Earthdawn Session Summary 08/08/99

Attendance

Tim (Tz'kri) decides that work and overtime money are more important than showing up to gaming on time, and he sends ahead word that he will be late. Bruce (Belwin Linnet), Nick (Ooth) and Paul (Cassidy) all show up on time. As usual, Dan is in charge.

Electioneering in Belhanna Kaer

Two of the Council seats are scheduled to be up for re-election soon. One of the contested seats may be held by any race, and is currently held by a Councilwoman Hellonia, a dwarf. The other seat is the t'skrang position, held by Councilman Vr'llon. There are several other candidates in the race, though most people seem to simply expect that the dwarf will be re-elected.

The characters also notice that since their return to the Kaer the Council's prohibition against carrying weapons seems to have fallen by the wayside: most folk are walking around armed to the teeth. Most of the characters apprehend that even the short-term consequences of this kind of civil disobedience are unlikely to be pleasant.

The Belhanna Kaer Council

The Council consists of ten seats. Four seats are open seats, and may be held by any race. Dwarfs currently hold all of these seats. The remaining seats are allocated based upon race. Council members are elected for a five-year term, staggered so every year two seats are up for re-election. The entire current membership of the Council is:

Human

Darran (male adept)

Dwarf

Garnet (male adept)

Ork

Tryleena (female)

Open

Gorlock (male dwarf)

Windling

Neeza (female)

Open

Jasper (male dwarf)

T'skrang

Ur'llon (male)

Open

Hellonia (female dwarf)

Elf

Thystilonella (female adept)

Open

Quwayion (male dwarf)

Councilman Ur'llon's Campaign

Tz'kri notices that the Councilman Ur'llon is starting to campaign for his re-election. Sadly, the Councilman doesn't have many accomplishments to boast about. Even worse (from his point of view), there are a lot of rumors going through the t'skrang community about how a time for change has come. Some t'skrang are asking for new leaders, able to meet this challenge, while others are arguing that experienced leaders are needed. Tz'kri, on the other hand, sees this as an opportunity to cadge a lot of drinks. He tells stories about his adventures in the Outside, with the goal of becoming drunk enough to not notice when he hits the ground. It takes him a surprisingly small amount of time to be successful in this goal. In the process, he loses a number of opportunities to be… favored… of young t'skrang females. He also accidentally quashes a movement to get himself elected to the Council.

Valuable Time Drifts by in Training

At the end of the last session, most of the characters had gained the necessary prerequisites to ascend to the Third Circle, and had been promised the appropriate training by their various masters. This training requires some forty hours of dedicated effort, forcing most everyone to remain in the Kaer (and off the streets) for about a week after their return.

During his training, Belwin notices that his Master, Colonel Bainbridge, is having some trouble keeping up with him. Belwin interprets this as an indicator that he is swiftly approaching the Colonel's level of skill, and may need to find a new Master soon. On the plus side, the Colonel has spent many years in charge of security for the Kaer, so Belwin takes this time to ask him for his perspective upon the current political situation is. The Colonel notes that whoever gets the open Council seat will have a big challenge in the future, as about three-quarters of the orks are in near-open rebellion from the Council.

Cassidy, who needs to find himself a Master now that he is disconnected from his native people, elects to find someone with whom he can take a Training Pledge. He talks to several representatives of the rather paltry local population of Troubadours, finally electing to take the Pledge with the human Troubadour Boron. With his training needs assured, Cassidy spends his off hours trying to chat up the Kaer's Illusionists to obtain some extra magical tricks. He is disappointed to find that the more experienced Illusionists will hardly give him the time of day. To his great relief, the Illusionists' students are a lot more talkative. He successfully hooks up with a couple of them for a few sessions of spell-trading.

Ooth spends his time learning some new spells, Pain and See the Unseen. He is practically oozing with excitement over his first acquisition, as he gets a deep, visceral thrill from the sight of other intelligent creatures writhing around in agony. True to form, Pain serves to immobilize the target in agony, then inflict small amounts of damage every round for some length of time. As far as Ooth can tell, the only drawback is the spell's limited range.

