The Pale Oarsman

Level 16 Stygian Revenant (custom, not a devil) Wizard (Abjurer) โ€” Custom 'Stygian Ferryman' variant (School of Abjuration)

Available with DM subscription
STR
8 (-1)
DEX
12 (+1)
CON
15 (+2)
INT
17 (+3)
WIS
13 (+1)
CHA
10

Defense

Armor Class 17 (Stygian Flesh (custom: 10 + DEX + INT, as Mage Armor, always active))
Hit Points 98 (16d6 + 64 base, plus +70 from Immortal Guardian (custom) +2)
Speed 30 ft., swim 60 ft., climb 30 ft.

Proficiencies & Skills

Saving Throws intelligence, wisdom
Skills Arcana +8, History +8, Insight +6, Perception +6

Features

Legendary Actions (3/Turn)

custom
3/round

The Oarsman can take 3 legendary actions, choosing from: Oar Strike (1 action: +7 melee, 2d8 bludgeoning + 3d6 cold, reach 10 ft.); Memory Drain (2 actions: one creature within 10 ft. makes a DC 18 Wisdom save or takes 4d8 psychic damage and has disadvantage on its next saving throw as a stolen memory burns away); Summon Styx Water (2 actions: a wave of black water erupts in a 20-foot line, 5 ft. wide โ€” DC 18 Dexterity save or 4d8 cold damage and speed halved until the end of the target's next turn); Oarsman's Retreat (3 actions: teleport 60 feet to a point in contact with the Styx or its mist).

Toll of True Memory

custom
special

As a Magic action, the Oarsman touches a creature (or a creature touches his outstretched hand voluntarily). The target must make a DC 18 Wisdom saving throw. On a failure, one true memory of the DM's choice (or the target's, if negotiated) is drawn out as a pale pearl and permanently lost โ€” suppressed only if the save is made. A creature that pays willingly is marked by the river and cannot be targeted by the Oarsman's hostile abilities for 24 hours. Recovered memories can be restored only by the soul engine beneath the Obsidian Throne.

Gaze of the Blank Face

custom
at will

The Oarsman targets one creature within 60 feet that can see him. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute (a memory of a lost loved one plays across the blank face during the charm). The target can repeat the save at the end of each of its turns. This is not a devil's charm; dispel magic does not end it, but remove curse does.

Guardian of the Styx (Background)

background
special

The Oarsman knows every name the Styx has ever swallowed. He has advantage on Intelligence (History) checks about creatures, pacts, or events whose memories have been paid to the river. Tool proficiency: vehicles (water). Equipment: the bone-docked flat-bottomed boat, an oar of gray wood (functions as a quarterstaff), a ledger of bound skin, a pouch of memory pearls.

Immortal Guardian of the Styx

custom
special

The Oarsman cannot be permanently killed while the River Styx flows. When reduced to 0 hit points, his body dissolves into black river water; he reforms at his bone dock after 1d10 days, with every memory of his attacker added to his toll-ledger. He can be driven off (see Surrender the Crossing). Grants +70 maximum hit points at this level.

Surrender the Crossing

custom
special

If reduced below 50 hit points, the Oarsman may end hostilities: he poles his boat into the mist and the Styx itself rises to cover his retreat. Attackers who persist must contend with the river (see Styx Surge). Creatures who accept his surrender may bargain freely; he honors his word absolutely, but remembers insults forever.

Blank Face

species

His smooth, featureless face grants immunity to psychic damage, the charmed condition, and the frightened condition. He cannot be read by Detect Thoughts, Insight checks, or divination spells that read emotion or surface thoughts; such attempts return only the sound of slow oar-strokes.

Spell Resistance (Abjuration)

class Level 10

When the Oarsman casts an abjuration spell that targets only him, he has advantage on saving throws against spells while it is active; when he casts a spell with a spell slot to gain resistance to a damage type, he gains resistance to that damage until the start of his next turn.

Arcane Ward (Abjuration)

class Level 2

A ward of pale river-light has 26 hit points (2 ร— wizard level + INT modifier). Whenever the Oarsman casts an abjuration spell, the ward regains hit points. When a creature he can see is hit by an attack or targeted by a damaging spell, the ward can absorb damage.

