With Maukus dead and Celrin revived, the party has been able to take a breather for a year. The Heart War continues raging, families and lives lost for seemingly no reason. Over this year, Jhin's been clearly working on some kind of project within the castle, and his desire to end things soon grows near.
Defeating Maukus in combat seems to have only been one part in putting a permanent end to the High Gloomweaver; with his body disappearing due to some contingency, and only an ominous book leading to a demi-plane left in his wake. Now the party rests, ruminating over whether they'll venture within The Shadow's Mind.
Maukus has attacked the party once more, this time in their homes. This dark antagonist must be put in his place, not just for Eleonora and Sha, but for all the people he's hurt in the past. The issue is, how do you capture the dark?
The party has done their best to recover over this last month, however Jhin's now due to return from whatever trip he's been on. Will he come back the same, or perhaps he'll arrive even more unhinged than before? Regardless, everyone waits with bated breath, wondering whether they'll be aimed and fired somewhere again, or will have longer to rest.
Everyone's returned to Northal, but after an unspeakable act has been committed against Eleonora, most of the party are not in high spirits. It's clear now that the party must put an end to Maukus, but for now, it seems like they need time to recover.
The party is returning to Northal with the spoils of their last task; a dilapidated Salian warship. On the way over though, Eleonora begins to contend with her other half.
Mauwkus has returned, and his sights seem to be on one of the party's newest members, Sha. While the party's trying to win the favor of their new ally by capturing an escaped prisoner of war, who is also Celrin's father, it seems as though this former enemy is going to make it much more difficult.
The business of Alheim Temple is concluded, and after a sizable reward, the party ventures at Jhin's behest to Trinum, where Frichtimen is to deliver Northal's allegiance to the Bloodfire Compact to Trinum's King. This place is certainly rough, but the reality of war will soon make itself known to the this uninitiated party.
A terrible discovery has been made about the purpose of Jhin's task, and now whether or not he should have access to the potential of the temple's ewer is called into question. Will the party stay on track with helping this terrible being they've come to know, or is it better to just follow orders?
As per Jhin's command, and Eleonora's endorsement, the party get ready to make another attempt at entering Temple Alheim, but this time with a dragon turtle champion to fight for them. The temple keeper Hlín has proven to be quite formidable, but what happens when the party overstay their welcome?
With the discovery of Alheim Temple, the party have had their first taste of the outer planes, and see the opportunity of adventure ahead of them. How far does this rabbit hole lead? And what's so special about this temple, that it's guarded by such a powerful being? As the party continues in search of answers to these questions, Eleonora may have to try to smack some sense into them.
Rainer meets back up with the party, and they're all visited by Jhin and Meta. While Eleonora and Jhin have a chat away from the house, everyone's suddenly thrust into a planar problem. With the hydroarcanic generator on the verge of collapse, it's up to the party to find some way to fix it; and potentially turn it into something that could prove immensely useful.
Rhea and Eleonora have nothing to do but mourn the losses they've accrued, and Rainer spends his time setting up his group within the vacant town of Riverville. Like clockwork, the necessity to appease Jhin comes calling again, and more lost souls are added to his menagerie of disposable subordinates.
The demon Daenol has been defeated, and his connection to the Nekros Lexicon severed. Despite that and the party's best efforts though, the last semblance of Wren's life has now left her body, and all eyes are locked upon the coffin brought by Lian. The person the party has come to know may have just been the figment of another girl's traumatic past, or perhaps Wren is the one who's been traumatized. There's no way to tell until the real sister arises from the coffin.
In order to save Wren from terminal illness, the party has traveled to Riverville, where the corpse of a dead god is being used by a demon to consolidate necromantic power. If the party can manage to sever this demon's power to the Nekros Lexicon, they might be able to save Wren before it's too late. Unbeknownst to them however, they're soon to reunite with an old ally.
Wren's old mentor, Lian Lorelei, has suddenly appeared asking for the assistance of the party. Nobody quite knows what Lian's plan entails, but Wren seems eager to impress, and so the party follows suit, for now. With Lian's request being profoundly dangerous, the party contemplates what exactly this master necromancer has planned for them.
After masterfully making their way through Secrix Castle, the party is closing in on the Secran king, and Northal's victory in the war. With a stone guardian in the way, this assassination may prove harder than expected. Meanwhile, back at home, someone is waiting for their return.
The Capris Armada has been mostly eradicated, and now the party sets their sights on finishing the conflict between Northal and Secrix by killing the Secran boy-king that sits on the throne. Success will mean a new force to be reckoned with in the northern end of the valley, and potentially, a new player in the Heart War.
With a year breezing by, progress in the various wars across the valid steadily increases, and it seems like Northal's position of power grows stronger each day. However, it does seem like one organization is keen to put a swift end to Northal, and stop the party dead in their tracks.
