The Swords of the Wayward Sons have arrived!

Swords of the Wayward Sons

Adventuring Company of Cormyr. Founded in Arabel the month of Elient, 1332 (DR; 1307 CR). Sponsored with gracious support from our truest friends and allies at the Six Coffers Market Priakos. For all your trade and merchant needs, look no further than the Six!

Charter Members Broknar-Human Ranger Rochendir-Half-Orc Ranger Stonebreaker-Half-Orc Rogue (deceased) Serillian Lokirra-Elven Fighter-Mage

Sword-Tales of the Wayward Sons

Arabel, Trade City of Cormyr and home to our adventuring co.

Arabel has, for now, become our company’s operating base. I have no real measure of other human cities, but this one seems to be quite fair. The rule of law and commerce permeates most of the streets, and folks tend to be carving out their existence as they wish in peace. I’m a bit of a novelty here, as there are few true Tel’Quessir (elves) in this place. I’ve tried for the most part as of yet to keep a low profile, tending to stick to the learned sage Jamund Aver and our group. Upon our return, I should like to continue to seek alliances with mages of light, the proprietors of the local Elhazir’s Exotica shop, and possibly an audience with the ruler of this city. As an emissary from Evermeet, it would be most beneficial to establish relationships with as many outposts of Faerun as possible. In the blink of an eye, our people will no longer be here, but we’ll still need to keep ties with these lands. Besides, it would be rude to not introduce myself and offer my services.

The rest of the company has been doing much the same I expect training and preparing for our future adventures, enjoying their time and treasures, and seeking new trinkets. Unfortunately, Stonebreaker and Rochendir, being zenar’hakarvan (my closest proxy for ‘half-orc’ in common) find it a little more difficult to navigate the city freely. They long for more thrilling adventures and physical pursuits. There will be time enough for that, but I also enjoy the wisdom of writings and magic, and the enlightened secrets they reveal to me. I’m glad I am Tel’Quessir, for I will have time for all things.

We headed to a place that Stonebreaker assured us would help secure items to increase our success in further endeavors. It is called The World Serpent. It seems that there is no lack of places for those that wish to dwell in the shadows. We enter this place with a knock and special phrase, and there are obviously great magicks here.

We meet the barkeep and are greeted by name-already at a disadvantage. Our contact is not here, so we wait. Soon trouble arrives, in the form of a beautiful female trickster. Letting our guard down, we laugh at her parlor tricks and accept a drink from her. Of course, it turns out that in this place that means we are now in the service of a being of seemingly immense power. I think I will rename this place The Doorway for Pawns…

We meet with our new ’employer’ and are charged with finding a hound to breed with hers. And so the adventure begins. Soon we have whisked away to other worlds and visited strange and enchanted lands. For the most part, it seems that we are truly pawns, and the other pieces are knights and bishops, kings and queens. In the end, everyone seems to have something that another wants, and we wearily facilitate exchanges. Arabel truly is the crossroads of commerce!

For our time, or lack thereof, as in this place time has seemed to stand still to the city, we are rewarded. Each member of our company gets a mystical item as compensation for our ‘voluntary’ service. Stonebreaker, a blade known as Jack Tooth; Rochendir a pair of daggers, Broknar a bow, Avoden a holy vial of Tempus, and I a quill to inscribe spells from the goddess Lliira. For myself, I am glad to be back on the streets of Arabel.

Shortly after this last excursion, we begin to escort Llewyth, our one-time adventuring companion and future head of the Six Coffers, to Marsemba. The group is once again excited to be leaving the confines of civilization off on wayward travels. Stonebreaker is particularly excited as the road we travel this time will be paved with waves. I know he has spent time on a pirate or slave ship, but it’s obvious he fancies that the ladies see him as a handsome swashbuckler. Careful, my friend. Let us be truthful, you are zenar’biir (half ugly) to human eyes. It is not your visage that the ladies are eyeing, but your purse strings! Besides, the charm of a ‘lady’ is how we ended up being played as part of the last game!

Truth be told, I am happy to be traveling once again myself. While I thoroughly enjoy the esoteric pages and musings with master Aver, I am an elf of action. I seek adventure and excitement with spell and steel. I’m only 120 years of age, and there is so much of this world that I have not yet seen. I hope to return to my island home occasionally during my mission, but I also hope to visit and explore Faerun while I can. I miss my people, but I also know that the more I learn here, the more helpful I will be to them in the future.

For spending as much time on an island as I have, I have no great love for the sea, for I am much more at home in the cities and forests. I’m always amazed at the great navy of Evermeet and the grace of the Alu-Tel’Quessir, or sea elves as most would call them. One thing that both the forest and sea have in common is the moonlight sky, so I’ll take great comfort in being under her as we make our way to Marsember.

