Wicker

Wicker

Monday, August 24, 2015

Session 46

Date: 8/23/2015
Attending: Jake, Aaron, Dave, Justin, Joey
Absent: None
Start Time: 6:45 pm
End Time: 9:00 pm
XP awarded: 5,000
Game time elapsed:  16 days
Enemies Defeated:  20 town guards, 1 Chovalian Priest

Notes:
Boarding the Northern Gull, captained by Booth, the Knights sailed out of the Isles of Mist and towards the Chovalian Empire. On the 11 the day they were stopped ½ mile outside of the Chovalian harbor town South Port by a ship blockade. It was clear that they were going to be boarded. Fyn hid, Frumious and Feydor went below deck and hid. Bajol drew his cloak around his armor and stayed on deck. A Chovalian officer and 15 guards boarded the Northern Gull and inspected the cargo. Captain Booth bribed the officer and the Chovailans turned to leave when the officer spotted Bajol, and asked him why he was in full plate armor on a ship.  Bajol’s answer was elusive, and the Officer asked what the insignia was on his breastplate. Two soldiers moved to pull Bajol’s cloak aside and Bajol made ready to fight (fist fight – no weapon was pulled).  Feydor, watching from a hatch, jumped up on deck to support Bajol. The officer called the soldiers off and they departed the ship.  As soon as they were off flags were waved at the other 4 ships in the blockade and the entire blockade opened fire on the Northern Gull. Ballista punched holes in the hull, most of the crew were slain by arrows sweeping the deck, and flaming pitch set the sail and the deck ablaze.

Using a wand of Water Breathing provided by Grigor, Frumious gave the Knights, Captain Booth, and the 10 remaining sailors the ability to breath underwater, and they rode the remains of the Northern Gull to the bottom of the ocean. They slowly began the long walk to South Port.  Arriving 18 hours later in the dead of the night, the group pulled themselves up on the docks. South Port was apparently under a strict curfew and appeared abandoned except for the occasional patrols. Fyn gave Booth 5,000 gp (out of his personal pocket) to compensate him somewhat for the loss of his boat. The Knights then crept through South Port, stole horses, and fled through a watchman’s door in the wall. They were noticed by archers manning the wall but escaped unharmed and unpursued.

They rode along a paved road heading north until about 10 in the morning. They stopped and got permission from a farmer to sleep in the barn which they did until late afternoon. Through conversation with the farmer they discovered:
*Choval has no currency
*It is a Theocractic Socialist/Communist dictatorship
*The Chovalian Church preaches a caste system, where you are born into a caste and can progress in the next life (I.e. “if I’m good when I die I will be reborn into the Warrior Class or Merchant Class.”)
*the farmer is in the serf caste, and therefore has no name. He is Southport Serf 546C.
*All goods are rationed and managed by a bureaucracy. Everything produced goes into the system, and your needs are issued by the system.
*Other nations are considered not free, because they have no Empire to take care of them or be a part of
*He was originally a baker, but the Empire had enough bakers and needed farmers, so he was assigned to South Port Farm 546.


The party rides out that afternoon and rides through the night. The next day in late morning they arrive at Grand Market where they are stopped at the gate by 4 guards. The guards question the Knights, and let them know that they must obtain permits for their armor, weapons, and horses. The knights respond by slaying the guards and riding into town. They confront another group of guards at the doors of the Church, and burst into the sanctuary to slay the priest. They priest is slain but not before he sends out a message spell and tells the party that Sevarius will be coming. They kill the remaining guards, intimidate permits out of the permit office, and ride out of town with the priest’s body. They rest in another barn, and Frumious speaks with dead on the priest. They learn that there is a messenger bird system and that if Sevarius is in Choval (the capitol city) he will arrive in 2 days or so. The knights wait in the barn and keep a watch on the road, when they see riders in armor heading towards Grand Market. They ride out behind these rides, who notice and turn around. It is Sevarius with 16 heavily armed troops. The Chovalians approach slowly to talk and Bajol charges instead of talking. End Session

Session 45

Date: 8/16/2015
Attending: Jake, Aaron, Dave, Justin, Joey (Chris has moved)
Absent: None
Start Time: 7:45 pm
End Time: 10:20 pm
XP awarded: 5,000
Game time elapsed:  19 days
Enemies Defeated:  none

Notes:
The Knights meet Ellinore, the Head Librarian, who helps them find Bajol’s 2nd book. Ellinore is a tall female elf with an otherworldly look about her. It is hinted that she is both very old and very powerful and is the main defense of the library. Frumious spends two weeks in the library researching a Sending Spell. Fyn researches mechanical constructs during this time, as well as aiding Frumious and touching base with Grigor.

