Congratulations! Welcome to Berth!
Congratulations! Welcome to Berth!
Congratulations! Welcome to Berth!
Congratulations! Welcome to Berth!
Congratulations! Welcome to Berth!
Congratulations! Welcome to Berth!
Congratulations! Welcome to Berth!
Congratulations! Welcome to Berth!
In which Winadane's mentees make a great deal of trouble for the inhabitants of the University of New Solaria.
Everybody (except Mint) meets Lady Luxorian for the first time. The meeting does not go super well.
The party (plus Lockkeeper Yenlen Evorath, Ari's good friend and a Celestial Warlock) ventures into the depths of the earth beneath the Tiny Pony Loading Docks. There, they discover a temple to the Waiting God, long abandoned after, presumably, the widespread destruction that rocked the city at the end of the Sundered Griffons War. They battle their way through the fifteen chambers and unlock the enormous door at the center of the temple. At the heart of the temple, our dauntless heroes find an enormous robot in the process of being constructed from adamantine. Incalculable wealth has gone into the collection of its components, among which there is the heart of a Tarrasque. Some quick thinking by Cleric Arialith Dyrk results in the creation of a container for the heart through a fantastic use of the Stone Shape spell. The vessel is labled "Qivian's DickPenis," to throw off potential thieves.
The party gathers in the far-flung regions of New Solaria to feast and enjoy the hospitality of the Ironmind family. We also have the opportunity to meet Winadane's favorite trio of troublemakers, only two of whom turn out to be present. An attempt to rescue the third from their own questionable choices follows.
The party meets Tue Bheko, Ella Ophelia, and a mysterious shadowy figure whose identity somehow slips your humble correspondent's mind. Tue Bheko is killed (though she is almost immediately revived), and we finally get answers regarding the soul magic that's been causing such a disruption to people's lives in New Solaria. An important magical artifact, the Manamelan Gen'urenast or the Chalice of Beginnings, is discovered and then immediately stolen by that unnamed murderer.
Mint and her mysterious cousin join their mana in a ritual older than the Empire. Mint can now remember that she has a cousin!
In an effort to free Mint from her mother's unwanted control, Whisper agrees to work for Lady Luxorian. Making this possible is a soul bond between Whisper and the Lady's personal manservant Lysander. Turns out that having stolen a centuries-old artifact from the Nameless Network and knowing how to use it comes in handy pretty often!
Mintheseria Luxorian graduates from the University of New Solaria's wizard course a year earlier than she was originally scheduled to do so, despite having a serious memory issue disrupting her education and, of course, not being a wizard. She handles the paperwork quickly and quietly, aided as always by her mother's loving encouragement.
The party, with their new member Callista and down both Winadane and Bella, is offered (and accepts) a second job for Lady Sylestiana Luxorian. The High Priestess of Lady Ozais needs a shipping lane problem handled and, due to the location of said lane in the Husura Isles, must send adventurers rather than her own liveried retainers. The Isles are unfriendly to Imperial interference, to say the least, but a small strike force might be able to get in and out without attracting too much attention. Her Ladyship invokes the teleportation circle she has hidden beneath a picnic blanket and sends the party to a ship somewhere off the east coast of the Shattered Archipelago.
The party and the crew of the Storm Herald, the ship on which they find themselves after Lady Luxorian's unplanned teleportation, are enjoying a lovely afternoon on the sea, playing with a handful of sea creatures which have come to investigate the ship. This idyllic scene is unfortunately interrupted by the shrieking arrival of a crashing airship. Attacked by goblins issuing from astral portals, operating under a skeleton crew, and currently on fire, the Windy Wave crashes into the sea. The Storm Herald's semi-retired pirate of a captain is initially reluctant to intervene, but a slew of goading insults from the ship's carpenter gets him moving. The party is able to save the Windy Wave's crew, retrieve some of its cargo, and defeat the harrying goblins in an epic battle. Whisper snipes goblins from the deck of the Storm Herald and manages not to leave the memory of anyone concentrating on a spell affecting her. Mint shows off her aasimar transformation to return several spell points to relevant people. Callista employs her fly speed and knack for evading area effects while rescuing whoever she can. Ari knocks herself unconscious by bending a high-level spell to her will, unlocking a wealth of magical power from somewhere deep within.
