Swords and A Squandering Snail: Cade of Galaras

Cade of Galaras poet, performer, and sometimes swordsman
Rogue 1/Unfettered 2: CR 3; Medium-sized Half-Elf; HD 1d6 plus 2d8; hp 19; Init +6; Spd 30 ft.; AC 16, Touch 13, Flat-Footed 14; BAB +2; Atk +3 melee (1d8+1, longsword) or +3 melee (1d8+1, longspear) or +4 ranged (1d4, dagger); AL CG; SV Fort +0, Ref +7, Will +0; AP 6; Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 16.

Skills: Bluff +5, Craft (writing) +6, Diplomacy +7, Disguise +6, Gather Information +8, Knowledge [nobility and royalty] +3, Perform [string] +5, Perform [wind] +5, Perform [act] +6, Perform [oratory] +8, Sense Motive +2, Sleight of Hand +7, Tumble +7, Use Magic Device +5.

Feats: Creative, Improved Initiative, Sway the Crowd.

Features (Rogue): Sneak Attack, +1d6; Trapfinding.

Features (Unfettered): Simple and Martial Weapons; Light Armour; Shields; Armour Class Bonus, +1; Parry.

Possessions – Carried (40.5#): leather armour; light, wooden shield (left arm); longsword (belt); longspear (back); daggers X2 (boots); belt pouch (belt); thieves tools (pouch); waterskin (belt); explorer’s outfit.

Possessions – On Mule (81.5#): bit and bridle (mule); pack saddle (mule); backpack (pack); bedroll (pack); crowbar (pack); flint & steel (pack); grappling hook (pack); lantern, hooded (pack); oil, 5 pints (pack); ink, 1 oz vial (pack); inkpen (pack); 10 pcs parchment (pack); 50′ hemp rope (pack); sack, empty (pack); sewing needle (pack); thread (pack); 5 torches (pack); whetstone (pack); flute (pack); fiddle (pack); 5 days trail rations (pack); tent (pack); entertainer’s outfit (pack); traveller’s outfit (pack).

Money: 11 gp, 3 sp, 8 cp

Background: Cade was the third son and fifth child of Corvin, Viscount of Galaras, a small, agricultural fief. Viscount Corvis had no love for the common man and worked his serfs relentlessly. Cade could not understand the sense of superiority and entitlement his father exhibited. Cadefs two older brothers, Corvis and Torvin, followed their fatherfs example. All three were brawny, brutish men while Cade appreciated literature and music.

At the age of sixteen, Cade slipped away from home. He wanted to join a troupe of musicians and actors that passed through Calaras. Taking the name Teleris of Galaras, Cade became an apprentice to Galrid of Hehrville. The troupe was a temporary grouping, but Cade joined Galrid at the end of the season. Over the years, Cade \ as Teleris \ continued to learn from and travel with Galrid, making connections throughout the Divided Duchies. Cade learnt that Galrid had no love for the One True Church and the Holy Knights. Cade couldnft blame him, having seen the corruption of the Church himself. He did not, however, share Galridfs disdain, which bordered on hatred.

After one performance, in which Galrid had lambasted the local Church officials with a lampoon and jokes subtly ridiculing their corruption, the Holy Knights came and took Galrid. Cade had been enjoying the favours of an appreciative young farm girl. When he learnt of his friend and mentorfs arrest, he went to inquire with the local authorities regarding the charge. There was none. They had no record of Galridfs arrest. The Church offered no explanation, but did not deny arresting Galrid.

Cade never saw Galrid again.

From that moment on, Cade began to work in earnest against the Church. He offered aid and protection when he could. He wrote comedies focusing on the abuses of the Church, and always stayed one step ahead of the Holy Knights, using names such as Galeris of the Valley (as opposed to the Mount) and Casrid of the Feather (referring to his goosefeather pen). His last satire he wrote under the name Galrid of Hehrville, and only barely escaped the Churchfs attempt to arrest him.

His actions earned him the friendship of a sorcerer in hiding, Eam of Tomerlan. Eam had the temerity to denounce religion and refused to recognize the moral authority of the Church. He found himself the target of the Holy Knights, who charged Eam had joined in league with the 12 Demons. Through Eam, Cade has come to know Sabrine–Eam’s cousin–and Drustan–his most trusted friend.

Craft (writing) (Int)
This skill allows a character to create articles, broadsheets, fiction, drama, speeches, tracts, and similar works of writing. You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type.

When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work. The quality of the work can offer an equipment modifier to further skill checks in which the work is involved. For example, if the Craft (writing) skill is used to write a drama, and the effort achieved is Professional, a character using the Perform (act) skill to present the drama would gain an equipment modifier of +1.

Skill Check Result

Effort Achieved

Equipment Modifer

9 or lower

Untalented amateur

-1

10–19

Talented amateur

0

20–24

Professional

+1

25–30

Expert

+2

31 or higher

Master

+3

Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project. The cost of creating a work of visual is simply the cost of raw materials and is usually no more than 10 gp.

Special: A character with the Creative feat gets a +2 bonus on all Craft (writing) checks.

CREATIVE (from the Modern System Reference Document)
Benefit: Pick two of the following skills: Craft (visual art), Craft (writing), Perform (act), Perform (dance), Perform (keyboards), Perform (percussion instruments), Perform (sing), Perform (stand-up), Perform (string instruments), and Perform (wind instruments). The character gets a +2 bonus on all checks with those two skills.

Special: A character can select this feat as many as five times. Each time, the character selects two new skills from the choices given above.

SWAY THE CROWD
Your performance is so inspiring that the crowd feels a connection to you, and they are emotionally affected by the performance. Some are filled with adulation and respect for you, and all who have witnessed the performance are moved.

Prerequisite: Cha 13, Perform 5 ranks, Diplomacy 5 ranks.

Benefit: A character completing a performance can make a Diplomacy skill check to influence the attitudes of each NPC who has watched or heard, depending on the type of performance.

________________________________

This ends SEP’s presentation of the unpublished fiction for Lorestaves. If you are interested in more characters, watch for the NPCs from At the Sign of the Squandering Snail.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Monte Cookfs Arcana Unearthed Copyright 2003 Monte J. Cook. All rights reserved.

Lorestaves: At the Sign of the Squandering Snail Copyright 2009 Sword’s Edge Publishing, authors Dean Martin and Fraser Ronald

Cade of Galaras, Character Description Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.

Swords and A Squandering Snail: Drustan of Teyrs

Drustan of Teyrs, warrior and outlaw
22 year old Male Half-Orc Ranger2/Rogue 1: CR 3; Size M; HD 2d8+2 + 1d6+1; hp 19; Init +3; Spd 30 ft.; AC 17 (16 without shield); BAB +2; Atk +7 (+3 two weapon fighting) melee (1d8+4, spear), or +6 (+2 two weapon fighting) melee (1d6+4, dirk), or +6 (+2 two weapon fighting) melee (1d4+4, shield), +5 ranged (1d6, dirk); SV Fort +5, Ref +8, Will +1; AL NG; Str 18, Dex 16, Con 14, Int 12, Wis 13, Cha 10.

Skills: Disguise +4, Heal +5, Hide +8, Intimidate +5, Knowledge (geography) +4, Knowledge (nature) +4, Listen +5, Move Silently +8, Spot +6, Survival +7.

Feats: Power Attack, Weapon Focus (Broad-bladed short spear)

Features (Racial): darkvision, orc blood.

Features (Rogue): Sneak Attack, +1d6; Trapfinding.

Features (Ranger): Light Armor; Shields; Simple and Martial Weapons; Track; Two Weapon Fighting; Wild Empathy.

Possessions – Carried (38): Broad-bladed short spear, long dirk, bladed light shield, studded leather armor, belt pouch (belt); thieves tools (pouch); waterskin (belt); explorer’s outfit.

(on light warhorse, Tersig, carrying 49# with rider, 300#): bit and bridle; military saddle; saddlebags.

