaltation is in jeopardy. The Imperialists' candidate, Kalbio of Breezy Creek, has been abducted. He was last seen on Desnus 26 at the estate of Grand Duchess Mellea Denzarni. I want you to find him and return him unharmed to his patroness. No later than Starday, Sarenith 2.

The Port House Tavern

The players set out. Merek first had to collect his few belongings, and they met again at the Gray Market.

The proprietor of the Port House Tavern was thoroughly occupied during the festivities. The first attempts to obtain information failed. Only the advantages of candidacy and a little gold from Cinnard worked wonders. Permission was granted to speak with the two serving women who had been on duty on the evening after the two candidates' visit to the arena—Greta and Basima. It had evidently been more of a drinking spree. Greta had seen Kalbio go outside to relieve himself, but he had never returned. Was this the moment of his disappearance?

Meanwhile, Arawyn held various conversations with the patrons. Dulgir was collared by a half-orc colleague from the arena, who also wanted, at long last, to beat the nimble dwarf. All the players' comings and goings were watched by a sinister figure with a hood, a scar on his face, and a short sword, who kept moving within earshot—particularly of Arawyn. The watchful eye of the former soldier was the first to notice this. Just as he signaled to Dulgir, the figure sprang into motion and ran out the door. Who was he, and could he be caught?

The Oppara Chase

One after another, the players took up the pursuit. Valorant was initially the swiftest, but was overtaken. Arawyn struggled and sent Eritryce ahead. The chase led over crates, lanterns, and slippery surfaces, through tents whose interiors were hidden from view; there was climbing to be done, a parade to be danced along with, a maddened horse to be calmed, an angry fishmonger to be placated, the teeming hordes to be soothed, and much more—the usual madness of the festival weeks, in short.

The confrontation came in the famed and esteemed Monicas Sweet Shop. Cinnard, Dulgir, and Merek had cornered the figure. A fight broke out. The shop was laid waste, and even sorcery came into play, for the figure suddenly became two. Yet it availed him nothing, and he was finally subdued.

Monica was beside herself at the chaos during her busiest trading hours. But when she caught sight of Cinnard and poured out her heart as the most ardent of Loyalist supporters, the players were permitted to use her back room for an interrogation.

The Interrogation

After a brief discussion, Arawyn interrogated the subdued, sinister figure in the back room. He proved to be a follower of Norgorber—the god of thieves—and did not know precisely what was afoot. Valorant also asked Arawyn whether it would go as it had with Attikus, which he confirmed. Now who was this Attikus? In any case, the figure said that he belonged to "the Brotherhood" and that they had Kalbio. His information, including what he had learned at the Port House Tavern, had helped make Kalbio's capture possible. He did not know who had commissioned the deed, however. He related that he had visited his contact at the Gray Market. While there, he had also overheard that the contact intended to collect rent—for the Sodden Hold. This was presumably something by the harbor, probably in Westport. After some time, he revealed his name: Pindur Cedric. Yet he was no fool, and distrusted Arawyn, though the two seemed to know each other well. Once he had said everything worth knowing and Arawyn had had enough of the lies, Dulgir put him back to sleep. Would the players find the Sodden Hold?

The Search

No one knew the Sodden Hold. An intensive search began in Westport, which was controlled by the harbormaster's own militia, since the Constables were not good enough. Various gold coins changed purses. After countless hours came the decisive tip. Like a piece of flotsam washed ashore, the Sodden Hold warehouse lay on the waterfront. Built of stone, with a shingled roof green with moss. No window could be seen on the front of the building. The only doors were two heavy, ironbound ones, already touched by rust but still appearing very solid. The building looked abandoned.

A chill came over Merek at the sight. What dangers might lurk within?

Eritryce flew off to survey the scene. The floor above the water had partly collapsed, and a straight staircase stood there. They promptly decided to rent a boat and enter from the river. Was Kalbio there, and would they be able to free him alive?

The Entry

Climbing from the boat onto the remaining walkways proved more difficult than expected. After Merek shot a glowing arrow into the warehouse ceiling, a shriek of alarm rang out. Six beheaded flew about the warehouse—undead. They tried to bite the players or spewed vile jets of acidic vomit at them. The walkways, too, were difficult terrain, and every so often one of the players fell into the harbor water below. But in the end, Pharasma was already waiting for those six missing heads.

While Cinnard explored a room with more recent masonry and found only more heads, Valorant discovered a cellblock. Crawling hands stood guard there, creeping out of barrels and acting with some tactical acumen—they lay in wait for the players. Amid it all, a desperate cry for help rang out.

The hands, too, found their way to Pharasma, and the players found Kalbio in the last cell. He was being kept alive on rations of water alone.

The cell, however, withstood every attempt to break it open. Even an earth breaker that appeared in Valorant's hands made little impression on the bars.

