The Arena

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“It is time.” Lilith takes her sister and brothers across the street. It has become quite busy with slaves, drow, and nobles. From afar they hear the cheering and screaming of the crowd.

At the entrance, they are stopped by a bugbear.
“Guests or players?”
“We come to participate in the fights.”
“Please follow me.”
The bugbear leads them towards a side entrance, where more warriors are waiting.
“You can sign up here.”

Behind the desk is a drow male, who is very interested in the Xaniqos.
“How are the opponents chosen?” Phaedra asks him.
“The rules are simple: you sign up as a team and fight three bouts. Everything has to happen inside the arena. No matter what happens, do not leave it. And if you survive, you have won.” He adds: “You are among the prime of the day.”
“Can we watch the other fights?”
The drow directs them towards a passageway.
“Lady Thandysha has one of the best spots. But be back in two hours!”

The huge arena is filled to the brim with almost a thousand spectators. Most are drow. The siblings are escorted to the noble area, where their mother is surrounded by a large entourage. A very large woman, broad and strong, is observing them. She is introduced as Thimeta Despana, the combat instructor of House Despana. Her armor is as black as night, marking her as a blackguard as well as a fighter.

The Matron Mother of House Despana, lady Sheihirae, is older than lady Thandysha. “Ah, so these are the chosen ones, Thandysha. You show courage to put four family members out in the arena. I have several enthusiastic warriors, waiting to take up arms against them. May the best team win.”
“Good luck, for the House!” Lady Thandysha nods encouragingly.

The arena is prepared for the tournament. It is a varied terrain, with hills and walls.
“Mistress Thimeta, does the outlay change with every round?”
“Indeed, Alvra, each fight will be a new challenge, in an ever-changing arena.”

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“Let the tournament begin!”

Upon lady Sheihirae’s words, an expectant hush settles over the arena. The first gate opens and four warriors of House Despana enter. The crowd cheers. On the opposite side, one of the Fey folk and two svirfneblins step onto the sand. Where the drow tread slowly and carefully, the deep gnomes rush forward – straight into a trap. It soon becomes a massacre.

The Xaniqos are called to their quarters. Underneath his cloak, Alvra wears a new black breastplate, studded with sharp points. Soon a lower drow escorts them to the middle of the arena. The fighting area has been hastily raked to absorb the blood of the unfortunate victims who came before them. “Stop right here.” On the other side, a huge quaggoth enters, carrying a great ax. Five more follow.

Both Matron Mothers rise, and lady Thandysha announces her children. “Today, House Xaniqos will show its strength. Our brave drow will fight against these savage beasts.”

180214Quaggoth

With a loud roar, the quaggoth leader charges at full speed. Suddenly the earth beneath his feet disappears, but he jumps aside. As Phaedra searches for traps, the wizard moves sideways and starts casting, a piece of bat guano in his hand. A bright fireball speeds towards the quaggoths and the stench of burned hair and flesh spread throughout the arena. The crowd stamp their feet to show their appreciation.

Then the fight starts in earnest. Alvra moves to get a clear line of sight and throws one of his javelins. Phaedra at first shoots bolts, but soon engages in a melee fight, her spiked chain tearing through the tough hide of their enemies. Three small earth elementals join in and engage the raging quaggoths, while magic missiles find their target. After several attacks, the Xaniqos cleric takes out the leader with her flail, the sparks of her added fire slowly winking out. Alvra’s sword whistles through flesh and bone.

Within minutes, all quaggoths are dead. Lilith bows to her Matron Mother. Two more rounds to go.

Dunspeirrin

1

When the Xaniqos are rested, they again travel the winding corridors of the Underdark, until they arrive in a huge domed paradise of stalagmites and stalactites. An immense abyss opens up before them, a long broad bridge connecting the tunnels to the dwarven city of Dunspeirrin. They have made it to their destination! Of course, Dunspeirrin lacks the sophisticated appearance of a Drow settlement!

