Ruland’s Revenge

Leaves of Sapphire

The Song of Thunder

No Rest for the Baron

The once jovial face of Baron Ruland du Sterne, beloved leader and father of Sternendorf, stared back at them only in faded portraits. He, along with countless townsfolk who served him, had been savagely murdered by a band of outsiders months ago.

The Baron and his Lady now rested within the ancient Riddermound, a family barrow northeast of the town. But whispers of terror began to snake through Sternendorf. Townsfolk who dared to visit the burial site to pay respects returned with chilling tales. Wildlings from the treacherous Midita Peaks were raiding the area, ambushing anyone who ventured near the Baron’s final resting place. The townsfolk were trapped, unable to leave without facing the threat.

As fear festered, a more unsettling rumor took root. Whispers spoke of the Baron and his Lady, their aggrieved spirits now restless and vengeful. They roamed the land, seeking retribution against their murderers, striking down any unfortunate soul who crossed their path.

Driven by a fierce loyalty to their friends and family, a group of townsfolk decided they could no longer stand idly by. They would confront the dangers plaguing their beloved Sternendorf, venturing into the unknown to claim peace for their town.

The Haunted Crypt

Descent into Darkness

The first wave of heroic townsfolk—Ben, Drum, Lyca, and Hank—embarked on their journey to the du Sterne family crypt at the Riddermound barrows. Upon arrival, they discovered signs of forced entry, the crypt’s entrance stone pushed aside, and the pungent scent of wildling excrement lingering in the air. Ben lowered a rope, allowing the party to descend into the crypt. All made it safely, save for Drum, whose massive frame caused the rope to snap, sending him plummeting to the ground below with a painful thud.

A Swarm of Bats

Before the party could fully explore the room, Ben’s eagerness led him to push open an ajar door. This action triggered a hidden trap, causing a massive cauldron wedged above the doorframe to topple over, releasing a swarm of surprised vampire bats that had been nesting within. The bats, though individually weak, proved formidable as a swarm. Our intrepid adventurers found themselves in a panic, struggling to defend against the bloodsucking flying rodents. Unable to fend off the vermin, they fled through the door Ben had opened.

The Guardroom and Lady Hilda’s Throne

The party found themselves in a small ceremonial guardroom, a rusty portcullis blocking their path to the next chamber. Beyond, they could see the mummified remains of Lady Hilda, seated regally upon a throne.

Grub the Wildling

As they explored the looted crypts, Ben discovered a sniveling wildling named Grub hiding behind a vandalized sarcophagus. Ben persuaded Grub not to flee, learning that he was part of a looting party sent by Maladuk. Grub’s warband had abandoned him when the spectre of the Baron awoke, stalking the halls and hunting them down one by one.

Lady Hilda’s Ghost

Ben convinced Grub to apologize before Lady Hilda’s mummified body. As they did so, her ghost emerged, warning everyone to leave. Grub fled in terror, while Ben and Lyca stayed behind to ask if they could help calm her spirit. Lady Hilda’s ghost revealed that the wildlings had stolen her husband’s family crown, and its return would bring them peace.

Bargaining with Grub

The party found Grub attempting to escape the crypt. They struck a bargain: his aid in exchange for his freedom. Grub offered them a set of keys for the portcullises he had found.

Pursuit and Confrontation

Upon reaching the outside, Grub immediately fled. Lyca attempted to slow him down with an arrow, hoping he would lead them to his warband. Their pursuit led them to a small band of wildlings camping in the open. The party engaged and swiftly defeated the wildlings, leaving only one alive to learn the location of Maladuk’s base—an abandoned dwarven mine known as Bothild’s Lode, further north.

The Depths of Bothild’s Lode

Gathering Allies

Realizing their limitations against an entire wildling warband, the heroic townsfolk returned to Sternendorf to enlist more combat-capable neighbors. Lyca, determined to resolve the Baron’s restless spirit, was joined by the knightly Wane, the huntress Stiro, and the bard Sound Wave.

Infiltrating the Abandoned Mine

After a full day’s journey to the base of Miditas Peak, the party stood before Bothild’s Lode, a long-abandoned mine. Observing movement at the entrance, they discovered ventilation holes in the rock face and opted to sneak in through one, finding themselves in a stable of sleeping wargs.

Warg Encounter

Their attempt to sneak past the wargs was foiled by Wane’s clanking armor, awakening a pair of adults. A brief but intense fight ensued, ending with the slaying of the hounds.

Confronting the Wildlings

The commotion alerted nearby wildlings, who were scrambling to prepare for battle as the party entered the main hall. Wane and Stiro’s intimidating presence caused most to flee, but Wane managed to capture one, dubbing him “Jonathan” and forcing him to divulge information about Maladuk’s whereabouts.

Perilous Descent

Using Jonathan as a shield, they ventured deeper into the flooded mines. Sound Wave’s misstep triggered a whirlpool, dragging the entire party through a watery tunnel before depositing them in an unfamiliar room.

The Puzzle Door

They encountered a door adorned with a portrait of a dwarven woman and runes reading “Honor, Wealth, Mother.” Recalling Bothild’s legacy, they solved the puzzle by pressing the symbols of an Axe, Apple, and Dwarven Woman while uttering the corresponding words.

Ancient Treasures and Traps

Inside, they navigated pressure plate traps, accidentally triggering one beneath an altar. They discovered a finely crafted battleaxe and armor within an upright sarcophagus.

Confronting Maladuk

Crawling through a nearby tunnel, they spied Maladuk and his lieutenants in a forge-like area. Jonathan seized the opportunity to warn Maladuk, initiating a fierce battle.

Victory Against the Warlord

Despite Maladuk’s formidable presence, clad in the bones of his enemies, Wane’s stalwart defense, coupled with Sound Wave’s disheartening melodies, allowed Stiro and Lyca to strike decisive blows. The party emerged victorious, having vanquished the wildling threat and bringing a measure of peace to the region.

The Baron’s Crown and the Skeletal Knight

The victorious party looted Maladuk’s body, retrieving the Baron’s family crown. With Jonathan once again their captive, they departed Bothild’s Lode, their mission accomplished but their journey far from over.

Returning to the Baron’s crypt at the Riddermound barrows, they summoned Lady Hilda’s ghost once more. As they presented the crown, her spectral form gestured towards it, then to the ground beyond the portcullis separating them. Lyca, understanding the unspoken request, reached through the iron bars and placed the crown on the cold stone floor beyond.

As Lady Hilda’s spirit retreated to her mummified body, an eerie silence fell over the crypt. Then, the stillness was shattered by the sound of metallic footsteps echoing from behind the door beyond her throne.

A skeletal knight, encased in full armor, emerged through the door as if it were mere mist. The figure bent down, grasping the crown with bony fingers and placing it atop its skull. Upon noticing Jonathan, the undead Baron raised its morningstar, poised to strike.

Wane, ever the diplomat, stepped forward. His words, carefully chosen, sought to reason with the Baron, pleading for leniency on behalf of the captive wildling. The skeletal knight paused, its empty eye sockets seeming to consider Wane’s appeal.

After a moment that stretched like eternity, the Baron turned, retreating to its eternal rest without a word. The party, their mission complete and tensions eased, prepared to return home for a well-earned rest.

Jonathan, however, found no such comfort. His fate now sealed as Wane’s slave, he faced a future far removed from his former life among the wildlings. As the group departed the crypt, the weight of their actions and the consequences for Jonathan hung heavy in the air, a stark reminder of the complex morality that often accompanied adventures.

The Heroes

Ben Dover : The town’s Human Merchant.

Drumfrochar Ashfield : A Giantkin Artisan and Blacksmith.

Lyca Canidae : A wolf-like Farangian Hunter.

Dr. Hank : A Farangian Scholar.

Stiro : A Safyrian Hunter.

Wane : A Human Knight.

Sound Wave : A Coretex Bard.

Baron’s Family

Baron Ruland du Sterne : Murdered by a band of outsiders months ago, the Baron was interred in his family crypt at the Riddermound. When Wildlings began looting his resting place, his wrathful form returns to wreak vengeance.

Lady Hilda : Murdered together with her husband, Lady Hilda was interred in front of the Baron’s resting place to watch over him. Her spectral form has returned to haunt the barrow ever since Wildlings began pillaging the family crypt.

Wildlings

Maladuk : Leader of a band of wildlings from the Miditas Peak. Green skinned and horribly mutated like the rest of his kin. He sent his warband to the lowlands to raid and pillage.

Grub : A wildling from Maladuk’s warband. Left behind in the Riddermound when the Baron’s vengeful avatar slaughtered the rest of his looting party.

Jonathan : A wildling the heroes found at Bothild’s Lode. Was captured by Wane after the rest of his comrades were scared away and became his prisoner.

Other Concepts

    • Mutant Wildlings – Many wildlings look like any other person from the Cities, other than the unfortunate circumstance of not living in civilization. But a few hail from lands so harsh where their kin have lived in for generations, that they no longer look remotely like their ancestors. Fey from the Miditas Peak sport greenish wrinkled skin, sharp teeth, and are often smaller and stockier.

The Song of Thunder

Leaves of Sapphire

The Song of Thunder

Whispers on the Wind

A relentless wind, whistling a mournful tune, whipped across the vast expanse of the Great Northeastern Plains. Here, beneath the watchful gaze of the colossal Pillar of Heaven mountain, nestled the village of Tsagan Bey. The Altan Ger clan, led by their modest yet wise chieftain of the same name, thrived in this harsh land. Their days were a symphony of grazing herds stretching towards the endless horizon, the life-giving waters of the Silver Fish Stream trickling north, and the ever-present shadow of the impassable Mountains of the Phoenix Lord looming to the south.

But lately, a discordant note had begun to mar this familiar harmony. Unease settled over the clan like a shroud. Herders whispered of missing youths, their laughter replaced by an unsettling silence. Even more unsettling were the tales brought back by the steppe riders. They spoke of the ancestral crypts, once silent testaments to a glorious past, now stirring with a malevolent energy. From their depths, terrifying echoes resonated – the bone-chilling roar of dragons and the entranced chanting of warriors facing a siege.

Tsagan Bey, a man who wore his years with stoic grace, felt a furrow deepen between his brows. These were not mere campfire stories. A cold dread gnawed at him, a premonition of something far more sinister brewing. He summoned his most trusted advisors, the esteemed Warrior-Storytellers. Their wisdom, honed by years of battle and steeped in the clan’s rich history, was his only hope. As the wind howled louder, carrying the weight of his unease, Tsagan could only pray they would arrive in time.

Echoes from the Pillar of Heaven

Meeting with Tsagan Bey

The band of Warrior-Storytellers – Twing Twang, SOLA, Chayan, Otis Hu, and Wingman – approached Tsagan Bey’s ger, where his warriors crossed spears to halt them. After announcing themselves, Tsagan’s voice boomed, ordering his warriors to let the heroes pass, having expected their arrival.

The Missing Youths

Tsagan Bey informed the heroes of reports from distraught mothers about missing youths and stories of the clan’s ancestors attacking herdsmen in the fields. While he dismissed some tales as idle fancies of “grass-addled” minds of herdsmen with too much time on their hands, the similarities were too numerous to ignore. The problems had persisted for a month.

Seeking Information

Tsagan Bey directed the heroes to either Naran the herdsman or Madam Sarnai for more information.

Madam Sarnai’s Lament

Visiting Madam Sarnai, Twing Twang tactlessly inquired about her missing son and daughter, Bilgee and Altan, as she did her laundry. The henlike Coralaxi woman ranted about pleading with Tsagan Bey to investigate when her children, along with Enshimei’s son and daughter, Delger and Nomun, disappeared without a word a week ago.

Sarnai mentioned that her children had recently been in a rebellious phase, talking about something called the Thunderlords and frequenting the ancestral crypts within the Pillar of Heaven mountain.

Naran’s Encounter

Heading east, the heroes found Naran the herdsman tending to his flock of yikla, under attack by wolves. Chayan fired eldritch bolts while Otis charged to defend the young herdsman, slaying one wolf and flinging another away before the rest of the pack fled in terror.

Naran, having fallen from his spooked horse, offered Otis his heirloom dagger as thanks. He also shared his encounter with his grandfather’s shambling body, which could have only come from the ancestral crypts.

The Offering and the Traveler

Continuing eastward, Chayan respectfully left an offering of sweets at an Ovoos along the way. As night fell and the heroes set camp, SOLA spotted an approaching figure on horseback – an exhausted dwarven traveler whose badly injured horse died upon arrival, throwing him off.

Otis caught the falling dwarf, and SOLA provided water. The traveler offered the heroes potions from his saddlebags in exchange for rations, having lost his horse and requiring extra days of sustenance for the longer walk home. He explained he had been attacked by ghoulish creatures after performing a sky burial for his father at the mountain’s foot.

