Thus details the exploits of a band of misfits, thrust together through unlucky accident and chaotic incident...
Having reached the relative safety of the village of Thistlebough, the Ragtags immediately set about getting to grips with their new surroundings by means of the oldest and noblest method of information-gathering; getting a drink at the local public house. The Rotten Lobster, a nearby taphouse, provisioned them with booze, breakfast, and a breakdown of current events. It was discovered that they had been transported to the northernmost part of Ordayn, to a narrow strip of coastline bordering the foreboding mass of the Godsbarrow Forest. Due to the dangers of the road, the only means of safely travelling south was as a passenger on the twice-monthly trade caravan, owned by Mistress Ekorel. With a price tag per passenger of 20 gold crowns, the crew resolved to find some work while waiting for the caravan's arrival. Following a lead acquired from the owner of the taproom, the dwarf Helgarta, they sought out Yobby Junior, a local crabber who had been looking for additional crew. Making their way down to the waterfront, they located Yobby's shack. The crabber was a welcoming sort, agreeing to take on the Ragtags as crew to assist him with the hunt for an elusive crab known only as the "Red Demon." Over the course of the following day, they continued to familiarise themselves with the locale. They introduced themselves to the village leadership in the form of Alderman Isaak. The Alderman informed them of a number of other tasks they might take it upon themselves to complete; namely, hunting for a mysterious, caterpillar like beast, and capturing or killing the Broken Jaw brothers, a pair of goliath bandits exiled from their herd. Armed with this information, they brought the day to a close in the Rotten Lobster. Over the course of a night of drinking and roughhousing, the Ragtags very nearly turned the entire village against them, extracting themselves from a dangerous situation through a combination of persuasion and bribery. After spending a second night at Yobby's, the Ragtags decided to head up to the nearby goliath herd, camped a ways out from the village, to learn more about both the monstrous, seemingly immortal caterpillar, and the Broken Jaw brothers.
The party made their way through the nearby forest and into the camp of a nomadic goliath herd. On arrival, they were met with suspicion and caution, before being introduced to the herd's apparent leader; the shaman Thethea. Although something of a tough customer, Thethea was willing to give the party information on the mysterious caterpillar, which it was revealed the herd had encountered and killed well before the villagers crossed paths it. Following the shaman's directions, the group were shown a clearing in the woods where the goliaths had tracked the caterpillar back to. Although they did not find the beast itself, they did manage to discover a strange rock, partially buried in a crack in the ground. After quickly diving in and grabbing it, they discovered its damaging properties, with Mekara very nearly being killed. Removing themselves from the clearing, they returned to find the shaman arguing with another goliath, a hunter. Though they could not hear many details, it was clear that divisions existed within the tribe, with one side under the hunter, Gaurak, wanting to conquer and expand, while Thethea favoured peace and trade. Having learned what they could, they returned to Thistlebough, endeavouring to learn more about the mysterious and deadly rock. The Alderman pointed them in the direction of Cleric Wilma; on first impression, a curious figure, spouting pseudo-religious babble, but who quickly revealed herself to be a scholar and alchemist with perhaps less scrupulous intentions. After examining the strange rock, she determined further tests were necessary but that she believed she could uncover a counter to the energy it emitted. The group retired for the night, and then decided to spend their next day hunting for the goliath bandits.
After finally wrapping up their business in Thistlebough, resolving outstanding jobs, saving up the required funds and engaging in local politics, the Ragtags, know labelled uniquely as "The Penislayers", bid farewell to the friends they had made and set forth with the caravan. After a stopover at a bustling roadside inn, during which various personal issues were discussed and the group inched towards a sense of greater familiarity, they continued their journey with a sense of renewed purpose, finally arriving at the once great city of Skaldenburg, "Pearl of the North", and capital of Ordayn. It became immediately apparent to the group that the city had suffered much from both Imperial occupation and the tyranny of King Riordan. Nowhere was this decline more prevalent than in Drudger's Corner, a vast borough in the eastern half of the city that had become a warren of crime, neglect and decay; the perfect place for a group of wanderers to set up shop as they charted their next course. However, before they had even had a chance to unpack their things, they found themselves looped into yet another misadventure as it was revealed that Barber Ryan had become the target of a mysterious individual or group, searching for him seemingly before he had even arrived. The Penislayers attempted to steal a march on his pursuers by following up on leads, but were unable to prevent things going bump in the night...
