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	<updated>2026-04-05T17:48:26Z</updated>
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	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Sunlight_Over_New_Syn%C3%A0ra&amp;diff=44856</id>
		<title>Sunlight Over New Synàra</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Sunlight_Over_New_Syn%C3%A0ra&amp;diff=44856"/>
		<updated>2026-02-21T23:44:14Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added more details to Dramatis Personae and Prelude.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a streamed Twitch Campaign that began on [TBD]. Within Quelmar, the story begins in CR 174.&lt;br /&gt;
&lt;br /&gt;
The campaign is played using the MASKS: A New Generation system published by Magpie Games and using the Powered by the Apocalypse system. The campaign&#039;s themes are: Dealing with Loss/Grief, Found Family, Identity, and Sacrifices.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The events of this campaign occur shortly after the creation of the &amp;quot;Second Sun&amp;quot; over New Synàra. The experimental fusion reactor now shines a bright light over a third of the busy metropolis day and night and only barely didn&#039;t cause a catastrophe when it was started thanks to the interventions of local hero Magnet Storm, who was able to contain the heat and plasma of the reactor from scorching the earth. The campaign follows the [TBD] as they step out onto the heroic stage and try to do good for their city.&lt;br /&gt;
&lt;br /&gt;
== Dramatis Personae (Major Characters) ==&lt;br /&gt;
&lt;br /&gt;
* [[Draft]] (Amia)&lt;br /&gt;
* [[Lifeline]] (Matt)&lt;br /&gt;
* [[White Whale]] (Manu)&lt;br /&gt;
* [[Obscurite]] (Jenn)&lt;br /&gt;
* (Deceased) Nimbus, aka Lisa Cunningham (NPC) - An apprentice hero who used to work with Aerokrys and was a member of the impromptu young hero team along with the player characters. She was killed during the initial outing with her teammates, stopping an attack on the Mayor.&lt;br /&gt;
* Mayor Francine Ansur (NPC) - The city&#039;s mayor for the last six years, she remains generally popular and she&#039;s starting to gear up for her re-election campaign. She took over the job after the previous Mayor had a minor scandal in which he spent taxpayer money on private parties for him and his friends and supporters. Her previous campaign slogan &amp;quot;For a Brighter Future&amp;quot; became a viral meme in the wake of the &amp;quot;Second Sun&amp;quot; incident.&lt;br /&gt;
* Magnet Storm (NPC) - A local superhero who controls a swarm of versatile drones that use incredibly sophisticated electromagnets to help him fight crime. He was a fairly niche vigilante who became a real icon for the city after he prevented the &amp;quot;Second Sun&amp;quot; from destroying the city when it breached containment. In the following months he has appeared at public events and on talk shows, and has a known &amp;quot;base&amp;quot; on top of the &amp;quot;Second Sun&amp;quot; tower that he took over to help ensure it remains as safe as he can make it.&lt;br /&gt;
* Ogalas (NPC) - A somewhat morally-gray &amp;quot;hero&amp;quot; who most-often works along the edges of the city. He has Florakinesis, an ability to manipulate plant matter, making it rapidly grow and respond to his will. He frequently disrupts corporate projects with self-styled environmental initiatives, but also contributes to clean-up, recovery and repair from villain attacks or disasters. He has sent people to the hospital after fights or after causing property damage, but has not killed anyone before.&lt;br /&gt;
* The Disciple (NPC) - A villain that started operating around the city in the weeks following the Second Sun incident. They are shrouded in mystery, and their actual identity is unknown, but they have begun to develop a following among the disaffected in the city. They&#039;ve begun taking over gang territories and have successfully run multiple thefts of museum exhibits and from archeological dig sites. &lt;br /&gt;
* Brenna Pendergras (NPC) - A wealthy landlord and building developer who is openly suspected to be a major gang leader involved in the underground drug and weapons markets, but there has never been a provable case against her. &lt;br /&gt;
* Aerokrys (NPC) - They will remain a mystery for now, but they fly! &lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
&lt;br /&gt;
=== Background/Minor Characters: ===&lt;br /&gt;
&lt;br /&gt;
*[TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
&lt;br /&gt;
== The Story So Far ==&lt;br /&gt;
&lt;br /&gt;
=== Prelude: ===&lt;br /&gt;
Of the five young &amp;quot;heroes&amp;quot; involved in what is now being dubbed the &amp;quot;Mayoral Mayhem&amp;quot; of June 2 CR 174, four survived and were publicly thanked for their assistance by the Mayor, Francine Ansur. Tragically, &amp;quot;Nimbus,&amp;quot; apprentice to the hero Aerokrys died while working with the other four young heroes in fighting off the as-yet-unidentified super-powered individual who attacked the Mayor&#039;s speech announcing a new initiative to provide aid to those who are still dealing with the fallout of the Second Sun over Wakoshi tower. New Synàra Spotlight reporters have identified the heroes as &amp;quot;Draft,&amp;quot; a speedster known to have worked previously with the hero &amp;quot;Blitzen;&amp;quot; the new hero calling himself &amp;quot;Lifeline&amp;quot; after the city&#039;s recently lost hero, &amp;quot;Obscurite,&amp;quot; a new telekinetic with an entirely black costume; and &amp;quot;White Whale,&amp;quot; who appeared to powers involving light and darkness... [Photos and more on page 6]&lt;br /&gt;
&lt;br /&gt;
== Episode Summaries (and links) ==&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
[[Category:CR]]&lt;br /&gt;
[[Category:Isonhound]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Sunlight_Over_New_Syn%C3%A0ra&amp;diff=44109</id>
		<title>Sunlight Over New Synàra</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Sunlight_Over_New_Syn%C3%A0ra&amp;diff=44109"/>
		<updated>2026-01-18T01:47:30Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added PC links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a streamed Twitch Campaign that began on [TBD]. Within Quelmar, the story begins in CR 174.&lt;br /&gt;
&lt;br /&gt;
The campaign is played using the MASKS: A New Generation system published by Magpie Games and using the Powered by the Apocalypse system. The campaign&#039;s themes are: [TBD]&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The events of this campaign occur shortly after the creation of the &amp;quot;Second Sun&amp;quot; over New Synàra. The experimental fusion reactor now shines a bright light over a third of the busy metropolis day and night and only barely didn&#039;t cause a catastrophe when it was started thanks to the interventions of local hero Magnet Storm, who was able to contain the heat and plasma of the reactor from scorching the earth. The campaign follows the [TBD] as they step out onto the heroic stage and try to do good for their city.&lt;br /&gt;
&lt;br /&gt;
== Dramatis Personae (Major Characters) ==&lt;br /&gt;
&lt;br /&gt;
* [[Draft]] (Amia)&lt;br /&gt;
* [[Lifeline]] (Matt)&lt;br /&gt;
* [[White Whale]] (Manu)&lt;br /&gt;
* [TBD] (Jenn)&lt;br /&gt;
* Mayor Francine Ansur (NPC) - The city&#039;s mayor for the last six years, she remains generally popular and she&#039;s starting to gear up for her re-election campaign. She took over the job after the previous Mayor had a minor scandal in which he spent taxpayer money on private parties for him and his friends and supporters. Her previous campaign slogan &amp;quot;For a Brighter Future&amp;quot; became a viral meme in the wake of the &amp;quot;Second Sun&amp;quot; incident.&lt;br /&gt;
* Magnet Storm (NPC) - A local superhero who controls a swarm of versatile drones that use incredibly sophisticated electromagnets to help him fight crime. He was a fairly niche vigilante who became a real icon for the city after he prevented the &amp;quot;Second Sun&amp;quot; from destroying the city when it breached containment. In the following months he has appeared at public events and on talk shows, and has a known &amp;quot;base&amp;quot; on top of the &amp;quot;Second Sun&amp;quot; tower that he took over to help ensure it remains as safe as he can make it.&lt;br /&gt;
* Ogalas (NPC) - A somewhat morally-gray &amp;quot;hero&amp;quot; who most-often works along the edges of the city. He has Florakinesis, an ability to manipulate plant matter, making it rapidly grow and respond to his will. He frequently disrupts corporate projects with self-styled environmental initiatives, but also contributes to clean-up, recovery and repair from villain attacks or disasters. He has sent people to the hospital after fights or after causing property damage, but has not killed anyone before.&lt;br /&gt;
* The Disciple (NPC) - A villain that started operating around the city in the weeks following the Second Sun incident. They are shrouded in mystery, and their actual identity is unknown, but they have begun to develop a following among the disaffected in the city. They&#039;ve begun taking over gang territories and have successfully run multiple thefts of museum exhibits and from archeological dig sites. &lt;br /&gt;
* Brenna Pendergras (NPC) - A wealthy landlord and building developer who is openly suspected to be a major gang leader involved in the underground drug and weapons markets, but there has never been a provable case against her. &lt;br /&gt;
* Aerokrys (NPC) - They will remain a mystery for now, but they fly! &lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
&lt;br /&gt;
== The Story So Far ==&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
== Episode Summaries (and links) ==&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
[[Category:CR]]&lt;br /&gt;
[[Category:Isonhound]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Category:JAMathon_2025&amp;diff=43897</id>
		<title>Category:JAMathon 2025</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Category:JAMathon_2025&amp;diff=43897"/>
		<updated>2025-12-29T03:35:05Z</updated>

		<summary type="html">&lt;p&gt;Warden: Created page with &amp;quot;*&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Wintercrest&amp;diff=43896</id>