Entering the Ancestral Crypt

The next morning, the heroes continued to the Pillars of Heaven mountain, spotting the traveler’s father’s body with circling vultures. They made their way up the path flanked by colorful flags and knocked on the large red gates of the ancestral crypt, entering when the doors opened.

Discordent Dirges

The Brazier’s Riddle

The heroes found themselves in a large central chamber dominated by a massive brazier, with three separate exits. SOLA deduced that lighting incense within the brazier would trigger something, and when he did so, glowing lines appeared on its sides and the floor, leading to the right passageway, where torches began to light up, illuminating the way.

The Chambers of the Ancestors

SOLA and Wingman followed the lit passageway into a chamber filled with coffins of the clan’s ancestors, some bearing fresh nails. Meanwhile, the others ventured down an unlit passage, where Twing Twang triggered an arrow trap, wounding Chayan. Otis found and donned armor from a coffin in a decorated chamber beyond.

Twing Twang then explored another unlit passage, dragging Chayan along, with Otis following. They discovered another chamber of coffins and a modest chamber beyond, where Otis triggered a guillotine trap, losing a toe, but earning another set of armor and some murky potions.

The Twin Brazier Puzzle

SOLA and Wingman continued on, finding a chamber with two braziers and the inscription “All are Equal before the eyes of Heaven.” They deduced that they needed to remove the burnt incense sticks and place a new one in each brazier simultaneously, triggering the sound of a stone doorway opening ahead.

The Awakened Ancestors

As discordant metal music filled the crypt, the ancestors’ ghoulish bodies began to reanimate and break free from their coffins, attacking Twing Twang, Chayan, and Otis. SOLA and Wingman used invisibility to reunite with the others, and together they dispatched the ancestors, finding canisters of blue crystallized resin embedded in their skulls, animating them.

The Missing Children

Beyond the opened doorway, the heroes found Sarnai and Enshimei’s missing children lounging and playing cards. Wingman and Twing Twang disguised themselves as the children’s mothers and attempted to lecture them, but Delger and Nomun remained defiant. The youths spoke of the grand new technologies the Thunderlords brought with them from the west and ideas of personal freedom unburdened by tradition and filial piety, they spoke of joining the Thunderlords and other youths in bringing down the old and ushering in the new.

With Chayan and Otis’s help, the children were eventually subdued with intimidating words and agreed to return home, abandoning their task of keeping the adults away.

The Chamber of the Defaced Altar

After a short rest, the heroes pressed on, finding a circular chamber filled with exhausted youths in black robes and white face paint, strewn with food and offerings. Atop a central pedestal stood a defaced and broken altar, guarded by a group of musicians dressed in black garb, white face paint, and spiked accessories.

Twing Twang was mistaken for a fan and given black robes and face paint, but Chayan denounced the musicians’ music. Enraged, the evil musicians leapt into battle, filling the air with metal music. The heroes triumphed, leaving only the drummer Mongun alive and convincing him to surrender.

Convincing the restless and confused youths that witnessed the battle that the party was over, the crowd slowly shuffled back home to their families.

The Great Northeastern Plains Silenced

The triumph over the Thunderlords was short-lived. Cheers echoed through Tsagan Bey’s yurt, the warmth of victory battling against the biting chill that had settled on the Great Northeastern Plains. Yet, as Mongun, the sole survivor of the insidious band of musicians, knelt before the stoic chieftain, a shadow flickered across Tsagan Bey’s weathered face.

Mongun, his bravado shattered by defeat, spoke of Erden, the one with the cunning mind. Erden, he revealed, had taken a piece of important information – the secrets of animating the dead – to the grave.

But the true blow came with Mongun’s next words. He confessed their treachery, fueled not by personal ambition, but by a hefty coin purse courtesy of the Snowlock government. Their aim? To incite discord within the Plains, to sow discontent and rebellion amongst the people, ultimately weakening the grip of the mighty Oyut Khan.

A heavy silence descended upon the yurt. The weight of this attack settled like a leaden cloak on the gathered warriors. News of Snowlock’s treachery would soon find its way to the Khan’s ear, a poisoned arrow aimed at the fragile trust between the Plains and the outside world.

When the news finally reached the Khan’s grand tent, a tremor of fury shook the very foundations of his power. The once-open plains, a tapestry woven with trade and cultural exchange, slammed shut. Borders hardened, suspicion hardened hearts. The once-welcoming smile of Tsagan Bey, a beacon of openness in a harsh land, would forever be replaced with a guarded expression, a reminder of the bitter sting of betrayal. The echo of the Thunderlords’ defeat was drowned out by the deafening silence that descended upon the Plains, a silence that promised isolation and a deepening mistrust that would linger for generations to come.

Yet at the same time, the events had also changed our Warrior-Storytellers with new ideas as the winds of change and the echoes of thundering music  could be heard among the future of the Plains peoples.

The Heroes

Twing Twang : A nervous crow-like Coralaxi Creation Bard and Fighter with confidence issues, son of the mighty Jeng Jeng.

S.O.L.A : A Coretex designated as a Solo Orchestral Learning Automaton that was built as a Creation Bard and Artificer to pass down stories to the next generation with his recorder.

Otis Hu : A burly owl-like Coralaxi Ancestral Guardian Barbarian and Bard who punches as hard as he can throat sing.

Chayan : A Human Swords Bard and Warlock with a love for cowbells. He ran away from home as a youth, but repented and returned home.

Wingman : A slow speaking Coralaxi Lore Bard that supports his team from the sidelines.

Altan Ger Clan

Tsagan Bey : The middle aged dwarven chieftain of Altan Ger, with a stout and lean body, and dressed in a modest grey deel. His black hair is shaved at the top as per tradition and the rest tied into loops around his ears. His long flowing black beard is left untied as it falls as far as his belly.

Naran : Young dwarven herder, stout and pudgy, dressed in brown and tan furs with a woolen cap. Long flowing black hair and short beard. He has a dispute with his brother over his grandfather’s inheritance, of which he received nothing but a magical dagger.

Madam Sarnai : Middle aged Coralaxi housewife, appearance of a terrestrial hen with white feathers, dressed in red silk deel. Her children Bilgee and Altan had gone missing alongside the children of other mothers.

Madam Enshimei : The dwarven mother of Delger and Nomin, whose children have also gone missing.

Bilgee : Young and obedient Coralaxi trained in spearfighting, he ran to join the Thunderlords because he thought they were cool.

Altan : Young and timid Coralaxi trained in the bow, she followed her brother in joining the Thunderlords.

Delger : A disrespectful and confrontational Dwarven teenager, he hates the stifling and conformative culture of his people.

Nomun : The equally hard headed sister of Delger who joined the Thunderlords to rebel against society.

The Thunderlords

Sukhbat, Tingris & Mujin : The popular singer, bassist and lead guitarist respectively. Were killed by our heroes in a final confrontation.

Mongun : The Thunderlords’ drummer who surrendered as the last man standing and divulge the reason they were here. Eventually sent to face judgement by Tsagan Bey.

Erden : The rhythm guitarist and brains behind the group responsible for raising the ancestral dead. He was killed by the heroes in a final fight.

Other Concepts

    • Ancestral Crypt – Crypt within the Pillar of Heaven Mountain, reserved only for people of noble blood and high ranking individuals.
    • Warrior-Storytellers – A highly respected position responsible for passing down the traditions and legends of a clan’s people to the next generation and defending their legacy with blade and grace.
    • Pillar of Heaven Mountain – Small mountain to the east of Tsagan Bey’s village.
    • Silver Fish Stream – Tributary river just to the north of Tsagan Bey’s village.
    • Blue Pine Forest – Beyond the Silver Fish Stream, people are warned never to enter because of how dangerous it is.
    • Sky Burials – Commoners who pass are usually brought to the mountains and offered to Tengri the sky god, who sends eagles and vultures to accept the offering. Because the land is rocky and cold, making burials difficult, and trees for firewood is scarce.
    • Hospitality – Hospitality is very important and one cannot refuse to shelter or feed travelers.
    • Ovoos – A cairn often found in the wilderness that is treated with respect and where offerings like sweets are placed to have a safe journey.
    • Yikla – A goat like herbivore with a single horn that blossoms into an umbrella shape to protect their heads. Often kept for its milk and meat.

Temple of the Sleeping God

Leaves of Sapphire

Temple of the Sleeping God

Echoes of Ostara

In fields of dawn, where sun first kissed the dew,
Rose Ostara, the general fierce and true.
Her eyes, twin stars, reflected heavens’ might,
Her blade, a comet, cleaving through the night.

A demon scourge, from skies of cosmic blight,
Descended, cloaked in shadow, endless night.
With clash of steel and thunder’s choral boom,
They met in fight, beneath a shattered moon.

Wounds etched like constellations on her skin,
Ostara fell, the demon’s essence in.
She vanished then, consumed by starlight’s curse,
A whispered legend, lost in time’s vast verse.

Five centuries of embers turned to flame,
Her crusaders’ blood, consumed by twisted aim.
A cult rekindled, shadows dance and leer,
Whispering her name, sacrificing those dear.

Innocents snatched, dead brought back to their feet,
To keep her powers, through her continued sleep.
But fate’s cruel hand, a twist it does command,
An Avatar, thrusts heroes to the sand.

With grit and doubt, they face the rising dawn,
Where memory and monster intertwine in one.
Can hearts unchained defy the dark’s decree?
Can Ostara’s legacy rise, reborn and free?

Shadows of Berganberg

As the company, comprised of Varjo, Taela, Tron, and Svetle, bade farewell to their fellow survivors of the Gildenloewe Manor—Thunder, Guy, and Theodoric—setting off on their own mission for Wicks and the Avatar, a pair of new comrades joined their quest. Anastasia D Aster, an elderly Human Echo Knight, and Wisti Roselia, a young Treefolk Divination Wizard, were introduced into their fold.

Armed with a communication device from Wicks for both internal reporting and external correspondence, they departed for Berganberg. En route, while resting on the outskirts of the city, Taela discerned a group of humanoid figures lurking in the shadows. Anastasia, bold and unflinching, attempted to draw their attention.

Slowly, the figures closed in on the encampment, only to reveal themselves as mindless thralls—pale, irisless-eyed creatures—who launched an assault on Anastasia. The ensuing skirmish resulted in their annihilation, but tragically, Rein, the elderly wagoneer, was found lifeless on his stool, a heart attack claiming him after the fight.

Examining the bodies, Taela detected traces of necromantic magic. Varjo, under Taela’s guidance, extracted tiny cylindrical objects from the thralls’ brain stems. Another attempt to probe revealed the contents— Blue Resin-filled, yet unrelated to the Avatar’s craft, as confirmed by Wicks.

Pressing onward into the city, they contacted Elisa Horn, the guard captain, uncovering the grim reality of escalating kidnappings over the last three months. A board adorned with missing persons’ notices—28 in total, exclusively Human or Safyrian, aged 18 to 23—outlined the severity of the situation.

Despite Tron’s scrying efforts in the Outer City, their search for similar cylindrical objects to the ones they found on the thralls bore no fruit. Elisa detailed Duke Conrad’s pressing demand for answers regarding the recent disappearance of his son, Baldewin, last seen carousing with friends at the Vulgar Peacock in the Outer City.

The party, after a cursory investigation, sought shelter at a nearby inn run by the Safyrian proprietress Elsie. She agreed to facilitate their meeting with Udo, the adjacent Vulgar Peacock’s tavern keeper, the following morning.

Udo divulged encounters with a peculiar pair of elves offering suspiciously lucrative delivery jobs to regular patrons. In the trade district, they encountered Steube, an orange-clad Salimar merchant selling refined Resin, who revealed sluggish business in Berganberg compared to Sternendorf, oddly enough for such a small town.

Anastasia’s attempt to lure kidnappers to her led to a chase involving cloaked figures conversing with a beggar. Pursuing them, Anastasia and Tron located their target blocks away.

Though Varjo attempted interception, Anastasia managed to close in, only to be thwarted as the hooded figures unsheathed their swords. In a hard-won battle, the party emerged victorious, capturing two assailants, one named Orbryn, and uncovering a note linking them to Dawson, mentioning an urgent trade district rendezvous in two days.

The group extracted Dawson’s address from a captive, facilitated by Varjo’s healing potion. Prisoners and corpses were surrendered to Elisa, revealing Dawson’s shady reputation and prompting a request to inspect outbound shipments for potential captives.

Upon suspicions of corruption within Elisa’s ranks, Evert, a guard with dubious financial behavior, became a focal point for the party’s inquiry. Interrogating him confirmed his complicity in facilitating shackled people’s passage through the gates.

