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− | =The Chosen of Domi | + | =The Adventures of the Chosen= |
+ | (A complete summary of the archives of the [[Chosen of Domi]] game) | ||
===Volume #1: Sunder Quest – October 2, 2000=== | ===Volume #1: Sunder Quest – October 2, 2000=== | ||
Revision as of 15:33, 30 January 2008
Contents
- 1 The Adventures of the Chosen
- 1.1 Volume #1: Sunder Quest – October 2, 2000
- 1.2 Volume 2: Flying Purple What…? – Feb. 12, 2001
- 1.3 Volume 3: Year of Ascension October 15, 2001
- 1.4 Volume 4: The Great Hell Hound Roundup – August 2, 2002
- 1.5 Volume 5-Search for the Crown-November 5, 2002
- 1.6 Volume 6: The Hunters-February 3, 2003
- 1.7 Volume 7: The Curse of a Miracle - June 17, 2003
- 1.8 Volume 8: Unitaur Daycare – February 6, 2004
- 1.9 Volume 9: The Black Sword (Part 1)-October 11, 2004
- 1.10 Volume #10: The Black Sword (Part 2) - October 21, 2005
- 1.11 Volume #11: The Island of Dr. Mauroth - April 6, 2006
- 1.12 Volume #12: Home Sweet Home - Nov. 6, 2006
- 1.13 Volume #13: Search for the Black Sword - Dec. 5, 2006
- 1.14 Volume #14: The End of the Black Sword - June 14, 2007
The Adventures of the Chosen
(A complete summary of the archives of the Chosen of Domi game)
Volume #1: Sunder Quest – October 2, 2000
Inhabitatnts of the Taur Isles share a strange dream. A select few are singled out and commissioned for a quest. After consultations with the religious leaders at Clearspring Temple at Fort Stag the Centaurs embark on a voyage aboard the Spirit of Domi with a holy relic entrusted into their care. The Minotaurs appear before their religious leaders at the Sanctuary of the Soul at Fort Beast and after receiving an artifact cherished by their race board the sailing vessel Imods Pride. Meanwhile a seasick wemic meets another run-away aboard the Merry Mermaid. All three ships are overtaken by a storm and the three bands of questors-minotaurs, centaurs, and wemics end up on a mysterious island.
Strangers to each other, the groups bond together in time to fight a pair of giant worms. After forming a shaky alliance the newly formed party embarks on a perilous hike along a winding trail to the center of the mysterious new island. With their precious artifacts in hand, the party arrives at a cave guarded by a dangerous creature. Acting first, and asking questions later, the group learns that the monster was set to guard the cave entrance by the god Domi! Alas, mortally wounded, the creature succumbs. The party makes their way past a heavily reinforced door into the depths of the cave where they face a new choice. Six doors circle the room. Opening doors results in a disorienting perspective that confounds the troup. On overcoming the obstacles placed in their way, and uniting the sundered heart the adventurer’s find themselves in the presence of the god Domi.
Those who have survived this first ordeal are shown what their courage has wrought. Great bridges from the three separate Taur Isles cross over to the newly created Bridge Island. Domi/Tomi/Imod explains his vision of overcoming the conflicts between the diverse taur races and uniting them into one powerful force for good. He rewards the party with a safe base deep in the heart of the new island-Hearthold. The new tenants of the keep are provided with a tour of their new digs led by Kular, the custodian. A perfect blend of all the taur races, Kular ensures the smooth running Hearthold.
Volume 2: Flying Purple What…? – Feb. 12, 2001
A messenger from the centaur island arrives in Hearthold and informs the newly formed party that the Clearspring Temple ceremonial wine supply is being threatened. Hollyhocks, centaur druid of Domi explains that the Surefoot Family Vineyard is rumored to be haunted and asks the group if they would be willing to investigate.
