Session 70: Tiny Problems Report
General Summary
6th of Deismir 1524 Fargrim is up first at 5:30am as he prays. At 6am he leaves the room to go see Caramella. Caramella is making chocolate croissants for breakfast. He asks about her plans for the day and learn she is going grocery shopping and he offers to go with her before setting up for breakfast. At 6:15 Erin and Karl make their way down for breakfast. They talk a little about Karl doing a long casting of a spell today where he will need Fargrim to cast a spell on Karl around dinner time. At 6:30 breakfast is served up and the group eats quietly. At 7:30am Lily finally joins them with Xeldarix following her. Lily reads the guild report while having something to eat. Lily asks Erin if she has heard of a Kosines Sesteath. Erin isn’t sure. One of the fish is apparently looking for Enna. Erin says she will talk to Enna about it. The group as a whole agrees to have an easy day. Erin will help Karl with keeping his ice chilled all day, Lily will do awnshegh research, and Fargrim wants to help Caramella.
Fargrim heads off with Caramella and Alfonso. He checks in to make sure the horse is doing well, which he is. Together they head off to the markets and return back to the manor for 10am.
Karl and Erin head out to the shops to get some powdered ruby. It takes time going around to various jewellers to get the right amount. Afterward they head back to the manor where Karl magically freezes some water and Erin spends the day keeping it chilled.
Lily heads to the library working until 12:30pm with Xeldarix’s help with mapping out and researching Awnsheghs. Afterwards they head to a cafe for lunch together and so Lily can try and pick up some rumours. The Binman is a bizarre being created by the half-elf sorceress Danita Kusor - now more commonly called the Chimaera. The Binman is however more than a mere construct being an awnshegh in its own right. In her quest to discover immortality, Danita built the Binman from the bodies of a multitude of other beings, infused it with strange potions, and cast dweomer after dweomer upon it. The Binman did not come to life however until Danica was attacked by a wandering awnshegh. The awnshegh was slain by Danita and, as it collapsed over the body of the Binman, its bloodline passed into the Binman, quickening it to life. Over the years the Binman has increased in intelligence and understanding and gained a fair degree of skill as a warrior although it has become proud and prone to reacting violently to those who mock its appearance. The Binman is often erratic in its behaviour, has flashes of memory and personality from the myriad beings that make up its body and often lapses into brooding silences punctuated by violence. The Binman wanders Binsada, Sendoure and Zikala and has worked as a mercenary on a number of occasions. The Gargoyle used to be a follower of Azrai. Initially named Riessa Caesone, she was one of the few Anuireans that did not turn away from Azrai at Deismaar. Much less powerful than Raesene, Kriesha or Belinik, she was only a squad commander and not one of the great captains. After the defeat of Azrai, she exiled herself to an isle off the coast of Aerenwe, the Isle of Caelcorwynn. There, she brooded, alone with what few followers she had retained from her unit. They built a castle and lived there, in seclusion. The other inhabitants of the island fled, as she began her transformation into the Gargoyle. Even though she used to be good-looking, she became horrendous-looking, as her mind began showing itself on her physical features. A cold-hearted, patient woman, she became a living statue of granite. Today, her lesser and greater gargoyles litter the island, killing everything they meet. Should they meet a blooded scion, the gargoyles will try to capture and bring the scion to their mistress, in the hope of increasing their numbers. The Gorgon began life as Raesene, the oldest child of his father, the Lord of the First House of the Andu. From an early age, it seemed clear that he would help to shape the future of Cerilia. However, as a bastard child, the glory and attention went to his two legitimate half-brothers, Haelyn and Roele. Though his outward demeanour never betrayed him, Raesene envied them this attention and coveted it. It has been said that the Gorgon (as he came to be called) stole the bloodline of Roele when he slew Michael Roele, this is not known as a fact. Some regents of Anuire have whispered that Michael somehow managed to ward his bloodline from the Gorgon, and perhaps even weakened the Gorgon's bloodline, thus preventing the Gorgon from dominating Anuire. The Gorgon is most recently known to appear as a stony skinned humanoid with horns atop his massive head. Hooves and goat-like legs adorn his lower half, and giantish strength allows him to carry his heavy frame. Little trace of humanity is revealed in his features; he has become almost entirely a creature of evil. He has many powerful lieutenants and servants. This includes his own offspring and another awnshegh he has locked up underneath his castle. The Hag appears in Kordan. the Hag, a noble of Grabentod who schemed her way to power and then kidnapped and murdered her nephew when scorned by those she would rule. But Old Grabentod did not enjoy its independence for long. Intrigue and conspiracy seemed to breed in the mountains of the north, and the royal family produced a woman who eventually became one of the most fearsome of the northern awnsheghlien, the Hag. The Hag proved to be the ruin of the old Grabentod; within the few generations of her evils, the realm was sundered. While she only directly controls the provience of Kordan, effectively having a one province domain, she control many of the sources in Grabentod's Cooling Bay. The Hydra is an awnshegh that dwells in the Harrowmarsh on the border between the Eastern Marches of Anuire and the Saire Siendere of Khinasi. The Hydra is thought by most scholars to have once been a simple crocodile, which became one of the awnsheghlien after committing bloodtheft on a scion of Azrai. Some (generally mocked) local scholars claim that the Hydra was one of the original great beasts of Azrai given godly power by the Shadow before the War of the Shadow to harry and weaken the human tribes whilst the Shadow conquered Aduria and marshalled his forces in the south. Whichever is the case it is unarguable that for at least a thousand years the Hydra has dwelt in the boggy lands of the Harrowmarsh, that is possesses a number of heads - one it is said for each blooded scion it has consumed - and that it leaves behind it a bizarre trail of beings known as Hydrakin, of which the Caracdir are most numerous. Most scholars agree that the Hydra gives birth to these beings over time, and that they are formed from elements of whatever the Hydra has eaten lately. Some claim that the Hydrakin as they are known instead form from creatures injured in battle with the Hydra, those who tread in its footsteps or in some other way 'taste of its corruption' however little evidence supports these views. The Harpy was once a bard named Khabarah Habban. Her domain is the isle of Harpies. She commands an army of harpies that sometimes raid the mainland and passing ships. The Kraken lives in the great bay and their are rumours it is now too large to get out out. The largest monster in Cerilia, the Kraken acts like nothing more than an animal, though some say it has exceptional intelligence. The leviathan is ancient, and dates back to at least the battle of Mount Deismaar, most sages agree that the huge beast was created during the War of the Shadow by Azrai to wage war upon the Masetian people. The leviathan does not appear to be intelligent, but is frequently credited with malevolence for it seems to actively, if randomly, destroy shipping. It is said to sleep for any years and then come up for feeding. The Manticore was once known as Qandar the Righteous, a paladin of Avani with some relation to the ruling family of Djafra. Soon after the Magian began his conquest of the Esenshal Peninsula, Qandar set out