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~ Diary

In Firun’s temple, we were told that something strange is going on on the graveyard. Undead have been sighted there many times.

In Firun’s temple we heard that something strange is going on in the graveyard. Undead have been sighted there many times. Thorgrim, a dwarf who lives to the south of the markethall, wanted to look into that himself and could certainly help us.

In a tomb under a grave in Boron’s field, we found the dead servant of Boron. But if he is dead, then who did we meet before? I think we should look into that and find the answer.

We found the druid who is responsible for these ugly things, and treated him to a fight. Now the dead should be able to rest in peace again.


In Riva’s castle we have managed to rescue a mage from torture by several guardsmen.
He introduced himself as “Rohezal of the Anvil”.
We never would have imagined we would come across a world famous mage in this castle of all places.
According to what he told us, he and his four companions are on the trail of an ancient evil from days of yore. But he refused to tell us more until his companions are freed as well.

We found women’s clothes under the cook’s bedstead. Might be that fellow is partial to his own sex as well as to women. Who knows, there might even be a connection to Bosper Jarnug here.

Our suspicions were dead on: After some weaving about, the cook came clean. He really did have an affair with Bosper.
What’s more, we found out that you can reach some important spot by moving the chest in Jarnug’s chambers - probably the hiding place of those urns we’re supposed to look for.

We have rescued Rohezal’s four companions.
This job is turning out to be one surprise after another. This is a spectacular group indeed.
Racalla of Horsen-Ravenbeak, Saldor Foslarin, Landor Gerrano, and Haldana of Ilmenstone! -All of them mages known all over Arkania.
They regard us as armed support sent by Hesinde Herself. Quite an honor, this, working together with someone of their stature. Mind you, they’re severely weakened from torture at the moment.

We’ve been told to look for the castle cook, who’ll be able to give us some information about three urns hidden away in Bosper Jarnug’s quarters. Those urns seem to be important. At least we’re supposed to bring them to the mages.
We still haven’t quite worked out what this is all about, but they promised to fill us in at guild headquarters once we’ve secured the urns.

Phex be praised. We found the urns. They’re made of clay, sealed up, and covered with strange runes none of us can decipher.
Hopefully, Rohezal of the Anvil and his friends will be able to tell us more.


We’ve barely arrived in Riva, and already we’ve found the first clue… or rather, it found us! Elaja Karbeck, the priestess in the temple of Travia, mentioned the strange behavior of some citizens and voiced the suspicion that the Holberkians may be involved. - She said we’d get further information at the other temples.

It appears that our involuntary visit to the tradesmaster hasn’t made us any new friends. We’ve been targeted by ambushers. It was damn close, too! We only just escaped with our lives!


Today we met a strange old woman. At first she seems to be a normal beggar, but there is something special about her. Perhaps Tarik, who can be found in an inn, could help us.


Today we met Tarik, the information dealer of Riva, in the Harbour Maid. He told us something about Lothur and the guild -the members fled into the sewers when they were pursued.


Today we met the ratcatcher; he was too busy to talk with us.

The rumors about the monster must be true, because we have seen a strange creature in the sewers.


A young man, Tarsinion, met us on the street. He showed us a house with a dead elf named Ariana. She looked strange, colourless and had a great wound in her neck. Perhaps we should look around in the sewers again.

We should begin the search for the monster where we saw it first.


Today, a dwarf was carried through the town. We found out that he was wounded during the orcs’ attack on a mine outside the town. Under the leadership of a Thorwalian, there was to be a commando raid to overthrow the orcs in the mine. Yet when we reached the marketplace, only the Thorwalian was left. He decided to attack a drink instead and disappeared in the next inn. So, we have to deal with it on our own!


We’ve met Old Lea again! It looks as if she’s trying to act as a go-between. She has suggested a meeting with the tradesmaster, at midnight in the warehouse directly to the south of the temple of Efferd. May the Gods grant that this is on the level!

We’ve been co-opted into the guild as a sort of free agents, without a specific rank. In return, we’ve been asked to do the tradesmaster a favor and locate the pirates’ contact in the city. If we can do that, he has promised to help us with our own investigations. He gave us the name of one Adran Seahoff as a probable accomplice of the pirates.