Sadly, not all taurs have embraced the idea of unification and some bias is shown towards those descended of bovine and feline lines. On investigating the reports of a flying purple ghost, and other pranks, the party tries a variety of ruses to flush the perpetrator(s) out without success. Turns out a lot more is going on than any of the adventurers anticipated. A stake-out to apprehend suspected two legged smugglers led by a disgruntled ex-employee of the vineyard is set up. That night the party also encounters an inebriated satyr and his entourage of pixies, grigs, and sprites. Turns out the vineyard was invaded by two different parties with two different agendas.
The smugglers are caught and turned over to the local constabulary, and the party rewarded with the promise of a lifetime supply of wine from the Surefoot Family Vineyards. Having only imbibed Purple Wine, and not the Sacred Blue Wine, the satyr is let off after paying a small forfeit.
Learning of the dire fate that is to befall the captured smugglers, the party seek out a temple leader and plead for leniency. Indicating that the smugglers fates are sealed, the temple leader none-the-less refers the party, now known as the Chosen of Domi, to the local constabulary. Introductions to the lead investigator in the case made, the party volunteer to help with the inquisition, hoping to learn more about the pirates that have been plaguing the merchants who ply their trade between the islands. Little is learned from the prisoners other than they are unrepentant, and will pay the forfeit. The leader, a centaur, will pay with his life, while the human accomplices with servitude until their debts are repaid.
The Minotaur rogue/ranger Kale is witness to a little girl’s prophetic utterances. He shares his experience with the rest of the party, supposing that their next journey should be to a place called Lankhmar. However, thinking it better to rest, recoup, and re-arm, the party return to their stronghold on Bridge Island where they also decide to elect Kenisha
A very quick trip to Lankhmar ensues during which the Chosen of Domi are mistakenly charged with harassing children of the town. The truth of their defense is to be tested in the combat arena against a centaur team. The opposition is caught cheating, and the party of wemic, centaur, and minotaur are feted as the victors. Their joy is short lived however, as the Wold is poised on the brink of change.
Volume 3: Year of Ascension October 15, 2001
The twin moons turn blood red, the sky black, and the Wold witnesses a common vision. In a battle between the gods, their champion, Domi, the embodiement of courage himself has been bested by Marteaus, god of disease. With Domi gone, his followers go mad with grief. Into the fray wades Maldreen with her necromancy. Reeling from grief and bereft of some of their powers, the party must fight the dead raised by the evil servant of Marteaus. Centaur, Minotaur, and Wemic fight side by side to defeat zombies and undead, however the wicked Maldreen escapes. The party barricade themselves in an inn, while panic and chaos rages through the night, a night which never seems to end.
It is only by the reckoning of a clock that the party knows it is morning, for the ‘day’ dawns as dark as the night before. The party departs Lankhmar through the portal they had previously entered and seek refuge in Hearthold Keep. Alas! Bridge Island has not escaped the madness! The Brother’s of Domi have taken 9 hostages and locked themselves in one of the chambers of the keep. The 9 hostages, children from the mixed race school United Heart School, are scheduled to be sacrificed in a warped attempt to raise Domi from the dead. The steward of the keep, Kular directs the party to a subterranean labyrinth through which they might sneak up on the mad clerics. With the minotaurs leading the way, the group is able to abort the ceremony and save the children. Alas, the once living re-united heart is dead and cold as stone. The subsequent survey of the keep reveals the madness has been indiscriminant and many, centaur, minotaur, and wemic, male and female, young, in the prime of life, or aged lie dead, or languishing including Kular! The party must find healers who’s magics still work. A mare from Centaur Island and an old hermit from Wemic Island are brought to the keep. They minister to the wounded, and soon those who were meant to live are mended, but still Kular languishes. An idea is floated that since Kular is a hybrid of all taur races, it would take healers of all taur races to heal him. The party decide to seek out a minotaur healer who’s magics still work.
Returning to Minotaur Island, the party learns the capital has been taken over by cultists who worship the goddess of love. These pacifist cultists called the Servants of Passion try to ensnare the group. Eventually, the party learns a sub-group called the Hands of Love is holding a healer against her will, and they decide a rescue is in order. The cell of the sect is discovered and after heated combat, the female minotaur is rescued and brought to Hearthold Keep. Working together the three healers call the steward of the keep back from the brink of death. Kular will live!