with many other heroes to stop this interloper. Over a year passed and no one received any news of the expedition. Most thought the heroes were dead, and for the most part they were right. Of the thirty who set out only seven returned as broken men. Nine of the thirty heroes had blooded abilities and of these only Qandar escaped after a year of captivity. Qandar and the other eight captives were held for months in a dungeon while the Magian studied them in an attempt to understand his own new blooded abilities. Qandar was the only survivor when the Magian perfected his new spell, Bloodline Corruption. In a three day long ceremony the Magian added the taint of Azrai's blood to Qandar; while Qandar kept his old blood abilities he gained the bloodform ability among others. He traveled far to the north, avoiding Djafra and the lands he called home and thus came upon the kingdom he currently resides in. He was a friend of the crown prince of the realm and, in an audience with the royal family he told of his strange tortures, the bizzare magical ceremony and how since then his temper had turned dark and he could no longer call upon his abilities as a Paladin. The Royal family agreed to take him in. Y'urre, a cousin to the royals, eavesdropped on the audience hoping to overhear something he could use as blackmail. Instead he discovered Qandar's loss of faith, his corruption by the Magian, and his profound hope that he could keep his Azrai tainted blood under control. Y'urre worked over the next few months to build a bond of trust between himself and Qandar. Then, when he was sure of his hold on the former Paladin, he let his secrets slip to the gossips of the court and blamed the prince for the indiscretion. Qandar, enraged at being exposed and betrayed, slaughtered the royal family. Absorbing their bloodlines he grew a tail and his finger bones extended through the skin of his hands forming claws. Thus Qandar began his status as the Manticore. Maalvar the Minotaur was an adventurer—a blooded mercenary in the pay of any regent or general who would have him. To his credit, no chronicle tells of Maalvar ever fighting on the side of evil, and there are several tales in his history that tell of his heroics on the side of good. Still, Maalvar may have been cast in such a light because he was almost always on the victor's side of any fight. Victory ensures that history and battle-songs will report events as the victors wish them to be viewed. The last mention of Maalvar in the histories of Cerilia comes from a 300-year-old Khinasi tale. He went into the desert after his companions were all brutally murdered by the Sandpiper, an awnshegh of ample power in the Tarvan Wastes. The tale makes no mention of success or failure, but the Sandpiper's remains were found later, surrounded by blasted ground and shattered trees—but no sign of Maalvar. A few years later, a power rose in the Maze, driving out those Khourane forces who secured it and leaving only the Itave, an ancient race of native Cerilians.The Itave and the Minotaur are the only inhabitants to this day. The Minotaur has been seen on the edges of the Maze many times. Sometimes he is attended by a few Itave, but more often, he is alone. The power now known as the Minotaur was once a large, hirsute human whose torso is now mounted on abull's lower body, and a large pair of curling horns glowing with carved runes sprouts from the sides of his head. The Minotaur's link to Maalvar is clear, however: Maalvar wore an ancient suit of blackened scale mail similar to that worn by Prince Raesene millennia ago—some believe it may even be the actual suit!—and the Minotaur wears the chest armor on his human torso when patrolling his boundaries. The Raven is one of the ancient Lost now escaped from the Shadow World and ruler of a realm in Vosgaard. The Raven is a powerful wizard and brutal but exceptionally able ruler. The Raven proclaims himself the 'Son of Azrai', an affectation that disturbs even the other awnsheghlien in its arrogance. The Seadrake. Before being the Seadrake, the creature was a man, Garrilean Suliere, a merchant who sailed the distant seas to gain money to give the best to her beloved wife and daughter. But one day a green cloaked man paid him to travel on his ship. This stranger was in fact an ugly abomination who attacked a woman and Garrilean's crew. By chance, not skill, Garrilean stabbed the monster in the heart with an harpoon, but this act in turn transferred the dark bloodline. With horror he saw his flesh become scales and wanted to drown himself. But he didn't die. He transformed into a giant sea monster and is now more than 600 years old. It is rumoured to have many treasures hidden somewhere under Baerghos Island.
At 2pm Lily and Fargrim run into one another near the temple of Xeldarix. Xeldarix quickly grows bored and wonders off to the temple as the other two talk. When Lily and Fargrim join her, they can see Xeldarix swarmed by the children. Selise and Hope are standing nearby talking. Lily goes over to help Xeldarix while Fargrim talks to Hope. Lily and Xeldarix talk with the children and accept gifts from them. After this short little session, Lily and Xeldarix leave at 2:30pm. Fargrim heads downstairs to help with the attempts of the soup kitchen. However, despite his best intentions they don’t seem to understand what he wants. Before leaving at 4pm, he checks in on Phobe.
At 3:30pm Lily returns to the manor, finding Karl and Erin in the sunroom hard at work. Lily speaks with Erin about Yura. Lily tells them about how she scried on Yura and what she saw. Yura drawing Lily in two separate drawings, one in pain and one happy. Erin confesses that Yura spoke about sculpting her and hanging her on a wall. Erin leaves after a bit, stumbling outside. Lily promises to scry on Lorenah tonight. Lily reads while Karl works. Xeldarix sits with Lily. At about 4:30pm Erin returns. She continues to chill the ice and the room sits in since.
At 5pm Fargrim enters the sun room. He talks about the mess at the temple in terms of how the cooks manage there. Fargrim casts Aid of Karl at this stage, passing it out to everyone while he’s at it. At 6pm Caramella gets Fargrim, Lily and Xeldarix for dinner while bringing Erin some bread and tea. After dinner Fargrim removes some curses, Lily reads and Karl continues casting. At 9pm Lily scries on Lorenah. Lorenah is on a boat deck, looking out at the sea. There are figures moving around in the background. It takes a bit of squinting but Lily notices that the figures moving around on deck at Trolls. Lily goes to check on Simone to find her sleeping. At 9:30pm, half an hour before Karl is done, Lily returns to sit in the sunroom. She asks Erin about the pirate generals and trolls. General Saghipe Xenophoros and General Ranbur the Red have been known to use them. At 10pm Karl finishes chanting and places his hand on the ice statue which has been slowly gaining colour and features until it looks exactly like Karl. The cloak of protection is draped over the construct as it opens its eyes. The simulacrum is named Peter. He will be clean shaven to help with telling the pair apart. Karl casts sending into Lily’s ring and then goes to do his alarm rituals before giving his books to Peter to work with overnight. Everyone settles into bed for the night to get some rest. 7th of Deismir 1524 Caramella is making some muffins, making oatmeal and is cutting up some fruit for breakfast. Fargrim is up first on this day and after some prayers he goes down to give her a hand. At 7:15 both Lily and Xeldarix have come downstairs to join Fargrim for breakfast. Simone is also brought down to breakfast by Abigail. At 7:30 Karl and Erin come down together for breakfast. Peter joins them as well, taking a break to eat which confuses Caramella. This only increases as Lily plays a small prank on her. However, this is quickly smoothed over. After breakfast Abigail takes Simone upstairs to get ready. There is a knock at the door and Wave had arrived to escort Erin to her ship. Lily leaves for the library and Fargrim leaves for the temple.
