Shari

A mysterious purple haze has enveloped the island of Pandaros, corrupting its creatures and creating a zone of terror. Protector Nikoom, seeking answers, offers a reward for information about the haze. Four adventurers—Alcadeias, Cyria, Shari, and Vellia—accept the challenge, venturing into the fog and facing corrupted creatures, twisted landscapes, and dark secrets. They explore the haunted Kleinberg Estate, battle a Devil known as the Pale Man, and later learn about the Mistborn—humanoids created by the mist who worship a God of the Mist called Xorannox.   After a harrowing journey the adventurers confront Xorannox in a collapsing tower. Despite their victory, Cyria, revealed to be a Mistborn herself, fades away after the god’s defeat. And Shari become the new protector of Muremia, her adventures had granted her the strength to confront her people, resolving the long-standing conflict with her clan.  

Shari


Titles
Savior of Pandaros
Race
Loxodon
Sex
Female
Alignment
Neutral Good
Sheet
Children

Characteristics

Mental traits

Shari is a straightforward and no-nonsense Loxodon, her might matched only by her impressive size. She tends to avoid overthinking most matters, preferring direct action. However, she finds social issues challenging, as they present complexities that are harder to navigate and act upon.   Despite this, Shari is kind-hearted and always lends her support to those she considers friends.

Abilities

Shari is a Barbarian following the path of the berserk  

History

Campaign

Introduction

In recent years, a large purple haze has spread across Pandaros, shrouding significant portions of the island in a mysterious mist. This haze corrupts the creatures within, transforming them into mindless monsters. Those who venture too far from the coast are attacked by these creatures, leaving the island shrouded in mystery and becoming a source of fear and speculation for the locals.   Protector Nikoom, a Loxodon overseer of the Muremia clan, dispatched troops into the mist, only to see his people return corrupted by the strange fog, driven mad by what they witnessed in its dense embrace. Desperate for answers, Nikoom has offered a generous reward to anyone who can bring him information about the mist, its contents, and its origin.   A group of four individuals—Alcadeias, Cyria, Shari and Vellia—gathered to claim the reward, diving together into the fog-covered region.  
  • Alcadeias. A powerful Tiefling with large, curly horns.
  • Cyria. A tiefling with purple skin, hair, pupils, and blood.
  • Shari. A Loxodon whose warm embrace can be as comforting as it is crushing to her enemies.
  • Vellia. A skilled Vulpin, master of polearms.
 

