Oberon finds himself in Morwilde, looking to fulfill his contract, and make headway against the giant menace.
The events happening in game for Lethe, Goz and the Gang(s).
Oberon finds himself in Morwilde, looking to fulfill his contract, and make headway against the giant menace.
Oberon makes his way back to Embury, but is waylaid...
Oberon wakes to find himself in pieces and trapped in a closet...
Oberon, having freed himself and Ky from the depths of the evil widow, set themselves on the path to Embury. Ky claims he just wants to be along for the ride, but he's clearly hiding something.
Oberon makes a sacrifice for his friend, and it costs him everything.
Growing up in LOCATION, Wudgh had been living a simple life and not concerning himself with the affairs of the outside world. However one day... he discovers something that will drive him out of his home.
Several individuals gather in a place for their kind... but will all of them leave what appears to be a simple convention?
Tragedy! Poor Phillip, the barkeep at The Frothing Tankard! His dog has gone missing and there is no trace of where he went! It's up to these newly joined adventurers to find him.
The Group tracks a lead on the Crimson Claw to a shady looking bar in the saurian neighboorhood. Inside they find a secret passage to a CC hideout, and a bit more besides...
The group chases what appears to be an escaped CC member down the chute and find themselves in a dense labyrinthian underground passage filled with strange secrets...
The League take up a contract from Freken Varkas to find out what's happening with his glass shipments. So the team goes to Vorakis to figure it out...
On their way to Vorakis, the League stop by the Beer Baron's place and sample some ales, but they also get to sample some local emnity...
Goz finds a ruin he's been search for forever, and gets to the bottom of it's mysteries, literally.
The League finds their quarry, a mansion set deep into a forest along the path to Vorakis, what's inside will confuse them...
The League, newly christened, try to obtain real estate via legal means. This was their first mistake...
Lethe meets with her clan's chapter and commander and also rescues Osym, the rogue and Och, the monk from Imborough Keep. She also has a strange encounter with a strange being... Alunial.
After having lost his friend, and gaining a tentative ally, Goz returns to Lady Caecyl.
The League find their way north to the foot of the divide and see naught but cold ahead...
The League arrives in Terminal Two to find it besieged by a massive undead army, asked to help out they prepare some fortifications for the town and help them defend themselves, but what is causing all of this?
The League go to the scrapyard and find not much but metal and zombies, but a secret waits above the clouds for them to unlock...
Our heroes find their way into a plot by an ancient dragon, imprisoned by a glorified hunters guild.
Hired by her new friend, Lethe escorts her and her merchandise up the land of the delta, avoiding all manner of dangers.
The League returns to Terminal Two and find their efforts have paid off, but they aren't the ones getting paid...
Reports claim sightings of some larger than life saurian leading a small army of troops into Vorakis to wreak havoc, then disappearing just as quickly...
The gang takes up a job with Lord Thewynn and agrees to guard him and his family on the way to a new settlement on the eastern side of the island. After a week exploring the city, they move on. What they find there is a bit more than they were told...
The League make their way back to Vorakis, but as they arrive they realize everything is akimbo...
Lethe meets a couple new people and goes to a couple new places and makes a significant life decision.
The League takes a chance at saving the city and ventures into a cult's hideout. Valla knows more than she's letting on...
Our heroes regroup after their struggles in the Cult of Torog and get ready for new adventures.
Akta sets out on her own, determined to not wait another moment to find her brother. Enoona, her brother's lover, decides to be her guide.
Confronted on all sides by obligations and the like, the The League of Farstriders tries to figure out their next steps, only to find that someone has already taken steps on their own...
Lethe and Bolet get married under an arcane starshower in the Garden of Contemplation in the University of Archanology.
Despite helping Lord Thewynn escape, the gang meets Rose Faendraerl again and decide she's a pretty swell gal!
Lethe leaves behind her love and embarks on a journey to the Canopic Verd, a jungle apparently so teeming with danger it has hidden an entire hunting party for 3 months. Now she ventures to find them, but she has some business in Summersteppe first.