Lily arrives at the library at 9am to start her research with Xeldarix’s help. The Serpent, while he was a mere mortal human, commanded Azrai's navy at the Battle of Mount Deismaar. After the battle he was imbued by Azrai's divine blood and quickly, using his new powers, he took control of his ancestral island home. Soon after he started to create his web of power, planning to slowly become the undisputed ruler of his area. The Siren, originally known as a singer named Jerusha Fjoldan. A strange encounter with an elf in a tower seemed to be the catalyst for her ability to charm and kill people with her songs. After discovering this she fled to an isolated cabin. One day she saved some children who were attacked by some trolls. Jerusha unleashed her new powers to save the children and their parents. Their leader was an Awnshegh named the Dusk Man. In the attack she killed him and took his bloodline power. After saving these people, they invited her into their community and eventually they gave her a crown to rule them. Unless needed, she remains mute to avoid unleashing her powers on everyone around her. She instead speaks with her hands and has many loyal advisors. It is said she is pure for an awnshegh and not evil. More of a neutral person. The Spider was once a goblin. In the days when humans were first arriving in Cerilia, the woods near the modern lands of Roesone were controlled by a goblin tribe. The goblins, who commanded sorcery and dabbled in powers beyond the ken of man, were a force to be reckoned with. Of all of them, Tal-Qazar was the mightiest. He was called the Spiderlord, for once his enemies were ensnared in his traps, they were doomed. He led armies of thousands of goblins and gnolls against the hated elves; many were the elven towers that fell beneath the booted feet of the Spiderlord's humanoids, and many were the elves that fell with poisoned arrows in their sides. Eventually, Tal-Qazar claimed a large portion of the dark wood and called it the Spiderfell. At the same time, the Andu settlers who called themselves the Deretha drove the elves from the Erebannien. The Spiderlord crushed the elves as they fled, and only a few survived to reach safety in the elven homelands. Tal-Qazar's goblins clashed frequently with the Deretha, until the day of the battle of Mount Deismaar. The Spiderlord led a mighty host of goblins, and great was the destruction they wreaked along the way. However, the host was all but obliterated by the blast of the gods' destruction, only Tal-Qazar and a few pitiful survivors from his once vast host crept home. The Spiderlord had absorbed some of Azrai's essence and he soon grew to realise the power at his disposal. He used this power to reestablish himself in the Spiderfell and as news of his might spread young goblins flocked to his banner. As Tal-Qazar used his power to gain more money and more infamy for himself, Azrai's blood twisted him into one of the first of the Awnsheghlien. Tal-Qazar, with no small surprise, soon found himself mutating into the bloated monstrosity that he is today. He tried everything within his reach to remain a normal goblin. However, no amount of surgery could permanently remove the additional legs that kept growing from his hips. No amount of cutting or binding could reduce the spiderish abdomen that replaced his lower torso. The only sure way to halt the transformation was to stop using his blood abilities or slaying others who had claimed the blood of the gods at the fateful battle; however whenever Tal Qazar sought to do either his apparent weakness resulted in challenges by young goblins eager to claim his power as their own. And so the transformation continued apace, until the Spiderlord truly became the Spider. Meanwhile, the Anuireans were driving the goblins back into savagery. Much of goblin civilization was lost when the Anuireans cleared vast tracts of land, and while the Roele emperors could not destroy the Spider, they could contain it and its hordes. Goblin power nearly vanished from Anuire for a time. The Spider brooded in its wood, sending forth sallies of humanoids into the human lands only to watch them die. Its sanity frayed with each passing year, disappearing along with its goblinoid essence.
By 9am Simone is ready to leave. All dressed up with her hair done up nicely. Abigail is wearing a nice sparkly dress as well with her hair done up in a similar manner. Karl has his dress robes on and makes sure his beard is neatly trimmed and his hair is brushed. He instructs Peter to come with them and continue backing up the spellbook. They leave to go to the mage guild on the way to the castle. They were meeting Vuru there who would join them. Karl drops Peter off to work in the library and leaves a message for the Masters about Peter to get him the same permissions that Karl has. Vuru and Karl meet. Vuru is wearing garish, colourful clothing. They have tan skin and black eyes. They have short, wavy brown and grey hair. They have a thick brown and grey moustache. They are 38 years old (adult), 6 ft, 0 in (183 cm) tall, and weigh 190 lbs (86 kg). This non-binary hobgoblin is happy to meet Karl. Together they head up to the castle for the 10am meeting.
Fargrim arrives at the temple at 9:30am. He makes his way down to the kitchen area to work with the people down there in hopes of helping them improve their effectiveness as a kitchen. They do much better today with Fargrim’s guidance than they did yesterday.
Karl, Simone, Abigail and Vuru are taken to a waiting room before their meeting. Vuru had a sword that was taken from him for the meeting. After about 20 minutes the group is collected and taken into a large council hall room. There is a U shape table at the end. In the centre at the head is a Brecht man in a lot of finery. Nic and Emma sit at the table as well but further round to the end. The party is announced to the council of three. The Lord Crichton greets the group and Simone confirms she is ready to step up. This is pulled into question due to Simone’s history in frequenting the hospital over the last ten years. She states that her Uncle lied and she does not require the help of the hospital. Karl backs up Simone’s claims and points out Lady Trulacht as a noted figure with an understanding of healing and duty. It would seem before the group was called in that Lord Galloway and the Lady Trulacht gave their statements of support for Simone. Now Lord Crichton wishes to hear from Simone before he makes his decision. Simone shares how she has grown since getting out from under her Uncle’s thumb. Karl reassures the lord that Simone has retainers and advisors that will support her during this time. Lord Crichton agrees to a trial period where she will take charge of Timest Road. However, any sign of madness will mean she becomes a ward of the city and be returned to the hospital especially with the possibility of Lord Galloway being sent away so he will be unable to care for her. Karl comes in to speak for Simone again, reminding the Lord she is 18 and should receive help at home if she requires it. He tells of the things Simone has done to help Muden. With all this Simone is granted her trial. Weekly reports required and random inspections over the next month. As the meeting draws to a close, Simone takes Karl quietly she is starting to feel unwell. They ask to be allowed to leave and Critchton allows it. They head for the waiting room as Lord Galloway escorts them out.
