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#Post#: 652--------------------------------------------------
421 AC Karnea Master of the Black Robe vol. I Story One: Rise to
Power
By: Dungeon Master Date: November 19, 2023, 4:33 am
---------------------------------------------------------
[center]Karnea, Master of the Black Robe
Story One: Rise to Power
Vol.I
Chapter One: Karnea the Return
Karnea was created by Adam E
[/center]
420 AC 37 SC
Night, Late fall
Ansalon, Solamnia
The Return of the Gods and the Moons of Magic at the close of
the War of Souls to Krynn brought Magic back to the World.
The Wizards of the world rejoice at being reconnected with their
Moon and the great rush when standing in their wash of
moonlight.
Over the Course of the Year, the Gods of Magic search out for
their former followers and are dismayed to find that so many of
them have aged, some have even taken their lives in their
absence without the power they once wielded. Many have taken up
sorcery, but that is not so much the issue; there are so many
sorcerers now who don’t want anything to do with High Sorcery.
The Gods begin appearing to some select followers in secret.
Some Wizards reconnect with their former Powers. All Wizards
must find themselves again. They weep and rejoice. The power
that was lost by the Wizards of Krynn has returned.
In the year after the War of Souls, Karnea returns to Krynn. The
moons of magic once again orbit the world. Karnea decided to
catch up the best way she knew possible and headed for
Palanthas, only to find it occupied by remnants of the Knights
of Takhisis, now apparently called the Knights of Neraka.
Finding she has little tolerance to make a scene within hours of
returning to Krynn. She draws her Cloak of the Bat over her head
and magically transforms into a bat. Off she goes into the
Palanthan night sky. She sees that the Tower of Palanthas is
still missing from its previous address, leaving the lord city’s
skyline bereft of its long, storied presence.
Her destination is the Library of Palanthas. It has been an age
since she came here. The library is always open to visitors, but
there are but a few staff members on hand at night. She is no
more than five feet in from the door when she hears the crash
off to her right. A young startled Aesthetic knocked over a
cleaning cart in shock and fear. Other Aesthetics come running
and admonish the young man for his loud outburst. An elder
Aesthetic steps forward and bids his apologies for the young
man, "it seems you started him with your sudden appearance. I am
the Head Aesthetic Pastorian, is there something we can help you
with miss..?"
“Karnea,” The diminutive necromancer replies.
Now it is Pastorian’s turn for a moment of shock at the
recognition of the name that is connected with this young woman
who stands demurely in the gallery. “Yes, I am so sorry, Master
Karnea. What can we help you with?”
Karnea’s first question is where all the books are, but she
thinks she can answer that on her own. Either they were victims
of the Dark Knights, committing acts of destruction and
malfeasance, or these Aesthetics have put the books into hiding
while these Knights still hold dominance over the city. Karnea
decides to ask Pastorian, "If he is Head Aesthetic, where is
Master Bertrem?”
“Alas, It is with a heavy heart to report to you Master Bertrem
passed away but two years ago. “The Elder man answers.
“Indeed, well then Master Pastorian, I am in need of a recent
History lesson. I wonder if I can avail you for the evening to
catch me up? I have been gone for quite a while, forty years to
be exact. Give me the recent happening as you know them. You do
that for me and I will repay you and your order for your time."
Pastorian considers this. The name Karnea evokes remembrances of
pages he has seen in the past, before the holy texts went away
with our Master Astinus. He recalls the tales of the private
relationship Raistlin Majere had with his long-departed Master.
He considers the value in at least setting up a dialogue and
seeing how that develops and goes from there. Pastorian readily
accepts Karnea’s proposition.
They head to his office, and refreshments are brought in the
form of Hot Tea and hot cakes. The Aesthetic Pastorian takes her
through the recent history of the Fifth Age into the daylight
hours. The Best He knows it. He also gifts copies of the Three
Volumes of Master Berterm's reporting of the 5th Age and the Age
of Mortals, Ansalon.
#Post#: 654--------------------------------------------------
420 AC Karnea Master of the Black Robe Story One Rise to Power C
hapter Two: The Ruins of Schallsea Tower
By: Dungeon Master Date: November 22, 2023, 1:32 am
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[center]Karnea, Master of the Black Robe
Story One: Rise to Power
Chapter Two: The Ruins of Schallsea Tower
[/center]
420 AC
Central Ansalon
New Sea
Schallsea Island
The Barren Hills
Karnea stands at the ruins of her former Tower, which she called
home for much of her time after her first return to Krynn and
her first adventure that led to a foiling of a dangerous plot of
the Dragon Queen.
It was her Base of Operations (other than her Demiplane)for
nearly twenty years until the Summer of Flame when a legion of
Grey Robes tried to attack and invade her Tower. Karnea had a
failsafe. Although she treasured her Tower, she could not hold
them all off, but she had a fail-safe that she loathed to
unleash, a hell of a sacrifice.
The Tower was twenty stories tall, with five more levels
extending underground. The destruction was caused by the
release of a 24HD fire elemental that was trapped in the lowest
basement level and used as a heat source, as well as the release
of a 24HD water elemental trapped a level above that, which had
been used to create all the freshwater for the Tower. When they
were released, their corresponding battle with each other
resulted in a large explosion that collapsed the tower and
killed the Grey Robe invaders.
Some parts of the tower were blown apart, but some sections fell
semi-intact on its side. She has long wondered what survived
after what she scavenged to power her escape from Krynn in the
first year after the Chaos War.