We should watch the house of Adran Seahoff, perhaps he meets with other pirates.

We have to cancel our watch. We should try it again tomorrow.

We pursued Adran Seahoff to a house west of the city hall.

We found a document with enough information for the guild. We should bring the parchment to Tarik to fulfill our order. The document includes the names Robak Darben, Saviharju Imonin, Adran Seahoff and Wina Garje.


Today a woman told us something about murders.


Today we rescued an Holberkian named Ordo Gulek from an angry mob in the marketplace. He showed us his house, where he told us something about a magician who kidnaps dogs and conducts strange experiments with them.
As we interrupted a conference, we should come the next day - perhaps Ordo has an order for us.

We got the order to search for the dogs in the tower of the magician. Haffel, a relative of Ordo Gulek, took us nearby the magician tower on the other side of the Kvill.

The Holberkians have given us some interesting information. Apparently one of the city traders called Gorm Doldrecht had gifts sent to the orcs. It might turn out to be just a harmless gesture, but at least it’s something to start on.

The little girl’s animal has disappeared again. It seems that the problem has not been solved.


Gorm Doldrecht has reacted out of all proportion! - And he says he acted on behalf of Bosper Jarnug, the town and county judge. There really seem to have been some sort of covert dealings! Not that we can make head or tails out of it yet.


Tarik met us to arrange a date with Malmodir Elin. After dusk we should meet him in the Harbour Maid.

We were suspected of murdering Malmodir Elin, whom we hadn’t even met. Fortunatly, the witness “Gorm Doldrecht” -who won’t speak to us anymore- contradicted himself, so that we are free for the moment.

After Malmodir Elin, now someone’s trying to implicate us in the murder of Gorm Doldrecht. That’s the second attempt to frame us for murder, and this time it’s worked! We can’t show our faces in this town again. - Praise the Twelve that at least the tradesmaster is still on our side.
Tarik has told us about a new way to the guild. There’s supposed to be an entrance in a dead end in the sewers, beneath the marketplace.


We’ve been trapped. Yesterday, when we were supposed to meet an informer at the “Harbour Maid”, we quite consciously refrained from drinking too much, so as not to incapacitate ourselves, but after the second tankard, we were fast asleep. We must have been drugged. Amazingly enough, though, we haven’t been murdered in our sleep, but rather shanghaied aboard some sailing vessel. Now the boatswain “requests” we hire on as marines.

We never used to believe in them, but they really do exist:
Sea Fairies!
We met one of the little fellows today.

We’ve actually made it. The ‘Wind’s Bride’ has vanished beneath the horizon, and we’re approaching dry land.May the Gods punish those sailors for their crimes and send their ship to the farthest depths of Efferd’s realm.


We have managed to reach the magician Toranor’s grounds and free the animals of the Holberkians, as they’d “requested”.

When we tried to reach the mage’s tower, the groundskeeper blocked our way, and we were forced to throw him on Boron’s mercy. On dying, he turned into a bat and flew up into the tower before our very eyes.

We’ve found a dirt-covered hole in the tower gardens, behind some shrubs. On opening the hole, we made agruesome discovery: a mutilated body.
The corpse’s lower body had been cut off and was nowhere to be found. In addition, the face had been horribly mutilated and was absolutely unrecognizable.
“What monster would do something like that?”

What is going on in this place?!
Now Toranor has turned into a bat as well. Is he dead, now, or isn’t he?

[Hero] almost fell to his/her death just now. The corridor was just an illusion. We’ll do well to be prepared for some more unpleasant surprises.

[Hero] plunged to the ground below in the middle of walking along a corridor. It was a powerful illusion - we’ll do well to be prepared for some more unpleasant surprises.

We’ve finally dealt with him! He stayed in the protective circle of a magical heptagram, but that couldn’t save him.
That mage and his creatures won’t wreak any more havoc.
But what is it with those bodies turning into bats?

We’ve solved the riddle. All our foes who turned into a bat on dying were in reality one and the same shapechanger, who did it to magically regenerate.


Today, while passing the Stoerrebrand College, one of its students, a certain Stipen Hullheimer, stopped us and asked for our help on his graduation exam.


[Hero] has managed to release the pitiable Lomar from his shadow existence and take possession of the magic boots.

