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Recap Time! II

Your next adventure began as you accepted a job from Fiona Gardener, the leader of the Gardener Gang that consists of her four brothers and her wife, Pernilla. As Fiona interviewed all six of you, she wrote down on a magical parchment your names informing you that she will be making a background check on you.   Your job is to make sure that the cargo gets safely to Magald in North. Lately, there has been a lot of pirates trying to get the Gardeners' cargo. As a payment for the job well done, Fiona promised you passage on your way back to Port Rock.   You met odd people at the Iron Glove Estate as you waited for the job to begin. You played Truth or Dare with a man named Norken the Beautiful who seemed more or less odd. There was also a cranky, sleep-deprived halfling with the name Ezra who seemed to have familiar kind of face to Otso.   During your game of Truth or Dare, Eine broke a glass cabinet with a ball made of gold that resembles an eyeball. Saeyra decided to steal the unknown ball of gold and unknowingly attuned to it. After the small act of thievery, you decided to go down to the beach, and Otso taught Serana how to swim while Eine pumped into some giant spiders.   Together with Serana and Otso, Eine faced off the spiders almost dying but defeating the spiders just protecting their territory. In the cave with the giant spiders, there were beautiful wall paintings of landscapes and a half-made portrait of a beautiful, dark-skinned elven woman who seemed just so happy and loved in the portrait.   You slept outside by the beach and in the morning walked to the docks where the ship, White Shark was already waiting for you.   On the ship, you briefly met the orc bosun Marigold, the first mate York, and a deckhand/personal trainer Thomps. York commanded Eine immediately to the kitchen and the rest of you to clean the deck.   During your sailing, some of you wished to learn positions at the ship. After successfully persuading the crew to let you help, Serana began to help the over-worked navigator/bosun/handy-man/in-real-charge-of-everything Marigold with navigating. Otso decided to learn how to actually sail a ship and Aimee decided to help the carpenter, York, with repairs. Zashana was too absorbed in her existential crisis to actually help with anything and Eine seemed to be just happy helping the odd, flamboyant cook, Uflar Bodde.. Saeyra was, unsurprisingly spending her free-time relaxing and bathing in the sun, looking at her beautiful golden eyeball.   The journey to the Northern Sea didn't go as uneventfully as you had assumed with an alarming amount of action in the surrounding forests. You were attacked by two giant frogs that swallowed Otso and almost killed your party. You realized these were no ordinary giant toads but somehow corrupted.   Zashana almost drowned as she was charmed by a Näkki with his sorrowful violin. Only with the help of Otso, Eine, and Serana was she saved.   With two attacks the ship has been damaged enough that the captain told you that you will be making a stop at the next small fisher village to conduct repairs.   Nothing goes as planned in the village called Tatte-Along-The-Way that at least used to be a small fisher village at some point. Now it was a misty horror show straight from your greatest nightmares. It started as a mission to find gear to repair the ship with but soon you realized that there is something here.    You could see no one anywhere and it was quiet, eerily quiet. You walked across the small wharf area they had and encountered a silent ship swinging in the water, apparently poorly hidden from your way. Some of you decided to approach this ship encountering something odd and slimy on the lower deck that slowly began to attack you with its acidic limbs. In horror, you ran away almost dying while escaping with your lives.    The being decided to follow you through a warehouse where you frantically tried to grab everything you required for the ship. You got some of the things you wanted before you really needed to get out of there. The being was still following you around and was almost reaching you, no matter how slow.    While running away from the being, you entered the village formerly known as Tatte-Along-The-Way and realized that you had absolutely no idea how to get back to the port and how to find the White Shark. The most perceptive of you started hearing things from the mist, footsteps, and quiet moans. There was a corpse in the middle of the village on the only road there is.    Once again you took on running. Now running directly back to the mist, you lost the track of other members and came out of the mist with no way back to the village and not knowing even remotely where you were    
WHAT HAPPENED TO YOU ALL