		<title>Wintercrest</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Wintercrest&amp;diff=43896"/>
		<updated>2025-12-29T03:33:36Z</updated>

		<summary type="html">&lt;p&gt;Warden: removed incorrect tag.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wintercrest is a celebration of the turning point of winter, set at the midpoint between the Winter Solstice and Spring Equinox. &lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
Wintercrest traces its origins to the early PR era, when seasons lasted 4 years a piece. The midway point of winter, and the turning point in the darker, colder season. Traditional events include: bonfires, snow fights, and an exchanges of winter crafts between friends and families. &lt;br /&gt;
&lt;br /&gt;
It originated in the areas near what would become Woodhurst, and is a relatively minor celebration, especially in the areas that did not see regular snowfall during the winters. &lt;br /&gt;
&lt;br /&gt;
== Historic Events ==&lt;br /&gt;
In the winter of 199 PR, there was a small riot during the Wintercrest celebrations in Woodhurst. Disgruntled dockworkers tried to protest the celebrations because the snowfall that year was cause3d by magic and also led to the coastline icing over for multiple weeks. &lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:JAMathon 2025]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Wintercrest&amp;diff=43895</id>
		<title>Wintercrest</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Wintercrest&amp;diff=43895"/>
		<updated>2025-12-29T03:25:16Z</updated>

		<summary type="html">&lt;p&gt;Warden: Initial JAMathon 2025 post to make sure the category is created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wintercrest is a celebration of the turning point of winter, set at the midpoint between the Winter Solstice and Spring Equinox. &lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
Wintercrest traces its origins to the early PR era, when seasons lasted 4 years a piece. The midway point of winter, and the turning point in the darker, colder season. Traditional events include: bonfires, snow fights, and an exchanges of winter crafts between friends and families. &lt;br /&gt;
&lt;br /&gt;
It originated in the areas near what would become Woodhurst, and is a relatively minor celebration, especially in the areas that did not see regular snowfall during the winters. &lt;br /&gt;
&lt;br /&gt;
== Historic Events ==&lt;br /&gt;
In the winter of 199 PR, there was a small riot during the Wintercrest celebrations in Woodhurst. Disgruntled dockworkers tried to protest the celebrations because the snowfall that year was cause3d by magic and also led to the coastline icing over for multiple weeks. &lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:JAMathon]]&lt;br /&gt;
[[Category:JAMathon 2025]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Sunlight_Over_New_Syn%C3%A0ra&amp;diff=43834</id>
		<title>Sunlight Over New Synàra</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Sunlight_Over_New_Syn%C3%A0ra&amp;diff=43834"/>
		<updated>2025-12-23T03:19:26Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* Dramatis Personae (Major Characters) */ Added new NPC characters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a streamed Twitch Campaign that began on [TBD]. Within Quelmar, the story begins in CR 174.&lt;br /&gt;
&lt;br /&gt;
The campaign is played using the MASKS: A New Generation system published by Magpie Games and using the Powered by the Apocalypse system. The campaign&#039;s themes are: [TBD]&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The events of this campaign occur shortly after the creation of the &amp;quot;Second Sun&amp;quot; over New Synàra. The experimental fusion reactor now shines a bright light over a third of the busy metropolis day and night and only barely didn&#039;t cause a catastrophe when it was started thanks to the interventions of local hero Magnet Storm, who was able to contain the heat and plasma of the reactor from scorching the earth. The campaign follows the [TBD] as they step out onto the heroic stage and try to do good for their city.&lt;br /&gt;
&lt;br /&gt;
== Dramatis Personae (Major Characters) ==&lt;br /&gt;
&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* Mayor Francine Ansur (NPC) - The city&#039;s mayor for the last six years, she remains generally popular and she&#039;s starting to gear up for her re-election campaign. She took over the job after the previous Mayor had a minor scandal in which he spent taxpayer money on private parties for him and his friends and supporters. Her previous campaign slogan &amp;quot;For a Brighter Future&amp;quot; became a viral meme in the wake of the &amp;quot;Second Sun&amp;quot; incident.&lt;br /&gt;
* Magnet Storm (NPC) - A local superhero who controls a swarm of versatile drones that use incredibly sophisticated electromagnets to help him fight crime. He was a fairly niche vigilante who became a real icon for the city after he prevented the &amp;quot;Second Sun&amp;quot; from destroying the city when it breached containment. In the following months he has appeared at public events and on talk shows, and has a known &amp;quot;base&amp;quot; on top of the &amp;quot;Second Sun&amp;quot; tower that he took over to help ensure it remains as safe as he can make it.&lt;br /&gt;
* Ogalas (NPC) - A somewhat morally-gray &amp;quot;hero&amp;quot; who most-often works along the edges of the city. He has Florakinesis, an ability to manipulate plant matter, making it rapidly grow and respond to his will. He frequently disrupts corporate projects with self-styled environmental initiatives, but also contributes to clean-up, recovery and repair from villain attacks or disasters. He has sent people to the hospital after fights or after causing property damage, but has not killed anyone before.&lt;br /&gt;
* The Disciple (NPC) - A villain that started operating around the city in the weeks following the Second Sun incident. They are shrouded in mystery, and their actual identity is unknown, but they have begun to develop a following among the disaffected in the city. They&#039;ve begun taking over gang territories and have successfully run multiple thefts of museum exhibits and from archeological dig sites. &lt;br /&gt;
* Brenna Pendergras (NPC) - A wealthy landlord and building developer who is openly suspected to be a major gang leader involved in the underground drug and weapons markets, but there has never been a provable case against her. &lt;br /&gt;
* Aerokrys (NPC) - They will remain a mystery for now, but they fly! &lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
&lt;br /&gt;
== The Story So Far ==&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
== Episode Summaries (and links) ==&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
[[Category:CR]]&lt;br /&gt;
[[Category:Isonhound]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(CR)&amp;diff=43555</id>
		<title>Quelmar Timeline (CR)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(CR)&amp;diff=43555"/>
		<updated>2025-12-08T01:12:02Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added SONS campaign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://quelmarwiki.com/wiki/Quelmar_Timeline_(CR)?veaction=edit Click Here to Add or Remove Events in this Era]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%;&amp;quot; |Year&lt;br /&gt;
!Era&lt;br /&gt;
!Event&lt;br /&gt;
!Description&lt;br /&gt;
!Timeline Color&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|[[Trollkin]] become a prominent [[Quelmar]] [[race]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|[[Shadowrunning]] &lt;br /&gt;
|Shadowrunning becomes widespread across cities all over Quelmar&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;34&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;[[Campaign]]:&amp;lt;/u&amp;gt; [[Qandela Obscura]]&lt;br /&gt;
|&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;70&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; &#039;&#039;[[SUPERZ]]&#039;&#039;&lt;br /&gt;
|The SUPERZ comic, considered by some to be the first mainstream superhero comic book series in Quelmar, is published.&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;73&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign&amp;lt;/u&amp;gt;: [[Operation Verdant Pyramid (Campaign)|Operation Verdant Pyramid]]&lt;br /&gt;
|&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;80&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign&amp;lt;/u&amp;gt;: [[Quelmar Goes to Space (TV Series 80 CR)|&#039;&#039;&amp;lt;u&amp;gt;Quelmar Goes to Space&amp;lt;/u&amp;gt;&#039;&#039;]]&lt;br /&gt;
|The TV Show [[Quelmar Goes to Space (TV Series 80 CR)|&#039;&#039;&amp;lt;u&amp;gt;Quelmar Goes to Space&amp;lt;/u&amp;gt;&#039;&#039;]], which is in fact a signal broadcast backwards in time, mistaken as television, debuts&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;95&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|SUN Talks Collapse&lt;br /&gt;
|[[The Mi-Go Infiltration]] leads to the collapse of &amp;quot;tidal change&amp;quot; talks at the Southern United Nations.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;100&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign&amp;lt;/u&amp;gt;: [[Trial of Dreams]]&lt;br /&gt;
|&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;103-110&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Sparrow&#039;s Point]] &lt;br /&gt;
|(Gray Man in 103 CR, Feet of the Virident Sea in 110 CR)&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;114&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Secondary Characters]] &lt;br /&gt;
|&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;117&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Metagame (Campaign)|Metagame]] &lt;br /&gt;
|&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;118&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign&amp;lt;/u&amp;gt;: [[Reckondary Characters]] &lt;br /&gt;
|&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|173&lt;br /&gt;
|CR&lt;br /&gt;
|The &amp;quot;Second Sun&amp;quot; ignites over New Synàra‎ &lt;br /&gt;
|A &amp;quot;successful&amp;quot; launch of a fusion reactor that was barely not a catastrophe. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|174&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Sunlight Over New Synàra‎]]&lt;br /&gt;