Tz'kri manages to run afoul of politics when he returns to his Master. His Master is the only other Scout in the Kaer, and also happens to be an ork. This had never been a problem before, but now given the political situation (and, no doubt, the overtures Mank and his superiors were probably making towards every orkish Kaer-dweller with Outside skills) Tz'kri's Master no longer wishes to be seen with his student. He doubtless fears that the other orks will label him as a "politically unreliable" individual, and take appropriate action. As a result, he is constantly nervous around Tz'kri, and does something of a rush job training him.

Belwin's Advance Party

Belwin sets out to talk to the various members of the advance party he wishes to assemble. His first stop is his fellow Swordmaster, the ork Bast. Bast remains employed by the Council as a patrolman, and remains just as upset about his lot in life. Moments after Belwin starts talking to him, Bast is complaining about the dwarfs holding everyone down, all the while shamefacedly trying to hide away his nice new boots. His newest grievance is the fact that the Council no longer allows patrols to be composed entirely of orks, mostly due to the current troubles in the Kaer.

Belwin explains to him that he's been outside the Kaer and has seen the old Belhanna city, where the people of the Kaer used to live. He tells Bast that the city needs a lot of work before the folk of the Kaer can go back to living there, and that the Council has given him the task of assembling an advance party to start repairing the city. He offers Bast a position in the advance group, a position that Bast seizes upon instantly. Belwin then spends a long time convincing Bast that he needs to go find three more reliable orks to be part of the group, preferably a couple of guys who can lift a lot and someone who's handy in a fight. Bast agrees to bring some orks by the next day, though his enthusiasm diminishes somewhat when he starts to understand that he could end up in a position of responsibility and leadership.

Belwin's next stop is with Councilman Gorlock Stonebreaker, a dwarf stonemason. Belwin explains that he will need a couple of dwarf stonemasons and a couple of strong laborers. Gorlock agrees to find some reliable people, and further reminds Belwin that Lie M'stone, the strange man made all of stone, has been hiding away in the Library for the last couple of weeks, and would probably be quite an asset in any work expedition Outside. Belwin, somewhat chagrined by the fact that it was his original suggestion to Lie that he hide in the Library, agrees that Gorlock is correct.

Ooth heads off to talk to the troll community. His last remembrance was that they were all engaged in military shouting drills with the expectation of becoming the Scourge of the Skies once again, and didn't seem to be particularly interested in any sort of reconstruction. His Master, the ancient Shaman He-Who-Speaks-To-Stone, sends him to a female troll named She-Who-Inspires, the Sky Raider Adept responsible for all the military shouting drills.

She-Who-Inspires listens to Ooth's case. He talks as eloquently as he can about the world Outside and the need to establish a secure community for the Kaer. He is a touch disturbed when she enthusiastically agrees, claiming that such a place will be necessary to serve as a shipyard. Her mantra appears to be "We must build ships so we can rain death a destruction down upon the other races!" Ooth eventually talks her down from her peak of fervor and gets her to find a couple of laborers willing to help the rebuilding effort.

The Orks Are Up to No Good, No Good at All

Ooth, who has longer way to walk than most other characters between the Council Keep and his home, notices a number of orks hanging around the caves, following people. Curious, he approaches one of them and torments him. The ork retreats in dismay, with Ooth following some distance behind. The ork heads into the deep caverns past the old mines, then heads towards the elevator shaft where the characters had previously encountered some of Mank's overly violent minions.

The mouth of the elevator shaft is little-changed from the last time the characters visited it. Ooth notices the main difference right away: there are a half-dozen orks armed with crossbows guarding the elevator cage. Ooth hears the lurking ork tell the guards, "There's this troll with a lot of tattoos running around, and I think he's on to us. We should tell Mank, and then kill him."