Lily continues her research and the next Awnshegh gets her attention, causing her to do deeper research into her sword. The Vampire was once named Britter Kalt. He slew a few minor awnshegh. He is over 1100 years old who killed his own father. Before him there was an Awnshegh named the Sinister. The Sinister was a vampire and Kalt slew it with his magical sword. Upon slaying it, Kalt took on the Sinister's powers and vampiric nature. Upon returning from this lair, he slew the lord of the land and took his place. That was the last day the sun shone on the Vampire's Domain. He has three generals. A Longsword +3. Once silver-white but now blackened over many years. It might have other properties but the text express it is highly magical at the very least. Defences. For defenses, the Vampire's form naturally attracts darkness, keeping him in an almost eternal twilight. During nighttime hours, the Vampire's cloak of shadow grants it a +3 Armor Class bonus and a +3 bonus against any light- or vision-based attacks and spells. It has other effects during the daytime, but the texts are too vague on it. LIEUTENANTS: The Vampire has three generals who maintain the order in his domain by their local control of the military personnel in each province: General Karl Haasen of Bloodshroud, General Henricht VonStaffel of Landsborough, and General Josef Bellshauf of Ruapacht. The three men work well together, supporting each other's actions along provincial borders whenever necessary, making their efforts successful and bloody. DOMAIN DESCRIPTION: The Vampire's domain contains three mountain ranges that cut across the land from northwest-to-southeast. Heavy, deciduous forests cover the rest of the land. Small pockets of cleared land and trails between them allow the few towns and villages of this domain to survive. The people living in the larger towns and the cities are now expanding the land for crops by cutting down the trees and using the timber to build new homes, and to continually improve the capital city of Bloodshroud. Bloodshroud, though it contains about 2,000 people, has wood-slat streets, elevated sidewalks, and beautifully reconditioned homes and buildings; the smell of cedar still is strong. It is a growing city, despite the oppression of the Vampire's centuries-old regime, though what grows quickest in it are thoughts of rebellion. These pockets of rebellion and their champions, thus far, have been suppressed, but they have yet to be totally eradicated. The Vicissitudes are the southernmost mountain range of unstable peaks in the Vampire's Domain. In one human lifetime, they've expanded, grown, and altered in response to great earthquakes reported in Rohrmarch to the south. Bloodshroud is a constantly-remodeled, beautiful, yet dark town nestled among these mountains that serve as the home of the Vampire. Permits for intercity travel are needed wherever one goes. Permits are also needed for hunting, fishing, and trapping. Anyone traveling the roads (especially at night) is stopped and checked for papers. If they're not in order, the traveler is immediately incarcerated and put to work in the mines by Fielding Bluffs or as the labor for the official buildings in Bloodshroud. Recently, alchemists and magicians from across the land have petitioned the Vampire for permission to study the Vicissitudes. This unusual mountain range is highly active and these wise men believe that many questions regarding nature and its effects on magic can be answered here. The Vampire has allowed this, but he charges extraordinary fees for "protection" during their stays. This money has been most recently used to procure high-quality and (relatively) trustworthy mercenaries for deeds unknown to all but the Vampire. Little information has been made public by these Kiergardian and Binsadan sages, though news is expected within the year. Steve comes by to see Lily just as she finishes up. She confirms Karl has the list from Jarvis about what he needs.
Karl whispers praises her as he briskly walks out with her to the waiting room. However as soon as they are away from the guards, Simone’s fit begins. She says:
- “Kriesha's fire seeks the lost art and will see them finished and reformed."
- "The Crichton sits upon a false throne as his puppeteers pull at unseen strings."
- "The void seeker has seen the void tainted and will ensure the anchor is placed."
- "The brothers of Bronze recover but fear the black as her power grows."
- "The Willow sways but will remain strong if only half measures are taken."
- "The Priestess is to set sail and if not careful might find a Dreadful end in a crystal."
- "Your (looking at Karl) meeting the General will be good if you don't overreact."
At 11:30am Lily heads to lunch with Xeldarix. Xeldarix confesses her unrelenting anger is bubbling to the surface now she is no longer going out on her night excursions but instead watching over Lily. Lily says they will have an opportunity to vent some anger today as she wants to use the sky boat to do some mapping which means they might run into trouble. They head to the manor first see if Karl is back from his meetings. However, when they arrive they learn they have just missed Karl and hurry to catch up by flying.
Karl and Abigail ensure that Simone gets some lunch. Karl checks in with Galloway, who had walked them back, about where he might be sent if he is forced to go back and serve in the army. In the West, Awnshegh's forces are encroaching on the area. However, the evidence Tatiana is working through might be able to help Galloway secure his position. Galloway asks about Fargrim before heading back to the Watch Headquaters. At 12pm Karl leaves the manor and heads for the docks. As he arrives at the ship, Lily and Xeldarix fly down to meet him. Lily is riding Ohtli. She asks Karl for the list for Jarvis’ things. She tells him that she will be flying there today with Xeldarix and map out the leylines. Karl tells Lily how the meeting went. After they finish updating one another, Lily and Xeldarix fly away to go shopping before they head for Archestual. With his friend gone, Karl sends a message down to Erin to ask if he can come down, but her reply is panicked as she struggles to breathe. He hurries down as quickly as he can without alerting the crew. Erin claws at her own neck while hyperventilating. Erdad, Enna, Ten and Wave are all doing all they can to help her. With Karl with her, she slowly calms. Wave is sent to go find Bartharm who has disappeared since this episode started. Karl learns that Erin received a sending message from Yura. It commented on her appearance and on Erdad, suggesting scrying had happened. They talk through it, calming Erin down. Karl shares his morning with her. They head up to Erin’s room with have tea with Erdad and Enna. The group goes into Erin's cabin and Erdad heads for the bed to grab the blanket before taking Erin to the table so she can sit but wraps the blanket around her. Erin protests but her heart isn't in it. Karl speaks with Enna about Bartharm, learning he has been a problem on the way back from Saarmen. Karl fills Enna in on what happened to Erin in Saarmen. They agree to give the crew shore leave for a few days while Erin recovers. During the discussion both of them growling at one another since they can’t do anything to help Erin or to stop Yura from contacting her like this in future. Enna brings up the Prince of Water and how he can probably help. For a price. She leaves to go and deal with Bartharm and sends Wave back. Karl goes over to comfort Erin. They talk about Saarmen and burn it to the ground. However the conversation distresses Erin as Karl and Wave talk more and more in depth. While being right next to Erin, they lower their voices and continue to talk about it as Erin spirals. Erdad growls very upset and protective, demanding that if they’re not going to talk to Erin then they should stop talking like this in front of her. In the end Karl and Wave leave to go get Yoga mats so they can do some calming exercises to help Erin. They continue to talk, now not in front of Erin. After Karl gives Wave the full story they both agree the Captain is not in a fit mental state to discuss removing the collar today. It will have to wait til tomorrow. Afterwards they return and spend an hour doing some yoga. They talk for a bit before Karl gives Erin a sending stone. This way she can contact him no matter the time. Afterwards he leaves for the mage guild. At 2:30pm Karl arrives at the mage guild. He goes to see Peter who fills him in on who has come to see him while he has been here. Master Burke and Eelwind questioned Peter about his instructions and commands. Requested that Karl come and see them when he can. Peter needs to check in with a Master everyday he leaves the manor. Karl and Peter go up to see Master Burke. Karl makes it clear why he made Peter and what Peter will be doing. When Karl asked Burke about the guild’s influence over the council he says that Sam has taken over that responsibility. Burke is filled in about Galloway’s situation and he promises to see what Sam can do. Karl then goes down to see Steve. Steve warns Karl about having a double could cause some trouble but by making sure he regularly checks in with the guild it should be okay. Karl and Steve look at what Peter can do to help out at the guild. Then Karl takes a moment to unload on Steve some of the stresses of the day while Steve listens patiently.