She had wondered about her library, obviously, there were a ton
of books, including a set of her spell books. There are also a
lot of "library" books that she would be interested in
recovering, due to rarity and expense. Her crystal ball was a
special trophy to her, her teleportation chamber would be
wonderful to find intact.
She notices that her presence has not gone unnoticed. Barbarians
in the distance. Perhaps two generations have been born, grown
up, and had a child of their own in the time since she had last
been here. They know enough not to approach the ruin, and
typically they stay away from the barren hills. These might be
outcasts.
She begins walking around the ruins, keeping an eye out for her
shadows in the distance. She checks to see what looks stable
and what may collapse. She begins finding books, which have been
left to the elements for forty years, and they practically fall
apart in your hands. She barely makes it out, she knows it was a
priceless copy. Damn. She ventures deeper into the collapsed
section. She sees the twisted remains of her Teleportation
chamber, which may be salvageable. She is beginning to get
disheartened. She entered another section, which was her study.
Impossibly, she finds her crystal ball held by the expertly
taxidermized claw of a young white dragon mounted in a heavy
steel base. She looks around. Wrought iron Bookcases still hold
their book charges via their magical chains. A sigh of relief
floods her being. She finds other books around; the ones on the
ground are lost, but some of these others have fallen on top of
different furniture and survived in this enclosed space. There
are a couple of skeletons that are more intact than some of the
other bones she has seen scattered around. These look fresh
enough to have been in the last couple of years. No robes. Just
scavengers, maybe sorcerers of some kind. The spells on her
books were intact enough to kill anyone who touched one of her
spell books.
The sun is running into the evening, and she decides to call it
a night. She casts a spell she learned on another world:
Mordenkainen's Magnificent Mansion. 7th level conjuration,
abjuration.
She brings the things that she found inside that she can carry
with her safely at this time. She has also brought food with
her to sate her hunger for real.
She looks over the things she collected. These are priceless
editions that she had expected to find. Useful as they are, she
still has yet to come across some of the most important tomes
besides her spell books.
She falls asleep for the night.
Karnea awakens and readies her spells for the day. She wants to
be protected if her watchers decide to try anything, but she
also is going to memorize levitation a few times, along with Dig
to see if there is anything more salvageable.
After many hours, Karnea Teleports to the Port of Schallsea to
get food in the Cozy Heath Inn and pick up food she can take
with her later that will keep. She will need more water.
He almost can’t bring herself to check the port and see if her
ship, the Venture is still there. Forty years.
It has been brought on shore. It is listing slightly. It is not
sailable at present.
It’s been stripped of most of its rigging and stripped of
anything not nailed down. It looks like no one got under the
protective barrier Karnea had in place to house her spelljammer
helm. She does not know what would happen if the ship was
repaired and if she would be allowed to leave the crystal sphere
and return. Karnea has doubts about whether she can take off the
planet. Somehow, she thinks this thing offends the Highgod. She
does not know that for sure, but she is not up to testing the
theory at this time.
She curses to herself, she did not convert currencies before
coming back. She is going to take a loss on the exchange rate.
She gets back and sees her shadows have been through here, but
they have stopped here, not venturing any further into the
ruins, tracks are leading away. Karnea is not entirely sure how
to read the situation. They left tracks, that is strange enough.
They left tracks leading away, that too is unexpected. She casts
Detect Life. It is 10’ per level She detects out to 250’ search
for life. She is alone.
Over the next couple of days, Karnea clears the rubble and
debris and uncovers many trinkets and special items that
survived. She has lost 24 % of her library of books which was a
complete loss due to fire damage, water damage, or forty years
of weather exposure-related damage—46% in a condition that is
salvageable, readable enough to transcribe to another book.
What is left has survived completely. She found the Tomes, they
have some damage but survive for the most part. She knows it
was a sacrifice, she lost a lot. Thank Nuitari that much of it
survived in some form. The more she has looked at the
teleportation chamber, the base has survived intact. It might be
salvageable after all. She finds a large bag of gemstones and
rings under a bit of rubble. In another area, she finds a chest
that is wizard-locked. She remembers the password readily and it
springs open. The Chest is full of steel and gemstones, rubies,
emeralds, diamonds, gold bars, and platinum bars.
The Next day she speaks with the Harbormaster about refurbishing
her ship and making it sea-worthy enough to reach Caergoth. She
will also need a crew. She pays him a large amount to make sure
she has his attention.
She stays for a couple of days at the Cozy Hearth, reading
through what has survived. She decides what to do. She moves all
of her valuables with her and teleports to a grove in a forest.
Leaving her valuables for the present, she starts walking in the
direction she thinks the house is in. She is met by the largest
brown bear she has ever seen. It looks at her for a few moments
and then lazily turns around and starts walking along in front
of you.
Karnea takes this as a sign to follow, which she does for a
short way before she is met by an old familiar face. Talidaar
walks from a trail and welcomes Karnea to the Forest with a
smile.
“Hello, old friend. Don’t mind this guy, this is Ben," gesturing
to the big bear, "He’s getting up there in age. Sorry if he
startled you." How have you been? How's Aravis, gods? How long
have you been back?
“I am well old friend. Aravis is well, still on Soreel. I have
only just returned this past week. I have just been to Schallsea
to see what was left of the Tower. I have come to ask a favor
of you." Karnea replies.
"Of course," Talidaar flatly states.
"I ask that you to hold onto some of my belongings I have
gathered from the Tower. I have yet to secure a base of yet, I
will not keep them here long."