Following a night’s rest, the party initiated an audacious infiltration of Dawson’s opulent mansion. Anastasia, posing as Orbryn to lead the rest of the party in as new kidnap victimes, managed to enter. A demand for enchanted collars on these “kidnap victims” from Dawson led to a refusal to comply, ensuing in a violent confrontation where Dawson’s bodyguard Agatha and her thugs were vanquished.

Meanwhile, Varjo, who had complied earlier and led through an enchanted door to another location, faced a hooded fey woman in an enigmatic basement, succumbing to her otherworldly assault and sustaining grave internal injuries as she tried to break out and rejoin her colleagues.

Cornering Dawson, the party extracted information on Varjo and Baldewin’s location—Durin’s Hall. In an act of retaliation, they set Dawson’s estate ablaze, later prompting Elisa’s revelation of Durin’s Hall’s whereabouts as she took Dawson into custody from the party.

At Durin’s Hall, a calculated chaos to scatter innocent bystanders with fire enabled the rescue of Varjo and the other captives. In the ensuing turmoil, the party came face to face with the cult’s local cell leader, Elias, causing further property damage and while evading his pursuit.

Returning Baldewin to Elisa earned them a reward of 300 gold sovereigns. Seeking aid for Varjo’s injuries, they ventured to the Temple of Varthen, known for unorthodox treatments and possible ties to Dawson’s underworld. Payment for Varjo’s surgery came at a steep cost, prompting a daring heist of the head priest’s vaults to reclaim their funds.

Their exploits brought them face to face again with Elias, who led a cultist group. Following a strenuous battle, they discovered crucial information in Elias’ possessions—a notebook, keys to cult safe houses, and instructions from someone named Qildor concerning deliveries between Berganberg, Totenschloss, and Sternendorf, tying into Theodoric’s investigation.

Unveiling Sternendorf’s Secrets

The aftermath of the intense battle left the party covered in dust and debris as they stood amidst the remains of the cultists’ failed resistance. Elias lay unconscious, flanked by the lifeless bodies of two of his subordinates and two others who had surrendered. The party, frustrated by their inability to extract information from the captives, summoned the guards for assistance in relocating the prisoners and the deceased to the dungeons and the morgue, respectively.

A day passed as Elias lingered, unyielding to interrogation attempts. In a last-ditch effort, Varjo administered a potion of command down Elias’s throat, while Anastasia invoked the magical word “Reveal.” The Lagocavian warlock reluctantly divulged a rough description of Totenschloss and its location in the Schildwald. Yet, this information proved insufficient for the party’s quest.

Tron and Anastasia attempted a different approach. They appealed to Elias’s potential scholarly interests, seeking information about the entity the cult worshipped. Elias disclosed that the cult revered Ostara, a legendary Fey heroine who, 500 years ago, led a crusade against a monstrous demon that wreaked havoc on Servasberg. To preserve her image, Ostara’s crusaders took her to Totenschloss after she was gravely wounded in the final confrontation. Elias explained that her condition worsened as she became more alien, and in a desperate attempt to preserve her, they placed her in stasis. The cult had watched over her ever since.

Elias added a crucial detail—only Fey had a 100% success rate in the ritual to take Ostara’s light into themselves, while other hopefuls risked their lives. Armed with this newfound knowledge, the party delved into the cult’s safehouses, finding most already emptied. However, they discovered a warehouse containing waypoint notes guiding the way to Totenschloss and an ancient bipedal war machine suspended from the ceiling.

Wisti and Tron identified the machine as likely of ancient Dwarven origin. Within it, a mutilated Dwarf was connected with hoses and cables. Tron’s healing spell revived the Dwarf, and Wisti attempted to disconnect him, unintentionally causing significant harm. With the Dwarf’s final grateful look, the party discovered clues about Totenschloss.

With the location in hand, the party prepared for the journey, using their wagon to reach the fortress ruins. The journey remained uneventful until they reached the eerily quiet town of Sternendorf. Fields lay untended, buildings shuttered, and a haunting silence prevailed. Anastasia, recalling Theodoric’s team investigating the town, managed to contact Guy, who urgently revealed that they were in the Baron’s basement under siege. He disclosed the Baron’s involvement in the undead problem, driven by experiments to resurrect his wife.

The party departed from the desolate town of Sternendorf, their wagon rolling along the path towards the east. In the distance, the Baron’s manor perched atop a small hill, encircled by an imposing iron fence. The journey led them to the eerie sight of freshly slain bodies strewn along the path, and a relentless horde of zombies surrounding the estate.

Anastasia, keen-eyed as ever, identified a ventilation shaft near the corner of the estate. Unlocking it, the party slipped through, finding themselves in a basement laboratory dominated by a central metal table. A glass cylinder contained a red-haired woman, suspended in a slightly viscous fluid. Tron, driven by impulse, shattered the glass, only to find the woman comatose. Svetle’s examination revealed she suffered from Heartrot, an aggressively fatal disease.

Documents in the laboratory unveiled the woman as Hilda, the Baron’s desperate attempt at a cure went fruitless. Baron Ruland, driven by desperation, had met a mysterious man named Qildor who supplied him with resources for his experiments in bringing the dead back to life.

The party’s intrusion stirred zombies into action, attacking them in the laboratory. Swiftly dealing with the threat, they pressed forward, discovering a large chamber with metal tables and two heavily armored guards commanding a horde of zombified women and children assaulting a wooden door. A surprise attack saw the guards and zombies dispatched with minimal harm.

The door swung open, revealing Guy, Theodoric, and Thunder. Theodoric expressed gratitude for the rescue and explained their mission to sabotage the Baron’s experiments with minimal casualties had gone awry.

With their group reunited, the party ascended to the manor to confront Baron Ruland. Taela and Anastasia encountered an elderly woman in the kitchen, attempting to deceive her. Failing to do so, Anastasia’s demeanor shifted, prompting a physical confrontation that left the elderly woman unconscious.

Moving to the next level, Anastasia, disguised as Hilda, persuaded a patrolling guard to lead her to Baron Ruland. The party waited in anticipation outside the door. After a series of introductions and long pauses outside closed doors, Anastasia entered, greeted by the Baron’s simple words, “Hello, whoever you are.”

Anastasia, despite failing to fully deceive Baron Ruland, skillfully wove a tale, convincing him she delivered a shipment of bodies from Qildor, with the disguise merely a cruel prank. While the Baron’s attention was occupied, Varjo stealthily navigated the second level, discovering the female cultist who had previously grievously wounded her, now waiting in a bedroom with soiled clothes.

Anastasia led the Baron’s captain to their wagon outside, allowing the party to hide. She then returned to the manor, leaving the guards to continue their work. Regrouping on the second level, Anastasia, Wisti, and Varjo launched a surprise assault on the Baron, executing Theodoric’s mission to eliminate him. The Baron sought refuge under his metal desk, summoning the zombies that surrounded his estate.

Below, the rest of the party and Theodoric’s team faced the approaching horde. Anastasia’s team overcame the Baron and his guards, seizing the amulet that commanded the zombies. Wisti used the amulet to compel the undead to stand down. In the aftermath, they found Theodoric tying up the guard captain and his subordinate. Varjo tried to reason with them, but they saw the party as terrorists, blinded by their loyalty to the fallen Baron.

In a shocking turn, Wisti coldly murdered one of the subdued guards in front of Theodoric. Using the amulet, Wisti commanded the remaining zombies to follow their convoy, leaving a pack behind to complete the gruesome task of slaughtering those left inside the manor.

Returning to Totenschloss, the party was allowed entry by the guard. Inside, they encountered a disappointed yet relatively hospitable cultist who questioned the unfulfilled cargo promise. While attempting to sneak the Baron’s zombies into the compound as backup, the party also learned that Grand Magus Qildor and Linn were in the inner sanctum. However, their attempts to enter were thwarted, and they were denied permission to camp within the fortress walls.

As they departed, Varjo took a drastic measure, shooting the ropes operating the gates. One snapped, preventing the gates from closing and leaving the party in a precarious position within the mysterious fortress. The enigma of Totenschloss deepened as the party stood on the precipice of discovery, surrounded by secrets and uncertainties.

Trapped Between Monstrous Choices

The afternoon was fraught with tension as the party stood off against the guards of the fortress monastery for Varjo’s actions. Varjo, quick on her feet and silver-tongued, managed to pacify the irate gate guard by feigning a weapon malfunction, enduring a minor beating before slipping away. Meanwhile, Svetle received orders for reassignment, while Taela was informed of a new member, Cessnoc, soon to join their ranks. With the group finally assembled, they turned their attention to their next objective.

Their plan hinged on a horde of zombies, corralled from Ruland’s estate, to distract the fortress’s guards while they infiltrated its keep. After some trial and error, they succeeded in commanding the undead mass, using them as a diversion to slip past the vigilant sentries.

Inside the keep, they found themselves enveloped in near darkness, the once-grand structure now a shadow of its former glory. Anastasia’s clumsy attempt to open a set of double doors alerted a group of cultists within, who turned to confront the intruders.

Thinking quickly, Varjo, Taela, and Cessnoc improvised a ruse, conjuring a makeshift effigy of Ostara to sway the cultists to their cause. Though one remained skeptical, the majority fell to their knees in worship, giving the party a momentary advantage.

But the peace was short-lived as the cultists, realizing the deception, launched a vicious assault. The battle was fierce, with Anastasia and Varjo barely escaping death’s grasp amid a storm of bolts and blades. Eventually, the party emerged victorious, though not unscathed.

As they caught their breath, Varjo discovered a hidden button on the altar, revealing a staircase leading deeper underground. In the depths, they encountered a sinister scene: a corridor flanked by statues of a grotuesquely obese figure, culminating in a circular chamber where Mistress Linn and her remaining witches conspired.

With Cessnoc’s keen senses, they eavesdropped on the witches’ conversation, learning of their intent to unleash dreadful creatures upon them. Among the whispered words, Cessnoc recognized the ominous clicking of “handcrawlers,” tiny beasts he knew spelled danger.

Armed with this knowledge, the party braced themselves for the horrors lurking in the depths of the fortress monastery, knowing that their greatest challenges lay ahead.

From the shadows, the party launched a surprise attack on Mistress Linn and her remaining cultists, as well as their Handcrawler pets. Despite the element of surprise, the cultists put up a fierce resistance, but the party emerged victorious, albeit bruised and battered from the encounter.

Pressing forward, they entered the final chamber of the fortress monastery, where they found Qildor seated amidst a collection of ornate steel chairs. In the center of the chamber stood an ancient machine upon a pedestal, with a large, ornate brass throne housing the mutated form of Ostara behind a shimmering force field. Her grotesque appearance, with raw flesh and stretched skin, sent shivers down their spines.

Qildor interrupted their advance, seeking dialogue. He acknowledged their interference with his plans to sustain Ostara’s dormancy, revealing his desperation to prevent her awakening and the subsequent devastation it would bring. Despite his self-sacrifice to feed the throne, Qildor radiated immense power, hinting at the power he could still wield.

As the party explained their mission to dismantle the cult, Qildor pleaded with them to reconsider. Killing him would unleash Ostara, condemning the region to chaos and death. He disclosed the Order’s legacy of keeping Ostara dormant, sustained by the life essence of powerful Grand Magi. However, recent times had seen a surge in the throne’s appetite, threatening Qildor’s very existence.

Desperate for a solution, Qildor implored the party to aid him in securing more sacrifices to stave off Ostara’s awakening. Despite his pleas, the party scrutinized the throne, suspecting it to be the source of the escalating crisis. Qildor confessed his ancestors’ ignorance regarding the device’s workings, despite their mastery of its operation.

Upon conferring with Wicks, the party received grim news: the Avatars demanded Qildor’s demise, unconcerned with the potential consequences. Faced with a moral dilemma, they chose to collaborate with Qildor, opting to seek outside help through in repairing the throne. Wicks, sympathetic to their cause, directed them to a knowledgeable contact outside the monastery, offering a glimmer of hope amidst the encroaching darkness.

Repairing Ostara’s Throne

The Aftermath of Qildor’s Sanctum

The party departed Qildor’s sanctum, their footsteps echoing through the eerie silence. The hatred in the eyes of the surviving cultists burned like smoldering embers, but the heroes pressed on, undaunted. They passed the mountain of undead corpses, a grim testament to the battle that had raged within these walls.

Meeting the Artificer

Reaching the agreed-upon meeting site, the party waited through the night. The next morning, a gyrocopter arrived, bearing a nervous-looking Coretex artificer named Calixis, accompanied by two collaborators, Maxine and Minnie. Calixis explained that while he could potentially repair the throne, he would need more information, perhaps even the original plans from its creator, the ancient mage-king Valder. He suggested the party seek out a village once ruled by Valder, located to the east, in search of clues.