An uncomfortable night's rest at the Witch and Warlock was interrupted by a mysterious presence shaking Ryan awake. After asking after his friends, who all expressed confusion, they finally came upon Tok'ra's room, just as she was in the midst of being assaulted by a wicked looking figure wearing a horrific mask of human skin. Part way through carving a message on Tok'ra's chest, he escaped in a puff of magical darkness, vanishing into the night. While recovering from the attack, Barber Ryan admitted recognition of the name carved upon Tok'ra's skin; Lomkin, the name of his childhood bogeyman, near forgotten. With Tok'ra confirming that the Lomkin individual was apparently after Ryan, or seeking to cause him suffering, they decided to search out these individuals before their plan could come to fruition. Following a brief sojourn to one of the city's brothels, their investigation brought them to the dilapidated mansion of a person known only as "Grandfather Drudger"; local mediator, philanthropist, handyman and general do-gooder. They found him occupied by a band of toughs led by local gangster, Veshastin. Listening in on their conversation, it became clear that he was providing refuge to a girl the gangster were attempting to claim as compensation for debts owed by her father. After quickly deescalating a confrontation between the gangsters and the Penislayers, he offered to cover the girl's father's debt by collecting an artefact desired by Veshastin's father, Qalamacris, leader of the Pitch Demons gang. Agreeing to the deal, the Pitch Demons left, prompting the Penislayers to introduce themselves to the imposing Drudger. Following an exchange of names and offer of hospitality, the adventurers explained their purpose there, and requested Drudger's help. This led to the group reaching an agreement of their own with Drudger, leaving later that evening after a brief rest to assist him with the retrieval of a valuable artefact from the ruins of the Order of Cyrus HQ.
In tow with Grandfather Drudger, the Penislayers delved into the ruins of Castle Goran, former headquarters of the Order of Cyrus, a benevolent order of warrior-monks devoted to Cyrus, God of Mercy in the Northern Pantheon. Through exploration of the castle, Drudger revealed a personal link to the order, which together with his intimate knowledge of the castle's Deep Sanctum, the secret passages running beneath the castle where its warrior-monks were trained, armed and equipped for battle, suggested his prior membership in the order. After leading them to the door into the Deep Sanctum, their guide was suddenly and abruptly whisked away by spectral hands. Forced to continue on alone, their quickly picked up a trail thanks to Kit's application of arcane knowledge and tracking ability, following ghostly tracks through the armoury of the Deep Sanctum. There they found Drudger suffering from the spells of a ghostly figure who, angered by their interruption, animated all the weapons still remaining in the armoury and turning their blades on the group. After battling their way through swords, halberds, skeletal warriors and the most annoying knife in Erru, they managed to recover their new companion and banish the ghostly assailant. With the Deep Sanctum cleansed of this hostile presence, they were able to recover not only the required artefact, but also a number of other useful items which Drudger gifted to the group by way of thanks.