Feydor and Bajol head north to the Azure Guard Chapter House. Along the way they meet Hefe, an Azure Guardsman, who tells them to ask for Markath. The Headquarters of the Azure Guard is a massive stone fortress on the side of Blue Mount, overlooking the necropolis and the library. Markath is the General Marshall and Rovis the head Chaplin. After interrogating Feydor and Bajol under a zone of truth they open up and treat the knight cordially. They reveal that there are about 600 Azure Guardsmen spread throughout 8 chapter houses. Guardsmen are divided between squires, paladins, and clerics. The main chapterhouse has 100, 40 clerics, 50 paladins, and 10 squires.

Markath knew Thomas quite well. Thomas was sent to establish a chapterhouse in Shadowmount. Markath has not heard from him since. The Knights use Frumious’ circle dance spell to deduce that Thomas is in the Halls of the Silent Lady 9and thus dead). Feydor expresses an interest in being an official azure Guardsman, and vows to see the Shadowmount chapterhouse established. Bajol spends the next two weeks reading the second book of the Brulorian Sentinels.  Feydor spends the two weeks training with the Azure Guards (although he trains them more than the other way around). Markath himself squares off with Feydor a few times to spar. After two weeks, in a formal ceremony, Feydor is inducted into the Azure Guard with the rank of Knight Marshall (second only to the General Marshall Markath) a rank specifically for traveling Guardsmen of note. Feydor takes an oath to champion the weak, defend the defenseless, and always work for the greater good.

After these two weeks, the party gathers at the Azure Guard headquarters and spends two days discussing courses of action. They note the following concerns:
*Carrion King – in Illmar; plan to slay
*Puppet King – unknown; plan to slay
*Shadow Lord – posing as Mario in Goldmeadow; plan to slay
*Fingali – somewhere north, presumably in the Choval Empire; plan to slay
*Daedalus – perhaps back in his keep; plan to slay
*Hanging Tree – need to explore?
*Chovalian Empire – causing trouble, currently fighting a two front war
*God King of the Giants – somewhere to the North; deal with in some regard
*Thomas – to be avenged, see Daedalus
*Illmarian Army – supposedly marching to Dragon Wastes to confront Giants, suspected to be moving on Halvenspring
*Halvenspring – final destination? Retrieve Allanora’s divinity

They decide to book passage into the Chovalian Empire with the intent of finding Fingali (and killing him) and perhaps disrupting the Empire if possible. From there they plan to head west into Avonhollow, kill Daedalus and investigate the Hanging Tree. After that they either go to Halvenspring (if everyone is converging at that point) or (if not) head north to Illmar to kill the Carrion King.

Frumious tests his sending spell and is able to make contact with Osgood.

Having made a plan, they journey back to Misthold, and book passage on the Northern Gull. The Wave Racer was headed to Urshalla of the 1,000 Sails, and so was the Gilded Tortoise. The Sea Chopper refused to try to pass through the blockade, but offered to take them to the Seven Vales. The Northern Gull however was heading to Choval anyway and that is what they chose. End Session

Tuesday, August 18, 2015

Session 44

Date: 8/9/2015
Attending: Jake, Chris, Aaron, Dave, Justin, Joey
Absent: None
Start Time: 7:40 pm
End Time: 10:20 pm
XP awarded: 4,000
Game time elapsed:  50 days
Enemies Defeated:  4 bodaks, 10 skeleton warriors, 20 Illmarian soldiers, 3 Illmarian casters, and the leader

Notes:
After waiting a week in Norhall to re-provision, the Sea Hero set sail for the Isles of Mist. After a week they rounded the northern coast and headed west along the Dragon Wastes. After three weeks they rounded the horn and put in to Westport a week after that. After laying over for 2 days in Westport (and collecting the horses and cart) they set sail for the Isles of Mist. It was two weeks in when they encountered the mist. The Isles of Mist are surrounded by a perpetual fog bank, and ships need pilot boats (smaller ships sailed by those familiar with the Isles) to guide them in. After hiring one such boat they were led for three days before arriving at Misthold.