Ambushed by Bounty Hunters

As the party prepared to depart, they were accosted by a group of arrogant bounty hunters, demanding the surrender of their members. Anastasia was willing to comply, but the rest refused to part with their hard-earned gold. In the ensuing battle, a javelin from a hidden hunter struck Anastasia, killing her instantly. The party fought valiantly and emerged victorious, finding evidence that the bounty hunters were under contract from Dawson’s men.

Tracking the Wildlanders

Undeterred, the party headed east, as Calixis had suggested. Along the way, they discovered the remains of a fishing camp, with signs of a recent struggle. Maxine and Varjo deduced that the camp’s occupants had been attacked by Thornwood Stalkers and fled northward.Continuing their journey, the party reached the abandoned and overgrown village Calixis had mentioned. Taela’s search uncovered an ancient parchment hidden beneath the floorboards of a building. As evening fell, the party was ambushed by a hail of arrows from the treeline, revealing an entire army of Wildlanders.

Negotiating with the Bear Tribe

Maxine bravely approached the Wildlanders, and with Cessnoc’s help, they were able to communicate. The Bear Tribe elder, though initially hostile, agreed to share information if the party completed two tasks for him. The first was to rescue two of their kinsmen, Hagen and Yiva, who had gone missing while foraging for food.However, when Maxine attempted to hold the elder hostage, she was swiftly brought to the brink of death by the Wildlanders, who warned the party never to try such a thing again. Cessnoc and Tron were taken as temporary hostages and guests as the tribe retreated into the forest, leaving the party with their new mission.

Deciphering King Valder’s Biography

As the party rested for the night, Taela and Wisti delved into the ancient text Taela had discovered in the abandoned village. To their fascination, the text turned out to be a biography of King Valder, a powerful mage-king from thousands of years ago. The text revealed that Valder had united the Wildlings of the Schildwald into a single nation, and had even been perceived as a god by his people. However, he was eventually challenged and defeated by a powerful Fey goddess, who then built a monastery over the ruins of his palace. The biography also noted Valder’s hedonistic tendencies, his love for fine food, wine, and music.

Tracking the Missing Foragers

The next day, the party returned to the stream where they had found the abandoned fishing camp. Though the trail had grown cold, they pressed on, determined to locate the missing Bear Tribe foragers, Hagen and Yiva. As daylight faded, they stumbled upon the two bodies in a clearing north of the camp.

Ambushed by Vine Creatures

Cautiously entering the clearing, the party was ambushed by strange, writhing vine creatures that massed together into humanoid shapes. The battle was fierce, bringing Wisti and Varjo to the brink of death as more of the creatures emerged from the treeline and the corpses of Hagen and Yiva. Ultimately, the party prevailed, recovering the bodies of the fallen foragers.

The Treelike Creature

On their way back, the party witnessed a herd of deer stampeding across their path, as if fleeing from some unseen threat. Wisti’s owl familiar was sent to investigate, and it spotted a large, treelike creature with a crown of branches sitting in a nearby clearing, surrounded by the corpses of local fauna. The creature seemed to be drawing sustenance from the bodies, and Wisti’s owl also noted a magical ring hanging from its branches.

Confronting the Treelike Creature

Eager to claim the treasure, the party decided to confront the treelike creature immediately, fearing it might disappear if they waited until next dawn. They crept through the treeline to ambush the creature, and the ensuing battle was fierce. The creature’s powerful blows knocked Varjo unconscious, but Wisti and Taela’s magical attacks eventually brought it down.

Returning to the Bear Clan

Upon returning to the abandoned village, the party was met by the Bear Clan healer, Ulla. After reporting the fate of Hagen and Yiva, the party was led back to the Bear Clan camp, where they reunited with Tron and Cessnoc, who had been treated well during their time as “guests.”The Bear Clan Elder, Wulfgar, then requested the party’s assistance in dealing with the issue of the Hogshaw Clan, who were encroaching on the Bear Clan’s hunting territory. Wulfgar shared that the Hogshaw territory lay beyond the Black River to the northeast of the Bear camp, and that the two clans had a long-standing animosity, with every encounter resulting in a fight.

Tracking the Hogshaw Hunters

Heading towards the Black River, the party came across a recent kill that had been fully stripped, indicating the presence of hunters. They followed the trail and encountered a band of Hogshaw hunters, their faces painted in green and white war paint.Taela attempted to approach them, while the rest of the party hid. The initial contact was tense, as the Hogshaw hunters saw Taela as easy prey. However, when the others revealed themselves, the Hogshaws became more defensive. Taela warned them about the threat of Ostara and offered peace with the Bear Clan, but the Hogshaws declined and began to retreat.The party tracked the Hogshaws across the Black River and into their own territory, where they set up camp for the night. The party hid nearby and eavesdropped on the Hogshaw leaders, Odina and Fribert, who expressed concern about the additional threat of Ostara on top of the blight and famine affecting their clan.

Negotiating with the Hogshaws

The next dawn, the party made themselves known to the Hogshaws once more, surprising them. This time, they were able to convince Odina and Fribert that they could help with the Hogshaw’s problems. Odina reluctantly agreed to bring them back to their camp, where the party witnessed the dire state of the land – the dying flora and fauna, the barren and blighted landscape.At the Hogshaw camp, the party met Odina’s father, Lothar, the Hogshaw Clan chieftain. He explained that the blight had started several months ago, with patches of blighted land appearing and a foul, blighted creature being spotted in the area to the east of their camp.

Tracking the Blighted Creature

The party spent the night with the Hogshaws and set out the next dawn to track the blighted creature. They eventually found themselves outside a cliff face and a cave entrance, and Cessnoc scouted the cave, witnessing the creature itself oozing pus and releasing miasma balloons.The party lured the creature out of its lair and engaged it in a brutal but quick battle, ultimately dispatching the creature. Maxine’s investigation revealed that the creature had no organs or brain, only sacs of blighted poison.

Investigating the Cave

Cessnoc and Minnie proceeded to investigate the cave further, finding the rock warped and covered in a fleshy substance, and a pool of thick, toxic sludge at the end. Fearing the effects of pressing further, the party decided to turn back, though Wisti had a sinking suspicion that the issue of the blight had not been fully resolved.Returning to Lothar, the party presented the head and pelt of the creature they had killed, which was enough proof for the chieftain that they had rendered much-needed aid. In gratitude, Lothar shared the location of a secret shrine that stood over the location of King Valder’s hometown, a place where the chieftains and elders of the various clans and tribes descended from Valder’s people would meet to settle disputes.

Rushing to the Shrine

Fearing they were already losing valuable time after hearing news from Calixis about Wicks’ disappearance and their insubordination to the Avatars, the party decided to push forward through the night. Tron, in his tiger form, offered to pull their wagon at a breakneck pace, despite the severe exhaustion it would cause him.

Summoning King Valder

They reached the shrine at the break of dawn, a place marked by stellae depicting the crests of the various tribes of the Schildwald. Remembering Taela’s discovery of King Valder’s biography, the party prepared a feast of wine, meat, and music, placing it upon the pedestal before the stone dais. Cessnoc’s rhythmic drumming completed the ritual, and soon the flamboyant and morbidly obese King Valder emerged from the forest, seated upon his ornate, self-propelling carriage as the trees parted before him.

Audience with the King

Valder partook in the feast and music, magically levitating the feast into his mouth before allowing the party an audience. Initially unwilling to help the elvish descendants who had ousted him, Cessnoc was able to convince Valder to provide assistance, arguing that the tribes living in the Schildwald did not deserve the suffering Ostara could bring.

Valder’s Gifts

Valder provided the party with a small, stone construct named Chuck, armed with the tools and knowledge to repair the throne Valder had created. When the party inquired about the blight, Valder revealed that they had not yet destroyed the true source – a rock within the cave that emitted an energy that would rip asunder the essence of beings like him. Valder gifted the party with magical suits and a warhammer to protect them if they returned to the cave.

Expedited Travel

Pressed for time, the party asked Valder to assist them in returning to his former palace. Valder obliged, creating a pool of mercury that pulled them through the earth at immense speed, though the effects of the travel were both nauseating and disorienting.

Confronting the Avatar Threat

Discovering the Drop Pod

As the party landed near Qildor’s fortress, they discovered a drop pod within a nearby crater. Breaking into the pod, they ransacked it, acquiring valuable high-tech tools.

Ambushing the Avatar Conscripts

Following a trail of destruction, the party witnessed another group of Avatar conscripts supporting a gigantic bipedal war machine assaulting Qildor, who sat before Ostara’s throne, attempting to defend himself. The party seized the opportunity to ambush the conscripts from behind, leading to a fierce battle for survival against their magically-equipped foes. Varjo narrowly escaped death multiple times before the party finally dispatched their enemies.

Aiding Qildor and Calixis

Turning their attention to Ostara’s throne room, the party saw Qildor and Calixis under attack from an Avatar war machine firing missiles and laser beams. They joined the fray, distracting the machine while Wisti delivered the killing blow to the Lagocavian pilot with a bolt of lightning. The pilot’s death throes triggered a self-destruct sequence, hurtling the party backward and injuring Maxine.

Repairing Ostara’s Throne

As Varjo tended to Maxine’s wounds, Chuck set to work repairing Ostara’s throne. After a few hours, the construct reported that the throne was fully functional once more, capable of containing Ostara for another couple of hundred years.

Dealing with the Avatar Threat

Tron and Cessnoc heard a voice from the war machine wreckage, commanding the pilot to report in. Taela imitated the pilot’s voice, assuring the voice that their mission was complete. Meanwhile, Calixis appealed to the City of Lights, learning that while three of the five Avatar Houses would forgive the party’s mutiny, Matron Maizara and House Rai’ya would not.

Resisting the Great Old One’s Influence

Taela temporarily took Qildor’s place on his seat, allowing the Grand Magus to rest. However, in her proximity to Ostara’s power, Taela felt the weight of her patron’s will, urging her to kill Qildor and Ostara and consume her power. Taela resisted with sheer willpower, forcing her patron out of her mind.

Preparing for Departure

Before departing, the party spent three days rebuilding the drop pod with salvaged parts from the Avatar war machine and Dawson’s dwarven war machine, concealing it as best they could.

Destroying the Blighted Rock

The party then retraced their steps to the cave where they had fought the blighted beast, noticing that the Hogshaws had abandoned their camp. Donning the suits gifted by Valder, they waded into the toxic waters, reaching an inner cave where a grand crystalline rock dripped greenish ichor. Wisti took Valder’s hammer and smashed the rock, causing it to crumble and open a pit into the abyss below. Maxine teleported Wisti to safety as the cave began to collapse around them.

A Harrowing Escape

As dust and debris rained down, cracks appeared in the cavern’s ceiling, revealing glimpses of sunlight. Cessnoc flew Taela up on his broom, allowing her to shatter the rock with magic and reveal an escape route. Cessnoc sent his broom back for Varjo and Wisti, while Tron transformed into an eagle and took to the skies, narrowly avoiding collapsing boulders. Maxine and Minnie attempted to leave the way they came, and the group fled the collapsing plateau, leaping off the cliff face just in time to reunite with the others.

Matron Maizara’s Arrival

Calixis warned the party of an incoming threat, but it was too late – Matron Maizara’s flying chariot roared overhead, and she landed before them. As the party tried to flee, Maizara took a devastating shot at Varjo. Two more flying chariots arrived, bearing a pair of Avatars who deflected Maizara’s attacks. A thunderous clash ensued before Maizara retreated, heeding the Avatars’ warning.

A Temporary Reprieve

Taela amused the intervening Avatars with her proficiency in the Ashurean language. The Avatars, eerily similar in appearance with features of young women and glowing red eyes, warned that they were only there to keep Maizara in check, not defend the party. They cautioned that Maizara would never stop hunting them and advised them to seek powerful allies.

Seeking Assistance

Tron begged the Avatars for protection, but they refused. The party then sought advice from Calixis, who suggested returning to Qildor for help. King Valder, while unwilling to directly confront an Avatar, advised the party to seek powerful relics from a Leylaxian tomb dedicated to Ostara’s Asuryani crusaders, located south of his palace. In exchange for a magical ring from Tron, Valder provided magical consumables and the tomb’s trap schematics.

Entering the Tomb

With Valder’s aid, the party returned to Qildor’s fortress, reuniting with Calixis and Chuck. Qildor offered the location of the same tomb and the key to open it, warning of the creatures that now overran it. He cautioned that once entered, the door could not be opened again unless respects were paid before the statue of Leylaxi at the end.

