Quest Log
Main Quests
- After your betrayal at the hands of the Fae-Whisp crew, you were resurrected by the entity At'lacanna. They bade you find its "eyes" the large gemstones stolen from the Ghul-Gani statue around which you were murdered.
- You learned some more about At'lacanna and maybe they aren't an evil deity or forgotten devil. Turns out they opposed the Ghul-Gani Empire particularly on the grounds of slavery and ritual sacrifice. That's two counts toward not being a blood hungry pseudo-god.
- In killing Savro Groltest, you recovered the first of At'lacanna's eyes. The massive ruby emits a constant low light and fills the bearer with energy and life. Based on what you know so far the Eye's will respond to each other and grow in strength the more of them you collect. Presumably the rest of your betrayers have them.
- During the Tri-Company Cannonade Tournament of Black Powder Excellence, you were attacked by a ship that you later learned was owned by Vernon Snout, one of your betrayers. The battle was fierce, but in the end you destroyed Vernon's ship and recovered the Sapphire Eye of At'lacanna. It's edges gleam in phantom light and imbues the bearer with keen senses and preternatural insight.
- With two of the Eyes recovered from your former crew its becoming increasingly likely that the senior staff of the Fae-whisp divvied the eyes out amongst themselves. Doubtless, if you can track down more of your betrayers you will also recover these artifacts for your patron.
- During one of your recent communions, you learned that At'lacanna was "born" on what is now the Devil's Arches. Though it moves you no closer to finding it's Eyes, the ruins there may shed more light on your patron.
- Among your betrayers was the human François Avare who formed an instant rivalry with Cedric. After your betrayal, François apparently recuperated in Maisancienne for a few days before heading back to Port Fortune by way of private charter.
- In Savro's effects you discovered notes on other members of the Fae-whisp. Among them was a note about Francois seeking out a doctor of some kind from Port Alvai. You have only the name Delwin Isaacs to go off of.
- In Port Alvai, you tracked down the office of Doctor Delwin Isaacs and bribed a very "helpful" clerk for information. You learned that Isaacs is on the cutting edge of clockwork prosthetics and billed several such augmentations for François. The latest batch and the doctor himself left a week ago to meet François in Nerrisa.
* ! * To spit in god's Eye
- The Talavaar are in league with the Cult of The Eye and they know about At'lacanna... sort of. They think it's a weapon of god-like power and they plan to unleash it. The Cult meanwhile seems to think At'lacanna and their own deity in Gwenhael's Eye are related somehow. Not to mention, the Talavaar are going after the long lost Vudran Tree of Life, just like Sigroc suspected.
- Luckily, your one step ahead of the Talavaar on that whole Tree business since you have all the keys they commissioned, presumably to get in to the damn thing.
- Unluckily, They and the Cult of The Eye will be performing some mad ritual in the Devil's Arches at the next Eye's Rest just as the eye of the storm is over the Devil's Arches. Assuming you want to stop that, you'll have around three months to make it to Hell's Harbor and then on into the interior.
- You had mixed success in the Jaddurzar. Most of the Talavaar killed themselves getting into the final chamber and you killed a few more. Unfortunately, a solid 21 of their soldiers were able to partake in their ritual and escape through a portal to the Devil's Arches. Fortunately, in a near-death moment of arcane brilliance, Ulfdalir reached out and dispelled something on the other side of their portal mid-ritual. The carnage you glimpsed as a result was nothing short of breathtaking.
- With any luck you have severely disrupted their machinations in The Arches, but now they certainly know that you are on to them and they will be preparing for your arrival.
- You made the decision to quickly travel to Hell's Harbor by traversing the Shadow Plane and it's a good thing you did. Turns out the city has a ban on travel into the jungle and you'll need to deal with some real assholes to get an exception.
- Among your betrayers was the Merfolk Vash, friend of Agual. After your betrayal, he pestered the Maisancienne academic and archeological circles until he had enough information and participants to mount an expedition. He took his large crew of archeologists and Ghul-Gani experts on an expedition to the distant continent of Quarren. There, north of Imeall's Hope the canyons of the Storval Rise are littered with Ghul Gani ruins among other time lost relics and more recent ruins created by the Breaking.
