Wednesday, June 22, 2011

An Overview of the Hidden Kingdom Arthurian Role Playing Game









This is the Game I am currently about to begin as soon as I gather a crew to play with. I owned this game once in the mid 80's and somehow lost it. By amazing luck I managed to ferret out the title of it again, which I had forgotten. try finding a game if you don't have any name, designer, game or publisher--wasn't easy. It's pretty rare but someone on Amazon is selling them for a cool $70.99 (that's with S&H)...and for me, it was worth every penny. And no, I am not said seller nor do I have any idea who is.




Essential Elements of Hidden Kingdom







The Game Components


The Game  Rules Book, in a 3 ring Binder. With appendices, it is over 300 pages, but the actual rules are 200 pages long. This shouldn't be daunting though, as it is divided into sections and you need not incorporate all sections into play when you first begin, only the most simple. Also, much of it is familiar ground to people used to gaming. Conversely, for people new to rpgs, I have never seen a better  and more concise description of some of the key concepts.


It also has a two part hexagonal Map of Britain and Ireland, nice character sheets with a front and back including a place for your coat of arms(which is important to the game), a bag of dice with three ten siders in addition to one each of all the other standard polyhedrals (and a d6), and a large glossy fold out sheet that is sort of like a DM's screen--it has nearly everything you need to run a game smoothly with very little reference to the rule books for either players or DM.


The game has a very durable slip cover box which allows you to keep it on a  bookshelf.







How Does One Play?


There is a giant Map of Britain and Ireland, 459 A.D. 


It is divided by numbered hexes, and the hexes are marked for terrain type, major political boundaries, and smaller provinces. Every single town, chapel, monastery, and individual castle of the game world is marked on the Map. Further, a source book tells the name of every King, Queen, Knight and Lady who inhabits every single castle on the Map. There are 300 of these castles and the Lord or Lady of each is playable as a character in the game. 


These are the only characters one can have in the game, and they are all drawn from Classical Arthurian Romantic literature. They are of four sorts,: Chivalrous Christians, Renunciate Christians, Chivalrous Pagans, and Powerlord Pagans. In most cases, the characters world view is already listed but some are open.



The Four Alignments and Character Types

These four character types represent the four alignments of the game, a major focus of play. 


Some of these characters come to the table with alliances, enmities, family, spouses and paramours as well as, in a few cases, special abilities. 


Actual Play

When you have chosen a character, you begin on the map where the book states that your castle is.


The Game Book also has a listing of the number of peasants and militia in each province, as well as its monthly food production and the amount of gold owned by each and every king.


You leave your castle and travel the map to go upon quests. 


These quests can be small and seemingly mundane in nature, such as traveling to another castle to attend a jousting tourney, or some great adventure such as to seek a lost relic.


You could simply be traveling to meet up with the other players if they are your friends or allies so you can all go on an adventure together.


A game begins on a certain day of a certain month and generally each game will encompass the events within a month. 


You can manage your province as well as your individual character by announcing to the Game Guide what you want to do --the GG also has special tables and it possible for various Acts of God to occur in month that could weaken your kingdom/province.


The Game Guide must keep track of a calendar and notes of character actions that will affect them later in the game. There is a Harvest month that increases provincial holdings once per year, trade with other players or non-player Kings and Queens can also increase holdings. Warfare can increase or decrease them, as well.


There are movement rates for the Map that depend on your means of travel and the terrain. Each "empty" hex you enter (no town, chapel, castle or monastery) has a chance of a random encounter. These encounters can be with Men-Types, Faery-Types, Monster-Types, or Special Situations. Encounters can unfold to become quests, end up as role playing encounters, or become dangerous battles ...or all three. 

The Game Book has a long list of Special Situations.


If you enter a castle hex, there is a table for castle reactions to you, modified by any special alliances, family, or enemies your character might start with or incur later in the game. Castle reactions determine whether a castle is hospitable to you, hostile, indifferent or hosting a tournament when you show up.


