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.

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.

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.

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.

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...

Bike Souls

So a friend of mine has recently started showing interest in getting a motorcycle license, and asking me a lot of questions on the topic. It’s always exciting to get another person on 2 wheels. But I wish him all the best and good luck in this country.

Copyright © 2019- Julian Moey All Rights Reserved

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