Carts are crossing the bridge in both directions, transporting a never ending stream of goods like coals and gems from the mines, slaves (even Drow), Goblinoids, Svirfneblin and of course many Duergar. A cacophony of sounds emanates from the city, the noise is overwhelming after the relative silence in the abandoned smaller Underdark tunnels. The people of Dunspeirrin don’t pay much attention to the Drow, being only a few among the many who travel and trade here. Dunspeirrin is always at war, either with Shield dwarves over their mines or with their ancient enemies the Illithid. The place itself is always busy with mining resources for weapon forging.

SvirfneblinIllithid

There are several guard posts stationed on the bridge, while others are patrolling – marshall law rules in this town – but the Xaniqos pass unhindered, walking through huge massive open doors. Once closed, this city is an impregnable fortress. In the city, the noise is even louder, a chaos of sounds, sulfur and coals. The blows of blacksmiths resonate in the heavy air.

In the middle of an open plaza is a large market with pens, filled with animals and slaves. In this city a word is a word, and a contract is a contract. Ninety percent of the traders is Duergar. They look at the Xaniqos Cleric with a sense of admiration and respect, and Alvra’s armor is also viewed approvingly. Lilith’s Scout sister Phaedra attracts little attention, so does the Wizard; the Duergar are not into magic.

Spiders, rothé, lizards (both draft and riding animals), ratites, amphibians, dragonflies, praying mantises, beatles – there’s an enormous variety of animals. Amid the chaos, Alvra spots a pen with twelve riding lizards. Two Duergar are standing in front of them, one is covered in dust with soot on his face, the other looks like a guard. The merchant introduces himself as Murgol Coalhewer.

These beautiful animals are about four years old and trained in combat. Each costs 2000 gold pieces, including riding gear.

The lizards are not the least troubled by the noise around them. Alvra knows that an untrained lizard is worth 500 gold pieces, plus an additional 1000 gold pieces for the training. Lilith asks the merchant if her brother can check on the lizards, which Murgol allows. All seem to be fine and in a good condition.

The Cleric offers 10.000 gold pieces for eight riding animals, but to her surprise the trader offers her another deal: all twelve lizards for 10.000 plus a service.

In the past week one of the mines failed to bring up coal, and neither did we receive any messages. I have sent in two enforcers, but they still have not returned. There might be a Delver at work, a huge dungeoneering aberration. This beast is quite rare, it is an underground delver that is very fond of stone. The nightmare of every miner. A lair would be a disaster. Their skin is acid and any contact will eat through metal. The beast is neutral in attitude, but will fiercely defend its territory. My claim on this particular mine is too good to leave it and find another; the investments have been to costly. What is your decision, Cleric?

Delver

Lilith agrees to his proposal and asks if there’s an inn where they might stay. Fortunately Murgol’s cousin, Ivar Hammerhead, runs the Hamer & Anvil Inn. They will recognize Ivar by his lack of hair. The trader will meet them there the next morning and escort them to the mine, which is situated on the outskirts of Dunspeirrin.

The inn is filled with 99% Duergar, who are drinking, eating and gambling. The bald dwarf will make room for the Xaniqos and feed them with rothé stew. When Jharrath inquires after the herbs he uses, the Duergar smirks. We just roast them, that’s it. And the beverages are mainly beer and wine. Ivar then spits in a glass and ‘cleans’ it with a towel, whereupon the wizard asks for a bottle of wine. Closed. Chateau de Mithral Hall 😉

The inn keeper then sends two Duergar upstairs to clean and clear the rooms for his new customers. Five minutes later another Duergar rolls face-first down the stairs, soon followed by a semi-clothed dwarven woman. They hastily leave the establishment, booed by the clientele. It would have been better if they had paid for their room. Lilith and Alvra visit the market again to replenish their potion stocks. In the evening the Xaniqos siblings go upstairs to their rooms, which are dusty and not really clean, though the sturdy latch on the door compensates for the untidiness.