At 2:30pm Lily and Xeldarix arrive Archestual via wind walk. She gives the things she purchased to Jarvis and then heads up to take the boat and start making the area. She sails with Xeldarix for three hours before setting the boat down a few miles out of Brechlen to plant some beans. She passed over a lush garden is filled with ripe vegetables and a cottage. The first bean produces a magnificent fruit tree. It produces 26 fruits. Lily gathers all the fruit before planting the next bean. The second bean produces a geyser of vinegar shoots out of the ground. This sends Xeldarix into a rage as it gets in her eyes. Xeldarix grows in size as the anger overtakes her and she starts attacking the ground. Lily is unable to get near her to wash out her eyes. So she plants another bean to hope for a more killable result. The third bean produces a geyser of tea which Xeldarix attacks in a fury. The fourth bean produces a stone statue of Lily that insults and threats her and Xeldarix. After some words were exchanged, Lily walks away to plant another bean. The fifth and last bean produces a pyramid which Lily believes might have something killable in it. Xeldarix and her go in and kill a Mummy Lord before looting the sarcophagus. It has gold, platinum, 4 art objects (1 Silver-plated steel longsword with jet set in hilt, 1 Carved handheld harp of exotic wood with ivory inlay and zircon gems, 1 Small gold idol, 1 Silver bowl set with moonstones), a scroll, a potion, a vial of oil and a stone tablet. Afterwards they fly back to Brechlen.
At 4pm Karl arrives back at the manor. He goes upstairs to check on Simone and Abigail. Simone had a few more visions. As a result she is very tired now and high on the medicine she has been given.
- "The tree of dead spirit shall bloom again when the fey child cries."
- "When the mountain shrinks a betrayal usher forth the death of the last free Masesians."
- "Water and Earth together will form a stronger prison that Earth cannot escape from despite how the the wind howls."
- "The blessed union of the bond will free them both in more ways then one."
At 5pm Fargrim walks into the library where Karl is. Karl fills Fargrim in on his long day. They discuss the prophecies and the ones to do about the void tainted. They are worried about Phobe.
As Fargrim and Karl are summoned for dinner, Lily lands in the backyard with Xeldarix. Simone and Abigail come down for dinner. Xeldarix storms upstairs grumbling about tea and vinegar instead of staying for dinner. The group fills in one another about their days. After dinner Karl messages Michael for Lily to arrange a meeting and then the group does a reading with Simone. What is the betrayal that will lead to the end of the free Masetians? “If a large snake that claims all Masesians as their own hears of free Masesians, he will look to explore and find them. The freedom to these Masesians are experiencing will continue as long as their heritage is downplayed. Their current lives are the result of love from two different groups of people. Masesians and Lizardfolk. One of these has more problems from the common folk then the other.” The group theories that maybe the Leviathan could be the snake after the Masesians. They decide they need to warn Sunnis and Renee. Then Lily shows the group what she got from the Mummy Lord and fruit tree so they can get identified. She looks inside the urn and finds a dried up heart. She almost destroys it but Abigail mentions an amulet that can be made from the heart of a Mummy Lord so they group delays this for now. While Karl identifies, Lily counts coins in her room before doing some scrying and Fargrim goes to catch up with Lily for a chat. Fargrim asks Lily about setting up an altar to Haelyn in the temple that Xeldarix, Avani and Laerme share. Once he gets permission he goes to his room to uncurse some items.
Karl identifies:
- Tablet of Teleportation (Arkadyria)
- Scroll of Eldritch Blast
- Potion of Healing
- Oil of Slipperiness
- A potion of Animal Friendship (Fruit)
- A potion of Invisibility (Fruit)
- A potion of Advantage (Fruit)
- A Potion of Speed (Fruit)
- Fruit that will last a month (x21)
- A suspicious piece of fruit
Lily scrys on Yura to see the conspiracy board that has been connecting some information on Lily. There is even a section for Erin on this board. Either way this doesn’t bode well for either of them. At 8pm Xeldarix returns to the manor after having a bath at a bathhouse. There they split the gold that they found earlier. Lily and Xeldarix do a quick bit of divination together. "What are the void seeker's intentions with the anchor on the void-tainted?" The room seems to grow colder in the silence as vines grow around Xeldarix's neck and a black flower blooms over her chest. It's like an amulet style necklace. "To have the anchors installed before returning them here. The void will slowly uses them both to imbed it's hook into this plane. All we will know is black when it is done." Lily looks at the flowers to get a better insight into what might be going on here. A black rose. Universal symbol of evil. However it is surrounded by small little yellow flowers. St John’s Wort. It represents protection against evil and warding off evil spirits.
A little after 8, Karl comes up to talk to Lily. He explains all the items he identified. Afterwards, when some of the fruit potions are given out Karl enquires about Xeldarix’s plans for the night before inviting her to go explore the tunnels Aeryn got stuck in in Falak’s lair. Karl wants to try tunnelling in with a new spell. Xeldarix gets excited about this since she gets very bored when everyone is sleeping. She gets ready to leave. Lily and Xeldarix head downstairs to wait by the door.
