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Recap Time! III

Smuggler's Bay greeted you with plague and civil unrest but that didn't faze you, as all of you were on a mission. You needed to carry the barrels' of goods known as Angel Dust to Shadow's townhouse in the better part of the city where Shadow promised refreshments and to introduce them to his wife, Joy. Unfortunately, nothing happened as you had anticipated. Just a few days before you had arrived, the mayor Reagald Spear had arrested Joy and taken her to his mansion where he keeps his personal prisoners.    Shadow, distressed, asks to hire your whole group to get his wife free no matter what. You spend your day waiting for the evening when Shadow will have more information. Some of you decide to go see the view from the borders of the city where the cold wilderness begins and continues as far as your eyes can see. Others have decided to visit a local library owned by the Cult of the Countess of the Magic, and with little trouble, you get in. The librarian there seems to be a good woman.    Otso and Serana, you research different subjects finding little that interests you. It is a small library most having the field research papers and common books that any library would have. Meanwhile Saeyra meets the strange woman again and has a glass of wine with her while chatting pleasantries. Eine, you try to research too but you don't have much luck either, there isn't many books about the Drakens anyways.    Soon comes the night and you embark on this mission to get Joy back. Zashana refuses to come with you on your mission and decides to go have a pleasant evening alone in the boat. The first time you are alone in at least two weeks. Meanwhile, the rest of you plot a plan that requires you to meet with the owner of the house, Reagald Spear. Unfortunately, his guards don't even want to let you in.    A failed stealth mission later, you are made and Aimee decides that killing guards who are just doing their job, isn't worth it. A strange disappearance of Otso doesn't much help.    The rest of you decide to follow Serana in on a suicide mission to find Joy and get her safely outside. Everything goes sideways when a couple of Saeyra's fireballs set the mansion on fire and from the fires emerges a man, a being on strange powers who doesn't seem to be interested in the fire the least. As Saeyra seems to be trapped inside with this hot being, Eine makes up her mind and decides to go feral. Out of the window go her desire to save herself, and she rushes in to save her comrade. This causes the being known as Braaq knock Eine unconscious and hold her hostage forcing Saeyra upstairs even when the mansion around them is burning and quickly. Saeyra, you are cunning enough to make the man believe that you two are the only intruders letting Serana work in peace.    Serana, you find a basement door after all of the guards left alive flee the scene. There are two dogs with gleaming red eyes but your angry stare and pissed off demeanor seem to scare to hounds letting you come in with no resistance. There, at the back of the room filled with torture gear is a jail cell with three people: an old man, a young man, and a woman you soon identify as Joy and promise to help out.    The young man makes himself helpful, picking the lock after you retrieve him the tools needed for it. As he is relieved from his prison, he gifts you a signet ring that Zashana will later identify belonging to a feared criminal family in Magald called DeLisso. With that ring you have gained the favor of the DeLisso family.    Together with Joy, you Dimension Door out and catch up with Aimee, making her take Joy back to her husband while you run back to the burning mansion to save Eine and Saeyra. There you are faced with Braaq who says the same thing he said to Saeyra.    "Find and destroy my summoning circle, or I will kill you,"    Saeyra, you have been frantically looking for the circle when Serana appears to help you out. The clock is ticking and you don't have much time.    After a thorough search of all three floors, you finally find the summoning circle and wake Eine up to help with it. The magic in the city is strange, though, and even your best attempts are in vein. Knowing that the time has run out Serana makes a difficult decision and saves Eine and herself from the burning mansion before it will collapse.    Saeyra, you are left alone in the burning mansion and with the last of your strength, you heal yourself and rush towards the nearest exit remembering your elvish traits and tuning to the power your ancestors gave you. You Misty Step out and together with Serana and Eine run towards safety, away from the burning building and the creature swearing to kill you inside it.    On the way back to the city and the ship, you meet Reagald Spear, contemplate killing him and decide against it. You are now on a run.    