Return of the Pharaohs

Chapter 10a: Arrival in Sothis

Details

After a mostly monotonous two week voyage across the Inner Sea, a voice rises above the wind, crying “Land ho!” You and some of the other passengers rush to the deck to take a first look at your destination. You are following an arid coastline, but after a few minutes a vast delta changes the dark blue sea into a green-hued fan of sand and channels. A wide passage, nearly ½ mile across leads through the center of the delta flanked by banks of fertile land heading south directly into the heart of a vast desert.

Abel or Captain Moody will inform the group that their destination is still 50 miles upstream (12 of which are within the Crimson Canal), so they will arrive around daybreak tomorrow morning.

The group will also notice that the Rising Sun has a more orange hue to its hull and that it is flying an orange flag with a scarab beetle in the center. If anyone asks about this, they will be informed that orange is the color of slaver ships in the Inner Sea region and are mostly left alone by port authorities and feared by common folk. A DC15 Geography or DC20 Int check will reveal that the flag belongs to the country of Osirion.

Once within a mile of the city, the group will realize just how large Sothis is. The city is almost 7 times the size of Korvosa, about 5 miles in diameter. Only Absalom is larger (about 3x).

You rise early the next morning as the crew goes about their duties. There is an air of excitement and from their conversations, many of them are making plans to visit old friends or seek the local city’s pleasures. The sun is beginning to rise as well, backlighting a vast city on both banks of the wide canal you are navigating. Your ship is entering into the heart of the city of Sothis in Osirion. Water traffic is controlled and orderly and you pass under a few tall, wide bridges that span the canal sometimes 500’ wide. A monstrous black dome looms across the skyline and as you get closer you realize that it looks like the carapace of a titanic insect. There appears to be an island in the middle of the canal ahead, but your ship heads to a dock near the large black dome and glides smoothly into an awaiting berth.

As you approach the docks you can see a group of about 2 dozen armed soldiers waiting.

Major first impression sights:

The Black Dome: Sothis grew organically around the hollow carapace of a gigantic scarab beetle (Ulunat – Spawn of Rovagug) discarded following a molting centuries ago. In times past, during the khamsin storms, the populace retreated inside the cover provided by the great iridescent shell until the sandstorms abated. Over centuries of inhabitation, the inside of the Black Dome became lit with hundreds of concentric continual flame and permanent faerie fire spells, all cast in harmony with the shell’s natural reflective plating. Today, Sothis’s wealthiest citizens live underneath the shimmering sky, enjoying clusters of man-made oases. Although the bulk of Sothis’s population has long since grown beyond the shell’s confines, the glistening black exoskeleton remains the city’s centerpiece.

The Crimson Canal: This man-made, freshwater tributary diverts from the River Sphinx 12 miles and cuts through Sothis before returning to its source. The canal’s only island is the Eye of Sothis, named in reference to its elliptical shape.

Other points of note include the Necropolis of the Faithful, the city’s holy graveyards, and the Malhitu Bazaar, a titanic tent city of cutthroat mercantilism. PCs may purchase premier dromedary camels and desert horses at the Overlander’s Emporium.

Meeting with Khemet

As the ship docks near the Black Dome, the group is met by a retinue of 24 heavily armed soldiers dressed in blue-enameled plate armor with unfamiliar obvious gaps between the pieces. Each soldier is armed with a khopesh and a longbow. One of them will introduce himself as Setep the Faithful and will escort them all to one of Prince Khemet’s private estates just outside of the Black Dome in the Old City near the Temple of the Eternal Sun. With a DC20 Diplomacy, Knowledge Nobility or the like they may realize that the escort is following the formation of an honor guard, not a stranger or prisoner guard.

The crew of the Rising Sun and Suramber will not be escorted with the group but rather have teleported directly to Khemet’s location. “They have gone ahead on their own.”

“My Master bids welcome to the Honorable Heroes of Avistan. I am called Setep the Faithful, of the Risen Guard and I have been instructed to escort you to one of my Master’s private estates where you can refresh and relax.” The well-muscled man bows deeply and the 24 soldiers form up into columns in the front and rear of your group. (have them roll Diplomacy DC20 to identify honor guard)

You take a short walk through several bustling streets that bend around a palatial-looking temple with the prominent winged-ankh symbol of Sarenrae on the walls surrounding it. The architecture seems to be slightly different than other buildings that you have seen so far. (Know: Architecture DC15 to recognize Qadirian origination)

Soon after, you enter through an archway with a heavy raised portcullis into a beautifully landscaped and lushly furnished garden. Fruit trees and shady palms surround a small pond with native ibis, egrets and even a pair of tame, hooded falcons on their perches. Several female servants are working in the garden or carrying items to various rooms. You also see a number of armored men standing in the shade of the buildings, watching impassively.

