The Fifty Worlds

Western Temple in the Mountains

The main feature of the Western Temple in the Mountains, which distinguishes it from any other temple in the Yjsbson Empire, is a stone megalith.

If you walk through the megalith, starting from the Temple, you end up in the City of Qwanet. If that's not what you want to do, why did you come to the Temple in the first place?

Conversely, if you have just arrived here from Qwanet, you can:

  • turn around and go back through the megalith to Qwanet
  • hang around the Temple until you get bored
  • terrorise the locals in the areas around the Temple until the law catches up with you (which it will)
  • hire a coach, and travel to Yjsbso
  • travel by dog-cart (the local equivalent of public transport) to Yjsbso
  • walk to Yjsbso

    In due course, I might write up a scenario or two to make the Temple more interesting. But don't hold your breath.


    You emerge from the coach to find yourself in the grounds of something which looks vaguely like a Buddhist temple. It is not Buddhist - the symbols are different - but it has something of the same sort of feel about it.

    Your interrogator is still with you, and so are the guardsmen, but you notice that the guardsmen are holding their assorted pointy implements at arms, not pointing them at you.

    You still feel unwell, but a young temple person (priest? monk? you are not sure) hands you something to drink, and you drink it, and although it tastes horrible, after you have drunk it you do not feel quite so unwell.

    The young temple person leads you and the interrogator to a room where an older temple person (priest? monk? you settle for priest) is waiting for you.

    The older priest speaks several languages, and after some trial and error he finds one that you understand. He informs you that your sudden unexplained appearance at Bulwark has caused a stir.

    As you have no reason to be dishonest, you tell your story as best you can. The priest then passes this on to your interrogator. There follows a long conversation between the priest and the interrogator. You do not understand a word of what they are saying, but it is clear that it concerns you, that the priest is refusing to allow something, and that the interrogator is dissatisfied.

    The interrogator leaves, still clearly dissatisfied, and the priest turns to you. "You will sleep here tonight," the priest says. "Nlthzse will interrogate you once more tomorrow morning, and then return to Bulwark. After Nlthzse has left, you may do as you wish. Nlthzse wants you to return to Bulwark with him. You would be most unwise to choose to do this. Since Nlthzse brought you here, he will pay for your food and lodgings for one full day."

    You spend a rather boring afternoon at the temple. The food is nutritious but bland. However, after a good night's sleep and a nutritious but bland breakfast, you feel yourself again.

    Your final interrogation is much the same as the previous one. You tell your story to the priest, adding a few details which you had overlooked first time round. The priest translates for Nlthzse's benefit. Nlthzse asks a few questions, which the priest translates. You answer, to the best of your ability, and the priest translates back.

    At the end of the interrogation, Nlthzse is still clearly dissatisfied. He glares at you, glares even longer at the priest, and leaves.

    The priest then informs you of your options. What you cannot do is return south, either to the capital or to Bulwark. Food on this world is poisonous to people from other worlds. If you remain on this world, everything you eat must be imported. This is not a problem at the temple, but could well be a problem elsewhere. (What the priest says is true in essence but incorrect in a few details, and your DM will advise you of these in due course if you remain on this world.)

    Your options are:

  • You could remain at the temple, learn an honest trade, and earn an honest living (this is clearly the course the priest would prefer you to take).
  • You could walk through a magical archway which will take you to the city of Qwanet, where you have the option of learning a less honest trade and earning a less honest living (the priest clearly does not approve of the city of Qwanet).
  • You could sign up as an adventurer in response to an advertisement posted in the temple (the priest regards this as an honest trade, but advises against it on the grounds that the life expectancy of adventurers is low).

    Choosing an honest trade is not very adventurous. If you want to do this, start a new character.

    If you choose to sign up as an adventurer, read on to the next section.

    If you choose to walk through the archway, click here.


    The Advertisement

    For the benefit of anyone arriving here by accident, this is the plot:

    In several cities across the Fifty Worlds, there are advertisements advertising for people seeking adventure. You have answered one of them. So have several other people. You hear tales of people who have been teleported several times by several different wizards on their journey here.

    A wizard, Bukmas Kroffilkovin, will teleport you to your final destination. There are so many of you that he will take you in two groups. In fact, there are so many of you that he will only take people, not equipment. Equipment will follow by dog-cart, and will, with luck, turn up at your destination a few days after you do.

    It's not too late to have second thoughts. There are so many gormless-looking wannabe adventurers hanging around that no-one will notice if one of them wanders off. However, unless you can think of something else to do, click here.


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