“Of course. Nobody will touch it. Keep it here as long as you
like.”
“My thanks.” Karnea replies thankfully." She is absolutely sure
this is the right course of action, her gut only confirms that
nothing has changed between them. She knew she could rely on
this old bond more than just about anyone else on this world.
Talidaar debates and then makes the offer. “I'll put it out
there even if you won't take me up on it, but we can put you up
here, we have a laboratory you can use, There has been no Kender
around here in years. The young ones won't get in your hair.
Just till you get on you feet. won’t you come up to the house,
Lashia is making supper.”
Even as Karnea’s stomach growls, He knows full well she won't
take him up on it, but it is a generous gesture that Karnea
politely refuses. She says she has things to do. She says she
will return soon, Karnea casts Tenser's Floating Disc and moves
her things to a storage room at the Dae Dyrnastaerynfalos Family
Keep. Once her belongings are stored. Karnea tells Talidaar she
will return when she has a better picture of what's going on in
the world.
They shake hands and then, Karnea teleports away -
She returns to the Port of Schallsea watches over the Venture
and sees that it gets refurbished with rigging and sails. She
makes she the workers know who they are working for and that
they should not make her wait any longer than she has to. She is
fair but stern.
She pays for the repairs and the ship is brought out to sea. She
is crewed and ready to set sail. Karnea takes in the short
voyage to get her sea legs after such a long time. The ship
sails with minimal issues and gets her to her destination of
Caergoth.
Here, she asks the Harbormaster to point her in the direction of
somebody who can make sure her ship is seaworthy. Once she finds
the right expert, she sets him to look over her Ship.
After giving it a lot of thought, Karnea decides it is time to
go to Wayreth.
#Post#: 658--------------------------------------------------
420 AC Karnea Master of the Black Robe Story One: Rise to Power
Chapter Three The Search for the Tower of Wayreth
By: Dungeon Master Date: November 23, 2023, 12:13 am
---------------------------------------------------------
[center]Karnea Master of the Black Robe
Story One: Rise to Power
Chapter Three: The Search for the Tower of Wayreth [/center]
420 AC
Abanasinia
A week later, Karnea walks into New Ports and straight into the
Roaring Griffon. This place and Karnea go way back to 362 AC
When an elf, Karnea, adventured with him as he took over the
management, along with Palianess Darkhammer. She has been
looking for the Forest for a week straight. Dispatching goblins
and gully dwarves alike in frustration when they came too close
for any reason.
A dwarf who is bar-tending is unfamiliar to Karnea. She asks for
some mead.
The dwarf just grunts under his beard and gets you your water.
He then pours your drink from a tapped barrel.
Karnea pays and asks, “If any wizards come through here
recently?”
The dwarf grunts again. “A black robe came through here a couple
of days ago. Only the most famous Dark Elf on Ansalon. Before
that, A red-robed woman, older. Both seemed discouraged,
serious, and out of sorts.
The most famous Dark Elf would be Dalamar. The other one is just
a guess, but maybe Jenna. Don’t even know if she is still alive.
But it is not out of the question to think of one without soon
thinking of the other. So Dalamar can’t find the Forest either.
Good on one hand that it's not just you, but bad on the other
that neither of us can approach the Forest. What is going on?
Karnea asks the Bartender about the bandit activity in the
region. (Karnea remembers Pastorian mentioning the Baron and his
band of thieves, thugs, and archers running Qualinesti).
The dwarf grunts again and curses them. “Yeah, they are a
continued problem. Like to kill every last one of them if I ever
get a chance.”
“Might be what is keeping the Tower away,” Karnea muses to none
but herself. This is intolerable. This has never happened to
her, ever.
Karnea asks, “Does Palin Majere still live in these parts.”
The Dwarf answers, “Mayor of Solace now.”
Karnea decides it's unavoidable, she will have to make the
pilgrimage. Karnea pays the Bartender for his time and
information, finishes her drinks, then walks outside and faces
Solace and imagines where she wants to go and teleports there.
Solace
She walks into town, walking down the Blacksmith row, when she
sees something that sparks a thought.
She walks towards the large vallenwood sliced slab on its side
at a woodworking shop. Karnea is drawn to it. She wants.
Wherever she ends up, this is what she wants in her study. She
spies chairs made of the same wood, not quite the design she
wants, but figures Woodcutter may be open to ideas if the price
is right.
She marks in her head where this is, then walks on. Karnea comes
across a mage shop set up on merchant row here on the ground
level called the Arcane Within. Mostly scrolls, a couple of
spell books, nothing in the open that you would be interested
in. The owner is gone on business, and a relative or apprentice
is running the store. No help whatsoever.
So many people and buildings here on the ground. She keeps
looking up to see if she is heading the right way. This place
has grown into a medium-sized city.
She soon passes by the Tomb of the Last Heroes, guarded by
Solamnic Knights. Karnea pauses for a moment at the Tomb. She
had learned in her talk with Pastorian that Bertrem was buried
in the Tomb of the Last Heroes. The last resting place of Tanis
Half-Elven, Steel Brightblade, and Tasslehoff Burrfoot.
Not being the sentimental type, Karnea moves on to the stairway
to the Inn of the Last Home.
Fifteen minutes later, she is still climbing upwards. She takes
a break as people behind her walk around. Karnea looks up and
keeps on ascending. She can take in the full scope of the
ground city that has been built up as well as the expansion of
the tree town.
