Ye Olde DragonQuest
ADVENTURERS TALES

	Now, at last, I have time.  Time to set in ink what has come to pass in 
the weeks since I last set pen to paper.  If my tales this time seem a bit 
morbid or grim, you can blame that on the setting in which I write.  For I sit 
at a table made entirely from bone, the skull of some long dead creature, 
polished flat; with wells for ink and quills hollowed out of it.  The hole 
where once a massive brain rested, is now so many shelves for parchment.  As 
you may have guessed dear reader, whomever you may be, we made our way at last 
to the Necromancers Guild!  And we even made it before Samhain!  The Guild of 
the Necromancers is s truly fearsome place.  I can see why they have the 
reputation they do, anyone who can abide for long in such a place must be 
more than a bit mad.  How long shall we be here I wonder?
	The Guild hall itself looks like an enormous outcropping of black stone, 
shaped and sculpted by wind into a mass of thin spires.  This massive black 
structure sits amid a vast plane of white bones.  Millions upon millions of 
bones must lie outside this dread building.  The source of the bones can be seen 
as well, for here and there in this vast field of white are wooden posts, with 
living persons chained to them.  These people begged and pleaded for mercy as we 
walked by, following a narrow cleared path through the charnel yard.
	Moughrim assures us that these unfortunate wretches are lawfully 
purchased prisoners.  When a person commits a crime that warrants a death 
sentence, it is usually carried out by public execution.  However, in some truly 
horrendous crimes, the perpetrator is turned over to the Necromancers Guild, for 
execution as they see fit. I never thought I'd find myself saying it, but I was 
glad to be ushered into the massive iron doors of the Guild of Necromancers, if 
only to get the pleading of those poor souls out of my ears. How many centuries 
of criminals, of begging and pleading and suffering must have gone into the 
making of that plain of bones?  Many, far too many I think.
	We were met at the door to the Guild by a tall woman whose name is Septe. 
She is austere, wearing a black robe and only a few rings of silver and a choker 
of black silk embroidered with gold.  She welcomed us and said that rooms had 
been prepared, and that our coming had been expected.  She also mentioned that 
the Masters of the Guild would like to speak with us once we had recovered from 
our journey.
	As we followed Septe  through the winding halls, I thought perhaps 
outside with the dyeing prisoners might not be so bad, for here, there were 
bodies in the walls.   These bodies were black, just like the walls, and not 
only the bodies of humans protruded from these walls, but large cats, and things 
that looked like rhinos, and sometimes only the foot or partial head of some 
truly massive beast would cause the corridor to turn to bypass this obstruction..  
And as we traversed these halls, so did members of the Necromancers Guild, and 
they were talking with the bodies trapped within the black hallways of the 
palace of the dead.   As I gazed with horror on these walls, and touched the 
black substance of which they were made, I perceived what this was.
	Many thousands of years ago, this black substance had been liquid, a 
thick tar-like substance that would trap any creature that ventured too near.  
Over the aeons it had trapped thousands upon thousands of beings within its 
viscous embrace.  Eventually, it had hardened, and then been buried by time and 
soil.  Weather it was the necromancers who found and uncovered this wonder, or 
time and nature, it does not matter.  I doubt if I shall sleep well, knowing that 
I am surrounded by the bodies of thousands of creatures that died long, slow 
deaths of terror and suffocation.  Merlaine of course cannot abide this place, 
and is already feeling ill.
	The bag containing the body of Enkil was gently taken from us by several 
black robed adepts under Septe's direction.  She promised us that it would be 
safe and cared for, and also that Merlaine would no longer have to renew her 
preservation on the body, as the Guild had people who could do that.
	Septe showed us where our animals were to be stabled; it is a dark and 
lightless place, and the beasts do not much care for it.  Nor are our rooms any 
better.  Small, and carved from the same body laden pitch as the rest of the 
building, they seem designed to induce nightmares.  We were given a candle, and 
a basin of warm water to wash.  Septe asked us not to wander around unless she 
was with us, and when we asked about food, we were told that dinner would be 
brought to us, and so it was within the hour.  After our admittedly good dinner, 
we went straight to bed, exhausted by our long weeks of journeying.  I do not 
remember what dreams, if any I had that night, but I am sure that is all for the 
better.
