Seth's Ansalon

Off to See the Wizards
Stay on the path

The Battle of Qualinost was over, but the fallout had scarcely begun. Joaquim fen Habbakuk retained power in the city pending the ascension of the Second Sun, but events brought out the xenophobes in the people of Qualinost, who began to look askance at Seth and his companions. Worse, an elven fireteam captured the eladrin wizard Nadire, whose presence in the city was politically explosive. Seth questioned Nadire, who claimed to have come to Qualinost seeking asylum from a murderous Taelthas the Twilit, but although her story seemed sound, he was uncertain of her honesty. He determined that he could use her in Adastra, but only if her power to planeshift could be safely contained until she was safely out of the forest and could not return to her people. Working at a frenetic pace with Lutesinger and Qualinesti arcanists — with more than a minor assist from Akuma — Seth devised an iron collar that would prevent Nadire from planeshifting, and enchanted it to make her believe that she couldn’t remove it. This problem solved, he sent her to Adastra with a pair of elven druids, who he hoped could help the colony solve its food problems.

The next order of business was to find, at long last, the Tower of High Sorcery in Wayreth Forest, which moves throughout Qualinesti and settles where it will. According to the elves’ scout reports, the forest was presently located in the untracked depths of Qualinesti, about a week to the northwest of Qualinost. Seth and his party set off confidently, but became lost almost immediately after stumbling upon a section of overgrown trail. Despite the elf scoutmaster Sorya‘s warning to stay on the path at all costs, Seth plunged ahead in hopes of finding the path again. Instead, he found the Wolf. The twenty-foot-tall creature found the party after they had spent just an hour bushwhacking, apparently drawn to Rilla while defending its territory. Thinking quickly under pressure imposed both by the Wolf and by the redcaps surrounding the party, Seth befriended the animal with Lutesinger’s help and rode it to Wayreth Forest in admirable time. Perhaps Sorya was right after all when she suggested that Seth should follow his intuition if he became lost in the woods.

When they finally arrived at Wayreth, the party discovered it surrounded by a permeable barrier designed to prevent anyone from leaving. After polishing off a couple of grell who were notably outside their usual ecosystem, Seth and his friends held their breath, stepped through the barrier, and made their way towards the Tower of High Sorcery.

Cities of Wood and Brass
The longest night

After Seth‘s pit stop at the Hollow Temple, the four heroes continued their journey to embattled Qualinost. The way was blocked by malicious eladrin in vibrant purple uniforms, who sought to kidnap Seth’s comrades into their native Feywild using strange devices that allowed them to move at will between the planes. While his team extricated itself from the eladrin’s clutches, Seth made a curious discovery: he himself could not move through the thin places that connect the Feywild to the Material Plane. After consulting with the book imp Akuma, Seth reached the conclusion that the debt he still owed to the shadar-kai barred him from the Feywild.

The heroes found Qualinost in a sorry state. Eladrin armies, hundreds strong, had occupied the south quadrant of the city. Moreover, a dimensional anchoring ritual engineered by the eladrin had bound the Qualinesti to the Material Plane, preventing them from mounting a counterattack. The elves’ only weapons were their superior woodcraft, their limited military intelligence – returned by brave Qualinesti scouts before the ritual began – and the unanchored heroes Morden, Lutesinger, and Rilla. Scouting reports indicated that the ubiquitous rifts between planes were caused by a canary sapphire held by the eladrin. Morden, Lutesinger, and Rilla set off into the fey city of Hod to destroy the gem, while Seth remained behind to aid the elvish commander Joaquim fen Habbakuk’s offensive on southern Qualinost to draw the eladrin army through the rift and ease the way of his party.

The night was wildly successful. Seth’s improvised guerrilla tactics routed the eladrin, and his team in the Feywild reached the sapphire ahead of schedule. But abruptly, just as the gem shattered, Seth found himself three hours back in time, staring into the dimensional portal his teammates had just left through.