As Kular slowly regains his strength, the party splits up. Some remain at the keep to deal with domestic problems while others return to their home islands to see the effect wrought by Domi’s demise first hand. On reuniting at the keep the party is offered an invitation: worship all the gods with the same devotion shown Domi and the spirit of the reunited heart will thrive. Before allegiance can be declared, comes an ultimatum: surrender Hearthold Keep to the Hands of Love, or else!
In a preemptive strike the group leaves Bridge Island and infiltrates Fort Love, sneaking into the dungeon area. A brief battle ensues against the guards, and many prisoners are set free when the party prevails. On their return to Hearthold Keep with two cultists and the freed prisoners, the party discovers a soothsayer is scaring the inhabitants with wild stories that the battle between the gods is not yet over. Mateaus is gathering allies. Before anything more can be learned the party is called to arms. The keep is under attack, not from any invading force but from a band of infiltrators trying to steal the stilled heart from its resting place deep in the center of the keep. The plot is foiled and the relic is returned to its rightful place. A brief respite ensues but the inhabitants of the keep maintain a steadfast vigil.
After some weeks of quiet, the party is notified that a portal has mysteriously appeared in the chamber containing the now stone cold sacred heart. The group passes through into some bizarre parallel Wold and meet themselves—only it is their future selves, at the brink of some horrifyingly cataclysmic event. Quickly they are warned, unite the taur races and reanimate the great heart of the taurs or this is what the future holds! Escaping through the portal the group learns their quest will take them to Plateau City and the Temple of Light where they must bid the priestess to cleanse the relic.
Accepting the challenge, the group departs Bridge Island for Plateau City aboard the Merry Mermaid. While out at sea they are attacked by a ferocious sea monster. Pulling into harbor the group unloads the arc that carries their precious treasure. Led by an emissary from Plateau City the group makes a frenzied cross country trek to reach the city. On finally gaining the city, the party is witness to the destruction of the temple of Domi and other buildings in the great city. They hear the news that Lankhmar and Ailthmar cities have become uprooted and disappeared into the firmament. Further chaos is wrought when under the auspice of going to see the high priest, they are lead into the hall of the high priests and ambushed! Conventional weapons and magics are wielded with great effect by the minions of Marteaus in a vain attempt to stop the group from their mission. After an exhaustive battle the party is able to overcome the agents of evil, however one of their members, the wemic Zeoll falls mortally wounded.
As they morn their fallen comrade, they are found by one of the greats from the Gold Dragon Consortium, who bids them follow through with their mission. It would, after all, be what their friend would have wanted. In a solemn ceremony, the great heart of the taur is cleansed of Marteaus touch, but alas, remains stone cold.
The group is returned to Centaur Island via a magic portal at the Temple of Light in Plateau City. From Centaur Island they make their way back to Bridge Island and Hearthold Keep with their religious relic. The group soon learns that to return life to the stone cold heart, they must visit Domi’s main temple on each of Minotaur Island, Centaur Island, and Wemic Island. The heart must sit the night on the main altar of the temple, while the group, known as “The Chosen of Domi” holds a vigil through the night.
Minotaur Island is the first place visited. The party encounters great bias towards the non-bovine members, as they attempt to thread through a labyrinth to the new temple under construction. An insane minotaur priest challenges one of the group to single combat to the death! Brahmah the minotaur ranger accepts the challenge on the part of the group, and a violent “Rite of Blood” ensues. As the sky turns first pint, then red from a cataclysmic double murder of the mother/daughter goddesses of Passion and Love, the champion for the chosen overcomes his enemy. Some of the party, too, are overcome, and give in to base desires. Sanity is soon restored however, and the party is permitted access to the temple where the first of the three vigils is held over the relic.
