Sylvar
Player: Zoukon
Class: Bard
Personality: A seeker of knowledge. Ever curious, yet easily bored
Goals: To explore the uncharted parts of the world and record his travels for generations to come.
Allies: The bardic college of Easthaven
RP Moment: Sylvar enters the tavern and looks around and loudly exclaims: "Now this is a colorful cast of characters for my next story, I bet my listeners will doubt its validity this time around!" As he walks through the tavern he spots Sybil at one of the tables. He points at her, gestures as if he is whispering to Histix, but speaks as loudly as before: "I have never seen one of those before, is it dangerous?" Quickly realizing everyone could hear him, he bows down "My apologies, I never was good at keeping my voice down, it is an occupational hazard."
A half-elf bard focused on the college of lore. Before coming through the portal he trained under multiple mentors at the bardic college of Easthaven, never settling down. Over time he became a drifter who traveled around in search of things he had never seen before. He would occationally return to the college to tell stories. Sylvar first crossed came to Peak through the portal after the others had finished the trial of wits. Sylvar was killed in the cathedral and was brought back to life by the elven goddess Falinnia. He is now her devout follower, as well as part warlock with a pact of the seeker.
The trial of endurance
The haunted house
The enclave and the starsong tower
The flying women / Harpy tower
Spider cave
Temple of snek
The ruined abbey/well of knowledge
Bedknobs and sheep sticks
Class: Bard
Personality: A seeker of knowledge. Ever curious, yet easily bored
Goals: To explore the uncharted parts of the world and record his travels for generations to come.
Allies: The bardic college of Easthaven
RP Moment: Sylvar enters the tavern and looks around and loudly exclaims: "Now this is a colorful cast of characters for my next story, I bet my listeners will doubt its validity this time around!" As he walks through the tavern he spots Sybil at one of the tables. He points at her, gestures as if he is whispering to Histix, but speaks as loudly as before: "I have never seen one of those before, is it dangerous?" Quickly realizing everyone could hear him, he bows down "My apologies, I never was good at keeping my voice down, it is an occupational hazard."
A half-elf bard focused on the college of lore. Before coming through the portal he trained under multiple mentors at the bardic college of Easthaven, never settling down. Over time he became a drifter who traveled around in search of things he had never seen before. He would occationally return to the college to tell stories. Sylvar first crossed came to Peak through the portal after the others had finished the trial of wits. Sylvar was killed in the cathedral and was brought back to life by the elven goddess Falinnia. He is now her devout follower, as well as part warlock with a pact of the seeker.
Relevant adventures:
The trial of strenghtThe trial of endurance
The haunted house
The enclave and the starsong tower
The flying women / Harpy tower
Spider cave
Temple of snek
The ruined abbey/well of knowledge
Bedknobs and sheep sticks
Sylvars Journal:
Trial of strenght:
Companions: Histix, Sayris, Sybil, Tim I agreed to join a peculiar group of people on an adventure. One of them is some kind of snake person, I have never seen or heard about one of those creatures being friendly to our kind. As we were ready to embark we were greeted by a tiny rat lady and her big guards. The others seemed like this is somewhat of a regular occurence, so I just played along. Upon arriving to the cave, I learned that the snake lady was named Thicc Sybil. I would quickly display my usefulness by opening heavy doors. I proceeded to inspire the other members of the party as they were doing heavy lifting. I was confused by our battle tactics as we fought mean human bandits. Shortly after, while fighting werewolves, I showed my powerful magic by knocking the werewolves onto the ball bearings inside of the cloud. Sayris later told me that wolves came flying at him, he doesn't have to know who was responsible for that. After a well deserved rest we would engage in more combat, this time with exceptionally aggressive owls. I feared for my life for a moment, but Sayris lept in to my rescue while our spellcasters hid in the back. Me and Sayris would proceed to eliminate the majority of the owls, while Sybil would put a few to sleep. As soon as we managed to cut into their numbers, we were able to overwhelm and eliminate them all. Having to fight them would however not be the only way these birds would delay our adventure, as Histix would spend an eternety picking up feathers. I decided that enough was enough and proved my usefulness once again by opening the next door, where we were greeted by two owlbears. This is where we would learn the true power of Histix as he would rain acid down on the owlbears. Meanwhile Sayris would almost lose his life, but as he saved me earlier, I had to expend my remaining magic to keep him alive. After a timely healing procedure we concluded that the acid was a lot less effective on the owlbears than Histix seemed to believe. We decided to work together to dispose of them with our melee weapons. Humans -> Sneks Lions -> strenght check -> ChimaeraTrial of Endurance
Companions: Thermidore, Sayris, Sybil, HistixAin't afraid of no ghost
