Before we set off Lifty says it can only stay on this level a week, due to the magic draining properties of the level. Olloth confirms that it feels odd, barren of magic, and that he won’t be able to aid us with his power.
No one wants to be here that long anyway.
We head out straight down one of the stairways, leaving a torch to help guild us back in things go sour. The terrain is jagged and rocky, and lifeless. The darkness is overwhelming, and we can hear nothing other than our own movements. Up ahead we see a glow, We find a network of bridge connected mesas with what we believe to be molten rock between them, far down.. but it doesn’t look quite like lava. We see a dormant golem caught in one of the support structures and Kral decides to put his new climbing gear to work, investigating it and nicking it’s helm.
We continue on, finding cairns that seem to be set up as guide posts for a marked path. The stones seem to be rock that from down here – it sticks out quite well. We continue on and on and on, feeling like an eternity until we find a fork in the road with a crude sign. It reaches “House” and “The Sleeper”. I vote we see the sleeper, but the others say the house sounds more pleasant. I submit to their judgement and we head there first. It does seem like a house… with a few objects for sitting, as well as a box with some papers. We quickly read over them to find out anything we can about The New World. They end up being exploration and experiment notes made by necromancers.
We head off to the Sleeper.
It’s a long ways away, and we are all growing tired. We eventually have to stop and make camp.
When we feel rested enough we continue on and on and on. Finally we reach it.
The sleeper is a colossal worm like thing, standing dozens of feet tall with the face of a man, and several times longer. We walk around it, inspecting it. The sleeper seems dead. If it ever was living.
We find an orb in front of the sleeper, like the one we found on Jakob island.. we talk it with us after only finding a single reference in the notes we had found that it had done nothing at the house. We take it with us as we head back to Lifty, resting again along the way.
We finally return to Lifty, who quickly informs us that the orb is draining the magic of his orb – balancing our their power, since ours was empty. We realize that perhaps the orb was giving magic to wake the sleeper. We return the to top of the lift to let Lifty, and our orb recharge. It has been a couple of days since we entered this place and I worry about the donkey. Fulframent comes with me and we find him outside as happy as a donkey can be on the side of a mountain in the middle of no where. It was nice to see the sun again. All too soon we head back inside, and back down with Lifty. We make the trek back to The Sleeper, dividing into two groups after our rest. The Forward group will go without the orb, and can observe how close the orb needs to be for the Sleeper to awake… in case anything bad happens.
Olloth tells us to take cover – he senses something magic from above. We can hear the fluttering of wings. We set up an ambush are are confronted by a scaling flying serpent type thing with crow’s feet. It is nothing like the DC creatures or the new-life we have encountered, it’s unsettling. We safely take it down then return to our mission: the Sleeper.
The orb does have to be close to wake the Sleeper and even then it only allows it to speak, it would need a vast amount of power to move even an inch as we later find out.
It awakes in a panic, but is not aggressive to us. We calm it down and soon have a very long chat.
It was made to mine out this area, with many like it. It cannot measure time when it sleeps, but it knows that it has been quite some time sine it last was awaken – over 100 years ago by the Necromancers, and the last time by Vit. It speaks of a Disaster that caused it to sleep – we must assume, after questioning, that the disaster what caused the ancient mages to disappear. Before that event, which the Sleeper cannot remember, this New World was full of magic.
We kindly ask him questions, and try to answer any that he has as well. Our conversations continue.
Before the disaster the mages were in three groups. They wanted to start over, making new creations instead of manipulating old ones as they had when they were learning. One group wanted to wipe out the world and start over, destroying man, elf, dwarf, all of it. The Sleeper was the creation of a group that opposed this, and wanted to start over below, believing that it was wrong to exterminate the old races. The third group thought similarly but wanted to go above.
All of this led to a conflict that is probably the end of the mages in the legends of all of our peoples.
We had some confusion about the third group and asked to elaborate by what it meant by above. Going into the heavens? Where would they go?
The Moon, it said. It then asked what color the moon was. We told him it was yellow-grey, and he in turn told us that this meant they were successful in at least their first project, which was to change the moon so that it would better suit their needs. The moon before the disaster was dark grey. We still really don’t know what to think of this, other than there are mages on the moon. It’s… a bit of a shake up.
We start asking him about the dead continent, showing him a map… it is indeed where Tith believed it was, and it is the homeland of the ancient mages. It also where the third group of mages wanted to stay.
-Mind blown, moon mages and stuff
-We do not have the means to get the Sleeper closer to the lift :(
-The Sleeper licked, then ATE the flying thing in one gulp when we asked for it to help identify it. He said it was made messily, clearly not something done by his masters, but someone who followed their methods.
-How could it live down here?!
-Necromancers were mean to our Sleeper buddy. I think we could be friends.