SUNRISE
Sunrise grew up in the back alleys of East Borphee all his life,
making his living by breaking-and-entering. He was a thief, one of the
best. He could pick a lock faster and more subtly than one could pick
their nose in heavy traffic. He never learned to write. By 665 GUE, at
about the age of fourteen, the boy was rounded up with many other
vagabonds in the city and enslaved aboard one of the king's battle
biremes, the Screaming Queen, commanded by the infamous Captain Chulig.
Sunrise was prompted to the position of cabin boy, which endowed him
with the responsibilities of tending to the captain’s many needs,
including handing out the food for the crew, whipping disrespectful
prisoners (with the captain's special whip, Betsy), and even rumors
that he was the captain’s object of rape.
In those days, he was
described as a slender young man, with darkly blond hair. The time
aboard the ship forced him to become bone-thin and undernourished. He
moved with a lithe lean-muscled economy of motion on the gently rocking
deck, yet he had a beaten, abused look.
A man named Caspar
Wartsworth sparked his interest, who had joined the crew only hours
before the fleet set sail for war against Antharia. Due to verbal
rebellion, the captain commissioned for Sunrise to punish both Caspar
and Number 23 with his infamous whip known as Betsy. It was during this
time that Sunrise realized that Caspar would help him off this ship,
for the man was not like the rest of the tired crew. Caspar was younger
and stronger and angry—Sunrise knew the man would find a way out of the
mess.
When the fleet sailed south past the shore of Mauldwood,
the wind died and oars were again taken up. Clever Sunrise, wishing to
free both himself and Caspar, knew that he needed to get close enough
to Captain Chulig in order to snatch his keys. When the captain
summoned Sunrise to pour his wine for him, the boy feigned a mishap by
spilling it onto his pants. This decoy pressed him close enough to
Chulig in order to snag the ring of keys from his belt. Because of this
error, Sunrise was heavily beaten by the captain. But the boy’s
punishment was interrupted by the rising head of a sea serpent. The
prow of the Quendoran bireme they were upon had been fashioned in the
likeness of one of the fearsome serpents, that from a distance, no
doubt appeared real. The real sea serpent had found the prow of the
bireme to be an attractive mate. Had the serpent not stuck his head out
of the water at the moment, Sunrise may have been beaten until he was
killed.
The ship's wizard, a man by the name of Satchmoz,
VAXUMed the beast, hoping to subdue it. This was in terrible error, as
casting VAXUM upon an already friendly creature makes it affectionate.
Thus the serpent fell madly in love with the prow, coiling around it,
ripping it away, and departing into the sea with the prize. The
Screaming Queen was left to sink. Sunrise, who had the captain’s keys,
unlocked the chains that were keeping Caspar bound to the ship, but was
unable to undo the manacles about his wrists. Both of them were knocked
into the water. Sunrise, Caspar and Satchmoz were only saved by hanging
onto a floating galley drum.They swam to the nearby Mauldwood shore.
The
three spent the night around a RADNOGed fire and shared a BERZIO
potion. While debating whether to travel to Mithicus or to Borphee,
they were ambushed by a clan of ten kobolds. A quick battle forced the
three to flee separate ways and spend the entire night isolated from
one another. The next morning the three reunited and agreed to return
to Borphee.
Knowing the
dangers of Mauldwood, they headed north along the shore to avoid entering the
forbidding trees. This evasion forced them to trudge through a swampy delta.
Satchmoz slipped into an unseen drop-off, and while trying to help him out,
Caspar too fell in. Due to the combination of all the hazards of the swamp, the
party, defeated, reluctantly chose to enter Mauldwood instead of continuing
through the muck.
The evil
enchantment of the forest permeated them, and by the next day the symptoms were
becoming transparent—the rude and ill-tempered behavior was beyond
evident. As they followed a stream, the companions grew more paranoid, angry,
queer, and frightful by the effects of the woods. Arguments and quarrels were
born—one led Sunrise to attack Caspar. While fighting, Caspar held the boy’s
head underwater as his arms flailed. Satchmoz laughed—the disturbing enjoyment
of their conflict restored some sanity to Caspar. He pulled Sunrise out of the
water, begging forgiveness. That was when they all realized that it was
Mauldwood’s evil enchantment that had been affecting them. To counter the effects
of the forest, they fought off the evil influence with forced joviality and
fun, but eventually they had a true cause for joy—for they stumbled upon an
unused road, and they followed it as it curved north to follow the stream.