|A streamed Quelmar campaign using the MASKS: A New Generation game system.&lt;br /&gt;
|LightBlue&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;178&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Get Submodule|&amp;gt;Get Submodule]] Part 1&lt;br /&gt;
|Also called year &#039;&#039;&#039;2468&#039;&#039;&#039;...or year &#039;&#039;&#039;214&#039;&#039;&#039; if you&#039;re in the complex&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;190&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Get Submodule|&amp;gt;Get Submodule]] Part 2&lt;br /&gt;
|Also called year &#039;&#039;&#039;2480&#039;&#039;&#039;...or year &#039;&#039;&#039;214&#039;&#039;&#039; if you&#039;re in the complex&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;304&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[CyberpunQ]]&lt;br /&gt;
|&lt;br /&gt;
|LightGreen&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;595&#039;&#039;&#039;&lt;br /&gt;
|CR&lt;br /&gt;
|End of [[the Quelmar Realm]] as we know it&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Sunlight_Over_New_Syn%C3%A0ra&amp;diff=43554</id>
		<title>Sunlight Over New Synàra</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Sunlight_Over_New_Syn%C3%A0ra&amp;diff=43554"/>
		<updated>2025-12-08T01:05:42Z</updated>

		<summary type="html">&lt;p&gt;Warden: Initial page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a streamed Twitch Campaign that began on [TBD]. Within Quelmar, the story begins in CR 174.&lt;br /&gt;
&lt;br /&gt;
The campaign is played using the MASKS: A New Generation system published by Magpie Games and using the Powered by the Apocalypse system. The campaign&#039;s themes are: [TBD]&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The events of this campaign occur shortly after the creation of the &amp;quot;Second Sun&amp;quot; over New Synàra. The experimental fusion reactor now shines a bright light over a third of the busy metropolis day and night and only barely didn&#039;t cause a catastrophe when it was started thanks to the interventions of local hero Magnet Storm, who was able to contain the heat and plasma of the reactor from scorching the earth. The campaign follows the [TBD] as they step out onto the heroic stage and try to do good for their city.&lt;br /&gt;
&lt;br /&gt;
== Dramatis Personae (Major Characters) ==&lt;br /&gt;
&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* [TBD] (PC)&lt;br /&gt;
* Mayor Francine Ansur (NPC) - The city&#039;s mayor for the last six years, she remains generally popular and she&#039;s starting to gear up for her re-election campaign. She took over the job after the previous Mayor had a minor scandal in which he spent taxpayer money on private parties for him and his friends and supporters. Her previous campaign slogan &amp;quot;For a Brighter Future&amp;quot; became a viral meme in the wake of the &amp;quot;Second Sun&amp;quot; incident.&lt;br /&gt;
* Magnet Storm (NPC) - A local superhero who controls a swarm of versatile drones that use incredibly sophisticated electromagnets to help him fight crime. He was a fairly niche vigilante who became a real icon for the city after he prevented the &amp;quot;Second Sun&amp;quot; from destroying the city when it breached containment. In the following months he has appeared at public events and on talk shows, and has a known &amp;quot;base&amp;quot; on top of the &amp;quot;Second Sun&amp;quot; tower that he took over to help ensure it remains as safe as he can make it.&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
* [TBD] (NPC)&lt;br /&gt;
&lt;br /&gt;
== The Story So Far ==&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
== Episode Summaries (and links) ==&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
[[Category:CR]]&lt;br /&gt;
[[Category:Isonhound]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Bedlam_in_the_Badlands/Player_Recaps&amp;diff=42121</id>
		<title>Bedlam in the Badlands/Player Recaps</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Bedlam_in_the_Badlands/Player_Recaps&amp;diff=42121"/>
		<updated>2025-10-05T00:18:30Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added session 5 summary from Gloria&amp;#039;s perspective.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}&lt;br /&gt;
Players document their characters&#039; experiences in the Badlands here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Please remember to link significant people and places to their associated wiki pages when appropriate. (The visual editor tries to do this automatically.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Bedlam in the Badlands/The Story So Far|The Story So Far]] for the DMs&#039; session overviews.&lt;br /&gt;
&lt;br /&gt;
=== Session 1: Kickoff Megagame - New Place, New Identity, and New Dream with an old scar of redemption  ===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs: [[Himo Nilo]],[[Raazdrog]], [[Stix]], [[Delaia]], [[Demir]], [[Caesana]], [[Jynx]], [[Leonard]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:[[Bedlam in the Badlands/NPCs|Raegina]],Baftzmyr, Kicyr, Cilvdywutc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Significant events:&#039;&#039;&#039; [[Himo Nilo]] has just arrived at the junkyard. It has been months of traveling alone with the hope of improving himself. Sweat constantly drips off his forehead as he is not used to this area. He received a letter from his contact arboretum asking for new hires and who goes by the name, &amp;quot;The Chairman.&amp;quot; He left for the Arboretum, has been on the road since, and doesn&#039;t know anything. After all, he was given only a description of [[Bedlam in the Badlands/NPCs#Raegina|Raegina]], her cohorts, and had no tools. He scraped the money he could and went over to the junkyard putting everything he could on the line just for the security of a little bit of breathing room. He watched Grind,Smash, &amp;amp; Cleave with great intent because he has never seen functioning robots, but sharpened himself when he realized he was fighting them. Attacking the robots, he realized they explode on death. He let instinctual training kick in and just kept throwing his dagger at Grind, Smash then Cleave. Adrenaline still rushing, he learned how to scrap creatures, but not that he was good at it. At least now he could possibly gather parts he needed to jerryrig what he wants. When he got the chance to improve Grind, he attempted two things to make it better. The first is he tried to increase the accuracy of the attacks, but as he worked on it, he got really nervous and fumbled with arm, almost removing it entirely. He barely improved it and attempted to improve the armor but proved impossible since he had no effect means of attaching parts wile casting mending. [[Stix]]  meanwhile, made the saw light ablaze whenever it swung to attack, and [[Raazdrog]] managed to add a ranged weapon to it. He did have two really great ideas that both of them liked. The first is he renamed Grind to Sparkburn. The second is he built off of Raazdrog&#039;s idea to give a voice. Raazdrog gave it &amp;quot;I am fire. I am death.&amp;quot; to repeat while fighting enemies. Himo added to that by having it also repeat &amp;quot;Feel the Spark. Feel the Burn!&amp;quot; When [[Bedlam in the Badlands/NPCs#Raegina|Raegina]] offered a wager for the best bot created, she gave everyone 10 additional GP and Himo bet seven of that ten on Sparkburn, and the other three went to Cleave. Sparkburn ended coming out on top and he made 31 GP out of that and Raazdrog&#039;s got 35 GP. Raazdrog&#039;s managed to convince Himo to give Stix 10 GP from both of us since they helped improve Sparkburn, to which Himo agreed and almost seemed relieved that Raazdrog&#039;s prompted him to do it. When the horn was blasted, Himo immediately got on the war rig and started repairing Sparkburn. When they got to an entrance of the Arboretum the war rig was flipped onto its side by an Oliphaunt. He managed to catch himself landing and immediately tried to help others up but it wasn&#039;t enough with his one hand. While fighting, Himo climbed on the war rig while it was on its side to get a clear vantage point, and saw the scale of this invastion for the first time. He focused hard on the Capra hard and got off the war rig when he was told by [[Bedlam in the Badlands/NPCs#Raegina|Raegina]] to get off. After cleaning up the Pustuloids, Capra Demons and Lesser Rage demons, a massive wave of wild magic energy was released. When the fight had ended, all spellcasters were spent including Leonard who saw the Rig get rammed into its side and decided to help out. [[Delaia]] and [[Raazdrog]]&#039;s defender were severly injured, and realization dawned on Himo when he knew that the conservatory was desroyed.  A few more demons were picked off while they were trying to flee, and while people were talking about uniting, Himo only thought of one thing. Using the very tool that turned his life into a living nightmare; Explosives&#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Session 1: Kickoff Megagame - Trading Route Troubles + Aggression From Above: Koro&#039;s Account===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Amanda&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039; [[Pryderi]], [[Silgr Þyrikk]], [[Chanterelle Viscaryn]], [[Davin Dunefoot]], [[Rhogar Dreel]], [[Rimsa Pavdad]], [[Koro]], [[Demir Malchan]], [[Lincoln &amp;quot;Toots&amp;quot; Whiterock]], [[Pearl Dust]], [[Larry]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039; Lord Pavan, Swordmaster Krispin, Tradesman Kareek, Stanley the monitor lizard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Significant events:&#039;&#039;&#039; Jeez...this place is insane. I guess the multiple sulfurous explosions originating from Hell Circles should&#039;ve maybe tipped me off to that, but I figured I could avoid all that craziness if I just did what I&#039;ve &#039;&#039;been&#039;&#039; doing this whole time! Simple job got served up on a silver platter from Duke Solon: escort duty of some goods and traders heading into Fed territory, easy peasy; been doing that type of thing for a while before coming to the Arboretum and never ran into any trouble that couldn&#039;t have been solved by standing around and looking tough. I assumed it would be more of the same this time around, just with more company than usual, and certainly better than getting served up as a punching bag against the Scrappers&#039; war machines. It was a fairly sized convoy: couple camel-drawn carts and some horses to carry the lord Pavan and his bodyguard Krispin, the trade envoys at the head of the small group. There was one cart that seemed more important than the others though. Drawn by a large monitor lizard named Stanley, the mystery cargo remained covered by thick tarps at all times, and the driver, Kareek, was not forthcoming about its contents either, despite Pryderi&#039;s inquiry. With the last thing that, at the time I thought, would make the job somewhat interesting firmly drowned in secrecy, I decided to settle in for the long haul...but that&#039;s when it all went to hell.&lt;br /&gt;