AIMEE: You found yourself in the middle of the forest wandering aimlessly around. After a moment of wandering, you came across a small hut in the middle of the forest but decided against going in and walked slowly away, following a small path you found. This path led you back to the village.    Soon you noticed a hoard of zombies mindlessly walking all around you. Hiding from them didn't end successfully and a fight would have just caused your demise. Running away, you found a beautiful Smithy, a haunted building with a better equipment a village of this size should have. Villages this small shouldn't even have their own smithies in the first place.    The ghost of this building scared you but seemed to move slow enough for you to have a couple of items and run for your life once again. By pure luck, or so you believe, you were able to find your way back to the ship and give the scavenged items to York, the carpenter/first mate, who really wanted to already get out of the village but agreed to wait for your friends for a moment longer.    EINE: You stumbled upon an apparent nest of will o' the whips and they got territorial. You were getting desperate and saw a possibility from jumping from a cliff to the river deep, deep underneath. Thankfully, you know the Feather Fall spell or things would have ended a lot sooner.    You know how to swim but the current was stronger than you expected and the attempts to climb back to steady ground seemed futile. You even fell down a waterfall! It was a nice trip for you but came out a bit wiser and with only a few scraps and momentary fright.    On the shore of this lake the river ended up bringing you, you found a woman waiting for you, sitting there on a chair tending a fire. The dark hair was put on a tight bun on her neck and she was clothed in heavy furs. It was unsettling how this woman introducing herself as Miranda knew how much of you and promised to talk to you again. She was excited for you to meet others like yourself sometime in the future. She expressed how proud she was of you surviving even this far.    Miranda wished you well and sent you on your way to the right path. Finding your way back to the boat after that was easy and you were soon in the safety of the kitchen and the good cookings of Ulfar Bodde.    OTSO: When you realized what was going on, you were in the middle of forest hearing odd humming noises somewhere around you. You wanted to have nothing to do with that noise and tried to contact Kulta Wahlroos but he commented on being still a few miles away but getting there soon.    Your journey took you straight to your relatives one being Jouni, your distant cousin who trained together with you when you were younger. Unlike you, Jouni has a keen sense of hearing and is a remarkable archer. He is accompanied by a distant aunt with blue robes and a lightly shining diadem on her blonde hair. Her name is Vehde and seemed to follow the water folk. They were on a mission to check on one of theirs, a hag who had lived with these people for decades.    Instead of finding this hag, you found a young child with a pet crocodile who had attacked Serana. You rushed to her help while the child screamed for you all to die. After the battle was over, Vehde took the child and carried her away with Jouni following her back to the deeper parts of the forest.    Together with Serana, you made the dangerous way back to the ship leaving Serana behind and using your boots of speed. The ship was almost leaving and you were followed by zombies but you made it. At the last moments.    SAEYRA: Something happened to you there. You were back in the city but something caught your attention. A piper, a beautiful melody following you around. A force took over you and before you even realized what was going on, you had inserted your long fingers in your left eye tearing it out. A pain took over but your hand didn't tremble when it discarded the eye to the nearby pool of water and inserted cold ball of pure gold in. It hurt so much but soon you could see again. You felt weakened and gained enough sense to realize what was rising from the water.    He didn't look to be even ten yet but on his head he wore a crown like a king. A child king with a mischievous grin on his face, he remarked you to have his eye with you. He seemed to talk in riddles and carried a small pipe with him. After a short discussion, he let you go promising to come again when the time came. He seemed to lead small orbs, no larger than marbles under the dark waters of the port.    Feeling brave, you decided to go and find your friends, or even what had happened. It didn't take long for you to find your way to the former pub, the Thirsty Salmon. It was empty except for a body in the middle. The interior was bloody and looked like a massacre had happened there. The hoard of zombies got you there. There was no way out.    Your life left your body and the child king kept his promising to be there when the time finally came. Now, there you were dead and lying on the floor. The child king was ready to make a deal with you, though. He was ready to give you back your life if you fetched him an item he had been looking for. He would let you know when he had located the item.    