Once again, it was Akuma who helped make sense of this development. The sapphire, far from merely creating thin places, was the vessel that allowed the cross-flow of energy between the Feywild and Material Planes in Qualinesti. Without it, a planar suffocation enveloped the forest, which ceased to exist on either plane. But Seth’s debt to the shadar-kai was inexorable: Seth could not cease to exist without first fulfilling that debt. Instead, mysterious metaphysics transported him back to a time when he could have acted to save the forest.

Over the ensuing hours, Seth moved about independently, gaining information that he could use to swing events in his direction. Not least, he allowed his own capture by the eladrin, who brought him as a prisoner to a ritual circle; speaking to one of its members, the wizard Nadire, Seth gleaned information about the eladrin commander Taelthas the Twilit and learned how to earn Nadire’s trust.

The next night, Seth put his plan into action. Shaking his elven escort, Seth was again taken prisoner by Nadire and her circle – but this time he was ready with a message to be sent to Taelthas. Taelthas appeared at the ritual circle, and Seth explained how Taelthas’s own rituals to empower the gem had sapped it to the breaking point. He also divulged the elves’ plan to destroy the gem. In exchange, Taelthas gave Seth an iron dagger to emblemize a favor owed. Seth cannily traded Taelthas’s favor to the shadar-kai Nalani, resident of the Whitewood corresponding to Qualinost, in exchange for the return of his own. Now Seth was unstuck in time, and also unstuck from the Material Plane. He entered the Feywild and snuck through the unearthly brass and iron streets of Hod to reach the tower at its center, where the eladrin kept the sapphire. Reuniting with his team on the roof of the building, Seth saved the gem from destruction, and disrupted its empowering ritual in the bargain, thwarting the eladrin offensive for months. While they were unable to wrest the gem itself from Taelthas’s furious clutches, the defeat of the ritualists and the subsequent commotion allowed the elven army to retake Qualinost. The city’s short-term safety was assured, and Joaquim expressed a glimmer of hope that the races – thus on even footing – might be able to reach a concord.

In gratitude, Joaquim dispatched two druids to Seth’s Adastra to supercharge the town’s agriculture. After a day of celebration in Qualinost, Seth and his party left to the south to seek Wayreth Forest, all in ignorance of what they might find.

Stories in the Dark
A conspiracy of ravens

Though the Zaradene refugees had found sanctuary in birthling Adastra, Seth knew the new town would soon fall without aid. To seek help for Adastra – and glean the fate of the rest of the civilized world – Seth, Morden, and Rilla ventured southward in the direction of Goodbay, hoping to find any trace of the survivors.

The heroes’ hopes were not in vain as they stumbled upon a cell of some ten survivalists calling themselves the Resurgents, hardy men and women trying to eke out existence while dodging demons in ruined Goodbay. These Resurgents led Seth and his party into an ambush, which soon turned into a fight for survival when a cadre of demons stumbled upon the quarreling humans. Working as a team, the Resurgents and Seth’s party cleaned up the demons. Hearing that there were two Resurgents unaccounted for, though, Seth’s party broke off to search for them – and found them amidst a teeming mass of demons led by a translucent-skinned draconid, whose poisonous blood made the very air a hazard. The fight was close to even when suddenly, the long-unaccounted-for Lutesinger fen Branchala arrived astride a horse, driving more demons before her and swinging a terrible spiked hammer with inexorable accuracy. The four heroes, with some help from the brave Resurgent stavebows, eviscerated their noxious enemies, leaving Goodbay empty of demons but still in shambles. The exhausted Resurgents gladly accepted Seth’s offer of lodging in Adastra and set out north to bolster his forces there.

After the battle, Lutesinger revealed the fate of Qualinost. Immediately after the Puncture, the forest of Qualinesti had apparently become caught between the Material Plane and the Feywild, except for small pockets in the locations of cities that remained in the Material Plane. Eladrin wearing purple garb exploited this planar suspension to besiege the elven civilization. Though Qualinost for now remains under elvish control, the eladrin have assassinated the Speaker of the Sun and now send skirmishers to kill the elves, demoralize their armies, and probe their defenses in preparation for taking the city. Lutesinger came north to seek Seth’s aid, even as he came south to seek hers.