&lt;br /&gt;
Davin, a bow wielding halfling draped in the garb of one experienced in desert living, extended his senses into the distance searching for threats...and pinpointed a group of shadowy figures ahead of us. He was able to ascertain that the figures were no ordinary desert travelers, nor normal animals native to the dunes, and so we decided on a defensive approach. Unloading the carts of the wooden barrels and boxes, we fashioned a rough defensive perimeter of carts and containers, keeping what traders and animals we could within the circle. They were upon us not long after we finished setting up...these...&#039;&#039;things&#039;&#039;, they looked like dogs but ones that had been...&#039;&#039;&#039;melted&#039;&#039;&#039;. They flung themselves at us, tearing apart the animals first, but swiftly moving on to the traders if they had an opening. It seemed like they barely felt the impact of our attacks, I&#039;m not convinced they could even feel pain. I was struggling to even hit them with my sword...probably because it was too...uh, short! Yeah, it wasn&#039;t a longer blade like the ones I was used to wielding, just the one I was able to steal from back east...yeah that&#039;s probably it, probably should&#039;ve gotten around to replacing it sooner. I saw Pavan&#039;s bodyguard, Krispin, struggling to hit with his sword as well. His blade wasn&#039;t curved like the ones I preferred, but the length was right, I wondered if there was a way I could get it from him...but that would have to come after the battle. There was a larger hound leading the pack, cloaked in shadow and radiating heat, and it spewed a great beam of lava across Rhogar&#039;s body and many of the containers behind him; seemed like it nearly killed him on the spot. Oh, also forgot to mention that Stanley and the cart he was hitched to took off into the desert as soon as the hounds appeared, some help he was! A couple of the other animals got spooked too, but some members from our little troupe were able to round some of them up in the middle of the battle so we wouldn&#039;t be stranded if we survived. It was anything but easy, but eventually we were finally able to take out all the hounds. The traders had taken some casualties despite our efforts, but we didn&#039;t even have a second to catch our breaths before a flare shot over the horizon from the direction we had come from: [[the Arboretum]] was under attack. Pavan told us to forget the goods and to immediately hop on a cart and head back to assist. We did as we were told and were swiftly pulled back towards where we came. (Was able to convince Krispin to trade swords though with Pryderi&#039;s assistance, score! Not actually sure if the sword I gave him will serve him well, but I&#039;m certainly happy to be rid of it. Only wish the old man could&#039;ve been here so I could look him in the eye as I discarded it, good riddance).&lt;br /&gt;
&lt;br /&gt;
Arriving at the Arboretum we saw a nightmare: demons flooding every inch of the place, inside and out. Everywhere you looked you could see a battle; metal hitting metal, claws rending flesh, it was chaos all over...except for one place. Above the very top of the massive tree was seemingly a dark cloud that upon closer inspection, was revealed to actually be a swarm of countless flying demons, seemingly targeting the defenses mounted atop the Arboretum. Pavan urged us to be the ones to rush to meet the swarm and keep them from assisting their grounded allies. My mind immediately told me it was impossible, but for some reason my feet followed after the group. Our druid, Rimsa, ran off to join another part of the battle, and a tiefling named Demir joined up with us during our ascent. At the top, we split up to try and cover more ground, and at the start it seemed like it was going to be alright. A large, feathered demon seemed to be leading its brethren up there, but Silgr was able to send it careening down the side of the tree by somehow freezing it in midair with a flash of one of his runes. He and Rhogar were able to get Pavan and Krispin to one of the ballistae while Chanterelle, Pryderi, Demir, Davin, and I were able to start carving a path towards the double shot ballista...but our success didn&#039;t last. The smaller demons would come in waves; they could swoop and slash at us and be repositioned in the air before we could get a swing on them. I found myself wishing for a bow in my hands again, but it seemed even our allies with ranged abilities were being torn up. Even worse, the feathered demon had seemingly broken free of Silgr&#039;s rune before it hit the ground and was rapidly ascending back up the side of the tree. One by one we began to get knocked unconscious, I myself would&#039;ve likely fallen from the tree after a particular claw strike hit me hard if it wasn&#039;t for Chanterelle and Pryderi...it wasn&#039;t looking good. Additionally, a loud boom rang out from below us, and a violent quake shook the tree. Soon after, the cloud of demons above us began to dissipate, seemingly having completed the objective they came for (which I later learned was the destruction of the Arboretum&#039;s magical forge), but it seemed like the ones engaging us were still keen on wiping us out. I&#039;ll admit, I wasn&#039;t sure how we were going to make it out of there, but then, from the southernmost side of the tree, two literal bears that had scaled the entire height of the Arbotetum, one bearing a lizardfolk in wizard robes on its back, crested the top of the battlements and began laying into the demons. After realizing the new arrivals were on our side, our group was also able to rally and wipe out the demons before they could destroy the two remaining ballistae. The feathered demon appeared briefly, but it too followed its departing brethren away from the Arboretum.&lt;br /&gt;
&lt;br /&gt;
The rest of the day was a blur. I remember bits and pieces of a big speech about the three factions banding together to restore the Arboretum and defend its denizens from the demonic forces that had made themselves known, but my body&#039;s aches seemed to distract my mind from fully comprehending it. And while this was a victory, I was left to wonder just what on [[Quelmar]] I had gotten myself into...&lt;br /&gt;
&lt;br /&gt;
=== Session 3: WereVultures by Night (As Told by Stix)  ===&lt;br /&gt;
&#039;&#039;&#039;DM: Chris&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs: Davin Dewfoot ,[[Raazdrog]], [[Stix]], [[Delaia]], Steady Wind,  [[Leonard]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs: Suki, Brandran, Hektor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I’m not really sure what I’m supposed to write here. I was told to keep a log of the missions we’re sent on, so that’s what this is, I guess. I (Hi, I’m Stix) was summoned along with Delaiah (I really can’t seem to escape her), Davin, Dee, and two other familiar faces, Raazdrog and Leonard. We were taken before Suki, who said she’s the de facto healer for the Arboretum, and also claims she runs the Casino in the Federation? I heard of people ~~and she who mustn’t be named~~ talking about this ‘Casino’ concept and gambling. Suki said she’d teach me, so I guess I’m going to learn how to gamble at some point. She also gave us our mission- to escort an escaped Shend prisoner named Brandran to the Federation HQ and deliver him to Hektor himself. I brought up the fact that it might be unsafe and the whole madness thing might be an act and he might be a double agent. The rest of the party was mostly concerned about getting paid and what to name our horse companions (A and B, Incase whoever is reading this is wondering.) We were told it would be a 7 day trek if we paced ourselves accordingly. And the first 3 days went fine. On night 3, as I kept watch, I noticed some vultures circling our camp. In the morning they were still there, so I pointed them out to the crew. Delaiah actually said something smart, and pointed out that it might signal to other caravans that we were also out in the deserts. Davin managed to shoot them both out of the sky, and we continued on our way. And everything was fine. Until the evening. In the middle of the night, we were attacked by several more vultures, two large kinda vultures, and four foul smelling sand worms. Thanks to Delaiah knowing some weird hell’s language, we were able to figure out that they were after Brandran. I immediately shoved him in my locket to keep him safe, which was both a great and terrible idea. It kept him safe for several rounds of combat, but caused most of the adversaries to target me, and, being just a doll, it didn’t take much to get me out of the fight. From what I was told, the two larger vultures turned out to be were shapeshifter vultures, and Brandran is one of them as well. From what my party members could surmise, they wanted to take him back to the Shend? Maybe? At some point, I was woken up, and we finished off everything that was left. However, the were vultures kept healing themselves no matter what we tried. In the end, we tied all three of them up, and brought them to Hektor for questioning. He thanked us, and arranged for a safe caravan back to the Arboretum. &lt;br /&gt;
&lt;br /&gt;
===Session 5: Bombs (and how not to make them) 101: Koro&#039;s Account===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Mercedes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039; [[Syl]], [[Ollie Ollivine]], [[Glorivesh]], [[Koro]], [[Mizuka]], [[Avel]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039; [[Bedlam in the Badlands/NPCs|Raegina]], Baftzmyr, Kicyr, Cilvdywutc&lt;br /&gt;