Captain Ailmos and the Fae-Whisp
- The Fae-whisp and her captain have disappeared without a trace. Maybe some of the other ranking officers might have a clue where the captain could have gone to.
- Recently, you acquired a strange puzzle box in a New Loistavan sewer. After solving one of it's iterations, a vision was given to Violet and then others depicting Captain Ailmos in Maisancienne as though the puzzle captured a scene or a memory. In it he discussed a route that took him through New Loistavas and culminated with Port Peril.
- Perhaps there are memories tucked away in the strange device.
Personal Quests
Side Quests
Ezarwian's Ghul-Gani treasure map
- Emal Muh, fellow passenger on the Fae-Whisp, used his dying breath to beg Ulfdalir and Cedric to deliver a mysterious parcel to Ezarwain Fulkenroast in Maisancienne.
- You delivered the parcel to Ezarwain who explained its contents, a letter or reconciliation from Emal Muh and a stone fragment, were part of an old mystery he thought long unsolved. Now he has sent you to Port Alvai in the hopes of recovering another fragment of the map from eccentric collector Louis Ward.
- Now that you've arrived in Port Alvai, you must seek out Ezarwain's contact Domhan na Spioraid who will help you make contact with Louis Ward.
- Cedric and Ulfdalir met with Domhan. Turns out he is the head architect on the big wind mill project out in the bay. He said that he would introduce the party to Louis Ward at the Skybreaker launch ceremony if the party could settle a little issue he was having on his project.
- With the crab situation identified, now you just have to wait until the launch of the Skybreaker.
- Ward practically waved the stone under your nose along with a handful of other trinkets. In exchange for finding out how the Talavaar can safely traverse the Devil's Arches, he will give you stone among other rewards.
* ! * Louis Ward's job
- Ward alluded to knowing something about your patron At'laccana at the crab bake. You've made it to his private collection where he keeps the fragment of Ezarwain's map and where he will tell you about this mysterious job of his.
- At the skybreaker launch, Ward filled you in about his dealings with the Talavaar and their connections to the Cult of The Eye. They are up to some wild stuff but Ward doesn't really care about all that; he just wants to know how the Talavaar can traverse the Devil's Arches safely so he can get his hands on all those sweet-sweet Ghul-Gani artifacts.
- You found evidence at the Jaddurzar showing that the Talavaar have found some sort of runic ward which they use to protect themselves against the mental perils of The Arches' interior. Now if you can just solve the series of runes yourself, you'll be able to safely traverse the verdant hell and report back to Ward.
- Krub miraculously stumbled upon Rowland's creator, maybe. The half mad man was a vagrant down by the docks but he bears all the signs of an experienced carpenter and some of a mad artificer. He informed you that there were more sentient boats and ships made just like Rowland but they were scattered to the far reaches of the The Shattered Seas
- Naturally, you took it upon yourselves to find these long lost sisters and brothers of Rowland and reunite the McShore family.
- After bumping into Emery aboard the Sunk Cost she recounted running into a talking ship while travelling near Valin'Cuain.
- You did in fact discover Rowland's lost sister Nettie, a fishing trolley, being kept as a show piece by an ambitious and ultimately cruel fish monger. After a brutal turn of events, you freed here and escorted the two back to the Grotto to recuperate.
- In rescuing Nettie you learned more about the fateful day that the McShore family of ships were separated. Based on her story, Cedric surmised that at least two of the ships may be marooned somewhere in the southern reaches of Dhak's Teeth.
* ! *The politics of Hell
- You find yourselves in Hell's Harbor barely and hour and already you've been introduced to a whole cast of characters. The Stormmark wont let anyone into the jungle and now you have to deal with the court of pirates-turned-nobles. The stage is set.
Completed
- The party heard some rumors about strange happenings going on in Port Alvai. Namely, crabs were killing birds. There was also some weird stuff about the Fey realms and castle Bad'dumn.
- Turns out that the whole crab thing really was a thing Afterall. The windmills being constructed use Bunosccian Matter to generate an arcane current. After the first one went live, the second site started experiencing issues. One thing lead to another and Violet found a colony of psionic crabs under the first windmill.
