The warriors of Mitra’s tower are very happy to see the party. They are eager to know of what’s going on in the world above and listen intently to the party’s tales. The halflings, in turn tell the adventurers about the tower and the struggles.
With the expansion of the Empire and the extension of her protection to other, less ominous trade routes, Redmoon Pass has become frequented only by ignorant, wayward or weather-driven travellers who fear the whim of the elements more than they dread the terror of old legends. Situated centrally in the pass, the tiny village of Mitra’s Fist appears to be a haven from the many storms that stalk wayfarers in the high mountain reaches. Even so, the wise and knowing do their best to avoid Mitra’s Fist, better known as “Mitra’s Curse”. Legend and Church history relate that it is nigh unto fifteen centuries since the patriarch of Law and Good, Mitra, established a sanctuary in this mountain pass. Tales were told of his holiness and people sought the wise man to be healed and blessed. He was indeed a living legend.
Near the end of his mortal years, it became his task to lead a holy crusade against worshippers of the snake demon, Set, destroying the demon’s mortal form and routing his army of evil. However, as a result of the encounter, Mitra also died. It was not long before pilgrims once again came to the sanctuary seeking healing and blessing, Mitra’s former assistants began to call on their mentor’s name, finding power in it. Soon, Mitra’s hermitage became the first temple of the god Mitra. As the centuries fled by and the religion spread, the founding place was not forgotten. Devotees erected a tall, ornate, white tower over the place where the crumbling first temple once stood. Temple rites were conducted by a High
Priest and his entourage of patriarchs. Not only humans, but also good creatures could often be found waiting faithfully on the god. After the battle, a millennium passed before Set, no longer a demon, but a god of evil, saw fit to attack the birthplace of the religion that opposed his.
On an overcast lightless night, a mighty tower of black stone appeared mysteriously out of nowhere, crushing in its wake fully half the village. That night, those villagers who could not reach the comparative safety of the white tower of Mitra were destroyed in the carnage that ravaged the surrounding land. Very few survived to tell the tale of what would happen.
The battle that week was dear. The high priest was murdered as he prayed and all but a few of his attendants slain. Only the creatures of law helped the living survive. The final events came quickly as the surrounding mountains reacted to the disturbing power of magic that roiled the ground. Landslides that left the village strangely intact as they buried it soon covered the pass to depths of hundreds of feet.
The mystery of the destruction of the shrine was never truly solved by those not present. The church, though dumbstruck, quietly moved the spiritual heart of the religion to the site of the battle in which Mitra originally died, some hundred leagues away.
Within a decade, a village of treasure seekers grew atop the debris piles, guided by tales and maps. The small hamlet of tents and shacks became known as Mitra’s Fist or as “Mitra’s Curse” to unbelievers. After several years, the church of Mitra built a shrine and established a mission to keep an eye on the fortune hunters, in case any of the lost artifacts of their god should turn up.
Mitra’s Fist had changed almost overnight. Some force had possessed the village and its occupants, causing them to slay children, non-humans and Mitraic priests in one night of hell possessed fury. It is these very same villagers who have inhabited the old decaying buildings of Mitra’s Fist for three hundred years since, never aging. For three centuries the village of Mitra’s Fist has existed, unmolested by the outside world. Few have noticed that the village has had the same occupants for over ten generations. Few have noticed because few are those who can visit the village and not fall prey to the sharp, ceremonial dagger of Avvakris, high priest of Set.
A well garrisoned temple of Halfling warriors. Including the gilded minotaur paladin, Halomir, several clay golems are placed among the 6 tower stories. A storm giant in the service of Mitra stands guard over the portal and an angel, Orpheredd, guards the Room of Healing, which contains rituals and potions.
Nourishing food is prepared twice daily and the party is given space to rest. The old human cleric of Mitra, Harringdon, is somewhat senile but still knows healing rituals and how to create potions and ritual scrolls. The temple offers the party food and shelter free of charge but requires the fair market price for the healing and consumables so they can continue to provision themselves.
The Halflings know little about the tunnels. They make a map with the party and share their knowledge (end of post). They know that there’s more than 1 level for sure and suspect there are likely as many levels as the tower has stories.
There is a door leading to the tunnels outside the first floor (lowest level) of the White Tower. There is an old white dragon, Malvara, whose lair separates the two towers. She does not seem to favor Set over Mitra and happily slays the forces of either side. Her lair is trapped with treacherous sheet ice which cause even a force that would include the storm giant, Vishar, to be at her mercy.
The halflings are in a stalemate. Their disciplined forces are strong enough to repel the disorganized host of Set but they cannot replenish their warriors. Only 4 of the warriors are allowed to pass through the vortex into Gloomwrought and back. Every warrior they loose is precious. To repair the portal they need to unite the Spirit of Concordant Opposition which is split into 3 gems scattered in the tunnels between the towers. The forces of Set want the gems as well since they are powerful artifacts that could be used to defeat Mitra’s warriors.
There are the three boons of Mitra, the Ring (Mitra’s Favor), the Amulet (The Eye of Mitra), and the Belt (The Girding of Mitra). The party has found 2 of them. The halflings want the party to use them to defeat Set’s minions but they warn the party that, should the powers of Set retrieve all 3 artifacts the White Tower’s walls would become as soft as cheese. However, if the boons were placed on the alter of Mitra the walls would become impenetrable against the strongest cataclysm.
The halflings believe there is a force in the Dark Tower that binds Mitra’s enemies together. Should that force be destroyed the Dark Tower would fall. What that evil is the halflings can only guess.
They know of Avvakris and his evil minions. The halflings caution the group to be careful as Avvakris’s forces will likely patrol the halls. Sinstar was another power in the tunnels. They were unaware of Avala but feel that the party has struck a powerful blow for Good. The halflings have also encountered a “Son of Set” named Vrednii, Eater of Corpses, but they have not seen his evil presences in over 100 years. They halflings believe the jackal-headed mage the party encountered is likely a lesser Son of Set.
The halflings understandably tire of this struggle. They urge the party to:
1. Find the Girding of Mitra and protect all 3 boons with their lives.
2. Find the Heart of Law, Mind of Balance and Soul of Chaos, which are the 3 gems that make up the Spirit of Concordant Opposition.
3. Invade the Dark Tower and destroy the evil presence within.
The halfings know that Mitra will bless them mightily should they prevail.