In the aftermath of the combat with the goblins, Whisper decides she's willing to trust these people enough to let them remember her. A handy trade with the ship's quartermaster Ketir gets her what she needs in exchange for the contents of the crate she saved from the Windy Waves.
An incredible casting of the Dispel Evil and Good spell from Ari onto Mint manages, against all odds, to free Mint from her mother's control. Because Lady Luxorian is a celestial, her magic turned out to be vulnerable to such interference, and the divine magic from a deity that the Lady did not expect is able to peel back several long-term spells. Mint discovers that her mother took ten years of memory from her, and in the moment she is freed has a flood of recollection from her previous life. She is also loosed from her mother's Planar Binding, a permanent tracking spell, and a host of other, lesser effects intended to ensure obedience. The Lady is, perhaps predictably, pissed. She calls to castigate her daughter, and Mint answers the phone with one of the most metal lines of her life, "And what do you plan to do about it?" The consequences of this action are many, and have yet to be fully understood. The ones we do know are as follows: Mint's hair and eyes change color (revealing that Mint is actually colorblind), ten years of memory are returned (hazy though they may be) to Mint's mind, Mint's old personality begins to leak into her new one, and the Lady's power base is significantly disrupted. Poor Captain Demos also gets a ton of angry sendings, and gets drunk about it.
The crew rescue a pair of young girls from a floating raft, unwittingly taking a fiend aboard. When the succubus reveals herself, she manages to kill the Storm Herald's lookout, Sophie, and enchant the apprentice gunners, Kip and Tang. A battle ensues, and the succubus is defeated. Ari resurrects Sophie with the aid of a diamond from Captain Demos's personal collection, and the ship travels on, nervously waiting for the next blow to fall.
The party arrives in Coveharbor after several days of sailing through storms. They immediately encounter some entreprenurial urchins, take rooms at an inn frequented by the local criminal population, and begin their investigation into the shipping lane disruptions. Ari inquires after her temple contacts, Mint makes friends with a hopeful priest of Meean, Callista sees a ghost from her past, and Whisper hunts down a potential source of information in the local government.
In pursuit of an unfamiliar Nykteris, Callista's investigation leads the party to discover a ring of slavers operating out of the manufacturing district of Coveharbor. Their contacts with the local urchins allow our intrepid adventurers to select the most villanous of these villains, and to locate their base of operations. Through stealth, guile, and good old-fashioned explosives, the party gains entrance to the heart of the slavers' lair. They free the captives and, luckily, the mysterious Achlys. A fraught conversation reveals that Achlys and Callista are from the same cauldron (the Nykteris term for a village), and that they were involved in each other's lives before being separated by the Damnatio Memoriae ritual--a Nykteris punishment reserved for the most serious of crimes. Whisper and Mint venture through a portal and into a drow city somewhere in the underdark, where Whisper makes a professional connection with a trio of goddesses known as the Matrons of Misery. Callista decides that she must break from the party to tend to this broken connection; she feels responsible for the hateful person Achlys has become and decides that she must do whatever she can to make things right.
The party, pursuing a lead from Ari's temple contacts, investigates the Temple of the Waiting God. There, they discover that a portion of misguided worshippers have been lead astray from Luxren's light. These foolish souls have taken to worshipping the concept of the Waiting God again, claiming that Luxren is not, in fact, the manifestation of that long-awaited deity. Under the guise of a new convert, Whisper sneaks into the temple and is welcomed with open arms by the head priest, a druid pretending to have recieved the blessings of a god which no longer exists. In the bowels of this temple, to which Whisper is escorted after a series of hijinks including a manufactured fit of religious ecstasy, the party discovers a dragon turtle wyrmling. There is a brief skirmish, after which the false priest is captured and turned over to the lawful authorities. The baby dragon turtle, whose name is Woe, has been eating Kuo Tua and has developed magical powers.