- The crabs are definitely violent. They tried to kill Violet and want to kill the denizens of the city above. Domhan retained your services to deal with the crabs and by extension get his project back on track.
- You made your way back to the windmill just in time for the device to be ready. You went up, you went back down, you dropped off a bomb, and got a nice crab bake and 15,000Gp to show for it. Not bad.
The Tri-Company Cannonade Tournament
- Upon arriving in Port Alvai we signed up for the Cannonade Tournament, a show case of extreme firepower. If we win we'll get to keep a bank of cannons. If we place top 5, we'll get discounts at the company stores.
- The tournament was a disaster or a great success depending on your perspective. The showing of fire power was incredible when Vernon Snout attempted to ambush you forcing a live fire demonstration against a real target. You've been all but promised the win for that showing, and because any one who choose the Loach destroyer is out their rental.
- In Port Fortune you happened upon the Mariner's Munitions. The proprietor, Jeff Munitions, cut you a deal in exchange for helping his cousin deal with some pirates near Port Alvai.
- You found the pirate's ship in the dead of night and it was a sorry affair. With the crew ashore, only the captain stayed behind with a booby-trap as security. He mistakenly triggered it himself and the whole hting was over before it began.
- When Cedric first awakened in Port Fortune from his stone slumber he was destitute. To make enough coin to get home, he pawned off his brother's Marque D'honneur to one Drilos Nyte, the proprietor of the Likely Story pawn shop in Tide Trade Square.
- You found Drilos but learned that he had unfortunately very recently sold Cedric's marque to a collector out of Port Alvai. The same collector Ezarwain sent you after, Louis Ward.
- Now that you've arrived in Port Alvai, you must seek out Ezarwain's contact Domhan na Spioraid who will help you make contact with Louis Ward.
- Cedric and Ulfdalir met with Domhan. Turns out he is the head architect on the big wind mill project out in the bay. He said that he would get the party into the Skybreaker launch ceremony if the party could settle a little issue he was having on his project.
- Now that you've found your Marque in Ward's collection you just have to find out how to get it.
- With the crab situation identified, now you just have to wait until the launch of the Skybreaker.
- You acquired Cedric's Marque as a down payment to work for Louis Ward. However, the relic of Cedric's past did not bring him the solace that he hoped it would.
- Among your betrayers was the dwarf Vernon Snout who Krub considered a friend and mentor. After your betrayal, Vernon purchased a large gun ship and half the quality cannons in Gulf Griffon then sailed south toward Tourgasse. A dwarf with a love of cannons to rival Krub's must surely make a stop in Port Alvai, the birth place of blackpowder weapons.
- Upon arriving in Port Alvai, you were invited to participate in the Tri-Company Cannonade Tournament of Black Powder Excellence. There are good odds that Vernon will show up at an orgy of cannons like this event.
- Vernon did indeed make his presence known at the tournament assaulting you during the final round of the exhibition. You trashed his ship and sent the wreckage plummeting to the bottom of the bay. Though you were able to recover the Eye he possessed, you were not able to find his body. Did he get swept out to sea or did he survive the destruction of his ship?
- Vernon appeared one more time at the launch of the Skybreaker. Luckily, Ulfdalir caught sight of him on a viewer and you were able to thwart his sabotage of the airship much to Krub's chagrin.
- Krub discovered a rare Sigroc Special pistol in Dhak's Teeth on what would later become the At'laccana's Fist. The ship had been piloted by Kadrin Tonouch, son of Hembrant Tonouch looking for something in Dhak's Teeth.
- When disassembling the pistol to make modifications, Krub discovered a strange note which stated cryptically "Come to my estate -Sigroc"
- Sigroc's estate is less than a day north of the metropolis of Port Alvai. Now that you've arrived, all that's left is to visit and see if you kind find out what was so urgent that Sigroc sent out a message concealed in a pistol years ago.
- You investigated the estate and discovered it was truly something special. The grove maintained itself all these years, exotic and extraplanar trees included. Following clues, you discovered even more estate under the great oak including a lab and secret passage out to the bay.
- All that remains is to follow up on Sigroc's hunches and find the Vudran "tree of life". Potentially one in the same as Ulfdalir's Mead of Poetry in the sunken Jaddurzar.