All the fighting had taken its toll, and just as the question of how to proceed was raised, a door opened ... What else might await them now?

The Rescue

A thug appeared. Met with resistance from the players, he quickly retreated around the corner—deeper into the rooms still hidden from view. Around the corner, Arawyn spotted another concealed thug who had already taken up his position. Under blows, kicks, and arrows, the remaining foes fell—Cinnard had to withdraw. Oris, one of the thugs who had suddenly simply collapsed, was merely asleep—he was subdued and subsequently questioned.

He stated that he had been approached and hired at the "Smaragdpfeife" in Westport. His employer was a middle-aged merchant, probably Taldan, a rather unremarkable but likable fellow. He was dressed rather "nobly" and had hair lightly streaked with gray.

Oris, a sailor by trade, was in debt, and for 30 gold apiece, the four thugs were to keep Kalbio alive until the candidate's appointment, then kill him.

Arawyn instructed Oris to spread the word that Kalbio had been rescued by Cinnard and his friends. He then kissed the familiar floor once more. He was left with 5 gold coins.

A search of the thugs turned up a key to Kalbio's cell.

Kalbio recounted his abduction. The man Oris had described had also visited Kalbio several times and asked him to say various things. He wanted to know how he had lived, how he had woven carpets, whom he had met, who his parents were, and so forth. He had even repeated and memorized some of Kalbio's words. There was a second man as well, but he had not shown himself.

It occurred to Merek that perhaps some sort of doppelganger was to be created.

These two had also abducted Kalbio when he briefly left the Port House Tavern to relieve himself. They dragged him into a boat.

A search of the rest of the warehouse revealed a few newer chests—a sort of Norgorber cache—and a gold button. In a drawer, Arawyn discovered a page that had not quite burned away, bearing unfamiliar symbols. What might this message reveal?

The First Night

To avoid attracting attention with Kalbio, Cinnard and Merek offered their hospitality. The house of Merek's father, Ayden Olenna, was closer, so they decided to spend the night there.

His father, a gravedigger in Pharasma's service, seemed displeased. Both with the late visitors and with the path Merek had chosen.

Even the players' honeyed words, the presence of both candidates, and the offer of help could soothe the troubled waters only a little. Why is it, again, that Pharasma gets along better with the dead than with the living?

Day 2 - Oppara / Opparos (Sarenith 1, 4718)

The Next Morning

The next morning, Dulgir and Arawyn tended particularly to the badly wounded—Cinnard and Valorant. Both possessed healing powers, which were gratefully accepted in full.

The father was no more pleased by Valorant's brief training session. To make amends, the latter was permitted to dig a hole. There followed an epic discourse on why it did not meet Pharasma's ideal of a grave, and questions about how it might have been done better to satisfy the lofty standards of grave tending.

Yet this question remained unresolved, for the players set out to hand Kalbio over.

The Handover

Kalbio was the protégé of Grand Duchess Mellea Denzarni. Her splendid estate stood in the exalted district of Arodens View. After some time, the players were received, and there followed bows and declarations, both great and small.

The Duchess was delighted to see Kalbio again, for she had been in the deepest distress over her social obligations. Had he thought of her even once during his abduction? By way of thanks, he was sent off to bathe and be dressed.

She was, however, surprised by the players' presence, and by what could have motivated them to seek out, find, and even return the rival candidate. She had, after all, actually commissioned Gloriana Morilla—of the Pathfinder Society.

Only Arawyn took her up on her offer of thanks. He would like to be able to attend the festivities. She granted this request, accompanying it with a remark about the Lotheed family.

Perhaps she might have spared herself the trouble of granting it. Arawyn then asked bluntly how the Duchess intended to decide the question of primogeniture. Somewhat indignant, she declared her Imperialist sympathies, but protested that she had no wish to wage wars.

Then she disappeared.

The Report

That evening, the players gathered once more at the Red Stag to report to Martella. Martella confirmed that the Brotherhood of Silence was up to its mischief in Oppara. She also suspected that the older gentleman had likely commissioned them.

She was able to have the scorched note deciphered. It was a coded message from the Brotherhood:

Leave the warehouse when the unwitting arrive. They are then to make him disappear; prepare yourselves well for Exaltation Day.

The players need concern themselves no further with the unconscious Pindur Cedric in Monicas Sweet Shop. She also admitted that Gloriana Morilla was an acquaintance, and that this was how everything had been set in motion.

The Next Steps

It was decided that they would attend the gala together to avert any possible harm. The intervening time was to be used to uncover, perhaps, further information about the Sodden Hold, the Smaragdpfeife, the contact at the Gray Market, and the older gentleman. Will more things come to light? What might happen at the height of the festivities? And are the blank slates even up to the task?