&lt;br /&gt;
...I really should listen to my gut when it gives me a bad feeling about something. I mean, I guess I was for a while; I knew doing jobs for the Scrappers was a death wish more often than not, but after that fight on top of the Arboretum, after needing to be saved from certain death by others because I couldn&#039;t keep up with those demons...somehow all the &amp;quot;training&amp;quot; I suffered through wasn&#039;t enough. I thought I needed to be challenged more, I know I have what it takes I-I&#039;m probably just rusty after all this time...yeah, that&#039;s probably it. For some reason I thought the best way to shake the rust off was to take a job for the Scrappers. Apparently their home base, the Junkyard, was infested with pests, seemingly some demons that retreated from the battle at the Arboretum. I figured this would be a great way to get my groove back: fighting some lower strength demons who can&#039;t just fly away after they get their cheap shots (still need to find a longbow somewhere), sounded like a cakewalk...and that, of course, is where I was mistaken.&lt;br /&gt;
&lt;br /&gt;
Not only did we have to walk hours through the desert on foot just to get to the Junkyard, exhausting half of us before any fighting even began, but after arriving we were &amp;quot;recruited&amp;quot; by a woman named Cilvdy to make some...questionably designed explosives that would apparently draw the demons out of their hiding places within the piles of junk. Oh, I guess I should also mention who else was on this job. Syl was the only one I was previously acquainted with; they were apparently cleared for this mission by their boss, so we didn&#039;t have to worry about any demotions...hopefully. There was an elf named Ollie who had a giant frog companion, a scarred and tattooed elf named Avel, a vulpine performer named Mizuka, and a sorcerer named Gloria who&#039;s human...I think. Cilvdy set us up in a crude assembly line and we got to work, seemingly not really having a choice. Even though I was exhausted from travel, I was able to pick up the presence of someone watching us from afar; Raegina was here, and she was observing our group&#039;s progress. The only other people present for the show that was about to commence were Baftzmyr; a masked figure with an ornate headdress, and Kicyr; a half elf with a boisterous personality, both of whom seemed to be slightly antagonistic towards Cilvdy, though it seemed that she herself was none the wiser to this.&lt;br /&gt;
&lt;br /&gt;
There really isn&#039;t any other way to say this: we couldn&#039;t stop blowing ourselves up. Or more specifically, we couldn&#039;t stop blowing up whoever was unfortunate enough to be at the end of the assembly line. I was at the first step, folding the origami that would act as the casing for the explosive, so I was out of harm&#039;s way, and I was perfectly fine to stay there until we were done, as some of our group sustained some substantial damage from these misfires. I was convinced that more harm would be done to us doing this process than during the actual combat with the demon pests, but as is seemingly becoming more and more common these days, I was incorrect.&lt;br /&gt;
&lt;br /&gt;
After equipping us with the bombs that we were able to successfully construct, we were finally allowed to head out into the Junkyard to clear out the demons. As we were fanning out trying to find suitable locations to throw our bombs, I climbed to the top of a junk pile to try and get a better look at the surroundings, and that&#039;s when this demon...chicken...&#039;&#039;thing&#039;&#039; jumped out at me. It didn&#039;t have a head, but instead it&#039;s neck just ended in this huge mouth, I&#039;m not even sure it had eyes so I don&#039;t even know how it could see me...it was disgusting. I scarcely had a chance to draw my blade to retaliate before the chaos erupted. I heard explosions as the rest of the group began throwing their bombs, drawing out more of these poultry-like creatures, but also these huge writing leeches that accompanied them. I saw one take a chunk out of Syl&#039;s hood and just, &#039;&#039;dig&#039;&#039; into them. From my high vantage point, I could see this same thing happening to many other people in the group as well. Even when the leeches were killed the wounds they left would just &#039;&#039;gush&#039;&#039; blood uncontrollably, it was a scene out of a nightmare. Just like at the Arboretum, I had no focus when faced with these monsters; there was no calm threat assessment or confident show of force, panicked instinct took over. I remember rushing to Syl and trying to carve a path through the demons to give them some breathing room. I remember sprinting over towards Avel and Gloria and all I could see was red, just...blood everywhere. I remember slashing away at a group of three leeches that were latched onto Ollie and her frog, as well as Mizuka, our only healer. I think that was when it went quiet, and my senses returned to me. I heard no more otherworldly screeches or growls, only the soft hum of Mizuka&#039;s harmonica as she used her healing magic to stop the wounds of those who were still bleeding, it was over.&lt;br /&gt;
&lt;br /&gt;
The happy-go-lucky CIlvdy came to congratulate us and showed us how to harvest materials from the creatures&#039; corpses. I couldn&#039;t really focus on that though, my eyes were drawn once again to Raegina, who seemingly hadn&#039;t taken her eyes off us the entire time. Kicyr was with her this time though, and the cambion handed her lieutenant a bag of gold, still never taking her eyes off of us. I guess our performance was acceptable to her, but somehow the passing thought of a scenario where she wasn&#039;t filled me with more dread than any of the bloody scenes I witnessed today...&lt;br /&gt;
&lt;br /&gt;
==== Gloria&#039;s account ====&lt;br /&gt;
I took the job with the scrappers for a few reasons: first, it was the first thing that popped up after the attack on the arboretum that I could help out with between putting my own accomodations back together and helping with the conservatory. Second, it gave me a way to get back in touch with Baftzmyr and Kicyr to see if I could figure out if there was room for friendship or anything else there, or if I&#039;d poisoned the well a bit. Third, it gave me a chance to contextualize several of the people I&#039;ve been meeting around the place, like Gobbo Greenskin. I needed a sense of where they&#039;re coming from to really be able to know if there&#039;s something I can do to help, or something I can tailor my performances to. And finally, I wanted to get my hands a little dirty and deal with some of the demons that started all this chaos. Good news: mission accomplished on all counts. Bad news: I&#039;m apparently not very good at building bombs, and pretty fragile when it comes to fighting demon leeches. But that&#039;s getting ahead of myself.&lt;br /&gt;
&lt;br /&gt;
First off, we had to walk out there. It takes a few hours by foot, and the sun is punishing. Skin feeling cold and clammy to the touch of most people doesn&#039;t mean I don&#039;t sweat or overheat, but I managed it better than several of the others. Probably might help if someone sold parasols or other desert gear. Worth checking into later, if these sort of excursions become a regular thing. From that point we met with the lady lieutenants of the scrap heap: Baftzymyr, Kicyr, and Cildywutc just &amp;quot;Cilvdy&amp;quot; seems to be her preference. The first two &#039;&#039;definitely&#039;&#039; sort of hate me still for the time being, and the latter was most interested in getting us to build paper bombs filled with black powder. &lt;br /&gt;
&lt;br /&gt;
The goal was to fold the bombs, fill them, and then dip the finished product in hot wax with a fuse that could be easily lit and thrown to flush out the demons that were hiding around the various scrap piles. Cilvdy walked us through the steps and we each took a station. I &#039;&#039;thought&#039;&#039; that with my musician&#039;s steady hands, I&#039;d be a good fit for the final step, and because a lot of the others were exhausted, it seemed dangerous to put them there. Turns out, I&#039;m at least as prone to explode as anyone else. After barely managing to avoid maiming my hand by bodily throwing myself into the explosion of one bomb, we switched things up. Syl and Koro insisted on switching places with me, and I had absolutely no objections at that point. And now I have a distinct fear of losing digits when handling explosives, so I&#039;m going to try to never have to do that again if I can help it. Mizuka and Avel were both a really big help during the bomb-making too. It&#039;s interesting how their magic differs from my own, and it might be worth looking into studying the approach at some point in the future after I figure things out with V. &lt;br /&gt;
&lt;br /&gt;
After we got the bombs together, we took a bit of time to recuperate. I&#039;m pretty sure I&#039;m the one who needed that the most, but I wasn&#039;t the only one to suffer an accidental explosion, so maybe we all needed it. Anyway, we went out to the junkyard and spread out to deal with the pesky demons (demon pests?). As were were just getting set up to start lighting bombs, Koro got attacked by a couple of the beasts that were hiding on the scrap he climbed on top of. Very quickly from there, all the hells (or I guess the Abyss) broke loose. There were maybe two dozen of these monsters: nasty demon leeches that could stick to you and keep you bleeding without magical healing to staunch the wounds, and these hideous... meat chickens. Which, yes, chickens are meat animals already, but believe me, these things were just &#039;&#039;awful&#039;&#039; looking. No feathers, just like fleshy monstrosities. I do not recommend trying to eat one. &lt;br /&gt;
&lt;br /&gt;