A quick return to Bridge Island ensues and the party is joined by one who is in spirit the incarnation of their deceased friend, the wemic Zeoll. The next quest is to Centaur Island where the great tree that was the alter to the god, has sunk into an enormous crater. The group sits in on a meeting where they learn of plans to invade the island that is home to the minotaurs. Wise diplomatic words from the “Chosen of Domi” win the day, and the centaur government opts to send diplomatic missions to the neighboring taur islands. Later the group flies down into the pit into which the giant tree temple had sunk. Surrounded by the skeletons of those who died in the temple when it was destroyed, the party keeps a spooky vigil. Each is visited by horrific visions of withering death, disease, and putrefaction as their innermost fears and anxieties are exploited and become haunting nightmares. Regardless of the travails of the group, the heart responds by becoming physically lighter and the group moves on to the third challenge.
On Liontaur Island, a mad priest points to a merchant as one who may know where the altar salvaged from the ruined temple might be. The party locates the merchant, who in reality is a traitor and ally of Marteaus! Once he is overthrown, the third and final vigil is held. At its conclusion the sundered heart rejoined returns to its living beating state! The heart is returned to Bridge Island where it is absorbed into the great chest of he who is the embodiment of all the taur races, the great uni-taur, Tarsus. Tarsus disappears telling the group he is heading for the Shadowlands and leaving a cryptic message for the group. After a brief discussion, the party decides to seek out the “Gold Dragons Consortium” to tell them what they know of Marteaus and his plans for the taur islands.
The party meets with a couple of heroes from the “Gold Dragon Consortium” and learns that they must become undead creatures and enter into the Shadowlands with a great army in order to hunt down and destroy the evil god Marteaus.
(Woldcon live game and chat games take place)
Volume 4: The Great Hell Hound Roundup – August 2, 2002
The Wold is recreated as are the Chosen, who find themselves alive and well and back at Hearthold Keep on Bridge Island. The keep shows a little repairable damage, but the bridges between the various Taur Islands are irreparably destroyed.
It has become commonplace for touring children from the neighboring isles to pay a day visit. This time a small group visiting from Wemic Island tender an invitation for the party to attend an annual festival established to suppress the ever growing population of hellhounds on the island. The party accepts with few reservations. Once arrived on the island, the group is billeted with a local family. They make for their temporary quarters, but not before observing that not all of the island’s inhabitants are as happy with their arrival as their host family.
The day is spent at a festival, but as night approaches attention focuses on the hunt. Heading out into the wilds outside of town, the group has no trouble locating a couple of mangy hounds. The party attacks, only to discover a trap had been set! Seems the hellhounds are just as intent on hunting down the inhabitants of Wemic Island as the inhabitants are in controlling the hound population. A vigorous battle ensues, however just as the party are about to emerge triumphant, they are surprised by the treachery of a suspicious liontaur pride. The example set by the blended party, and their pronouncement that co-operation between the taur races is Domi’s will, does not resonate in all hearts as the party quickly learns. Spouting bitter accusations of blasphemy, the religious zealots launch a vicious attack. The Chosen are able to beat them off as dawn approaches. On returning to town, the group has little time to celebrate their victory. They are brought in front of the local magistrates and accused of having surprised the very party that had attacked them! The magistrates, unable to come to a consensus on who is the guilty party, decide to let Domi be the arbiter. The opposing factions will meet on the playing field. After mopping at Spikeball the group are jumped by the zealots, and one of the party is killed.
Volume 5-Search for the Crown-November 5, 2002
A sojourn at headquarters is interrupted when a centaur calls on the group imploring them to come Centaur Island. Someone or something is disturbing the final resting place of centaurs. After digging up the graves, the remains are just cast asides disrespectfully. No one has been able to figure out the mystery.
The party accepts and has an uneventful boat trip to the island. Near a small town is the haunted gravesite. As they approach the gravesite, the group comes upon a party of minotaur being attacked by ghouls. The ghouls are suppressed and the apparent leader of the minotaur explains that one of their relics, has been stolen from their island and their investigation has led them to the graveyard. The parties proceed together to the graveyard where desecrated remains lay scattered about. The clerics perform some rites over the remains as they are buried. Before the rites are completed, the parties hear a low keening from a nearby wood. The minotaur group goes to investigate, and soon zombie centaurs come crawling from the forest heading straight for the Chosen!