In a town or castle hex or with merchant encounters in the wilderness, you can trade and buy and sell goods.


Monasteries are like hospitals and if you reach a hex with one in it you can get healing. Certain miracles can also heal, as can all Queen and lady Characters (Just something about a woman's touch...). Certain spiritual beings can also heal characters.


The Four Modes of Play



There are 4 Modes of play, look at each at a degree of magnification of the time and events taking place.


1st Mode is traveling the map and/or taking care of provincial affairs. 


2nd Mode is when an encounter occurs and you get into role playing.


3rd Mode is actual individual combat during an encounter, or sundry options a character can undertake in a town, monastery, chapel, or castle ...hide, search, send message, or negotiate..or supernatural intervention such as the use of magic or petitioning for miracles. 


4th mode is large scale mass combat, tournaments, or the traditional role playing type adventure of a mapped out ruin or dungeon. I should mention that warfare is usually resolved in a  few turns and is largely a matter of writing down one's troop actions secretly, handing them to the person running the battle (the GG or other helping player), and doing a set of detailed math equations when results are compared. If players opt to have their own character go along in the battle, individual battle between them and the provincial or kingdom overlord is computed separately. Outcomes can be being surrounded, routed, victory, or utter defeat. Utter defeat has a simple mechanic--it simply means the losing region pays tribute from then on to the other. If this is too complicated for players tastes, players can simply avoid mass warfare altogether.


These four modes can change as a result of the focus of the players and game guide or by chance through how play unfolds. The game can have any level of complexity or simplicity desired. 


While all role playing games have these modes, very few have such a detailed and comprehensive map with peasant populations and production, as well as castle inhabitants already detailed and pre-built with character dynamics that depend on a players character choice. A great deal of the GM's world building work is already done.


Role Playing and Game Objectives

How you play your character depends on the Alignments we have mentioned, and inded, this, alignment, is a central focus of the game.


The premise of the game setting is that the Pagan Order is still preeminent in the Isles but Arthur has become King of Logres and he is a Christian but rather than seeking to establish Christianity he seeks to unite the Pagans and Christians of the Isles to repel all outer threats. The new order he proposes to achieve this unification is an order based on Chivalry.


Chivalrous Christians and Chivalrous Pagans have accepted the new order and promote it by their behavior actions and goals. 


Renunciate Christians reject this compromise and serve only pure spiritual Christianity.


Powerlord Pagans likewise reject the new order and seek only their own power and advancement in the tradition of the warlord or the Pagan sorceress.


Nothing in these world views dictates that those of opposing alignments are necessarily enemies or must attack or oppose each other. Players of widely divergent alignments can all quest together if desired if there is a logical common end in mind .



There is a Faith Rating, a Power Rating, and a Chivalry rating. 


The first is the only concern of Renunciate Christians, while Powerlord Pagans care only about their Power Rating. Chivalrous Christians and Chivalrous Pagans are concerned with their Chivalry Rating, but Chivalrous Christians must pay some heed to their faith rating as well. 


There is a detailed list of behaviors and actions possible within the game that can give bonuses or penalties to these ratings, depending on character actions. The object of the game is to have the highest rating possible in the score that matters to your characters alignment .


Magic and Miracles


Supernatural intervention can come in the form of Magic or Miracles. 


Only Pagan characters can use magic. 


There are five levels of magical power and a small but well rounded list of spells under each level. Using magic has a percentage chance of being successful, the lower level the spell the greater chance it will work.


However, magic also has a chance to unleash powerful negative forces in a character's life--the chance this will happen, and how serious these effects are, goes up with the level of the magic being used.


If successful, spells are instantaneous and grant such powers as invisibility, flying, immunity to certain effects, and changing one's appearance, as examples. 


Since the Code of chivalry holds that such unfair advantages as magic violate its focus on manly physical prowess and courage, male Chivalrous Pagans who use magic incur penalties against their Chivalry Rating.