Things got a little hectic in the fight. Cilvdy got attacked by a couple, and I helped her out. Syl seemed to be holding their own despite practically being surrounded. Ollie picked a few off with her bow and with the help of her giant frog. (Which, let&#039;s be real: has to require some &#039;&#039;crazy&#039;&#039; upkeep out in the badlands! Lots of water!) Koro went wild, taking out at least a half dozen of the creatures himself. (Not sure if I was feeling a little scared of him, or just impressed. He was a little monstrous himself, but nothing that was worrying.) Avel stayed pretty safe, from what I recall, and he held his own, but I lost track of him when I nearly passed out from blood loss. I... had a harder time than I expected. A handful of the creatures got close, and I couldn&#039;t manage a clean shot with my spells or to get away from them without getting hit. I&#039;m very fortunate that Mizuki was there. She&#039;s a bit of a lifesaver, for real. She used some sound spell to cause an explosion at one point, and it left my ears ringing, but she was even closer. Still, she managed to offer some healing words and keep me from ending up as the incubator for nasty demon eggs. Which, yeah, it would&#039;ve been &#039;&#039;nice&#039;&#039; to know that these demon chickens apparently lay eggs in people they knock down. Could&#039;ve been vital information that the resident demon-parts expert Baftzymyr could have &#039;&#039;shared&#039;&#039;, but I guess we didn&#039;t get to know that. I&#039;m not sure if it&#039;s because she was still mad at me that she left us all in the dark or if she just wouldn&#039;t have told us either way. But she wanted to harvest the eggs, and maybe they&#039;re easier to get out of a person than they are out of the dead monsters. I &#039;&#039;hope&#039;&#039; they&#039;re easy to get out of a person, but I&#039;m a little afraid to ask on the chance it&#039;s not the answer I want to hear. Note: stay far away from demon chickens if you&#039;re close to keeling over.&lt;br /&gt;
&lt;br /&gt;
We wrapped things up with Baftzmyr showing half of the group how to harvest the eggs, and Cilvdy showing the other half, including myself, how to slice up the demon leeches into something that they find useful. We got paid, and we did an okay job of it all, although the eggs were too difficult for anyone but Baftzmyr to get them out completely intact. Still, Cilvdy was happy with how we did, and on top of the payment she gave us a discount coupon for her explosives stand. (One that I&#039;m probably going to try to trade away, because of the above fear of blowing my hands up.) As everyone else started walking back to the arboretum, I was able to talk Cilvdy into giving me a ride on her horse. That let me get in a private conversation to learn a bit more about everything going on there, and get a sense of the feelings minefield. (Not spilling any of their secrets in this public report, no. If you want to try to talk me into revealing them, you can meet me in person, but be warned, I am sworn to secrecy by the unbreakable girl code!)&lt;br /&gt;
&lt;br /&gt;
[[Category:Bedlam in the Badlands]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Glorivesh&amp;diff=42120</id>
		<title>Glorivesh</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Glorivesh&amp;diff=42120"/>
		<updated>2025-10-04T23:23:10Z</updated>

		<summary type="html">&lt;p&gt;Warden: renamed her mother to match with hereditary kalashtar bonds.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Traveling Minstrel|name={{PAGENAME}}|image=|caption=|relatives=Father: Anton (human), Mother: Dianavesh (kalashtar half-elf)|languages=Common, Elvish, Quori|alias=Gloria; &amp;quot;The Girl with Violet Eyes&amp;quot;|marital=Partnered with her dream spirit. It&#039;s complicated.|birthPlace=Near [[Mek]]|deathDate=TBD|deathPlace=TBD|species=Kalashtar|gender=Female|height=5&#039; 9&amp;quot;|weight=125 pounds|eyes=Violet}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}, aka Gloria &#039;&#039;&#039;is a kalashtar shadow sorceress in the [[Bedlam in the Badlands]] campaign. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Gloria has extremely pale skin and long white hair which she usually keeps tied back in a long high ponytail. She has bright violet eyes, stands at 5&#039; 9&amp;quot; tall, and weighs around 125 pounds. She isn&#039;t particularly strong or hardy, and doesn&#039;t wear armor, or anything else that is likely to weigh her down. She tends to wear white flowing clothing, with black and brown accent colors, and can always be found carrying her prized lute: a family heirloom from her mother. She always feels cool to the touch, as if she were a corpse, although she is still fully affected by heat.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Gloria is a vivacious and friendly person. She loves seeing people smile or moving them to tears with a beautiful story. She is a performer through and through, and is as dedicated to her craft as she is anything else. She is a firm believer in making the world a better place than she found it by bringing people joy through storytelling and song. &lt;br /&gt;
&lt;br /&gt;
Gloria is deeply in love with her spiritual companion and guiding dream spirit: Vesh. Her goal in life is to find a way for the two of them to truly be together and also give Vesh the freedom to rejoin the plane of dreams. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Gloria was born on the northeastern coast of [[Pteris]] in a small town near [[Mek]]. Her parents were Dianavesh &amp;quot;Diana&amp;quot; a half-kalashtar-half elf woman who ran an inn, and Anton, a human fisherman. She grew up relatively simply, learning tales, how to sing and play the lute, and for the longest time, she expected she would just grow up to inherit her mother&#039;s business when she got older. Those plans changed after an incident in her 11th year where she disappeared for a month, only to come back changed: affected deeply by the shadow plane, and with a new ability to use magic. Her dream spirit Vesh was also deeply affected by this brush with darkness, becoming more closely bound to Gloria&#039;s being, and specifically, her shadow, inhabiting the darkness around her as much as she does Gloria&#039;s dreams. &lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Gloria speaks the common tongue, Elvish, and Quori - the language of dream spirits. &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Glorivesh uses a small amount of combat magic, but truly focuses more on utility and battlefield control. She likes to use darkness to her advantage, and teleport allies and foes to the most opportune locations. When she has to deal damage herself, she prefers to use the chill touch of death or the chaotic energies of her sorcerous nature. &lt;br /&gt;
&lt;br /&gt;
== Songs and Tales ==&lt;br /&gt;
The first night Gloria arrived at the Arboretum and settled at the inn where she had arranged to play several times a week for room and board, plus tips, she played a historic tale of her ancestors produced below:&lt;br /&gt;
&lt;br /&gt;
=== The Bloody Baron of Galomy ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;In a land some call Glendoveer, and others call Alest, there live people much like you or I, perhaps with more elves, and less rough-and-tumble folk than gathers here. There, within the Barony of Galomy ruled a prosperous family of elven nobles, wisely governing their people and ensuring their safety from the threats of the world. But elves are a long-lived race, and their people were not all of the same folk. Generations of other races passed under the reign of these elves without change, without input, and tensions with those who were ruled grew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Proud as these elves were, they did not mistake the danger that was building, and the young scion of the family, took it upon himself to mingle with the people, to gather their grievances, and get in their good graces. He did this for nearly a decade, slowly winning the hearts of the people back to his family as he proposed countless changes to the customs. But his work was doomed to fail, for his elders had seen the wheels of rebellion beginning to turn, and they had other plans to head it off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She sings a series of lines, snapping her fingers between sets of notes to create a harmony with magic. One side telling of the young elf&#039;s growing love for the tavern owner, a woman who constantly rejected his marriage proposals, and yet never pushed him away, while the other, casting a sinister tone tells of the gathering of soldiers, the planting of evidence, and writing of proclamations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Late one evening, filled with laughter, song, far too much alcohol, and what our young ne-Baron&#039;s heart was certain would be the night his love told him &#039;yes,&#039; the peace was shattered by a bloodied orc stumbling into the tavern. He yelled of an attack! Elves in fine armor, but not the Baron&#039;s colors, surrounding the town and accosting any and all travelers, even cutting some down without cause.&amp;quot; &#039;&#039;She takes a breath allowing the music of her lute to fade into silence before once again snapping her fingers to add a low magical percussive rhythm.&#039;&#039; &amp;quot;Eager to show his bravery and to protect his people, the elf took up his arms, calling for those with him to do the same and rushed out to do battle!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And a battle there was, but not the one he expected. It was quick and bloody, and the supposedly unknown elves were driven back in short order. But in the aftermath, he saw the bodies. He saw that these were in fact elves he recognized, that he had shared a home with, and whom he both loved and trusted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But the elders had proof of their rebellion now, and now it had a head they could focus all of the attention and blame upon: the young ne-Baron&#039;s. Word spread quickly, plans falling into place casting blame for all number of atrocities on him, and casting him as a power-seeking villain all too eager to take his place as Baron before his time.&amp;quot; &#039;&#039;She begins playing the lute again, a laughing tone to her voice.