	The next day we were left to our own devices for the day, which mainly 
consisted of sorting through our packs, discarding those cloths and pieces of 
equipment that were beyond repair, and repairing those that could be saved.  
Just as evening fell, Septe appeared.  She said  the Guild masters would like 
to speak with us later this evening if we were able.  We of course said  "yes" 
after which Septe showed us the steam baths.  There was one room where the floor 
was so hot it turned the water that ran onto it from a small spout into steam.  
Then there was a room with a warm pool of water, and yet a third room with a 
cold pool of water; scented soaps and towels abounded.  Septe explained that the 
Guild was very fastidious, and most of its longer term students were a bit 
obsessive about cleanliness.  We made great use of these steam rooms, and the 
scented soaps.  After we had scrubbed the dirt of the road, and other, less 
savory places, from our skin we returned to our rooms and dressed in our  black 
and silver clothing, which we keep in oiled bags deep in our packs.  You never 
know when you might be called upon to look impressive and powerful at a moments 
notice.  Septe of course, told us we were not to bring any weapons into the 
presence of the Guild masters.  We quickly agreed.
	And so, cleaned and dressed, we trooped after Septe down the halls of 
the Guild, passing several acolytes who were whispering to the people in the 
walls.  I sure am glad I can't hear those people answering.  After some time, 
we were ushered into a huge room, so large the walls were almost lost to sight.  
The wall we could see, contained a massive fireplace, above which was one of the 
most awesome sights I have ever beheld.  A creature, lizard like in appearance, 
but fully thirty feet tall, and wearing bizarre armour the looked to have been 
made from plates of metal,  was embedded in the black wall.  This creature held 
a sword fully as long as it was... that weapon alone must have weighed a 
hundred pounds or more.  The creature's mouth was open in its death scream, one 
of surpassing agony to judge by the expression.  The teeth on that monster were 
longer than many of the swords I have seen humans wield.
	With a polite sound, Shali directed our attention away from the monster 
over the fireplace, and to the dozen men and women seated around a large round 
table in front of that same fireplace.  Dressed all in black, with trim and or 
jewelry in silver or gold, they gave the term foreboding a whole new depth.  
With a wave of her hand, Septe indicated that we were to sit in the remaining 
chairs opposite the grim figures.
	As we approached, several of the seated figures made a strange hissing 
noise, and we all noticed at that moment, that Brianna's Necklace of Saints was 
glowing a bright white!  Septe, with a very stern face said Ògive it.Ó and held 
out her hand to Brianna, who was terrified almost into inaction.  But, she 
found the nerve to remove the necklace.  Septe, carrying the glowing thing as 
if it were some long dead corpse that a cat had dragged in, left the room.  
When she returned, she was empty handed.  With a glare at Brianna she stated 
Òyour jewelry awaits you in your room.Ó  After that, and many profuse apologies 
by Shali and Brianna, we were invited to sit.
	Once we sat, a servant, living I was pleased to note, brought a large 
carafe of wine and many glasses.  Then the man in the center, a fellow dressed 
in black silk, which was almost obscured by the intricate gold embroidery that 
covered his robe, introduced himself as The Guild master.    I should note hear 
that they knew that I kept a journal of our travels, and asked that their names 
not be written down in my book.  I of course, agreed... I mean, what was I going 
to do, say ÒnoÓ to a simple request from the head of perhaps the most powerful 
Guild on Aerth?
	After my agreement not to record their names, he introduced several of 
the others around the table as well, but he notably did not introduce three of 
the members of the gathering, who sat still and silent throughout the whole 
proceeding.  Moughrim was not present, but Septe was, having seated herself 
next to one of the "ones who were not introduced."  Two others in attendance 
were the Master of the Adventurer's Guild, and a Chief Researcher for the 
Collage of Shapers.  The head of the Necromancer's Guild then told us that 
Moughrim was resting and recovering from his ordeal.  The Guild had heard his 
version of events, now they wanted to hear ours.