At twilight, the forest trek led them to the castle
in the forest that belonged to Nasturtium, formerly owned by the father of
Esmerelda. Since 160 GUE, Nasturtium had remained dwelling within the castle
that was still protected by the time-suspension as well as a
spatial-displacement spell (known originally as TRIZBORT, but later plagiarized
as SATCHMOZ).
Sunrise picked the gate’s lock with a dagger. A
smart-mouthed statue was encountered in the courtyard. The gates closed behind
them as it threatened to sound the alarm. Hoping to prevent the emit, they
pushed the statue over, (the statue actually thanked them for doing this, as he
had been standing on his feet for too long) but this feat was unable to prevent
the alarm.
Ignoring it, the three went onward into the
castle’s main hall with the doors closing behind them. The moment he entered,
Satchmoz became aware of the time-suspension spell that was placed upon the
entire structure. As they followed the left corridor, they magically found
themselves back in the main hall. The right corridor took them to a room with a
spinning wheel. Leaving this room returned them to the main hall once again.
The staircase took them to a long upper hallway. The first three rooms had
nothing inside, but as they left the fourth room, they yet again returned to
the main hall.
It was then that Satchmoz noticed that this castle was additionally
enchanted with TRIZBORT, a spell that he had never witnessed before. It
had kept kicking them back to the entrance hall, or the library in the
upstairs. It was a brilliant piece of magic. He whipped out his
infotater and sat down in the middle of the floor.
Leaving
Satchmoz to meditate, Caspar and Sunrise returned up the staircase to
continue the exploration. At the top of the stars, the largest,
ugliest, most mange-ridden black house-cat came down the stairs towards
them—Meezel. Thankfully, the cat was friendly. Meezel lead the way, and
the curious pair followed him along the second floor corridor to a
tower, then to the landing of the high tower room. Caspar pried the
door open with his sword.
In the room was a crystal coffin with the
beautiful young Esmerelda within. She was sleeping, but the other two
assumed she was dead. After pressuring one another to kiss her, Sunrise
took up the dare. The sleeping beauty reared to life, screaming,
“Rape!” and with a fast uppercut, caught Sunrise in the jaw.
Esmerelda
was not yet aware that she had been sleeping for five-hundred years,
nor was she aware of TRIZBORT until they attempted to leave the tower
room and were transported to the library. After some difficulty of
traversing the TRIZBORT enchanted castle, they rejoined with Satchmoz
on the main floor. He had “discovered” the workings of TRIZBORT and
planned to make it his own spell when he could completely analyze it.
When
the three men, Esmerelda and her cat were about to leave the castle,
the main doors suddenly disappeared and were replaced with a solid
wall. The witch Nasturtium had returned. After a lengthy argument,
Nasturtium finally gave in to their pleas and allowed for Esmerelda to
depart with the men. As they left, Nasturtium called behind them,
“I told you boys you’d pay for waking her up. Well, you will, too. I’m
letting you take her.”
Esmerelda turned out to be an incredibly
spoiled, selfish, demanding, complaining woman. She asked one of them
to carry her, then chastised them for holding her too sensually. This
constant bickering irritated everyone. Esmerelda lead them towards The
Red Cock, a nearby inn to the north.
A surmin waddled out on the
road and was paralyzed by their torchlight. The three slowly backed
away from it, hoping not to startle it into blowing wind. The rodent
slowly wandered into the bushes, but despite their extreme caution,
Meezel chased after it. Fearing the retribution of the feline’s attack,
everyone fled in the opposite direction, but were still unable to
escape from being drenched by the extremely powerful stench of the
surmin’s flatulence.
The stinking party was not welcomed by the
six rough men of The Red Cock, save for Esmerelda whom they were
frothing with the desire to rape. When the men came to claim their
prize, Satchmoz hexed their shoelaces, and the men tripped, giving
leave for the party to escape into the woods.