We actually managed to solve the problems set for the college adept.


When we found the headquarters of the guild, we got a new task. We must find the monster that the guildsmen are afraid of, the Feylamia, and deprive her of her power.
Eleana of Arivor will come with us. We met her some time ago as the poor, old beggar Lea. She is the only one who knows the hiding-place of the Feylamia, north of the sewers.

The merchantman has asked around since the last meeting, and has found out that there are other strangers, perhaps magicians, in the town. All say that this group was arrested in the castle not long ago. In two, three days an entrance will have been found by men sent by the merchantman.

Lothur’s men have found an entrance to the castle. It seems to be an old escape tunnel. This way could be found easily near the area of Mandara’s hiding-place in the sewers. A much greater problem will be a water-dragon who is thought to live down there. He won’t let us just waltz through his lair!

The magicians in the headquarter of the guild asked us to get the wand of Borbarad outside the sunken Even Star. With a magic spell and Kajubo buds we should be able to breathe under water. With some metal shoes, we should stay down on the sea floor.


This is a miracle! We can actually breathe under water.

After being quite in the thrall of the beautiful underwater “landscape”, an attack by some eerie mermen has thoroughly sobered us up. There are strange things going on down here. It may be that it won’t be all that easy to salvage the wand after all.

It’s one surprise after the other. A second group of merbeings led us to an undersea palace where we met their king and his sailor counsel. The nixes, as these people call themselves, have split into two rival camps, and we’ve been charged with reuniting them. And it’s more than a simple request, because otherwise we won’t be able to enter the smuggler’s hideouts aboard the ‘Even Star’. & has expressed the belief that the strange behavior of the unfaithful nixes has to do with moonlight or alcohol because these two things have bad influence to the nixes.

We’ve managed to overcome the leader of the rebellious nixes. But does that solve the question why they acted like they did?

The wine stores have been thoroughly destroyed. That must have been what drove those nixes insane.

The nix king, too, appears satisfied his “charges” will return to his rule now, and he’s given us a glowing stick we can use to open the doors aboard the sunken ‘Even Star’.

We had hardly entered the cabin with the chest, the hiding place of the wand, when some water elementals attacked us. Defeated elementals immediately manifested again somewhere else within the cabin. Apparently they were bound to the place and thrown against any intruders by the aura surrounding the chest. Because the second we reached the chest, they all vanished.

He had the wand all this time, and he knew we’d only come to the bottom of the sea to get it!
That blasted nix king had us jump through hoops and perform heroics for no reason. But at least we’ve got the wand now.


We’ve found the mine the heavily wounded dwarf told us about. Judging from first appearances, the orcs must have gone on a rampage.

It looks like the dwarven noble Radomil, who was in charge of this mine, was searching for the entrance to some hideout even further below ground. Whatever is hidden there, now we’re standing in front of a giant statue that presumably guards that entrance.

The orc leader, the blackpelted scoundrel, has actually dared to appeal to a demon for help. To our horror, a minotaur, a four-horned fighting machine, took shape in the pentagram before us.
Thank the Gods we have managed to cast it back to its hellish home Sphere.
But we’re still wondering how an orc could possibly have mastered such a complicated ritual of summoning in such a short time. It can’t have been just the demon tome.

Behind the desk with the demon book, we found Manresh. The orc attaced without hesitation, but we defeated him. As we searched the corpse for spoil, something very strange happened:
Out of Manresh’s cloven skull crept a grey worm, about one hand in length. It disappeared into a crack in the wall the moment we saw it. We never heard of such a creature before, but this “parasite” could have been the reason for the unnatural intelligence of the orc.

The mine must be bigger than that we’ve seen.


The dwarven prince Ingramosch has gone off to try and persuade the humans to aid us in the fight against the orc scum as well. Meanwhile, Elestir Starlight, king of the elves, is leading the army of elves and dwarves into battle.
While we are treated with respect by everybody - being the bearers of the Salamander Stone - we are starting to feel superfluous.

So, we have decided to check out the rumors about Riva. It is said that strange things are happening in that harbor town of the Svellt League.