Lethe journeys toward Tig, braving the dangers of the jungle. Prompted to search for a local oracle, she discovers a piece of her lost past, and more questions out of the bargain.
Our group, now freshly joined by Rose Faendraerl, make their way down south, hoping to follow the river west.
Having met with the The Root (Tig), Lethe now journeys toward Sylvone, armed with a new druid companion, Leawin, and some knowledge of the Root system. The road is long and dark, and there are more than just gnomes waiting on the other end.
The group heads toward the Tentacle, braving the harsh desert in pursuit of revenge and the safety of innocents. They find only death, conflict and something beyond even their strange experiences...
The party ventures down into the depths of the cave, led by Suze, their new companion and guide. He claims to need their help but suspicions abound.
The League decides on a shortcut through the woods to expedite their journey to Electin. What they find will baffle them.
Having returned triumphant from her battle with Lolth 's forces, Lethe celebrates briefly before rushing back home, eager to keep her promise to the young lord and hopefully, Bolet Ghaterkus.
The League find themselves in a Firbolg village, one of natural connections and tightly held trust. They parlay with the Elders, asking to be allowed to help...
Lethe returns to Summersteppe to parlay with the young Lord . As part of the process they discover that Treina Ghaterkus has gathered a gaggle of town hens and led them in a crusade against Lethe, claiming that she was stealing and spreading ill-will. Lethe acquiesced to imprisonment and awaited trial.
The Oozies now find themselves confronted with a small city of dwarves, frozen in time. Everything, save a few particular machinations, appears to be stuck in place.
Lethe receives a message from Bolet, calling for help, and rushes back to Teontia to help her. The journey takes several hours and she arrives much too late. After an attempt at resurrection and an elvish funeral, Lethe sets about the task of finding out how... and why.
Description:Lethe learns the identity of her enemy, as well as discovers some disturbing letters. Preparations are made for a journey to Vin. They meet with Iyveny to send some messages and gain her as a follower. As they're about to leave, a final meeting with Treth results in an offer for teleportation.
Lethe and co. are transported to Vin, in the home of Filiberto Arcini. He and Treth give them a foundation in Vinish history and politicks, and send them on their way to attempt to blend in. Lethe gets lost at first, but eventually finds her way to the Turnip. Greeted with tears and tales, she meets with her long-lost mentor and discovers that she has become Keavy's daughter in the bargain! Her mother arrives soon after and fraught, tearful words are shared before the family is made whole again. Lethe learns the truth about her mother's disappearance, her father's supposed fate, and her parents relationship with the elusive MT. Drinks and stories were shared until bed, when Lethe, convinced by her parents, decides to confess her affection for Franca.
Having secured access to their forest, and a promise of a rare reward, the League venture forth. Aided by Sildo they land on the edge of corruption and begin their march inward.
The League finds their way into the corrupted forest, braving strange fey, random attacks by blights, and traps alike. Despite all their obstacles, they manage to prune the Vinelord and his animated trees. Though victory seems marred by a strange presence nearby...
The League ventures southward, newly enhanced by songwood, toward Electin. Led by their friend Enoona, they find their way through some marsh, across the water, uncover a stowaway aboard their ship, pass by some mountains and eventually land in Lower Electin. Their presence shouldn't be known... but something is waiting for them when they arrive.
Stykora saw them coming, prepared a crowd-sourced ambush, and left them for dead in the middle of the wilderness. Thankfully, a bewitching song is guiding Vik right toward their goal.
Following Vik along his path of bewitchment, they find and infiltrate Stykora's Forest Fortress. Rife with traps and similarly-entranced slaves, they manage to find a secret passage into her innermost sanctum. A tense battle follows, with both sides receiving heavy losses, until at last Stykora is revealed to be a hag. She flees in the confusion of Akta releasing a wave of bloody energy. Finally, with help from her brother, they manage to right her twisting mind. Now, they return to Lower Electin to ponder their victory and the potential threat posed by a hag on the lam.