Open Waters

The open waterways to Marsember start off in mist and rain. Not quite what I would have preferred, but it is better than being in a foul hole somewhere under earth. The sky cover did not provide the view of the moon and stars that I hoped. Our priest has been retained in Arabel, so only four of us make the journey. Some gods are fickle and require much attention. Luckily, my lord allows for great freedom and devotion along a lifetime when it is convenient for all. I have chosen a path that does not require the dedication of a priest, but I will make sure to honor the elf gods when I can.

We had a few encounters on the first leg of our journey. A small fishing boat that we hailed that was of no consequence. Not having full command of the water, our small band is tense as we learn how to distinguish friend from foe.

Stonebreaker is much more at home aboard a ship than I. He has no fear of climbing to the crow’s nest and surveying the seas. I serve in the army of Evermeet, and am much more comfortable on the shores of the island than on its waters. I’ve had some training on ships, but must admit that I had always seen myself defending our lands should the enemy overcome our naval defenses. I prefer the living forest, climbing real trees, to the deadwood of this human vessel. Still, adventure it is, and so I am pleased. My role as emissary to the lands of Faerun also please me, and I have seen many new places in my brief time here.

Our first threatening encounter with another vessel ends without conflict. At a distance, it is not easy to tell the intention of an adversary and so we play a waiting game. After what seems like an eternity, the captain indicates that the vessel is surely taking an aggressive posture. We need to develop a prepare a strategy. As a war wizard, I know when it is advantageous to engage an enemy and when there is no need.

Stonebreaker’s adventures have brought him back to the seas more prepared than any of us. I consul him to summon his djinn and use his powers to call upon a swift wind in order to outrun our adversary. In classic Stonebreaker style, he says ‘well, there’s probably no profit on that ship, so why waste our time with them”. He summons his servant, and we easily sail away from the enemy vessel.

I’m not sure if the other craft saw the djinn materialize and drive the winds into our sails, but I am sure that the crew of our ship did. Sometimes we rely on stealth. More often, we rely on brute force. And sometimes, it is better to simply produce a show of strength. This impressive display would surely illustrate to anyone that the Swords of the Wayward Sons are now becoming a power to be reckoned with.

Upon arriving at Marsember, we are introduced to Llewyth’s father. Although they are cordial, they do not seem to be extremely close. One thing that all of the Sons have in common is our unusual relationship with our own families. I count myself lucky to have been raised with my people on a beautiful island from a very young age. I still wonder about the fate of the rest of my family. Broknar has a stormy past with his father, but the details are somewhat obscure. Rochendir obviously has no idea of what he is despite the preponderance of evidence starring right back at him, namely Stonebreaker. He’s so unaware he thinks he’s a vampire! And if that wasn’t enough, saying that Rochendir has no love lost among his tribe is an understatement. As I will learn later, his ‘family reunion’ is not quite what I was expecting.

After regaling Switzel, Llewyth’s father, with our previous adventures, he asks that we continue to escort Llewyth and a small contingent of merchant ships to Hillsfar. This will take several weeks and we’ll be well into winter. As we’ll be passing through Westgate where we’ll port for some time, enough time that Stonebreaker thinks we’ll have time to make proper introductions of his new blade to his clan. Hillsfar is near Elventree, both outposts of the Elves. Obviously, this is of great interest to my diplomatic duties. We’ll also have the opportunity to port in at a temple of Mystra, where Broknar hopes to atone for the disruption of her shrine in the Haunted Halls. It’s settled, and we prepare to head to Hillsfar. This time we again simply exchange passage for protection. The next time, I think we need to be paid for our services.

We arrive at Westgate and Stonebreaker now invites us to his ‘family reunion’. Not wanting to seem rude, I begin to decline the invitation. What would a Tel’Quessir want to do with a tribe of Hakarvan? I’d probably rather be at his family’s funeral than a reunion. As it turns out, Stonebreaker reveals that he’s come back to send his father to the depths and free his enslaved mother. How could I refuse that invitation? Unfortunately, when we arrive at their last know location, they have been gone for at least a season. We return to Westgate, where Stonebreaker makes some inquiries as to their most recent whereabouts. There just is no time left to make his ‘surprise visit’, so we’ll have to return another day.

We depart Westgate and set sail for the coast of Sembra by the Sea of Falling Stars. A small band of sea-dwelling ogres makes an attack on us one evening, but being all on one vessel and in force, they are no match for us. We are the sole escort and defense of Llewyth and his crew, so they look to us for protection. As much as they look to us to get them to safety, we are dependent upon them to help us learn the sea. It is a fair exchange with the Six Coffers, and we continue to build our relationship with a powerful merchant family.