Ooth heads home to chew upon this development.

The Advance Party Assembled

Belwin calls a meeting for everyone in his advance party the day before the Council meeting. In part, he is curious to see exactly who will show up. In addition to the characters, he gets:

Belwin expects Lie M'stone to show up, but then remembers that the stone man is off meeting with the "Brotherhood", and only promised to be back in time for the departure of the expedition.

Cassidy starts off the meeting with an inspiring song bringing forth a vision of a strong, beautiful, vibrant city. Everyone is caught up in the vision except for Bask, who barks out, "It'll never work, man!"

Belwin keeps his comments short. He reminds everyone that they're going to be going Outside, and that they should bring good boots and durable clothing. He claims that the Council will provide food and some other supplies. He asks that everyone be ready for a departure in two days.

Tz'kri, who remembers losing consciousness at the Kaer Seal due to the overwhelming lack of stench in the Outside, chirps up that everyone should bring along a cloth dipped in filth to hold over their mouths and noses. His suggestion is greeted with a number of questions upon the best type of filth to use and the proper quantities. Tz'kri does his best to look like an expert in the field of filth, with mixed results.

Before the meeting ends, the dwarf scholar Thrumb approaches the group bearing their improved weapons. Both Belwin's sword and Ooth's axe now do Step 7 damage, and bear two carved runes, one showing a water-purification sigil and one showing doors opening. Belwin and Ooth accept these gifts with suitable solemnity. Ooth in particular is proud of the fact that he only chortles with infantile glee once and barely drools at all.

Meeting the Council

The next day, the characters go to the Council to present their plan. As it turns out, the Council has it's own plan and is a bit surprised when the characters show up trailing a party of ready laborers.

The Council's plan is much more ambitious than the characters' ideas, and involves five waves of people going out in three phases. Their first wave consists of engineers and farmers, with the primary goal of just mapping out the area, accompanied by guards. They note that they want one flunky for every ork, because, "You just can't trust those orks." The orkish Councilwoman Tryleena looks disturbed at this obvious racist dig, but offers no verbal objection. The Council spend a goodly amount of time laying their plan out as the characters simply stare.

Belwin, unsatisfied to be pushed out of the limelight, does his best to convince the Council that the initial waves should be based out of a reconstructed Belhanna, rather than returning to the Kaer every evening. The Council members remain unconvinced, pointing out that the Kaer has far better defenses than the wrecked city ever did.

The final insult comes when one Council member brings up a motion (apparently one with some measure of support) to keep the characters' names off the list of people allowed to leave the Kaer. The Councilman's argument is that the characters are untrustworthy and not politically reliable. As evidence, he offers the fact that they endangered the entire Kaer by breaching the Kaer Seal without appropriate authority. The characters don't get much opportunity to argue against this proposal, but even so the final vote is 7-3 against. The characters are placed back upon the list of folk approved to go Outside, but only as subordinate guards. The characters sense that the motion failed only because a substantial faction on the Council simply wishes to have them gone so they cannot cause any more trouble internally.

Ignoring the fact that the Council is clearly becoming tired of the characters and their antics, Tz'kri pleads with them for a better weapon, not like his current weapon, "which is more like a metal club." Several Council members make piercing observations including, "Perhaps a larger mug of ale would be more appropriate." However, they eventually relent and offer him a blade with +1 Step additional damage from the Council armory. Tz'kri gleefully accepts.

Abductions, Chaos and Extortion

In the midst of all the excitement of expeditions to the Outside, Belwin's brother hunts him down. The man is clearly very disturbed, and not by something that happened in the carpet shop. He tells Belwin that his eight-month-old son Jiminy, Belwin's cousin, has been abducted. All Belwin's brother really knows is that the child had been in the upper room of the house, and isn't there anymore.