Kleinberg Estate

Aware of the rumors about the fog's corrupting influence, the adventurers decided to investigate a well-known location within the mist: Kleinberg Estate. Recently, this estate has shown signs of activity despite being enveloped in the haze. Figures have been seen coming and going, sparking whispers and rumors in the taverns of Fountainport.   Conversations between forlorn adventurers and sickly survivors speak of a devil working out of the estate who allegedly possesses the means to aid those afflicted by the contamination. The validity of these claims remains uncertain, as those who venture deeper into the fog seeking a cure often do not return.   The group set their sights on Kleinberg Estate, hoping to uncover more about the haze. However, navigating the thick mist proved challenging, making it difficult to track Time or direction. The landscape within the haze was dotted with clusters of Purple Isana, glowing crystals known to be linked to the mist and capable of causing corruption. Aware of this risk, the adventurers avoided the crystals, except for Shari, who believed they could be valuable to bring back to Protector Nikoom.   As they traveled, the chunk of Purple Isana in Shari's bag began to slowly corrupt her. The group pressed on, deeper into the Razor fields, until they reached Kleinberg Estate.     The estate itself is a grand mansion atop a rolling hill, surrounded by a decaying wall. The steep terracotta roofs and grey stone walls of the mansion show signs of age and decay. The windows are shattered and boarded over, and the white-painted trim is chipped and peeling. Downhill from the main house stands a large stable, while a stubby fieldstone tower with a collapsed upper level and a small adjoining cottage is visible from the entrance gate. A small guardpost sits beside the creaking wrought-iron gates. The grounds are dotted with dying trees and a brackish pond to the west of the manor house. Several hooded figures wander the property—some watering flowers, others lounging about the grounds, and one tossing rocks into the pond.   Intrigued by the figures tending the estate, the party approached and discovered that the creatures under the hoods were transformed beastfolk, their bodies twisted into abominations by the haze. Despite their monstrous appearances, they retained a degree of intelligence and memories of their past selves.   The adventurers requested an audience with the master of the estate, a figure known as the Pale Man. They were told that the Pale Man was currently occupied but would eventually receive them. In the meantime, they were invited to wait inside the mansion.   The mansion is a large, two-story property with east and west wings flanking an entrance foyer accessed by two ornate double doors. Above the doors is a round stained-glass window featuring a radial design. Upon entering, the group found themselves in an open room with a huge golden chandelier holding one hundred candles, casting flickering light and shadows around the foyer. A large staircase led up to a second-floor balcony overlooking the foyer. To the left and right were doors leading to the wings, while flanking the grand staircase were two statues of majestic horses carved out of marble. The walls were lined with brilliant artwork depicting infernal landscapes, tortured beastfolk, a blood-covered hill with an immense blade atop it, and other unsettling scenes.   Growing restless from waiting, the adventurers began exploring the mansion on their own. Cyria led the party into a wretched drawing room, covered in cobwebs and broken furniture, with dismantled bookshelves and dirty animal fur rugs, where more abominations seemed to rest.   Alcadeias then suggested exploring the other side of the mansion, leading the group to a large, decrepit dining room. Food and dirt covered the various surfaces, and the walls were adorned with crooked, broken paintings. A long wooden feasting table with four chairs on either side and a grand throne-like seat at the far end dominated the room. Faces were crudely drawn on the portraits, and scrawled words in what appeared to be food substances—or possibly blood—decorated the walls.   As they entered the room, five small abominations growled at them, recognizing that visitors were not supposed to be in this part of the mansion. The creatures attacked the adventurers, who quickly defended themselves, winning the battle with ease. However, Shari, who had raged against the monsters, began to feel her emotions shift unnervingly, realizing the Purple Isana she carried was slowly corrupting her, pruple rashes appearing on her body.   With the corruption now an urgent concern, and having been attacked, the party decided to find the Pale Man as quickly as possible. They headed upstairs, first exploring the abandoned chambers, where more abominations rested. They managed to sneak away before another confrontation.   However, the eastern door on the upper level was a heavy wooden door, intricately carved with winged beings soaring towards the top, while grotesque, emaciated creatures below reached up, attempting to grab the fleeing angels. The door was arcane locked, and the group did not know the password. Vellia tried to open the door peacefully, but when that failed, Shari kicked it down with a loud crack.   Behind the door, they found the Pale Man's study. The room was a chaotic mess of paperwork, tables, and several drawings stuck on the wall, with red string connecting various sketches to locations in the Razor Fields. A large red circle on a map of the fields indicated a focus on the Misty Vale.   Most importantly, the Pale Man himself stood behind the desk, alerted by the noise, with a large double-bladed sword in hand. He introduced himself and immediately noticed Shari's troubling condition.   Aware of the Pale Man's true nature as a devil, the group sought a deal to cure Shari of her corruption, which had worsened to the point that her veins pulsed with purple blood. The Pale Man offered them a choice: they could either fight him for the cure or agree to serve him if he won.   The party agreed to the challenge. The Pale Man turned invisible and caused the ground to shake, collapsing it and sending the party tumbling into the wretched drawing room below. Realizing that the devil could shift to the Ethereal Plane to attack them, the group decided to wait for him to strike, counterattacking when he appeared. Cyria's spells helped channel the devil towards the three melee fighters.   Thanks to their strategy, they managed to force the Pale Man to flee, securing a hard-earned victory. He left behind a cure for Shari's Isana corruption. Shari endured immense pain as the purple blood spilled out, but the purple rashes eventually disappeared.   With Shari mostly healed, the group headed back, leaving the mist behind. They returned to Fountainport and claimed their reward from Protector Nikoom, who generously compensated them for their deeds and invited them to his home to discuss continuing their working alliance.   Protector Nikoom resided in Fountainport, the capital of Bloomfur, and served as an ambassador of Muremia within the city. Upon arriving at the embassy, the adventurers were asked to leave their weapons at the entrance, as it was customary for guests to be unarmed within the building. Although everyone complied, Cyria managed to keep her lute.   Inside, the group discussed the possibility of better rewards with Nikoom, as they were expected to delve deeper into the mist. Cyria used her lute to Weave a spell of suggestion, persuading Nikoom to offer them a more generous reward of 10,000 gp and to share additional information about the mysterious haze.   Charmed by the music, the noble Loxodon revealed the existence of strange humanoid creatures known as Mistborn. These beings, living within the mist, appeared unaffected by its corrupting influence and had launched several attacks on Fountainport and other settlements across Pandaros. Nikoom mentioned that one of these creatures was currently imprisoned in the embassy's underground chamber for interrogation, and he invited the group to question it themselves.  

