In the time before record, things still occurred, the world was still wild and fires still burned. These days are unknown to our modern reckoning, but they were not without happening.
A time in which many civilizations were still developing, tools, agriculture, society, all of these were still in progress.
A time in which magical power and resourcefulness of all kinds is at its highest. Many great wonders, artifacts and enchantments were crafted during this time. Much of it has been lost in the intervening years.
Long ago the Delta was not there, after some event which is unrecorded, we have reports of the first tributaries being formed in the Delta.
After the fall of many large and creative empires, the people of this world decided to turn their attention inward, and no longer reach for anything greater. There were still legends and evils made during this time, but so significantly reduced in frequency, it might not even be worth mentioning.
This era is a time of finding, a time for looking and mining. Many things have been lost to history, and this is the moment in which they will be found.
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.
Goz finds a ruin he's been search for forever, and gets to the bottom of it's mysteries, literally.
After having lost his friend, and gaining a tentative ally, Goz returns to Lady Caecyl.
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.
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 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...
Lethe meets a couple new people and goes to a couple new places and makes a significant life decision.
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.
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.
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.