Having gained a new companion in Drudger, the group continued with their investigation into the mysterious group intent on capturing Barber Ryan. After following up various leads, they finally narrowed their search down to a gang of street children led by three particular vicious tieflings known only as "The Triplets". Makaria's diplomatic foray into the gang's den brought about the arranging of a meeting between the party and the Triplets boss, Danienna; the halfling woman who had been asking after Barber Ryan all over the city. Wary that they might be walking into a trap, the party provisioned themselves with weapons and explosives, scouting the location of the meeting ahead to check for traps and any other surprises. When the fateful hour arose, despite their preparations, Barber Ryan's capture was only avoided thanks to a careful shot from Seb's blasting weapon, although Danienna herself still escaped. After a brief scuffle, the party managed to trap one of the Triplets, revealed as Barbed Devil in disguise. Under threat of containment on the material plane, the devil was successfully interrogated, revealing several important truths;
The monstrous boar proved a challenging opponent, but one the party was more than capable of handling. After suffering a few knocks and bruises, they managed to bring down the enormous animal, preserving its structural integrity for the most part and ensuring it would make for an impressive centrepiece at Jorrgad's feast. While taking stock after the battle, Makaria and Tok'ra found themselves drawn to the opening of a cave at the edge of the boar's territory. Making their way inside, they discovered a gruesome display; a ritual site of some kind, centred around a crude shamanistic totem sprouting from a mound of bones, both human and otherwise. Makaria detected radiant energy emanating from the ritual site, and Tok'ra, by employing her knowledge and experience in such matters, was able to recognise it as a shrine to a Primordial god. Neither were able to determine more than this, and feeling unnerved by the location, decided to make their way out of it promptly. While Makaria and Tok'ra were exploring, Bear-Kit enjoyed her wild shape by rolling around in the mud, Sebastien inspected the boar and Tinkryn struggled to pry his glaive free from its back, Pheno found himself distracted by a voice on the air. Following it to its source, he wandered over to the trees, where he found himself facing down a spectral being. The entity whispered words that chilled him to the core before disintegrating into leaves that blew away with the wind. He spoke only sparingly of the encounter to the rest of the group. The journey back to Skaldenburg was doubly challenging. In addition to getting out of the forest without being noticed, they had to do so with a 600kg boar strapped to the wagon. But once again, they successfully made their way free of the Wardens' scrutiny, returning to the city with their fatty cargo. Jorrgad was delighted by the prize, not only paying them the full 200 gold but offering them a free meal at his inn. While enjoying a slap-up roasted feast, drowning in wine and watching Pheno's antics, the group failed to notice when Tok'ra was drawn away by the appearance of an unusual critter. A red ferret with a golden stripe down its back grabbed Tok'ra attention and led her outside. Once she had been brought to the alleyway, it briefly disappeared before reappearing with a folded message, vanishing once the note had been delivered. Although Tok'ra did immediately share the note with Makaria, both were too drunk to fully comprehend its meaning. It wasn't until the next day, while nursing hangovers, that they took a moment to go over the message again and decipher its contents; "You have demonstrated a spirit of defiance. Now prove it. An ESTC ship named "Aleanraheal" is currently berthed in the company's private dockyards. Infiltrate the ship and steal the captains log. Once acquired, go to the statue of the satyr on Ranstrom Lane and leave the log beneath the loose flagstone in front of the statue. Light a candle in front of the satyr once the task is done" Although it was not explicitly obvious that the message came from the Resistance or the Conclave, the obviously magical means of delivery certainly hints in that direction. Without committing to any specific course of action, they made their way through the city to the imposing fortifications that surrounded the Everwinter Sea Trading Company's dockyards and branch offices.
With their instructions received, the group made their way towards the ESTC dockyards, finding it well fortified and guarded. After retreating to a nearby tavern to plan and scheme, they made the acquaintance of an evasive dwarf called Romlind and surreptitious dragonborn named Azuriestvic. They explained that their goals, whatever those might be, aligned with the party's, and expressed an interest in helping them infiltrated the ESTC. The group, unsure about putting their confidence in the pair, debated including them in their plans. All the while, Kit had stolen a march on the rest of the group, identifying a gathering of sailors with ESTC markings and ingratiating herself with a particular member of the band. Realising that they were in fact members of the crew of the Aleannrahael, she followed her instincts and rather easily seduced the sex-starved sailors, enticing him all the way past the ESTC guards and aboard the ship, where she took a rather significant bullet for the team in a bid to gain access to the ship's log. Following the instructions from the ferret, she laid out the book, which proceeded to magically copy every entry in the ship's log onto its formerly blank pages. With the task complete, she removed herself from the ship and returned to her friends, lessened in pride if not in accomplishment. Planning their next move, with Romlind and Azur apparently now in tow, the group started towards their given destination when they crossed paths with an urchin child, carrying a note from Drudger. He claimed to have discovered the location of Lomkryn, and bade them come to his mansion. They changed course immediately, seeking him. He was waiting for them when they arrived, but much to their confusion, stated that he had come at their bidding too. As the assembled party tried to work out what was happening, they were attached by previously concealed mutants.