Fighting off creations of Marteaus takes just about everything the Chosen of Domi have, but eventually the group is successful. After dispatching the last of the evil creatures, they are approached by some wounded villagers from the town that had fought zombie troops on the other side of the town. One of them, the blacksmith who seems to be the de facto leader had sent a small party of centaurs to help the Chosen. The party, which includes the blacksmith’s son, never showed up, and didn’t return to the town. Will the group help look for him?
Volume 6: The Hunters-February 3, 2003
Moving deep into the forest near the town, the party follows centaur tracks for several hours. Soon those centaur tracks merge with minotaur tracks. Did the centaurs from the town encounter the relic hunting minotaur who earlier disappeared into the forest? At the setting of the sun, the party is set upon by wolves, but not ordinary wolves. The wolves that attack the group are the remains of long dead wolves, and they are commanded by a minotaur they call Wolfmaster! The Chosen are able to out maneuver the evil creatures and take Wolfmaster hostage. He calls off his minions, and after some coercion, agrees to lead the party through the woods.
The body of one of the local centaur colts is found. The group must battle some ghouls who are desecrating the corpse. Wolfmaster tries to escape the party, only to lead the party to discover a hidden cave. Inside the cave the group finds the other centaur colts. One has been killed but three, including the smithy’s son, are alive. The Chosen must defeat an evil Hydra in order to escape the cave.
On returning to the town with the surviving colts, the party witnesses some small return to normalcy. A new graveyard has been established to replace the one that was desecrated, and the field that once saw harsh battle is covered in new growth. All does not bode well for the party, however. The messenger who had once sought them out for help informs them that their services are no longer wanted. The missing relic hunters are on the island without permission, and all non-centaurs are no longer welcomed. The party is eventually escorted to the docks and under surveillance until the departure of their ship.
Volume 7: The Curse of a Miracle - June 17, 2003
A couple of quiet weeks pass by as the party rests and recuperates at Hearthold Keep. The only things to disturb the group are recurring dreams that each has; a minotaur mother gives birth to a minotaur-wemic cross as Domi smiles benevolently. The vision compels the group to seek out this new baby, and the party charter a boat for Minotaur Island.
Once on land, the group learn from a powerful town cleric that his sister is due to give birth shortly. The cleric has been disturbed by a prophesy foretelling that the child will be a cross breed. The minotaur cleric explains cross breeds are an abomination and must be sacrificed to keep the minotaur race pure! Just then one of the Chosen (a centaur who had been loved by a wemic) goes into labour and gives birth to a centaur-wemic crossbreed she names Domisha. Protected by the group, the new mother and her daughter prepare to leave the poisoned environment. They encounter an angry crowd come to confront the cleric’s sister who has also just given birth to a ‘monster’. Fortunately, the mother and child have escaped, fleeing across the land and into a dangerous swamp. Following tracks through the swamp the party runs into a party of friendly wemics. They eventually part ways and the Chosen of Domi continue their quest for the new mother and child. Soon the two are discovered on a peaceful island in the shelter of an enormous tree, home to a dryad.
Before the party can depart the island, the place is surrounded by mercenaries from the Mailed Fist hired by the local minotaurs. A horrendous battle ensues of epic proportions as all nature of weapons and magics are employed by the enemy in their quest to subdue the Chosen. The party is able to overcome their adversaries and escape the island. A little time spent crafting a raft pays off, for the party is able to raft down a stream that cuts through the swamp wending its way to a port. Unfortunately the party is ambushed by a rogue group of wemics. They are able to escape, however the raft breaks up and the party must make for shore quickly. After some quick repairs, the raft once again becomes serviceable and the party reaches the port city of Castle Violet.
All is not smooth sailing however as the group is sought by bounty hunters and must fight them off before making their escape. Eventually they gain safe passage and head home to Hearthold Keep with the two unique babies, and new hopes for uniting the taur races.