The men gave
chase. Sunrise hit one of the pursuers in the face with a torch,
enveloping his beard in flames. When they thought that they had outrun
them, Esmerelda ignorantly decided to take a bath in the stream despite
wise protesting. This delay was a boon for the brigands to catch up to
Esmerelda. Knowing the lust of men, she slyly pretended to seduce him,
and when he was enamored enough into believing her gig, she kneed him
in the groin. Three more of the men, including the leaders caught up
with them. Esmerelda tried to further fight back, but her neck was
placed at dagger-point.
Satchmoz FROTZed the brigand leader’s
dagger. Believing that it was Nasturtium who cast the spell and that
she was after them, all of the remaining brigands fled the scene.
Esmerelda showed Satchmoz an AIMFIZ scroll that she had stolen from
Nasturtium ages ago. All of the companions joined hands and Satchmoz
AIMFIZed the entire group to a brogmoid named Burble at the Wizard’s
Guild in Borphee.
While it only seemed that they had been away
from Borphee for days, time had progressed differently under the
oppression of the enchantments of Mauldwood. Little did they know, but
they would be returning to Borphee in the year 668 GUE. The passing of
three years was but a few days in the woods.
? By the time that
Caspar, Sunrise, Satchmoz, Esmerelda and Meezel arrived in Borphee,
several tunnels (thanks to the magic of the Frobozz Magic Tunneling
Company) were already complete, reaching as far south as Mithicus and
as far north as the wilds of Thriff and all the way to the Gray
Mountains of the Westlands. And more tunnels were under construction.
Everyone
was puzzled by the tremendous passage of time that had occurred outside
of Mauldwood. The war with Antharia had been fought and won. But what
was most perplexing for Satchmoz, was that now that Antharia had been
conquered, why had the wizards had not yet returned to the guild? It
was still vacant save for the brogmoid Burble, who had been quite
confused during their absence (imagine a five-year old child running
any entire household for three years, doing as he pleased).
The
next morning, the entire building trembled from the digging of the
Frobozz Magic Tunneling Company. Everyone but Esmerelda gathered at the
Crystal Room for tea and biscuits. Satchmoz enchanted the front door
with a “rap at the door” in hopes of preventing them from leaving the
guild, while he locked himself in the library in an attempt to search
for Berknip. After dinner, Sunrise and Caspar decided to explore
Borphee. They were prevented by the “rap at the door” who told them in
style that Satchmoz demanded that they stay inside. Upset at this
barricade, Caspar stuffed his cloak in its mouth and after suffocating,
it vanished.
Caspar was mesmerized by the sight of the Borphee
wharves with all of its majestic ships. After the sightseeing, the two
headed to the Blue Whale, the most popular bar in Borphee which lay at
the heart of the city—The Serpent’s Back. The streets there were
deserted, as the soldiers had already rounded up all the orphans,
homeless, and criminals that once plagued this sector of the city. Now
that a curfew was in effect, six soldiers found them in violation of
his new law. To escape them, Sunrise used his superior knowledge of the
city to escape with Caspar into a warehouse. After the soldiers were
gone, Caspar insisted on sneaking into the Borphee Royal Palace to find
out what was going on. He found the palace too well-guarded to break
into, and they returned to the guild hall in defeat.
Satchmoz
returned to the guild hall via another AIMFIZ spell, but he had
discovered no new information during his journey. He agreed that the
knowledge he sought was within the palace. Esmerelda outlined a bold,
though risky, plan to enter the castle. This plan was quickly put into
action.
Burble was left at the guild hall as their AIMFIZ
anchor. Sunrise sneaked the rest of them (including Meezel) to a
secluded park near the palace’s main gate where guards were stationed.
While waiting for the proper time to put their plans to action, Meezel
aroused Sunrise’s allergies, flinging him into a bout of sneezing that
alerted the guards. Before getting all of them caught, Caspar though
quick and leapt to his feet impersonating a drunkard. When the guard
was reluctant to arrest him for breaking curfew, Caspar kissed him.