Lutesinger agreed to accompany Seth’s party to the Hollow Temple – an ancient ruin so called because no one worships there and no one knows what god it’s supposed to be sacred to. The heroes were following rumors that long ago a hero learned how to harness the power of dragons there, and hoped to win that power for themselves to defend Zaradene and Qualinost. All they found, though, was a long-decayed stone colosseum. Troubled, they slept in the ruins, and in a dream, Seth once again visited the Shadowfell. In this dark place the temple still looked as it did thousands of years ago: a great pyramid, a glowing yellow Draconic inscription running the length of its vast atrium: “The price of eternal vigilance is freedom.” Seth awoke, gathered his allies, and recited this inscription in the waking world.

No sooner had the last sibilants escaped Seth’s lips than each of the four was transported bodily to his or her own dream or nightmare within the dark pyramid. The strange dreams – if the reality of the Shadowfell can be called a dream – seemed to reflect each character’s inner goals and conflicts. Seth found himself in a labyrinth, following his old familiar Coridosia down hallways and tunnels while gathering jade figurines symbolizing his allies. The recovered lupine Rilla directed a battle between men and wolves, with a twist: unbeknownst to her, she commanded both sides. Morden found himself superintendent and only medic in a triage hospital full of dying humans, menaced by wolves. And Lutesinger chased the shadowy eladrin Taelthas the Twilit, assassin of the Speaker of the Sun, through a veritable obstacle course of pits, walls, and cliffs. When all the heroes had finally navigated their dream worlds, they awoke to find themselves in the pyramid of old. Here, a raven the size of a man, with the ability to duplicate itself and fill the ground with ichorous shadows, tested their collective mettle in combat. And when after great hardship the heroes triumphed, they ascended to the top of the pyramid to bathe in pillars of light which imbued them with a consciousness of higher purpose that will accompany them for the rest of their story. Only then did they return in truth to the Material Plane, where they left the temple as a wiser team, determined to protect their homelands with their own might and magic.

Punctured City
The evacuation of Zaradene

After a few moments’ celebratory hobnobbing with the multiverse’s greatest archmages at the Conclave of the Planes, Seth, Morden, and Rilla returned to Ansalon with Raptorr. Raptorr used his orb to teleport the comrades back to Goodbay, which they promptly discovered had been sacked by demons; not one human being was in sight. They high-tailed it back to Zaradene, which, it did not take long to discover, had been occupied by the angels of Sargonnas. These cruel taskmasters planned to force the townsfolk to work in the mines, using force of arms, their pet destrachan, and the mercenary foulspawn.

Fortunately, not all the people of Zaradene had given in to their overlords. The nascent resistance was led by one Aspic Palmeri, an alderman from the docks district with initiative but no great charisma. Under him served Rhody, a young ranger and Seth’s fangirl, as well as a number of hedge mages and a few other of Mayor Chance’s loyalists. They hid from the angels in a network of tunnels beneath Zaradene – some dug long ago by smugglers, others by Chance’s own administration, others by the resistance itself, and still others of unknown provenance. It was Rhody who found Seth’s party wandering around in the tall grass east of town, and she spirited them away to the safe house. From here Seth made his way back to his home, where he equipped himself with old tomes and a strange new familiar, Akuma, whose nature Seth has quite deliberately not explored in depth.

While Aspic and Seth agreed that rescuing the mayor was of the utmost importance, two formidable foes threatened to thwart this rescue. The first was the Metatron of Zaradene – Sargonnas’s regional lieutenant, an angel far too powerful for Seth to overcome. And the second was a manticore, a beast so terrible even the angels could scarcely control it and kept it penned in the aviary for use as a semisecret weapon. At great personal risk, Seth and his party used the tunnels to break into the aviary, putting down the manticore in its own pen rather than the beast’s preferred open skies. They then beat a hasty retreat, overcoming some foulspawn on the way.