(on mule, Arstrik, carrying 145.5#): bit and bridle, pack saddle, bedroll, fishhook, 10 ft fishing line, grappling hook, 50 ft hemp rope, 5 torches, 5 days trail rations, 10 days feed.

Background: The tribes of Herkko in the Mid-Scar Range have long captured slaves during their raids. Kaemar, Spear Captain to Hengist the Ironeye, found himself attracted to a female slave and took her as a concubine. Drusta of Teyrs did not completely oppose the union. She found Kaemar’s strength and sense of honor attractive, if not his physiognomy. From their union came Drustan of Teyrs, named in honor of his mother. Kaemar offered Drusta her freedom in consideration of giving him a son. She stayed to raise her boy.

The Orcs of Herkko still worshipped the Old Gods, making them heretics in the eyes of the Church. The usual crusades against heretics did nothing to dissuade the tribes from their worship. The Church called on the talents of the Holy Knights in their battle against the heretic tribes. The Holy Knights succeeded where all others had failed.  They not only conquered the tribes, they exterminated them. Village by village, family by family, the Holy Knights burned away the heresy and offered the mercy of swift death to all others. Even the slaves of the tribes who had accepted the Orcs’ religion were fed to the fires of purity.

Drustan fought along with the others of his tribe. Unlike them, he learned from his mistakes. He learned to fight without honor and to give no quarter. He became merciless in his battles, but in the end, though he did not lose a battle, he soon found himself alone, abandoned by the others of his tribe who could not accept the loss of their traditions, even at the cost of their lives. He lost everyone ― his mother and father to the Holy Knights, his people to his determination to survive and triumph.

The war continued, but Drustan fought alone against the Church. He became secretive, striking from the darkness. He amassed allies. He found himself protecting those who questioned the Church. Rarely were those burned as heretics truly against the Church, merely some of its practices. Drustan did his best, but he failed more often than he succeeded.

His actions earned him the friendship of a sorcerer in hiding, Eam of Tomerlan. Eam had the temerity to denounce religion and refused to recognize the moral authority of the Church. He found himself the target of the Holy Knights, who charged Eam had joined in league with the 12 Demons. Drustan aided Eam in his quest to find his cousin. When they finally did, Drustan found another trusted comrade at arms.

New Martial Weapons

Cost (gp)

Dmg (S)

Dmg (M)

Critical

Range Increment

Weight

Type

Light Melee Weapons

Dirk, long

10

1d4

1d6

x2

5 ft.

2 lb.

Piercing

Bladed shield, light wooden

19

1d3

1d4

x2

11 lb.

Slashing

One-Handed Melee Weapons

Broad-bladed short spear

15 gp

1d6

1d8

19–20/x2

5 lb.

Slashing

Table: Armor and Shields

Speed

Armor

Cost

(gp)

Armor/Shield

Bonus

Maximum

Dex Bonus

Armor

Check Penalty

Arcane Spell

Failure Chance

(30 ft.)

(20 ft.)

Weight

Shields

Bladed

19

+1

-1

5%

11 lb.

shield, light wooden

________________________________

Watch SEP for more d20 characters from Swords and A Squandering Snail. Coming November 9, the character sheet and history for Cade of Galaras.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Lorestaves: At the Sign of the Squandering Snail Copyright 2009 Sword’s Edge Publishing, authors Dean Martin and Fraser Ronald

Drustan of Teyrs, Character Description Copyright 2009 Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; all names, all locations.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: NPC statblock excluding background.

Swords and A Squandering Snail: Eam of Tomerlan

Eam of Tomerlan
23 year old Male Human Fighter 1/Sorcerer 2: CR 3; Size M (5 ft., 7 in. tall); HD 1d10+2 plus 2d4+4; hp 19; Init +2; Spd 30 ft.; AC 15; BAB +2; Atk +3 melee (1d8+1d6+3, Frost), or +4 ranged (1d6, crossbow); SV Fort +4, Ref +2, Will +3; AL CG; Str 11, Dex 15, Con 14, Int 12, Wis 10, Cha 16.

Skills: Bluff +4, Concentration +7, Climb +2, Intimidate +7, Listen +2, Ride +6, Spot +2, Swim +2.

Feats: Alertness, Armor Proficiency (all), Dodge, Martial Weapon Proficiency (all), Shield Proficiency (all), Simple Weapon Proficiency (all), Spell Trick (Burning Hands – Intimidation), Weapon Focus (longsword).

Possessions: (on person, 26#, light load) bracers of armor +2, Frost (+3 defending frost longsword), light crossbow, 20 bolts, backpack, traveler’s outfit, whetstone, flint and steel, waterskin, 2 days trail rations, sewing needle.

(on light warhorse, Alberick, carrying 49# with rider, 250#): bit and bridle; military saddle; saddlebags.

(on mule, Terseus, carrying 145.5#): bit and bridle, pack saddle, bedroll, fishhook, 10 ft fishing line, grappling hook, 50 ft hemp rope, ink, ink pen, 10 sheets parchment, scroll case, 5 torches, 5 days trail rations, 10 days feed.

Sorcerer Spells: Per Day: 6/4; Known (5/2)
0th — dancing lights, detect magic, flare, light, read magic.
1st — burning hands, magic missile.

Background: Eam was born the son of a noble-born mercenary and a camp follower. Originally named Jadaretam—the Little Bastard—by his father, his mother left him at a convent with the name Tam-Erlan. In the convent, Tam-Erlan lived for the next five years with the sisters hoping to sculpt him as a scholar rather than a soldier. Eam remembers little from those days but a hazy recollection of satisfaction.

The next time a mercenary company passed by the convent at Fursthier, they did not stop to deposit bastards, rather they stopped to pillage and raze. Somehow, Tam escaped physically unharmed. He wandered the countryside until he came across a widow working her fields with her two adult sons, neither of which had the wits of a grown man. Teodira, the widow, took in the child, who remained silent. Perhaps she saw a spark of intelligence in his eyes, something absent from her own offspring.

The widow named the child Eam (Ee-uhm), after her own dear, departed spouse. She believed the name the name Tam-Erlan — which she thought Tomerlan — was Eam’s byname (his place of birth).

At the age of ten, Eam lost his family again. Soldiers passed through the area, part of VeBrance’s interminable wars. When they left, Teodira and her two natural sons lay dead. The farm had been burnt to the ground and the produce all stolen.

Little Eam had been left for dead. In a sense, he was.

The next company of soldiers that passed by found a young, staff-wielding defender of a deserted farm, protecting three graves. The captain of the company, Alder of Telt, admired the young lad, lean and hungry but unwilling to back down from a hundred armed and armoured men. Alder offered the boy a deal. The boy would become Alder’s servant for five years, and Alder would have his chaplain perform proper burial rites for the child’s family. Eam accepted.

Eam even lost this family when the mercenary company was caught in the middle of a civil war. Alder had been assassinated by the company’s patron. Holed up in the fortified town of Sherasvale, the company found itself caught in the middle of three warring armies. Without Alder, the company started to disintegrate. Eam found a way out, alone. The company meant nothing to him without Alder and the chaplain who had buried Teodira.

A few coins in his pouch, a few belongings on a mule he purchased at the first village he passed through, and Eam had his whole future ahead of him. Teodira had told him he had a cousin, a young women near to his own age whom the nuns had spoken of. Eam set out to find her.

During his hunt for his cousin, Eam became an enemy of the Church. Irreligious, Eam spoke out against the Church and its corruption. Anyone who questioned the Church became a heretic. Innocents burned, and because he protected these innocents, Eam was accused of heresy as well. Worse, he could call forth magic, considered a mark of union with demons.

When his path crossed with Drustan of Teyrs, the two understood they pursued the same cause, fought for the same purpose. It was with Drustan’s help that Eam finally found his cousin. When Sabrine agreed to join the fight against the Church, the three set out to find a way to topple the monolithic organization.