Karnea reaches the door to the Inn of the Last Home.
Some time passed before Palin could break away from his work. He
apologizes for making her wait.
It was only a minor annoyance, they are very busy. Karnea just
smiles and answers, “No trouble at all. I am glad to see you
again after so many years.”
Palin looks at Karnea and has to rub his eyes. She appears just
as she does when he sees her, but a few times in those early
days. “A couple of Mages have come through here, all with the
same problem, I’m guessing that is why you are here, for why
else would the great and terrible Karnea come to visit me? You
can’t find the Tower either?”
“Correct,” Karnea answers. Searching his face, and his
clothes(No colors representing any of the moons) with her eyes,
discerning all, saying nothing. He has given up his magic. Hmmm.
What now, what now?
“How long?” Palin asks.
Karnea answers, “A week. It’s never happened to me. Hours,
minutes, maybe one whole day. But never this.
“Strange.” Palin says as he ponders the issue.
Karnea sees the faraway look in his eyes. She regrets coming
here, though she clings to some hope she will be proved wrong
somehow.
“Look, I’m sorry for troubling you, I will try to figure
something out." Sensing that Palin is not rising to the bait of
coming with her to figure this out, she goes to shake his hand
and sees what a jagged mess they are. Remorse comes to her.
Somebody has done this to him repeatedly, over a long period.
She pats him on the shoulder and walks out of the Inn.
Soon she finds herself walking around the tree city for a while,
almost absentmindedly, deep in thought. She stops, decides her
next course of action, and orients herself in the direction she
is going to go, and then teleports away.
#Post#: 848--------------------------------------------------
420 AC Karnea Master of the Black Robe Story One Rise to Power C
hapter Four: Blood Sea of Istar
By: Dungeon Master Date: July 3, 2024, 10:58 pm
---------------------------------------------------------
[center]
Karnea, Master of the Black Robe
Story One: Rise to Power
Chapter Four: Blood Sea of Istar[/center]
East Central Ansalon
Southeast Solamnia
Capital of Southlund Solamnia
Karnea returns to the Port City of Caregoth and finds the city
caught amid a thunderstorm. She makes her way to the
Harbormaster, who can guide her to the right foreman. A human
from Northern Ergoth named Curtis. Karnea enters the Guild Hall
and asks around until she tracks down and meets with the foreman
who oversaw repairs on her ship, Curtis. Karnea asks, “If there
is anything wrong with it, is it seaworthy?”
Foreman Curtis is straight with her; he lists the carpentry work
it took to fix and repair any issues to make it seaworthy, more
carpentry work to the deck, and inside. He tells her it is
finished.
It turns out there are forecasted scattered thunderstorms across
the region in the next couple of days, which may hinder leaving
immediately. It lets up for a while, and Karnea checks out the
repairs made to the Venture.
Karnea looks around the ship, and it almost seems new again.
Karnea has no doubts about the workmanship she observes
everywhere on the ship. They settle, and Curtis comes away
satisfied with his earnings for his men. Curtis tells Karnea
where Karnea’s crew has been staying while they have been in
town. They plan to relaunch the Venture at the end of the week.
If that’s the best that can be done, she can wait for a couple
of days to wait out this weather. Karnea has a certain affinity
for this City, and its thousands of years of history, its
survival of the Cataclysm. It is a solid and down-to-earth city,
has stone, square houses, and shops, has a look of permanence
about it, broad walls sectioning off the neighborhoods for the
city, Castle Caergoth sits on a commanding bluff overlooking the
sheltered harbor, and it is very steep leading up to it. It has
a high wall with a fortified gate. A Warlord has taken control
of Caregoth in the wake of the War of Souls. Dark Knights move
throughout the city.
During the intermittent rainstorms, Karnea makes contact with
the crew she had hired in Schallsea. She finds out who is in or
out for a voyage. Some are in, some are out. That means they
will require new crew members. Karnea asks the first mate to
hire some more men, however many it will take to crew the ship
into the open seas. The first mate agrees to get more men.
Karnea walks around the city and comes to know the names of the
gates, the Centaur Gate and the Dermount Gate. During her
travels, Karnea finds the Temple of Corij, a very ancient
structure. Karnea comes across a place called the House of Luin.
Karnea is surprised to find Luin celebrated or tolerated here,
but apparently, Lunitari has an Embassy House here. It's old,
but very well maintained. She wonders about such an Embassy
House for Nuitari and one’s chances of being accepted nearly
anywhere that would be of benefit.
During her explorations of the City, Karnea comes across a
Scribe district and stores associated with the commerce of the
profession. Karnea is overjoyed to find fine feather pens and
different writing mediums such as vellum, papyrus, and fine
papers. Karnea stocks up with writing supplies once the weather
turns, and the day of relaunch comes the next day. Food supplies
have been gathered by a quartermaster that Karnea hired for the
excursion. Seems to know exactly what he is doing and takes the
concern off her direct shoulders.
Karnea feels the presence of her God Nuitari speaking to her. He
is telling her to journey to the Blood Sea of Istar, he imprints
into her mind the location she must go to in the Blood Sea. Once
she has arrived at the coordinates, He will contact her again.
The Blood Sea of Istar, is where we are headed. Word from the
sailors says the maelstrom of the Blood Sea is gone. It is hard
to fathom. It has been a place of death her whole life. She
thinks back to the dangerous times she had on the Blood Sea.
These sailors swear by their words that the maelstrom is gone.