Stygian Revenant (Species)

species

The Oarsman is not a devil, nor mortal, nor undead in any way the living name. He is a revenant of the river itself. Ability scores +2 Intelligence, +1 Constitution. He does not age, does not sleep, and is immune to poison damage and the poisoned condition.

Projected Ward (Abjuration)

class Level 6
reaction

When a creature within 30 feet is hit by an attack or targeted by a damaging spell, the Oarsman can use his reaction to move Arcane Ward hit points to protect them.

Improved Abjuration (Abjuration)

class Level 14
special

When the Oarsman casts abjuration spells that grant resistance or immunity to damage, he can also extend that protection to creatures of his choice within 30 feet.

Magic Resistance

custom

The Oarsman has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day)

custom
3/day

If the Oarsman fails a saving throw, he can choose to succeed instead.

Spellcasting

intelligence DC 15 +7 to hit Level 1: 4 slots Level 2: 3 slots Level 3: 3 slots Level 4: 3 slots Level 5: 3 slots Level 6: 1 slots Level 7: 1 slots Level 8: 1 slots Level 9: 1 slots

Prepared spells assume the 2024 wizard preparation rules. The Oarsman casts with no components consumed; his oar serves as an arcane focus. He never casts Memory Toll (Mass) on passengers who pay honestly.

Chill Touch

Cantrip SRD 5.2
necromancy 1 action 120 ft. V, S

Ghostly hand deals 3d8 necrotic damage and prevents the target from regaining hit points until the start of the Oarsman's next turn.

Mind Sliver

Cantrip SRD 5.2
enchantment 1 action 60 ft. V

A splinter of stolen thought deals 3d6 psychic damage and imposes -1d4 on the target's next saving throw.

Toll the Dead

Cantrip SRD 5.2
necromancy 1 action 120 ft. V, S

A mournful bell deals 3d12 necrotic damage (3d8 if the target is at full HP). Wisdom save for half.

Shield

Level 1 SRD 5.2
abjuration 1 reaction Self V, S

+5 AC and immunity to magic missile until the start of the Oarsman's next turn.

Silvery Barbs

Level 1 SRD 5.2
abjuration 1 reaction 60 ft. V

Force a creature to reroll a successful roll and take the lower result; grant an ally advantage.

Hold Person

Level 2 SRD 5.2
enchantment 1 action 60 ft. V, S, M

Paralyze up to two humanoids (Wisdom save); paralyzed targets repeat the save each turn.

Counterspell

Level 3 SRD 5.2
abjuration 1 reaction 60 ft. V, S

Interrupts a creature casting a spell; automatically counters 4th level or lower, otherwise forces a DC 15 + spell level check (auto-fail on 24+).

Dispel Magic

Level 3 SRD 5.2
abjuration 1 action 120 ft. V, S

Ends one spell effect of 3rd level or lower automatically; higher levels require a check (DC 10 + level).

Banishment

Level 4 SRD 5.2
abjuration 1 action 60 ft. V, S, M

Banishes a creature (Charisma save) to a harmless demiplane; concentration, up to 1 minute.

Globe of Invulnerability

Level 6 SRD 5.2
abjuration 1 action Self (10-ft. radius) V, S, M

Blocks spells of 5th level or lower from entering the sphere; concentration, up to 1 minute.

Forcecage

Level 7 SRD 5.2
evocation 1 action 100 ft. V, M

An invisible cube or cage of force traps a creature; Charisma save to avoid the cage version. Concentration, up to 1 hour.

Mind Blank

Level 8 SRD 5.2
abjuration 1 action Touch V, S

A creature becomes immune to psychic damage, divination, and charm effects for 24 hours.

Styx Surge

Level 9 custom Custom
conjuration 1 action 120 ft. (30-ft. radius) V, S, M (a drop of Styx water)

A tide of black river water floods a 30-foot-radius sphere. Each creature makes a DC 18 Constitution saving throw, taking 14d8 cold damage and 14d8 psychic damage on a failure (half on a success), and is knocked prone. Any memory pearl within the area dissolves into the river. The water remains until the end of the Oarsman's next turn; creatures ending their turn in it must repeat the cold save or gain 1 level of exhaustion from forgetting why they fight.