Miracles can only be sought by Christians. 


Miracles are healing, protective, restorative and guiding in nature. 


They come as a result of prayer or through encounters with very spiritual beings such as hermits, recluses, or angelic beings. 


Prayers are aided by fasting and being near chapels, and the power of a miracle is more comprehensive the less selfish is its petition.


Game Mechanics


Complex as the game sounds, actual mechanics are very simple.


Here is a sample Knight:


Name: Bertilak

Alignment: Pagan Chivalrous

Kingdom (Province): Gore (Riding)

Blazon: Ver, a battle axe in bend argent (note: heraldic terms defiend in the rules and illustrated).

Born: 10/397

Leadership Bonus: 0

Weight: 204 Swordplay Roll: 11 Offensive Bonus: +3 Defensive Bonus:-2

Unseating Number (Jousting Bonus): 16 (0)

Special Ability: By the word of Queen Morgan Le fay, can become the Great Green Knight for one day per month, whereby he becomes green in color and all wounds taken are healed at the end of the day, even fatal wounds, and none cause him to cease functioning.



And a sample Lady Character:


Name: Queen Morgan Le Fay of Gore

Alignment: Pagan Powerlord

Home Castle: Maidens Castle in Gore

Blazon: per fess Or and azure, in chief a dragon rampant sable and in base a ram's face Or.

Born: 9/395

Weight: 124

Beauty Rating: 7

Family: Husband, king Uriens; Son, Uwayne le Blanchmains; Mother, Dame Igraine; Sisters, Queen Elaine and morgause;Half-brother, king arthur.

Paramour: Accolon and Hemyson.

Enemies: King Arthur

Special Ability: (+30%) Success probability on casting spells.
Special Beginning Equipment: The Drinking horn of Chastity, Morgan's Mantle.



I have picked two examples of the more colorful Characters, but most characters have no special abilities like these do. But nor do they have the enemies or weaknesses of these two! Note that Bertilak has a no Leadership Bonus. This is a weakness--some Knights have no special powers but have a better Swordplay Roll, a Leadership Bonus, Weigh more, etc. 


All Women have a base Swordplay Roll of 17, but they also have an attribute that male characters do not have, a Beauty rating, which can be used to compel characters (players and non player characters) to grant requests to them or gain service!



How simple is the combat mechanic in this game? 


The Sword Play Roll is a character's base chance to hit with a d20, modified by the size of the weapon they are using, larger weapons being harder to wield but doing more damage.


Weight is the equivalent of Hit Points. 

Armor is handled uniquely--there is a hit location chart and if you are not wearing armor, there is an add on to your damage.


Character Sheet-Front

Character Sheet-Back



Very Customized Game Possibilities

There are many ways Hidden Kingdom can be played.


It is designed to be played without miniatures but it can adopt miniatures as well, and there is actually potential for a strong war gaming element if one desires.


It can be run like a traditional role playing game (4th Mode) and each person can become the game guide once they design a maze, dungeon, Ruin or what have you. 


The Kingdom and provincial building aspects (trade, politics, etc) can be played to a degree desired or largely ignored.


If politics becomes a focus (beyond alignment), the depth and degree of it will depend on the gaming group's grasp of such matters as little historical material is given, though a wide bibliography is recommended and can only improve play.


If one wishes, players can oppose each other and work against each other to varying degrees, not only against non-player characters



There is very ample opportunity for role playing and the social factor for the game is high. 


While a group should be small until the rules are mastered, there is no reason why a very large number (10-12 players) could not be involved once there are people present who are able to help fellow players resolve their turns, such as undertake combats, while the GG is conducting the rest of the game . 



House rules could be introduced, such as making Stonehenge give power to Pagan Characters the way Chapels give power to Christians. 


There may also be a way to make the Alignment Ratings more relevant to actual play in the game (like increasing chances in miracles and encounters), since as is they are really just a score.



I don't want to mess with the rules for awhile though.