	And so we told it.  Shali did most of the telling, since she is a 
troubadour by training, Merlaine added often to the tale as well.  Most of 
the rest of us sat silent, adding details only when we were asked.  It took 
some time, and more than one carafe of wine till our tale was through, when 
it was, the Guild heads seemed pleased.  They thanked us for rescuing 
Moughrim, at great risk to ourselves, and then seeing him safely back to his 
Guild.  They informed us that during our journey, Moughrim had let us be 
witness to Guild secrets that were not common knowledge in the outside world.  
They said they hoped we would keep this knowledge to ourselves.  They did 
say they understood why Moughrim had allowed us to be privy to these secrets, 
and agreed with his decision, under the circumstances. 
	In return for our saving of Moughrim's life, they handed us an ornate 
lacquered box, within which was a jar of exquisite cut crystal.  The jar they 
said contained Sovereign Balm, which if rubbed on the chest of one who has 
recently died, will restore that individual to life!  The heads of the guild 
said that this was in keeping with their philosophy of "an eye for an eye..a 
life for a life, and then some."
	The Guild Masters went on to add, that while Enkil's body technically 
belonged to Moughrim ( who had taken it from us by threat of force), they 
were sure that we had incurred a great loss of time and expensive material in 
our rescuing of their brother Moughrim.  So they told us that a sum of five 
thousand pieces of gold had been deposited into our Adventurer's Guild 
accounts.  And that was five thousand gold pieces apiece!  They again told us 
that this fee was for the trouble and expense incurred in our rescuing of 
Moughrim, because it was an offense punishable by Death by Axe to buy a body, 
and the Necromancers Guild would never want to incur the anger of the 
Triumvirate by doing anything illegal.
	As to what was to become of Enkil, they told us only the vaguest 
details, for they said that what we did not know, we could not tell.  They 
said that after Samhain, we would again be interviewed by the Masters of 
the college, and at that time they may have more information on House 
Dolgenen and its doings for us.  Until then, we were invited to stay at 
the Necromancers Guild, and could, with supervision, use the library if we 
so chose.  If we needed to go into Nvym-Dar, we were warned that the Church 
of Ishtar knew we were sheltering at the Necromancers Guild, and would be 
watching for us.  The Necromancers told us that they knew of several secret 
ways into the city, if we badly needed to go, but that we would need a 
guide to navigate them.  We thanked them for their generous hospitality.
	I'll admit, that I did not sleep at all that night.  My head was 
reeling from all that had changed.  Here we were, wealthy beyond my wildest 
imaginings, and for the time, safe, with powerful enemies, and equally powerful 
friends.  Ah, life is such an interesting thing!  I can see now why our long 
departed friend Finder worshipped the goddess of chance and fate, for certainly 
they are powerful, and subtle forces.
	The next morning, we talked about what to do.  Shali was for approaching 
the Church and trying to clear our name, but that idea was voted down, as the 
crimes we are charged with bear the penalty of death. While our reasons are 
right and good, it is true that we did steal a body from a church.  So, we 
decided our long term goal, other than bothering the Dolgenen's as much as we 
could, would be to seek out these martial arts that Bob is so keen to find.  
To that end, we decided to ask to visit the library here at the Necromancers 
Guild, and see what, if any, information it held.  We also decided that it was 
important that we visit the city, if for nothing else, that and no where else, 
was there an armorer skilled enough to repair my armour.
	Day the next:   Well, I do hope my writing is as legible as usual, as 
I am sure my hand is shaking still, and I know I'll have nightmares for at least 
a fortnight, as we have just returned from our visit to the library of the 
Necromancers.  What a ghastly place!
	Finder told me somewhat of it, rows upon rows of heads in small niches.  
But the truth of it was worse even than my imaginings.
	Upon receiving our request to visit the library, Septe asked if all of 
us could read, and she seemed pleased when we said yes, we could.  We waited 
while she made the Masters aware of our request.  When they agreed, then Septe 
returned, and led us down a series of narrow corridors, all with various heads, 
arms, or other limbs embedded in them.  Then, we descended a narrow spiral 
stairway, and we descended a goodly way beyond the body strewn wall of the Guild 
itself so deep into the bedrock did we go.
	Eventually, after traversing even more corridors, we came upon a small 
room, barely big enough to fit us all in.  Within this room was a single large 
desk, and an old man seated at this desk, reading a book.  Around him on the 
floor were several bodies in various states of decay.  Septe coughed politely, 
and then introduced us to Master Badrochan, Guild Librarian.