Mistborn

Descending into the basement, the adventurers discovered a chained beastfolk. At first glance, the prisoner appeared to be an ordinary beastfolk, but his expressionless face was unnerving, possibly a result of the torture used to extract information. Nikoom explained that, despite his appearance, the Mistborn was not a true beastfolk. These creatures were made of condensed mist, taking on a humanoid form but lacking the capacity for empathy or any emotions at all.   During the interrogation, the group learned of a "God of the Mist," a being the Mistborn claimed to have created them, the mist, and everything it covered. This god, according to the prisoner, was destined to rule over all lands engulfed by the haze.   After the interrogation, Nikoom informed the party of a portal guarded by hags. This portal, he said, led much deeper into the mist and might allow the group to investigate the God of the Mist. Tempted by the promised reward, the adventurers agreed to undertake the perilous journey into the heart of the mist, despite the risks of further corruption.   Before diving deeper, however, the group decided to rest and make preparations. They purchased gear said to protect against the effects of Purple Isana corruption, stocked up on scrolls of restoration, and took a moment to relax in a modest tavern.   During their respite, Cyria entertained the group with yet another tale from her past, boasting of battles with gods and her reign over empires. Each story was more elaborate than the last, full of half-truths and exaggerations, but the group had grown accustomed to her fanciful tales. Meanwhile, Shari discussed the culture and traditions of Muremia with Alcadeias, while Vellia indulged in a glass of fine wine.   Their time in the tavern, however, was abruptly cut short by a Mistborn terrorist. The creature barged into the tavern, casting a fireball that engulfed the room in flames and caused the walls to collapse. The building crumbled around them, but the adventurers managed to escape, albeit with severe burns. As they cursed the Mistborn, their resolve to dive deeper into the haze grew stronger, driven by a newfound determination to uncover the truth about these enigmatic creatures.   Leaving Fountainport behind, the adventurers made their way to the Hag’s portal. The hag, forced to relocate due to the encroaching mist, had left behind her old lair but kept the portal linking to her former domain. Unable to use her previous home herself, she now offered access through the portal to any daring travelers—at a cost: the traveler’s deepest secret, which she would then hoard.   Each member of the group had to confess a secret to gain passage. Shari revealing a deep-seated grudge against her Loxodon clan, the reason she had become an adventurer, and was allowed through the portal.  