Many strange and momentous things occurred during the party’s final few days in Skaldenburg. After surviving Lomkryn’s ambush at Drudger’s mansion, the slayers determined to finish the threat he posed once and for all. Alongside their temporary allies, they pursued the remnants of Lomkryn’s forces into the deepest and darkest sections of the city’s sewers. After negotiating with the deposed “Queen of the Undercity”, Cockteasia the Goblin, they were escorted safely through the labyrinthine sewer system. Arriving at Lomkryn’s lair; a series of ancient, palatial ruins, they confronted Tinkryn’s twin. After a hard fought battle, the group emerged victorious. Lomkryn was not only defeated, but his soul was ripped from his body by his patron, the demon Phaelaxses. Returning to the mansion to lick their wounds, their part-time companions disappeared into the night. Recovered from their battle, they pressed on to their next task. The Resistance finally revealed themselves in the person of Penn Skulder, a Conclave mage and Northern Resistance member. To confirm the group’s commitment to the cause of rebellion, they were set one last test; to participate in a shipwreck. The target was an ESTC merchantman, the same ship Kit had previously infiltrated. Despite some ethical concerns, the group went ahead with the task. After easily dispatching the crew, mercenaries and captain, they helped themselves to a few choice items from the ship’s hold, including a mysterious unidentified egg. During the clear-up, it was also discovered that aquatic sea-elves were seemingly in league with the Resistance, helping to move the cargo to an undisclosed location. Satisfied by their demonstration of commitment, Penn considered the group to have signed on the dotted line. She straight away outlined the next job they were to be assigned, one far larger in scale than anything they had done so far; participation in a mass jailbreak of Fort Lurander, an Imperial facility on the border between the Northern Kingdoms and the Central Imperial Provinces. They were provisioned with a pair of horses and wagon, a map of the Northern Kingdoms, fake border passes, and 3000 gold. Wrapping up their outstanding issues in the city, they bid farewell to all those that they had come to know and departed once more into the wilds, operating under their new codename; Ragna’s Hoof.
Putting Skaldenburg at their backs, the party made their way into the wild. The first few weeks of travel with relatively uneventful thanks to Pheno’s expert woodscraft and orienteering. They spent the time in idle pursuits; learning a new language, playing with pets, honing their skills. Near the start of the third week of travel, they reached the Jorlund border, following the long stretch of raised road built by the Empire that crossed the otherwise impassable bogs that marked the border. Here they came across the village of Fort Kraxsis, built around the fort of the same name. Although a small settlement, it was very busy due to the constant stream of travellers using the crossing point. The group choose to make a stopover for the night, so that Kit could search for a sample of Mydemist, for her herbarium. Considering the depths and danger inherent in the bogs, they elected to find a guide, a rather unusual sort named Cantankerous Pete. The scrawny, odd-talking halfling agreed to guide them to the area where the plant was known to grow. Although their guide was able to lead them safely through the bog, they arrived at the location to find a throng of bullywugs waiting in ambush. Thanks to Pete’s perceptiveness, they were able to counter the ambush. Handily destroying the swamp-dwelling critters (despite Tok’ra being briefly swallowed) they then found the sought-after pollen in the pockets of the bullywug shaman. Returning triumphantly after a brief side-journey to behold the terrible majesty of the froghemoth, they set up camp and decided to treat themselves to a meal in the local pub. Despite the crowd, they were able to find a table. While enjoying their evening, they happened upon Irdrael and Graeb, who were on their way to Bjorlstad. The two parties decided to share a camp for the night. While indulging in some narcotics, provided by Irdrael, a number of revelations were made. Firstly, that Irdrael and Graeb had an ulterior motive for approaching them. It seems they were planning a bank heist in the city of Bjorlstad, and needed the party’s help to pull it off successfully. Promising them both a share of the bounty for the job’s successful completion, as well as any items they happened to find in the vault, the party agreed to help. The second revelation was more personal in nature. While striking up conversation, Pheno let slip the name he had learned from the faerie dragon back in Skaldenburg that possibly pertained to his maternal family, who as yet were unknown to him; the Theasordels. Graeb revealed that the Theasordels were known to her; the Storm Giants of her homeland, in their dealings, had learned to be weary of the Theasordels, an elusive and near feral tribe of High Elves who inhabited a stretch of territory between the western mountains near the Storm Giant homeland and the more settled lands to the south of the other Elven tribes. The Theasordels, Graeb explained, lived close to nature like others of their kind, but as predators as opposed to conservers. They followed Erecius, a primordial god, whose worship necessitates frequent sacrifice in the form of hunting of sentient beings. They are supposed to be terrifyingly adept hunters, and even the Storm Giants avoid crossing them in their own territory. Those revelations fresh in mind, the two parties went to sleep. After dealing with Imperials border patrol the following day, they carried on with their journey. Another week passed without incident, but then one night into the second week of their travels, the groups sleep was disturbed…