&#039;&#039; &amp;quot;But they were the true fools, for they underestimated the support he had from the people. A false rebellion quickly turned real, and the former nobles found themselves outmatched. In less than a year, the tide had turned, and they were forced to try to seek terms with their scapegoat. Terms he flatly rejected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because he was in love, and with the threat of death in every battle, his love had finally let him into her heart and her bed. She had a child on the way, and he would not allow these former relatives an opportunity to escape, retain their power, and threaten his new family in the future. They all had to die. All who had a claim to the Barony, and all who would seek to avenge them or take a throne that he fully intended should go to his children and pass from the hands of the elves entirely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She sighs, turning the song meloncholy.&#039;&#039; &amp;quot;But his love had no desire for thrones. She wanted only peace. Peace, songs, and a hearth to offer others. She argued with him for weeks over his plans, telling him they could simply leave: let his relatives keep the seat while the people governed themselves and find safety on the road for themselves. But he was fixed on his new dream, certain that she would adjust, that she would understand, all without knowing of her own plans to leave, with or without him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She throws a hand up toward the ceiling, and a sphere of impenetrable darkness forms in the air. The music halts for a heartbeat before resuming, tension rising every second.&#039;&#039; &amp;quot;The night before the final attack on the keep, to kill the last barrier between him and the throne, his love had a dream: one where she stayed with him, where their family ruled, and where she was happy. She was &#039;&#039;happy.&#039;&#039; She &#039;&#039;would&#039;&#039; be happy, she saw. Her dream guide, a spirit that had been with her all her life, showed it to her. She would be happy, she would forget the people who were killed. She would forget the toll that their lifestyle would have on the people. She would forget what it meant to be cold and lost and alone on a road far from home, and to find warmth and shelter beside a stranger&#039;s hearth.&amp;quot; &amp;quot;But that happiness would cost her her very soul in the bargain, because her soul could not forget those things and remain the same. It would twist, it would change into something darker, and so would her children.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The darkness vanishes, replaced by an illusion of a tall, dark horse running across the stage. &amp;quot;Without another moment of hesitation, she woke from the dream, climbed atop the majestic stallion her baron had given her, and fled into the night! Large with her child, she rode South, telling no one who she was, or where she was going.&amp;quot; The colors of the horse shift from black to roan to white as it runs. All the while, the lute plays a staccato rhythm. &amp;quot;She used her own magic, slight as it was, to hide. To change her appearance and that of her steed, to vanish into the world somewhere her love would never find.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She never learned what became of her love—for love him still, she did. For she knew that the knowledge would only make her doubt her decision and tempt her to return.&amp;quot; &#039;&#039;The image of a stallion shifts into that of a large sailing ship.&#039;&#039; &amp;quot;Cutting off her final tie to that life, she sold the horse for passage across the seas to Pteris. But on the journey, her daughter was born: hair white as seafoam, and eyes the same violet color of her father&#039;s—a tie that she could never sever, and could never dream of wanting to. A love that was true and had no power to twist her into something monstrous, and a life she would dedicate herself to nurturing far from the risk of ever falling within the reach of the Bloody Baron of Galomy.&amp;quot; &#039;&#039;She ends the ballad with a chord that echoes through the room, breathing heavily from the effort of the song, before standing and taking a bow.&#039;&#039;&amp;lt;/blockquote&amp;gt;While not entirely clear if this story refers to Gloria&#039;s grandmother, or an ancestor further generations back, this story tells of how her family moved from Osugbo to Pteris before she was born. &lt;br /&gt;
&lt;br /&gt;
=== The Girl with Violet Eyes ===&lt;br /&gt;
On a cool night, in the darkness at the edge of the Arboretum, Gloria sang a song of her own past, of when she came into contact with the shadowy forces that she has since made her own. This was in response to Rhogar Dreel sharing a story of the Pilgrim of Pteris. &lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Bedlam in the Badlands]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;     &#039;&#039;The melody peaceful and gentle at first, but slowly changing over time to add more tension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In Trudger lands, out by the sea, there lived a fisher, kind and fair, and his wife with violet eyes.&lt;br /&gt;
&lt;br /&gt;
They had a child they loved so dear, and raised her with great care, the girl with violet eyes. &lt;br /&gt;
&lt;br /&gt;
Strong and wise, but proud and bold, the girl with violet eyes&lt;br /&gt;
&lt;br /&gt;
feared nothing but the dark and cold, the girl with violet eyes. &lt;br /&gt;
&lt;br /&gt;
But safe she was, in lands of dreams, the girl with violet eyes, &lt;br /&gt;
&lt;br /&gt;
For Vesh was with her, there beyond, the world with violet eyes. &lt;br /&gt;
&lt;br /&gt;
But dreams can sometimes lead you wrong when violet eyes are closed.&lt;br /&gt;
&lt;br /&gt;
And on one night, the girl would walk, away from all she knows.&lt;br /&gt;
&lt;br /&gt;
Though safe, her mind, in cloaks of dream, her body left its own,&lt;br /&gt;
&lt;br /&gt;
&#039;Till wake she did, in cold and gloam, in no place she&#039;d been shown.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
     &#039;&#039;Here, Gloria&#039;s music pauses for an uncomfortable number of seconds before she speaks again, almost in a whisper.&#039;&#039; &amp;quot;Silence, death, and darkness, were all that surrounded her. Silhouettes, of shadow, looming, growing, and spreading all around. Then within her, they spread their cold, and it seemed for a moment that could have been an eternity that nothing could prevent her death, and the world would never see once more that girl with violet eyes.&amp;quot; &#039;&#039;She picks up the music again, seeming to battle back the silence and gloom of the darkness by sheer force of will.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Vesh the spirit, kind and bold, would not allow the girl with violet eyes,&lt;br /&gt;
&lt;br /&gt;
to no more sing the songs she loved, and lose those violet eyes.&lt;br /&gt;
&lt;br /&gt;
With light and love, and joy and faith, she took upon the dark.&lt;br /&gt;
&lt;br /&gt;
That darkness had no taste for two, for prey was always &#039;lone.&lt;br /&gt;
&lt;br /&gt;
And now with darkness of her own, the girl did make it home.&lt;br /&gt;
&lt;br /&gt;
A month had passed, her family mourned, the girl with violet eyes,&lt;br /&gt;
&lt;br /&gt;
But back she was, though cold and worn, with smiling violet eyes.&lt;br /&gt;
&lt;br /&gt;
And from that day, the girl knew, she&#039;d never be alone,&lt;br /&gt;
&lt;br /&gt;
And the dark could never take her soul, for it was all her own,&lt;br /&gt;
&lt;br /&gt;
With her and Vesh, now bound through night, and days with violet eyes.&amp;quot;&amp;lt;/blockquote&amp;gt;The autobiographical song is mostly accurate, although it takes some artistic license with events. Gloria remembers waking up with a start from her bout of sleepwalking, something that had occurred for her as a child a number of times, although it had never led her into any serious trouble before. This night, however, she recognized that she had somehow walked far out of the town and into the hills leading towards the deserts. Before she could start making the trip back home, a pure darkness enveloped her, bringing her body, mind and spirit briefly into the shadow plane. What caused this, Gloria could never tell, but when she finally escaped, an entire month had passed, and her parents had feared her dead. She came back, a bit worse for wear, her skin, gaunt and pale, and her temperature seemingly low as a corpse, but otherwise healthy and whole. Further, her connection with Vesh, her lifelong dream spirit guide, had deepened considerably, with the spirit having some small ability to signal certain thoughts and emotions to Gloria even while she was awake, and with her dreams allowing more complete communication between them.&lt;br /&gt;
&lt;br /&gt;
=== The Warning of Captain Greenskin the goblin ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Tonight, we begin our show with a special request, a story of goblins bold, from far-off waters. No easing into it friends—another crack of thunder—because Captain Greenskin and his band of pirates would never let you know they&#039;re coming until it was far too late to escape.&lt;br /&gt;
&lt;br /&gt;
Far on the other side of the world lies the continent of Levinkan, near the treacherous waters of Baleah, where the whirlpools are said to lead so deep that one could reach the very Hells below! The dangers of the waters were well-known, and well-marked. As soon as you could see the great bridge spanning the Crossing, you knew to venture no closer, lest you risk your vessel, your lives, and your very souls. But it was not what is below them that sailors truly had to fear. No, because a far more tenacious foe haunted those waters than devils: Captain Greenskin. (Underscore words with illusory sounds of wind, rain, and sea.)&lt;br /&gt;
&lt;br /&gt;
None truly know where he came from, but it became clear within his first year of spreading the name, that he and his crew of goblin pirates could strike anywhere on the waters without warning. And they could get away quickly as well. Ships who had nearly completed their voyages, with their destination port in sight, would suddenly hear the crack of thunder as magical storms would appear from nowhere, and lighting would strike their masts. Then, swarming up the sides of their vessels, moving sure as spiders, the crew of pirates would scale the sides and secure their targets. (Augment lines with illusory thunderclaps.)&lt;br /&gt;
&lt;br /&gt;