Deep Haze

Now much deeper within the haze, the adventurers encountered creatures so corrupted and twisted that their original forms were unrecognizable. Despite the protection provided by their gear, the Purple Isana began to weigh heavily on their minds, except for Cyria, who remained unaffected.   Through the thick fog, the adventurers spotted a distant light and decided to head toward it. As they drew closer, they discovered a settlement surrounded by a large wooden wall, with its top sharpened into spikes. Beastfolk of various kinds stood watch behind the walls, guarding the settlement’s large wooden double doors—the only entrance. Inside, the inhabitants were busy with various tasks, their faces betraying no emotion.   Presenting themselves as travelers, the adventurers approached the gate, only to realize that their hosts were Mistborn. Despite their wariness, the adventurers were welcomed into the settlement.   The village leader invited them to a sauna, where the hot steam mingled with the ever-present mist, making it even denser. There, the adventurers learned that the Mistborn society felt threatened by those who sought to dispel the mist. Contrary to the adventurers' expectations, the Mistborn were hospitable and far from the terrorists they had anticipated.   When the adventurers mentioned the God of the Mist, the Mistborn reacted with fervent reverence. However, none knew the exact location of their Deity. The leader suggested that a warrior residing in an abandoned tower within the mist might hold the answer.   The adventurers reported their findings to Nikoom using a sending stone, but their conversation was abruptly cut short. The Pale Man, leading a horde of devils, had appeared at the village gates. As alarm bells rang and the Mistborn scrambled to prepare, the adventurers rushed to the front lines.   To rally his troops, the Pale Man challenged the adventurers to another fight, offering them better protection against Purple Isana corruption if they won. Due to the growing signs of corruption, the adventurers accepted the challenge.   The battle was fierce, with the Mistborn watching in awe as the adventurers once again defeated the Pale Man. True to his word, the Pale Man left behind the promised protection before vanishing.   As the Mistborn began to argue over their next steps in the conflict with the devils, the adventurers decided to avoid the political debate and focus on their mission. Guided by the Mistborn, they set out for the tower where the warrior was said to reside.  

The Warrior

The journey led them to a towering cliff, an obstacle they had been warned about. Rather than taking a detour that would cost them days, the adventurers chose to climb.   At the top, they were ambushed by a giant spider, twisted into an abomination by the mist. Cyria was stung and nearly fell off the cliff in her confusion, but Shari saved her while Alcadeias and Vellia dispatched the creature.   In the distance, they finally saw a pale light emanating from the lone tower they sought. Reaching the ground floor, they encountered a series of traps. Alcadeias was nearly skewered by a clockwork mechanism, but Vellia managed to disable it, allowing the group to proceed.   After overcoming traps and riddles, they reached the top floor. The large, broken windows offered what would have been a stunning view above the haze, but the adventurers were dismayed to find only the remains of fallen warriors. However, from one of the skeletons, a Ghost emerged, wielding an iron sword.   The adventurers tried to reason with the ghost, but it refused to listen, intent on fighting them. Cyria stopped the conflict with a spell of uncontrollable laughter, giving them time to explain they were not Mistborn.   The ghost, once an adventurer himself, revealed that he had sought to defeat the God of the Mist, but was killed by Mistborn who ambushed his group. He vowed not to rest until the Mistborn were gone and insulted Cyria, accusing her of being one of them.   To prove otherwise, Cyria took the ghost’s enchanted blade, which was especially effective against Mistborn, and cut her palm. As the blade touched her skin, searing pain surged through her arm, and her purple blood turned into a mist. The truth was undeniable—Cyria was a Mistborn.   While Cyria grappled with her newfound identity as a Mistborn, Alcadeias continued to interrogate the ghost, who revealed the identity of the God of the Mist. The creature, an abominable floating eye known as Xorannox, could dream things into existence, corrupting everything the haze touched. The ghost described the epicenter of this phenomenon, a place called the Misty Vale—Xorannox’s lair. Before vanishing, the ghost sketched a map for Alcadeias, who vowed to carry on the ghost's unfinished quest and confront Xorannox. The ghost also mentioned that Alcadeias could recognize his fellow adventurers by the gilded necklaces they all wore.   With Shari comforting Cyria as she processed her mental wounds, the group resolved to confront the God of the Mist. Their journey now took them deeper into the haze, where the reinforced gear provided by the Pale Man shielded them from Isana’s corrupting influence.  