Memory Toll (Mass)

Level 8 custom Custom
necromancy 1 action 30 ft. V, S

Each creature of the Oarsman's choice within 30 feet makes a DC 18 Wisdom saving throw. On a failure, the target takes 10d10 psychic damage and forgets one significant memory (DM's choice: a name, a face, a skill's origin โ€” mechanically, -1 to one ability score's checks for 24 hours). On a success, half damage and no memory lost. Recovered from the soul engine in Act 3.

Behind the character

Character Information

The Pale Oarsman is an ancient ferryman who poles a flat-bottomed boat along the River Styx where it slides through the Brazen Wastes like black oil. He is not a devil, nor mortal, nor undead in any way the living name โ€” he is a revenant of the river itself, a guardian given form so the crossing might have a toll and the toll a keeper. His skin is pale gray and smooth, and his face is entirely blank: no eyes, no nose, no mouth, like an unfinished statue.

He wears layered, sodden gray robes and a wide-brimmed hat of woven bone, and his withered hands grip an oar of bleached gray wood. Behind him waits a dock of fused bone; in his pouch, pale memory pearls glow with other people's pasts.

He speaks rarely, in a voice like slow oar-strokes, and always truthfully. His law is simple: passage costs a memory, a true one, something the passenger cannot afford to lose. He does not judge what is paid, only that it is real. Those who pay honestly are marked by the river and treated with quiet courtesy; those who lie to him are remembered forever. He honors his word absolutely, keeps a ledger of bound skin recording every memory ever paid, and cannot be permanently killed while the Styx flows โ€” when slain, his body dissolves into black water and reforms at his dock, his attacker's name added to the ledger.

Beneath the toll-keeper is something older and sadder. Scavenger legend says he was once a mortal ferryman on a green river, who ferried plague refugees and paid his own memory to the Styx to save one passenger. Whether this is true even he may no longer know โ€” his oldest pearl was stolen by a rival, and the blank face may be the river's receipt for a price he no longer remembers paying. He is True Neutral in the deepest sense: the river does not take sides, and neither does he โ€” until someone threatens the river itself.

In the campaign he is a legendary guardian, not a standard monster: negotiation is intended, combat is survivable only by the bold, and his cooperation โ€” or his grudge โ€” can echo through all three acts.

Before the adventure

Character Background

ORIGIN โ€” THE FERRYMAN BEFORE THE FERRY:

Ten thousand years ago, before Avernus had its current masters, a mortal ferryman worked a green river on the Material Plane during a great plague. He carried the sick and the dead across a clean waterway, and he never refused a passenger. When the plague reached his own village, a dying stranger begged passage to a healing shrine on the far bank. The ferryman's own memory of his daughter's face was the price the river demanded โ€” the Styx reaches across planes when a soul's need is great enough โ€” and he paid it.

He delivered the stranger, and when he returned to his own bank, he found he could no longer remember why he had a daughter, or a village, or a name. The river had taken its toll and given him a new one: keeper of the crossing. His face smoothed over like wax, and the Styx claimed him body and soul as its ferryman. He has not aged since. Whether the stranger lived, whether the daughter ever knew what her father paid, whether any of it happened at all โ€” these questions are the hollow at his center, and the reason his oldest pearl mattered so much to him.

THE RIVER'S LAW:

The Styx is a river of forgetting, and everything it touches erodes. The Oarsman is the river's way of making forgetting fair: instead of the water taking randomly, a passenger chooses โ€” or has chosen for them โ€” exactly one true memory as toll. The memory becomes a pale pearl, drawn from the payer's mind and kept in the Oarsman's pouch or recorded in his ledger of bound skin. Pearls can be restored only by the soul engine beneath the Obsidian Throne, which is why the river is running backward of late: the engine is drinking the Styx itself, pulling pearls upstream, and the Oarsman feels every theft as a wound.

He knows the engine 'drinks the years' โ€” he has told more than one passenger that time in Avernus is a lie, a clue to the forty-three years that will pass while the party is away.

THE TOLL-LEDGER:

His ledger records every memory ever paid: kings' betrayals, lovers' names, the faces of children, the locations of buried treasure, and the exact wording of pacts โ€” including, he knows, the original contract between Kaelthar Vane and Duke Vorgath, taken from the memory of the scribe who wrote it. He cannot give memories away, only trade them, which makes him an archive of the campaign's most dangerous secrets. This is why High Inquisitor Thorne's soul collectors have twice tried to steal the ledger: the names of dead rebels' bloodlines are written in it, and Vane's collectors hunt those bloodlines still.