New Feat

SPELL TRICK
You have learned a way to use your magic to aid you in the use of your skills.
Benefit: The character can select a specific spell which he can cast and add a bonus to a skill check equal to the sum of spell’s level and the modifier for the character’s primary spell-casting ability (Intelligence for wizards, Wisdom for clerics and druids, and Charisma for sorcerers). The feat is only used for a single skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell and a new skill.
Prerequisite: Primary spell-casting ability (Int/Wis/Cha) 13

________________________________

Watch SEP for more d20 characters from Swords and A Squandering Snail. Coming November 2, the character sheet and history for Drustan of Teyrs.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

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Open Game License v 1.0a Copyright 2000-2003, Wizards of the Coast, Inc.

d20 System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, and Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Lorestaves: At the Sign of the Squandering Snail Copyright 2009 Sword’s Edge Publishing, authors Dean Martin and Fraser Ronald

Eam of Tomerlan, Copyright 2009 Fraser Ronald

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Swords and A Squandering Snail: Deals and Tokens

As related in Swords and Meetings, Cade of Galaras, a poet and dramatist opposed to the Church of Herotus, has joined three accomplices to oppose the Church of Herotus: Eam, a sorcerer and ex-mercenary; Drustan, a Half-Orc Barbarian; and Sabrine, an attractive and stealthy archer. The four now find themselves in the Temples district of Bowden, a relatively wretched hive of scum and possible villainy.

In “Dramatic Entrances,” the first episode of Swords and a Squandering Snail, the group is in the city of Bowden to meet a contact of Cade’s. They intervene when a Holy Knight chases an unarmed man into the tavern in which they drink. The three of them face the Holy Knights and his initiates.

The Minstrel and the Prophet” relates how the group rescues a strange individual known as Incarnos, and meets with Cade’s contact, an attractive woman named Carylle. Incarnos has a tale to tell, claiming to be an immortal servant of gods lost centuries ago. This doesn’t faze Carylle at all, and she in fact speaks of the Old Gods.

In “These Are Not The Myths You’re Looking For,” Incarnos relates that he is a powerful being, once a servant of the old gods, tied to the mortal world by the Herotus. Incarnos had helped Herotus triumph over the old gods and was then betrayed. A fabled staff may lay buried beneath the tavern and gambling den at the sign of the Squandering Snail, and Carylle believes they can find it. The group agrees to make an attempt near sunrise, when few—if any—will be awake or aware.

First Blood of the Morning” relates the groups attempt to secretly enter the Squandering Snail, only to awake some of the ruffians sleeping in the common room. Examples were made, but one opponent shouted a warning before he could be silenced. What would that shout bring?

________________________________

Five: Deals and Tokens

“It’s just as likely they’ll just go back to bed,” Carylle said. “The Temples can be a noisy place.”

“Still,” Sabrine said, “let’s get this done and get gone.”

Carylle slowly opened the door to the cellar. We stood ready. I don’t know what I expected to leap out, but my nerves crackled and shivered. Of course, nothing jumped out of the cellar, so having the only source of illumination in the group, I volunteered to go first.

The stairs led down into an earthen cellar, the walls supported by wood beams. Wood racks, set in three rows, filled most of the area. The racks contained a variety of goods, mostly earthenware jugs, sealed with something that looked like dark wax. I noticed some small kegs and even a few boxes. The room had a mouldy smell bordering on unpleasant but not quite strong enough to be truly a stench.

Carylle came behind me and pointed out a opening in the south wall. I wouldn’t call it a hall or corridor, as it looked more like someone simply knocked a hole in the wall. As I got closer, I noted wood planks which explained why the opening hadn’t collapsed.

The room to which this hole led, however, had collapsed. Other than two old, empty barrels, the only thing of interest was a crumbled wall with wood beams and splinters pointing out of it at odd angles. Another short passage led out of this small area. I started to worry that we might have entered a maze. A quick peek revealed a small room, not high enough for me to stand upright. The place only held two chests, somewhat sunk into the ground and covered with cobwebs and dirt.

I turned back to Carylle who stood looking at the collapsed wall. “Maybe there’s something in these chests.”

Cade stood just inside the room. He pointed to what looked like a stick or pole, poking out from the collapse. “What’s that?”

“We have found it.” Incarnos brushed past Cade. Dropping to his knees,  he began to weep. Both he and the pole protruding out of the debris began to shimmer. A faint, white light seemed to envelop them both. “The Staff of Parwen, it is found.” He reached toward the ceiling, looking up. “My time has come. Damnation or paradise, I no longer care.” He turned to Cade. “Take it. Mortal hands must touch the staff.”

“Be careful.” Carylle stepped back, away from the glowing staff. “You don’t know what will happen.”

“I do,” said Incarnos. “It will be glorious.”

Cade only hesitated a moment before grasping the staff. It slid out of the debris, not a mark or smudge of dirt on it. A flash blinded me. I stumbled, my back touching the wall. Slowly, my eyes recovered. Cade still stood, holding a staff before him. Incarnos had vanished. The staff glowed white, and strange runes covered its length. The runes shone with a deep blue light.

Cade held the staff horizontally before him. “I can read the runes.”

“What do they say?” asked Sabrine, standing just in the passageway.

Cade used one finger to follow the runes as he read them. “The arm and mouth of Parwen, mistress of secrets and opener of doors. To hold the staff is to find the path.”

“What path?” asked Carylle.

“To the next staff, I suppose,” Cade said. “I’m not quite sure, but I fell drawn in that direction.” Cade pointed.

Drustan spoke from behind Sabrine. “South and west.”

“South and west?” I asked. “What’s there?”

Sabrine shook her head. “Ostvel? Tremmek? Maybe Eltanin.”

“A long journey whatever our destination,” Drustan said. “But now I believe it is time to go. If anyone heard that fellow’s call, we might have some troubles leaving.”

An incorporeal voice sounding like Incarnos filled the cellar. “You have saved me and sent me to redemption. Now you must do so for your entire world. In your hands, you hold fate. Do not waver.”

I frowned. “Oh, now that’s a bit much.”

“The fate of the world?” Sabrine asked. “I have a bad feeling about this.”

“People, it is time to go,” said Drustan.

Without further comment, we left. I was the last to reach the stairs. The others stood in the storage room as I climbed out of the cellar. I looked around the room. “Did someone light some torches?”

From behind the barrels in the centre of the room, stepped Murnac. Behind him stood four men.

“Gentlemen, we have our rats,” Murnac said in a loud voice.

The doors disgorged four more men, two from each door.

Murnac sneered. “Did you find any cheese in the cellars, little rats?” His gaze passed along us until it rested on Carylle. “Cornille? You little whore. What are you doing here? Helping these thieves, are you? What were you looking for down there?”

“My name is not Cornille,” Carylle said, “and we were looking for artifacts from a time when elder gods walked the world, before Herotus.”

“Bloody hells, thieves and heretics both.” Murnac drew his short sword “Maybe the Holy Knights will have use for you. Lucky you left the blades and armour behind. They came looking for you. I’ll bet they’re still around.”

“Is this some kind of joke?” asked Cade. “How about we toss you a few coins and you get out of our way.”

“If you think it’s just that easy, you don’t know much about us, son.” Murnac felt the edge of his short sword “My boys here have spilt the guts from bigger sausages than you, and I’ve used this toy in games of my own. You hand over whatever you’ve got of value. You hand over Cornille, too. She needs a lesson taught.”

I knew this wouldn’t end well. My strategy, and it seemed to usually work, was to remove the head from the serpent. As long as we didn’t face a hydra, that might clear our way out. The problem with magic is one becomes rather obvious when one is practising it, that is if someone knows what to look for.

“Get that one.” Murnac pointed at me. “He’s some kind of warlock or something.”

It seemed someone knew what to look for.

As the brutes moved forward, I noted the three we had spared among them. Mercy has its drawbacks, especially in a place like the Temples. Still, earlier we had routed a handful of Holy Knights—true, they were Initiates, but it was still an achievement—so nine men, one of them standing back from the action, shouldn’t have proved too great a problem.