- Sigroc was right; Ward confirms that the Talavaar are hunting for the Vudran Tree of Life presumably in the ruins where Sigroc's own investigation circled.
The Cult of The Eye's strange key
- You discovered a strange key in an abandoned hideout used by the Cult of The Eye. They key was concealed as an brass rod created using intricate electroplating techniques. Among other things stashed with the rod where abandoned cult garb and a corpse bearing a Talavaar brand.
- Port Alvai could hold more answers about the strange electroplating method while further afield Vudra may hold answers about the Talavaar and their relation to the Cult of The Eye.
- While visiting Mystic Mechanicum in Port Alvai, Krub learned of two elecro-plating services popular in the region. The first, Grahmm Elextrolsys, deals with basic techniques and mass production work. The second, Kaylock Plating, specializes in fine detail and innovative methods. If any one can point you in the direction of this strange key's maker, these companies can.
- Krub paid a visit to Kaylock plating only to find it a recent victim of arson. The building along with its proprietor were completely lost in the blaze, but Krub discovered that two of the employees survived and attained their addresses.
- Krub chased down leads after dealing with the crabs. He learned that Talavaar agents had made and plated triplicate keys. One key was delivered to Louis Ward, one was claimed by a Talavaar man, and the third was taken as a souvenir. Krub thwarted an assassination attempt at the first apartment, then fought Talavaar thugs at the second apartment and got the key from the woman there. Seems the next person to question about these keys is Mister Ward himself. Convenient you were invited to his place for the Skybreaker launch.
- Ward did indeed posses the last key and freely handed it over. He also let you know they have something to do with a Vudran holy site purported to house the Vudran Tree of Life; the one and the same Ulfdalir seeks with his strange map. Oh, and that the Talavaar know something about At'lacanna and plan to use it as some kind of super god weapon.
- Ulfdalir originally sailed for Maisancienne to have a curious map translated. You met Zoint Holderhardt in the academic district who proved able to partially translate the map even wildly intoxicated.
- You returned and finally had the map decoded only to have it point at the middle of the ocean. Well technically it points to a long forgotten Jaddurzar, an ancient Vudran house of worship which existed at on point on the coast of the Vudran Island. The Jaddurzar now lies a hundred of miles of the eastern coast and likely leagues under the sea. You may need powerful magics or unique equipment to venture that deep.
- Among Krub's new investments was the company Deep Rock Aquatic, a luxury deep-sea expeditionary facilitation service. This surprisingly niche service may just have exactly the equipment that you need to reach the Jaddurzar.
- Not only does Deep Rock Aquatic offer the tools necessary to find the Jaduzar, Louis Ward has one of the Ultra Loach models in his possession. To aid you in finding out the Talavaar's means of safely accessing the Devil's Arches, Ward has agreed to let you rent his own Ultra Loach vessel to explore the Vudran waters.
- You joined up with Ward's Ulltra Laoch in the Loistavan Sea. A quick sojourn into the abyss beneath and you're off to find the Jaddurzar in Vudran waters.
- The Sunk Cost will meet up with you near the location of the Jaddurzar
- In the Jaddurzar, Ulfdalir found what he had been searching for almost whole life; the last of the Vudran Tree of Life and the Mead of Knowledge. Along with stores of the mythical drink, you were able to obtain a sampling of the tree species as well as soil and reagents that should allow you to make more of the potent brew.
Failed
- The crew visited Nerrisa, a Merundine city west of Port Fortune, in the hopes that Violet could reconnect with her family. The reconnecting did not go well and the party was pressured into taking a deal with the now Governor Makor.
- You made your way to the Ghul-Gani ruin only to discover that the widely publicized ruin was surprisingly full of people hoping to find stuff. You talked your way in, now you just have to find the stuff Makor wants
- You got in the ruin, broke some stuff, almost died, and got out with some loot. However, with some of that loot now in you and others broken or confiscated there's no way to fulfill Makor's contract. You'll have to find another way to free your family. Hopefully you can kill the bastard in the process.
- You learned that François may be headed to Nerrisa. Could he be in league with Makor?
Thanks for putting this together Alex!