Belwin asks the rest of his rather miscellaneous friends to help. Tz'kri uses his magical Tracking abilities to find a set of booted tracks heading up into the baby's room, and then out. From there, the tracks lead straight to the deep mines, indicating that the orks are probably responsible for the theft. As the characters get set to head down to talk to Mank about his latest mischief, they note that people on the streets are claiming that one-fourth of the seed set aside for the next year's planting is gone (30 bags of seed).

The kidnapper's tracks are joined by many others, and obviously head towards the abandoned mine shaft. The characters find a half-dozen crossbow-packing orks at the top. The orks very distinctly refuse to let the characters pass. There is a brief verbal confrontation that quickly disintegrates into straight violence. Ooth quickly incapacitates two orks with Pain, while Belwin cuts a third down with a vicious sword blow. The remaining three orks drop their shields and run for the elevator, with Tz'kri, Cassidy and Belwin on their heels. They don't get far: Belwin and Tz'kri rush into the elevator and cut down another ork, while Ooth hurls Pain upon one more. The survivor surrenders. The elevator starts to descend with the characters on board.

A large gang of orks await the characters. The characters estimate perhaps 20 or 30 of them. Belwin demands: "Where is the human child!" The orks respond by bluntly ordering the characters to drop their weapons and release the other orks. Tz'kri obliges by dropping one of the captives from a distance of 15 meters. The situation disintegrates from there. The characters notice that both Mank and the Shaman Ragvorn. The two orks "negotiate" with the characters with a very threatening tone and a rigidly uncompromising attitude. They basically threaten to kill the hostages if they aren't granted safe passage out of the Kaer. As an added bonus, they offer to kill anybody else (including the characters) if they get anything less than complete and total obedience.

The characters, finally forced to accept that they are unlikely to be able to take on a mass of orks all by themselves, accede to being pulled back up the shaft so they can carry the orks' demands back to the Council. Most of the characters elect to remain in the tunnel leading to the elevator shaft, to ensure that the orks don't break out and cause even more trouble. Belwin treks back to speak to the Council.

Neville Chamberlain: the Council's Hero

When Belwin arrives, The Council is busy compiling lists of abductees and missing Adepts (including orkish Adepts suspected to be among Mank's people). The Council believes that the orks number total of nine Adepts in their faction, including: a Weaponsmith, a couple of Wizards, an Illusionist, a Nethermancer, a Troubadour, a Shaman (Ragvorn), and two Warriors (Belgorn and Mank).

To Belwin's distress, the Council is inclined to let the orks go. They believe that if there is any warfare, the Kaer is likely to be destroyed. Further, they feel that letting the orks have their way is the best chance to get the hostages back. Belwin doesn't much like this plan, and suggests that the orks will turn into a savage band, forced to raid the Kaer for food to survive. He further suggests that the orks are unlikely to give up their hostages, as the hostages represent their best ability to extort goods through the Kaer defenses. The Council members expend whatever patience they have left trying to talk sense to Belwin, then finally decide that they're right and tell him to get lost. They tell him so with a group of bailiffs, just to ensure that Belwin doesn't ignore them. Belwin stomps off to rejoin his people at the mouth of the elevator shaft. Eventually, a patrol of Council guards shows up and tells the characters to go away.

An Early Departure

At least partially convinced that the Kaer is going to disintegrate into factional violence, the characters assemble their group of explorers and persuade them that it is necessary to get out of the Kaer now. Cassidy is particularly eloquent, and manages to persuade most of them to come along, with only a few holdouts. All of the characters' would-be companions are somewhat concerned about leaving their families behind. The characters try and think of a way to let them take a few loved ones along, then give up when they decide that everyone is related to everyone in the Kaer.

The characters sneak outside, then stop to wait for the orks. Tz'kri looks around to try and find a good place for the characters and their associates to hide that isn't the wrecked stoneship. He finally locates a good site in a ditch upslope from the Kaer. Meanwhile, Ooth and the workers pull the fire-cannon up out of the wreck, then cart it up to the ditch to keep it hidden from the orks.