Drustan moved in first, as one would expect. He had reach with his spear and showed the advantage that gave him by opening up one of the brutes along the arm. That one fell back, clutching his wounded arm and blood stained his clothing.

That left eight.

I released the spell I had prepared. Hiding behind a cluster of toughs wouldn’t save Murnac this time. With a flash, the bolt of energy streaked from my hand to strike him. He shouted and stumbled back, but other than burn marks on otherwise fine clothes, I didn’t have the success for which I had hoped.

Cade had dropped the staff and drawn his sword. Carylle—or was it Cornille?—defended herself with a short sword that looked surprisingly similar to the one the brute Sabrine killed had carried. Sabrine had her sword out, the quarters far too close for her bow. I still had Frost in hand and I set to work. Facing Initiates had quickened my blood, but facing these toughs didn’t worry me at all.

Overconfidence is often one’s worse foe.

Murnac’s brutes were fast. My weapon had reach, but I faced two men who knew their business. One would lunge and draw my guard when the other would strike. Still, I had learnt the sword from a man many had considered the greatest soldier in VeBrance. While I couldn’t chance an attack, I maintained a strong defence Sooner or later, someone would make a mistake and the blood would flow. I just prayed it wouldn’t be mine.

I heard a cry. It was Carylle. She had fallen back and had taken a wound. I lost focus for just a moment, but a moment was all these toughs needed. I slid away from the lunge, but it cut clothing and the skin beneath it. I took a step back, suddenly sharing five foes with Cade.

“This was not how I envisioned the end of this little quest.” Cade had the presence to laugh at his own joke.

“This is never how I envision the end of anything.” I couldn’t muster much more than a weak grin.

“You can still hand over your goods,” Murnac said from behind his men. “You can keep that whore Cornille if that’s your wish.”

“I hear the fear in your voice, Murnac,” Sabrine said. “And you have reason to fear.”

I glanced over at Sabrine, careful of the men I faced. No wonder she could hold a conversation, she only faced one man. Drustan had another at his feet, that one not moving. The men facing Cade and I stepped back, glancing at Murnac then Drustan.

“If you wish to see more of your men fall at my feet, I care not,” Drustan said. “My arms have not yet begun to ache. I have hours of slaughter ahead of me if that is your wish.”

“We can walk out of here, disappear, never return, and you can tell any story you want,” Sabrine said. “In all honesty, you won’t be very pleased with the treasure we carry.”

“Have you looked in those chests in your cellar?” I asked.

“Don’t play me for an idiot, there’s nothing in them,” Murnac said.

“Did you really look? Really search?” I clicked my tongue. “You didn’t dig deep enough. We couldn’t carry it out, but it’s yours if you’ll have it.”

Murnac closed one eye and appraised me sidelong. Finally he spat on the ground. “You’re a liar.”

“Whatever you believe, I’ll tell you one true thing.” Cade pointed to Drustan. “That man scares the burning hells out of me, and he isn’t lying when he says he has a full day of slaughter ahead of him. If you want to trade all your men for our steel, clothes and few paltry coins, that’s your decision. Let us walk out of here then set the Holy Knights on us for a reward. You’ll come out better.”

“That I can accept,” Murnac said. “Right, out you get. I’ll give you an hour before I call the Church. Maybe you’ll have more time if they don’t offer me enough.”

With a wave, Murnac moved his toughs back from the door to the kitchen. We all stood, facing Murnac and his men, unsure to take his offer. Drustan reached into his tunic. I heard the tinkle of coins. He tossed a couple of wrens on the floor.

“For the funeral,” Drustan said. “You men fought better than the Initiates.”

There were no thanks, at least none we heard. And why would anyone expect gratitude after one has killed a comrade? It was simply Drustan’s way. I’d already accepted that I’d never understand him.

We filed out of the storage room, Drustan coming last, backing out of the room. He slammed the door and we ran. Clearing the tavern, we raced to the tenement. Around a corner, and out of sight of the tavern, we paused. Drustan tended to Carylle’s wound, which he judged painful but superficial. Cade held the staff. It had a greenish gem or jewel at its head and had its foot capped in steel.

“This can’t be good,” Sabrine said. “You’d think a holy quest would require people with more, . . . I don’t know, maybe more faith?”

“I can’t say I believe we’ve been chosen, but I’m not going to refuse this,” Cade said. “This could be our chance to destroy the Church.” He looked around at the rest of us. “So, southwest?”

“If you say southwest, yes,” said Sabrine.

“Not me,” said Carylle. “There are those at Highstone who need to know what has happened.”

“There are people at Highstone who will believe all this?” I asked.

“There are.” Carylle touched my arm. “There may even be people who can help.”

“When you are done there, look for us in Ostvel,” Cade said.

Sabrine smirked. “Or maybe it will be Tremmek.”

I looked into Carylle’s bright, hazel eyes for what I thought would likely be the last time. “And if not there, maybe Eltanin.”

________________________________

This concludes Swords and A Squandering Snail. Coming October 26, the character sheet and history for Eam of Tomerlan.

Swords and A Squandering Snail: First Blood of the Morning

As related in Swords and Meetings, Cade of Galaras, a poet and dramatist opposed to the Church of Herotus, has joined three accomplices to oppose the Church of Herotus: Eam, a sorcerer and ex-mercenary; Drustan, a Half-Orc Barbarian; and Sabrine, an attractive and stealthy archer. The four now find themselves in the Temples district of Bowden, a relatively wretched hive of scum and possible villainy.

In “Dramatic Entrances,” the first episode of Swords and a Squandering Snail, the group is in the city of Bowden to meet a contact of Cade’s. They intervene when a Holy Knight chases an unarmed man into the tavern in which they drink. The three of them face the Holy Knights and his initiates.

The Minstrel and the Prophet” relates how the group rescues a strange individual known as Incarnos, and meets with Cade’s contact, an attractive woman named Carylle. Incarnos has a tale to tell, claiming to be an immortal servant of gods lost centuries ago. This doesn’t faze Carylle at all, and she in fact speaks of the Old Gods.

In “These Are Not The Myths You’re Looking For,” Incarnos relates that he is a powerful being, once a servant of the old gods, tied to the mortal world by the Herotus. Incarnos had helped Herotus triumph over the old gods and was then betrayed. A fabled staff may lay buried beneath the tavern and gambling den at the sign of the Squandering Snail, and Carylle believes they can find it. The group agrees to make an attempt near sunrise, when few—if any—will be awake or aware.

________________________________

Four: First Blood of the Morning

The barest hint of the sun’s arrival glowed along the horizon. Like burning rust, it stretched toward the sky, driving the stars from their home. I wore a heavy cloak against the early morning chill. The spring’s warmth remained absent from the early morning air. The six of us—Incarnos, Carylle, Cade, Drustan, Sabrine and I—crept from the tenement toward the Squandering Snail. I noticed huddled forms in some of the doorways and in the alleys, but nothing moved on the streets so early in the morning.

Carylle pointed to the door out of which we had left, goaded by Murnac and his thugs. “Through the tavern’s kitchen there’s a door I haven’t been through. Old Tathan guards that place like it’s a treasure-trove. No one is allowed into her kitchen.”

“Then let us hope Tathan has not decided to rise early and bake bread,” Drustan said.

Reaching the door, we found it barred from the inside. Carylle pointed to a window along the wall to our right. “That one leads into a hall. The shutter is broken and can’t be closed. I’ll slip through and unbar the door.”

“I should come with you, in case you run into trouble,” I said. Oh, what a hero I.

Carylle offered me a grin. “I appreciate your concern. Try to keep quiet.”
That last comment made me want to protest, but as she was already moving toward the window, I didn’t have the chance. I cast a look back at Sabrine who eyed me with some amusement. Yes, she had likely figured it all out, damn her.