She does not have a good map of the Blood Sea anymore, so Karnea
looks for a cartography merchant store so she can track down
maps necessary to cover their planned journey. Northern Ergoth
and the East Coast of Solamnia, the Seas north of Solamnia, and
Northeastern Ansalon, covering the Qwalmish and Nordmaar coasts,
and a Map of the Blood Sea, it seems recent, as it does not show
a storm on the map, but it has markings for the different Blood
Sea Isles. She looks down at the map, studying the map for a
time. The placement of the islands, taking in the fact that all
of this was once land. She shudders and rolls up the maps and
places them in scroll cases that she bought and heads to bed for
the night.
The next morning is picturesque, with sunlight peeking through a
cloudbank of large cirrostratus white veil clouds. The first
calm seas in weeks. The Venture sits in a dry dock, and wooden
rollers have been arrayed for the Ship’s relaunch. All Sailors
and those who travel out on the Ocean do well to come to the
altar of Zebolim, the tempest that is the Goddess of Storms and
the Sea. The sister of Nuitari. Karnea dislikes giving thanks or
praying to any god other than Nuitari, but she understands the
asking for her blessing. It is only prudent. She is a demanding
Goddess, and it is best not to tempt her wrath on the seas. She
hopes Nuitari understands as Karnea asks for Zebolim’s blessing
and joins the crew as they wait for the ship to rejoin the sea.
The Harbormaster oversees the launching of the ship, and all is
carried out with precision. The Venture slides into the water
and is tied up at the docks for the crew and passenger boarding.
Within the Hour the Venture is off and sailing under the new
sails under the sun. the Venture rides again.
Karnea is glad to be moving in the right direction, finally
sailing northward on the Sirrion Sea, and they have a distance
ahead of them. Provisions were bought for the added time they
will be at sea. They plan to reach the Turbidus Ocean along with
their planned short stop at Palanthas, and then Kalaman before
they set off around Qwalmish and Nordmaar. Too many unknowns.
Cannibals are known to inhabit parts of Nordmaar, and until she
can confirm otherwise, she will steer around for now.
Days into their journey, they go to bed one night and the next
day they are sailing from the Northern Courrain Ocean, through
the Saifhum Crossing, and right into the Blood Sea. It is as if
the ship has been lifted and moved overnight by some great,
unseen hand under Nuitari’s light. Once Karnea can calm the
crew, she tells them this is the work of her God, that they must
take her to the coordinates on the map that is glowing.
The one thing Karnea can think of while they are heading into
the Blood Sea is that she never imagined this place ever being
calm again. One thing about there being a storm, it always held
back the minotaurs from any aspirational invasions. Now, all
Ansalon is open to them. Gods helps us.
At dusk, a mist rises to cover their escape from minotaur
marauders. They continue to the spot indicated on the map of the
Blood Sea.
The next morning, the crew and Karnea wake to a mist that must
have rolled in overnight, and Karnea feels the presence of her
God again. “Come to me,” she feels in her brain. She feels a
tugging, a pull into the ocean, under the ship. She sees in her
mind a Tower structure, larger than she has seen, which is down
there underwater. There is a light in the Tower. She knows where
it is. He wants me to go down there. She is both elated and
horrified at the prospect. She has never been much of a swimmer;
in fact, she never learned how to. Knowing her truncated
backstory of insanity, she just never fit it in. She tells the
crew to sail to Flotsam, and Karnea pays them for their retainer
to watch the ship.
Before they leave, Karnea looks over the side of the railing and
gazes into the water. She has spent time memorizing Water
Breathing and other spells she might need. Karnea readies the
components, casts the spell, then jumps into the Blood Sea,
gathering her will, she dives under the water and descends into
the depths. She clears her ears on the way down, and deeper she
goes. Schools of fish swim past her. She can’t help but imagine
sharks or sea dragons swimming just beyond her sight. (They
are.)
Karnea's Black robe flows around her, not the best item to swim
in (For future reference, she thinks). She clears her ears and
descends into the depths with a kick of her feet.
Eventually, she can make out five points in the sun's dim beams
of light reaching this depth. Karnea tries to make out the
structure that is starting to reveal itself. It is a tower with
five pinnacle towers atop its crown.
Karnea's robe billows around her. From what she can make out, it
appears the entryway has been covered with silt and that a new
entryway has been fashioned by magic. The door opens before she
gets it. She cannot believe what she is seeing, this tower is
hundreds of feet tall. How can this be? Is this the Tower of
High Sorcery of Istar?
#Post#: 940--------------------------------------------------
420 AC Karnea Master of the Black Arts Story One: Rise to Power
Chapter Five: Tower of Blood Sea
By: Dungeon Master Date: August 22, 2024, 2:43 pm
---------------------------------------------------------
[center]Karnea Master of Black Arts
Story One: Rise to Power
Chapter Five: Tower of Blood Sea[/center]
Karnea was created by Adam E
Eastern Ansalon
Bottom of the Blood Sea
420 AC
Karnea has swam to the entryway and enters and closes the door
behind her tightly. The water drains away, and her clothes are
dried magically. Karnea steps into a darkened room.
The voice of Nuitari rings forth, “Welcome my disciple, I am
here. Come to me.”
Torches light, Karnea follows the voice. She comes to the
central stairwell and carefully climbs the steps, and the God of
Dark Magic continues speaking to her.
“Your unwavering dedication through the years should be
rewarded. You to serve as the Master of my Tower of High Sorcery
that I have reconstituted in secret. You are the first visitor
to the new Tower of Istar in four hundred years. I call it now
the Tower of Blood Sea.”