The group's hopes for a restful night was dashed when, early in the morning, as a ghoulish mist rose from the grounds, Pheno found himself compelled by some strange force to start running in a single direction, with Trev taking off alongside him, though not so affected. The group quickly rallied, pursuing him through the mist. The chase took them straight into the middle of a mass burial ground, whose zombie inhabitants rose to greet them. After easily dispatching the shambling horde, they pressed on, coming upon a ancient, overgrown barrow. Carefully making their way inside, they found a collection of shambling wights preparing to sacrifice the enchanted, unconscious Pheno. Quick intervention kept him from falling victim to the ritual, but they were forced to fight their way free of the lifeless company, including an immense undead giant. Coming through the fight in one piece, they managed to open the sarcophagus that the wights seem to engrossed by. Inside was a perfectly preserved woman of unknown identity but noble appearance. Pilfering the items buried with her, they also removed her head from her body. Makaria split it apart, burying the two halves, and the group finally made themselves scarce.
Fresh from their bumps in the night, the group pressed on, riding a few more days until the city of Bjorlstad came into sight. Relying on Irdrael and Graeb's guidance, they found rooms at one of the city's establishments, and after a brief planning sessions, agreed to close the day with a drinking sessions at a nearby dance hall. A night of excess and revelry followed, during which members of the group became intimately familiar with their new travel companions. After much needed restorative sleep and a hearty breakfast, the group assembled for the heist which had brought them to the city. With all members of the group assuming their positions, Irdrael with Kit's help infiltrated the private vaults. There, through handy application of explosives, the rest of the group blew through into the vaults from an underlying storm drain, and together they secured the private vaults long enough to rob many valuable items from the individual safes, granting Irdrael and Graeb a window to carry out their heist. Splitting into two groups with their ill-gotten goods, they made their separate ways north and south, encountering challenges along the way, before reconvening outside the city walls. There they parted ways with Irdrael and Graeb, who were off to Duskember to report their success. Once they had put a few miles between them and the city, the group, weary from the heist, found a roadside tavern where food and rest might be had. But within a few minutes of chatter with the owners, Trev, sensing trouble, yipped in warning. Backtracking out the door, they encountered one of the three owners. Holding him with magical means in a bid to escape their uncertain situation, it was revealed the the old man, as well as the other two tavern keeprs, were in fact powerful werebears. After slaying one of their number and blasting away part of the tavern, the group sought to escape the tavern, urging their horse to great speeds. Through trickery and magic, the two remaining werebears were distracted long enough for the group to put some distance from the scene. Snatching a few desperately needed hours of sleep on the road, while keeping their eyes open for their pursuers, they arrived finally at Pheno's childhood home of Reifik
The group's time in Reifik was brief, but unexpectedly traumatic. Pheno, after reacquainting himself with his old home, decided to look into whatever happened to his old flame, a human girl who had briefly captured his heart as a child. After asking around at the local tavern and availing himself of the village records, he slowly uncovered a tragic story, which ended with his lost love's untimely demise at the hands of a cruel man. Taking it upon himself to investigate, and with the help of the group, he made his way to the long-dead Reeve's manor, which had become a haunted place. There he found the girl's spirit, bound by a curse to roam the grounds of the house, until the Reeve's first wife, whose vengeful spirit had infested the place, could be purged. A trial of horrors followed, as the vengeful wife had harnessed unearthly powers and chained the spirits of all who had died in the house to her service. The battle was a close affair, but the group successfully managed to purge the manor of the angry spirit, and in so doing, release Pheno's love into the next life.