At the window, Carylle carefully pushed back the shutter. The interior proved even darker than where we stood. She glanced around and then, after winking at me, slipped up and through the window without a sound. I doubted I could be so quiet. I took my sword belt and wound it across one shoulder so Frost hung on my back. Boosting myself up, I noted the window was easily wide enough to pass through. I got one foot on the sill, then the other, then slowly lowered myself to the ground.

Just inside the window, to my left, Carylle stood by a door. She pointed to it and mouthed a word I thought was ‘tavern.’ She placed her finger to her lips in an unnecessary warning to remain quiet. I didn’t complain but moved up to stand next to her. The door swung open without complaint. The warm air of the tavern passed by us, bringing with it the stench of stale beer and worse. We waited but heard nothing. I pointed to myself then the doorway, indicating I would go first. Carylle nodded.

I moved as carefully as I could. I didn’t have Sabrine’s light feet, but I could move quietly when need required. It seemed need required it—I heard snoring. I couldn’t place the sound, darkness enveloping the room completely. I would take a step and then pause, listening for a change in that snoring. I would take another step and then pause. I hoped I moved in the direction of the door.

The snoring turned into snuffling and then grunting. I froze. I thought the sound came from my right. I considered drawing Frost. When I called on its magic, it would shed dim light. Usually, no one noticed, but in darkness such as this, it might help to light my way. It might also wake whoever slept here.

The snoring, snuffling and grunting stopped. I could hear breathing, but I couldn’t say of how many people. I took a cautious step and then another. My heart beat fast and it rang in my ears. I desperately wished I knew some spells of silence, or perhaps something to keep the patrons sleeping. Another step and I reached out, hoping I was near the door.

Pale light washed over me, almost blinding me. The doors of the tavern opened. Carylle stood there, the crossbar in her hand, a grin of satisfaction on her face. She winked at me again and put the bar on the ground without a sound. In the faint illumination I looked around at the tavern. Four men slept in the reeds on the floor, blankets wrapped around them. I thought I recognized them. Were they the thugs who had stood with Murnac? Did he expect our return?

As the others entered the tavern, I pointed to the figures on the floor. Carylle glided past them. Sabrine stood with the others by the door. I knew she walked as though on air, with no more sound than a feather falling. Drustan, however, had no such skill. I looked about at the bodies on the floor. Not knowing what else to do, I drew Frost and called on its magic. Should they awaken, I might be able to silence one or two before they could call out. Drustan seemed to have the same idea and he drew out his broad-bladed spear.

I heard something, not loud but not quite identifiable. It reminded me of the sound of a crossbow mechanism released. The men on the ground stirred. I put the blade of Frost to one’s throat. Drustan moved forward, spear ready.

The man who had my blade at his throat woke. He had enough sense not to cry out. I put my finger to my lips. He swallowed, the action making his throat caress Frost. He grimaced. Another man started to rise. Drustan leveled his spear at the man’s chest. The second man dropped back to the floor, hands raised in supplication.

“There is no need to harm them,” Incarnos said, his voice a whisper. “We can bind them and hide them.”

Though he spoke in a whisper, it seemed enough to wake the other two men. We had little time to decide our next actions. Sabrine had her bow in one hand and an arrow in the other. Incarnos moved forward and stood before the men we had not yet threatened.

“Do not speak and no harm will come to you,” Incarnos said.

“Thieves!” one man shouted.

Sabrine’s arrow struck him in the chest, silencing him. That had an effect on the others, all of whom remained quiet as mice. Incarnos went to work shredding the blankets the men had slept in and using the cloth for bindings. Cade stood near the door Carylle and I had come through. He closed it quietly and looked around the room.

“Where is Carylle?” he asked.

I looked around. The only light came from the open door and Frost. I thought I could see an open door behind the bar. “The bar.”

Cade looked. He nodded and vaulted over the bar. He still had his blade drawn. As he approached the door, Carylle came out. “There’s a cellar in here, through the kitchen.”

Incarnos had completed tying the three captives. He gestured to the door. “Let us hide them in there.” He pointed to the dead man. “Bring the body as well. The reeds should cover most of the blood.”

We did as he said. Drustan dragged the dead body and one of the men. I dragged another and Incarnos took the third, lifting him easily from the floor and carrying him. I didn’t have time to comment. Carylle stepped back as we entered.

The room had unlit oil lanterns ensconced on the walls and a great hearth in the southeast corner. A cauldron hung from a metal rod set into the hearth near the top. A long, wood table took up most of the space, leaving little room to manoeuvre around it. Beneath it were stacks of pots, mostly iron, and bowls, mostly wood.

We left the bodies there, in front of the hearth. Carylle pointed to the door across from the one to the tavern. We followed her through it. The area looked like a dry storage room. It had stone walls with no windows. From the light of Frost, I couldn’t see the ceiling. Shelves lined the walls with bags of grain covering them. Barrels filled the centre of the room. Each was marked with a cup, a pig or a fish. Amphora sat stacked atop the barrels. Carylle stood at the southwest corner of the room, pointing at a wood plank door on the ground with a simple, rope knob.

“The cellar,” she said, her voice barely more than a whisper.

“We had best hurry,” Cade said. “The shout should likely woke someone up.”

________________________________

Swords and A Squandering Snail continues in “Deals and Tokens.”

Swords and A Squandering Snail: These are Not the Myths You’re Looking For

As related in Swords and Meetings, Cade of Galaras, a poet and dramatist opposed to the Church of Herotus, has joined three accomplices to oppose the Church of Herotus: Eam, a sorcerer and ex-mercenary; Drustan, a Half-Orc Barbarian; and Sabrine, an attractive and stealthy archer. The four now find themselves in the Temples district of Bowden, a relatively wretched hive of scum and possible villainy.

In “Dramatic Entrances,” the first episode of Swords and a Squandering Snail, the group is in the city of Bowden to meet a contact of Cade’s. They intervene when a Holy Knight chases an unarmed man into the tavern in which they drink. The three of them face the Holy Knights and his initiates.

The Minstrel and the Prophet” relates how the group rescues a strange individual known as Incarnos, and meets with Cade’s contact, an attractive woman named Carylle. Incarnos has a tale to tell, claiming to be an immortal servant of gods lost centuries ago. This doesn’t faze Carylle at all, and she in fact speaks of the Old Gods.

________________________________

Three: These are Not the Myths You’re Looking For

“You know of the Old Gods?” Incarnos leaned forward. “How?”

“There are many secrets hidden in Highstone,” Carylle said. “For those patient and tireless, its vaults are as much a mine of treasure as any cave of gold.”

Drustan sat at the table. “My people still knew of Gorshebah and Falielle, of stern Hetheniphet and dark Bascorelzeron. Because of this, the Church took my people from me. Your name I do not know, but I know of the Devas, the servants of the gods, spirits of power.”

Incarnos reached out and touched Drustan’s hand. “Drustan of Teyrs, son of Kaemar and Drusta, clan son of Hengist the Ironeye, the Old Gods did not abandon your people. Your people were betrayed by me.”

Cade sat. “What do you mean? Those names mean nothing to me, though Falielle sounds something like Faliel, the Queen of the Faeries in children’s tales.”

Incarnos filled a pewter cup from an earthenware jug. “I have troubles calculating the time, but in the past long forgotten, other gods watched over the world you call Morvia. Twelve great gods controlled the elements and forces of nature. They cared for mortals as best they could, but left to them age, disease and pain. Some thought this unfair, and in their concern, looked for a way to alleviate the suffering.”

“But they gave us gifts,” Drustan said. “Music and poetry, the dance of feet and sword, they come from the gods for our delight.”

Incarnos smiled. “I would not consider the dance of the sword a delight.”

Drustan’s grin highlighted his lower canines, appearing akin to tusks. “You are not a clan son of Hengist the Ironeye.”

I looked to Sabrine. She shrugged. We two sat without commenting. I filled a cup from a jug. The wine smelled rich. I drank as I listened, unable to comprehend all that I heard.

“Many of us, we who served the gods, hated the suffering we saw here,” Incarnos said. “We pleaded with the gods to end it. They asked us which pleasure they should deny the living in trade. We could not understand it then, but I understand it now.”