Karnea considers all she has heard thus far. Master of this
Tower? A Tower of High Sorcery? Here, on the bottom of the Blood
Sea? How will she manage this responsibility in addition to her
own ambitions? Does Nuitari even care about her ambitions? But
this is the Tower of Istar, whole once again. She looks around
and asks, “Will it always be here, on the bottom of the sea?
“No, one day I will raise the Tower on a landmass below us, but
the deep serves my purposes for now. My dear sister is currently
distracted or else she would become a serious problem, but until
then you will keep this secret until I am ready for the order
and the other gods find out about it. My cousins will not take
it very well. I have to find a way to mitigate their anger once
they do find out. But enough about my problems, you will have
two assistants, Black Robes, that will serve as the Tower
attendants while you are away.”
Karnea reaches the Twenty-Sixth Floor, and Karnea enters the
Chamber of Eyes for the first time. It is here where the God of
Black Magic is located. They walk to each other and embrace; his
darkness envelops her for long moments.
Karnea’s eyes readjust her eyes when his arm moves, and he
directs her attention to a bowl on a table in the center of the
room. The bowl’s composition is strange …it…”Is this
Dragonmetal?” Karnea asks.
“It is indeed. Nuiarti pours out a substance, Nuitari tells her
Dragon blood works the best, but any liquid will do.” Nuitari
brings Karnea’s point of view to a Wizardess in Sanction. She is
very old and hunched over, aided by a staff member. If you are
to become Master of the Order, you will have to engage in some
political dealings. These are followers of mine that I want you
to visit because Dalamar will overlook them.
“What has Dalamar done to earn your Ire?” Karnea asks
Nuitari looks at her. “Know only that he crossed me and find I
cannot readily accept him back as my chosen to lead the order
into the new dawning of the future. That has now fallen to you.”
He continues on to give her a list of Black Robes to make
contact with and gain their votes. “As I have indicated, Dalamar
will overlook these.”
“The treachery of my mother has awakened me to the dangers of
trusting anything or anyone ever again, save a select few of my
chosen acolytes that yet remain. I have myself set out across
the world to convert some of these primal sorcerers, only to
find some that were willing, the rest held fast to their
independence of their own power. Eventually those that are true
to me will become known to you over time. It will take time for
these seeds to grow, in the meantime you will have much to do.
Once you have secured a future vote, I will send you to Nethosak
(Lacynos), the capital of the Minotaur Islands. There will have
to be seeds to plant with the new emperor. Seeds to bring us
advantage, right under my father’s nose. We must have some
control of this Emperor. We must forestall their planned
invasion. I am thinking of a way to insert you into his court. I
will be acting while you are seeing my followers. While you are
out, you might begin to think how you can smooth your way into
the court of the Emperor.”
Karnea takes all this in; she has memorized the list that
Nuitari gave her of where to go and who to see. She has her
doubts about entering the Minotaur capital. The thought of this
mission is daunting, but she will figure out how. She must.
Nuitari shows her how to operate the artifact but warns her of
the dangers of looking on the gods. “You may be able to do it
for a while, but soon they will become aware they are being
scryed upon, so be careful of who you vex.”
His last words “Do these things I have laid out and we will be
able to move forward.”
Karnea feels all at once alone, hundreds of feet below the sea
in this Tower. Karnea learns to be careful with the circular
stairway. She carries a torch and finds a room that will serve
as hers. A grand canopy bed awaits her. Karnea lights some
candles in the room and finds a writing table with fresh ink,
quills, and parchment. Karnea writes out where she must go and
who she must see. She walks to the wall and looks out into the
ocean. She wonders if it is a one-way or two-way view; that is,
she wonders if light can be seen from the outside—something she
will have to test.
Attendants, huh…assistants. She wonders who is coming to serve
her. It’s at this moment she finds she is at a crossroads.
Is this what she wants? Tied to a Tower of High Sorcery that is
under the sea? Karnea has always lived apart from the conclave.
She understood her place and did not move to challenge Dalamar.
Somebody she came to respect and hate for his favor from
Nuitari. If she does this, she will be stepping onto the
platform of envy above every black robe around her. She might
never know when it is coming. They will all smile at her even as
they plot her death. If she can do this well, maybe she can
stave off the assassin’s poison for a while until she can
consolidate her power.
Becoming Master of a Tower of High Sorcery and Master of the
Black Robes would thrust her deep into the politics of the
Conclave, and short of leaving Krynn or being killed, it would
be a permanent arrangement. Karnea remembered her times in
Zeva’s court, playing this frivolous nobleman against that one.
They all wielded political power, but none could challenge her
magically. She would have to act quickly to establish herself as
the most powerful Black Robe. Only Dalamar could hope to
challenge her in the Art, but she carries the favor of Nuitari.
Surely that would be enough to secure her hold on power. It
would be up to her to maintain it.
#Post#: 1293--------------------------------------------------
421 AC Karnea Master of the Black Robe vol. I Story One: Rise to
Power Chapter Six: Politicking
By: Dungeon Master Date: December 19, 2025, 4:57 am
---------------------------------------------------------
[center]Karnea Master of Black Arts
vol. I
Story One: Rise to Power
Chapter Six: Politicking
Karnea was created by Adam E
[/center]
Eastern Ansalon
The Lords of Doom
Sanction
It is early evening when Karnea arrives at the City of Sanction.