THE RIVALRY:

The Hollow Charon was once his apprentice on the far bank, ferrying those who refused to pay memory and taking flesh and soul instead. When Vane's banishment trap began producing desperate refugees, the Charon saw a market and broke from the Styx's law, stealing a pouch of pearls โ€” including the Oarsman's oldest, the one holding whatever remained of his mortal past. The Oarsman cannot leave the river to hunt him. He writes the Charon's stolen souls into the ledger instead, a debt accruing interest he intends to collect.

ROLE IN THE CAMPAIGN:

In Act 1, the Oarsman is the gate between the party and the Gate of Ash โ€” the third portal key fragment rests in his boat, and his toll is the price of crossing. He can be paid, tricked (once, and remembered), or fought (at catastrophic cost). In Act 3, he holds the potential to change everything: he can open a Styx-path directly into the Emperor's Vault, bypassing the march entirely, if the party can convince him to break his neutrality and make an enemy of Vane's empire.

His quest lines โ€” the stolen pearl, the torn ledger pages, and the drowned chapel where his true name lies carved โ€” can run through the whole campaign, transforming him from toll-keeper to ally, and possibly, if the party chooses, back into a man who remembers what he lost.

Threads to follow

Unresolved Plots

  • The soul coin the Oarsman confiscated from Vorgath's courier holds the memory of a mortal who knew Vane's original name โ€” the one piece of the pact's wording still missing from any ledger, and the key to binding Vane in Act 3.
  • The Hollow Charon's stolen pouch contains pearls that may hold the memories of the party's old allies, taken by the Styx before their souls reached the soul engine โ€” a rival path to recovering what the party has lost.
  • A page torn from the Oarsman's ledger lists every mortal who has ever crossed the Styx without paying โ€” a list that includes a name the Oarsman will not speak, and a crossing he refuses to discuss.
  • The Styx has begun running backward in places, carrying pearls upstream toward a source beneath the Obsidian Throne โ€” evidence that the soul engine is drinking the river itself, and with it, the Oarsman's purpose.
  • The drowned chapel upstream holds not only the Oarsman's name but a second stone, older still, carved with the Styx's own true name โ€” speaking it could command the river, or unmake every ferryman who serves it.

Beneath the surface

Secrets

  • The Oarsman was once mortal: a plague-era ferryman who paid his own memory to the Styx to save a single passenger, and whose blank face is the river's receipt for that payment.
  • He keeps one pearl he has never taken toll for โ€” a memory he believes belongs to the Oracle of the Broken Star, saved against a question she has not yet asked.
  • He knows the exact wording of Vane's original pact with Vorgath, having taken the memory of the scribe who drafted it, but he cannot speak it aloud: the river forbids ferrymen from giving memories away, only trading them.

What haunts them

Fears

  • That the soul engine, drinking the Styx from beneath the Obsidian Throne, will one day drink the river dry โ€” ending his immortality and dissolving every pearl he guards into nothing.
  • That the Hollow Charon's method โ€” tolls of flesh and soul โ€” will spread, and that he will be remembered not as a shepherd of what remains but as a thief who made forgetting profitable.
  • That someone will speak his true name, and that in the heartbeat he remembers, he will discover the passenger he saved did not survive after all.

What drives them

Aspirations

  • To see every memory pearl in his keeping returned to a living soul that can carry it โ€” an ambition the soul engine's destruction in Act 3 would finally make possible.
  • To drive the Hollow Charon from the far bank and reunite the two crossings under a single honest toll.
  • To one day pay his own toll: to hand the river a memory of his choosing and learn, at last, what the blank face is hiding from him.

Personal quest ยท 1

The Oarsman's Memory

A rival ferryman, the Hollow Charon, stole a memory pearl from the Oarsman's pouch and sank it in the Styx's shallows. The Oarsman offers free passage to any party that dives into the black water โ€” where every drop drinks a thought โ€” and retrieves the pearl. The waters force DC 15 Wisdom saves each minute of the dive, and the pearl is guarded by a water weird bound by the thief's dying oath. Recovering it reveals the location of the third portal key fragment hidden in the Oarsman's boat.

Current Stage

The party bargains with the Oarsman at the bone dock and accepts the dive.