Each person is given their own room and they are told that after they have relaxed and changed, a meal will be provided in the dining room for them. They will also be told that their patron is anxious to meet them, but they must wait until dinner. He also asks that the group stay within the estate until they have had their meeting. Each room is furnished with a canopied bed, wash basin with cool fresh water, a desk, chair and closet. Three paddle fans attached to a rotating axle creates a comfortable breeze and a lever on the wall can disengage the fans for the room. (the axle is powered by a pair of complexly geared windmills that catch the native breezes)

After sunset, the kitchen is bustling again and the smells of roasting meat and exotic spices wafts throughout the compound. You make your way to the dining room which has been furnished with a more formal look and there is an elaborate gold-gilded chair at the head of the table. You are soon ushered into the dining room and bid to be seated. You are startled when through the door and doorways a pair of guards emerges from each, similarly dressed to the ones that escorted you here. Each pair takes position near the three openings. Another man enters, who is also dressed in a uniform, but his bearing is more fluid and he uncharacteristically smiles at your group and stands next to the fancy chair. Clearing his throat, he gestures to the doorway from which he just passed through.

“Esteemed and honorable Heroes of Avistan, may I introduce the Ruby Prince, Khemet III, the Forthbringer, High Priest of Abadar and ruler of Osirion.”

All of the guards snap to attention and a youthful man strides into the room, taking in everything and everyone in one sweeping gaze. His expression is hard to read as he seats himself at the head of the table, then gestures for everyone to be seated. You feel that there is an almost palpable aura of some unseen power coming from him. He raises his head slightly and the heat of the room drops instantly to a very comfortable level.

“Welcome to Sothis, esteemed champions! Your acts of heroism and the wondrous stories of your travels and exploits have both entertained and impressed me beyond my expectations. I am honored to finally make your acquaintance and have a chance to speak face-to-face. I know you have many questions and I assure you that I have many answers, so we will spend the evening feasting and satisfying our mutual curiosities.”

He then smiles at you all and you realize how young he appears to be. His deliberate way of speaking and the way he carries himself reflects a much more matured man. “Please, when we are in private, call me Khemet. With your permission, may I also use your first names?”

Khemet will then address each member of the party individually, recounting something that they may have done to impress him in the past.

Ramos – Impressed the druids of the Wildwood Lodge, lethal pair with his friend Kodiak, saved an ancient creature of the forest

Meridian – Honored of Sarenrae and the most ancient creatures of Golarion

Tark – Proves that power and intellect can be found in the most unlikely of vessels. Smiled upon by the Dawnflower herself

Balen – Juggernaut of power and bane to mortal and immortals alike

Din – Always learning and questioning, a scholar with the heart of a titan

Roga – Unflinchig bravery in the face of incredible odds, wielder of a strange and alien tool from a distant world

Khemet continues:

“I know that you have many many questions for me and I assure you that all will be answered in time, but I must ask that you be patient, for there are forces working even now that oppose our purposes. I must insist that when you leave this house, you are escorted by your assigned honor guard. They will provide you a grand tour of our wondrous city and assist you with procuring any items you may require. Please relax and allow me to tell you a tale of my ancestors and this ancient empire of Osirion.”

Khemet will make himself comfortable as servants clear the table and bring in cool drink and small sweets.

“Our nation is very old and has seen its share of rulers, both good and bad. It has been at the height of world civilization and has been rent asunder by internal greed and corruption. I won’t bore you with a lot of irrelevant details and opinions, but I will tell you that after Osirion’s founding over 3000 years ago by our first leader, Azghaad I, our country had a nearly 2000 year golden age of powerful pharaohs, kings and conquerors. In time, due to gross complacency, in my opinion, the Empire of Kelesh and Qadira wrested control and leadership of Osirion from within. Only recently, a mere 100 years ago, did our people overthrow the sultan and establish my grandfather, Khemet I as the new pharaoh and rightful ruler of Osirion.

Our country has a renewed pride and purpose. I have opened up the borders and invited any who wish to explore the ancient mysteries beneath our sands. We have established a minor, but formal governmental branch that records any major cultural or obviously sinister treasures, but anyone is welcome to take what they discover if they are brave and smart enough to survive this harsh land.”

Khemet takes a deep breath and his smile turns somewhat wry.

“You now have heard the visitor’s guide to Osirion. But there is much, much more beneath the surface.”