We make a stop at Saerloon in order to port and visit the temple of Mystra. I stay aboard one of our ships and retain Broknar’s bow. He promises to offer the ax enchanted to attack my people as a sacrifice to Mystra. Stonebreaker decides to tag along, as he’s always fond of sniffing out places where magical items may be available. Stonebreaker returns with a few magic arrows after trading an item we had no use for, but Broknar still has the weapon that is an affront to my people.

When we leave Saerloon, we decide to split our forces in case more than one vessel gets attacked. Broknar and I are on one ship, and Rochedir and Stonebreaker on another. The third ship is between us, protected on either side.

After a few days, while Rochendir and I are on watch, I see Rochendir attacked by tall, gangly beasts. Those these creatures must be native to the coastal waters, I’d recognize their awkward gait anywhere-trolls! Several creatures board the ship and being to engage Rochendir. In the past, we’ve had serious troubles defeating these monsters, as they are deceptively fast, ferocious, and continual heal and attack. I’ve been almost defenseless against trolls in the past, but this time I have something special I’ve been keeping for them.

Rochendir is taken by surprise and shouts in pain. I alert Broknar to the struggle and drink a potion of flight in order to get to Rochendir quickly. Rochendir strikes back at the trolls, but one manages to overwhelm and grapple him. In an instant, he’s pulled over the edge of the ship into the dark waters.

Quickly I’m in the air and hovering over a pair of trolls. I summon a cube of fire that surrounds the creatures. Surprised and unaccustomed to the intensity of magical flames, these two decide they had enough. They make their way over the deck to the sea in order to escape. Broknar surfaces from below and readies his bow and fires a few shots at one troll while Stonebreaker exchanges blow with another.

As we concentrate on the remaining two trolls, Rochendir must have either killed or broke free from his assailant and climbs back aboard over the rail of the ship. Meanwhile, I turn my attention to another troll and unleash a jet of flame from my hand. With the flames still engulfing the troll, Broknar fires a few arrows at it and it falls incapacitated. With one troll left, Stonebreaker’s blade and Broknar’s arrows bring the foul hakar (enemy) down.

We gather the two bodies on the deck and we cover them with oil. I raise them over the deck of the ship with magic and light them afire. I shout to the trolls that fled like relosa (cowards) in my native tongue “this will be the fate of all evil that faces us”!

I bind Rochendir’s wounds and the rest of the night is uneventful, as is the rest of the journey. In a few more weeks, we see the shores of Hillsfar. It’s been nearly a month since we left Marsember, and winter is now upon us. The merchant ships will more than likely port for the winter and take their leave back to Marsember with fine elven steel as soon as the weather permits. In the meantime, we’ll explore Hillsfar, Elventree, and the surrounding coast and lands of the Moonsea.

I’ve tried to be optimistic about our sailing expedition thus far. And for the record, there is something to be said about being on tranquil waves underneath the moon and stars. I’ve also made no secret that I much prefer the solid ground beneath my feet. Give me a moonlit forest in the autumn, on a crisp night where I can smell the earth and leaves. Even the splendor of the great Elven cities is more to my liking, made of stone and earth and trees.

Upon approaching Hillsfar, we quickly turned from our original course. The port flew the flag of plague, and we wanted no part of that. We turned back to the vast lake, which did not welcome us with open arms. The captain steers a course toward a city called Phlan. I do hope get to make our way towards Elventree soon, and the plague has not reached their fair citadel.

At night, the winds and waters begin to rage and the ship is forced to change course and ride the waves to prevent the ship from being smashed. Unfortunately, the storm overcomes us, and we’ve heard the twisting and breaking of the deadwood ship. We plunge into the cold waters and lose track of the crew. I quickly rise above the waters with my faithful companion Lorson, but Broknar and Rochendir struggle to hold on to remnants of the ship. Stonebreaker quickly summons Lemmy, his djinn, to use his powers to drag us to calmer tides. His blade, Jacktooth, makes his time in the deep and above it much more amiable than ours. It is an unpleasant few days at sea until we reach land. To say that I now have no love for the open sea is an understatement. In life as long as mine, I am hesitant to speak in superlatives. But I can say this with certainty, this elf has had enough of the sailing life for at least a few hundred years. 

