The Quest for Blood, Part 1
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By Sam Witt
September 22nd, 2003
The Golden Shore is a delightful place, filled with the
hedonistic pleasures one would expect from the bloodhold of
a creature as self-indulgent as Narcis. Its glittering
minarets gleam above the waters of the Cistern, gilded
beacons for those who wish to forget their troubles—at least
for a time. Within the Golden Shore, one can become lost in
all manner of pleasures, if there’s enough coin in his purse
to pay for the trip. For those who live here, however, there
is more toil and danger than pleasure.
My father was once employed by one of Narcis’ people,
carting fragrant pipeweed and glittering vermillion
dreamdust from the warehouses to the shops scattered
throughout the Golden Shore. He ran himself ragged, worked
longer hours than any of the other runners, and he became
well known in Narcis’ court as a frey who could get things
done. We did not live extravagantly, my family and I, but my
father fed us and kept the roof over our heads. He was an
honest frey in a nest of liars and cheats. He was doomed.
The runners bid for their contracts. My father was good,
he could figure the travel times and fares in his head, bid
low enough to get the contracts in the morning and still
have some leftover when he went home at night. Other runners
were lazy or stupid; they were left with the less lucrative
deliveries, or the more dangerous trips to the edges of the
bloodhold. They grew to hate my father.
Rather than compete honestly, they chose to attack my
father to punish him for his skills. He would never tell me
what happened that day, but when he finally staggered home,
his ribs were broken and his snout was a bloody wreck of
shattered teeth. Wracked with pain, he could do little more
than collapse in a heap on the doorstep and whimper at the
door until we hauled his blood-drenched frame into our
little hovel.
We watched him through the night, I remember staring at
the water-stained ceiling, listening to his rattling
breaths, afraid he was dying. But in the morning, he was up
at the table, his snout bandaged and his ribs wrapped in
tight loops of burlap. He had a sheet of stained cloth in
front of him, with words, though shakily written sometime
deep in the night, clear enough on its surface. He gave me
the note, and I carry it still, telling me what I should do.
Scattered in the blocks surrounding our home, my father
had left tiny packets wrapped in oilskin. Each one held a
few pinches of ashcrave, a substance worth many times its
weight in gold. Over the years, my father had earned the
right to carry this, one of the most precious of all Narcis’
cargoes. And from each brick of ashcrave that he had
delivered, the old frey scraped a tiny bit, a razor’s width
from the ends and sides, and no more. It was his hedge
against dark times, a bit of insurance if the worst should
happen. If I sold the ashcrave in one of the little pouches,
the money would feed my family fresh meat and milk for a
week. But I would not sell it.
Ashcrave numbs the senses to pain and intensifies all
pleasures. At full strength, the powder is strong enough to
stupefy an asherake; diluted it brings soothing relief from
pain. I mixed the crimson powder in a small cup of milk and
dribbled it on my father’s tongue. After a few drops, he
limped out of the house and returned to work. He came home
later that night, his limbs stiff as the ashcrave wore off
and the agony returned.
So it went for more than a week. I fed him the stuff and
he went to work. But he was becoming slower and the pain
more intense – it took more and more of the powder to keep
him pacified. The whites of his eyes became a sickly yellow
and his breath stank of old blood and rotting meat. His
temper became uneven, he would lash out at anyone who
crossed him and we—his kits—took the brunt of it.
In the deeps of one night, I crept through our little
house, sniffing in the cracks and crannies for what I knew
had to be there. My diligence was rewarded when I found a
tattered book bound in cheap leather hidden under our
family’s bed. In tiny red letters, my father had recorded
hundreds of tiny deposits, all over the Bloodhold. I did not
have his head for numbers, but I knew what I saw in that
book was a great deal of wealth, enough to start a new life.
I made my decision, then. I slinked through the house
and took the pouches of ashcrave from its hiding spot
beneath the stones of the hearth. I mixed it with my own
spit, formed it into a pasty pellet. Numbed with the powder
he’d taken before bed, my father never felt the little pill
disappear down his throat. As it dissolved in his belly, a
fit tore through him. Concentrated, the powder was a poison;
it numbed his heart, his lungs. Before anyone could wake, I
stole out of the house and left to start my new life, my
father’s journal under my arm.
I live in a pawnshop now, or rather over it. The
ashcrave I took from my father’s hiding places, pounds of
the stuff, is still with me, most of it. One brick I broke
up to buy this place, and the loyalty of a group of young
toughs with no better prospects. We run a small canton a few
miles from the Golden Shore. It isn’t much, but it’s
growing.
My name is Threnod Graystalk. I’m going to become a
Bloodlord.
Ashcrave
This crimson substance is extracted from the stalks of
rare wildflowers related to the baban. Found primarily on
the plains surrounding Penance, all attempts to domesticate
the ashcrave flower have thus far failed.
One dose of this poison (roughly one-sixteenth of an
ounce) is strong enough to render most individuals nearly
comatose and numb to all pain. Those who ingest ashcrave are
entitled to a Fortitude save (DC 35) to avoid its effects.
If the save is successful, the user becomes mildly groggy
(-2 to all attack and damage rolls and skill checks), but is
otherwise unaffected. Those who fail their save, however,
suffer a –4 penalty to all attack, damage, and skill rolls,
but are also able to ignore virtually any pain they suffer
while affected by the ashcrave. The plant’s effects persist
for 2d4 hours. Those who failed the save also receive a
bonus of DR 2/-, which stacks with any other form DR they
receive from other sources.
When the effects wear off, the imbiber immediately
suffers 1d4 hit points of damage and 1 point of temporary
Constitution damage. At the start of the second day after
the ashcrave was taken, the user must make a successful Will
save (DC 20) or he does everything in his power to procure
another dose of the stuff as soon as possible. If he does
not take at least one dose during the day, he will suffer
1d3 points of temporary Constitution damage at the start of
the next day, and 1 point of temporary Constitution damage
each day thereafter until another dose is taken. Once
another dose is taken, the ingester must make another Will
save (DC 20) or the process begins again.
Half doses can be taken, as well. These offer no
mechanical benefits, but allow the user to ignore all
effects of minor pain from injuries for twelve hours. These
half-doses do not require a Will save when they wear off,
unless taken over the course of three consecutive days. At
that point, a Will save (DC 20) is required, or the target
begins the process for addiction outlined above.
If double the normal dose is taken, the target is
allowed a Fortitude save (DC 15) to avoid death from an
overdose. If the target survives the increased dosage, treat
it as if he had consumed a standard dose of the ashcrave.
Cost: 20 gp per dose
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