Khemet will explain the following:

  • The ancient practice among the pharaohs of old to establish pacts with powerful lords of the elements.
  • His eagerness to bring awareness of goodwill to the rest of the world with the ultimate purpose of ridding the world of ‘evil pacts’.
  • His grand idea of hand picking a group of individuals from the continent of Avistan who he would assist in gaining their own power, and who would in turn serve as his representatives and proxies, proving by deed, his desire to be a helpful ruler.
  • He will explain the work they have done already, starting with the Princess Eutropia and her move to depose her corrupted father on the throne of Taldor.
  • The stabilization of eroding relations between Taldor and Andoran by enlisting the druids of the Verduran forest
  • Opening up the forgotten magic and passages from Molthune into Cheliax, which the always ready to conquer Imperial Governor Markwin Teldas has found very very valuable.
  • Making alliances with valuable allies such as the dwarves of Janderhoff, Keltir Arinna, important representatives of Sarenrae and Pharasma.
  • He makes sure that each of these factions eventually knows who has provided this aid.

The group can get a DC25 sense motive check to realize that there is something in common about these nations – they are all bitter enemies of Cheliax. He will eventually take a big drink and drop one of the major bombshells, if they do not ask sooner.

  • He will explain the diabolic pact one of his forefathers made in the distant past that carries down from generation to generation.
  • It grants his lineage certain power and benefits, but at the cost of his soul. He rarely uses his bestowed gifts (and will be surprised and satisfied if the group speaks of their knowledge in the Tree)
  • His ultimate goal in this life is to unburden himself from this ‘curse’ as he calls it.
  • He says that the real reason for opening up the borders to treasure seekers was to help him find some long-forgotten magic that would allow him to get out of his pact.
  • His final pronouncement is that he has discovered just such an answer, which he will discuss with the group tomorrow.

“I know that you are probably weary from your journey and my long-winded stories. Tomorrow, you will travel by honor guard to the Malhitu Bazaar where you can do some shopping and exploring. You will also get a tour of the city and some of its most unusual sights. I would like to extend to each of you a 20,000gp credit that can be used or applied to your shopping trip.”

If asked about why the guard?

“I have been informed that during your successful travels, you may have garnered a few… enemies. I am aware that at least 4 factions are actively searching for you and that you may be in some danger. Staying together as a group would be my advice. You are a most formidable force, but individually, you may not be so lucky”

If they ask who the factions are, he will tell them that they would know better than he and that they may want to consider that question in their own conversations.

New Enemies

Upon returning to his home in Zirnakaynin shortly after the group’s escape, Yeetugh discovered his recent break-in and theft of his two most prized possessions; the android Suramber and the mysterious sphere. He also found the decaying corpse of his hired demonic servant. Yeetugh began a methodical scrying for his former android colleague and discovered that she was aboard an Osiriani slaver ship. Feeling an intense need for retribution, Yeetugh contacted an ally; a fellow mage and necromancer in the capital of Sothis and hired him to hunt and retrieve his missing possessions.

The Osiriani necromancer, upon getting such an obscenely generous offer that he couldn’t refuse, decided to use one of his most formidable weapons. Many years ago, he discovered a secret crypt containing eight formidable mummy lords who once served as the personal guard of a powerful, but ancient unknown pharaoh. The necromancer discovered how to control these creatures, known as the Brothers of Anhumet to do his bidding. With the assistance of their own inherent magics, the Brothers are now on the trail of the party, tracking them down when they arrive in Sothis.

An Ominous Warning

During the tour of Sothis, but before their stop at the Bazaar, the group can make a Per check vs DC28. Anyone who makes it will notice a man dressed in nondescript desert robes with a slight limp following them for the past 30 minutes or so. If confronted, he will feign ignorance (DC20 bluff) but if he is pressed, he will attempt to touch a tattoo on his neck. Just before he touches the symbol he will spit out “May the Brothers of Anhumet claim your souls!” The tattoo is of a strange fly with a body in the shape of a skull (Urgathoa – Varisian goddess of physical excess, disease, and the undead, enemies of Sarenrae and Pharasma). If he is able to touch it (he will unless restrained or a PC acts out of turn to prevent it, the tattoo will explode as a maximized Explosive Runes (36 dam). Anyone in 10’ radius gets a DC17 Ref save for ½ damage (or none).  The man who detonated it has 24HP and is killed instantly and his head is blown off – no speak with dead possible.

The explosion will most likely kill innocent bystanders unless the group goes to the trouble of removing themselves from the public. Some of the Guard may be seriously wounded (roll save for each) as well.

Setep will ask if the group wishes to continue or head back to the Estate.