But how to neutralize the Metatron, who occupied the very building in which Chance was captive? The problem seemed insoluble, until Seth had a strange dream. In the dream, Seth stood in a house he did not recognize, though through the window he could see a strangely warped version of Zaradene. In the room, lit only by candlelight, sat an old woman. The woman introduced herself as Aka and made a deal with Seth: she would put the Metatron into a deep sleep for a few hours in exchange for an unspecified favor later. Seth accepted the deal, and soon after, he and his companions were fighting through waves of angels and foulspawn to break Chance out of prison. The Metatron did not appear, and Chance was freed safely.

But the battle was still only half fought: Seth felt duty-bound to rescue the ablest of Zaradene’s citizens from the clutches of the angels. His party, Chance, Aspic, and Rhody tore around the city, exploiting the ebb and flow of the angels’ panic over their hall’s invasion. They rescued a number of militiamen, manual workers, farmers, and tradesmen. Most prominent among the roughly 120 refugees was the midwife Bratha, the unofficial matriarch of the city, with a crisp manner and an astonishing efficiency. Seth spirited these refugees to the buried tomb of Clement I, which he had helped discover just before the Puncture, and it was here that he established a colony of survivors, perhaps the first outpost of the free world. This colony they called Adastra.

The Story So Far: The Puncture
What happens when cosmos collide?

One night, Seth had a dream in which an owl guided him and his party through a deep forest into the Zaradene town square, where they saw balls of fire raining upon the town. In the dream, Seth identifed the owl as Zivilyn. Seth awoke to the sound of screams and rushed outside to find that indeed, demons were falling from the sky and setting upon the town. Seth, Morden, and Rilla defeated the wave of demons – in spite of Seth’s sudden realization that he couldn’t seem to use some of his spells, while his party members’ abilities had changed completely. The three likewise defeated the wave of angels of Sargonnas that came upon their heels. A pale-faced Mayor Chance pled with Seth’s party to fetch help from Goodbay, and they set off without delay as fires burned behind them.

On the way to Goodbay, the party discovered a tower that had never been there before. Creatures like elves, but nobler and with higher bearings, emerged from the tower and menaced the party. These were eladrin, a race never before seen on Krynn. After a brief standoff, both parties stood down and Seth went on his way, wondering what was going on.

The party arrived at Goodbay too late. Demons had already overrun the city and Seth and his friends were vastly outnumbered. But just when it looked like the game was up, the party found itself elsewhere, confronting an aging man in a flowing green robe. This was Archmage Zephyrus Raptorr, and the party recognized him from their dream.

Though perhaps Archmage was a misnomer, for as Raptorr explained, neither he nor as far as he knows any other wizard on the plane has been able to use spells since the previous night. He had summoned Seth with a magical item after seeing him in the dream, and was dumbfounded to learn that Seth could still use his magic. After explaining his idea about what had happened – the Puncture – Raptorr gave Seth a magical staff and took the party to the storm-tossed Astral Sea on his spelljammer, the Zephyr.

The sea was in turmoil and Raptorr had never sailed it before: the metaphor of the Astral Plane had changed completely. After an accidental stop in a wight-infested basement and an attack by foulspawn on the high seas, the party finally arrived at Toril. Here, Seth and his friends attended the Conclave of the Planes, a meeting place between five of the most powerful mages of the multiverse. Only four were present: Elminster Aumar, who hosted the event; Mordenkainen, delegate from Oerth; Kojiro, representative of Eberron; and Raptorr himself. All were bereft of magic. Secrecy forgotten, they quarreled about why magic had disappeared, how to get it back, and the extraplanar attacks on the Material Planes. One thing they could all agree on was that finding allies would be crucial. Seth was the most powerful mage in the room – perhaps anywhere – so he and his party were dispatched as diplomats. They chose to contact the mysterious shadar-kai, and entered the Shadowfell with the help of a Nameless One – a dancer of shadows from Eberron whom Kojiro had brought with him.