I intend to keep a tally of my players ratings while they play and the player with the highest score becomes Lord or Lady of the Chalice, a special drinking cup they hold while occupying the position.


L.O.t.C. will have certain very limited but significant veto and decision making powers during the game, such as what Mode to close a session out with (this can affect someone's character if they don't want a lot of time to pass I the game world before the next adventure) and other things.


Each player could also bring some small tribute (a candy bar or the like) and whoever gets L.O.t.C. gets the loot at the end. There are other things one could do to make for a unique game, such as the use of props, themed music, or watching the occasional film and feasting and making merry instead of paying the game.


Or, you could just play the game without such nonsense.



In short, if you come to the table looking specifically for what you get out of D&D or even ballpark, you will likely not find Hidden Kingdom to your taste at all as the flavor could not be more different.


But if you like Arthurian style games, and a different kind of feel and tension in the game from the unique alignment system and the ever changing 4 modes of play, you will greatly enjoy it! The artwork form the game is beautiful and interspersed with a  lot of quotes from authors of Arthurian literature.


In closing, I propose that the core engine of the game could be adapted to any sort of role playing game. A Middle Earth campaign would be very interesting using these rules, although it would require a great deal of work. For now, though, I am excited about running the game as is!




One of Paula Lamb's many fine Illustrations from Hidden Kingdom








Xerxez

Note: For additional review, visit here:



Hidden Kingdom

Saturday, June 18, 2011

Serial Story of Our D&D Adventures

Thus begins a serial story recounting the adventures of our gaming group as they explored the Dungeon called the Undercity of Kravekos. I have reconstructed the introductory story (Part One) in many places--in fact, I have completely re-written it and the narrative has only a few elements true to actual events at the gaming table.In actuality, the party saw the Domed gate as they entered the city and they learned the legend of it from the barkeep at the tavern. In this first tale, I had Chinka find the Domed Gate and relate the legend to her fellows.I did this to be able to set a stage for the personalities of the characters in a way I could not have done as well with the actual game session material. A game does not easily translate into an interesting story.  However, once the story switches to the actual Maze, I promise to faithfully convey events as they happened in play. I claim no originality in any of this tale except the actual writing of it, the style in which it is written, and my interpretation of our player's characters. You will see some obvious borrowings from Mazes and Monsters, D&D and other sources. But hopefully you will find it entertaining!I do not know how often I will be able to update it but it should be finished soon as I am off work for a few weeks. Thanks for reading!



Note: The game did not strictly follow a Holmes or AD&D rules format as it allowed multi-classed characters and m.c. humans at that! Eastwood is a human fighter-magic user played by my son Levi, Cardinal Synn is a human cleric played by my friend Juan, a school teacher, Drakon is a fighter-thief in training to become a bard, played by my friend Matt, another teacher, and Chinka was a Halfling fighter-thief played by laura, Matt's wife. I was the game referee this time around. The game lasted 3 sessions at about 10 or 11 hours total playing time and we had a lot of fun!


The Under City of Kravekos
Part One:
"Gateway to Peril"


It was Chinka who discovered the Domed Gate shortly after our arrival in the city of Kravekos.

Her Halfling's size was misleading if used as any measure of the vast reservoir of curiosity concealed beneath her dark cloak and worn leather armor. As much as she loved the fair green fields and quaint cottages of the simple village she had once called home back West, she had still always exulted at the sight of the great cities and towns her travels had taken her to. She made it a point to learn as much as she could about all of them, exploring them thoroughly and committing their lore and physical features to her infallible memory. She had mentioned perhaps writing a book one day, and I often wondered if she secretly harbored  aspirations towards the Bardic College, as I did.

Whether this was true or no, no place had intrigued her so much as Kravekos.

During our journey here upon the road, she had listened voraciously as our Company talked of the great city of the North, nestled among the fjords of the Twin Rivers Ice Mere and Frost Mere, second only to Avamere itself in wealth and glory.

