Where Last we Left our Heroes...

General Summary

The queen's heir, a red dryad's despair, and lightning's fanfare.
Who is the queen that God abandons?   What secrets do Thieves not dare tell?
 

NPC Met...

in Xis'Karyn!
  • Bard, "Fire, I spit that"
  • Missy, runs the Bathhouse
  • Foster, Fawke's Sister/Twin
  • Alice, Mage Schollege Valley Girl Receptionist
  • Wallace, Druidic Professor
  • Madame Curie, Quillwright Headmaster
  • Lysander, Nobleman
  • Benny, Mean Thief
  • Dragomir, Xis'karyn Adventurer's Guild Member
  • Mimir, Friendly Thief
  • Nazima Khajir, Councilmember and Thievesmaster
  • Lemmy, son of the Chief
  • Nathaniel, friend of the chief's son
  • The Chieftain of the Rook Refuges
  • Ainra the Sphynx
  •  

    Prelude

    Before the party leaves Castasen, two things are revealed: Rumors of Xis'karyn of its plight, but also its festival resounds as rumors in the town; the party speaks to Kalspir, who was been infected with corruption by Fawkes Glasse for reasons yet unknown. What is known is that Kalsipr is part of the Carrion Crown tasked to spy on interesting persons and feed information back to the Carrion Crown. The party took pity on him and agreed to send him info (true or not) and he would pass along info he knew as well (current objectives, etc.).  

    The Sophia

      Our Heroes traveled from Castasen to The Sophia. There, they met Dilly and recruited him on their journey. The party also sees Marih again, who proves vital in their stay, as the party has questions about corruption, the knowledge that is kept under lock and key. After checking out the publically available books, the party staged a heist during their guard duty to get access to the restricted Section.   The party gains knowledge on various topics:
  • Wre'e'e carries a Bestiary with him borrowed from the Sophia
  • Dilly carries a large textbook on Folklore
  • Stella leads a heist (with the help of Marih) to learn more about Corruption
  • Agnar learns about Xis'Karyn & Lughsenang
  •   While in the Restricted Section, the party meets the walking god by the name of Anu, with no knowledge of his past or his real name, but an eerie sense of a forthcoming future. He commands time and dreams, made Agnar's necklace long ago, and gave a scale to Agnar and Wre'e'e. He was amicable and had a vested interest in the party's success, but cannot remember why. In lieu of this, some information of corruption is revealed:   Questions, Questions, So many Questions
    1. Who invented the syringe for corruption and why was it invented? It was invented by Amarcar Halgeni, a prime researcher on corruption. He invented it as a means of studying corruption and removing corruption from others.   2. Can corruption be siphoned or removed from a person? Can corruption be alleviated? It can be, through the use of the syringe, and it can be alleviated by the strength of another's character (their will over the void in their soul). Moonstone also has some effects on corruption which enables someone to pour their corruption into the material.   3. What is the Scale, what is its power? the scale connects to Anu, a dragon divine figure, and thus has the ability to share visions from Anu and potentially communicate with him.   4. How did corruption start? There are several theories that question whether it is magic that began corruption, or it is creation that began corruption, or whether it is in the nature of consciousness to be corruptible as is likened to one seeking to fulfill their passions when this is really done to satisfy the void in one's soul. -- Sadly, none are too sure. It very well could be a combination of the three.   5. Does corruption affect beasts? Typically no, as beasts have not been observed to have voids in their souls; they operate on a baser instinct than sapient species. A few of the beasts that can be affected by corruption are magical beasts (those made by magic or capable of magic especially, even those originating from other planes of existence)
      Much of this information sank the hearts of the party, Stella's especially, and with heavy hearts, they voyaged to Xis'karyn via caravan. the journey took them a week. Here, they met a Dryad who warned them of her jealous queen, and they saw Lughsenang--a foreboding sight.  

    The Campaign

     
    There's talk of a rampaging Dryad, and Vespids. If Heroes do not step in, they will be equally culled by the city. Meanwhile, there is a secret plot under the city by cultists of the Yellow King, who would onl want to see their dragon rule over the land; but how does this all connect?
     

    Day One

     
    This was originally the TLDR section, but I liked it so much, I deleted everything else.
      The party wins prizes at a festival, meets a cool robot NPC who is the "twin/sister" to a murder robot, saves the NPC from debt by wrecking a mean thug's shit in an honorable duel, illegally trespasses in a warehouse, kicks a cultist's butt so hard he does the favor of killing himself for them, exterminates a giant demon spider problem, smuggles children in and out of the city, agreed to meet with the Queen of Thieves, discovers Stella's girlfriend can communicate through a teapot, and finds out their guild might go to war with an entire country.    

    Day Two

      The Boys commit property damage to a well-known establishment, "borrow" glasses, almost con a nobleman, and then talking to Shyrreth about the war. Shyrreth promises noble titles and land if they can help her with: Thieves guild, Yellow Kings, & Refugees. This information is passed onto Stella.   The party then goes to visit the sphynx. Everyone hallucinates, Stella falls unconscious and goes on a Dream Quest, Agnar actually disappears into the bookcases and comes out with a dissertation on the Vorpal Sword.  

    Current Objectives

     
  • Go help the Rooks to reach a solution to their Vespid problem. Prefered to diplomacy over violence.
  • Nazima Khajir has requested to speak with you all at noon.
  • Use the memory chip to find out more information about Fawke Glasse
  • Use the information found in the library to help prove the party worthy of the Vorpal Sword.
  • Report Date
    22 Mar 2021

    Things to Note

  • The party needs a sapphire to go deeper into the warehouse, and the Rooks agreed to help acquire it for them while they tried to figure out their Vespid situation.
  • The cultist who killed himself was missing 2/3rds of his ring ringer.
  • There is a ledger in the Warehouse that lists people's name, payments, debts, and exterminations scheduled with names next to these people. Benny's name was on this note.
  • Lughsenang can apparently eat gold, and there is a debate on whether or not he poops the gold back out.
  • Arabella can only speak through her teapot during the time she's asleep.
  • The Rooks have been attacked by Lughsenang before, but this did not deter them from leaving the area. It was the Forsworn that pushed them out.
  • The Leader of the Thieves Guild, Nazima Khajir, seems to hold a position in the council and in the thieves guild.


  • Cover image: Welcome to Chimera by Invictia

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