It has been decades since she was here last, and she takes in
the view. She is momentarily mesmerized by the terracotta glow
of the porous lava flows that snake through the city courtesy of
the Lords of Doom. Three active volcanoes in the western
Khalkist Mountains dominate the skyline from the city below.
They are Mount Grishnor, 4,200 feet, Mount Thunderhorn, 4,400
feet, and the quietest of the three, Mount Ashkir, at 4,000
feet.
The diminutive black-robed wizardess proceeds across a bridge
spanning a lava flow and ventures toward the city proper. It is
said that Irina lives in the Northern Suburbs. In her travels
through the city, Karnea comes across a newly established
Library of Sanction and is pleased to see that efforts are being
made to collect and store knowledge. A worthy goal (until the
next sacking, of course.)
Karnea's thoughts turn to the mission at hand. Politics. She is
used to acting from behind the scenes per her usual modus
operandi, but she is not foreign to the idea of diplomacy and
politicking; they are just not usually her bag. Still, Nuitari
has put his trust in her to carry this out. She is determined
not to fail him. She is glad for once for her years in Soreel,
gaining important political lessons, and more importantly, how
to avoid political problems. Yes, she got quite an education in
those years that ended rather abruptly. It was better to depart
than to have to answer any uncomfortable questions.
Karnea returns to the here and now as she continues her journey,
making her way to the northern suburbs, and makes her way
through the subdivision until she comes across the Apothecary
she is looking for. It is there that Karnea meets a
stooped-over, very old woman in Black Robes, whose name is
Irina.
Irina is eighty-nine years of age, born in 331 AC, the oldest of
two sisters who have dedicated their lives to the Prince of
Night. These years have been dark, something Karnea has not run
across yet, for Irina breaks down sobbing, just being in
Karnea’s presence. Krynn’s wizards have been beaten down,
something Karnea is going to have to remember. It has been an
age of sorcery and mysticism, and the power of the Heart. Karnea
catches up with Irina and asks if there is anything she can do
for her.
Irina is just thankful to have her visit, and doing the will of
the Dark Prince, “you are favored, I can feel it.“
It is not long before Karnea’s eye is drawn to a newer set of
books amongst the collection of older tomes. Karnea looks a
little closer to discern the writing. The Complete Alchemy
Potions Volumes 1-9, by Orin Shaw. Karnea lifts an eyebrow and
scoffs a bit at the idea that it could be complete.
Karnea asks Irina if she can take a look at some of these. Irina
swears by them and credits the elixir she has every morning to
her longevity. Gives her just enough energy to get through the
day. Karnea does not know what to say; she looks down at the
print date, which was published before the Summer of Flame. The
3rd printing came out four years ago. Karnea reads about the
author and finds out he is a teacher at the Academy of the Dark
Arts in Tarsis, in the old city. Karnea inquires to her hostess
about this academy of darkness.
Irina answers, “The academy was based in New Ports; it then
moved to Tarsis. Its headmaster would be known to you; it's run
by Selene Moonshadow.”
“Selene..” Karnea finds herself saying her name. Karnea is proud
of her former student. Karnea wonders if she has already moved
back to High Sorcery, or if Karnea is going to have to make her.
Karnea flips through the book. What she sees, she finds herself
actually interested in some of these formulas to see if they
actually work. She returns vol. one, and her finger slides
across the others; a modicum of dust follows.
Karnea inquires where these are being sold. Irina answers that
she has a box of these books to sell in the Apothecary; she
leads Karnea out into her store, and Karnea finds the set.
Karnea and Irina come to a number that is fair, and Karnea hands
over the coin to settle the bill. Karnea asks if she can keep
the book here, and Karnea will retrieve it when she is heading
back to her base. Irina agrees to keep them for Karnea.
Karnea ends up spending a good deal of time with Irina, doing
some odds and ends for her and with her in her laboratory.
While this goes on, Karnea tries to glean some information she
could use on the younger sister, not much, but a few little
insights would help her later with the younger sibling.
[center]…[/center]
Karnea next visits Malakai the Viper Black Robe in the eastern
Khalkist Mountains, at the walled city of Styx at the southern
tip of Miremier Bay, and the northern tip of the Taol Mountains.
When Karnea arrives, she finds that Malakai is very old and very
paranoid. At first, he is convinced she is there to kill him,
but soon, He warms up to the idea that he was on a list to visit
from Nuitari, and that she is visiting him on Nuitari’s orders.
He offers his assistance, should she ever have the need to call
on him. They commiserate on their first meeting near the ruins
of Heth, just north of the Solamnic Fortress of Maelgoth.
Karnea and her party had left Kalaman and entered the
Hinterlands, hoping to skirt civilized society as they traveled
across Solamnia. At the ruins of Heth, they encountered the
Black Robe Renegade Hunters. Twice before, she had defied the
White Robes that approached her, then the Red. Karnea was warned
about the Black Robe Hunters. It was at Heth that Karnea acceded
to take the Test of High Sorcery.
She was taken to the Tower of Palanthas and teleported to
Wayreth Tower to take her test. As Karnea spends time with this
wizard, she is reacquainted with the connection she feels with
him. Nuitari stayed his hand and refrained from carrying out his
mission of death. For a long time, he did not trust her, but the
attack on Storms Keep changed his view completely about her.