Mechanical Rewards
  • Free passage across the River Styx for the entire campaign
  • Location of the third portal key fragment
  • The Oarsman's mark: he cannot use hostile abilities against the party for 24 hours after each honest payment
Narrative Rewards
  • The Oarsman speaks a full sentence about his stolen memory โ€” the most he has ever said
  • The Hollow Charon becomes a recurring enemy or a source of Styx secrets

Personal quest ยท 2

The Ledger of Swallowed Names

The Oarsman's ledger of bound skin records every memory ever paid to the Styx. Pages have been torn out โ€” stolen by an agent of High Inquisitor Thorne, who seeks the names of mortals whose memories could lead Vane's soul collectors to rebel bloodlines. The Oarsman cannot leave the river to hunt the thief, so he offers the party a bargain: recover the torn pages, and he will read from the ledger freely, granting advantage on all Intelligence (History) checks about pacts, debts, and creatures whose memories the river holds โ€” including the exact wording of Vane's pact with Vorgath.

Current Stage

The party tracks the soul collector courier across the Brazen Wastes.

Mechanical Rewards
  • Permanent advantage on History checks about memory-paid creatures and pacts
  • The exact wording of Vane's original pact, a critical Act 3 clue
  • One free use of the Oarsman's Toll of True Memory to restore a suppressed memory
Narrative Rewards
  • The Oarsman's trust, and his first voluntary revelation: that the soul engine 'drinks the years'

Personal quest ยท 3

The Name Beneath the Blank Face

Legend among the scavengers says the Oarsman was once mortal โ€” a ferryman on a green river who ferried refugees during a plague, and who paid his own memory to the Styx to save one passenger. The party can uncover the truth: a drowned chapel upstream holds a sunken stone with his true name carved upon it. Speaking that name aloud to him does not break him, but it cracks the blank face for a single heartbeat โ€” and in that heartbeat, the Oarsman can choose to remember what he was.

Current Stage

Gather the legend from scavengers and the Hollow Charon's taunts.

Mechanical Rewards
  • If he remembers: the Oarsman gains the ability to restore one lost memory per character from his own pearl pouch, permanently
  • If he chooses to forget again: the party gains his unconditional ferry service for life
Narrative Rewards
  • The true story of the plague ferry and the passenger he saved โ€” a passenger whose descendant may live in Emberfall

Major Decision

Context

At the bone dock, a passenger offers a false memory crafted by Vorgath's enchanter โ€” a perfect forgery. The Oarsman's DC 16 Deception check can be beaten, but he will remember the insult forever.

Choice Made
Accept the forged memory and grant passage, or expose the deception and demand the true toll โ€” knowing exposure may force a fight with the whole party.
Impact

Accepting the forgery grants passage but adds the deceiver to his toll-ledger: the Oarsman may later call in that debt at a catastrophic moment, and his Gaze of the Blank Face becomes permanently hostile toward that character. Exposing it earns his absolute honesty in return โ€” he will never lie to the party again, and grants one free truthful answer about Vane's pact.

Major Decision

Context

When the party fights or bargains him below 50 hit points, the Oarsman invokes Surrender the Crossing. The Styx rises to cover his retreat, and he offers terms.

Choice Made
Accept his surrender and bargain freely, or press the attack and contend with Styx Surge โ€” and with the river itself, which remembers every attacker.
Impact

Accepting surrender opens negotiation: he will trade the third key fragment for a memory of the party's choosing, or for a sworn favor. Pressing the attack triggers Styx Surge, risks the Immortal Guardian's reform cycle (1d10 days, with every attacker's memory added to his ledger), and permanently marks the party as river-debtors โ€” the Styx imposes disadvantage on their next crossing and the Oarsman's Memory Drain deals maximum damage against them thereafter.

Major Decision

Context

The Oarsman knows the soul engine beneath the Obsidian Throne holds every pearl ever taken โ€” including the party's paid memories and the souls of their old allies. He can open a Styx-path directly into the vault, but the passage requires him to break his oath of neutrality and take a side in a mortal war.

Choice Made
Persuade the Oarsman to ferry the party through the Styx directly into the Emperor's Vault โ€” an act that will make him an enemy of Vane's empire and strip him of his neutrality โ€” or take the ordinary path and leave him uninvolved.
Impact

If he ferries them, the party bypasses the lava tunnels entirely and arrives at the vault with the element of surprise; in exchange, the Oarsman loses his immunity to being targeted by infernal forces, gains the Emperor's Legion as a permanent enemy, and gains the ability to cast Memory Toll (Mass) against devils. If refused, he remains neutral but the party faces the full gauntlet of the march on the throne.