Aimee, you deliver Joy safely back to her husband Shadow who is anxiously awaiting for her return. They profusely thank you before beginning bickering like nothing had ever even happened. Together the couple that had all odds stacked against them disappeared to the night leaving only a letter awaiting you at the ship behind.    You rush back to help your friends and deliver the news of Otso's disappearance. Together you decide to stay at a tavern for the night in case something dangerous happens. Party hunting demons, for example.      During the rescue mission Otso, you have found yourself in the halls of the Northern Folk, the elusive folk lead by the entity known as the Witch of the North, a dangerous seer who has a mirror made of ice and able to see almost anything in the world. Her champion, a paladin named Yrtyr delivers you to her. You find out that folk, even the King in the Forest, doesn't have much power outside their domain and in Smuggler's Bay you are too near the domain of the Witch to have a contact with your deity. He had to call in a favor to be able to help you along your true mission, finding Lance's Sword.    The Witch shows you where you can find the sword with other items. It is going to be transported to Port Rock. On the vision you have, there is a table with a map with three locations circled. One being Tatikra, other Magald, and the third is Catharina's Garden. They are in search of something but some of the 'needed items' are going to be transported.    After giving you the vision, the Witch sends you on your way back to your friends where Yrtyr follows you. After a bit of asking and pestering, Yrtyr tells you that he is on his way to silence the scientists around the ancient temple for good. He warns you against staying in the city. It is going to get even more dangerous on the following days. You follow his advice and decide to leave the next morning.    You have a little difficulty to get to the port. The guards have been alarmed and you are being searched for burning down the mayor's mansion and helping the prisoners to escape. Otso calls Kulta Wahlroos who helps Eine and Saeyra into safety of the ship before dashing away with his boots of speed. Aimee and Serana, you are running away from the guards when you are helped by a strange merchant you met yesterday called Elizabeth who bought the necklace of Mist Raising from you. While waiting for the guards to leave, you decide to try on a disguise and buy yourselves something nice.    Serana gets boots of levitation and a cool cape of billowing and protection. Aimee, not believing she deserves any of the reward, decides on a cheap cloak to disguise her enough to get to the ship. Now, you try again but again the guards notice you. You decide to try a cunning plan to run to a different ship and Dimension Door to the right one. It will buy you enough time to leave the port.   As all of you get to the ship and demand he leaves as soon as possible, Captain Harroway informs you that you, in fact, cannot leave before his crew is back at the ship and it will take perhaps an hour, perhaps a bit more. And the speedy exit will have some extra costs to the crew who will miss on their well earned shore leave. You are more than happy to pay the prize just to get out of Smuggler's Bay.   Soon, you are on your way to Port Rock and decide to celebrate an accomplished mission with some good, old fashioned drugs you had purchased the other day. High and happy, your last leg of journey begins.    The sea journey is rather uneventful with the only memorable times being a barrel full of 'Fuck balls' as you like to call these strange creatures that grow attached to you. The other being the meeting of the First Wizard whose name must have started with 'Har' or at least 'H' but he can't remember. The First Wizard told you some strange things and seemed to be mostly fueled by madness. His house boat rowed by imps was so much more when some of you curious walked in. Even the man changed when he walked inside this mansion inside a house boat.    You talked a while about divinity, about planar magic, and existence of the Library, a mystical place walking and filled with books. A place absolutely worth checking out.    After almost three weeks of travel, you finally reach Port Rock, deciding against helping a ship being attacked by merfolk, the strange creatures of the depths.    From Port Rock you are certain to find the sword and decide what you will be doing next.

  • Destroyed Reagald Spear's mansion and helped his prisoners to escape
  • Serana, Saeyra, and Eine are being hunted by a being called Braaq 
  • Shadow and Joy decided to travel to the north 
  • Yrtyr went to kill the scientists and warned that the city will become more dangerous as days pass
  • Met with the First Wizard who told you a lot of strange information


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