Misthold is a port town on the large island, and the capitol of the Kingdom of the Isles of the Mist. The hold is built on a large granite outcropping, and the town is carved onto stepped shelves down to the harbor. They stop at two inns, the Sailor’s Lament and the Beached Dinghy and choose the latter. Saying goodbye to the Sea Hero and Captain Bartholomew they offload the horses and cart and stable them for the night. Having a few hours, the party goes on a massive bar crawl gathering information.  They find out the following info:

*The non-Chovalian Churches have banded together as the Unified Omnian Church, a loose confederation of churches and bishoprics, mainly to have a non-Chovalian identifier that was still Omnian (Are you Chovalian or Unified?)
*The leader of the Misthold Chapter of the Azure Guard is Knight Captain Agramon.
*The headquarters of the Azure Guard is on the Blue Mount.
*There is a library full of first world documents (as well as second world ones) at the base of the Blue Mount, next to the Nercopolis.

Additionally through Frumious’ magic they are able to ask the following questions:

Q: Where is the original temple of the Brulorian Sentinels?
A: City of Uth-Allac

Q: where is Uth-Allac in this world?
A: In the depths to the North of the Dread Mountain, far below where it’s silent.

Connecting the Dread Mountain with Aza-Tach, the knights (eventually) realize that uth-Allac is on the bottom of the ocean. The knights sleep for the night.

The next morning they gather the cart and horses and ride for the library. Along the way they encounter an Azure Guard patrol led by a Guardmember named Helmus. Helmus tells them they are just behind a group from the Illmarian University. The party hurries and catches up with the Illmarians in the night. Fyn sneaks into their camp but notices that some of the “sleeping” people do not seem to be breathing. When he checks one it attacks him.  The Illmarians are travelling with undead – 20 skeletal warriors and 4 creatures known as bodaks who can kill with a gaze. The Illmarians themselves number 20 soldiers, 3 casters, and one leader. It is a hard fight and Fyn is slain by a bodak, but Frumious’ magic is able to revive him. They wind up with two scholars and a soldier as captives.

After interrogating the captives (and then slaying them) the knights learn that this group was on its way to look for certain books, slay the head librarian, and burn the library to the ground. The books they were looking for were:

*The 12 Spheres
*Planes of Creation
*Death of Allanora
*He Who Was Cast Out
*Notes and Reflections by Alerhaus


The party arrives at the library on the fifth day. It is a massive building with many floors. Grigor decides to stay at the library for the near future, researching various topics. End Session

Wednesday, August 5, 2015

Communique #9

Grigor,

These are busy times, so I hope you understand this week long delay. My last missive covered the journey and activities of Dorian’s Adventurers in the wake of the burning of the Halvenspring Church. Where I left off in my narrative I was intending to cover the events of note in Halvenspring during my absence with your brother Dorian.

The church was burned and we left on the 7th of Winter Waning. On the 12th Jeffos (the blacksmith) was found dead in his forge. No obvious cause was discernable, so it was assumed that his heart had given out. Marc Risus sent to Templemount for one of Jarvus’ apprentices to take over the forge (Jarvus being the Templemount smith).

Two days later is when the reports started. The Tainted Ones, for now more than just red caps are involved, began a series of lighting fast attacks on the area. The basic pattern – if there really can be said to be one – is a quick attack targeting a few buildings, killing as many people as possible, and then a retreat within 15 minutes. The structures attacked are damaged and collapsed if possible. Then nothing for a few days. Suddenly another attack. Here is a brief timeline and catalog of attacks to the best of my knowledge:

Winter Waning – 13th Halvenstomb, 15th Templemount, 16th Halvenspring, 17th Halvenstomb, 18th Ramsrun, 19th Templemount, 20th Halvenstomb, 21st Ramsrun, 22nd Halvenstomb and Ramsrun, 24th Stonechair

Spring Waxing – 1st Woodnar, 3rd Stonechair, 5th Halvenstomb, 8th Halvenspring, 9th Templemount, 11th Koylrest (as reported in my last communique), 14th Ramsrun, 15th Halvenstomb, 17th Stonechair

Dorian’s Adventurers returned to Halvenspring on the 17th. Then on the 20th of Spring Waxing there was a major attack. More on that in a bit.