Transformative Moment

Trigger

The party pays the memory toll honestly for the first time.

Transformation

The Oarsman marks them as river-trusted: willing payers cannot be targeted by his hostile abilities for 24 hours, and he will answer one true question per crossing.

Mechanical Changes

Transformative Moment

Trigger

The party recovers his stolen memory pearl from the Hollow Charon.

Transformation

The blank face flickers; the Oarsman begins speaking in full sentences and reveals Styx secrets, including the time-dilation truth.

Mechanical Changes

Transformative Moment

Trigger

The party speaks his true name from the drowned chapel.

Transformation

He chooses memory or merciful forgetting โ€” either path permanently alters his relationship to the party and unlocks new services or powers.

Mechanical Changes

Ally

The Oracle of the Broken Star

Relationship ancient mutual respect
Influence 7/10
Loyalty 6/10

Shared History

Long before Vane was born, the Oracle came to the Styx's bank and asked to cross without paying. The Oarsman refused โ€” as he refuses everyone โ€” but she sat on the bone dock for a year and a day, silent, until he finally asked what she sought. She told him she had already forgotten everything worth keeping, and that the river and she were siblings of a kind: both keepers of what others discard.

He ferried her for free, the only passenger in ten thousand years to cross without toll. Since then, she sends him visions of pearls that must not be dissolved, and he sends her memory-shapes that no scrying can steal. When the party consults her in Act 2, the Oracle will name the Oarsman as 'the honest thief' and advise them how to bargain with him โ€” evidence of a friendship maintained across planes.

He, in turn, keeps a single unclaimed pearl beneath his dock bench that he believes belongs to her: a memory she paid in advance for a question she has not yet asked.

Enemy

The Hollow Charon

Threat Level 8/10
Conflict Type rivalry and theft

Personal Stakes

The Hollow Charon was once the Oarsman's apprentice โ€” a damned soul who poled a second skiff on the far bank, taking those who refused to pay memory and paying in flesh instead. Over centuries the apprentice grew resentful: the Oarsman took only memories, but the Charon took whole souls, and business on the far bank was thin. When Vane's banishment trap tore open the sky, the Charon saw an age of desperate refugees coming and decided the toll was obsolete.

He boarded the Oarsman's boat at the bone dock, stole a pouch of memory pearls โ€” including the Oarsman's own oldest pearl โ€” and now undercuts the toll, offering crossings for gold and soul coins. The Oarsman cannot leave the river to punish him directly, so he channels his fury into the ledger: every soul the Charon takes is a name the Oarsman writes down, a debt accruing interest. If the party sides with the Charon, the Oarsman will refuse them passage forever and the Styx itself will fight them.

If they help destroy or depose the Charon, they earn the Oarsman's deepest gratitude โ€” and the Charon's stolen pearls may hold memories of the party's dead allies, making the rivalry a doorway to the campaign's emotional core.

Faction

Infernal Court of Vorgath

Standing 4/10

Influence

Vorgath's court has ferried across the Styx for as long as the Rusted Citadel has stood, and the Oarsman has taken tolls from every devil in Vorgath's retinue โ€” devils pay in the memories of the mortals they have damned, which the Oarsman finds distasteful but lawful. When Vane stopped paying his tithe and betrayed the duke, the court's couriers began using the Styx to move against the Emperor's agents, and the Oarsman permitted it: Vane's soul collectors have twice tried to seize his ledger, believing the memories of dead rebels could map Vorgath's mortal bloodlines.

He holds no love for devils, but he holds a colder hate for thieves, and Vane's soul collectors are thieves of the worst kind. Vorgath knows the third portal key fragment rests in the Oarsman's boat and has repeatedly tried to buy, trick, or steal it โ€” hence the stolen soul coin quest, and hence the forged memory the duke's enchanter prepared. The Oarsman respects that Vorgath has always paid his tolls honestly, in true memories, even when it cost him; this grudging respect means the court's agents cross at reduced toll, and it means the party carrying Vorgath's seal will be received without hostility โ€” but not without payment.

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