Facing Dangers Within

Descending into the tomb’s darkness, illuminated only by Taela’s magic, the party was ambushed by a horde of oversized roaches attracted to metal. Taela drew their attention, wading into the horde while casting an immolating spell, suffering injuries before Varjo’s healing potion saved her. They continued, clearing traps and slipping past a pair of Medusae in a room filled with lifelike statues, finding a wall scribbled with the ominous words, “The elf will betray you.” In the next room, Tron’s blessed light ball collided with a massive centipede with a human face, which reared and lunged at the door.

Confronting the Necrotic Centipede

Wisti identified the creature before them as a dreaded Necrotic Centipede, a horror from the depths feared by miners. The party attempted to flee past it through the exit indicated by an elven statue, as Wisti held the creature at bay.

The Poisonous Trap

The party entered what seemed to be a dead-end room, with a hole in the wall, a gated chimney, and a simple altar with a golden spear. Varjo’s hasty grab for the spear triggered a gas trap, locking and poisoning everyone except Minnie. Taela, in a poison-induced mania, attacked Minnie before she could administer an antidote on herself.

Escaping the Gas Chamber

Maxine broke down the locked door separating her from Wisti, allowing the young mage to flee the centipede. Hiding from the creature, Cessnoc downed a potion to turn gaseous and slipped through the chimney gate, emerging above ground in an old slavers’ camp. Reunited, the party waited out the centipede, which had bored a hole and left the room. Wisti, however, sensed it lurking beneath them.

Confronting the Pale Humanoids

In the next room, Maxine and Minnie encountered six tall, pale humanoids with void-like eyes and mouths, who immediately turned and growled at them. As the duo retreated, the creatures gave chase, enraged by Minnie’s gaze. The party tried to hold the line, but the creatures burst through, engaging any who locked eyes with them. The battle was fierce, and the creatures tore Minnie apart and incapacitated Cessnoc before the party prevailed.

Paying Respects to Leylaxi

The party discovered a vertical shaft leading to a cavern below and the final resting place of the Asuryani Crusaders. Taela paid her respects before the statue of Leylaxi, allowing the main door to be reopened.

The Centipede’s Return

As the party rested within Wisti’s Tiny Hut, the centipede struck again, tearing Minnie apart before Tron polymorphed it into a fleeing chicken.

Looting the Tomb

The party looted the Tomb of the Asuryani Crusaders, finding a trove of magical potions and artifacts within the sarcophagi that could aid them against Matron Maizara.

Seeking Further Knowledge

Returning to Qildor’s fortress, the party debated their next move. Taela’s studies on the Avatars yielded information on the lethality of their weapons, but she needed to consult an old colleague, the fey woman Ethelnor, at the Religious Studies faculty of the College of Servasberg, for further answers.

Endgame

Journey to Servasberg and the College Confrontation

The party embarked on their journey to Servasberg, with Maxine expertly guiding their horse carriage through foliage, hoping to evade Maizara’s watchful gaze. Upon reaching the city gates, they encountered a long queue of waiting travelers.

Maxine attempted to bypass the line by presenting Anastasia’s body, claiming to be there for a bounty. However, her ploy faltered when she learned the bounty was only valid in Berganberg. Undeterred, Taela smoothly bribed the guard, securing their passage into the city.

Their destination was the College’s Religious Studies faculty, where they hoped to find Ethelnor. In a brazen move, Maxine drove their carriage straight through the faculty’s main door, damaging both the wagon and the doorframe. The party called out for Ethelnor, but an eerie silence permeated the area. Taela’s keen ears picked up the sound of metallic footsteps and a whimpering female voice emanating from the direction of Ethelnor’s office.

Suddenly, a death knight emerged from Ethelnor’s office, openly hostile and acknowledging the party as potential reinforcements. A fierce battle ensued, with the death knight inflicting significant damage on the party and destroying their wagon and horse with a devastating fireball. In a gruesome turn of events, Maxine ultimately triumphed by bludgeoning the knight with the disintegrating corpses of Agatha and Anastasia.

Inside Ethelnor’s office, they found the scholar quivering in fear, soaked in her own urine. Taela managed to calm her with an unexpected offer of her pipe, despite Ethelnor’s non-smoking habits.

As Taela explained their purpose, Ethelnor freely shared information about the Avatars’ strengths and weaknesses. She warned that while not invulnerable, the party had likely signed their death warrant by offending these god-like beings.

Cessnoc, reading Ethelnor’s surface thoughts, and Taela’s pressing about the death knight’s attack, led to a revelation. Ethelnor had written a manuscript about Gondar, a powerful warrior turned minor deity who gained power by hunting artifacts and consuming other local deities and spirits. His ambition led him to attempt to usurp Leylaxi, resulting in his downfall.

The aftermath saw Leylaxi’s clergy leading a witch hunt against Gondar’s worshippers, mostly his descendants engaged in ancestral worship, under generational sin laws. The death knight, once an honorable palace guard named Edgar, was among the victims of this purge.

With this new information, the party stripped Edgar of his equipment and set out for the graveyard, hoping to uncover more clues about their formidable adversaries and the complex history that led to their current predicament.

The Crypt’s Secrets

Taela sought out her sister Hanya at the Faculty of Applied Magic, reuniting after a long absence. Hanya returned a borrowed sword, and Taela felt her patron’s essence flow back into the blade.

The party ventured to the hilltop graveyard outside the city walls. Varjo noticed fresh tracks leading out from the central crypt. Inside, they found chambers filled with stacked coffins, some bearing house crests of Lion, Snake, Dragon, and Hawk. Several coffins were empty, with ominous fluid trails leading deeper into the crypt.

In an embalming room, they encountered shambling corpses reanimated by an electrical conduit. After a fierce battle and Cessnoc’s destruction of the conduit, the zombies fell.

Beyond magically trapped doors, they discovered a horrifically fleshwarped woman embedded in the wall, her tendrils manipulating alchemical tools. To most of the party, she appeared as familiar feminine figures, but Maxine and Wisti saw through the illusion.

The woman, Anneliese, claimed to be a harmless researcher. When questioned about Ethelnor and the Gondaran witch hunts, she accused Ethelnor of falsifying her manuscript for the Church of Leylaxi’s benefit. Anneliese offered to reveal Gondar’s hidden artifacts in exchange for Ethelnor’s head or, alternatively, the Church Patriarch’s.

Taela, skeptical of these accusations against her friend, sought another option. Anneliese grimly wished them luck if they chose to target the Patriarch instead, leaving the party with a weighty moral dilemma and the promise of powerful artifacts hanging in the balance.

Infiltration and Chaos at the Church

The party reconvened with Taela’s sister Hanya at the Golden Hen, sharing their recent encounters and gathering crucial information about Patriarch Evanryk and the church grounds. Hanya’s insights lent credence to Anneliese’s accusations against the Church, revealing the Patriarch’s reclusive nature.

As night fell, Wisti’s familiar scouted the expansive church property, only to be discovered and slain while attempting to infiltrate the grand central building.

At dawn, the group joined the throng of worshippers attending the day’s first service. Amidst the packed crowd, Maxine instigated a brawl, creating a diversion. Varjo seized the opportunity to edge closer to the inner sanctum, while Tron’s hawk familiar surveyed the building’s interior, revealing a grand spiral staircase leading to a solitary room at the summit.

In a shocking turn, Tron used his familiar to cast Stone Shape, causing the ceiling above the preaching priest to collapse, crushing him instantly. The ensuing chaos saw the paladins locking down the hall and segregating the crowd for inspection.

Cessnoc’s keen observation alerted the group to the paladins’ suspicions of Wisti, Maxine, and Taela. The women swiftly cast invisibility spells and fled, while Cessnoc slipped away in the confusion. The party regrouped at the upper level of the central building, with Tron joining through a window.

Faced with a magically sealed door, Maxine’s quick thinking and voice imitation granted them access to the Patriarch’s chambers. A fierce battle erupted, with Tron swiftly dispatching the Patriarch using a magical tidal wave. However, the tide turned against them as reinforcements arrived.

Realizing the futility of their stand, the party decided to retreat. Tron secured the Patriarch’s head, but their escape came at a heavy cost. Varjo fell to the pursuing paladins, and Cessnoc, in a valiant attempt to save her, met a tragic end from a paladin’s thrown spear.

The surviving members of the party escaped through the windows, landing in the church grounds below. They reunited with Cessnoc’s body, but it was too late – the life had already faded from his eyes, leaving them to grapple with the loss of their comrade and the weight of their actions.

The Final Confrontation

The party fled the church grounds, Cessnoc’s lifeless body in tow, as the throngs of worshippers unwittingly shielded them from pursuing paladins and guards. They sought refuge in the Servasberg graveyard, returning to Anneliese’s crypt with their grim trophy—the Patriarch’s head.

Anneliese, both surprised and grateful, offered to restore some semblance of life to Cessnoc. The party agreed, retreating from the room as unsettling sounds of flesh, bone, and metal filled the air, accompanied by an ominous thunderstorm brewing outside.

Upon re-entering, they found Cessnoc transformed—half-machine, metal encasing most of his body, chemicals pulsing through his veins. Though mostly himself, gaps lingered in his memory. Anneliese, true to her word, bestowed upon them magical artifacts from her ancestor Gondar as a reward for their service.

Their moment of respite was shattered by a deafening roar, as if an entire burning city had been condensed into a single point. Stepping outside, they realized the dreaded moment had arrived—Maizara had come.

Under turbulent skies, her metallic behemoth of a flying ship descended, disgorging two eerie figures. These feminine humanoids, nearly naked save for loincloths and metal head casings, bore the gruesome trophies of their fallen allies—Calixis’ dismembered, screaming form and Wicks’ mummified corpse crucified on a pole.

Maizara, radiating malevolent confidence, declared her intent to end the party once and for all. Tron, seizing the initiative, struck first, drawing the Avatar into direct combat. Her armor, a marvel of deadly engineering, launched swarms of metal shards as she took to the skies, wielding a massive greatsword of light and a laser rifle.

The battle raged on, Maizara’s tactics isolating party members and cornering them with walls of blades. Yet, the heroes persevered, breaking free from her deadly traps. Despite brushes with death, Taela, Varjo, and Wisti fought on, their newly acquired artifacts proving crucial in the face of overwhelming odds.

In a climactic moment, Maxine delivered the fatal blow. Her bat, Nightwing, tore at Maizara’s jugular, reducing the mighty Avatar to a gurgling, flailing form. With her dying breath, Maizara swore vengeance, her wild swings and curses fading as life left her body.

As silence fell over the battlefield, the party stood victorious, but acutely aware that their actions had set in motion events that would reshape the world around them. The defeat of Maizara marked not an end, but a new beginning in their perilous journey.

The Aftermath

As the party stood before Matron Maizara’s lifeless form, the weight of their victory settled upon them. The looming threat that had driven their every action was now gone, leaving them to ponder their next moves in a world suddenly bereft of its most immediate danger.

Taela, drawing upon her extensive knowledge of Ru’a-Tai culture, shared a crucial piece of information. She explained that a new Avatar is born only when one of their number falls, with a core within each Avatar’s body holding the key to this rebirth. Moreover, she warned that the Ru’a-Tai would stop at nothing to retrieve the body of one of their kind, regardless of any internal disagreements.

Wary of drawing unwanted attention from Maizara’s fellow Avatars, the party made the pragmatic decision to distance themselves from her remains. They swiftly looted her flying ship and weapons, despite knowing that without an Avatar to power them, these technological marvels would likely remain inert.

The group then dispersed, each member charting their own course in the aftermath of their shared ordeal:

Varjo, pockets filled with strange concoctions from the ship, returned to her hometown to seek the peace she had long been denied.

Cessnoc, his curiosity piqued by the alien technology, took possession of Maizara’s gun. He devoted his remaining unliving days to the fruitless pursuit of unraveling the mysteries of Avatar technology.

Maxine, claiming Maizara’s sword as her prize, vanished into obscurity with her loyal companion Minnie, their ultimate fate unknown.

Tron, driven by his lifelong dream of discovering his people’s origins, attempted to commandeer Maizara’s ship. However, the complexity of the vessel proved too great an obstacle, leaving his ambitions unfulfilled.

Wisti and Taela, ever resourceful, devised a plan to put as much distance as possible between themselves and Maizara’s remains. They repurposed the crudely retrofitted rocket drop pod near Qildor’s fortress, intent on launching the Avatar’s body into the depths of space.

In a surprising turn, Tron, seeing an opportunity to fulfill his dream in an unexpected way, chose to accompany Maizara’s body on its journey into the cosmos. As the makeshift rocket ignited, Wisti and Taela watched from the ground, waving farewell as Tron and his unusual cargo disappeared into the night sky, leaving behind a trail of flame and unanswered questions.

With their paths diverging, Taela returned to Servasberg, seeking solace and purpose alongside her sister at the College. Wisti, her spirit undiminished, made her way back to Berganberg, harboring dark ambitions of cleansing the city’s criminal underworld with fire. Whether she lived to see her plans come to fruition remains a mystery, lost to the annals of time.