Thus passage to a personal cell was bought.
Caspar waited in the
cell until the rest of the group AIMFIZed to him. Satchmoz REZROVed the
lock. While the others left to explore, Satchmoz huddled in the cell as
a decoy for Caspar as not to arouse suspicion from a vacant cell. When
Esmerelda refused to leave Meezel behind, she went on ahead without
warning. Caspar and Sunrise quickly lost sight of her. The two males
headed to the upper level, past a sleeping guard. Caspar traced the
route which the jailkeeper Olio had taken him on during his prior visit
to the king. They eventually made their way inside a bedroom, then
onward to a library which was stocked with blueprints of the Great
Underground Highway and several spell scrolls.
While inside,
soldiers could be heard running up and down the corridor outside the
door. For elsewhere in the palace, Esmerelda’s handiwork had alerted
them. When the footsteps were no more, Sunrise and Caspar went out. The
movement of guards was heard again and they rushed into the harem just
in time to see them pass the closed door. At Caspar’s suggestion, they
both disguised themselves as woman complete with veils. Disguised
walking brought them to the throne room, where Caspar carved “The king
is a fink!” into the wood of the throne. Guards passed by the room
again. The commotion was becoming way to much in the halls, so they
attempted to return to Satchmoz in the cell. Past the harem, Caspar and
Sunrise found a pair of sentries. Pretending to be women who had just
spent the night with Pseudo-Duncanthrax, the guards informed them of
the intruder. Sunrise kneed one of the soldiers in the groin, and
Caspar tripped the other.
Returning to the dungeon, the guard
at the desk was no longer asleep. The two were able to deceive him into
believing that Duncanthrax had sent them to find Olio. When Sunrise
convinced the guard to allow him to whisper a secret into his ear, he
instead caught the guard off-guard and they both assaulted him before
heading down into the dungeon. Sunrise and Caspar returned to find
Satchmoz and Esmerelda at the cell. As the soldiers stormed the cell
and Satchmoz cast AIMFIZ, Meezel leaped at the guards and was left
behind.
When they returned to the guild hall, Satchmoz mentioned
that while in the cell he had sensed powerful magic being used—his head
had been “buzzing like a hornet on a three-day drunk”, as he put it.
Sunrise had managed to steal a jeweled belt, silver medallion and a
VAXUM scroll from the palace. None of this was of interest to
Esmerelda, who unreasonably desired to go back into the palace for her
beloved Meezel.
In the meantime, the palace guards recognized
the usage of the party’s magic from their break-in attempt. They
equipped themselves to raid the guild. Knowing this was evitable,
Satchmoz knew that they could not remain in the guild. They had to flee
before the soldiers arrived. To protect the scrolls from being seized,
Satchmoz instructed for everyone to fill backpacks with as many of them
as possible, while Burble packed provisions. Satchmoz and Caspar
additionally each made a copy of the TRIZBORT/SATCHMOZ master scroll
that had been recently prepared.
The soldiered arrived at the
courtyard of the guild and broke down the unlocked doors with a
battering ram, then entered. One lone man remained outside. Burble
imitated a little whimpering child and the soldier, knowing the
immaturity of the brogmoid species, was fooled by this act.
Unexpectantly, the soldier was knocked down by Burble and he threw him
inside.
Once all of the soldiers were completely inside the
guild, Satchmoz cast TRIZBORT/SATCHMOZ upon the guild hall, so that all
of them would keep ending up in Krepkit’s bathroom instead of being
able to escape. Then the entire party proceeded to escape. But blocking
them from leaving was Nasturtium herself. She was agitated because of
the shaking caused by the digging of the Great Underground Highway
beneath her basement—the entire north tower of her castle had fallen
in. She was determined to find those responsible and had followed the
tunnel all the way to Borphee. She joined the group as they fled the
courtyard to an old warehouse near the wharves.