[center]…[/center]
Karnea appears within the Lord City of Palanthas, in the
alleyway near the Great Library of Ages. Karnea pulls the Cloak
of the Bat over her head and transforms into a bat, and Karnea
flies up over the city, zeroing in on the northwest New City
development near the Bay of Branchala. She heads that direction.
Soon, she notices she is flying near where the Tower of
Palanthas once stood. It is still shocking to see it missing
from the Palanthas skyline. Karnea avoids flying too close, as
she can feel the lingering effects of the powers of the grove.
She finds that the Three Moons magic shop has closed its doors.
She flies to an empty alley near her destination and transforms
back, taking the cloak from over her head and pulling it back.
Her intended target goes by the name of Marius. His family is
from old Palanthas money. The son left Northern Ergoth and his
parents and moved back here. He is a new wizard, that is to say,
he is young and has become a very powerful dark sorcerer in the
absence of growing up without the moons and the conclave.
Nuitari sought this one out early and enticed him to join the
art. He is settling into Palanthas underworld to gain
information on the happenings of the city, upon meeting him. He
is what she was afraid of when she first heard of him. He’s a
bit of an eccentric.
Really, Karnea is not one to cast stones, to each their own, but
this one is going to pass the Test? Still, there might be a
method somewhere in all of this madness.
[center]…[/center]
Karnea tracks down the next person on her list, a half-elf that
was born in 322 AC. Making her a century old. Looking at her
list, it would seem this one was known to be educated at and
mentored before she took the Test, at a very young age. This
intrigues Karnea, even as she walks into the Barnacle Bar and
finds a rancorous crowd, sitting and standing around a raised
platform where a scantily dressed woman is performing what
Karnea can only conclude is exotic dance.
She is familiar with these kinds of places that exist across the
multiverse; she just never had any reason to spend her time in
such a place, but here she is. She wonders about her dark lord’s
sense of humor. Karnea finds an open booth and slides into it as
the girl finishes her dance onstage, collects her tips, and
leaves the stage as a new girl comes on and begins her exotic
dance. A piano accompanies the dance. Karnea did not notice
before because of all the talking, but they have quieted down
for this one.
The men present are placing stacks of coins on the stage for the
dancer, as a waitress finally arrives to take Karnea’s drink
order. Karnea considers the prospect, but refuses, and hands
over coin for information. brunette tomboyish waitress looks at
the amount and tells Karnea, “My boss will raise an issue if you
don’t order anything and just sit in here, so look, you overpaid
for the information, and I will bring a drink out to not arouse
any problems, how about that?”
Karnea nods, “That will suffice. Now, can you point me to where
I can find a person by the name of Sirene?”
The waitress hooks her thumb over her shoulder, and Karnea
follows her thumb to the girl on stage, who at this very moment
is doing some sort of contortion, leading to Karnea witnessing
much more of Sirene than she ever intended. The waitress is off
and soon back with a drink, which seems to make the man at the
far end of the Bar stop looking so intently your way.
Karnea decides that a drink is indeed in order; she pulls her
flask from her inside pocket and takes a swig. I had felt hotter
in the last few minutes than she had in a very long time;
something magical is in the air. It makes her wonder if she
really is just a half-elf and not some half-breed of some kind,
part siren. Karnea is not sure; maybe she is imagining things,
and it was just the power of the piano and the erotic
contortions that made things hard to think. She does not know,
but she takes another swig and then puts the flask away.
The dance is over, and Sirene is collecting the hordes of coins
that are freely being handed over to her, and she departs the
stage. Karnea looks to the waitress and catches her attention,
and she comes back. "I would like to speak to Sirene when she
has time."
Soon, the one known as Sirene comes from behind a curtain, and
her eyes dart towards yours. She orders a drink, then comes to
Karnea’s booth and sits down opposite her. Sirene has an exotic
and attractive appearance, slender, with large eyes. Karnea can
see what the appeal is, but she is at a loss as to why Sirene is
still here if magic has returned. Karnea keeps this to herself.
No reason to cast aspersions, Karnea is politicking today, and
so Karnea decides to try to win this one over.
[center]…[/center]
Karnea returns to Caergoth to visit Sybil, Irina’s slightly
younger sister. Karnea stays in an inn overnight and calls on
Sybil for tea just before noon. Karnea mentions she visited her
sister and that she seemed well. When Karnea had visited the
older sister Irina in Sanction
The idea was floated to the older sister about joining Karnea at
the Tower, but they were not keen on the Tower being under the
Water. It is a sentiment that is shared with Sybil. So Karnea
pushes the idea off for a while and tables it for now. With each
person Karnea visits, she does what she can to make sure she can
win their vote if it comes down to it.
As her Master said, she does not have to kill Dalamar, just take
away his support at the knees, and he will be reduced in stature
even more than he already is. Karnea is sure that by not killing
Dalamar, she will come off looking weak; that would be a mistake
for them. The Orders are weak right now, hell, even nonexistent
at the moment, so why would she want to make the order weaker
than it already is? By having control of the Tower, Karnea will
control the order from the Blood Sea, but let’s not get ahead of
ourselves. We have to draw these black robes onto our web.
Karnea learns more about Caergoth and the corruption being
exhibited by these Solamnics who are in control. Karnea spends
some time helping Sybil do some detective work to ascertain the
identities of some of these Solamnics acting strangely.
The information seems to cheer Sybil, and once she is sure that
she has Sybil on her side, Karnea departs Caergoth on the roads
of magic back to Sanction to pick up her books, then she
teleports away and returns beneath the waves to the Tower of
Blood Sea.
*****************************************************