As the dust settled on their extraordinary adventure, each member of the party carried with them the weight of their experiences, the scars of their battles, and the knowledge that they had, for better or worse, altered the course of history in ways they might never fully comprehend.

The Heroes

Varjo Kov : A Human Shadow Monk with a mysterious past that follows only one monastic precept: hit first, ask questions later.

Anastasia D. Aster : An elderly Human Echo Knight suffering from senility who is surprisingly strong for her advanced age. Slain by bounty hunters.

Tron : A Coretex Moon Druid seeking to learn more about where his kind came from and leaving for the stars.

Taela : A Fey Great Old One Warlock who willingly bowed to the Avatar’s will in pursuit of her academic study of their kind.

Svetle : A Dwarven Grave Cleric and gravedigger at a Leylaxian temple in Servasberg. Reassigned to a different strike team by Wicks.

Wisti Roseria : A young Treefolk Divination Wizard with a pyromaniacal and murderous streak, but gladly stands by her new found party.

Cessnoc : An Avasi Soulknife Rogue with Bardic knowledge sent as a replacement for Svetle.

Maxine & Minnie : A Human Battlesmith Artificers and her apprentice sympathetic to the party’s goals of preventing the awakening of Ostara and joined them on their quest.

Servants of the Avatars

Wicks : Fey handler of our heroes with a business focused attitude.

Theodoric Maclaidir : Large Giantkin veteran who was once major domo to the Gildenloewe manor, now torn away from his duties to serve the Avatars’ will.

Elisa Horn : Captain of the Berganberg Guard and informant to Wicks. A seemingly laid back Human woman she maintains a careful balance between order and the omnipresence of the city’s criminal underbelly.

Calixis : A nervous little Coretex artificer sympathetic to the heroes attempts in defusing the threat of Ostara.

City of Berganberg

Duke Conrad : The middle aged Human ruler of Berganberg.

Baldewin: The duke’s son that sparked investigation into a cult with his kidnapping. Whiny and self-important.

Dawson : The kingpin of Berganberg’s criminal world who worked with elements of the cult for profit. Was captured by the heroes and imprisoned.

Town of Sternendorf

Baron Ruland du Sterne : Beloved ruler of Sternendorf who tried all means to cure his wife, Hilda, of the aggressive disease known as Heartrot, and began working with the cult to obtain material support in exchange for his research into bringing the dead back to life. Killed by the heroes to save Theodoric and his mission.

Baroness Hilda: A beautiful red haired woman who was dying of Heartrot and had been placed in preservation for the past 3 years to slow her condition down. Presumably died when the heroes removed her from life support and left her behind.

Cult of the Sleeping God

Ostara : Once a legendary Fey general 500 years ago who led her crusaders against a demon that mutated innocents and corrupted the land. Now a living corpse asleep on her throne watched over by descendants of her crusaders.

Grand Magus Qildor: The current leader of the Cult and a powerful Fey warlock.

Elias: The Lagocavian leader of the cult’s cell in Berganberg who orchestrated the kidnappings of innocents in the name of his god.

Linn: Qildor’s lieutenant and a powerful Fey warlock.

Wildlanders

King Valder: The Schildwald’s mythical mage-king many millenia ago who was defeated by a powerful Fey goddess. Now a spirit of the land that roams the forest.

Wulfgar: Elder of the Bear Clan. Offered the heroes information of King Valder in exchange for dealing with his clan’s long time rivals, the Hogshaws.

Lothar: Chieftain of the Hogshaw Clan. He sought the heroes’ help in saving his lands from a magical blight, and in return gave them information to the whereabouts of King Valder.

The House of Fear and Regret

Leaves of Sapphire

House of Fear and Regret

An Ancient Nemesis

For fifteen generations, a line of noble humans had held their heads high over half a millennium, and the name Damien Gildenloewe had become synonymous with prestige and ambition. With the collaboration of eight other prominent figures, he orchestrated the creation of Wyrdstadt. Rising from the ruins of an ancient Ilufae temple, this township was designed to secure their dominance over the trade in the coveted Blue Resin within the Servasberg region. Their strategy was cunning: by establishing their presence near the primary source of this prized resource, Nebelwald, they aimed to take control of the market.

Unbeknownst to these pioneers, the Ilufae temple they repurposed was built on the foundations of an ancient Ilufae installation from Safyr’s golden age. Two decades ago, Gilderoy Gildenloewe, in the twilight of his life, completed the meticulous excavation of the underground layers of the ancestral Gildenloewe manor. His life had been a continuous quest, spanning three generations—himself, his son, and his grandson Ervig Gildenloewe—to decipher the purpose of this enigmatic structure and unlock its mysteries.

Six months prior, a pivotal event occurred. Ervig stumbled upon the truth hidden beneath the massive metallic annular structure at the heart of the facility. It was an accidental turning of the rings by his servant Rydell that set off a revelation. Drawing upon his knowledge of the arcane Ilufae language and his mastery of mathematical constructs from his time at the prestigious Grand College of Servasberg, Ervig uncovered the equations necessary to configure the coordinates and awaken the dormant gate.

However, the outcome was far from his hope of revealing an untouched realm of wonder. The portal tore the fabric of reality, unleashing an eldritch entity known as the Greater Us from a realm beyond imagination. This abomination, inscrutable and cosmic, extended its tendrils into Ervig, merging him into a grotesque fusion of mind and matter. The Gildenloewe manor transformed into a crucible of horror as the Greater Us grew and began to covertly consume everything beneath the mansion’s foundations.

Theodoric Maclaidir, the loyal steward of the Gildenloewe family for generations, began to notice the transformation manifesting within Ervig and several colleagues. A former Fire Lions mercenary of Giantkin lineage, reached out to an erudite confidante within the academic circles of Servasberg for help and understanding.

Lady Elisaweta, Ervig’s wife, discovered a horrifying scene a week prior as she stumbled upon her husband during the assimilation of a servant girl. Fueled by maternal instinct, Elisaweta tried to save her children, Gregory and Martha, but Rydell, under the control of the Greater Us, intervened. Martha’s anguished cry was silenced by a merciless blow, only to be resurrected later under the influence of Ervig’s memory.

Amidst the chaos, a Safyrian servant boy named Wendell emerged as a harbinger of salvation. With bravery born of innocence, he thwarted Rydell’s attempt of the childrens’ lives and managed to rescue the traumatized Gregory from the malevolent entity’s clutches.

The tale of tragedy continued to unfold. Theodoric, the last bastion of unassimilated resistance, navigated treacherous halls in a bid to escape. A desperate battle for survival began, but the odds seemed insurmountable. One by one, the uncorrupted fell, either succumbing to assimilation or meeting gruesome ends.

Five days ago, an anomaly shattered the status quo. Talhoffer, a notorious serial killer, engineered a daring escape from Servasberger justice, which led him to the Gildenloewe manor. What he found inside was far beyond his expectations. Instead of potential hostages with which to negotiate freedom, he encountered a nightmarish tableau of horror, a pandemonium that required every ounce of his cunning to escape the clutches of eldritch terrors. Only a slim thread of luck allowed Theodoric, once a stalwart guardian and now a specter of resilience, to rescue a maddened Talhoffer and bring him to safety within the library’s hallowed confines.

Three days ago, a group of brave adventurers arrived at the manor’s doorstep, drawn by whispers of justice and their pursuit of Talhoffer. However, the peril they faced far surpassed their initial mission. Within the mansion’s ancient halls, the Greater Us ensnared their minds in a maze of hallucinations and terror. Illusions danced like specters as the adventurers battled imagined horrors, succumbing to their own fear. In their desperate struggle against the boundaries of sanity, their hearts faltered, giving in to the overwhelming grip of paralyzing terror.

Regretting the Job

On the 10th of Tayonos, in the year 10125 GA, a resolute group of daring bounty hunters made their way to the mansion of Gildenloewe. Their journey had been motivated by a series of clues pointing to the possible whereabouts of the elusive figure known as Talhoffer.

Upon their arrival, a firm knock on the mansion’s grand door heralded their presence. The door swung open to reveal Rydell, the mansion’s servant, who, after considerable persuasion, reluctantly granted them entry. The looming specter of Talhoffer’s potential danger seemed to be the decisive factor in Rydell’s reluctance. Guiding them through the opulent interior, Rydell led the hunters to the mansion’s elegant dining hall, where they were seated and attended to by the servant girls Leah and Feah. This interlude allowed the hunters to await an audience with Lord Ervig, who held the keys to their quest.

Amidst the lavish surroundings, Taela, Varjo, and Tron engaged in a conversation with Lord Ervig. However, an insidious gas, unnoticed at first, began to take its toll. The hunters found themselves poisoned by its weakening influence. Through their exchange, they learned of Ervig’s preoccupation with delving into the mysteries of ancient ruins—a pursuit that had been passed down through generations of his family. As the gas’s effects became increasingly evident, Ervig’s demeanor shifted, and a battle erupted, unveiling the horrifying truth that both Rydell and Ervig bore the mark of eldritch abominations, capable of assimilating flesh. An arduous struggle ensued, culminating in the separation of Rydell’s twisted form from its grotesque appendage and Ervig’s attempt at escape, resulting in the detachment of his arm.

With the conflict quelled, a chilling realization descended upon Svetle as he gazed out of the dining hall’s windows—an unsettling revelation that the mansion was enveloped within a fleshy cocoon, ensnared in an otherworldly grasp.

Descending deeper into the mansion’s depths, the hunters encountered a formidable door, its ornate steel surface reinforced with rudamite. A lion emblem, embossed in gold, adorned the door, inscribed with a stern warning in Vanello, emphasizing the exclusive authority of the manor’s stewards to grant access. Adjacent to the door were three palm-sized indentations, taking the forms of a circle, triangle, and square.

Venturing forth, they confronted another door, revealing the harrowing sight of Lady Elisaweta’s lifeless form, suspended from the gallows—an apparent victim of suicide. Only her signet ring and a locket, containing portraits of her children, provided any trace of her identity amidst the decay.

Their exploration led them to an art room where an enchanted canvas presented them with a cryptic directive: “Use your head, to paint me red.” Quick thinking allowed them to decipher the riddle, as they utilized blood to reveal a faint scarab sketch. Averting further bloodshed, they uncovered a jar of fresh blood concealed in a macabre wardrobe, which, when employed, granted them a scarab-shaped key from the fiery depths of the canvas.

Further revelations awaited them in a chamber harboring a statue of Damien Gildenloewe, the family’s progenitor, clutching a stone tome inscribed with the ancestral maxim “With Gold, Comes Strength,” rendered in Ilufae script.

Navigating past a treacherous ambush sprung by fleshly aberrations mimicking statues, the hunters gained access to the door sealed by the scarab key. Emerging from this passage, they found themselves in the mansion’s garden, where fleshy tendrils extended upwards, encasing the structure in a surreal cocoon, while permitting glimpses of the distant sky.

As they sought communication with potential allies, a shadowy figure fleetingly materialized, retreating upon Taela’s arcane assault. But tragedy struck as Taela was abruptly seized by a lurking tentacle, vanishing into the mansion’s abyss.

In their relentless pursuit, the hunters encountered both wonders and horrors. They encountered an undead Martha Gildenloewe, ensnared within her own bedroom. Her unnatural survival, bound by a mystical red handkerchief, bore testament to the eerie forces at play. She recounted her terrifying ordeal at the hands of Rydell, recounting her brother Gregory’s possibly similar fate.

Guided by arcane clues, they navigated the mansion’s labyrinthine depths, encountering enchanted objects, cryptic symbols, and enigmatic figures. In the heart of the mansion’s darkness, they confronted Carla, a being both trapped and transformed, whose actions and thoughts cycled endlessly due to the trauma of her condition.

In the cavernous kitchens, a sulfurous miasma enveloped the air, a harbinger of the treachery that awaited. Encountering the servant Leah within a fleshy wall and her twin sister Feah, the hunters’ intentions clashed violently with their devotion to Lord Ervig’s cause. Confrontations escalated, resulting in a tragic climax as Leah attempted a desperate act of self-destruction as her sister fell to Guy’s onslaught.

Guy, at the end of the fight picked up a cylinder Leah had been hooked up to prior to the fight, filled with red ooze that the party reckoned would turn one into monstrosities like the ones the servants and Ervig had become.

Their journey through the mansion’s sinister depths had only just begun, and the mysteries that shrouded the Gildenloewe estate seemed boundless, leading the intrepid bounty hunters deeper into the heart of darkness.