Volume 8: Unitaur Daycare – February 6, 2004
High clergy from all three races descend on the stronghold on Bridge Island making various demands on the Chosen of Domi. They must stand trial for heresy and alleged crimes, and worse, they must hand over the rescued cross-breed children! While fighting erupts on the ships of the representatives, the Chosen make a hasty escape with the children and the sacred relic known as the ‘Reunited Heart.’
In the waters of the channels of the Taur Isles a mysterious hidden island is revealed to them. A blind centaur on the island tests the resolve of the group before sharing bitter information; the children can be brought to a place of safety, an orphanage in the magical Floating City. The centaur does not know the way, but he is able to direct the group to the lair of a golden dragon who might. After a harrowing trip through a terrible storm, the party arrive at yet another mysterious island.
The party locates Rythiniag, the gold dragon deep in his lair atop a pile of gold. After a demonstration of his puissance he accepts a gift of flowers from the party. Smitten by the cross-breed children he agrees to help the group, but first they must help him. A young red dragon and her wyrmlings have encroached on his island. The gold dragon wants them evicted! While searching for the red dragon’s lair, the party is jumped by a band of orcs. After defeating the orcs, the group discovers a rather large encampment or orcs and ogres. An ambush is attempted putting the lives of the Chosen in peril. The group is able to overwhelm their enemy and move on towards the red dragon’s lair.
Timing their exploration of the cave to coincide with the mother’s absence, the group ventures in and discovers red dragon wyrmlings. The dragon babies strike out at the party, and they have no choice but to defend themselves despite the abhorrence of some to the idea of killing ‘children’ even if they are fierce creatures in their own right. The group scores a dragon’s horde in the process, and flees the cave carrying as much loot as they can. They are soon set upon by the furious red mother dragon, but before she can attack them, Rythiniag sideswipes her. The Chosen are witness to a furious arial battle between the two dragons which regrettably ends in the death of both.
Delivering the news of the gold dragon’s passing to the village he had patronized, the group is shown the black arch through which they must pass to reach their destination. The group enters the portal and is whirled through dark space on a dizzying trip until they arrive in an alley of a strange new city. The group is directed to a fellow named Gordo, who runs a mixed race orphanage. The unusual ‘unitaurs’ are accepted into temporary hiding at the orphanage, along with the mother of one of them. Stuck on Floating City, the party uses the opportunity to sift through their loot and divide it up amongst the party.
Volume 9: The Black Sword (Part 1)-October 11, 2004
Quickly becoming bored and anxious to have done with the exotic city full of humans, the group receives a summons from the Overlord of Floating City. From the palace balcony they are afforded the opportunity of an incredible view. Soon afterwards they are partnered with a mysterious woman who is assigned the task of getting them out of the city. She tries to pry the secret of their reason for coming to the city from them, but the Chosen of Domi keep tight lipped about the ‘packages’ they are leaving behind. From a reliable source, they learn the mysterious woman is actually a black dragon in human form. She can be trusted to execute the Overlord’s command to get them out of the city, but they are warned against trusting her overmuch. Although the group is interested in getting to Plateau City, the magic of the black dragon woman gets them only as far as South Harbour.
The party spends some time in what seems to them to be a rather seedy seaside community. They learn from a priest that their arch-nemesis, Vargas, and his group are assembling an army to attack the Taur Isles in what he terms a ‘holy war’, only it appears his unholy backer may be the god Marteaus. The party also learns that within their party there is one who may have betrayed them. As this one’s soul was returning to the Wold from the Shadowlands, it may have been intercepted and a dark promise extracted. Exactly who the enemy is and what they have learned remains that one’s secret.
Before the party can depart with their friend Captain Lira on her boat, The Gossamer Wing, the party is summoned to Plateau City. The party must get there the old fashioned way, via a dusty road through the hinterland. The going is not easy as the party are set upon by wolves, and later accosted by minotaur bounty hunters who had followed the party’s trail from the Taur Isles. After an initial tussle, the leader of the Chosen enters into single-handed combat to the death, with the leader of the hunters in the taur tradition or Kayleb. During the exercise, the party is quietly surrounded by a party of elves. The leader of the party is victorious, but the party none the less find themselves being forcibly escorted by the elves. Along the way, they experience some bizarre natural phenomena, as the greenery seems to be more lush and bounteous then normal.
