Story So Far - The Deciders

Session 4

We start back with the Keeper of Records asking The Deciders what brings them to the Great Library of Nulakakaram. Lyceecia appeals to this mechanical person, offerring to be helpful in whatever issue they may be having. Zurvan peers into the depths of Time and prophesizes they will be able to help, and will be rewarded for such efforts.   The Keeper is grateful for help and leads the party to the heart of the building. Crystals glow with an ancient magic as massive gears turn in an ever-moving dance, but with an unusual stiffness and periodic jolting. Something is clearly wrong, even without having any knowledge of how this works. Lyceecia scans the Health of this tech, finding the damage and knowing it is leaking energy. The Keeper offers the original schematics to aid in repairs, and it and Lyceecia head back to the workroom.   Meanwhile, Andarielle has made her way back downstairs to find the rest of the group. She enters the workroom, which by pure Luck the Keeper had left unlocked. And with the barest of intention, her Journeying word opens the safe and disables all the wards thereon. Inside she finds a bunch of papers and a crate of 10 Celestial Shards. Overcoming temptation, Andarielle recognizes that taking these now might endanger their mission, and so instead she just shuffles things around in the safe to fuck with whoever looks in.   As Andarielle creeps towards the door, Keeper and Lyceecia come in. Quick thinking on both of our godlings convinces the Keeper that Andarielle was scared and lost and just trying to find the rest of the party. However, the safe leaves the Keeper in a state of mistrust, but allows Lyceecia to take a shard and the schematics back to the heart.   The power restored, Lyceecia and Zurvan spend a little dominion to make the change permanent (while also giving some directive for them to be kinder to their Timeworn neighbors). As thanks, the Keeper gifts these new master theotechnician allies with the Celestial shards, explaining that the automatons can't use them directly as their directives prohibit it. Each member of the pantheon absorbs a shard, Lyceecia takes 2 to build her artifact, and the other 3 are left in the safe.   The party leaves the darkness of Nulakakaram, travels the night road once more, and returns to the life of Arcem. The streets of Lavello are scarce and bare, and we learn of the various happenings while the party has been away. Some administrators in Lavello went to Dovico to learn about this new cult, though no action has currently been taken.   As well, Lady Vittoria Sforza abdicated her throne, succeeded by her son Lorenzo Sforza, who immediately called off the wedding to Fiora Barbarigo. However, Lorenzo is still holding the massive banquet in Fidenza, and most of Lavello is still invited and are attending. Finwe is unable to find her Razor contact and assumes she is with the rest of the city at Fidenza.   We end as the party returns to a bustling Fidenza, each with their own tasks and goals in the city.
 