The Shadowfell was a strange place. After fighting with the lurking natives, Seth was brought to Lord Veritas, regional commander and chief of the Palace Duhr. He explained that the Puncture was the result of overweening human ambition: humans from the world of Kadderash in the old multiverse, he says, created a hole between the worlds that led to the disappearance of the Material Planes. This upset the shadar-kai greatly, for these souls had not been delivered to their Raven Queen. Seth had to prove that the humans of the new multiverse were different by proving he had the favor of the Raven Queen; in practice, this meant slaying some shadar-kai champions in arena combat. His party made surprisingly short work of them and Veritas pledged an end to hostilities. While Veritas does not speak for all shadar-kai, he said he would spread the word.

Seth returned to Elminster’s tower triumphant and was rewarded by the wizards there. Later that day, a few shadar-kai adepts showed up at the tower and began re-teaching the great wizards their trade. Soon Seth will depart for Krynn again – but what has happened while he was away?

The Story So Far: Intermezzo
Before the Puncture.

After returning from Solamnia, Seth tooled around Zaradene for a while, collaborating with Rilla on a magical longsword. His party tracked down a wyvern in order to gather material components for the enchantment ritual, like old times. All seemed well, and Rilla began work on forging the sword. Meanwhile, Seth admired the newly built library annex to his house (thanks to the architectural prowess of Biltz) and began considering whether to join the Alchemists of the Eye or the Alchemists of the Golden Dawn. He also undertook a side quest to his mountain library to retrieve his books, only to find that the mountainside had been reoccupied by an ettin served by a group of kobolds. Seth and the party took out the ettin with the kobolds’ help and carted the books and alchemical apparatus back to Zaradene.

At the suggestion of Mayor Chance, Seth then entered the Grand Tournament of Skill, a variant on the Zaradene staple that catered to more experienced adventurers. Seth competed with five other adventurers, of whom the two most memorable were the noble Ergothi barbarian Coronaeus and the reluctantly righteous Morning Dew rogue/cleric Maryam Fulani. Seth was the first to grab the prize at the center but was immediately assailed by a very unimaginary umber hulk. The contestants, their curiosity piqued, followed the umber hulk’s tunnel to find a forgotten tomb buried beneath the stone. The brash swordswoman Trina Callas and the silent rogue Gray Wolf disappeared into the tomb ahead of the others.

Upon investigation, Seth learned that this was the tomb of King Clement I, called the Wise. The outer tomb was empty and looted, but the party discovered a secret room full of unexplained human remains. Cautious, they proceeded into a large dark room that could be crossed only by a narrow catwalk. Here they encountered a pit rusalka – the ghost of a concubine of Clement who was buried alive with him. This malevolent ghost led Maryam through a portal that dropped her naked in a prison cell near the entrance. Before the rest of the party could follow, Trina reappeared, clad only in rags, to warn the party about the portal. She had fallen for the trap as well, but fortunately, her prison cell had a hole in the floor that led here. The party quickly rescued Maryam, minus her equipment, and managed to stay one step ahead of the angry pit rusalkas to reach the inner tomb.

In the inner tomb, Seth learned that Clement I was the son of a powerful magic-user of the same name. Seth saw through the fake treasure room left by Clement to deceive robbers and discovered the true tomb, hidden beneath a hatch set into the bottom of a treasure chest. Fighting the pit rusalkas all the way, the party absconded with a trunk of holding full of goodies, then dealt with a reemergent and greedy Gray Wolf; Coronaeus tossed him to the rusalkas, but Seth, wanting to see him brought to justice, fished him out again. The party later returned to the tomb briefly to put the rusalkas to rest by taking their last remains beyond the tomb’s gate.

Seth not only won the Grand Tournament but also made an important archaeological find that scholars will study for a generation.

The Story So Far: The Lupine Wars
Solemn in Solamnia.

As Zaradene’s savior and senior hero, Seth was frequently called upon by Chance Aldym to give advice in the town hall situation room, and Chance frequently asked for Seth’s party’s help on behalf of the city. When the eastern province of Solamnia came under attack by a horde of werewolves, or “lupines,” Chance saw an opportunity to curry favor with the Solamnics and dispatched Seth, Lutesinger, and Rilla to give aid. Thus did Seth and his party become embroiled in the Lupine Wars.