The elves lead the party to the home of an old elf woman who uses magical cards to hint at what is in store for the future. The group is plagued by worries and anxious to return to the Taur Isles, however in their meditations and dreams they are visited by images of Domi, the great Forge Master, who bids the group to expand their quest. The evil of Marteaus will be fought on many fronts, for his minions are not just wrecking havoc on the taur races, but have infiltrated themselves into many fair civilizations of the Wold. Furthermore, the party is to seek out support for their cause from outside the taur races, for the support of other races will be needed if peace is to be achieved. With a better understanding of their mission, the group makes their way towards Plateau City.
Led by three elven guides and a three headed dog the party makes a small detour along the way at the behest of the dog. Many portents and omens indicative of nature’s unrest are spotted along the way to the hamlet where the dog’s master lives.
On gaining the hamlet the three headed dog starts to howl, sensing that something terrible has befallen his master. The taurs find their way barred as a small group of guards closes the gates to the hamlet. After some negotiations and a pledge that they will abide by the tenets of the community, the taurs gain entry. A tour of the place reveals a small natural utopia populated by humans, gnomes, halflings, and their children. There is even an exotic red-headed centaur, but she is tied to a post and the group learns she is sentenced to death for the murder of three of the wise-folk of the community, one of which was the dog’s master.
Concerned that all may not be as it seems, the party decide to investigate with the permission of the locals. After investigating the crime scene and examining the remains, the party concludes that the centaur could not be responsible, but rather the attack is the work of were-beasts.
As night approaches, the community prepares for a community circle. Some of the Chosen of Domi participate while others simply observe the proceedings. The leaders in the community perform rites and rituals of druid and witch, but there appears to be no evil involved. The sun sets, and before the ritual is completed the community is attacked by returning were-beasts. Under a lunar eclipse, the centaur turns into a were-bear, but rather than attack the party, she attacks the wolf-leader of the were-beasts. A horrific battle ensues, but the Chosen are victorious. Welcomed for an extended stay the party remains at the hamlet some time, resting, recuperating, and learning. One of the party is gifted with a strange wooden sword, its purpose unknown. After a period of mourning, a funeral rite is celebrated for those killed in the attack, after which the party bid their adieus and strike out once again for Plateau City.
On reaching the outskirts of the city the party is blocked from entry by large ditches recently cut into the ground and filled with water. The flooding water makes getting through impossible. As the group ponders how to get across, they are visited by a trio of pixies who invite them to a feast. The taurs are unable to resist. As they partake of the bounty, the pixies tell them the latest news from the Taur Isles: Vargas has started his holy war, and yet he seeks a black sword, and evil sword. The party must find it first! Some of the group wonders is the odd wooden sword is perhaps the very sword the party seeks? This question is answered soon enough as the party meet a trio of adventurer’s claiming to be from the famous adventuring group named the Platinum Dragons. They have learned that the Chosen carry an artifact that would be instrumental to their overthrow of a fey creature who seems to be a lord of nature and who is responsible for much of the natural chaos that is happening throughout the Wold. With reluctance and trepidation the wooden sword is shown to the dragon group who confirm that it is the artifact which they seek. The party agrees to hand over the item and for their reward they are provided with access to the city via magical means. Arriving in front of the Star Mages Guild in Plateau City the group splits up to follow through on various commitments. Two of the group venture deep into the guild library and learn more of Vargas and the evil black sword which seeks. It appears the sword reeks of evil and will corrupt the person who tries to wield it. A strange creature, half-human half-goat named Grith possesses some information on how the sword might be located. Seems there is a map…
Having once again linked up with Captain Lira of the Gossamer Wing, the party heads out to sea in search of a ghost ship who’s captain has in his possession a piece of the map that might help the party locate the Black Sword. After a couple days at sea, the party gain on two vessels in combat. A merchant ship and its crew all but decimated by undead pirates from the ghost ship. At first it seems there are no survivors, however as the party explore the ships they are surprised by undead pirates. The group is able to overcome the pirates, but as they explore the ship it starts to sink. Two small but heavy chests are removed, but a third is lost to the party since it could not be dislodged. After some initial trouble with illusionary magic, the reality of what the chests contain is revealed including a piece of the sought-after map.