“Everything has a price.” I spoke without thinking.

Incarnos seemed to notice me for the first time. He nodded. “Yes, that is the truth we could not see. Herotus came to us and offered himself as an alternative, promising to rid the world of care. Many flocked to him, believing him. His servants came to the world and set themselves against the servants of the Twelve, the Old Gods. The people turned from the Twelve, believing the words of the servants of Herotus. Who would not be seduced by the promise of life without care?”

“Anyone with any sense,” Sabrine said.

“It is more seductive than you would admit,” Incarnos said. “But the servants of Herotus had more than just words. The Church now condemns sorcery, but in those days Devas had turned to Herotus, and they used their powerful magics. It seemed as though Herotus had more power than the Twelve. In the end, without worship, without the devotion of the people of this world, the Twelve disappeared.”

“They did not lose our worship,” Drustan said. “Not until I buried my people.”

Incarnos did not look at Drustan, only at the cup he held in his hands, the cup he hadn’t drank from. “Perhaps we didn’t understand what had happened. Perhaps I didn’t understand what had happened. No one could say if the Twelve had been destroyed, banished or simply left this reality.”

“But what of you?” asked Cade. “You survived. And you say ‘we.’ I will assume others survived as well.”

“Some, yes,” Incarnos said. “But with the Old Gods gone, Herotus betrayed all those who had supported him. Many spirits and demigods were destroyed, others bound with powerful spells. I was banished to the mortal world, to live as an immortal and behold all that I had unwittingly helped bring to pass.”

“And so Herotus has won,” Sabrine said. “Does the Church reign supreme, secure with its usurping god?”

Incarnos raised his head, his eyes resting on Sabrine. “Nothing is secure. Not now. In his arrogance, Herotus failed to complete his victory. While his servants attempted to erase all knowledge of the Twelve, they did not succeed. Even that knowledge is tangled with myth and legend. You know of the twelve swords of Herotus’ bound knights?”

“The ancestors of the Holy Knights,” Sabrine said. “We know that story quite well.”

Incarnos pointed at her. “And a story it is. A myth. The Temple of the Holy Mount once housed the last relics of the Twelve Gods. Staves, crafted at the dawn of the world, and instilled with a small essence of the Twelve. After Herotus’ victory, they were hidden in the vaults of the Temple of the Holy Mount. The servants of Herotus were unwilling to destroy such powerful items and may have hoped to one day tap their awesome power. However, greed, as is common, led to an unexpected end.”

“And that is our advantage?” asked Carylle.

“The twelve swords,” Cade said. “They are linked to this.”

Incarnos leaned forward. “Yes. Stories tell of the minions of demon lords stealing the twelve swords, hiding them as staves. This is the myth. There were no twelve great knights, no twelve swords, only the staves. The staves themselves, perhaps sensing their own peril, transported themselves through their own mighty magics. They returned to those temples in which they had first been formed. There they wait.”

It all came clear to me. “The Temples.”

“The Temples.” Incarnos repeated my words slowly with careful enunciation. “Here was once the Temple District of the ancient city of Baudus. And on this very ground, where Murnac’s shabby temple of sin stands, once stood the Temple of Parwen, the Goddess of Knowledge and Thought, the Great Sage. It is her staff that is the first key. It is her staff that can lead to the resurrection of the true gods of Morvia.

“How do we do this?” asked Drustan.

“Each of the twelve staves holds a key to unlocking the mystery of the Twelve Gods,” Incarnos said. “Each staff will lead the bearer to the next. When all twelve are assembled in the temple of Soldrenar the Shining, King of the Heavens, the Old Gods will return, to once again lay claim to Morvia and free it from the dominion of Herotus the Deceiver.” Incarnos stood, his eyes unfocused, and he raised his arms to the ceiling, to the sky. “I am here, in this place, because the staff calls to me. It is time for it to come into the light. The Old Gods are ready to oppose Herotus, but the door must be unlocked. The fortress’ gates must be opened for the battle to join.” He lowered his arms and turned to us, all sitting at his table. “I ask for your help in finding this staff. I ask for your help in freeing Morvia from the grip of a deceiver.”

“Bloody Burning Hells, this is madness,” I said. “I’m more willing than any to oppose the Church, but you’re talking of Old Gods, of magic staves. I just can’t believe it.”

“If we found the staff of Parwen, would you believe?” asked Carylle. “It’s here, just like he says.”

“How do you know?” asked Sabrine.

Carylle met Sabrine’s gaze with a bold glare. “In my travels, I reached Highstone.” Her bold glare melted and her face turned to a sprightly beam. “Forget what you’ve heard, it’s not a dreary place infested with hell-spawned demons. It’s the greatest fortress I’ve ever seen, and it’s open to all. It has libraries that beggar any king’s or university’s claim. It was there that I learnt the fairy stories and campfire legends of the old powers were true.” She leaned forward, her voice laced with passion. “Some treatises from the time before Herotus still exist there. Many of the old scrolls have decayed beyond use, but some remain. One tells of the ancient city-state of Baudus—Bowden. It spoke of the Temple District which sat close to the docks. I’m certain that Murnac’s Squandering Snail stands on the site of the ancient temple of Parwen. I’ve been hoping to find some remnants of that time, but I’ve found nothing.”

“Nothing?” asked Incarnos.

“Nothing yet,” Carylle said. “That doesn’t mean there’s nothing to find.”

“You’ve searched?” asked Cade.

“Most of the Snail, yes,” Carylle said. “But there’s got to be more. Everything here was built over older structures. That’s the way of cities. If one wants to find the secrets of a city, one needs to dig into its roots. The problem is, I haven’t found a way into the roots of the Snail yet.”

Sabrine steepled her fingers before her. “Yet. Which means there are parts of the Snail you haven’t searched.”

Carylle frowned. “Some parts.” She tapped the table with her fist. “So you think there’s a way to get below the Snail.”

“It’s a tavern,” I said. “They’ve got to have a cellar for the ale and beer.” Everyone at the table turned to look at me. I sank back into my chair. “What?”

Carylle waved a finger at me. “The cellar, there’s got to be a way into it, a way from the gambling hall and the tavern both.”

Cade rubbed his hands together. “And you think you know where that might be?”

“I think so,” Carylle said. “But I need help getting to it.”

“We can help,” Sabrine said. “We’re good at that.”

“Yes we are,” Drustan said. “My feet are set on a path of vengeance, a path that will lead to success.”

Sabrine slapped Drustan’s shoulder. “You’re so melodramatic.” She turned to me. “What do you say, Eam? Should we get in there?”

I looked from her to Carylle. My cousin wanted to get it done, and what could I say to the beauty that sat at the table with us? “Let’s get in there.”

The brilliance of Carylle’s face warmed me. I knew I made the decision for all the wrong reasons—well, except for Sabrine saying we should do it—but I actually thought we were doing the right thing. The Old Gods? Did I believe the story Incarnos had just told us? No, I didn’t, but I also didn’t disbelieve him, if that makes any sense. I had known of Drustan’s odd religion, but I had never lent it any credence. And now I had just agreed to enter a building secretly to find magical sticks to bring Drustan’s gods into this world.

Yes, I did feel rather like an idiot. I also felt like a hero of legend, or at least the squire of a hero of legend. I needed to say something, to get my mind off my motivations for throwing my cap into that ring. “When does the tavern close?”

Carylle held her chin in her hand. “It doesn’t really ever close. Still there’s almost no one there for an hour or two before or after sunrise. They sometimes bar the door then.”

“That gives us a few hours, which is more than we need,” Sabrine said. “There isn’t a lock I can’t foil. Drustan and Eam can lend us muscle if we need it. Cade, what do you offer?”

Cade tapped his temple. “I’ve got the smarts.”

“Do you now?” Sabrine waved off the comment. “I’m sure you can do something useful.” She sank into her chair, crossing her arms. “Well, we seem to have a few hours to wait. I would suggest enjoying the food Master Incarnos has provided and then getting some sleep.”