When they arrived, Seth and his comrades reported to Sir Marcus Omnial, Solamnic Knight of the Rose, in the eastern capital of Vogler. Progressive for a Knight of Solamnia, Sir Omnial had no qualms about accepting these unusual candidates – a wizard and two women, one an elf – into his ranks. Seth and Rilla were assigned to Corps A, Silver Division, Squadron 2: a group of eight offensive fighters. Lutesinger was put in Squadron 3, the defense team. After mopping up some skulking lupines outside Vogler, Corps A marched to the hard-up city of Kalaman, which Omnial’s intelligence indicated was under siege.

On their way to Kalaman, Seth and Rilla got to know their commanding officers and comrades. The leader of the squadron was Sir Hedox Crivett, a Knight of the Sword who unfortunately was much given to drink and abuse of power. His second-in-command was the affable but troubled strategist Luther Crownguard, who like the rest of the squadron could not abide Hedox’s incompetence. Less seen were Sir Unther Lanthanaum, the head of Corps A, and Sir Ulane Noire, the administrative leader of Silver Division.

Upon arrival at Kalaman, the corps discovered that the city was not under siege at all! But the local lord, Sultan [[Ja-el]], was acting a little suspicious – and after a couple lupines waltzed into a bar where Seth and his party were eating, Luther quickly inferred what was going on. Ja-el has already surrendered the city to the lupines. The altercation between the Solamnic Army and the lupines in the tavern broke Ja-el’s agreement with the shadowy leader of the lupine mass, and the lupines attacked Kalaman hours later. Silver and Gold Divisions fended them off with no deaths, but sustained several bites. Also spotted was a strange creature that looked like a violet wolf with human hands and an unsettling, almost human head; this would later prove to be a barghest. Seth and the others were unable to take the creature down before it retreated into the woods.

The troops spent the next few days fortifying Kalaman. Seth got to know some of Squadron 3’s soldiers, including Edmund Malthus, an Alchemist of the Eye. One day Seth received a letter from a Palanthan sage named Sirrus Chaid, who Seth had written to by pigeon regarding the timing of lupine transformations. In the letter, Chaid revealed that Nuitari, the moon governing the transformation, would next be full that very night! Seth and Luther ran to organize the men against the secret lupines in their midst. In the process Seth ran across Mira Choral, an Alchemist of the Golden Dawn from Gold Division. Seth and Luther finished their preparations in time to prevent widespread carnage inside the city, but the lupines attacked from outside the city as well. Thanks largely to Seth’s magic, the combined forces of the uninfected soldiers were enough to hold off the lupine threat and take the transformed soldiers captive. Rilla was among those afflicted with the virus but was cured by the administration of belladonna.

Soon after this episode, Seth was recruited by Silver’s Squadron 4 (the black-ops team) to join them in going after the barghest. Contacting Seth by night, the group set out for the marshes of Estwilde. After a close call when the group’s ranger refused to rescue his compatriots from quicksand because “claiming those unworthy of its secrets is nature’s way,” the group finally tracked the lupines to their subterranean den. The cave complex was almost completely dark and it took some hack-and-slash and some genuine caving for the party to find its way to the center, where the evil sorcerer Raskadim waited. It is Raskadim who was behind the attacks, commanding two barghests to organize the lupines and do his bidding through geas. Seth used a scroll to banish the barghest in the room, and then the party took Raskadim down, at which point one of their own – rogue Loras Demisol – transformed into a lupine himself! He revealed that he had been using the party as tools to take over leadership of the lupine army. Fierce melee ensued, but the barghest returned to battle on the PCs’ side just in time to even the odds, and Seth and his party won the day.

With Raskadim gone, the lupines dispersed and Kalaman and Vogler were saved. Seth and his friends received plentiful thanks and reward from Marcus Omnial before shipping back home for a well deserved rest.

Sadly, the story has an unhappy epilogue. Luther Crownguard had disobeyed orders repeatedly, effectively seizing control of the squadron from the incompetent Hedox Crivett. At a Solamnic trial in Solanthus, Seth testified against Luther, as well as Hedox and Marcus Omnial, who stood accused of besmirching Solamnic honor by allowing undesirables into the ranks. All three were convicted and sentenced to prison terms. Luther and Seth remain on good terms.