Of these “Nights of Lighting” as people have begun calling them, you should be aware of some details. First when they hit Halvenspring on the 16th our sentries saw them coming and the whole attack group was slain with no losses to our village. We hit them with arrows and then rode out to meet them to finish them off. The Tainted Ones never made it within 30 feet of the palisade. Marc Risus believes that’s why Halvenspring was only attacked twice. Halvenstomb was whittled down so severely that all non-militia members were evacuated to Halvenspring after the Winter Waning 22nd attack.

The second attack on Templemount specifically targeted the guard barracks, and dozens were slain in their sleep before the alarm was raised.  Baron Frederick sent messengers to each village announcing that he was fortifying Templemount and that the Barony residents should seek refuge there. He also called all able bodied militia men to be prepared to defend Templemount. Marc Risus’ verbatim comment to the messenger, “Go back and tell him it’s too late. He doesn’t have time to fortify. He’s on his own. He’s welcome to come to us, but Halvenspring will hold or die.” The other villages of the Barony apparently felt the same way. A group of families set out from Ramsrun for Templemount, perhaps a 20th of the population, but never arrived.

The attack on Woodnar was odd. The amount of tainted metal and rotted wood in the town indicates that it was attacked, but no one knows what happened. The populace is just gone. Travelers and messengers speak of the eerie wicker dolls hanging in the windows, and a horrific fear that besets anyone in the empty village when night begins to fall. I think our friend the Puppet King did something; he certainly has seemed antagonistic with the Tainted Ones in the past. Perhaps he had a presence in that village similar to the one he had here, and no Knights of Mist Valley intervened.

Meanwhile in Halvenspring, with the attacks and reports and refugees pouring in, an unofficial war council was formed. Marc Risus, Pharun, Klaus, Onsmythe and Porter began meeting twice daily to plan and address concerns. Given everything that was going on, it’s no surprise that they missed a few things that I feel may have been important.

The new smith arrived from Templemount, and wondered why Jeffos’ tools were missing. Old Mally the swineherd just north of town was found knifed. People said it was bandits. Then the Kelty family farm was burned down. It was attributed to red caps. Then someone stole the new smith’s newly purchased cold chisel. It took me a few days to piece this all together. Both the Keltys and Old Mally lived over by the source of the Diving Creek, the spring which gives the town its name, and protection. But I’m getting ahead of myself.

When we (Dorian’s Adventurers) arrived back, we found a town prepared for siege. We reported in to the War Council, and got brought up to speed on town events. I took the scroll that Father Eon gave me to Onsmythe, and he was able to use it to revive Father Theodore. I heard about and began piecing together the events of the preceding paragraph. Having some suspicions I went in the night to the Plowman farm, and oddly enough it was empty. The next day both Toby and Eric Plowman were in town, looking worn out. I went again the next night, and once again found it empty.

Then came the Night of Thunder. We learned later that redcaps attacked Halvenspring, Halvenstomb, Templemount, Ramsrun, Stonechair, and Koylrest all at the same time, and stronger and fiercer than any attack before. Halvenstomb’s last holdouts were completely massacred. They penetrated into Templemount and burned the Baron’s Mansion to the foundation, with Baron Frederick in it. Koylrest was also wiped out. Stonechair pushed back the assault but took losses. Ramsrun survived, but more because they had the smallest force attack them.