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Swords and A Squandering Snail continues in “First Blood of the Morning.”

Swords and A Squandering Snail: The Minstrel and the Prophet

As related in Swords and Meetings, Cade of Galaras, a poet and dramatist opposed to the Church of Herotus, has joined three accomplices to oppose the Church of Herotus: Eam, a sorcerer and ex-mercenary; Drustan, a Half-Orc Barbarian; and Sabrine, an attractive and stealthy archer. The four now find themselves in the Temples district of Bowden, a relatively wretched hive of scum and possible villainy.

In “Dramatic Entrances,” the first episode of Swords and a Squandering Snail, the group is in the city of Bowen to meet a contact of Cade’s. They intervene when a Holy Knight chases an unarmed man into the tavern in which they drink. The three of them face the Holy Knights and his initiates.

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Two: The Minstrel and the Prophet

Sabrine loosed, catching one of the Initiates in the throat. He fell to the ground, clutching at the arrow, his life spilling onto the ground. “They haven’t improved their armour any. That’s good of them.”

Drustan traded blows with the Holy Knight as the Initiates surged forward. Cade slid into the combat, covering Drustan’s left. Drustan’s right remained undefended. Sabrine loosed another arrow.

“Eam, get to work,” she said.

I exhaled, reaching inside with my will, seeking the place of power. I envisioned energy in my hands and projected it at the Initiates moving on Drustan’s right. Just as I had seen in my mind’s eye, a bolt of light stretch from my hand to an Initiate. He staggered, raising his arms as though to ward off a blow. Sabrine’s arrow buried itself in his armpit.

Drustan used his spear as though it weighed nothing while the Holy Knight fought as if immersed in water. Each time Drustan’s spear connected, the Holy Knight staggered back another step. Each time the Holy Knight swung his sword, Drustan blocked it with his dirk. Cade did not seem intent on killing his opponents, rather he seemed intent on staying alive.

My magic and Sabrine’s arrows could not protect Drustan’s right. I drew my sword—Frost—and whispered a single word—ice. The sword’s blade covered with its namesake and I darted forward. I had trailed the pike in my day and knew how to use a sword. Still, against armoured Initiates, I had hard work ahead of me.

Then the time for thought and conscious control left. I faced two men ready to kill me. I didn’t want to die. My muscles knew the process. I couldn’t hope to put my blade, long and supple, against those beasts of the Initiates. I focused on deflecting them and not inhabiting the air through which they swung.

The dynamics of the fight all changed when the Holy Knight fell to his knees, blood dribbling out of the mouthpiece of his helm. Drustan ripped off that helm, revealing a head topped with dark hair. The Holy Knight looked up, his lips split, bruises along the sides of his face.

“You’ll burn in the Hells,” he said.

“So be it.” And Drustan removed that head.

The Initiates all stepped back. Cade took advantage and slid his blade through an opening at the hip of one Initiate’s armour. Sabrine caught another in the shoulder joint. The ice of Frost touched another in his elbow joint. Bleeding, disheartened, the Initiates fled the tavern.

We four stood there, panting. Drustan kicked the body of the Holy Knight then turned to the man the Initiates had beaten. “Are you harmed?”

The man rose. Though he moved with stiff caution, I saw no marks, neither bruises nor blood. He looked around, as though confused. Finally, his eyes rested on Drustan. He smiled.

“My thanks. I had not expected help in such a place. But I can see that you have good hearts and strong limbs. I wish I could show my appreciation, but all I can offer is the truth of the moment, which I do not believe you would wish to hear.”

I considered that a rather cryptic statement, but before I could comment the door behind the bar opened. It disgorged a stout man with broad shoulders, dark hair, deep set eyes, and clothes that while not fine, certainly set him apart from the majority of people in the tavern. Following him came five brutes, all armed with shortswords. The dark-haired man crossed his arms.

“I’m Murnac and this is my place,” he said. “You’ve just caused me plenty of trouble, so you’re leaving. Right now. You don’t walk out of here on your own, you’ll get carried out.”

I heard a low growl issue from Drustan. It sounded like he was only too willing to cross Master Murnac and his brutes. The undamaged man touched Drustan’s arm. “Please, let us go. There is no need for further violence.”

In all honesty, I wanted to disagree. I still held Frost in my hand, blood frozen along the blade. Sabrine lowered her bow. “He’s right. Let’s be gone.”

I lifted my sword and whispered the word ‘ice’ again. The frost left the blade, though the blood remained congealed. I reached down and cleaned Frost on the cloak of the Holy Knight Drustan had finished. I saluted Murnac with my sword before sheathing it. Murnac and his brutes made no move to attack us, but let us gather our belongings and depart.

The stench of the Temples assailed me as soon as I stepped out that door. Of the cities I knew, Bowden and its Temples wasn’t the worst. It smelled of rotting fish, too many people, and coal smoke, but I could stomach that. The street seemed close, with the buildings leaning in on it. So early in the evening, the streets of the Temples flowed with a strange mixture of the destitute, the dangerous, and the ignorant. We stood for a moment, unsure where our next steps should take us.

“I thank you for your help,” the undamaged man said. “My name is Incarnos. I have rented a room nearby where I would like to offer you sanctuary, at least for this night.”

“Sanctuary, for those who have killed Holy Knights?” Sabrine offered a mirthless chuckle. “Not a wise decision.”

Incarnos shook his gaunt head. “There is nothing the Holy Knights can do to me they have not already done. Besides, they will not seek for us here. They would not believe ones who have slain those of the Order would remain so near the scene of the slaying.” Incarnos gestured to a four story building made of chipped and marked wood. Staircases and landings girded it like a loose belt. “I have a private room on the second floor of this tenement. I can offer food, drink and a tale that will make you wonder at the very world around you.”

Before anyone made an answer, I heard Cade’s name called out in a sweet, feminine voice. We all turned. The woman approaching strode with confidence, head held high. While I liked everything I saw, her bright hazel eyes and broad, frank mouth drew my greatest admiration.

Cade smiled and gestured to the woman. “My contact.” He took her arm and shook it as a comrade. So, friends rather than lovers. That gave me hope. “This is Carylle of Temelburh.” He then turned to us and made introductions. Perhaps it was simply ego, but I thought her eyes lingered on me and her smile had a suggestion behind it.

“We need to get away from here,” Carylle said to Cade. “If Murnac sees me with you, I’ll be done.”

Incarnos again pointed to the tenement. “Please, we can speak inside.”

Sabrine nodded. “We’ll join you, if only for a moment.”

We followed Incarnos up one of the wood staircases on the exterior of the building. I followed Carylle who followed Cade.

“I hardly expected you’d come,” Carylle said.

“How could I ignore an invitation couched in such mysterious terms?” asked Cade. “You know talk of secrets and conspiracies is enough to draw me in.”

“And I didn’t lie. You won’t believe what I learnt”

We passed through a door on a rickety landing that I couldn’t believe actually sustained the group of us. A large table dominated the centre of the room beyond. Settees and divans rested against the walls while chairs surrounded the table. Tapestries—perhaps once impressive and vibrant, now dull and uninspiring—covered the walls.

As though answering an unheard call, a young man followed us into the room, leading bearers who deposited a variety of food and drink on the table. That done, the young man sent the bearers away and then followed them, closing the door. Incarnos placed a padlock on the door. We all stood silently inside the room. I had the sense I watched some mystery unfold. I almost forgot to breath. Finally, Incarnos sat at the table and sighed.

“So, here we are,” he said. “Do please sit. I have much to tell you. The most unbelievable I will offer first, hoping you believe it. You know my name as Incarnos. It is my name in the tongues of men for my true name would slay you if you uttered it. I am an immortal servant of gods lost centuries ago tied to this flesh by Herotus.”

He placed his hands, palm down, on the table. His eyes moved from one of us to the next. Did he expect a response? What could we say? Had I not seen the lack of marks left from a fair beating by strong men, I would have laughed. I thought him mad. But the Holy Knights sought him out. If he were mad, why would they?