The Story So Far: That One Ring
Transitioning to 3e.

Seth got his first plot arc after defending Zaradene from a hobgoblin attack with the help of his friend Gage from Goodbay and Zaradene’s town militia. On one of the bodies, the militia discovered a magical ring that could polymorph its wearer into the form of a sparrow. Seth and a forgotten militiaman both laid claim to the ring and agreed to settle the dispute with an arm-wrestling contest. Seth astonished all onlookers by defeating the burly fighter and claimed the ring for himself, flying home on sparrow wings.

His jubilation was short-lived, however, for that very night a wizard called Mestari engineered the theft of Seth’s ring. An outraged Seth pursued Mestari to his tower near North Keep, where he befriended local wizard Praxis. Unfortunately, in trying to enter Mestari’s tower Seth was taken captive and forced to undergo a set of lethal challenges to escape. Escape he did, but not in time to stop Mestari from defeating and killing Praxis and absconding with the ring. Bad DMing decisions abounded during this arc, but give me a break, it’s the first time I’d tried to run a plot.

Seth returned empty-handed to Zaradene, only to be sent away again by the ruler of the town, Lord Hristol. Hristol shipped Seth to Despair, a town in southwest Blode, saying that Despair had offered reinforcements to secure Zaradene’s borders. Seth arrived, however, to find that Despair’s mayor knew nothing of the agreement and the entire bellicose town wanted him and his party dead. Without a ship, they had to hoof it back to Zaradene. (Seth stopped to see an old friend from mage school, Argoa sith Jainad, at the City of Morning Dew.) Upon their return they found the city overrun with ogres! The corrupt Lord Hristol had struck a deal, accepting their treasures in exchange for selling out the town, and sending Seth’s party away so they could not interfere. Seth would have none of this and invaded Hristol’s mansion, driving Hristol out and breaking the ogre occupation. For this act of righteousness in the face of authority his alignment changed to neutral good.

Not long after installing Chance Aldym as the town’s new leader, Seth was approached by a fighter named Biff to help him solve a mystery. Biff’s magical ring of the ram had disappeared the night after he’d shown it off to a few friends from the militia. Seth gathered clues pointing to Mestari as the culprit and found a mysterious note from his nemesis that sent him back to North Keep. Mestari wasn’t there, but Seth did find a secret dungeon beneath Praxis’s home that contained treasure willed to its discoverers. Mestari had been there first and lifted a magical ring from the booty, but he left the rest untouched. Why did he lead Seth to this place? And why did he leave Biff’s ring in plain sight there for Seth to retrieve?

Perhaps someday these mysteries will be resolved. But it wasn’t long after that that Seth was sent off to Solamnia under the brand new 3.5e rules, and the modern era had really begun!

The Story So Far: Prehistory
Seth's time-obscured past.

The recent story of Seth Mase, like that of a couple other heroes I could name, roughly begins with his discovery of a magical ring. That’s not what this post is about. This post is about the before-time.

Little is remembered about Seth’s adventures as a very low-level hedge mage fresh out of wizard school, way back in the 2e days. What we do know is that he has always had very strong ties to Zaradene, where he was born, and he has been adventuring with Morden Mase and Lutesinger fen Branchala since time immemorial. Rilla Tordeñas would also join the party during this period. Seth’s first adventures found him roaming the countryside and sometimes penetrating monster lairs to defeat kobolds, goblins, and other menaces to the town’s safety. The details of Seth’s Test of High Sorcery are likewise shrouded in time, but he definitely fought some variety of slime. He was taken into the Order of the Red Robes by Justarius.

Perhaps the single most important event of Seth’s prehistory was his discovery of the abandoned library of an ogre mage hidden behind a secret door in a hobgoblin lair in the mountains near Long Ridge. He quickly adopted this library as his own and would eventually transport much of it to his home in Zaradene.


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