They came at us from two directions, north and south. Marc Risus estimates about 150 redcaps and 50 steel toes led by 5 of those wraith like things. We did what we could with arrows but they came through the palisade (steel toes tore a hole in the northern section) and the fighting spilled out into the road and homes. It was night, but the fires lit the horizon with an angry orange glow. I left the south wall once they breeched the north, and moved through the streets helping where I could. Then I rounded a building, and in the yellow light of a burning home I saw into the smith’s forge. Toby Plowman had just knifed the new smith, and pulling the knife out began putting chisels into a bag. I waited, watching. He brazenly came out the front door. I made sure he saw me. Not a word was said until we both began casting. As men fought red caps through the buildings of Halvenspring in a night of red, orange, and dancing yellow he and I threw spells at each other. Magic missiles and gouts of flame tore at me. Force blasts and globes of acid ate at him. Finally he fell to his knees, dazed by a cantrip. While he gasped and struggled for control I walked over, reached up, and slowly pushed my dagger up into the flesh where his neck met his jaw above his windpipe. I kept pushing until I felt the tip scrape bone on the inside of his skullcap. Then I heading back to the wall hearing nothing, seeing no one.

A final stand was held at the Sleeping Dragon, which was by far the most secure building in town. We slaughtered the Tainted Ones as they came, and once they realized they had lost, we ran them down and slaughtered them as they retreated. Even though the palisade was breeched, and we fell back to the Dragon, we had fairly few casualties all things considered.

There has not been a red cap attack since, on any town (as I write this on the 4th of Spring Waning). A messenger was sent to the King following the Night of Thunder, asking for his intervention. The messenger returned three days later. The King can send no aid. Uprisings sparked by the Chovalian Church are occurring throughout the Seven Vales, and King Albus has his hands full putting them down in his two kingdoms.

I went out to the Old Mally place to snoop around. I found not far from the spring an old mine entrance that had been opened recently. Heading in there was a short tunnel and then a very old steel door. Surrounding it were steel disks mounted into the stone which had a simple tree silhouette. Later I matched the symbol with the old First World Heraldic book scrap you found – it’s the Allanoric Order. So it’s a First World structure. There were tool marks on the door, and one of the disks had been pried out of the wall and was missing. Several broken chisels were on the ground. I could not find anything else of note about the place. Perhaps it means something to you?

Back in town, Eric Plowman was one of the casualties of the Night of Thunder, and their servant Melor left town the next day, presumably for the safety of a larger city.

Even though it’s been over a month since any sight of red cap activity, we are all still holding our breath. Dorian has been talking about another foray either into the Firnockt to scout the Tainted Ones, or southeast to investigate Woodnar. As of yet there are no firm plans.

I remain your friend and apprentice.


Osgood

Session 43

Date: 8/2/2015
Attending: Jake, Chris, Aaron, Dave, Justin, Joey
Absent: None
Start Time: 7:35 pm
End Time: 10:10 pm
XP awarded: 5,000
Game time elapsed:  110 days
Enemies Defeated:  Vespatius

Notes:
The Party, on the Shores of Night, explore the Arks. They are immense, and outfitted with giant ballista (Grigor sketches). They find evidence of significant attack, and inside are many dead orb creatures with eyestalks and a central eye. A large hole in the bulkhead has a giant skull that looks like it never had a body, instead having massive tentacles descending from where its spine and jaw would be. An attempt to speak with dead on the skull reveals nothing pertinent, and suggests that it had animal intelligence at best. The party finds a journal that mentions being followed and attacked by the Dominion, which is also fleeing whatever attacked the origin world of the Shard Peoples. Some of the Dominion forces were trapped and locked in the hold, which the party finds but chooses not to open.

Coming out and returning to the beach, the party sees Vespatius land on the shore, having returned from the void. He announces “I am the Herald of he who Returns.” The party attacks and after a hard fight, slays him. Connecting it with Osgood’s letter (see Communique #8) they realize that he was the Harbinger on the Shores of Night. The party rests up and heads back into the world.

Bajol summons his mount Zephyr, and rides ahead. He reaches the Sea Hero to find that more time has passed than the party thought, but Bartholomew has decided to wait longer than the original agreement in hopes they would return. When the rest of the Knights arrive a week later they learn it has been 24 days since they left the Sea Hero.