Carylle broke the silence by clapping her hands together then covering her mouth with them. The sound of the clapping made us all start, save Drustan who did not move.

“A messenger of the Old Gods.” Carylle spoke from behind cupped hands. She took a seat and then clasped her hands in front of her. “I had hopes of discovering secrets, but not this.”

She didn’t seem fazed at all by the news that froze the rest of us. Perhaps Incarnos was not the only one in that room hiding secrets.

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Swords and A Squandering Snail continues in “These are Not the Myths You’re Looking For.”

Swords and A Squandering Snail: Dramatic Entrances

As related in Swords and Meetings, Cade of Galaras, a poet and dramatist opposed to the Church of Herotus, has joined three accomplices to oppose the Church of Herotus: Eam, a sorcerer and ex-mercenary; Drustan, a Half-Orc Barbarian; and Sabrine, an attractive and stealthy archer. The four now find themselves in the Temples district of Bowden, a relatively wretched hive of scum and possible villainy.

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One: Dramatic Entrances

Once again, we found ourselves in a tavern I could call acceptable only with extreme charity. I rested my back against cool stone. It was the only place I didn’t expect to sprout a blade. The few broken and bent people in that establishment had a nefarious look I knew only too well. Woe the individual with coin in purse—that person would likely lose coin, blood, or both.

Beside me sat Sabrine, my cousin. Beautiful, unforgiving and probably smarter than three of me with our heads together, she had wrapped herself in a dark cloak that obscured her shape. It protected her from prying eyes, meaning every male in the establishment who didn’t sit at our table.

A hood and heavy cloak hid Drustan’s features and thick body. Though the quarter called “the Temples” in Bowden had that egalitarian bent I had seen in other slums, we didn’t want to press the acceptance of the mob. He crouched over the table, his arms crossed before him, his face melting into the shadows of the hood.

Cade all but sprawled in his chair, apparently unconcerned with the intentions of those around us. He had his legs stretched out before him and his arm hung over the back of his chair. He had chosen this tavern as he had a connection with whom he wished to speak.

Only a sprinkling of denizens sat throughout the room. They shared the worn, hopeless look of the building itself. The tables, like the patrons, looked as though they had seen many hard years. I could barely swallow the ale and feared attempting any of the wine I had seen others drink.

“You should whip up a spell to remove the bite of this drink,” Sabrine said.

I laughed at that. “I can barely control the magic that touches me. I’d likely turn the ale to oil and leave you with a lantern for a drink.”

“And that’s why you dream of Highstone?” Cade asked. “You think you might find some answers to your magic there?”

“I couldn’t tell you,” I said. “I don’t know much about Highstone, save its reputation.”

“You say this friend of yours studied at Highstone?” Drustan spoke in his usual gravelly croak.

“Studied, though not as a wizard,” Cade said. “She supports herself as a minstrel but has an insatiable curiosity for the ancient and legendary. She sought out answers at Highstone, but really only found tantalizing clues. Those led her here.”

I looked about at the room in which we sat. It rose up some three stories, with stairs leading to a balcony on the second story but not to the one on the third. I wondered how one might reach that. The smoke of the few candles that provided dim illumination rose up to disappear in the darkness above us.

“What could she hope to find here?” I asked.

“Secrets,” Cade said. “Secrets that we can use against the Church.”

“Then it’s worth the risk,” Sabrine said. “But I don’t want to wait much longer. The word has likely spread of the four people lounging in this tavern who don’t look like they are starving and might have some money.”

Cade rose. “She said she worked in the gambling den, which should be somewhere nearby or attached.”

Drustan put his hand on Cade’s arm. “I doubt wandering about on your own would be wise.”

At that moment, a man stumbled through the door. He almost fell before catching a table and righting himself. He wore clothes that may once have been fine, given the embroidery still apparent, but hung like rags from his thin limbs. He had a gaunt face with bright, ice-blue eyes. He gasped as he held the table.

Behind him came seven armoured figures. I stiffened. The lead figure wore the armour of a Holy Knight while those who followed him I marked as Initiates. Could they have found us?

The man turned and began to back away. The Holy Knight pointed at him. “Your terror is at an end. Now you will tell us where you have hidden the staves.”

“Gentlemen, I believe you are mistaken,” the man said. “You do not serve the one true god, only a usurper of gentle gods.”

The Holy Knight surged forward, delivering a backhanded strike to the man’s face. The meaty sound of impact seemed to echo to the rafters. The man rolled with the blow, twisting away. He still faced the Holy Knight. He did not appear injured. His face had no mark on it.

The man smiled. “Ah, the gentle word of the supreme deity, yes?”

The Holy Knight spat in the man’s face. “Your words are as twisted as your masters.”

With that, the Holy Knight gestured toward the man. The Initiates approached, daggers drawn. Cade, still standing, turned to Sabrine. “We can’t leave this.”

“You heard his words,” Drustan said. “He too offers secrets against the Church, and they intend to silence him.”

The Initiates began to beat the man with the pommels of their daggers. He threw up his arms, perhaps hoping to protect himself from the blows, but he faced six men. He shouted, but did not call for help. What help would he expect in this rat’s den?

Without a thought, I stood. The Holy Knight turned and he seemed to notice us. He slid his greatsword out of the scabbard on his back. Like all the blades of those false knights, it had an engraved paean to the god Herotus and a prayer for potency in battle. The etching seemed to suck in the faint light of the room. He let the tip rest on the ground, as though standing guard against us.

“What crime has that man committed?” Cade asked.

“It is not your concern, citizen.” The Holy Knight’s helm muffled his voice, but it still had the force of command behind it.

“It’s our concern if you are beating an innocent man,” I said.

Sabrine frowned at me. I knew her unspoken comment was right. Why would we face seven Knights of the Holy Mount, even if six of them were Initiates? Engaging superior numbers is never a good strategy.

“Are you in league with this servant of evil that you would speak on his behalf?” the Holy Knight asked.

“Servant of evil?” Drustan rose.

I heard Sabrine groan as she reached beneath her cloak. We had come to know that tone in Drustan’s voice. He didn’t like seeing the weak attacked. He didn’t like the Church. He didn’t like sanctimonious, self-righteousness. He had all that within easy reach of that spear of his, and so that is exactly what he drew out from beneath the table.

Spear in hand, Drustan turned on the Holy Knight. “You are the servant of evil, you and your weak-livered cronies. I will bathe my blade in your blood and send you screaming to your god.”

“I know you, Drustan of Teyrs, the Half-Orc.” The Holy Knight went to guard with his greatsword. “You will surrender yourself and your compatriots to trial by the Blessed and Loyal Military Order of the Holy Mount in the name of myself, Brother-Sergeant Heston of the Mount. Divest yourselves of your weapons.”

In answer, Drustan drew a dirk, more sword than knife. While I revelled in calling forth the power I had found buried deep in my heart, I knew we had put our feet in something foul that would take a fair effort to scrape off. My magic wasn’t strong enough to tip the scales in this contest. Before Drustan could close with the Holy Knight calling himself Heston, I grabbed the crossbow from beside my chair. I knew the weak point in the armour of the Holy Knights.

The Holy Knight took a step back. “Iolan, Metres, to me.”

And I released. The bolt slammed into the Holy Knight’s breastplate, though not where I had intended. It did not pierce, but knocked him back a step. With a howl, Drustan stepped in, swinging his broad-bladed spear. Off balance, the Holy Knight failed to counter the attack. Drustan’s spear glanced off the armour, but again drove the Holy Knight back.

The Initiates had turned from the beating of the defenceless man and drew their swords.

“We’re in the thick of it now.” Cade had his sword in his hand.

“It would be a fine time for your friend to arrive.” Sabrine nocked an arrow to her bow. “Your friend and about ten others ready for a fight.”

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Swords and A Squandering Snail continues in “The Minstrel and the Prophet.”