In Celrin's death, the party has lost a staple ally within the group. However in that loss, they've now gained the support of a former slave fighter, a nation, and soon, a new unfamiliar face. With one of the three major leaders of the Capris Armada dead, it's time to finally acquire the support Northal needs to defeat the Secran aggressors.
With a Capran airship secured, this may be the opportunity the party needed to reach one of the Armada's generals. Moving ahead, the party opts for a simultaneously measured and risky approach, heading back towards Divasé in the hopes that this airship will help give Lessou the edge in a looming assault.
Coming to the frontline of the Capris/Lessou conflict, the party attempts to figure out some way to make an impression on Lessou.
Deciding on a direction for their efforts, the party now moves to settle the conflict between Lessou and the Capris Armada; desiring to gain one side as allies.
The actions of Celrin and Wren send Noppa over the edge, and he upholds his word to leave the group. Suddenly however, Jhin introduces a new member to the party, and has some ideas for a new task.
The party has had a small welcome back to Northal Castle, but it's clear that many issues have come to light in their absence. With Penn coming under siege in the south, and halting progress domestically, there's ample room for the party to offer their aid. Jhin however, thinks they might prove more useful elsewhere.
The party has returned to Northal Castle with a cadgegap from the Wizard of the Lake, officially marking Northal as a kingdom within the Ertsland Valley. Home seems mostly the same, but danger is lurking not too far.
The party awaits to see if they'll have the chance to make their case for Northal's officiating into the Ertsland Valley's kingdoms. What they'll have to say, or perhaps do to achieve that goal still looms unknowingly in their minds. Meanwhile, it appears as though there may be a conflict within the party, unbeknownst to all but those involved.
With Wren now saved from the mysterious figure Marius, and Celrin's connection to the royal Salia family revealed, the party now is able to finally make their way to their destination: The Heart of the Valley. Will they arrive safely, or will their maritime travel be afflicted by the full-scale war bursting between the Highwater Union and the Bloodfire Compact?
The party finally has sight of their friend Wren, and now they rush to save her in time to sail to the Heart of the Valley.
The party continues their delve into a dangerous manor in search of their friend Wren, and whoever has captured her.
After the party's encounter with a dangerous individual who has stolen Rainer's rapier, Wren is nowhere to be found, and the party is left an ominous note.
Now arriving in Fortudo, the party has made ample time for their goal by an expedient Cadgegap travel. As they arrive, unbeknownst to them, the city is in an absolute stir, and it seems as though they've arrived in the middle, or perhaps beginning, of something much larger than themselves.
The party travels out of Northal Castle to begin their official mission from Jhin.
The time of the party's peace and quit is over, and Jhin returns with an assignment.
Tensions within the valley finally reach their boiling point, and it seems like the party's cushy lives are soon to end.
It's been half a year since the Siege of Northal Castle, and the party has had ample time to rest and pursue their own goals. What the party doesn't know however, is that pieces are beginning to move in other lands, and a conflict is brewing within the valley.
An assault has been sprung on Jhin's castle while the party were out enjoying themselves. The revelry is cut short, and now they make a dash for the castle to try to save Jhin and Meta before Baron Oelrich can get to them, and claim Northal for herself.
The party has returned from defeating Jan the Wretch, and amid their respite, Jhin offers a unique reward.
The party's wanted in Northal Castle, but perhaps have a shot at redemption if they can manage to hunt down the infamous leader of the Bloaters, Jan the Wretch. Luckily for them, Jan issues them a direct challenge within a forest only a few miles from city walls.
Celrin is arrested by Baron Oelrich, and it's up to the party to decide whether or not she should be left to her fate.
Celrin and Noppa have gained an audience with Baron Oelrich under the pretense of renovations to the city's church, though Celrin has ulterior motives for this proposal. Eleonora and Rainer are left without much to do while Wren scopes out the local Institute for a potential pedophile instructor.
The Bloaters have been all but destroyed or captured, and while their elusive leader still remains at large, your task has been successful. For your efforts, you all expect to be adequately rewarded.
Looking to make a stir in Northal Castle, the party has gotten the attention of the most brutal killers in the city. While they fled mostly without a trace, the ramifications of their actions may come to haunt them.
Celrin begins her plans to get the attention of Northal's leaders, while Eleonora comes across a peculiar kobold knight. Rainer disappears from his new home, nowhere to be found.
The party decides what to do next in Northal Castle.
At the seat of the Ertsland Valley's youngest kingdom, six souls will converge towards a common goal. Who they are, how they meet, and why remains to be seen.
We're gonna go over characters, backgrounds/stories, introducing you all to World Anvil, and lastly, I have a bit of a surprise.