The characters wait for several hours. During the wait, one of the workers notices a huge dragon, miles away, sitting and looking at the characters. The thing is lying on a mountainside, almost completely immobile. The characters elect to ignore the critter, confident that it will depart during the night. Unfortunately, their hopes are savaged the next morning when they see that it is still there at daybreak.

Cassidy's Story

Cassidy remembers that his own people once upon a time lived on a sea of fire and water. They gained much of their livelihood by mining Elemental Fire using enchanted fire-barges. They built their Kaer floating upon lava, with a shield elemental air over it. Unfortunately, the lava proved to be much less noxious to Horrors than they might have hoped. Even at the beginning of the Scourge, his people were forced to spend a lot of effort fighting them. The constant fighting took it's toll, and only two fire-barges remained at the end of the Scourge. Unable to support themselves through their traditional trade, they were forced to travel up the rivers through the Mist Swamps (where the fire and water meet) and live through fishing and farming. However, they are still able to take the two fire-barges down through the Mist Swamps to the Sea of Flames.

The Mist Swamps are the home of a mighty dragon. However, she has very particular habits. Travelers who remain upon the narrow safe passage through the swamps are allowed to pass without harm. She only flies against folk who veer off the straight and narrow route and intrude into the depths of the swamps. Based upon this, Cassidy suggests that the characters (and the Kaer) can probably work out a way to live in peace with the Hill Dragon, provided they can understand what the dragon considers to be it's territory.

The Orks Emerge

The Kaer door opens in late morning. A steady procession of orks carrying supplies and leading goats emerges amid shouts of glee. A number of prisoners linked together in a coffle are visible. The characters are somewhat surprised to see the orkish Councilwoman Tryleena among the hostages. Tz'kri spots an adolescent t'skrang that he remembers from his neighborhood. There are hostages from all of the races in the kaer except for the trolls. The characters count about twenty hostages in total.

From the sheer quantity of goats and grain sacks the orks bring with them, it is , quickly apparent that they went overboard with their agreement. The characters immediately fall to speculating over what kind of damage the Kaer might have suffered.

It takes the orks about an hour to get all of their people and goods out of the kaer, especially since many of them fall over due to the lack of smell outside. The number of orks incapacitated is somewhat less than it might have been because the orks are prepared: many of them carry filth-soaked cloths to press over their mouths and noses.

Once the orks have emerged from the Kaer, they muster up into groups and head south. They are very obviously led by three orks: Mank, Ragvorn, and an impressive ork dressed in crystal plate mail. The characters do not fail to notice that the orks still have the hostages with them as they head south. They arrange the hostages into three groups, one each at the beginning, middle and end of their column.

The Ork Camp

The orks skirt the edges of the hills, heading to the south and the west. They eventually camp for the night, and hold something of a celebration. From the appearances, the orks brought along a good deal of ale. They also make a point to slaughter a lot of goats.

The characters notice that the orks are quite confident: they aren't posting any guards. Even so, with about half to a third of the adult orks armed they have a fighting force of about 150. The characters hide themselves about 200 yards away. The orks' party goes on until the small hours of the night, while the characters huddle in the cold and darkness.

By midday the next day, the orks are mostly roused and are starting to organize the camp to a point where it can be moved. The orks appear to have taken notice of the dragon. Amid the general chaos of preparation, the characters notice that there is a cluster of orks accumulating off to one side of the main group. They speculate that there has been some kind of political rift within the group.

The Ork Refugees

Cassidy sees one ork head towards the mountains. Several other orks seem to be doing the same thing. He points them out to Tz'kri, who moves parallel to them and eventually locates a small group of about thirty orks, murmuring to themselves. They are sitting together, somber and quietly, making minimal conversation, looking back towards the ork camp. They greet the four newcomers.