Companions: Cealin, Histix, Thermidor Upon entering the haunted house, I was quick to point out that the ghost seemed to be illusion magic, which was later confirmed my Caelin and Histix. We would inspect the house one room at a time without much hassle. Someone had been very thorough cleaning this place. While inspecting the pantry, I retrieved what would later prove itself to be our most powerful tool: the salami. Caelin insisted that bringing it with us was wrong, but I knew this would be the key to our success. Not much else of mention happened within the house itself, apart from us finding a key to the basement. If someone tells you that I ran in fear down the stairs, that is not true, I just followed Histix and Caelin. In the basement we were greeted by my mortal enemy: Traps that trigger as we opened doors. Luckily due to my quick reactions I only got a small burn on my hand. We met some Kobolds, but the others did not understand where they went. This is where we are lucky that I brought 2 salamis from the pantry. I used my wits to see through the illusion magic and threw a salami straight through, proving to my party that the wall was in fact not real. The Kobold tunnels that followed were narrow and small for my taste. This was not made better by the fact that Histix led us the wrong way, I wonder if he will ever prove useful. We eventually made our way round to the Kobolds, where we confronted them with the salami in hand. This proved very effective, as we quickly won their hearts over and struck a deal with them. We then used our reward to invest into the market as I suggested to my fellow adventurersThe flying women:
Companions: Zerhal and Thermidor We decided to head south, to help Doug. This would be my first time meeting Doug, and I was excited to find out why Histix loves Doug so much. As we ventured further south, Thermidor pointed out that there were more signs of the spiders than last they were there. After about 4 days of travel, we arrived at camp Doug. I was disappointed to find out that the reason Histix loves Doug so much was in fact because Doug is a big rock. Doug presented a few requests, which were similar to what I had been told about before: crocodiles in the swamp, flying women and spiders. The goblins had also encountered and fought against armed lizard creatures. We decided that the most pressing issue was the flying women who were abducting goblins. Doug told us they were taken towards the west, the goblins themselves were unable to provide any useful information. After traveling west for about a day, we came upon an old run down tower. There was no door to be seen at the front,and I feared that I would be unable to display my true powers to Zerhal. We approached the tower stealthily, and as we got closer we could hear voices, which Thermidore seemed to understand to some degree. Upon further investigation we discovered that the voices came from armed lizard people. Thermidor waved us to the side and told us the lizards were talking about opening a door. My time had come. Seeing that the lizards outnumbered us and were armed, we decided that rather than confronting them directly, we would sneak past them and climb the tower. On the 2nd floor we discovered a locked door. On the side of the door were 4 rotating dials with what seemed to be letters, and on the door something was written. Zerhal recognized the writing as druidic, and translated the writing for us: A thousand soldiers guard the golden hoard Each warrior with but a single sword A thousand farmers seed vibrant fields The planters pool their savry yields After racking our brains with no luck, I decided to inspire Zerhal and talked great things about his druidic wisdom. His insight provided us with the clue that it probably described an animal, which we all agreed would have to be BEES. Upon Zerhal turning the dials, the door opened making a loud noise. We could hear the lizard people heading upstairs, and we decided to run further up the tower, not knowing if they would be hostile or not. We did however have to confront them as we stumbled upon another set of locked doors on the floor above. This time we didn’t have much other choice than prepare for combat. Luckily the lizards shared a common goal with us, as they wanted to fight the flying women at the top of the tower. We agreed to corporate and turned our attention to the next door, where the text read as follows: No food I cook will ever fill me, and one drink will surely kill me This time Thermidor quickly realized that the answer was fire, and conjured up a fire to melt the metal handle of the door. My power was clearly not needed this time around. The lizards ran up the stairs as quickly as they could as the door opened, while we lagged slightly behind, briefly inspecting the floors as we went past. As we reached the top of the tower, the lizards were already engaged in combat with multiple smaller, and one large harpy. We decided to back them up from a distance. The battle cannot be described as anything but a crushing victory! On the floor below we had previously spotted a skeleton on a throne who seemed to have some interesting magic items in its possession. We proved unable to get these items off the skeleton, but I managed to enlist the help of our new lizard friends, and we received a Pearl of power as well as a druidic Armor of the beasts. I claimed the pearl for myself, while Zerhal took the armor. The lizards also shared with us that they have had issues with goblins in their swamp to the south. As we returned to Doug, I presented him with a large harpy claw and told him that the flying woman problem was solved. We also informed him about the lizard creatures, and warned him about sending goblins to the swamp.Temple of snek