"Are the tales true, Drakon?" Eastwood had asked me. "Is Kravekos as old as they say? It seems impossible anything built by men could be eternal."

A fighter of the Easterlings who had recently finished apprenticeship under a mage, Eastwood had joined Chinka and I back on the coast, in the Seaport of White Whelm. I liked his company.

"Perhaps men were not its first builders," I replied. "Even the Elves say there has always been a city in that place. To that agree the tales of the Dwarves of Silver Hammer, whose kingdom in the Bitterroots have long overlooked the plains where Kravekos stands. Some say even the Jennerak were not the first to dwell there."

"A people before the Old Ones?" said Chinka excitedly in her small voice. "You have talked of such things before. Yet it seems incredible."

"Perhaps," I replied. "The past will always be a mystery. Even those who have power to travel the Planes cannot speak with absolute certainty regarding it. The Jennerak were the first Men to dwell in the world, to this all the scholars and sages agree, but the world is a very old place and it has been home to many a race other than Man."

"Whatever it has been in the past is of no concern to the present," said Synn coldly. "A warm bath, dark ale and a suitable bed are all that are needed to commend Kravekos this night."

The Holy Man had joined us in White Whelm with Eastwood. I had not found him a gracious traveling companion.

He wore the armor and arms of a fighting priest, and he endured hardship as well as any of us, but he had extravagant tastes more suited to church and court than the road. At all times Synn only thinly concealed disdain for those he obviously felt to be his inferiors.

He bore the symbols of Hextor, the God of War and Discord.

I felt no affinity with the priests of the dark religions, and Hextor's Temple was reputed to be a school of assassins and saboteurs who shrouded their machinations in religious politics.

But as Hextor's Priests avowed loyalty the king and Queen of Avamere and they outwardly manifested obedience to the laws of the realm, they were protected by the Edicts of Religious Toleration.

"Good priest," Chinka said. "Are there any Temples of your god in Kravekos?"
"Nay," he said with cold contempt. "The Church of Illuvion holds sway there, as in Avamere."

"Religion is as much of a trade item these days as spices and cloth," said Eastwood. "The sect of Illuvion is barely a century old and already His cathedrals are in every major city and a chapel is to be found in every village. The Druids are alarmed, are they not, Drakon?"

"I have never had opportunity to ask them." I said, "But I would think not. 'Men build cities and the earth builds over them again'. That is an old saying among them--I imagine they feel the same way about cathedrals and chapels."

"The earth shall build over us all," said Chinka. "But before that day, there is treasure and adventure to be had. To Kravekos!"


*****

Entering by way of the Main gate amid a clatter of horses and mules bearing wagons laden with various and sundry goods, we had looked on in wonder. Kravekos had proven every bit the twin of its mate in legend in songs. Its towers and long rectangular buildings were squarely cut and imposing, its cobbled streets neat and tidy for such a  large place. Elves, men, dwarves and Halflings, all mingled about in her markets and alleyways,  engaged in business serious or light.

No sooner had we settled into our rooms above the modest inn and tavern we had chosen as our refuge (Synn choosing an expensive room to himself while Chinka, Eastwood and I shared one with curtained beds), then did the Halfling bid us farewell for the sights of the city.

"She's off to fetch the price of our lodgings, isn't she?" Eastwood said, grinning as he stowed his gear, except for his long sword which he never set aside. "How did a Halfling become a professional Thief?"

"When one has a gift, one uses it," I said. "Our gifts choose us and not the other way around." Since I was a thief myself, I could look down on Chinka in only the most literal sense.

"A fair answer," said Eastwood. "Now for a bath and then let us see how skilled are the brewers of Kravekos!"

And so we bathed and dressed ourselves in our best clothes and retired for the evening to the common room. Synn left the inn on some unknown business that I doubted had any good at bottom of it.