Tz'kri sneaks up to try and hear them. As he creeps up, they leap to attention and stare right at him. He introduces himself to them, trying to pass himself off as a local resident out hunting. The orks, of course, immediately assume that he's from the Kaer and ask what he's going to do. They appear really apologetic about the hostages and the not letting them go thing. They don't know what they're going to do. They think they're screwed, and figure they're going to die. They also figure they can't go back to the Kaer, because nobody will believe them. They don't really know what Mank and Ragvorn are going to do with the hostages, but they haven't hurt them too badly.

Tz'kri also learns that the impressive ork in crystal armor is named Belgorn, and is the true boss. Even Mank didn't know that Belgorn wasn't going to let the hostages go. Belgorn also traded Elemental Air with the trolls for Living Crystals. He believes that the orkish Weaponsmith can make more suits of crystal armor for the orks from the crystals, modeling them upon his own suit (which is a family heirloom, carefully preserved through the Scourge).

Tz'kri offers to help teach the orks how to survive if they help him get the hostages back. He gets three of them to come along to help him.

Back Among the Group

Tz'kri brings his three refugees back to the group, where he explains the new political situation to the other characters. One of the three orks drops something of a bombshell when he explains that Tryleena, who started out as a hostage, has ceased to be a hostage. The orks are keeping all of the other hostages drugged, but never drugged Tryleena, indicating that she served them as a very effective fifth column (Belwin remembers that she consistently said, "Just let the orks go" during the time he was trying to convince the Council).

The Rescue! The Dragon! The Flame! The Horror!

After a minimalist discussion, the characters decide to rescue as many hostages as they can. Cassidy uses a combination of his magic and his disguise skills to make himself and Tz'kri look like orks. Meanwhile, Belwin and Ooth cut brush into bundles to prepare for a 50-meter frontage of flame upwind of the ork camp.

The wind coming from the south, so Belwin and Ooth head to the south for their preparations. They set up a total of five ten-meter long bonfires, then wait for a diversion to be needed. Cassidy and Tz'kri are obviously in the front lines for this effort, and make their way towards the eastern part of the ork camp. They have their three "friendly" orks stationed behind stone outcroppings behind them, set to act as a human chain to ferry rescued hostages back to the characters' camp.

The plan starts out well. Tz'kri and Cassidy manage to retrieve a series of hostages without too much trouble. Then the dragon takes off and the situation gets a lot more complicated.

The dragon starts out small by flapping down and snagging a goat, which it devours on the wing. The orks' organization is clearly not good enough to withstand this kind of excitement. The body of the orks is separated from their hostages. Goats and supplies are scattered across the remains of the camp. Many of the orks scatter for the hills in small groups, but most of them start ordering up into some reasonable approximation of a battle line. Exactly what use they think this will be against a dragon who inspires paralyzing fear merely by flying overhead is not too clear.

Ooth notices that the orks are forming up close to his position, so he starts his fires. Belwin runs into the confusion to pick up some hostages, in the process drawing attention from both orks and (even worse) the dragon. Unfortunately, the dragon ignores Belwin in favor of snatching the ork woman who was holding Belwin's nephew. The dragon sets down and apparently starts eating. Belwin, frozen in terror, is not that much assistance in this situation.

Confronted with chaos and a twenty-meter lizard, Tz'kri suddenly has a religious experience and decides that the dragon is god. He tries to draw the dragon's attention. He is rewarded with the ability to rescue Belwin's nephew, miraculously unharmed next to the scraps and remains of the unfortunate ork woman.

The dragon ends the entire encounter by breathing a massive gout of flame some 200 meters long. The surviving orks scatter like chaff, their onetime battle line forgotten. There is nothing left of their original encampment and their organization is shattered.

Return to the Kaer

The characters start back towards the Kaer with the fifteen rescued hostages. Along the way, they also manage to pick up thirteen orks who no longer want to have anything to do with Ragvorn and his crew. The characters promise to tell the Council about how the orks helped bring the hostages back, but Ooth points out that the characters have thus far served as Cassiopeia to the Council: they have managed to successfully predict everything that has happened so far, and the Council has consistently ignored their recommendations.