Putting aside the horrors and despair of the previous day, the group woke with a new goal in mind; purchasing property in the area of Reifik with the intention of developing it into a meadery. Any purchases of land needed to be done at the mansion of the Countess of Glotzenshire, so to the great house they trooped. The place was moderately busy on arrival, but they managed to get an appointment with the Second Steward, in charge of all land sales. But while speaking to the official, their meeting was interrupted by a previously invisible goblin girl, who proceeded to steal Tok'ra rather heavy coin purse. A mad-dash chase through the house followed, and soon it was revealed that the goblin was not alone. A whole clan of disappearing goblins had infested the mansion, and had been responsible for the spate of pranks and mischief that had plagued the house in recent days. The steward tasked the group with getting rid of them in exchange for a considerable discount on the land purchase. The chase continued, with the group dispatching some of the goblins. During the chaos, Kit accidentally revealed her magical powers to the Countess and her household, forcing her to flee in hawk form and the group to claim lack of knowledge of her magical nature. However, as they finally caught up with the instigator, it was revealed that the goblins were in league with the Countess's youngest daughter, who lonely and isolated had sought them out as troublesome playmates. The group decided to take the matter up with the Countess, confronting the fact that her daughter was lonely and all this had in part been brought about by the Countess' child raising decisions. After successful persuasion attempts, the Countess agreed to consider letting her daughter attend a local boarding school; but she drew the line at pardoning the goblins, who she ordered seized. The goblins, in turn, swiftly fled. With one phase of madness over, the next phase began shortly after. The Countess summoned her First Steward, in charge of judicial matters, and had her investigate Kit's use of magic. The group, unable to flee for fear of worsening the situation, went with the steward to her office. There they recounted "all they knew" of Kit, submitting answers to an Imperial document. When they realised the severity of the situation they were in, a carefully timed sequence of events followed. Kit, in falcon form, pursued with all haste a message rider dispatched to Bjorlstad with the report of her magical activites. A choice awaited her in the city, with two different riders heading to two different Imperial facilities. Through sheer luck, Kit managed to choose the right one, attacking the rider before he could deliver his damning message. In the course of retrieving the letter, her identity was revealed, and Kit was forced to hide out for a few hours before flying her way in owl-shape back to Reifik. There she regrouped with her party, and a new plan was formed. With the benefit of another's night's rest, the group, minus Kit who followed in butterfly form, made their way back to the mansion. An attempt was made to throw the Steward off the scent, but when they realised the limited success they would achieve, they instead elected to quickly magically charm the woman, and in the brief window afforded them, fled the scene, abandoning for now their property purchasing plans. Merelia was their next brief destination, to assist Kit with the ongoing completion of her herbarium. The going was far from easy, contending both with foul weather, somewhat mitigated by clever application of spells, and an ambush of strangely powerful satyrs following an angry nymph. But the group prevailed, as they have countles times in the past, and after a few most unrestful nights, made their way towards the isolated north-eastern town of Gerin...