The sea Hero begins the long journey back, which for the most part mirrors the journey in. They row, and eventually the sky lightens, and the sun begins to rise and fall again. They hit the Storm Barrier, but do not encounter the Sea Lord. Ellicor had promised to speed their journey back, and they find that the normally western blowing winds are reversed, and the Sea Hero is able to return in the same time.


When they sight land, they realize that they have returned much farther north than they left. They sail for another week into the great northern bay, and dock in a port town in Norhall, a rough and lawless kingdom. It has been a total of 242 days since they sailed from Westport – almost 10 months. End Session

The Solarians

Frenos, keeper of awe, humility, and respect. Darkened over time and became more focused on fear and shadows. Survived the First World and exists as the Jack of Shadows.

Zalnor, keeper of the cycle of life, knowledge, and wisdom. Darkened over time and became more focused on death and secrets. Survived the First World and exists as the Carrion King.

Allanora, keeper of hope, renewal, and growth. Never darkened. Was killed by Culminos in the Solarian War.

Ellicor, keeper of craftmanship, endurance, and patience. Never darkened. Survived the First World and exists as himself, albeit in a non divine reduced form.

Culminos, keeper of freedom, excitement, and inspiration. Darkened over time and became more focused on envy, jealousy, and rage. Cast into the void by Omnos at the climax of the Solarian War.

Brulor, keeper of justice, righteousness, and equality. Darkened over time and became more focused on oppression and slaughter. Slain in the fight against Zarthos.

Pipos, keeper of faithfulness, purity, and innocence. Never darkened. Slain in the fight against Zarthos.

Shardan, keeper of thought, inquisitiveness, and perception. Never darkened. Survived the First World but driven mad. Exists as the Puppet King.

Lyrica, keeper of love and beauty. Darkened over time and became more focused on lust and hedonism. Slain in the fight against Zarthos.

Arglos, keeper of defense, sacrifice, and shepherding. Never darkened. Slain in the fight against Zarthos.

Ellicor's Tale

Omnos is the creator, the sole God, and he creates the world. He appoints 10 Solars to oversee his creation and guide the main races. These Solars are elevated and able to grant clerical spells to their followers, as Omnos imbues them with a fragment of his essence (divine rank). Over time the races of the First World viewed them less and less as intercessors to Omnos and eventual worshipped them as gods. Omnos, while distant, remained reachable and had a loyal set of clergy that maintained that he was the sole divinity. His worshippers did not have access to high level clerical magic (speculated because he imbued the Solarian pantheon) and thus their theology was often discounted. The Solarians eventually fought among themselves over the manner in which they interacted with their followers. Many believed they were in fact were gods. Some had darkened over time, warping into harsher or selfish versions of their original selves. There was war in heaven, as the Solarians led their respective angel subordinates against each other.  In the fight Culminos slew Allanora and in response Omnos, who had ignored the squabble, cast Culminos into the outer void.

This dramatically ended the fight and the Solarians went their separate ways. The angels who had supported the darkened Solarians became devils, and carried on a quiet war with the angels who remained, on behalf of their dark Lords. Time passed and Culminos sought a way to return to the world from the void, but was barred by Omnos’ edict. Denied, he then chose to lead the dark elder being known as Zarthos to the world in spite. Zarthos was a creature from outside of Omnos’ creation, and seems to be a personification for needless and purposeless destruction.  At first, only the intensity of the heavenly war changed as Zarthos approached and his influence touched the world. Then the peoples of the world began to take a turn for the darker. Madness for the first time was known.  Then the demons began to appear. Finally Zarthos himself began to enter the world (a process which took years).


Instead of fighting Zarthos or denying him entry, Omnos chose to allow him to act. Before Zarthos’ incarnation, Omnos collected all his faithful to him. The Argloians, warned of an impending apocalypse by the Omnian Brotherhood decades before, had spent those years gathering as much written knowledge as they could. This they hid in the tombs and the necropolis against the day that a second world came. When Zarthos’ avatar appeared the Solarians united, Dark and Light, and sought to slay or rebuke him. Only Ellicor refused to participate, which earned him the title of Betrayer from his bretheren. The majority were slain, only 3 besides Ellicor survived. In a gluttony of slaughter Zarthos wiped the surface of the world clean of life. At that moment, Omnos returned and dispersed Zarthos’ essence across the cosmos. All was dead save those trapped in stasis under the ground, and the 4 remaining Solarians who were altered, drained of power, and stripped of any semblance of divinity (divine ranks) by the magnitude of Zarthos’ lifewipe and dispersal. Omnos then gathered Zarthos’ essence and materialized it in a physical form. Then he took the shattered fragments of the world and crafted a prison for Zarthos – a giant ring with him chained within. He then erected massive enchantments over the world, and separated it from the multiverse to keep Zarthos imprisoned. Omnos retreated into the void, to start a new creation elsewhere. Before he left he gave the world itself sentience, and the charge to keep Zarthos imprisoned.