The Bottomless Barrel was not so different than many of the inn and tavern rooms one sees throughout the Kingdom of Avamere. Thronged with common folk, traders, and adventurers of various sorts, the place was smoky and abuzz with the conversation of the patrons. The Barrel lived up to its name as well--I had finished off three flagons of the thickest, darkest and foamiest ale I'd had in many a mile, relishing the burnt and bitter taste as it washed away the weariness of the road.

It was staring to turn late when the Halfling reappeared, stepping inside and weaving her way among the jostling rowdies who scarcely seemed to notice her. She had an excited look upon her face as she reached Eastwood and I at our table.

"How was the hunting, Little Woman?" said Eastwood, grinning over the stem of his fragrant and ever present pipe.

"I was in the markets enjoying the sights," she said, "When I noticed a moneylender shaking the collar of a merchant woman. I listened in on all of it…seems he was calling in interest even though her husband had fallen ill and had been unable to return to the fields. He took their last coin."

"And you took his," I said.

"Indeed," she replied. "He had a lovely purse. I returned a bit to the merchant woman in the guise of charity but we have plenty and to spare for our sojourn here. But never mind that. I found something you must know about."

"Sit and tell us of it, then," Eastwood said, calling for a flagon for the Halfling.

It seems that after acquiring her newfound wealth, Chinka had decided to make a thorough circuit of the surrounding avenues and to learn of the city what she could from passersby. By chance, she had come upon several streets in a neighborhood where uninhabited houses became more frequent the further that she pressed on, until at last she had found herself in what seemed a derelict area. The abandoned quarter was somewhat crumbling and run down, and looked much older than the parts of the city we had seen upon entering. Following the street of empty houses she had eventually happened upon a dead end in the form of a broad circular plaza that sat right under the shadow of the city wall.

Here she had seen a most curious sight…a rampart of broad steps leading up to a stone platform some ten feet high twenty feet square. Atop the stonework was a circular domed hut made of stone and set with an iron door. The bottom of the stair was flanked by four guardsmen in the heraldry of Kravekos, and a guard stood in glittering mail on either side of the great door as well.

We listened with growing interest as Chinka related how a guardsman had called to her and she had went to him, apprehensive as one might imagine. He had questioned her as to her business there, and when she had truthfully answered that she was exploring Kravekos, the soldier had kindly but firmly advised the Halfling to avoid this street as the derelict quarters were a haunt of bandits and thieves at night, though none ever molested the King's Guardsmen.

Chinka had inquired as to the nature of the strange domed structure, but the guardsman's only reply had been cryptic.

"That is the Gate of the Sorrow of Kravekos," he had said. "You need trouble yourself no further with its nature. Go, little one, and see the merrier parts of Kravekos by tomorrow's friendly light."

"I couldn't leave it at that, though," Chinka said. "I spent the rest of the day inquiring about the gate among the city folk, and most were quite willing to share with me the legend of the Gate."

"And what was is this legend?" Eastwood asked, absorbed by the tale.

"The legend of the Under City of Kravekos," she said.

"Under City? You mean, below the Domed Gate lies a labyrinth?" Eastwood said.

"Aye..a Jennerak ruin from the Old Times, buried since the Fall. It lies hidden in the foundations of Kravekos. But there is much more"

"Say on," I urged, roused suddenly by this exciting discovery.

Chinka drank a hearty draught and began the work of her pipe as she started the tale.

"Some twenty winters ago, The Lords of Kravekos had ordered new constructions in that quarter of the city. As the city workmen excavated ground there, the earth fell away and an old chamber was discovered. In its center was a shaft leading to a great winding stair. The chamber was from the times of the Old Empires--its walls were carved with warnings in Old Common, warnings about intruding upon the Old Places of the Jennerak.

The find caused a great stir in Kravekos, as it had long been a legend that the City was riddled with secret doors leading into the places of the Jennerak. Now one had been found. All know the tales of the Jennerak treasures and relics, and also how any remnant of knowledge from their civilization is sought with more care than gold or silver. At the urging of his sages, the King--Garl is his name…ordered an expedition into the Under City. It was to be comprised of a troop of soldiers, a mages, a cleric and the best Jennerak scholars. It was commanded by a hero named Hvarl who held a fantastic magical sword called the Talking sword of Lothia."