SERANA: Your journey took you nowhere else but back to the realm of the strange being you made a pact with. The creature sat in the middle of a field, drinking tea, and looking up to the sky. A strange sky it was, nothing like you had ever seen before. They were cryptic as always, giving you no answers, and giving just more questions.    One thing was certain, they didn't seem to be behind your memory loss. That was something else entirely. This creature seemed to be out of time and place, asking if you had done it yet. What? You had no idea and the creature didn't give any answers for that either. But at least, the tea was good.    They let you walk away from this realm of theirs with a strange sky and you walked almost straight to a young child crying in the middle of the forest. As you approached her, she demanded your death and you were attacked by a crocodile that she seemed to keep as a pet. If it wasn't for Otso, who knows how you would have survived that encounter. Together with Otso's strange family members, you fight off the crocodile, and give the child to the Harmaja family to take somewhere.   After that, you need to make a quick exit to the boat, walking through the village infested with living dead. During your stealth mission, both of you were made and needed to run towards White Shark, already ready to leave. Otso dashed forward with his boots of speed but thankfully, you too made the run and jumped on board the leaving ship, leaving behind the horrors of the village once known as Tatte-Along-The-Way.      ZASHANA: you found yourself on the outskirts of the village again, looking for a way back to the ship. On your way past the temple of All-Mother, you heard faint crying and made your way in finding a terrified, blinded priestess who just wanted to get away. In her blinded state, Danna wasn't much useful but told you the horrifying story how it all began in the tavern, encouraging you to find a necklace probably still on the neck of their wise woman lying dead in the center of it.    Perhaps the most adept at sneaking around, you made your way hidden towards the The Thirsty Salmon and could inspect it in peace. There you found a necklace called the Necklace of Mist Raising, a powerful magical item that was behind the magical mist protecting the town and closing it away from intruders and from anyone getting out. With that necklace, you could finally stop the magical mist gathering in the village and could see to the port, right where it logically had been.    In the tavern, you also saw a strange sight for only a moment: the body of Saeyra disappeared from the floor. You were quite sure she looked dead, but then again, she was a magic user.    Together with Danna, you made your way back to the ship and safety. The young priestess would have cried tears of joy if there had been any tears left to cry.      After the horrifying events of the Tatte-Along-The-Way, you needed to stop at a larger fisher town also named as Tatte to get all of the necessities to fix the ship for your sea trip. There you also dropped off Danna who had shared with you the horrifying events of that day a couple of night before.   It had started a bit after lunch time, when a strange man had come to the tavern asking about a hag and misery. He hadn't received the answer he wished for, so he decided to slaughter enough people to make sure the wise woman came to protect her people. She came. And died on the spot where she appeared.    After her sudden death, a horrifying scream echoed killing everyone on the distance to hear it. Only Danna and the strange man were left alive. The scream left Danna's eyes bleeding and made her permanently blind, a sign of ultimate protection from the All-Mother. Before Danna lost her sight, she could see the man smiling.    There was something seriously wrong with the man but no one was strong enough to fight against him. He went on his merry, murderous way.      The next leg of your journey was a child's play comparing to the fright you had just survived. There were sharks to be fed, storms, and a peculiar ghost ship drifting in the night, but nothing that seriously harmed you. During your sea trip, you learned how to man a ship, and became acquaintances with the mysterious elf protecting the cargo called Shadow.    Shadow gave you a couple of interesting books and told you stories of places and being long forgotten. He seemed to be a great story teller with a plethora of interesting stories to share.   During your trip to the Magald-in-the-North, Saeyra had a meeting in the morning hours with a strange woman who talked with her for a short while before disappearing under the waves. It all happened after a night of heavy partying with another pirate crew on their way to the coast.    Finally, you arrived to Magald-in-the-North also known as the Smuggler's Bay, only to be greeted with the news of a plague and civil unrest. Maybe it is all easier to handle, as you now level up!

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