Karl goes to see Simone. He gives her a fruit of advantage. Afterwards Karl goes to see Fargrim. He gives Fargrim a potion of movement and oil of slipperiness. After giving Fargrim these gifts, Karl tells him that they are going down to Falak’s lair to try and get into the caves under the aquarine. Fragrim has spent much of his magic uncursing items but in the end agrees to go. They head downstairs. Karl goes down first and then a few minutes later Fargrim goes down.
When Karl comes down Lily asks him to identify a black rose necklace. Thankfully he has the wisdom to believe it’s magical instead of being asked a botanical question from a druid. Karl is opening up his spellbook as Fargrim comes downstairs to find everyone at the door, but in the end he’ll delay this until later so they can all leave. However, this opens up a conversation of the group realising it is likely Erin and Phobe that are tainted by the void. Uqaviel determines it is unlikely Trinity, Sam and Steve are tainted as they were touched in a different way to Phobe and Erin. Though he does confirm they are tainted. However, detecting an anchor is difficult. Signs of madness are common in those who have anchors. Though he does not believe Erin has one since he has seen her recently. Lily tells the group a little about what she saw in a scrying recently with Yura’s plans for Erin. They are not nice. They then leave for the inn and sewers. Fargrim checks in with Xeldarix about building an altar for Haelyn. She just says it can’t be bigger than her one.
At 9:15pm the group arrives and Lily unlocks the inn so they can enter. They head straight down, but hear someone running down the stairs. Emilia had set up alarms and the group had tripped a magical one. She shows them how to get out without setting off the mundane alarm at the sewer entrance. The group heads down to the lair. There are about 20 fish left in the tanks. Once down there they investigate the area a little and Karl ask Aeryn about her experience. Aeryn sends Karl images of an underwater tunnel. Not straight. Had air pockets. She keeps pointing to a rock in the tank. Karl walks up to about ten feet away from the aquarium, casts a spell and points at the ground in front of him. It goes down at a 45 degree angle. Karl and his familiar have an argument while Xeldarix lays in the hole. She loudly complains the hole is broken since it’s leaking. Karl uses the immovable rod to plug the hole. Xeldarix sees this as a challenge to see how immoveable the rod is. Karl and Lily try to find more holes, but don’t find any. Karl tries to pick up the rock in the tank with mage hand, but he can’t move it. Karl takes one of the bags of holding and says he will touch the door to see where it takes him. Xeldarix offers to hold his hand and go with him. Together they disappear upon touching the door.
Karl and Xeldarix arrive in a cavern. There is air here but the only tunnel out goes downwards into a pool of water. Xeldarix makes a face at the situation. Somewhere outside this cavern Lily feels a headache start to grow. Karl summons Aeyrn, who appears and crushes them as she squeezes into the cavern. Karl uses the dust of dryness which makes all the water within the tunnel that leads out of the area disappear.
Lily sighs and peruses the library, taking books that could be good for the library at the Forged Path while Fargrim inspects Karl's hole. After a few minutes of the pair being gone they both notice the water in the tank drop 5 inches. The water is chopping while it resettles at its new height and it upsets the fish. Fargrim speculates about the pair drowning while Lily checks on the rod and notices that no water is currently leaking out. Lily looks into the tunnel and sees someone would have to be very tiny to fit inside. She tries to widen the hole unsuccessfully. Lily uses the sending in the ring to contact Karl. "If you and Karl are in a tight spot, come back out. I have a good idea of where Karl needs to put the hole."
A large pebble now sits in the tunnel where the water once was. The pair can hear a loud roar coming from somewhere and the sound of things talking nearby. They start to explore a larger space. As they slowly move around, trying not to draw attention from the creatures they can hear nearby, Xeldarix gets a message from Lily. She replies with "Karl sends warm feelings. We're okay for now. Karl got rid of the water in here. Okay for now. Will push through wards if bad." Afterwards there is a roar of water as some strange looking lizard folk are swept through. They look like axolotl lizard folk. The water will hit Karl and Xeldarix. Karl quickly grabs another pinch of the dust of dryness and throws it at the incoming water. The lizard folk all fly into the room as the water disappears.
Lily can’t widen the hole before the water starts to flow again through the hole. Suddenly all water around the rock disappears (15 ft) and the water in the hole disappears. The remaining water in the tanks moves to fill the space with waves and the water level drops again. It has a little over ¾ of water in the tanks left once the water calms down. The fish are very distressed. Lily tries to send Xeldarix the feeling of caution. Lily gets back in the hole and uses Detect Life, focusing towards Xeldarix’s location. There seems to be too much in the way, but Lily does sense some Lizard folk. This is when Lily feels like she has been stabbed in the side, telling Fragrim that Xeldarix and Karl are fighting. Fargrim starts to suggest radical things to get the pair out of there.
Karl immediately goes to help these axolotl lizard folk. Their queen points to Karl and tells her subjects to kill him for the crimes of magic. Xeldarix immediately gives Karl a platinum ring and tells him to put it on so she can cast ward bond on him. They fight these creatures and aside from Karl and Xeldarix both getting skewered by the queen, they easily defeat them. Xeldarix was filled with anger and once the fight was done, it started to fade. There is a blood burst from the queen which Xeldarix absorbed the majority of. Xeldarix starts to loot the bodies while Karl grabs the magic crown. The roar of water is much louder now. Xeldarix sends Karl back to where they started where he can ritually cast water breathing on them. After Karl gets there and the water has returned, he starts the ritual. Once Xeldarix has finished with the bodies she walks out of the water. The coin she got was 1 platinum, 63 gold, 69 silver and 21 copper. Once Karl has finished the ritual they get up and walk into the water to start exploring. They look around the open space and down some very narrow tunnels that lead off of this area. During the search Karl comes across a room with some mini pits. There he finds an iron lock box. As they continue after grabbing the box they find some bullywugs and giants frogs. They head back and sneak away. They continue to explore. They find another lock box and continue exploring. After a while they come across an aboleth and are forced to fight it. The day is easily won and after that they decide they are done exploring and Xeldarix teleports them out, with Karl as a little octopus.