The white tower

Their path led to the White Tower within the misty vale, an alabaster spire resembling a giant finger. This tower housed Xorannox’s hoard and forces, with no windows and only two entrances: the main doors and a secret underground tunnel known only to Xorannox. The primary entrance, called the "cuticle," was a wide opening 140 feet above the base, connected by a narrow rope bridge to a cliff 30 feet away.   Guarding the entrance were four abominations: two on the cliffside and two at the cuticle. As the adventurers approached, the guards demanded to know their business. Attempting to deceive the creatures, the group’s ruse failed, and the abominations turned hostile. In the ensuing battle, one of the creatures ran for reinforcements. Despite the additional enemies, the adventurers emerged victorious.  
Entering the cuticle, they found a large central staircase leading both upward and downward. Choosing to descend, they arrived in a war room. This chamber, where Xorannox held diplomatic meetings, featured a massive golden throne with nine extended arms and eight ornate chairs facing it. A four-armed, corrupted beastfolk stood near the throne, seemingly lost in thought as drawings appeared and disappeared on the wall.   The creature, introducing itself as Vor’pat, struggled to maintain control over its own instincts. Embedded in Vor’pat’s chest was a gilded necklace matching those described by the ghost—revealing that Vor’pat was once one of the ghost’s adventuring companions.   Vor’pat warned the party of Xorannox’s corrupting influence, pleading with them to end his suffering and that of his fellow adventurers, who had all been twisted into abominations. The group agreed to put him out of his misery, but Vor’pat’s mind snapped, forcing them into battle. Alcadeias, honoring his vow to the ghost, delivered the final blow, ending Vor’pat’s torment.   Descending further, the staircase led them to the ceiling of a massive floating library, three floors high with a 70-foot diameter. Shelves of books hovered above a bubbling pit of purple slime, with more ooze trickling down the walls. Several Mistborn silently floated through the library, organizing books. An ornate bookstand drifted among them, bearing a sign that read, "Be quiet or else."   Among the floating Mistborn was a corrupted woman with grotesquely large eyes replacing her nose and mouth. She, too, wore a gilded necklace. Recognizing this, Alcadeias drew his sword and leapt at the abomination, engaging her mid-air. Cyria cast a spell allowing Shari and Vellia to fly and assist in the battle as more Mistborn began to surround them.   In the midst of the fight, Alcadeias inadvertently triggered a trap: the "Be quiet or else" sign slammed into his head, sending him and the corrupted woman crashing onto a balcony. With Shari’s help, he managed to defeat her. Meanwhile, Cyria was dragged down by a Mistborn but was saved by Vellia, who cushioned her fall onto the opposite balcony. The adventurers found themselves split, surrounded by enemies, with a pool of purple slime ten feet below.
  Then, from the slime, Xorannox—the God of the Mist—rose to confront them. Weakened from their previous battles, the adventurers struggled to withstand the barrage of rays from the Beholder and the attacks of the Mistborn. As the tower walls began to crack under the force of the clash, Cyria gave an impassioned speech about her true nature, rejecting the notion that her creation defined her. With newfound resolve, the adventurers fought with everything they had, finally bringing Xorannox down.   As Xorannox’s body crashed onto the balcony, the group celebrated their victory. However, their joy was short-lived—the tower began to crumble, the floating library collapsing as the slime turned into purple haze. The adventurers fled the tower, barely escaping before it collapsed entirely.   Outside, Cyria realized that with Xorannox’s Death, the constructs tied to his existence—including herself—were doomed to fade. For the first time, she spoke to her companions without lies, expressing her gratitude and sharing how much they meant to her. Then, with a final word of thanks, she vanished into the mist.  

Conclusion

The adventurers returned to Fountainport, where they noticed the haze beginning to dissipate over the following days. The Mistborn village was now empty and abandoned, and soon, all traces of the Purple Isana, except for the Pale Man’s mansion and the corrupted creatures, were gone.  

After the campaign

After these events, Shari returned to Muremia and rejoined her kin. Her adventures had granted her the strength to confront her people, resolving the long-standing conflict with her clan. Over time, Shari earned great esteem among her people. Her reputation as the hero of Pandaros preceded her, and she was eventually appointed as a Protector of Muremia by popular demand.


Character Portrait image: Loxodon Line Breaker by Jesper Ejsing

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