	At this, Master Badrochan turned to us, and scrutinized us long and 
hard. When his gaze fell upon me he smiled, and said ÒAh, a Mage of Runes then, 
well met.  So, what brings such an unusual gathering to my humble study?Ó
	We told him then that we had come across many questions in our travels, 
and were wondering if he could be of assistance to us in answering them.  He did 
not say anything for a long time, so finally Shali asked if he knew of  any 
reference to a poem which contained the lines Ò Beyond the crystal sunset, follow 
the Sea Heron through the teeth of the dragon.Ó, which we had been given as an 
aid to finding some information we sought.   Master Badrochan sat very still for 
a long time, and then muttered under his breath.  We could all feel the energies 
of a spell gathering about the room, and were of course, very nervous.  Once the 
spell was complete, the bodies that had been strewn around the room, jerked, 
spasmed a couple of times and then rose from the floor to stand.  Master 
Badrochan pointed to one of the now walking corpses and said Ò Room fifteen, isle 
three, fourth shelf on the left. There is a book titled Beyond the Crystal 
Sunset, bring it here.Ó  With that, the zombie shuffled off, while the others 
just stood and stared at nothing.  While we waited, Master Badrochan asked us 
question after question.  Did we see any five pointed flowers of purple while we 
were near Mirror lake, and other suchlike did he ask us.  He seemed very 
interested in the accounts we could give of the hunting technique of the Likshara 
we had encountered.  
	During our conversations, it dawned upon me that Master Badrochan was a 
vampire!  He had the pale complexion ( which I had first thought to be caused by 
many years in this library), and upon looking closer at the zombies, they all 
had twin puncture wounds about the neck (at least, the ones with flesh still on 
their necks had these marks), some of them had several sets of these wounds.
	Even though he may look old and feeble, Master Badrochan's fierce gaze 
misses nothing.  He smiled at me and said ÒYes, you have the right of it, I am 
no longer counted amongst the Ôliving'Ó  He then motioned towards the zombies 
"That is the only use for an illiterate person, really, as food and servants."  
He stared at me and said ÒHow many books will you read in your lifetime, Mage 
of Runes?  Three hundred, perhaps four  or five hundred if you do not travel as 
much as most seekers of adventure.  Me?   I have read over ten thousand books, 
and have time enough to read ten thousand more.  All the knowledge of the world 
is at my fingertips, now that I have the time to read it.  I do hope you chose 
your several hundred books wisely, for that is all you shall ever have.Ó  I did 
not know how to reply to this outburst, but was saved from having to do so my 
the arrival of the zombie with the requested book.
	Seizing the book like an eagle seizes it prey, Master Badrochan opened 
the volume and began to peruse through the pages.  I tried to get glimpses over 
his shoulder, as the book was in a language unknown to me.  After a time 
Badrochan found what he was looking for.  ÒYes, here it is!Ó he claimed, and 
then ran his finger along a faded and stained line of print and intoned the words 
"We set off on our voyage, knowing that our first port of call would not be for 
many weeks, and would be the near mythical chain of island mountains known as the 
Dragon's teeth, then steer due west till we saw the crystal sunset. Then beyond 
that we would have to set the course described to us by Sven, the Skvarnisdag..or 
Seer..of the Daershai tribe."