After nearly half an hour there is a little pop and Xeldarix appears in front of Lily with something attached to her arm. Lily catches her. The little octopus turns back into Karl. The pair of them are about an inch high. Lily sets Karl down so he can try and dispel his tiny nature. Fargrim uses the wand of Enhance Ability of Karl. Karl is able to easily dispel the effect on himself before trying to do it on Uqaviel. Karl is also successful in this. Finally Xeldarix is the last one to be dispelled. Xeldarix sways a little once being big. Lily offers to carry Xeldarix but she does not want to carried. Karl fills the group in on their adventure. Xeldarix reveals that she is having headaches and is feeling unwell due to having flashbacks, not because she teleported. Lily dispels hole in the floor after the immovable rod is removed. Afterwards the group heads up and heads back to the manor. They arrive back at the manor at 11pm. Lily sneakily gives Xeldarix some chocolate which makes her smile as she eats the chocolate. They resolve to go back to the tunnels once all the fish are gone. Karl gets a message from Erin wishing him good night. 8th of Deismir 1524 Karl comes down for breakfast first at 6:45am. He takes both lock boxes out of the bags of holding. He places them on the floor of the library. Then identifies the belt as a Belt of Frost Giant Strength. After 7am Lily comes down and gives Karl the blackrose to identify. Karl casts detect magic and can’t see any magic on the boxes before explaining to Lily and Fargrim, who has just joined them, what the belt does. Karl and Fargrim discuss the belt as Karl wants to give it to him but Fargrim doesn’t feel like he earned it. Fargrim gives Karl the gauntlets to give to Saryea while Karl gives Fargrim the belt. Lily has Xochitl help her look over the lock boxes for traps. Karl identifies the black rose while she does this. Amulet of Protection from Evil. Requires attunement. It can hold up to three charges. One charge can be spent to cast Protection from Evil and Good. After a long rest it gets back 1d3 charges. On the lock box Lily discovers it has a contact poison on it. She wants to borrow the gauntlets to make sure she does touch the poison. Karl uses his wand to neutralise poison on the lockbox which resolves the problem. Lily then tries to unlock the box but is unsuccessful. They use the goblin key to unlock the box. Inside the box they find:
- a drake hide merchant's cap trimmed with ermine
- a fine leather coat tooled with draconic scales
- a lacquered wooden plate engraved with floral vines,
- Scrolls x2
- Potions x4
- Platinum coins
At 8am Lily arrives at the cafe where Michael is waiting for her. They sit down to talk. Lily has her familiar and steed up in the air keeping an eye on things. Michael tells Lily very little about the trip back. Suru had gotten some helpful information and she was able to leave a modified memory that throws Lily under the cart but clears the temple of Ela of wrongdoing. Lily has been framed for infiltrating the temple of Ela. Michael gives Lily a folder of false information to clear Fulda of all charges. This links Saarmen temple to the Unchained and how they have framed Fulda to remove her. Lily promises to give this to the watch. Michael hints that Priestess Suru has a very nasty side to her that didn’t have to come out. Afterwards Lily heads for the mage guild to continue doing research.
Karl and Peter identify the potions and scrolls.
- Spell Scroll (Dimension Door)
- 2 x Potion of Clairvoyance
- Potion of Invulnerability
- Potion of Mind Reading
- Scroll of Protection (aberrations)
- Crown of the Lizardfolk
From 9 am for first hour Lily does a deep dive into the Leviathan until 9:30am.
- The Leviathan is a massive whale.
- A flick of the flutes can overturn a boat.
- It sleeps between 10 to 100 years at a time. Reports vary.
- It is active for a few years where it eats.
- It is in the Leviathan’s reach.
- It has not sired creatures but it does have white sharks that follow it to feed off of the left overs.
- It has not been spotted in the last 80 years.
- It is vindictive and it doesn’t like people who get away. It will hunt them until they get to land, if they make it at all.
- Some people claim to have killed it. These could be fake stories or it could have regeneration abilities.
- It doesn’t care who is on the boat. It will eat everyone.
Fargrim is wearing the giant’s belt but is not attuned to it. He arrives at the temple at 9am. He casts True Sight on himself. He sees ghosts outside the temple that can’t enter. There are astral fish, lights and whales that draw Fargrim’s attention. Inside the temple there is less of this due to protections. He approaches Selise first. He brings up the altar and is directed on where he can place his altar for Haelyn in the temple. Fargrim takes the left wall near the back. The temple is a sanctuary of faith so any more altar are welcome. Afterwards he goes downstairs to see the class where Phobe is. He takes her briefly upstairs for a chat while the lesson continues. He tries to be subtle when it comes to looking her over. She has a bruised knee. Originally tells Fargrim she tripped down the stairs. Phobe takes Fargrim upstairs to the bedroom to give him a painting for him. It has a stick figure with a beard with “Figrim the mignificent” written on it. Fargrim lectures her about getting her letters and spelling right. Fargrim promises Phobe a gift if she does better in class before going back to see Selise. Selise tells Fargrim about how sometimes Phobe writes in a strange language. Also she can be violent and angry when she is bullied. No one outside the teachers has taken an interest in Phobe. He promises to return later in the day.
At 9:30am Karl arrives at the mage guild. He stops in to see Lily as she finishes her deep dive into the Leviathan. She reveals that the awnshegh is not the snake. Xeldarix suggests the Serpent next. Karl updates Lily on what was in the lock box. Karl is going to talk to Steve about the prophecies relating to Sunnis. Lily will stay to work on research. Lily suggests to Karl that Erin should take the black rose and to make identify Phobe’s crown.
Karl heads down to see Steve with Peter. Steve is in the alchemy lab. Karl asks to speak with Steve privately while Peter helps the students. Karl updates Steve on Simone’s meeting and the prophecies that came after the meeting. He also tells him about the people in the city that are whispering in Lord Crichton’s ear about Simone and the Forged. Steve is very concerned about the prophecies and what is happening with the Lord. The prophecies are very concerning, but the idea of forming an alliance between Sunnis and the Prince of Water is enticing. Earth containing Earth is difficult. Steve confirms that Sunnis is not holding Yin-C-Bin. Karl offers to take Steve to the mountain to go warn Sunnis and Renee. Karl wants to see Sunnis to see if she will allow him to be her emercary for arranging an alliance. Karl heads back up to see Lily as she is partway through her research. He waits patiently for her to finish her research.
Lily does a deep dive on the Serpent, which starts at 10am.
- A god unto his own followers and a fiend to his enemies.
- He claims to be a true heir of Azari.
- He doesn’t suffer pity or hope.
- Born on Deismir.
- Has a snake and humanoid form. Sometimes even something between them.
- There are people of Masesian heritage on his island and he claims to be the King of them. With Masela gone they all belong to him. They are his slaves. He will not suffer a free Masesian.
- He has clerics that pray to him. A high priestess known as the voice of the Serpent.
- He has an information network that are called the Black Silks. These are the Brotherhood of the Serpent. They kill people, get information, take slaves, etc.
