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Rakshasa Citadel If you travel West, away from the hustle and bustle of the port city Khal, past the ruined ship washed up on the Lomshir coast you come to Strandan Port. Like most fishing villages along the Qalian shores, they can't compete with the Khal trade, but they get by. Like most evenings I arrive just before sunset, the air is salty and hot and just like clockwork the merchants and traders are packing up for the day - loading their goods on a camel or two and setting off home. Doors are already locked and few people loiter. Those that do loiter whisper a few hurried words before disappearing from the receding sun. The Inn is already locked and as we knock a shaky voice asks another question of old times. Satisfied, a hefty bolt is drawn back and we hurriedly enter. The merchant points me towards a table in the corner while he talks to a barman about a room for the night. He takes a drink and continues: "I should tell you to steer clear of the Rakshasa Citadel, for it is no longer a safe place. When the construct was complete, we marvelled at the grand architecture from afar. The fish trade was booming and the port of Strandan was thriving." The merchant shakes his head and continues: "Then they came, the otherworldly creatures not native to Telon. The Rakshasa call them the Ahnd'ka. Like the Rakshasa, the Ahnd'ka have also mastered planar travel and when the Rakshasa fled from their home world, the Ahnd'ka followed them through in an attempt to destroy them."
"Since then, the fish trade is dwindling and our port is struggling. You can hear them at night, the Ahnd'ka. Screeching from the towers of the Citadel. Nights like tonight, when the fog comes, you'd be a fool venture outside. People have been taken, others enslaved and lead back to the Citadel and used as puppets. The mayor of Strandan lost his son to the Ahnd'ka. He assembled a group of adventurers to venture into the Citadel and rescue him. My son was one of the party." The merchant sobs "Those adventueres have not been seen since". The Merchant drifts off into an uneasy sleep. The Rakshasa Citadel is a level 42 - 48 premier dungeon located off the north western shores of Qalia. Mobs inside range from 4 to 5 and even 6 dots near the end, so I suggest bringing a group. To the left of the entrance is a group of Kurashian explorers. Kian Maux, head of the expedition is keen to report his progress. "This Citadel was abandoned by our enemies, the Rakshasa. We had hoped to find out more about the Rakshasa by exploring their former stronghold. Imagine our dismay when we discovered that the Ahnd'Ka had beat us here. Sadly, we are ill-equipped to confront out enemies at this point. Perhaps we could compensate you for your services? Find out what the Ahnd'Ka are really here for. We would also be in your debt were you to, ah, 'neutralize' a number of the Ahnd'Ka in the process." Knowing now that we are venturing into the Citadel, after all the horror and tales of woe we have heard, the other members of the expedition request our help. Hunter Shre'Dar explains part of his culture about Alpha males and the means they go to to increase their virility. He explains that the horns from the Ahnd'ka contain a certain property used in a tonic. The hunter requests that we bring him any horns we find. The entrance is guarded not by any Ahnd'Ka or Descrier, but mesmerized humans: fisherman, adventurers and men from Strandan port. Infected by the Ahnd'Ka with a rage to attack anyone who draws near. We end the soldiers suffering and enter the Citadel. The entrance hall is ablaze with colours and textures of magnitude. From the polished marble floors to the gold set pillars that line the halls. Once we had collected all the tomes we headed back down the gilded staircase to explore the rest of this vast Citadel. On each human corpse we took a memento to give to their family members. We ended their suffering from the nightmare and broke the enchantments, releasing them. Eventually the Citadel levelled out and we came to the very bottom. Vast catacombs of ancient history where the Rakshasa buried their fallen comrades. It was here we learnt how the Ahnd'ka and Descrier launched their attack. A portal to the Descrier homeworld was suspended mysteriously in the air, calling us forth, working the magic of enchantments. A piercing scream from above brings us back to our senses and we head back up to the surface. Elan and the other explorers are eager to hear our news. "It seems that you have encountered the greatest threat to my people's existence. Ironically, you have done so within their former stronghold. The Rakshasa have persecuted us even as we sought to dwell in peace while helping other races around us. I am hesitant to send you in against such a formidable foe, but we are facing too many enemies on too many fronts. Go and see if you can communicate with the Rakshasan projection. Learn what you can so that we may defeat them before they return again." The Rakshasan projection offers us a choice to stop the war between the two races. "Observe that we are the Fuer Tet of Rakshasa. Know that you shall serve as our instrument of rebirth to this plane. Know that your cooperation ensures the permanence of your species upon our return." The only way to rid the Citadel of it's invaders is to head into the Descrier homeworld and kill their leader: Warlord Khurang. Eclipse Shiekaar, a high ranking Descrier holds the knowledge of how to breach this homeworld.
The ghostly figure takes the object and examines it before handing it back. "Know this is the key to the Descrier home world. Understand that the key has lost it's charge for spending too long in this plane. Know there are four stones capable of imbuing the key with the power to understand your enemy. Know that the result will require you to know the four guardians." The projection loses focus, ending the conversation. We head back down into the catacombs, being guided by the key, seeking it's charge, wanting to be renewed. Each room holds an energy crystal guarded by a Descrier General. Drawing this energy and channelling it into the key imbues it with energy capable of planar travel. As we step up to the portal, a magic encases as we're dragged out of this plane and into the Descrier world. Standing under alien skies as we regain our senses and take our bearings we notice what looks like some kind of summoning circle at the end of the gulch. Seconds later the portal evaporates and the plane shakes violently as Warlock Khurang materializes, his unblinking eye focusing on each of us before letting out a undescribable sound and launching himself forward in an assault. We focus on his weakness: his eye. An age later and the last of his tentacles falls to the ground, lifeless.
My plan is to update this frequently with some new blogs and videos. But for now, check out the latest Voyages of Vanguard podcast featuring an interview with Lead Game Designer Silius. Also check out the video I put together to go with this blog here. |