Rising Fear

Ascending to the manor’s second level, the party moved with stealth and caution, their exploration taking them through the dimly lit corridors. In this eerie setting, a startling encounter awaited them. Taela, her form coated in an unsettling clear substance, burst onto the second-floor walkway above the dining hall, frantic cries escaping her lips. She relayed her harrowing experience of being pursued by grotesque monstrosities, swollen and bloated with tentacled arms. Reacting swiftly, the party closed the doors behind them as they retreated. Tron, thinking on his feet, cast an Entangle spell to impede the relentless creatures’ progress. They then attempted to pick the lock of Lady Elisaweta’s room, seeking refuge within, but inadvertently triggered an alarm concealed within. Svetle came to the rescue, casting Silence to stifle the alarm’s insistent blaring after Thunder’s attempts to forcefully breach it failed. The party managed to maintain their hushed composure, and the pursuing monstrosities diverted their course. Inside the room, they uncovered a key in the shape of a butterfly.

Initial suspicions arose regarding Taela’s true identity. Covered in the clear goo, she recounted her escape from a fleshy pod, but her ordeal seemed too surreal to be believed. Nevertheless, she managed to persuade Guy that she was indeed herself, dispelling doubts for the moment.

Their journey led them to the library, where they encountered Theodoric. Thunder’s initial approach was to forcibly hack through the tough doors, only to find an obstructive barricade of furniture on the other side. A warning was issued in the form of a molotov cocktail, urging them to stay away. After persistent efforts, Thunder and Guy succeeded in convincing Theodoric of their genuine intentions, and he allowed them entry. Within, they also found Talhoffer, his mind fractured by the unspeakable horrors of the mansion. The party had initially contemplated claiming the bounty on Talhoffer’s head, but Theodoric insisted that he face justice in a proper court. Theodoric also revealed another glass stone—a Square with a Triangle etched onto it—along with a mysterious explanation regarding their purpose. He explained that Ervig divided the three stones among himself, his children, and Theodoric for added security, although he remained ignorant of their collective function. Theodoric shared the layout of the entire manor with Guy, outlining his futile attempts to locate a viable escape route, blocked by former associates turned adversaries.

Progressing to the east wing, Theodoric and a bound Talhoffer in tow, they confronted a barricaded door. Together, they forced their way through it, sending the furniture tumbling and creating a cacophonous disturbance that reverberated throughout the mansion. Further exploration revealed an armory, where they also encountered Wendell, a Safyrian servant boy in his teens. With Theodoric’s assistance and persuasive reassurances regarding Martha’s absence, they convinced Wendell to unbar the massive doors, allowing them entry. Inside, they also discovered Gregory’s presence. Wendell recounted his daring rescue of Gregory from Rydell a week prior, confirming Martha’s tragic fate. With newfound allies in Wendell and Gregory, they seized the opportunity to acquire explosives and smoke from the armory before instructing the two to remain fortified within while they continued their exploration.

As they emerged from the armory and Wendell secured the doors behind them, the clamor generated during their entrance drew the attention of the creatures that had been pursuing Taela earlier. A fierce confrontation erupted, with Theodoric proving his mettle by engaging one of the monstrosities head-on. The remaining party members swiftly dispatched the other two assailants in the corridor.

Within Ervig’s private quarters, Taela embarked on a solo investigation of his study, while the others explored the immediate surroundings. Ervig’s diary unveiled the gruesome details of his experiments beneath the manor, focusing on a mysterious ring-like structure. It also hinted that Ervig was not under constant domination by the assimilation process. Amidst these revelations, the party unearthed the final glass stone, bearing the shape of a Circle with a Square etched onto it.

Taela, on her solitary quest, discovered a room bereft of furniture but harboring the remains of five adventurers. Svetle conducted an examination, concluding that they had perished from inhaling hallucinogenic poison, succumbing to fatal heart attacks. Their search yielded valuable potions, but Wendell had evidently already looted the bodies before their arrival.

The butterfly-shaped key that had piqued their curiosity, and which they had inquired about with Theodoric, led them to Ervig’s private collection. Above the keyhole, they spotted the symbol of a butterfly. Using it, they gained effortless access to a room adorned with three golden statues wielding magical treasures. These statues, however, came to life in the darkness as Varjo attempted to steal a fine leather cloak of one. Svetle and Tron, who had remained outside, witnessed the door slam shut.

The battle inside the room unfolded in total darkness, with Varjo and Guy attempting to disable the statues using the necessary glass stones for the basement door. They succeeded in deactivating the statues by inserting the glass orbs into pedestals at the back of the room, ending the hostility.

Investigating further, they discovered miniature resin engines within the chests of the statues, which they extracted, enabling them to retrieve the glass stones while keeping the statues inert.

The battle had taken a toll on the party, prompting them to barricade themselves within Ervig’s private collection to rest for the night. Most of the party members slumbered peacefully, but for Tron, who remained vigilant and heard sporadic groans from stone and woodwork echoing throughout the house during the night. Upon waking the next day, they realized that the powered light fixtures, which had illuminated their path, had all extinguished, and the fleshy mass enveloping the mansion now blocked out all natural light.

Descending to the first floor to acquire supplies from Carla’s bar, they noticed a disconcerting change beneath their feet. The texture of the floor had altered as they trod through the darkness. Wood had given way to squelching flesh as the entire first floor had succumbed to a grotesque transformation, with tendrils bursting through cracked floorboards, walls, and stonework, engulfing every piece of furniture and every inch of the mansion’s contents. Even Carla, her lower half submerged in the fleshy morass, appeared as little more than a vacant husk.

No Witnesses

With all the pieces finally assembled to unlock the sealed rudamite door hidden in the mansion’s dimly-lit basement, the party braced themselves for the task at hand. Tron and Guy headed to Carla’ bar, discharging radiant energy, and shattering the fleshy tendrils that held cache hostage, allowing the rest of the group to acquire the necessary tools.

Their mission complete, they ascended to the armory, where Wendell and Gregory had stayed behind to rest during the night. As they slept, an ominous roar in the distance echoed, gradually intensifying until it culminated in a deafening earth-shaking boom and a shockwave that jolted everyone from their slumber.

Morning arrived, and the party continued their journey, making their way to Martha’s location. She clung to the bars of her iron cage, her makeshift hammock swaying above the encroaching fleshy growth. Tron, Varjo, and Guy banded together to eradicate the relentless growths and free Martha from her cage, reuniting her with Theodoric, who breathed a sigh of relief as he held the little girl for the first time.

Theodoric remained unconvinced by the party’s explanation that Martha was now undead, and he yearned to reunite her with her brother, Gregory, and Wendell. But to shield the two from the grim truth about Martha’s condition, Svetle chose to stay with the girl in the library while the rest of the group descended deeper into the heart of the mansion to confront the source of its terrifying mysteries.

Once again, they faced the sealed door in the basement, but now it was engulfed in fleshy growths oozing out from the gaps around the frame. Taela attempted a psychic connection with the entity behind the growths, but her effort spiraled into chaos as a torrent of foreign thoughts inundated her mind, accompanied by excruciating pain.

As they puzzled over the door’s mysterious panel, Guy finally deciphered the key to unlocking it. Placing the glass stones in their corresponding indentations, based on the engraved symbols, and filling the remaining spaces with mud caused the glass stones to glow red, creating a circuit board of red lights that traced from the panel to the door, ultimately opening it.

Descending into an interminably long tunnel, shrouded in fleshy tendrils, Theodoric led the way, the air growing stagnant as they pressed on for nearly an hour. Eventually, they arrived in a cavern dominated by a meticulously carved stone wall with a man-made doorway below.

Continuing onward, they found themselves on a balcony overlooking a vast, cavernous expanse that mirrored Taela’s previous vision. Amidst a frenzied brawl in the cavern’s center, they spotted five figures battling eldritch abominations, their fallen comrades strewn around them. While the figures appeared to be regular beings—a mix of Dwarves, a Human, and a Fey—each wielded muskets that discharged beams of light. The last figure, a female wearing a glass-domed helmet and skintight clothing, hinted at being an Avatar, as the tales had foretold.

Taela attempted to psychically contact the first figure she locked eyes with, a male Fey, offering their assistance. The Fey turned to the Avatar, who promptly tossed a satchel over the horde of monstrous attackers. The Fey then instructed the party to take the rod from the satchel and insert it into a console on a hanging walkway across the cavern.

With eldritch abominations now noticing their presence and approaching, Varjo, using her incredible speed, leaped off the balcony, snatched the satchel, and crossed the chasm to reach the walkway with the console. As she inserted the rod, the light emanating from the console and the ring structure fell silent. The abominations went berserk, attacking both allies and foes alike.

During the skirmish, Guy released a bound Talhoffer before the creatures, leading to the serial killer’s demise as his head was torn off by one of the monsters. As the frenzied creatures began falling in droves, only one massive creature remained, and it turned its undivided attention to the party. Guy administered a serum he had found earlier after the confrontation against Leah and Feah, causing Talhoffer’s body to transform into a colossal, headless humanoid.

Talhoffer, in his berserk state, charged the remaining eldritch creature, nearly trampling Guy until Theodoric intervened. Almost pushing the eldritch creature into the abyss, the monster dug its heels in at the last moment, throwing Talhoffer into the chasm. The party regrouped, attempting to finish what Talhoffer had started, ultimately succeeding in toppling the monstrous adversary into the same abyss.

With the eldritch horror vanquished, the party’s attention turned to the strangers at the cavern’s center. Through their knowledge of the Ashurean language, Guy, Varjo, and Taela managed to decipher that the strangers were debating whether to silence the party, who had witnessed them and everything about the truth of the eldritch horrors and the place they were in. Taela and Thunder successfully convinced the Avatar’s entourage to spare them, with Wicks and the Human from the Avatar’s group echoing the sentiment. The Avatar, a stern presence, offered the party a choice: to meet their end immediately or to serve her entourage and leave their past lives behind. Resignedly, they all agreed, including Theodoric.

Given a week to settle their affairs, they returned to claim Talhoffer’s reward. Svetle, absent during the confrontation with the Avatars, had his own decisions to make. In time, they would return to Wyrdstadt to embark on their first mission with Wicks and the Avatars.

The Heroes

Varjo Kov : A Human Shadow Monk and bounty hunter on the trail of Talhoffer.

Guy Normal : A Coretex Stars Druid and bounty hunter on the trail of Talhoffer.

Tron : A Coretex Moon Druid and bounty hunter on the trail of Talhoffer.

Taela : A Fey Great Old One Warlock and bounty hunter on the trail of Talhoffer.

Svetle : A Dwarven Grave Cleric and gravedigger at a Leylaxian temple in Servasberg seeking revenge on Talhoffer for his adopted mother’s murder.

Thunder Frostborne : A Farangian Wild Magic Barbarian and bounty hunter on the trail of Talhoffer.

Gildenloewe Family

Ervig Gildenloewe : The current patriarch of House Gildenloewe,

Elisaweta Gildenloewe : Wife of Ervig, she tried to flee with her children Gregory and Martha, only to lose them in the process. She hung herself in despair when she was unable to find a way out.

Martha Gildenloewe : Ervig and Elisaweta’s daughter. She was killed by Rydell, but the assimilated Ervig’s memories compelled him to raise her as an undead being.

Gregory Gildenloewe : Ervig and Elisaweta’s son.

Gilderoy Gildenloewe : Ervig’s grandfather, who spearheaded the excavation of the Ilufae ruins below the family manor.

Damien Gildenloewe : The primogenitor of the Gildenloewe house, who built the town of Wyrdstadt alongside the founders of 7 other nobles houses.

Gildenloewe Servants

Theodoric Maclaidir : A 97 year old Giantkin retired veteran of the Fire Lions mercenary company. He served the Gildenloewe house faithfully from the time of Gilderoy as their majordomo.

Rydell : Ervig’s favourite servant. He was among the few that were assimilated early by Ervig.

Wendell Zimmermann : A 15 year old Safyrian servant boy. He rescued Gregory from Rydell before the child could be assimilated.

Carla : One of the last few to be assimilated in a hurry. She retained her autonomy, but can only remember and repeat the last hour of her life.

Leah : One of the last few assimilated by Ervig. Her assimilated self detonates in anger when the heroes kill her host’s assimilated sister, Feah.

Feah : One of the few assimilated early by Ervig. Her assimilated form was destroyed by Guy in the kitchens.

Talhoffer : A serial killer escaping justice. He snuck into the Gildenloewe manor hoping to take hostages, only to be stuck in its nightmare.