	With a slam, Badrochan closed the book.  ÒWell, I know for a fact that 
the Daershai tribe are ice reavers, more bloodthirsty even than most of the other 
tribes, so it would seem as if your poem is some sort of reference, but to find 
out more, you may well have to go to the Daershai.  I'd not envy anyone that 
journey.Ó  We sat for a time and thought on this.  Then Shali asked if anywhere 
in his vast library, Master Badrochan had ever come across any reference to a 
House of Vermilion Shadows.  Again the unliving librarian paused for a goodly 
time.  When he did move, it was to gather and then search through a huge sheaf 
of papers within his desks drawer.  After that, he had his servants fetch several 
books, notebooks to judge by the binding and writing in them.  After pouring 
through these notebooks for some time, he did finally order one of his zombie 
servants to fetch Òthe occupant of niche 371, in room 12.Ó
	When the servant returned, it carried a box, perhaps two feet square 
that was made of stone.  The zombie set this box down, and then Master Badrochan 
had the servant fetch a small candle table.  This candle table however, had a 
tray of silver rather than of the usual wood, and the silver tray had a depression 
in the center somewhat larger than a small melon; the silver of the tray was much 
tarnished and looked as if it had gone uncleaned for centuries.  On the side of 
the box was a script of some sort, which I could not read, but master Badrochan 
obviously could.  ÒHuman of middle age, assumed warrior, killed by sword, 
unburied. One of twenty six bodies, three recovered.  Found by Duriel the Elder 
while on an expedition west of the Grimwall mountains, year of our Lady 13.Ó  
With that, Master Badrochan opened the stone box, and withdrew a much decayed 
and dessicated human head.  He then set the head in the depression of the silver 
table.
	The remains of the head looked much the worse for wear, but, seeing as 
how they are over 600 years old, if Master Badrochan's date is correct, it is a 
miracle that there are any remains at all.  If I thought I was nervous and 
uncomfortable before, I became thrice so when master Badrochan asked the decayed 
and  rotting skull ÒDo you know of the House of Vermilion Shadows?Ó, and the 
head answered!  With the slightest movement of the mouth, a barely audible 
sound was heard, the head had spoken, spoken a single word!  ÒYes.Ó  I nearly 
lost my lunch upon seeing that.  The others of our party were none too thrilled 
by the goings on either I might add.  But, we have seen worse, tis true.
	Master Badrochan then said that we could give him what questions we would, 
and he would relay them to the corpsless head.  We were told that only questions 
that could be answered with a yes or no would receive a response, and that our 
number of questions was limited.  Also, this disembodied head only knew of things 
that transpired while it was still living, so if we were hoping for current 
information, we were at a ..dead end, so to speak.
	Well, we did hesitantly relay our questions, some dozen or so, before 
Master Badrochan said that the magic of his little silver table could contact 
that spirit no more.  But, we had found out a great deal!  We now know that 
the House of Vermilion Shadows are not a human merchant house, nor are they a 
merchant house or group of any of the races that commonly inhabit our world.  
The members of the House of Vermilion Shadows are harmed by sunlight, yet they 
are living, not undead.  Based on what we have found out in this dark and 
foreboding place, we think that the House of Vermilion Shadows do be of the 
race of Dark Elves, or Mordaehill, as Merlaine's people call them.  If this be 
true, then, as usual, things are worse than we first thought.  We thanked 
Badrochan for his time, and retired to our rooms to think and discuss on what 
we had witnessed, and discovered.
	Day the next:  We decided that it was important to visit the city of 
Nvym-Dar, and told Septe of our wishes.  Arrangements were made for her to 
guide us, and within a few hours we set off.  The secret ways into the city 
that the Guild knows are through a huge set of ruins.  Nvym-Dar, like most 
cities, is built upon the ruins of a city that existed before it, and that city 
built upon the ruins of a still older city.  Well, many of these ruins have 
been excavated by fortune seekers and treasure hunters over the years, and by 
city engineers as well, searching for a new sewer outlet locations, or digging 
building foundations.  The ruins extend well beyond the huge wall that surrounds 
and protects Nvym-Dar, and so these ruins have been excavated still further 
over the years by groups wishing to enter the city without having to pass under 
the eye of the guards.  Invading goblins, smugglers, slavers and pirates have 
all added their own cleared ways through the ruins. 
	The Journey from the Necromancers Guild takes the better part of a day.  
The first part of it is overland, and then through a ruined village.  Within 
the mill of this village, there is a large basement, and within that basement 
is a cleverly disguised door, which leads to a set of ancient stairs.  
Eventually, one enters the ruins of the ancient city itself.  Whoever built 
this city were not Mountain folk, although they did seem to construct on the 
same massive and solid scale as we do.  The rest of the journey is taken by 
walking through great halls and chambers of stone, and along what were once 
streets, but now are well paved tunnels, with unsteady ceilings of mold-covered 
stone overhead.  Eventually one climbs a narrow and dangerous looking stair, 
to emerge behind a huge and rotting pile of lumber in the part of Nvym-Dar 
called the Maze.