My blood was quite warmed now at the mention of the Sword of Lothia.

"I have heard of the Sword," I said. "It is a ancient relic imbued with wondrous powers. What happened?"

"It is not named the Gate of the Sorrow of Kravekos for naught," Chinka said. "The expedition was doomed. But so was the King's son, Prince Evald. It seems he wished to prove himself by accompanying Hvarl and his party into the ruin. As his father's only heir, he was forbidden this by Garl, but disguising himself in the garb of one of a city soldier, he went anyway. Not until they had descended into the depths of the earth did Garl uncover the ruse, and by then it was too late.

Days passed, and soon, a week. The city waited anxiously for news of Havarl and Evalds' return. Constant watch was kept. Then, one night, a figure emerged from the pits. He was bloody and disfigured, his face hideously swollen and covered with great infected wounds. The figure babbled insanely, but soon enough, they realized who it was…the prince. He died before the clerics could be summoned, and all their prayers and rituals could not restore him to the land of the living. But that night, a worse evil emerged from below Kravekos. A hideous, giant worm like beast crawled forth from the pits, slaying and rending all in its path. It was killed only after a great battle and many lives lost. The King commanded the beast burned and the stair to the Undercity to be destroyed. He was about to order the entrance forever sealed when an oracle told him to stay--the seer foretold that a band of heroes would one day enter the Under City, slaying the ancient evil and unocvering the wisdom of the Jennerak. And so Garl commanded the Domed Gate to be built, and had his wizards place glyphs of warding upon it, setting a watch there until such time as the heroes should appear.  It is said that he will give the key to the gate to anyone who asks him for it."

We sat deep in thought at Chinka's tale, the allure of Jennerak treasure..and lore…now foremost in our thoughts.

"None from the city has ever taken up the quest?" Eastwood asked.

"Nay," said the Halfling. "They think a curse hangs over anyone who trespasses the Old Places. In fact, none will live near the Gate, even though the King had the quarter rebuilt. Men say Garl and his Queen have only lived under unending sadness since the day of their son's death. Aside from the loss of their only begotten, they grow very old and Kravekos has no heir."

I smiled at my companions. "I am sworn to seek out the wisdom and lore of the Old Ones, my friends," I said. "If even half of this tale is true, I would have a look beyond this Gate. And if indeed the fabled Talking Sword of Lothia is hidden below Kravekos, then a great and enchanted treasure lies within our reach. We came seeking adventure, did we not?"

Eastwood grinned. "If I am to ever to master sword and spell as one art," he said, "It will require much gold for my studies. If this Jennerak ruin is untouched by the world above, then surely there is fabulous wealth. What say you, Chinka?"

"Aye," she said, her face flushed at the prospect of such a quest. "But what of the Priest of Hextor. Should he be told as well? His aims are less clear to me than our honest love of gold."

"Be not fooled," Eastwood said. "He loves gold as much as any of us."

"I shun the gods of darkness and their servants," I said, "I had even thought to part ways with him now that we have reached this city. But Synn could prove a useful companion if we should assail the cellars of Kravekos. all priests, of light or darkness, have certain powers that are a great boon to those who enter such places."

"You speak of the Undead," Eastwood replied. 

A dark look passed among us. Necromancy was as old as man himself--and against its creations only the gods could aid men--sword and shield alone were of no use against those baleful and lifeless shades.

"It is said that the Old Places are the abode of fierce and monstrous beasts as well as the Undead," I said. "'The ghosts of the Jennerak sleep uneasily' say the Druids. We would do well to have a cleric with us. Would he go?"

Eastwood nodded, looking grim. "For his own purposes," he replied. "I cannot answer for him, but if I know him, he will journey with us."

"Very well then, " I said. "It is settled. Tomorrow we seek an audience with the King of Kravekos."