Session 42

Date: 7/26/2015
Attending: Jake, Chris, Aaron, Dave, Justin
Absent: Joey out of town - Baseball hall of fame
Start Time: 7:20 pm
End Time: 10:20 pm
XP awarded: 6,000
Game time elapsed:  102 days
Enemies Defeated:  None

Notes:
Game picks up with Bob leading the party into the Dragon Wastes to see a Chronosi. Along the way Grigor has a conversation with Bob about the endless and Bob’s motives/origins, which is summed up:

*Endless is a misnomer – Deathless is more appropriate; he can be destroyed but not “killed”
*Bob is from another creation, of which there are several
*This creation is removed from the others
*Bob was conducting research into a threat that will at some point threaten all the creations
*There are others like him, 20 that he knows of
*While interesting, this is set up for future games and not pertinent to the current story

The party then stops, and Bob cast a spell of summoning. The Stone King, an enormous figure made of lava and rock rises out of the ground, 140 feet high. Bob gives the stone King a glowing orb, and the Chronosi returns to the ground. When asked, Bob says the orb was something he borrowed for his research.

The group walks back to the Tower of the Endless where Bob magically finishes packing up and disappears. The party takes the Dinghy back to the ship. The Sea Hero lays over for one more day and then sets out on the voyage west on the 6th of Spring Waning, 346 SV.

After two weeks (10 days) of sailing west, the crew confronts the Captain about the voyage. He explains the intent and placates the crew with high wages and rum (the plan from the beginning).  Then on the 41st day out from the Tower of the Endless (approx. 2 months) the water gets choppy and they see a massive storm front on the horizon that seems endless in either direction. They sail into the storm which is a raging typhoon, and on the 3rd day of fighting through the storm they reach a calm area, where they are confronted by a figure identified as the Sea Lord, and 4 flying Krakens in the storm clouds. When they mention that Ellicor sent them the sea Lord allows them to pass.

On the other side of the storm barrier, the sea is calm, flat as glass, with no wind at all. They row for a month west. After a month, the sun does not rise, but an eternal twilight illuminates the world. The water at this point has turned completely black, yet remains still. They continue rowing and the sky gradually darkens until it is perpetual night. After 2 weeks the ship runs aground on black sand that is the same level as the black water. The knights disembark, and walk west. Bartholomew agrees to wait 2 weeks before leaving without them.  Since there is no sun, time is hard to track and the Knights don’t know how long they walk, but estimate about 3 days. They then hit a tangible wall of air, and push through.

Coming out the other side they see the black sand come to a clear stop out over nothingness. Beached on the sand are 6 massive wooden ships with no masts. There are stars in the nothingness making it look like the night sky to some extent. The Knights find that they do not need to breath. They can float in the void past the sand, and they can see the shape of the world.

The world is a large ring, with the continents on the outer face. Within the ring is a enormous figure chained spread eagle. They recognize the metal of the chains as the pitted iron used by the tainted ones.

Bajol’s armor glows and Ellicor emerges from it. He then explains the history of the world (see Ellicor’s Tale post), and explains that what his brothers and the God King are looking for is the location of Allanora’s body, which still contains a piece of Omnos’ divine essence. Only Ellicor seems to know the exact location, which is buried deep under Halvenspring (her body being the source of the spring which protects the area). Other parties want to find it to become divine, but Ellicor wants the party to find it and use the divine essence to reconnect the world with Heaven and Hell, dissolving some of the world enchantments and rejoining this creation with the multiverse. The party accepts the charge. End Session