Overview of The Estate of Unrest
This large abandoned mansion was built on a high bluff overlooking the murky waters of Dagnor’s Cauldron. The mansion rests in the center of a large plot of land surrounded by a high, but crumbling, stone wall. Rumor is the mansion is haunted by the powerful ghost of a dwarf named Garanel Rucksif, who went mad and killed the inhabitants; a human priest of Quellious and his family.
Though the mansion is teaming with legions of undead, there are many items to be gained here. Many lost items of magic and lore can be found being worn by the long-dead inhabitants. The difficulty of this area makes it an exciting place to adventure in.
According to legend, a cleric of Quellious had taken his family to the shores of Faydwer from their home in Qeynos. This cleric built the mansion for himself and his family with the intent of bringing the knowledge of Quellious to the beings of Faydwer.
Meanwhile, Garanel Rucksif of Kaladim had inexplicably gone mad and murdered his wife and children. During his escape, he stumbled upon the cleric’s estate and proceeded to brutally torture and kill the entire family in a small chapel dedicated to Quellious, which was built for family worship.
Quellious was so angered by this hideous offense to her worshippers, and particularly in a chapel dedicated to her, that she actually lost her temper and lashed out. She struck down Garanel, cursing his ghost to spend eternity existing in the pain he inflicted upon his innocent victims, and dooming him to walk the halls of the estate forever.
As time passed, the powers of Garanel’s ghost grew, as did his maddened thirst for blood and murder. All who disturbed the haunted estate ultimately faced his wrath. The spirits of unfortunate adventurers who met their demise at Garanel’s hands were revived as his mindless, undead servants.
Eventually the rumors of this haunted establishment reached the ears of a powerful erudite priest of The Faceless whose name has been lost to history. This priest entered the Estate of Unrest without fear and confronted Garanel, who immediately attempted to slay the mortal intruder. The priest was able to subdue Garanel’s ghost, threatening to destroy him for eternity.
The thought of being vanquished entirely into the eternal blackness of non-existence drove Garanel to strike a bargain with his would-be killer. The priest, amused and wholly fascinated with Garanel’s being and his tale, thought this the perfect opportunity to exploit the creation of his deity’s divine opposition.
The priest spent several days in prayer and eventually awoke the corpses of the human priest and his wife. For weeks the priest of fear tended to their bodies, restoring the appearance of life in their decayed corpses. He dissected each body in turn, stripping flesh from bone and removing their organs. When he was done with the dissections, the priest invoked the power of The Faceless and sacrificed himself to forever pervert Quellious’ doing.
With the power of the priest’s final spell, each piece of dissected flesh grew and mutated into a full body, infused with the couples’ spirits, stolen from Quellious and siphoned through the power of The Faceless. Garanel’s curse remains intact, but the taint of the The Faceless, made possible by the priest’s self-sacrifice, strengthened Garanel’s power and hold upon the estate, now forever polluted by Quellious’ cherished followers, now undead and in eternal pain.
This mansion is a very difficult area. Many undead creatures make their home here, and will swarm on any visitors to their home. Stepping foot into the mansion itself would prove unwise for unskilled adventurers.
Screwloose, you psychotic gnome, you better show up once I find my four missing pieces so we can finish this game once and for all! You really are crazy… I didnt’ think you were serious when you said you were going to take my pawns and drown them to avenge the loss of your queen. And stop taking the parts for your blasted contraption from things around the house! Dang crackpot… — Mondell
Nicadius, I very much enjoyed the hymns of praise you played for us tonight. It is so true what you said about the hymns of the gods leading us to a place of true and faithful worship. I am eager to hear your next hymn when it is completed, but I guess I must wait until our grandchild is born before you put the finishing touches on it. Still, I have half a mind to slip into that beautiful nursery and sneak a peak at the music sheets on the shelf! I’m sorry I’m not able to stay longer, but I fear leaving Garanel in Kaladim too long without my fatherly wisdom. He has been causing more trouble than usual lately. Your old friend, Viktur.’