After
Nasturtium realized that Satchmoz’s SATCHMOZ looked exactly like her
TRIZBORT, they all agreed to reenter the palace. This time Nasturtium
would be the anchor for AIMFIZ. She flew into the courtyard on her
broom and used a powerful spell to put all of the guards on the
exterior of the palace to sleep. She saved an additional one for the
soldiers still within. When they had given her plenty of time to
properly complete her deeds, Satchmoz AIMFIZed them to her position
inside the palace.
Once inside the palace, Nasturtium magically
put more guards to sleep. Satchmoz was highly impressed with the
magical ability of the ugly witch. Without anyone noticing when she
left, Esmerelda went in search of Meezel. A low laugh rumbled out of
the darkness—someone knew that they were there. A corridor that they
found gradually descended to an abandoned torture chamber deep below
the palace. Another low laugh vibrated through the air as they followed
the passage beyond that descended lower and lower underground. It was
then that the party realized that the source of the laughter was a
single pursuing grue. The rumor that all grues had been eradicated by
Entharion the Wise caused this encounter to be startling.
To
keep the grue at bay, Caspar plucked a few broom straws from
Nasturtium’s previously FROTZed broom and flicked them into the
darkness. A straw was dropped every twenty paces or so to keep the grue
away as the party continued onward. Without warning, the tunnel
suddenly sloped download like a slide. They all tumbled into a node
with several tunnels leading from it and with a huge crystal door. The
FROTZ spell on the broom died, plunging them all into complete
darkness. The grue fell into the node with them. Burble went after the
grue but was instantly swatted away. In retaliation, Nasturtium FROTZed
the grue. Before their horrified eyes, the maddened beast ran about
chaotically with pain-wracked roaring, pounding on the walls while its
fur and flesh were consumed by the light. All that remained was a black
smoking crumbled mass.
Pseudo-Duncanthrax appeared in the
chamber, enraged by the death of his pet grue. But before anyone could
assault him, he VAXUMed the entire group, forcing them to become
adoring subjects. Now that they were all subjected, Pseudo-Duncanthrax
opened the great crystal door with a touch of his wand. Esmerelda in
the meantime had found Meezel in the dungeon, who had been terrorizing
the guards. She suddenly dropped in from one of the chutes. Unable to
stop her momentum, she knocked Pseudo-Duncanthrax over. A harsh word
from him broke the VAXUM enchantment. The king tried to escape into the
crystal room, but Meezel dropped in from above and landed on his back.
His cloak was torn off, but using his wand, he escaped through a hidden
door that locked behind him and Drespo Molmocker, impersonator of
Duncanthrax, slipped from the pages of history forever. A search of
through Pseudo-Duncanthrax’s cloak revealed KATPI, VAXUM and PLASTO
scrolls in the cloak (as well as a small key ring, bottle opener, 2
zorkmids, 1 zorkle, 4 lint balls).
They passed through the
crystal door into the Great Underground Highway, and came to a place
where hundreds of men, woman, and children were making mortar for the
highway’s roadbed. The real King Duncanthrax in amongst this group,
that had all been ensorcelled by Pseudo-Duncanthrax’s VAXUM. An
outburst of anger at Duncanthrax from the party instantly broke the
VAXUM spell. Burble went around whispering naughty words into people’s
ears to break each individual’s enchantment.
Satchmoz realized
that the entire group could not return the way they had come, but
believed that he could use TRIZBORT/SATCHMOZ to transport everyone
home. Satchmoz told everyone present, including Burble, to concentrate
on their homes for the enormous amount of presence that would be
required by the spell. Everyone chanted “There’s no place like home”
while Satchmoz cast the spell. Everyone was transported back to their
respective homes. This event of returning home is known today as “The
Great Magic.”
Afterword, Esmerelda became Duncanthrax’s
bride-to-be, and the jealous king did not approve of Caspar’s
friendship to her. Thus he appointed Caspar to be the king’s roving
minstrel and roving good-will ambassador for the crown to the outlying
provinces and lands far away, with Sunrise as his assistant. As far as
Caspar was concerned, with his pockets full of the king’s coins and
fine clothes on his back and the doors of every court open to him, the
results of the adventure could not have worked out better. Sunrise was
also permanently gifted with Meezel.
TRIVIA:
Spenseweed milkshake the favorite food of Sunrise.