Session 3

We open on a cloaked figure, a montage of them asking various groups for information and travelling the world. We see them at The Talented Rock, and then at Finwe's Cult. They make their way to Dovico, and then we see them at the entrance of the Night Road.   Our pantheon has just finished their respite in this ancient ruin, long forgotten, when a figure approaches through the Unending Night. Andarielle approaches our heroes, hands outstretched and assuring that she means no harm. Using her word of Journeying she has been tracking her old acquaintance Finwe, as Andarielle's quest for vengeance leads her to The Shadow and Finwe is her only known contact. The party agreed to help Andarielle if she also helps them in their current endeavors, and thus the pantheon grew.   The end of this Night Road is an inky portal, opening to worlds unknown. The building on the other side has collapsed, but the pile of rubble is no problem for Lyceecia. Her word of Earth easily moves our heroes into open air, where the party sees another fragment of the shattered world. Unlike Arcem, this place is cold and lifeless, abandoned to decay in the Void. There is no sun, only a dim glow quickly swallowed by the shadows of the ruined city. The Unending Night surrounds the city wall like a curtain.   Zurvan leads the way, as darkness can not hinder the word of Night. All of the buildings seem on the verge of collapse after a millenium of neglect. We see their contents strewn about, clearly ransacked and looted. And then we hear a scurry of feet, a flutter of wings. As a corner is rounded a dark shape, no bigger than a house cat, darts into a door. Our heroes are not alone.   As they travel further into the city the creatures become more bold. No longer do they run, but instead keep pace with the party, stalking, waiting. A swarm of the creatures surrounds the party. Zurvan uses his word of Time to look into the future and sees these creatures will attack imminently if not appeased. Andarielle assures them the panthoen means no harm, they are simply explorers who can help. Offers of sustenance and help defeating enemies piques the interest of the creatures, who lead the party to meet their queen.   High atop the watchtower, Rani watches her people and these intruders. Supposedly these strangers can help, but all Rani sees is beings with the ability to infiltrate her safe house. If these few can enter this dying realm, what is to stop... it...   The pantheon easily scales the wall with Lyceecia's Earth word and find an odd "throne" room. The entire tower seems filled with shiny things, valuable gold and silver mixed with scraps. The queen is a powerful winged figure, concerned for her hive. After some tense conversation, Zurvan pours his power into the night suffusing this city, hardening the defenses and making the space hostile to any invaders. Assured that her home is safe, the queen allows the heroes to take what they will from her hoard. As well as a warning to stay away from the center of the city, as the metal men bring only death.   In the center of the city the party finds a large building surrounded by a wall. Each opening in the wall is guarded by an automated gun turret requesting identification. Andarielle uses her Journeying word to find a hole in the defenses and gets the party inside. The walls inside are lined with books, untouched by flesh for a millenia but still dusted and well kept. We hear the crackle of electricity and the creak of mechanical movement. But more than anything, the party feels the pull of immense divine power from the bowels of the library.   Andarielle grabs a book at random from the shelves, her word of Luck guiding her to Foundational Theories of Theotech and Healing the World. In response, an autonomous helper rounds the corner, asking how it can be of assistance. It asks for identification, but Finwe's quick thinking confuses the helper, who goes off to speek with the Keeper of Records. Andarielle uses her word of Deception to turn into a helper unit, allowing the party to head to the basement unmolested by other helpers.   The basement of the library houses many labs and workshops. The pull leads the party down the hall, where they find the helper unit talking at a door. Confused by the situation here (a unit brings down these 3 strangers, while leaving a 4th unguarded) and sends away the "malfunctioning unit" to run a diagnostic. Andarielle heads back upstairs to keep the party from getting in trouble, while the other 3 enter the lab.   This room has been kept in unusually good condition, as has its main inhabitant the Keeper. Where the helper units show various states of disrepair and neglect, the Keeper seems to have prided itself with staying in peak condition. The room itself is full of machining tools, with a metal safe in the corner radiating unimaginable diving power.   We end as the Keeper asks what brings the heroes to the Great Library of Nulakakaram.
 

Session 2

A monster has been unleashed. Personal goals can be put on hold to track down the abomination and keep others from harm. Zurvan uses his gift of Time to guarantee the Pantheon can track down the monster.   The trail ends in Dovico, a small farming community. Lyceecia asks around and learns the local medicine woman has recently been sowing discord in the townsfolk. Our godlings confront this woman, who uses lies and shadows and trickery to try and fool the party. A short battle insues, the monstrosity having revealed itself, and ends when Lyceecia drags the shadow monster down into the earth. It begs and pleads for its life, to no avail.   The town is told a version of what happened that paints the medicine woman as a hero who died fighthing the shadow. Lyceecia establishes her cult using this town as a foundation.   After a quick rest, the pantheon decides to journey into the Night Road. More of the monstrosities attack the party, but Finwe's smashing is especially effective at bringing them down.   We end as the party comes across an ancient, abandoned guard tower, a small refuge of peace in the chaotic void of Uncreated Night.
 

