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The Buried Tower of Penshire
by Airius Droc
The obsidian walls absorbed the moon’s
light until the only parts of our senses that remained
were our blackened hearts, and our greedy souls.
- Krishelbane’s Memoirs, 12:5
The Legend of the Tower:
Centuries have passed since the tower
was created. Like much of the history of Agon, the true
builder’s identity remains cloudy and subject for
debate. Some argue that it’s a manifestation of
the God-King, Melek. While others believe it’s left
over from the Chaledan period. What is certain however,
is the purpose for which the tower was created, power.
The tower was last controlled by the
thief, Rinsol Krishelbane. What he did prior to coming
into possession of the tower remains a mystery. However
his exploits after the fact are well documented by his
own accounts, and by various authors throughout Agon.
During the reign of Krishelbane, Penshire was said to
be shrouded in total darkness. Its base covered in thorns,
its walls made of pure black. Using the cover of darkness,
Krishelbane mounted a huge clan of thieves, cutthroats
and villains known as the Red Wraith’s.
Wearing dark red as their trade mark,
the Red Wraiths crippled Mercian society launching countless
raids on the racial capital of the Humans. Krishelbane
came close to overwhelming the king’s forces, but
in the end was defeated by a small group of adventures
who vanquished the tower using an ancient language long
since forgotten.
It’s been 500 years since the
tower was said to be defeated. While most common people
now dismiss the legend as myth, many others fear its return.
Still some use it in children’s games; a popular
tale is that it wasn’t destroyed; only buried under
the town’s well. The children of Penshire have been
known to take the game too far, digging up large plots
around the well while looking for the tower.
Penshire:
West of Sanguine rests the small village
of Penshire. Its residents remain loyal to the throne,
and are controlled by a local lord. A simple one lane
road runs through the center of this tiny nine building
town.
In the center of the town is a stone
well. Children play there during the day, at night it’s
quiet and passersby may throw in small coins for luck
or whisper a prayer to the Goddess.
Penshire is protected by the Mercian
army. Patrols regularly swing by, often stopping to visit
a popular inn known as the Scarlet Sire.
The Scarlet Sire (aka:
the Red Wraith):
This popular inn boasts a wide variety
of patrons. One of the Mercian Armies favorites, it’s
also rumored to host “black market” type activities.
The local townspeople of Penshire have nick named it,
“The Red Wraith” because of its patron’s
unscrupulous behavior.
Amarack Bookbinder’s:
Living peacefully in a small Mercian
cottage, Amarack Bookbinder spends his days making and
collecting books of various shapes and sizes. His home
doubles as a book shop, although his collected works are
not for sale, he may allow friends and special customers
the privilege of browsing through his library if he’s
in the right mood. To help supplement his income however,
Amarack trades the materials for binding books that he
doesn’t use, usually at an inflated cost. (Note:
Amarack may also train good aligned players in the art
of Book Binding.)
He’s also been known to write
books on occasion, one of his most famous books is known
as “The Book of Bane,” an unauthorized chronicle
mapping the life and times of the notorious thief, Rinsol
Krishelbane.
A thrall by birth, Amarack has done
quite well for himself, being one of very few thralls
to actually achieve some level of freedom. Still bound
to by law to the service of the local lord, Amarack must
send out adventures in secret to perform his tasks.
A Dynamic Quest:
The key to a quest being “dynamic”
is for the player to have the ability to perform the quest
many different times without losing interest. The following
quest is designed for mass groups of players to be involved
at the same time, without the replay value ever diminishing.
I’ve done my best to keep the logic simple, though
the quest itself is epic in nature.
1. Find and return the Book of Bane
– To those players he’s trained in bookbinding,
Amarack will offer the use of his library; the one book
missing will be the Book of Bane (in its place will be
a blank book with the same title). If the trained player
asks about the book, Amarack will explain that it’s
been lost. He’ll then tell the story of how and
where he lost it.
Ultimately, the book must be returned
to Amarack at some point. He wrote it, and the good actions
of the players will see to it that he gets it back. Because
the book has been lost so many times, Amarack hides it
in his library, often using spells and other tricks to
disguise it from prying eyes. When the book is truly missing,
Amarack knows who took it, but not where it is or who
has it at that exact moment. He’ll give this information
when telling the player about the book for the first time.
It’s now up to the player to decide what they do
with this information. Do they look for the player that
took it, interrogate him or her in hopes of finding out
more information on its last whereabouts? It’s a
detective game.
It’s up to the player if they
choose to find the book. Amarack never asks nor expects
such a feat. However, if the book is returned to Amarack,
he’s most pleased and thus begins Quest #2. Returning
the book to Amarack would be considered a “good”
action.
There are other ways a player might
be introduced to the book. The local lord of Penshire
might hire PC’s to find it. The local thieves (at
the Scarlet Sire Inn) might want to steal it. A high ranking
official in the White Order might request that it be turned
over to the church. Bottom line, the last person to ever
see the book’s whereabouts (as far as any other
NPC’s would know) was Amarack, so all quests to
recover the item start with him.
Note: Because the recovered book is
“hidden” it can not be stolen again unless
a good aligned player that also has learned book binding
from Amarack steals it. This limits the book’s circulation,
and gives the quest some downtime. It also opens up opportunities
for good aligned characters to work with Amarack to protect
the book, or to recover the book.