A marid named Masoon attacks the Storm Herald with our heroes aboard. His employer, an efreet by the name of Dharaaz, has sent him to collect what he considers to be his property: his wife, Mint's patron, Jasmine. We learn that Jasmine has been setting up a global network of rune stones to augment her personal power and to hide herself from the elementals who pursue her. Unfortunately, passing too close to a rift into the elemental plane of water has revealed her location to the bounty hunter Masoon. In the ensuing fight, the marid is destroyed and sent back to his home plane. Mint demands answers from Jasmine, who reveals that part of the reason she fled to the material plane was to seek refuge from her unwanted husband. She promises to do better, to investigate holes in her defenses, and to keep fewer secrets in future. The party begins planning an expedition to the elemental planes, or at least considering how to send someone else to handle the problems that have just been revealed.
Lady Sulnuise Naema rises to prominence as the high priestess of the goddess of magic, replacing Sylestiana Luxorian in a historic upset. Sources say that the Lady Naema had been dilligently working to clean up the messes left behind by Lady Luxorian's tantrums for years when the grace of Lady Ozais left the high priestess and moved to Lady Naema. In recognition of her long service to the faith, her unwavering dedication to the tenets of her goddess, and the depth of her scholarship, Lady Naema is gifted the status of high priestess. The new leader of Lady Ozais's church promises to review the decisions made by her predecessor and to correct any mistakes that may have been, inadvertantly, made. Lady Luxorian takes to her family's country estate to rest and recuperate from the trying ordeal of being investigated for multiple charges of abuse of power, alongside an unlawful translocation suit being brought by an adventurer from the Dusk Quarter.
The baby dragon turtle is returned to his mother, Qa, who does not eat the party! She is understandably incensed at the treatment of her son, and demands the head of the man who abducted him. Since our heroes do not currently have charge of that man, this presents a difficulty. A helpful suggestion from an unnamed source encouraged Qa to begin taking hostages rather than simply sinking every ship that comes within a certain radius of her. The disruption to the Husura shipping lanes is no more!
Upon returning to Coveharbor the intrepid adventurers fulfil a number of obligations and are paid for their efforts. One of these discharged duties is the handing over of a briefcase filled with mysterious coins to the Magistrate Arasic. An exchange of favors is arranged; the magistrate will tell our party where she is getting her coins, for indeed we have been told that Lady Luxorian wants these coins enough to stop pursuing her daughter in exchange for a few of them, and in exchange, a few documents will be lifted from a high-security vault in the Coveharbor Clocktower. The party befriends the Flamekeepers, an older adventuring party, and leaves one member behind in order to pursue several leads back in New Solaria. Thank the gods for teleportation circles!
After a week of downtime at home in New Solaria, Ari is assured that her business will not burn down in her absence and her friends haven't allowed one another to die yet, Mint is nearly finished with her new Dragon Turtle blessed shield, and a rumor campaign to ruin Lady Luxorian's life has been initiated. The pair of party members head to the Collegium to pursue information about Mint's old friend Myra, where they meet Svall, a "half mind flayer" wizard with a peppy familiar and a nervous disposition.
Thanks to a handy teleportation gate and some friendly airship crews, the party (now consisting of Ari, Mint, and the wizard Svall) arrives in Stillport, the tiny town on the edge of the great northern continent Aesuquane. The fall season has ended in this part of the world, and the long night of winter is closing in. The adventurers arrive with one of the last supply drops that will come in before harsh weather isolates the whole continent from mundane travel for four months. Shortly after arriving, our heroes are attacked, because of course they are. Mysterious flute music lures them to the warehouse district, where a trio of combatants pounce. Before the fight can really gear up into something worrying, one of the attackers recognizes Ari. The man calls off his friends and apologizes for the attack, explaining that they were told to expect envoys of Magistrate Arasic and given reason to assume those envoys would be hostile. Understandably upset, the party refuses to trust him until Mint recognizes several features he shares in common with Ari. The man introduces himself as a member of the Frostguard, a group within the Expeditionary Force which rescues unfortunate souls cast up on the shores of Aesuquane during the warmer months when such endeavors aren't simply suicide. We follow him to the Long Night Inn, where we find Mint's old friend Myra huddled by the fire warming up after just such an inadvisable venture. Two very important conversations occur, information is revealed, and at the end of all this, a high elf with purple eyes walks in and spots Svall. For whatever reason, this makes our new wizard panic, which Ari picks up on through her circlet of telepathy. Everything is quite tense, and no one knows what any of this means for themselves or the party as a whole. How exciting!
Svall, Ari, and Mint invented a new spell!