Companions: Zerhal, Histix, Sayris, Tim Our party decided to travel further west to explore more of this strange new world. After a day or so of travel, we came upon a broken bridge, which was apparently a familiar sight for some of us. On the other side of the bridge was a troll and a kobold who asked us to pay a toll of 10 gold to pass. There was no way I was paying 10 gold to cross a bridge, and so the negotiations began. Even after feeding them he refused to let us cross, so we did it anyway. It turned out that the troll was heavily armed, but he was still no match for us (Note: His burns did not seem to recover). Before we could finish the troll off, he surrendered and introduced himself as Tanjin. We decided to be lenient and let him live as long as he promised not to be in our way again. To be honest I just didn’t want to get close to him anymore after he hit me earlier. The kobold was sent downstream during the battle, apparently while carrying all my loot on him. Tim felt bad for the troll and promised to get his bridge repaired. After crossing the bridge, the party got into an argument about where to go next. Histix wanted to visit the town to the south, where we could see something resembling a church in the distance. I did however make a very convincing argument about there being rocks towards the west. The next day we crossed the bridge to the west and headed into the forest. Zerhal noted patterns made from snakes on the ground, and they would become more frequent the further in we went. After a while we came upon a ravine sloping down towards the north. On the bottom of the ravine we came across an entrance with statues of large snakes, guarded by snakelike humanoids. The guards didn’t seem directly hostile, but they were guarding a ritual that they did not want us to disturb. They gave off the impression that they were working for Samara, but it seems everyone's names in this world just starts with an S. After speaking to the guards for a good time it seemed like the ritual finished, since they wanted to escort us inside. Turns out these guys were lousy tour guides. They just showed us a big snake and some snakes in robes, before attacking us. The battle seemed hopeless, but luckily the robed snakes were about as accurate as Tim’s magic tricks are entertaining. Zerhal summoned dire wolves that kept the enemies attention for quite some time. As it looked like we were getting the upper hand everyone ran away, leaving me alone against four remaining enemies, one being the giant snake creature. I was sure I was done for, but I sure wasn’t going down without a fight. With nimble movement and a well thought out insult, I managed to fend off the barrage of attacks for long enough for the cowards to come to my rescue. As soon as they came back, we easily cleared out the remaining enemies. Next time I think I will have to conserve my energy, rather than inspiring these guys. The only items of significance they were carrying were their magic robes. From the middle room of the temple there were three paths. On the left path, we found snakes being milked for venom, as well as 6 vials of poison and 6 potions of poison. On the way to the middle path we also encountered a huge snake in a cage. The middle room had vats of small snakes and some tools to handle them with. In the left room we found a common area, which seemed to contain food for the snake people. Huddled up in the corner we found another snake person who introduced herself as Aszosa. She told us that the snakes worked for Selene, who had her main base of operations in the desert to the south. She also disclosed that she was a researcher of enchantment magic, which she had been forced to use to enhance the big snake creature. I thought that such a person could be useful to have in our town, and offered her to come with us, something she agreed to. Aszosa also did seem to be familiar with Sybil, and wanted to meet her. We were also told that the tower to the west of the temple had something to do with lightning. As we left the temple, Zerhal freed most of the snakes, and we ran for it before the huge snake could catch up to us. Upon returning to the town, Tim hired some of the foreman’s guys to fix Tanjins bridge.The Cathedral
Companions: Zerhal, Juko, OstravaDay 1:
We ventured south towards the church looking building we saw in the distance as we went to the snake temple. As we pass the bridge, we meet the foreman’s workers and Tenjin. It seemed like the bridge was well underway to getting repaired, something Tenjin showed a gleeful excitement about. As we closed in, we saw storm clouds gathering over the area of the cathedral.Day 2:
The cathedral was really run down. Parts of the ceiling and the walls were completely collapsed. We entered through the broken eastern side wall, and found no trace of anyone having been there for a long time. In the central room of the cathedral, we came upon a large tree. Zerhal pointed out that the tree was in very good shape for being inside. I tasted the soil around the tree, which was fucking delicious, Sayris would have loved it. Around the tree were plaques, reading names of different people. As we were looking around, we heard a voice in the main room. The voice Seemed to be speaking some odd combination of common and other languages. Juko also noted the presence of necromancy magic. We decided to cautiously approach the main room of the cathedral, from where the voice was coming. Sneaky as we are, inspecting the room without being noticed was no problem. There seemed to only be one person there, a rather tiny robed humanoid creature. I decided to approach the robed creature alone, to find out what he was doing there. He presented himself as Geptis. While he was distrustful towards me at first, he seemed to mellow out a bit when he learned that I knew Solomon. He told me that he wanted to commune with the eldritch knights who were entombed there, pointing to three large sarcophagi on the