“Conium’s Notebook One Nubs Came to Visit. My old friend Nubs returned from his journey to the Lavastorm Mountains, his hands still stained red with the blood of the goblins native to those lands. Among his bag of trophies I found a strange black fungus. Nubs calls it a DEATH CAP due to a white vaguely skull-shaped marking adorning the cap. Nubs tells me they are grown by kobolds who live in the volcano of Solusek’s Eye, and that two, combined with BLACK HENBANE, also grown by the kobolds, create a poison that numbs a person’s mind so that they are oblivious to actions around them. Be sure to have a SEALED POISON VIAL and LARENT SUSPENSION for storage. Heh, Nubs says the kobold shamans ingest it themselves in prayer to their god. A Really Angry Goblin. I had just returned from the Lesser Faydarks where I had gone to collect some PIXIE DUST so that I may experiment with the rumor that the dust can sometimes drive a person crazy. Upon opening my pack I discovered that the dust had spilt and now coated the AMANITA PHALLOIDE fungi I had collected from the rotten mulch that passes for a lawn in the Estate of Unrest. Thinking my pixie dust wasted I went ahead and prepared the fungi in the usual manner with a SEALED POISON VIAL and LARENT SUSPENSION and set out to hunt goblins. I found me a goblin all right and boy was I surprised when the fungi poison I had coated my blades with made him go berserk. I’ve never seen a goblin fight so desperately in all my years slaying the vermin. Fortunately the ugly critter dropped dead within minutes of the poison taking effect.”
The joint rule of the Knights of Truth and Priests of Marr lasted for several centuries. Freeport continued to have problems with underworld factions, as any port city, but was for the most part a safe and respected place to do business and to raise a family. The influence of Freeport’s forces reached ever further afield, with the communities of Farfield and eventually Brighthaven being settled and thus flourishing in the relative safety the Knights of Truth provided.
The Deathfist orcs were driven closer to extinction than any other orc tribe, and even the forces of Neriak were limited to occasional raids in the Commonlands. In the year 3150, the leaders of both the Priests of Marr and the Knights of Truth received divine inspiration from their gods. They were commanded, by divine decree, to undertake a crusade eastward, across the Ocean of Tears
and into the continent of Faydwer. The gods of these two groups had become concerned with the vast armies of undead gathering in hidden locations in the Isles of Tears and Faydwer, and commanded their followers to seek out and destroy them. As obedient servants of their gods, the
priests and knights began to make preparations immediately.
The first concern was finding enough ships to carry the majority of the clerics and paladins, which was left to the Priests of Marr. Building so many warships quickly required a great deal of money and contracts with numerous shipwrights and merchant houses. As careful as the priests attempted to be when making these arrangements, not all of the groups they dealt with were totally ethical. Money flowed into the coffers of several rogues and scoundrels, expanding the influence of the shadowy Coalition of Tradefolk Underground. In the end, however, the ships
were built on time.
The second major concern was how to protect Freeport and its allied communities while the majority of the clerics and paladins were gone; it was left to the Knights of Truth to solve this difficulty. After much debate, it was decided that a handful of knights and priests would remain behind. To augment their forces, they would be given the authority to hire mercenaries and even arm a temporary militia if needed. It was also expected that the remaining knights would lean heavily on the Steel Warriors, a fighter’s guild with strong ties to the Knights of Truth. Though only a dozen knights and half that number of priests were to be left behind, it was expected that this number would be enough to oversee the efforts of hired help and current allies to keep Freeport safe for the duration of the crusade.
The task of leading the remaining forces was left to Sir Lucan D`lere. Once a street rat and common thief, D`lere had been taken in by the Priests of Marr as a youth. As he grew, the priests desired to see him trained as either a priest or a Knight of Truth, and in the end Sir Valaron Dushire undertook his training. Sir Lucan became a powerful warrior and respected leader, and gained the hearts of the people of Freeport. Desiring to leave the common folk with a leader they could trust, Sir Valaron himself chose Sir Lucan for the critical position. It was a decision he would come to regret more than any other in his life aside, perhaps, from having taken D’lere on as a student in the first place.
The Crusade was one of the most massive military expeditions undertaken since the fall of the Combine Empire. The Priests of Marr and Knights of Truth sailed across the Ocean of Tears, clearing several islands infected with hordes of undead along the way, then landed in Faydwer to seek the source of the undead on that continent. It seems odd that none of the local governments objected to such a mass invasion, but the elven Sisters of Erollisi vouched for the intentions of the army, quieting objections from Kelethin and Felwithe, and the crusaders spent little time near either Kaladim or Ak‘Anon. The crusaders have never spoken of what it was they faced, fearing that whatever created armies of the undead could be summoned again should its true nature be known. Certainly they fought battles around Dagnor’s Cauldron and in the Estate of Unrest, but some claim they also sought engagements in Castle Mistmoore and the Hills of Shade.
Many scholars believe that the same malignancy which destroyed the stronghold of the Order of Marr’s Fist to create Befallen had begun to spread its influence into Faydwer. Others suspect that Lord Mistmoore it was the mastermind behind the problem. Whatever the case, the crusaders themselves do not talk of their journey, except to say that their gods are satisfied with the results. The Crusade of Tears took more than a year to complete, and cost the Priests of Marr and Knights of Truth almost half their number. As their forces gathered once more in the port near Kaladim, the crusaders returned by the shipful to Freeport, only to see what had become of their city during their absence.