Session 1

We open as the sun rises over a crisp, clear morning on a ship sailing into Fidenza. Our Pantheon have all travelled to Vissio to further their own goals.     First stop is The Talented Rock, a popular local tavern. Lyceecia strikes up a conversation with the owner, revealing her Godbound nature and having various small talk. Baldr steals a few purses on the way out.   Lyceecia and Zurvan head to meet their contacts, first stopping at the artificers headquarters. Using some wibbly wobbly timey wimey shit, Zurvan makes it to where they already have an appointment. Head Artificer Malapietra believes he could help Lyceecia create an artifact to help the Bleak Reach, but it would require the power of a Celestial Shard. We also learn of his daughter Ghita Malapietra being held by Magistrate Cellini, which the party offers to help with.   Then to Lady Sforza. Zurvan again uses his Time word to have already made an appointment. This meeting is less than helpful, with Lady Sforza not willing to put her city in danger by handing over The Light of Ottavio. After the meeting, her son Lorenzo Sforza pulls aside the party. Maybe if he was head of the city he could get the pantheon their artifact. Over the next few days, Zurvan infiltrates Lady Sforza's dreams. Incepted is the idea of abdicating her position to give to her son.   Meanwhile, Finwe and Baldr wander the city and proselytize whoever they can to join their efforts. Baldr finds an existing church and sets up his Cult, them believing Baldr to be a god of Thought and Knowledge. Finwe sets up her Cult as an academy for combat training. The main tenet, any who come to learn must also improve their city in some way.   The pantheon then leaves Fidenza to continue their meetings. Finwe meets with Lavinia to talk about the Patrian Empire liberation. Lavinia reminds Finwe of the Mundus Wards that will need to be overcome in order for the slaves to escape, and would be willing to help if Finwe first helps with the current job: assassinate Lorenzo and Lady Vittoria Sforza after the wedding to Fiora Barbarigo.   Meanwhile, Lyceecia heads up into the Viminale Hills. There is rumor of a Night Road entrance there, which is one of the best-known ways to get a Celestial Shard. She comes to a cliffside and sees a natural-looking arch with a solid black rock wall. After using her blood to open the door, she quickly hides as out walks a horror of liquid shadow. The creature stalks out into the night as the door closes behind it. Lyceecia decides to go join the others and not venture into the Night Road alone.   We end the session as everyone meets up in Venosa.
 

Prologue

Zurvan

We went to go steal the best in hydroponic drugs from The Oasis States to spread to our friends.   Baldr ended up confusing the good stuff with poison and we caused that plague.   Finwe flexed endurance to share the traits of that word to help everyone survive the plague.  

Lyceecia

In The Oasis States I came upon a small girl, maybe 3 years old, being attacked by noblemen with only an older "minder" (without magic) trying to protect her. The toddler was sparking off formless magic and was being overpowered.   Zurvan, seeing what was happening and touched by Lyceecia's empathy for a magic child, struck the nobles blind for their impudence.   Baldr stumbled in drunk as a skunk, singing up the entire party and stumbled from member to member in the room stealthily removing their valuables.  

Turcafinw'e Than

One of my best moments to date was when I provided protection for a traveling party of mysterious and semi-powerful beings. While thwarting an attack, I overcame daunting odds with my pantheon.   It was obvious to Lyceecia that you were to be helped, but it was unclear who the others were. I helped your efforts by replenishing your health and vitality, and tied up everyone else with vines.   As punishment for attacking my friends, Zurvan made the attacker 10 years older.  

Baldr Lightfoot

Remember that one time I took over a cult?   Finwe did a lot of work to get us in the building with ease, breaking through walls and doors.   Lyceecia tied up the cultists to keep them out of the way.  

Danger Room

We open on a dark and stormy night, outside of a mountain fortress. Our Pantheon has tracked Karxas here, hoping to foil his ritual to summon a fallen angel.   Time is of the essence and the party doesn't have time to find a "nice" way in, so Finwe utilizes her godling strength and throws Lyceecia through the wall. But don't worry, Lyceecia is unharmed due to her godling protections and quickly ties up the cultists with vines. Baldr steps through the hole and unleashes death, leaving no survivors among the outer defense.   The party makes their way to the inner chamber where they find a powerful warding. Zurvan is able to push his way through and puts all the cultists to sleep. Karxas uses his sorcerous abilities to grant himself more time to complete the ritual, but it is like playing with cute toys against Zurvan's mastery of time. Many great blows are landed against Karxas, but with his dying breath he is able to pour his vitality into completing the ritual.   A blinding light, and out steps an awesome winged being. The Pantheon initially tries to reason with the angel, but quickly realize the angel wants to rule and dominate this land. Zurvan reweaves time to make Karxas fail his summoning, and the angel is cast back to the pits of Hell.   The day saved, Baldr convinces these cultists to change their loyalties, earning the group some shiny new followers.