Returning to South Harbour, the party regroups and waits for their next instructions. The next key to the puzzle is a cryptic poem. It is confirmed the party will need to go into the Culverwood, the famous sentient forest of the Elennian Peninsula. The party tries to pick the safest route and decides to skirt the Red Hills. A brief encounter with trolls teaches the group the area might not be as safe as they first thought however discretion is determined to be the better part of valor and the group chooses to run away from the trolls rather than engage them in combat.
Volume #10: The Black Sword (Part 2) - October 21, 2005
The Chosen enter the Culverwood, and meet the satyr brothers, Thadius and Thalpius. They agree to guide the Chosen in exchange for a future gift of five barrels of wine. They lead the party to Pullman's Crossing. There the Chosen find out about an auction, and they figure out that they need to buy something there. The something turns out to be the other half of Grith's map! They get to the auction, are warned that Vargas is looking for the map, and manage to win the auction for the map, beating one of Vargas's minions, by allying with a group of good NPC adventurers. The map is made whole, and it proves to be magical, showing the Taur Isles and nearby lands as they are in the moment that the map is read. The party makes its way to South Harbor, where Brahmah joins the WLA. A copy of the map is made. Then it is time to sail home to the Taur Isles, following the map.
Volume #11: The Island of Dr. Mauroth - April 6, 2006
The Chosen are shipwrecked on an island in the Shipwreck Shoals. They find the island is home to an urbane human and scholar named Dr. Mauroth. He offers his hospitality, but drugs the party and puts pairs of Chosen in small cells. Each pair is hunted as exotic game. But in the end, hunted becomes hunters, and the party reunites. The map is stolen, though! Thank goodness a copy was made! The Chosen decide that their mission is more important than attacking the evil doctor, so they use the opportunity of a passing ship to go home.
Volume #12: Home Sweet Home - Nov. 6, 2006
The Chosen of Domi return to Hearthold Keep and Bridge Island at last, after long exile (from Feb. 2004 to Nov. 2006). They send promised wine to the satyrs they met in the Culverwood.
Volume #13: Search for the Black Sword - Dec. 5, 2006
The party's copy of the magic map leads to Liontaur Isle. The Chosen learn that in years gone by, a queen unified the island and ruled with the help of a magic sword -- the Black Sword.
The party comes ashore at a village, and gains a guide to the old queen's ruined palace inland. They dodge giant reptiles and bypass traps. They enter the ruined pyramid, fight mummies, and enter the chamber of the dead queen.
Then they realize that Vargas and his crew have been following them, and are about to enter from behind. Quickly, the Chosen set an ambush. Using charm and trickery, two of the minions are led off, and Vargas, his cleric, and his two casters are defeated. The casters teleport away, taking Vargas's body.
The party carefully takes the sword from that place, and leave.
Volume #14: The End of the Black Sword - June 14, 2007
The party journey's to Chessford, the merchant town (the only real town) on Liontaur Isle. The Black Sword is intelligent, and tries to sow trouble in the party. But in Chessford, the Chosen meet an Eye of Gargul, named Rebbe Vern. He leads a ceremony to put the sword to sleep, and the group receives a vision and poem that tells how to destroy the sword.
Following the omens, the party sails to a small island that has many hot springs. They befriend the native creatures, who spit acid. These creatures put acid in a natural pool, and in this pool the sword is dissolved. In Gargul's name, the Rebbe bestows gifts of Black Pearls, and the party sets sail for home.
Volumes 1-9 of the adventures of the Chosen were summarized by Carla. The rest, in less detail, by Cayzle.