The dwarven prince Ingramosch has gone off to try and persuade the humans to aid us in the fight against the orc scum as well. Meanwhile, Elestir Starlight, king of the elves, is leading the army of elves and dwarves into battle.
While I am treated with respect by everybody - being the bearer of the Salamander Stone - I am starting to feel superfluous.

So, I have decided to check out the rumors about Riva. It is said that strange things are happening in that harbor town of the Svellt League.


In the old sewers of the town, a giant water draggon blocked our way to the fortress. The fact that we have to fight against the beast on a raft made it much more difficult! In spite of that, we managed to get rid of that “blockage”. So the secret entrance to the fortress of Riva is free!

In the nest of the queen we saw an acid hollow. The interesting thing is that the acid destroys only equipment, on the naked skin it has a better effect. Unfortunately, there was also a Borbarad worm, who preferred to bathe alone.

The beast has thrown another hurdle our way-a giant illusion maze. We were lost for a long time, till we found the way out. Her power to create illusions is unimaginable. That lets us know what to expect when we finally stand before the queen.


We were almost taken in by an imitation, which was represented to us as the worm queen. Under certain circumstances, this creature could have grown to be a second queen. Then we found the disguised entrance to the true queen. Behind the entrance, a mirror battle awaited: we had to fight against our own reflections.

The mirror battle was the last illusion of the queen. But our hope that she only used illusions because she was weak and helpless was also an illusion! The beast was a great giant, immune to most magic spells and able to speak all the spells of Borbarad. A really ugly opponent!


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Shadows over Riva - The diary of Leomar Triffon


Thorgrim the Strong has joined and strengthened our numbers. That’s literally true, because he is really quite strong. The dwarf seems to be a quite a daredevil.

Today we met Thorgrim again. The dwarf joined our group with pleasure and is looking forward to the adventures we will have soon.


In the inn Fox Fur, we met a young Tulamidin. Shila Dschadirsunya has been in the Northlands a long time. She must be bored, because she offered us her sword. She seems to handle it well, and so we saw no reason to refuse her company.

The Fox Fur seems to be Shilas’s favorite hang out -anyhow, we met her there. Because she had nothing better to do, she joined us again.


Today we met a strange, skinny creature. The woman - an elf by her pointed ears - calls herselves Mandara. She’s more like a mummy than a living creature. After all, she knows all down here -a good reason to take her as guide. We should look for that monster that so many people speak of. Perhaps we overlooked something?

We hadn’t even reached the exit when suddenly Mandara disappeared. She seems to have been rather shady, but what should we expect of a creature that hides down here?

Suddenly, just as Mandara disappeared, she reappeared not far from the exit. We joined her, as perhaps she can show us some things we don’t already know about.

Mandara got us into an unpleasant situation. We were arrested by unknown persons. By the way, she also freed us - but we found out that our emaciated guide is the Feylamia, the elf vampire! We had the “monster” in our group the whole time without noticing it.


We took Yann, the ship’s boy, with us. The boy is quite bright and may be able to help us to leave the ship without being seen. Among other things, he said we should disable the ship -and that we should hurry up.


The tradesmaster would like us to investigate Mandara’s hiding-place. For that reason, he asked Eleana of Arivor to come with us. We were surprised when we saw that the young woman was the old beggar Lea! She shall show us the entrance to the hiding-place of the Feylamia in the northern part of the old sewers, as she is the only person who knows the exact place.

We split from Lea. We’re of the opinion that we should do the scouting on our own, because Eleana shouldn’t be in danger. Her place is besides the tradesmaster. - Though certainly we could say that Lea has a different opinion.

It seems that we need Lea - or Eleana of Arivor, to use her full name. We didn’t manage to to find the hiding place of the Feylamia without her. We had to hear much about us giving her the boot before she joined again.


Zorka, the son of the nix king, fell in love with [Heroine] and - how could it be otherwise! - & returns his feelings. Now we are lumbering along with these two turtle-doves. - Here’s hoping all goes well!

Zorka, the daughter of the nix king, fell in love with [Hero] and - how could it be otherwise! - & returns her feeling. Now we are lumbering along with these two turtle-doves. - Here’s hoping all goes well!


Язык: English | Категория: Shadows over Riva Game Texts | Дата: 29.04.24 | Просмотров: 142 | Отзывов: 0

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