Landfall

We take a day and build a makeshift camp close to the beach where we land. Without an indication of where we are or were or really what Phlan is, we decide to head inland to find civilization, or whatever passes for it in these lands. The crew and cargo are a complete loss. We agree that there was nothing that we could do to save the ship. As escorts, we dutifully protected the mission from fiends that tried to attack. How could we possibly combat a plague encircling an entire port, or control the wrath of some unknown sea god? In fact, I propose that the crew has not lived up to its end of the bargain by failing to get us back safely to land and navigate the sea. That’s their business, is it not? I’m sure the Six Coffers may not be thrilled with the loss of man and materials, but I think we will be able to find it in our hearts to not charge them for the near loss of our own lives and supplies!

Without many incidents, we eventually find a path and signpost. It points to a town called Glister. We make our way to the outskirts of what appears to be a spontaneously build trading fair. There’s little help here, but I notice the absence of elves. I have my helm on but draw the hood of my cloak over my head. There are orcs and ogres here, and I am uneasy in this place. I suggest that Stonebreaker make contact with some orcs trading inferior goods, and they provide nothing of use to us.

Not by accident, we are approached by the apprentice of a local wizard named Thusk. While I respect and am more comfortable than the rest of my group with those that practice the Art, in a strange place going to a wizard’s tower is a dangerous game. With apparently few other options, we make our way to his tower a short distance away.

Thusk greets us with his ‘friend’, Sebastian. From the actions of the feline, I surmise that this is the mage’s familiar. The comforts me for two reasons. The cat seems nonthreatening, and you can tell a lot from the demeanor of a wizard’s familiar. And if things get dicey, a wizard’s companion can make an excellent bargaining chip. I do not think it will come to do this, but if the choice becomes the cat or us, I think I know who will be most unhappy in the end!

Thusk had a table and a fine meal awaiting us. We approach with apprehension, as the last time we were presented in this manner we found ourselves the pawns of a very powerful force. I get to the point of interest as quickly as I can without being extremely rude. The wizard had mentioned that he may need the assistance of a band of adventurers such as ourselves. He’s already relaxed Stonebreaker and Rochendir with a show of his dancing cat and something called ‘coffee’.

He instructed his assistant to fetch something. He returned with a young girl they called Kaitlyn. He spins a sad tale of loss and abduction. And of, by the way, did he mention it was done by a rider on a HAKARMASKANNAR (DRAGON)!!! Surely, a brave band of adventurers wouldn’t mind seeking out this beast and something called ‘The Dragon Cult’?

Of course, wizards have a tendency of, how shall I say this, omitting important details. Like, how did this 12-year-old girl escape the slaughter of The Dragon Cult, led by a red dragon? It obviously didn’t add up. However, I hear him mumble something about Elminster, and I then recognize the badge of the Harper. So whatever he’s ‘accidentally’ left out, it’s probably not with malicious intent.

For a mere 200gp and a potion of healing each, we take on the cause of Thusk the Harper. I negotiate a few extra spells in exchange for assistance. It can’t hurt to continue to get allied with those that harp. We have two rides to return with whatever information we can use to Thusk, and disrupt whatever of their operations that we can.

We take off the following day with an escort of locals hired by Thusk. They take us two days to travel towards the scene of the abduction. With that, the escort makes a hasty retreat and was left to our own with Kaitlyn. At the crossroads of Thar and Vaasa, we ask Kaitlyn which path to choose. She directs us towards Vaasa. We start down the path through the bogs and are attacked by giant wasps. We dispatch them quickly, and while Kaitlyn at first indicates she wishes us to retreat, during the skirmish she disappears. Once the bugs are squashed, Kaitlyn reappears. It’s odd behavior for a 12-year-old girl…

A short while down the road a pair of orcs stop us on the road. They demand we join them or die. I’m not so sure that my companions are into joining any cult. Besides, our The Swords of Wayward Sons is doing just fine. So we do what any reasonable band of heroes would do. We begin to slaughter them!

Of course, it’s a trap, and of course, we’re surrounded on both sides. And of course, the girl disappears. Luckily, the hakavarn (orcs) are as good a shot as an elf without a bow. This means, they are as useful as most orcs, which is no use at all. No offense to present companions.

Stonebreaker summons Lemmy to start to blow through part of the orcs. Rochendir engages in melee and starts to decimate their visages. Broknar snickers and shows the orcs how to use a bow. I cast a spell and put two orcs to rest for the battle. Good to have someone to question when it’s all said and done.

The orcs have a shaman with them and mistake Stonebreaker for a conjurer since he summoned a djinn. In an instant, there is no sound around him. Little does the shaman know that normally, this would be of benefit for Stonebreaker to silently stalk his prey. Personally, I never thought he sounded better! Luckily, his mistake means that I can continue to use my magic against our enemies.

We begin to route their forces, but oddly they do not break. In a moment, we hear why. The whooshing sounds can unfortunately only be one thing. DRAGON!

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