ground. I offered to bring back the others (who were standing by in the next room) so we could help him. Juko was against assisting in the use of necromancy, but the others helped, while Juko stood by. It does however seem like Geptis didn’t really know what he was doing as the undead knights rose up from their sarcophagi and attacked us. As we started fighting, it quickly became apparent that Geptis is not only useless in combat, but would also not take any opportunity to escape. He did not even realize that the knights were hostile towards him until he got properly smacked. We barely managed to keep Geptis alive through the battle, as he was also interfering with our crowd control. As the knights fell, their bones kept fighting separately for a while. Adding to the list of good traits Geptis has, it would also seem that he does not understand sarcasm. After the battle, I found a secret entrance behind a false bottom inside of one of the sarcophagi.Day 3:
We brought Geptis down into the tunnel with us. There was a staircase with statues on either side, and what seemed to be a well down at the bottom of the stairs. Geptis ran down ahead of us, causing statues to swing weapons after him, but luckily his frame was small enough for them not to hit him. For once he was actually useful, as this allowed us to trace his steps to avoid the statues. I did discover another interesting trap that caused boulders to roll down the stairs behind us. For the sake of discovery I had to investigate that there were more rocks up there, which seemed to be the case. As we got to the bottom of the staircase, Geptis was ecstatic about what he saw. He told us a legend about this place: “Those who are able to defeat the four guardians may drink from the fountain of wisdom” On the sides of the well were four stone wires going in separate directions. We went ahead and opened one of the doors to reveal that this place is a giant catacomb. Following one of the stone wires, we came upon a sarcophagus with the inscription . I tried to knock to see if anyone was home and, lo and behold a ghost appeared before us. She seemed to be in pain, but didn’t seem to want to talk with me. For some reason she really didn’t like Juko, as she attacked him and would keep following, while paying no heed to the rest of us. After dealing with the ghost, we found a lever inside the sarcophagus, which I pulled. Geptus shouted from the main room that something happened over there. From here we would head to back through the corridor we came from. There were more sarcophagi along the walls, which I was curious about. Upon inspecting one of them, it would seem that I set off another trap, as freezing cold air erupted from it. We agreed to leave the rest of them alone. At the end of the next cable, we found the inscription . I knocked again, and out came another ghost. Unlike the previous ghost, this one seemed to follow me. ….From here I do not have any memory of what happened, but I will recite what I have been told by Ostarva, Juko, Zerhald and Geptis: We entered a room which looked different from the previous ones. This room had multiple narrow tunnels, which seemed like they had been dug out by some large creature. We split up for a while searching the room, I went down one of the tunnels by myself. As they noticed I was gone, Yuko headed down the corridor I had gone down, and found himself face to face with another ghost who latched onto him. As soon as Ostarve came to the same area through another corridor, he conjured up a fog cloud and they started fighting the ghost. As the fog cloud dissipated, they found my lifeless body still with a hand on the lever. My body was brought back to the well, where a discussion of what to do ensued. Geptis offered to use magic on me, but as Juko was strongly against the use of necromancy. This became a heated argument. In the end, Geptis was allowed to preserve my body using the gentle repose spell, but not do anything else while the rest of the party went on to meet the last guardian. As they ventured into the remaining room, Juko found a strange dagger. As he approached it, the dagger lept at him and stabbed him. This turned out to be a sentinel blade, which they brought with them. As they went further in, they found another sarcophagus with the inscription . Having learned from previous interactions with the guardians, Zerhald summoned bears and had them interact with the sarcophagus. Luckily this guardian did not seem to want to murder anyone, maybe she could have thought her other friends some manners. She stepped aside and urged them to pull the lever. Upon pulling the lever she faded away, and Geptis lost his shit. Upon returning to the middle chamber, they were greeted by a spirit, who presented herself as Falinnia. She told them that she was an elven goddess of knowledge, and would answer their questions as far she was able to. From her we were able to learn multiple things about these lands:- The water in the well keeps the tree upstairs alive, and is needed to keep the balance of the temple.
- The experiments of making hybrid creatures have been happening for a long time. Geptis is revealed to be such a creature (satyr like)
- Her impression of Solomon is not necessarily of a saviour of the lands. He has previously contributed to the experiments with his sister.
- There is a spell over the land that hinders the dead from resting in peace. Those who die tend to not stay completely dead unless they are taken care of.
- There are also some people who do not age, while others do.
- I could be resurrected here, but it would take all the power of her ethereal form, and I would not be the same afterwards.
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