Note: Amarack’s library also
holds information on the tower itself. One key piece of
information is that an excavation was conducted some 200
years ago to prove once and for all that the tower was
NOT buried under the town well. Digging 50 feet underground,
the town was satisfied that the tower had truly been destroyed,
and the legend became myth to most townspeople.
Note: The tower was actually teleported
to another dimension; buried through space and time by
the Goddess herself.
2. Hide the knowledge of the book’s
location – Besides Amarack; there are many other
NPC’s that would desire the Book of Bane in their
possession. Some wish to add it to their collection, others
wish to destroy it (which they can’t), while most
just want the power the Buried Tower is said to produce.
There will be many players searching for the book as well,
so the barer of the book must always be on guard.
If a player finds the Book of Bane,
this sets off a chain reaction inside the Kingdom of Mercia.
The white order has informants everywhere, and they will
undoubtedly know if the book is being kept in their banks
or their churches. The Mercian Army is as corrupt as the
tower itself, and will likely know if the book travels
through checkpoints, or is traded on the black market.
If the book is discovered by these means, the respective
NPC’s of Mercia will take action to recover the
book for their own purposes.
It’s quite possible for other
races to get involved in the book’s recovery as
well. This would occur if the book were stolen, looted,
or traded by a player of another race. Because the book
is of a Human origin, the other races (NPC’s) would
often be uninterested in its contents.
(Note: The Book of Bane is an artifact
and can never leave the world. If a player logs off while
the book is in their possession, the book remains in the
world, probably on the ground for any passerby to find.
Locate object spells only give the general location of
the book, never the name of the person that holds it.)
Hiding, selling, giving away the book
to an evil aligned player, would be a “neutral”
action.
3. Using the book for your own desires
of power – This will likely be the most popular
option, and would of course be an act of “evil.”
The Book of Bane holds many of Rinsol
Krishelbane’s memoirs, from the completely trivial
“What I had for dinner on New Years” to the
sublime and haunting tales of exploration and danger.
The book itself will undoubtedly be copied word for word
and published on the web. But that’s not the true
value of the item. The true value is that this item is
uniquely endowed with the ability to open the gates to
the Buried Tower of Penshire. To use the book for this
purpose is to become pure evil. The White Order, the Mercian
Army, all those players of Good Alignment will instantly
be opposed to you. The more power you wield, the more
they’ll react, and ultimately the book will be taken
back from you by force.
But evil is not without its advantages.
The tower is well fortified, and comes complete with its
own NPC minions. Air Elemental servants and Gargoyle Centurions
round out the staff. It’s the perfect place to begin
a reign of terror and destruction.
Finding the tower is more than difficult,
it’s impossible without the book in hand. The tower
rises on a full moon, and only in Penshire. For the player
in possession of the book, the tower’s shadow is
cast over the town. The base of that shadow marks the
entrance (which btw is located in the well). To all those
without the book, the tower remains unseen.
Note: Because of their keen dark vision,
the Alfar can see the shadow without the book. However,
they still need the book to open the gates.
The tower can only be unlocked when
the character which possesses the book reads the keyword
of opening, during a full moon, at the entrance way of
the tower. When the tower is unlocked, it becomes visible
and stationary. Its shadow casts itself over the surrounding
lands, and night fall lasts twice as long there. The small
town of Penshire is devoured by the tower which is surrounded
by a maze of torn bushes. The maze shifts and twists to
confuse all who enter it. The closer intruders get, the
more it changes. It’s not impossible to make it
through the maze, it’s just time consuming and difficult.
Those who attempt to siege the tower by air find that
it bares no viable place to land.
Once inside, the tower warps the mind
by confusing direction. Stairs that lead up will take
a player to the basement. Stairs that lead down will take
a player to the roof. Mirrors will reflect the character
standing next to you, if no other players exist, the mirrors
will reflect a player that isn’t really there.
The tower will come complete with
its own laboratory, allowing its master a full range of
spells to cast from (even if he’s untrained). The
tower will also have an observation room which holds a
large pool of water surrounded by large chairs. allowing
the master and his underlings to spy on neighboring lands.
It’s an ideal place to hold clan meetings and plan
war strategy.
The tower itself is relatively small
in comparison to a Human Keep, but affords all the normal
functionalities. Square in dimension, the walls are made
of dull black obsidian and soar ten stories high.
To destroy the tower, players of good
alignment must enter it, recover the Book of Bane, and
say the key word written on the last page. The book must
remain in the tower at all times, only the master of the
tower has the power to remove the book and return the
tower to its home dimension.
Summary:
It may not be obvious what I’m
attempting to do here, so I’ll spell it out. I’m
giving the evil players somewhat of a “capital city”
to base themselves out of. Who hasn’t dreamt about
having an evil tower of darkness before? But unlike the
Mercian Capital, the Tower of Penshire can be destroyed
(or put in hibernation). The good players work to stop
this tower from rising, while the evil players work to
bring it back. The neutral players can afford to ignore
it, or use it to their own advantage.
The master of the tower will have
many enemies, but the tower gives him (or her) a base
of operations, and also gives him instant credibility
(providing organization for the evil doers of the world).
Many of the evil Humans should rally around the Master
of the Tower, if not for their leadership for access into
the stronghold. All in all it changes the dynamics of
“home life” for the average Mercian citizen.
It also makes a full moon unlucky.
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