Lily looks up halfway through her current research and sees Karl there. She tells him what she learned and is reassured by how far away this awnshegh is. This means he could be a long term problem but not a short term. Karl invites Lily to come to the mountain but she decides to stay and research. She will also be arranging contests for the guild to give out some of the items. Karl leaves to go get Steve to head for the mountain. Karl leaves for the mountain with Steve at 10:30am. Karl tells Steve they will need to downplay their Masesian heritage. Karl sends a quick message to Jarvis that they are coming and uses the speaking stone to message Erin to tell her where he is going and when he should be back.
Fargrim is heading for the inn/guild. He looks for Dwyane, he is directed where to find him by Molly and Flux. Out there people are forging and using pottery. Clay is flying as Fargrim comes in. He asks about a stone cutter with the assumption that Dwyane was a tradie. However, Dwyane is actually a street fighter who led a lot forces at the Lady Xeldarix temple. He was selected by Selise to lead this section. Dwyane notes that Flux is weird, but has been helping him with the books and making sure everything is working out with the paperwork. Dwyane doesn’t know what he’s doing, he doesn’t want Lily to know that but he is trying his best. Getting help. Dwyane will keep an eye out for a stone cutter. Afterward Fargrim goes up to the manor to attune to the belt. He is warned not to attack a slime creature up there since it is a rescued fish. His attunement finishes at 10:30am before spending an hour to do up his beard braids.
Lily research goes back to general Awneshegh and one Ershegh that ends at 11am, once she is done she heads for the inn/guild. The White Witch is vainglorious. She thinks she is the best at everything, and she is the fairest beauty in all of Cerilia and possibly beyond. She is the head of her realm, she is the head of her Church. A sin wizard of vanity, she joined the Church of Karesha, crushed her uncle, and rules as queen. Simple as that. Very vain. Her blood has forced her age quickly and she seeks a cure. She has not been successful and uses magic (a ring of beauty) to cover up her haggard and old appearance. The Wolf is a mysterious and dangerous awnshegh who has taken residence in the Wolfgaard Woods of the Nourne Gap. The Wolf first arrived in Wolfgaard some twenty years ago, after fleeing several other hunting grounds. The forests of Nourne were already a wild place, populated by several bandit gangs as well as packs of native wolves. Wolfgaard was considered a part of Hjorig, but it was increasingly isolated from the tumultuous political events occurring in Tronso and the heartland of the nation. Little thought was given to the region until the Wolf consolidated his pack, driving out all rivals - human or canine. Stories of terror spread throughout Hjorig and Grevesmühl and trade all but shut down over the Nourne Gap. The Jarl put up a bounty for the beast, but eventually it was recognized as an awnshegh and few tried to collect. The first real knowledge of the Wolf emerged some seven years ago when Shaeron the Anuirean and her guide Naple of Grabentod journeyed into the Nourne Gap and made contact with the creature. Over the course of several months of study, Shaeron - a natural empath - discovered the Wolf to be a highly emotional and intuitive creature, even intelligent. Shaeron became increasingly bound to the creature and today runs with its pack like any other member. The Panther. It is well known that the emerging ehrshegh known as the Panther used to be a Sidhe druid named Thelandrin Dubh, a powerful scion of Anduiras and resident in Suiriene. Now the Panther roams the Rhuannadaraight, hunting down those who would despoil nature or harm the mebhaighl.
Karl arrive at the mountain and is asked to leave swiftly by Jarvis as he is busy building himself. Karl and Steve head for the Heroes Gate. When they arrive Renee greets them. Karl gives her a summary of why he needs to see Sunnis. Renee reveals that the Masesians and Fikra’s family are talking about opening up trade and recreate the feeling of a city here. There are resources within the mountain they could trade and such with other cities. Renee takes them down to see her. They go down to find Sunnis up and around. She is not kneeling in focus like they have always seen her. She is shaping mud, dirt and sand when they enter. However, she allows it to go back to being ground when she sees she has visitors. Karl tells Sunnis about the prophecies. Through the conversation Sunnis gives Karl her blessing to seek an alliance between herself and the Prince of Water. She tells Karl that the Prince of Water:
- Is a good person.
- Does what is right.
- Looks out for himself.
- There will be a price for the alliance. He will possibly give the group a quest to complete first. Possibly a trial.
- He will enjoy challenging Sunnis’ champion.
- When you are on his good side he is rather rewarding.
- The price will be high.
- The Prince will not wait as Sunnis has in the past.
At 11:30am Fargrim leaves the guild/inn and heads out to get lunch. 12:30pm He arrives at the temple after lunch to ask Selise about the stoneworker. She will arrange for a known worker to come tomorrow morning to meet with Fargrim to discuss and get a quote for 8am. Phobe shows Fargrim her letters when she gets out of class. Her letters are mostly right. Fargrim encourages her with her learning, though she is stubborn about how she does things. She wants to be special, save princesses and make things move again without touching them. She even wants to save dragons if they need saving too unlike in the stories where knights kill them. Phobe tells Fargrim about the bullies and what happens. They have a big chat about it. In the end Phobe tells Fargrim all about her imaginary friends while Fargrim braids her hair. Afterward he goes component shopping before heading back to the manor for
Lily arrives at the guild at 11:40am. She sits with Molly to arrange for the contests.
- Wrestling
- Fencing
- Puzzles
- Target Shooting
- Obstacle Course
- Egg Protecting
- Debate - teams of 3
Karl goes shopping for components upon his return. Then he heads over to the port to see Erin. Though upon seeing Ten on deck he goes to see Enna who is working in the Captain’s Cabin. Enna is reviewing the applications of for the Bosun position. The crew is on shore leave. Karl asks about time frame to get to the Prince of Water. Karl tells her that they will go see the Prince of Water for an alliance and to help Erin. They discuss trying to get the collar off themselves and the possible consequences like having to meet General Viona without Erin. Karl promises to protect the boat from scrying tomorrow. Then Karl goes down to see Erin. Karl fills her in about what has happened since he last saw her. Upon asking if they can remove the necklace, Erin requests that they have a sequester spell available for if it goes poorly. She does not want to be aware if she is blind, deaf and mute. She can’t do that again. Karl promises to transcribe the spell to make it available. After that Karl heads back to the manor and arrives at 3pm. Karl spends an hour scribing the spell. UPDATED AWNSHEGH MAP
Notes
Name | XP | Running Total | Level at end of session |
---|---|---|---|
Fargrim | 1,525 | 160,565 | 14 |
Karl | 1,525 | 160,565 | 14 |
Lily | 1,525 | 160,565 | 14 |