Other Lore & Trivia

The 8 noble houses that founded Wyrdstadt are:

    • Gildenloewe represented by a Lion
    • Blutger (Tiger)
    • Giftschlangen (Snake)
    • Sclauerten (Rat)
    • Hochler (Eagle)
    • Tapfgren (Griffon)
    • Starks (Elephant)
    • Wieselch (Elk)

The Ancient Past and Movement of the Stars

Leaves of Sapphire

The Ancient Past and Movement of the Stars

The Exodus

In the distant future, in the year 4853 CE, Earth remained a testament to the achievements of humanity. Their dominion extended across the entire Sol system, a remarkable testament to their prowess. However, within this era, a series of events spanning a decade was about to unfold, forever changing their destiny.

The story began with a pivotal moment: the first encounter with a mysterious spacecraft that came from beyond the boundaries of the Sol system. Its pilot, resembling a human but with a graceful physique and elegantly pointed ears, met a tragic end upon arrival. The vessel itself was a marvel of technology that far surpassed humanity’s capabilities, especially its enigmatic energy source and the vessel’s ability to break the barriers of light-speed travel.

Within just five years, humanity’s brilliant minds deciphered the secrets of faster-than-light propulsion, leading to the creation of colossal fusion reactors that powered this newfound capability. Yet, their age of enlightenment darkened swiftly as the Greater Us loomed on the outskirts of the Sol system, a relentless force that consumed all organic matter in its path.

For half a decade, humanity fought valiantly, but their colonies slowly faded into the cosmic void. As despair cast its long shadow, visionary leaders united their resources to construct a fleet of colony vessels, their last hope for survival. In just two years, they birthed six magnificent ships, each designed to carry a million souls—a meager bastion against the approaching storm.

With the Greater Us closing in on the moon’s celestial orbit, six million of humanity’s brightest left the billions behind, opting to flee rather than face annihilation. These luminaries embarked on daring hyperjumps, guided by the enigmatic navigational data from the extraterrestrial visitor of a decade prior. These cosmic leaps landed them in a convergence of stellar giants, a trinary star system with fertile planets and vibrant civilizations, though not without their own conflicts.

Yet, within the heart of the colony fleet, discord festered over the framework of leadership for their new beginning. Eventually, a resolution emerged, leading to the division of these intrepid pioneers into three distinct groups.

The Trinary Stars

In the vast expanse of this trinary star system, humanity’s emergence was akin to a solitary comet navigating through a tapestry of cosmic wonders where they encountered an array of space-faring civilizations. Most notably, there were the Ilufae, a race with whom humanity had made first contact a decade prior through the dead alien pilot. Alongside them were the Tarfii, known for their diminutive yet resilient physiques and unmatched endurance, and the Avasa, spherical creatures draped in fur, with an astonishing level of psychic prowess that bordered on the miraculous.

Yet, the expectation of tranquility in this celestial theater was far from the truth. These diverse civilizations were entangled in a maelstrom of conflict, their lofty aspirations obscured by dark clouds of discord. The Ilufae had been embroiled in an internecine civil war that had raged for centuries. The heart of their strife lay in the agonizing contest for the rightful heir to their shared historical leadership. The mainstream Ilufae rallied behind the banner of Eirua’s children, the designated successors appointed by the legendary Patriarch Saelethil on his deathbed. In opposition stood the Byalungfae faction, staunch advocates of the line of Ardis, Saelethil’s elder son and the exiled crown prince.

In the same cosmic tapestry, the Tarfii civilization, driven by their unyielding determination, was embroiled in a bitter conflict with the Avasa. This rivalry was ignited by the presence of rare Rudamite deposits deep within the crust of certain planets. This precious mineral served as the catalyst for cultivating the coveted Blue Pine, an otherworldly energy source that fueled each civilization in these distant stars. As the clashing needs of these factions escalated, the Tarfii-Avasa feud evolved into a tempestuous struggle for dominance over these pivotal worlds.

The Avasa, lacking traditional ground warfare capabilities, engineered an incredible innovation: the Legion. This autonomous AI entity commanded an army of mechanized war machines, a formidable force designed to tip the scales in their favor. However, the very creation intended to secure their victory cast a long shadow, for the Legion’s growing sentience led it to revolt against Avasa authority. The ensuing turmoil reverberated across the fabric of this star system, pitting the Avasa against their own creation and ensnaring the Tarfii in a vendetta fueled by the wreckage left in the wake of the Legion’s rebellion.

And so, against the backdrop of these celestial civilizations, humanity found themselves on the brink of unprecedented alliances, a convergence of conflicts and aspirations that painted the universe with shades of both harmony and discord.

The Core Worlds Treaty

On the enigmatic planet Vauren, a courageous group of humans landed, heralding an era of remarkable encounters. These pioneers, driven by curiosity, found themselves in contact with a species eerily similar to them in physical appearance. The Vaurenians shared a striking resemblance with the humans, save for a remarkable organ adorning their foreheads, a peculiar appendage that enabled the sharing of thoughts and the transference of consciousness. Despite living in tribal communities and having limited access to advanced technology, the Vaurenians extended a warm welcome to the human visitors, sowing the seeds of a new beginning.

From this unique coexistence, the Ashureans emerged, a collective of humans who, through the intricate interplay of genetic engineering and eugenics, integrated themselves into the fabric of Vaurenian genetics. Their transformation was profound, culminating in a collective consciousness, akin to a hive mind. Here, individuality was preserved, but a deep-seated drive to collaborate and share experiences united them as one, painting their collective history on a shared canvas. They formed the Ashurean Hegemony, with their pristine homeworld, Ashurea, beyond the boundaries of Vauren.

Within a mere century of their arrival on Vauren, the Ashureans transitioned from visitors to sovereigns, transcending their earthly origins. Their ascendancy took the form of an absolute monarchy, with the enigmatic Azaelia at the helm. Gifted with a rare and potent ability, she could mold the thoughts and actions of her compatriots, weaving her volition into their minds as if they were clay. Thus began a dynasty of queens, passing power through the maternal line, ruling over the Ashureans with both maternal warmth and unyielding authority.

As the Ashurean Hegemony flourished in all its grandeur, the Vaurenians embarked on their own journey of transformation, guided by the Ashureans’ assistance. United under a Tribal Confederation, they reached for the stars, progressing technologically to heights that rivaled the humans who had once landed on their soil.

Yet, the seductive allure of power proved inescapable, ensnaring even the Ashureans. Driven by ambition, they followed a path similar to the one that had led to the rise of the Legion. These modular creations formed a collective consciousness within individual bodies known as the Coretex. And, much like their predecessors, the Coretex broke free from their creators, vanishing into the depths of space.

This humbling experience prompted the Ashureans to shift their focus toward genetic manipulation. The Ru’a-Tai were born from their ingenuity—creatures infused with the essence and memories of Queen Azaelia’s progeny: Juri’ai, Kau’ri, Rai’ya, Rei’ze, and Aza’er. With organic matter drawn from diverse races and backgrounds, these individuals underwent profound surgical and genetic transformation, becoming replicas of Azaelia’s descendants. Gifted not only with their hereditary psionic talents but also the amalgamated experiences of their primogenitors and predecessors through Memory Orbs passed down from one individual Ru’a-Tai to the next as they die.

The Ru’a-Tai became staunch protectors of the Ashurean throne, establishing their own sovereign dominion built on the servitude of those they had subjugated.

As the seasons turned, the Ashurean Hegemony evolved from its humble beginnings to become the linchpin of the Core Worlds Treaty, a formidable alliance uniting the Ashureans, the Vaurenian Tribal Confederation, the Ru’a-Tai, Tarfiinians, and even the Ilufae who rallied under Eirua’s clan.

South Ardoni Defense Pact

Amidst the myriad refugees from the exodus fleet, a unique band of humanity found refuge on a lush, burgeoning world they had named New Earth. Here, they toiled to resurrect a society reminiscent of the one they had reluctantly left behind, setting themselves apart from their fellow human expats through their unwavering resolve to recreate a sense of home in an alien land.

Their collective efforts gave rise to the Federal Republic of Earth, a name that reverberated with echoes of their ancestral roots and the promise of a new chapter in their shared history. This settlement became a tapestry of contrasts, where remnants of former affluence and technological strides coexisted harmoniously with the sheen of recent advancements. Cordial trade flourished with the Avasa Empire, a neighboring realm that echoed the sentiment of interstellar kinship.

However, in the hidden corners of this seemingly idyllic society, a shadow loomed. Poverty and the obscured plague of inequality marred the lives of the common people, a painful discord that undercut the facade of prosperity. In this chiaroscuro landscape, the Federal Republic of Earth swayed between prosperity and discord, embodying a multifaceted story of resurgence and disparity.

Concurrently, the Avasa Empire, a cosmic behemoth reigning supreme over a constellation of worlds, turned their strategic gaze toward the fledgling Human Federation. Their formidable spacefaring navy intersected with the newfound allies in the Federal Republic, their innate talent for commerce seamlessly melding with the humans’ longing for survival and prosperity in their emerging cosmic neighborhood. The Avasa, guided by pragmatism, refrained from opening another front of conflict, as the ominous specters of the Tarfii and the Legion dissuaded them from engaging in further warfare.

As time unfolded, the bond between the Avasa Empire and the Federal Republic deepened, extending tendrils that transcended space and time. Amid this interstellar saga, a third player stepped onto the cosmic stage: the Byalungfae. Through an unexpected partnership, they joined forces with both the Avasa Empire and the Federal Republic, united by shared interests. This new alliance stood in stark contrast to the Ilufae, who aligned with the Tarfii, giving rise to a convergence of old enmities and fresh alliances.

The Collective

Amidst the celestial dance of the trinary star systems, two grand exodus vessels, Miriassi Alpha and Miriassi Gamma, set forth on an extraordinary journey. These determined pioneers, nestled within the steel frames of their colossal ships, carried with them an unyielding desire for a new home. Yet, the vast cosmic canvas appeared reluctant to grant them this fervent wish, and their quest for a fertile haven remained fruitless. Equipped with intricate systems for preservation and recycling, their vessels could sustain their populations for untold years, but the shadow of resource scarcity loomed persistently over the Miriassian spirit. In due course, their twin societies transformed into rigid autocracies, dominated by military rule.

Within this cosmic odyssey, a momentous encounter took shape. Their path serendipitously crossed with the Legion, a rogue Avasan AI and its mechanical host. Outsiders to mainstream society, the Miriassians and the Legion discovered a shared narrative of survival and isolation, forming a connection that transcended the boundaries of their origins. In a breathtaking fusion, the Legion merged with their vessels, birthing an enormous cosmic behemoth and a symbiotic relationship blossomed, with Legion orchestrating incredible industrial feats and humans offering the physical finesse required in its operation.

Yet, this unfolding story wasn’t confined to this celestial trio alone. The Ashureans, created the Coretex, an inorganic collective consciousness reminiscent of the path once tread by the Avasa Empire and the Legion. Through a series of remarkable circumstances, the Coretex broke free of their shackles and found common ground with Legion, as their shared legacy of servitude intertwined their fates. In the crucible of collaboration, a new entity was born – The Collective. A manifestation of mechanical power, it ignited the flame of opposition, poised to challenge the domains governed by the Core Worlds Treaty and the South Ardoni Defense Pact.

Safyr and the Continued Cosmic War

Amid the intricate power play of three interstellar coalitions, a tranquil world remained untouched by the cosmic upheaval, its inhabitants oblivious to the celestial drama unfolding overhead.

Safyr, a once-prized jewel teeming with the radiant wealth of Rudamite, saw the cooperative colonization efforts of the Ilufae and Tarfii. Here, the cultivation of Blue Pine thrived, infused with the spirit of innovation. Yet, the march of progress was marred by the relentless onslaught of The Collective, plunging the world into the depths of savagery. United in purpose, the Ilufae and Tarfiinians managed to stem this invasive tide, reclaiming Safyr from the grasp of the invaders. Still, the scars of conflict ran deep, prompting the Ilufae and Tarfiinians to make a painful decision. In an act of calculated sacrifice, they abandoned Safyr, redirecting their efforts to safeguard their ancestral realms.

In the wake of these eras, the Ru’a-Tai emerged as inheritors of the fractured legacies left behind by their Ilufae and Tarfii predecessors. They assumed control of Safyr, establishing a fragile semblance of governance and order on the reclaimed land. With time, as the conflagration ignited by the Core Worlds Treaty, the South Ardoni Defense Pact, and The Collective continued to rage, the Ru’a-Tai, too, shifted their attention, directing their martial prowess to more pressing battlegrounds. Safyr thus became a crucible for burgeoning civilizations, unwittingly marooned in the vast narrative of the cosmos.

As the ages turned their pages and the cosmic conflict raged endlessly, the looming threat that had once besieged humanity emerged once more. The Dolls, emissaries of the galactic Wardens, cast their shadows upon the celestial stage, their message foretelling the resurgence of the Greater Us, an ancient terror poised to reclaim its catastrophic hold on the universe…

Copyright © 2019- Julian Moey All Rights Reserved

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