	Now, since secret access to Nvym-Dar is a very valuable thing, the 
ruins are the site of constant warfare by different groups, the Thieves Guild, 
the Black Hand, various Smugglers, groups of Black Mages, and others constantly 
vie for control of the ruins, so it can be a very dangerous place to be.  On 
this particular trip, we encountered a man, dressed in leather armour and armed 
with a broadsword, just standing against a shattered pillar in a small gallery.  
This man made a sign with his right hand, and Septe made a sign with her two 
hands, the man nodded and we proceeded.  Only when we were past did Merlaine ask 
us if we had seen the two armed and armored ogres lurking behind a pair of 
pillars nearby.  When we replied we had not, we deduced that they must have had 
Walking Unseen spells upon them, very nasty that.
	Septe informed us that currently the Thieves Guild holds sway down in 
the tunnels, and that the Necromancers Guild pays them in order to have passage 
through the ruins, although that could change any day.  By the time we were 
safely out of the Maze, it was dark, and we found lodgings for the evening.  We 
had a meal that was filling, if not very good, and after a session of planning 
what we needed to do in the city and how we were going to do it, we went to bed. 
	The next few days are a blur of shopping, so I'll spare you the details.  
Of note is the fact that Bob, I and Vasquez have all decided to spend much of 
our largess from the Necromancers Guild on ÒspecialÓ mattoos from the Brothers 
Sleaze.  Bob has opted for a pair of daggers, one on each fore-arm.  These 
should only take a few days to finish.  I have decided to make a larger 
investment, and get a pair of battle axes.  My back is the only place large 
enough to hold the mattoo, so my back it will be.  I have also requested that 
the brothers Sleaze do flames all about the blades...and they do say that this 
will cause my mattoo Axes to be afire when I call them forth into being.  But, 
all things come at a price.  My axes will be several thousand gold shillings, 
and some week or so of work, 4 hours each and every day.
	Vasquez has gone the deepest of us all, getting almost her entire 
back covered with a mattoo of a bird called a Firebird, which the Brothers 
assure us will be alive, and answer to Vasquez when she calls it forth.  Almost 
her entire gift from the Guild is going into the mattoo, and almost two weeks 
of time.
	Merlaine, Shali and Brianna shall spend much of this time at the 
Necromancers Guild, as we decided that our group is very obvious.  Vasquez 
and I can stick together, and who would remark two Mountain Folk?  Bob can 
easily play a lone adventurer back for the winter, as the city is full of 
those at this time.  Then, when we have done what we need, Shali and the 
others shall have their turn.
	I do not look forward to these weeks, as the Mattoo process is most 
painful, and takes a great deal out of a person.  Now, not only shall I not 
get the rest I need to heal completely from performing my Ritual of Creating 
a Runewand, I shall incur further need of rest with this Mattoo, for its 
creation also causes damage similar to that Ritual of my Collage.  When it 
is done, I shall be as weak as a kitten, and near broke to boot!  Ah well, I 
did manage to stash some of my gold away and not spend it.  But of good news 
I have some.  Even though it took some doing to sneak my armour to Bron trovo's 
armoury, I did manage this, and he has agreed that he can repair my armour.  
When he saw the damage that had been wrought to it, he actually smiled, and 
said he was glad to make and repair such a suit for someone who actually used 
it, rather than some Princeling, who merely wore it while in a Parade or some 
such.
	And now, I shall set pen aside, for tonight is Samhain.  It is a night 
of dark rituals and dark magic, when the Light is but a dimness in the distance, 
and dark is everywhere.  Even though I am well set in an Inn of stout doors and 
walls, I shall not sleep much tonight I fear.  My thoughts shall be mainly not 
of myself, but of what Shali, Merlaine and Brianna shall have to endure, 
spending Samhain night in the Guild of Necromancers.  So now, i shall leave 
aside the parchment and ink, and take up the small silvered axes, which fit well 
beneath my pillow.

				By My Tense, yet still Warm and Living Hand,
				This Dread Night of Samhain.
				The Year of our Lady 540

							Drashak Khea Milari



DJA
holwinkle@oocities.com