Halfway back to the Kaer Seal, the characters encounter a herd of whomping huge creatures with long horns moving slowly across the plain. The characters see them, and start to slaver at the thought of so much meat just walking around, waiting to be eaten. Belwin and Tz'kri attempt to hamstring the hindmost creature in the herd. Their attempt is staggeringly less than successful, prompting only a whomping sound of distress from the creature. The characters notice that the entire herd rushes about, forming a circle with their heads out and the young in the middle. The characters, eyeing this collection, elect to move on. Their dreams of easy meat on the hoof fade away.

Tz'kri suggests trying to domesticate one. Belwin, who saw his first wild animal less than a month ago, immediately thinks this is a good idea.

The remainder of the journey back to the Kaer is fairly uneventful. The various ex-hostages slowly recover from the effects of the drug.

Signs of Progress

When the characters return to the ruins of Belhanna, they see nobody actually working on the ruins, but do see significant signs of effort at rebuilding the place. More promising, there are no visible dangerous signs of violence or massacre. There is also a path slowly developing between the Kaer and Belhanna.

The characters find the Kaer Seal standing open, but protected by guards. They are happy to see the hostages, but not too happy to see the returning orks. Tz'kri speaks upon their behalf. The guards listen to him, but don't seem willing to accept that Tryleena was one of the ork conspirators.

Developments in the Kaer

The guards fill the characters in upon some of the new developments in the Kaer since their absence:

The Council Surpasses Itself

The characters learn what happened inside the Kaer when the orks left. The traitorous Councilwoman Tryleena went down and "cut a deal" with the them. The Council agreed to keep the people off the streets and way from the main plaza. The orks said that they would simply walk through the Kaer, depart the Kaer Seal, then let their hostages go. In actuality, they threatened people in the main plaza, and some of them ran rampant through the Kaer, throwing rocks and stealing additional supplies (principally goats, and bags of wheat and oats). Even worse, they also didn't release the hostages as promised.

Belwin talks to the Council. Tz'kri goes along. It isn't a very happy encounter. Belwin harangues them about their shortsightedness. He reminds them that everything he predicted came true. Without the characters going off and acting like loose cannon, the orks would have sacrificed all of the hostages. Nothing the Council has done has been effective. The orks took 80% of the seed grain in the kaer, most of which is destroyed or wasted. Without the orks, the population is about half the size that it was. Belwin demands a dozen armed men and fifty workers to gather up the goats and grain the orks have left scattered around to the south. The Councilors mumble that they'll get right on it and slink off.

Ooth Learns a Troll Ritual

Speaks-With-Stone sends for Ooth. He says that one of the trolls aided the orks by trading living crystal to them. This troll has fouled his honor, and must be ostracized. Speaks-With-Stone invites Ooth to attend the ritual so he can learn what needs to be done. The traitor is currently "in confinement" in the troll cavern.

Ooth talks to the traitor. The individual in question is one of the young trolls who has been training as a Sky Raider. He claims that he sacrificed his honor to save the clan. He claims that without the Elemental Air he got from the orks, the trolls would be forced to become Lowland Trolls, and not Highland Trolls as is their destiny. He insists that the trolls of Belhanna have an ancestral duty to be the terror of the skies.

Ooth watches as Speaks-With-Stone performs the ritual, sawing off the luckless troll's horns and renaming him kava (translated as "mud"). The troll is cast out of the clan.

The End of the Session

The session ends with the characters back in the Kaer. Ooth finally manages to understand the visions he has been having since his sacrifice at the Temple: if he wishes to become a Questor, he can put experience points towards Questor powers.

Each Legend Award is worth 100 points. The characters each gain four Legend Awards.

Goals Completed

Got Hostages Back

We Confronted Mank (even if it didn't work).

Opponents Defeated

The Elevator Guards

Roleplaying

 

Heroics

Nobody Fled from the Dragon