Now, they weren&#039;t monsters, there for slaughter. Any who surrendered would be spared, and some who struggled and lost were even offered a chance to join Greenskin&#039;s crew. A crew which, although many a larger creature joined, only ever seemed to have goblins when it would make its attacks. (Tempo and key switch here.)&lt;br /&gt;
&lt;br /&gt;
For two years, Captain Greenskin plundered the seas without effective challenge. Efforts to capture him failed. False shipments would be ignored, the guards hidden inside them left to wait in discomfort their entire journeys, butwithout being attacked. Even when a group of wizards, experts of divination, were hired, they could not find Captain Greenskin&#039;s hideout, nor lead any of his pursuers to their prey. (Abrupt pause in music)&lt;br /&gt;
&lt;br /&gt;
Then, without warning, the attacks stopped. Vessels traveled, braced for attack, and &#039;&#039;ready&#039;&#039; to surrender their wares, only for nothing to come. People wondered, had some secret enemy done the captain in? Had mutiny struck? Had they just gathered enough wealth for their goals, whatever those were?&lt;br /&gt;
&lt;br /&gt;
(Shift to softer underscore chords.) Rumors began to spread in seaside taverns and towns of former members of Captain Greenskin&#039;s crew turning up, loaded down in wealth, but with not a single consistent story to explain it. And all of them, goblins, though they hadn&#039;t all &#039;&#039;been&#039;&#039; goblins before they joined the crew. When questioned, they had no explanations for their change. All they could say was: Captain Greenskin needed strong goblins, and that&#039;s what we were. They remembered assaults on ships, getting away on the fast and tiny schooner that could masquerade as driftwood, but nothing about the times in between those moments.&lt;br /&gt;
&lt;br /&gt;
But, to all of their surprise, the first time one of these former crewmembers was captured by the law and executed for piracy, another ship was attacked, belonging to the city that tried the pirate. The signs of Greenskin&#039;s methods were all there: weapons mostly still in the armory, masts struck by lightning from a previously clear sky, and all of value stripped from the holds of the ship. There was but one exception: this time, there were no survivors. (Ominous sting? Too much? Try it out with multiple crowds at varying levels of intoxication.)&lt;br /&gt;
&lt;br /&gt;
This pattern happened again. Then two more times, before cities began to suspect the cause. Then, due to the pressure, they decided only imprison the captured pirates, for fear of the losses they would suffer if they executed them.&amp;quot; &#039;&#039;She smiles broadly, looking out at the crowd.&#039;&#039; &amp;quot;Now, all told, Captain Greenskin&#039;s crew could have been anywhere between thirty and a hundred and fifty goblins strong—accounts were never clear. But one thing that &#039;&#039;was&#039;&#039; clear, was that the goblinfolk of Levinkan and Osugbo were no fools. When the word got around that Greenskin&#039;s crew were off limits, suddenly &#039;&#039;every&#039;&#039; goblin caught for a capitol offense confessed to also being a former member of Greenskin&#039;s crew. (Eye the crowd to spot any goblinoids and make eye contact with a knowing expression.)&lt;br /&gt;
&lt;br /&gt;
Now, the guards and lawkeepers could have risked it, and they very nearly did after they&#039;d caught the tenth &#039;former crewmate&#039; in a week, but when the wealthy merchants feel the pressure of a threat to their pocketbooks, they make sure the law knows about it. After all, better to buy a goblin a cell than to buy yourself a new ship and crew. That&#039;s just business sense. &lt;br /&gt;
&lt;br /&gt;
They figured, goblins are short-lived, after five or ten years, surely any goblin who claims to have been a crewmember is lying, and they can be executed as normal. The problem was, three years after the attacks stopped, Captain Greenskin returned, back to using his first pattern of piracy: courteous, controlled, and uncatchable. He only operated for six months this time, and once again goblins everywhere began claiming to be crewmates of his whenever their lives were at risk.&lt;br /&gt;
&lt;br /&gt;
This went on and off for &#039;&#039;twenty&#039;&#039; years. A whole generation of people growing up with Captain Greenskin&#039;s crewmates safe from execution, and the sure fact of reprisals when one was executed. And the laws had to change in response. Goblin prisoners were no longer allowed to be sentenced to death, at most getting a lifetime sentence of labor—one from which many goblins were able to escape at some point.&lt;br /&gt;
&lt;br /&gt;
Now, that was quite some time ago, and on the far side of the world, but I&#039;ll tell you all what an old and powerful wizard once told me after I told him the tale. Captain Greenskin can&#039;t have just been a goblin, but has to have been some kind of god. A god that clearly wanted to make sure his people weren&#039;t executed. And when you&#039;re talking about gods, who can truly say that they couldn&#039;t reach across time and the realm to recruit that goblin you know who showed up with a little bit too much money to be legally acquired. Messing with gods is a fools&#039; errand at the best of times, and when it&#039;s as easy as not killing someone, it&#039;s best to follow what they want. So, even if that goblin broke into your tower and stole your favorite teapot, you should take a bit of care and check if he knows Captain Greenskin before you do anything drastic. (Close with a lasting chord and illusory image of goblin pirate captain giving the audience a bow.)&amp;lt;/blockquote&amp;gt;Played at the request of the artificer [[Gobbo Greenskin|Gobbo]] who thereafter styled themselves &amp;quot;Greenskin,&amp;quot; this song was based on an obscure and possibly inaccurate second-hand treatise of Levinkan laws that a traveler lent Gloria in her youth. The story itself is entirely invented, but none of it contradicts what facts Gloria was able to find regarding the levels of piracy and the legal code on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
=== The Starlight Assassin (WIP) ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Cold her blades, and colder her heart&lt;br /&gt;
&lt;br /&gt;
The Starlight Assassin is my tale tonight.&lt;br /&gt;
&lt;br /&gt;
Deadly with both her blades and her darts,&lt;br /&gt;
&lt;br /&gt;
She once set the nation Lacroix alight.&lt;br /&gt;
&lt;br /&gt;
~&lt;br /&gt;
&lt;br /&gt;
(Stick with ABAB, CBCB, XBXB, rhyme scheme, or just use meter and occasional call-back to rhymes with Starlight?)&lt;br /&gt;
&lt;br /&gt;
(Other potential rhymes to use as needed for pattern: right, light, might, fight, kite, bite, wight, sight, tight, height, night, plight, blight, flight, slight, bright, fright, trite, quite)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired in part by her encounters with the former assassin [[Kicyr]], Gloria decided that the scrappers and ne&#039;er do-wells of the Arboretum might make a good audience for a bloody tale featuring an androgynous and elusive killer who specialized in killing other monsters in one of the darkest places on the other side of the world. &lt;br /&gt;
&lt;br /&gt;
=== The Dragon &#039;round the Moons ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Every child who looks up at the red skies knows, &lt;br /&gt;
&lt;br /&gt;
Every month there is a new moon.&lt;br /&gt;
&lt;br /&gt;
The phases change as time ever flows,&lt;br /&gt;
&lt;br /&gt;
But if you stare too deep, you&#039;ll become a loon.&lt;br /&gt;
&lt;br /&gt;
~ (Begin melody here)&lt;br /&gt;
&lt;br /&gt;
Lunacy, they call it, the madness that captures those who follow the Celestial bodies&#039; passage too closely. &lt;br /&gt;
&lt;br /&gt;
And since I don&#039;t want to drive you all mad, we&#039;ll steer tonight&#039;s story around those beautiful and dangerous bodies. (From here, the melody should start properly accompanying the lyrics).&lt;br /&gt;
&lt;br /&gt;
Instead, we will focus on the space in between, &lt;br /&gt;
&lt;br /&gt;
The dragon around them, that travels unseen.&lt;br /&gt;
&lt;br /&gt;
Moons come and go from our sky, and with them many things more.&lt;br /&gt;
&lt;br /&gt;
But there is a presence who stays there to soar.&lt;br /&gt;
&lt;br /&gt;
The great wingless dragon, born of the deepest Void and the passage of time. &lt;br /&gt;
&lt;br /&gt;
They roost in no lair, and have done not a crime. &lt;br /&gt;
&lt;br /&gt;
A wanderer, they, constant motion, they crave,&lt;br /&gt;
&lt;br /&gt;
Our world is their home, to destroy or to save. &lt;br /&gt;
&lt;br /&gt;
Forever, great Nyxulon circles the sky, &lt;br /&gt;
&lt;br /&gt;
Briefly touching a moon, as each catches their eye. &lt;br /&gt;
&lt;br /&gt;
Each perch brings moons to us, our eyes do not lie,&lt;br /&gt;
&lt;br /&gt;
But we see them as they&#039;re passing us by. &lt;br /&gt;
&lt;br /&gt;
Their interest waxes and wanes, and so too do the moons, &lt;br /&gt;
&lt;br /&gt;
though Clerics and scholars alike, have found no reasons why. (Look for any known clerics and scholars in the crowd to give them a disappointed gaze.)&lt;br /&gt;
&lt;br /&gt;
Now, I am neither of those, but I&#039;ll venture a guess. (Add hint of wryness to this line, because &#039;&#039;of course,&#039;&#039; they wouldn&#039;t have the reasons!)&lt;br /&gt;
&lt;br /&gt;
I&#039;d say it&#039;s because they&#039;re a little like us.&lt;br /&gt;
&lt;br /&gt;
Know a moon too well, and it drives you mad.&lt;br /&gt;
&lt;br /&gt;
So their wandering interest should make us all glad.&lt;br /&gt;
&lt;br /&gt;
For if ever they settled on a single moon true, (Keep illusory shadow dragon circling a single moon, but with ominous changes of color while striking a chord that leads into the next line.) &lt;br /&gt;
&lt;br /&gt;
What would lunacy cause the great dragon to do?&lt;br /&gt;
&lt;br /&gt;
Gods, Monsters, and men, not one of them knew,&lt;br /&gt;
&lt;br /&gt;
And the truth of which, the world may yet rue.&lt;br /&gt;
&lt;br /&gt;
So, let us be glad, of the dragon who runs &#039;round our moons,&lt;br /&gt;
&lt;br /&gt;
and doubly so when the same moon returns not too soon. (Use Darkness to put out the lights of all of the lanterns? Too dramatic? TBD. Test with various locales later.)&amp;lt;/blockquote&amp;gt;This tale is about the changing phases of the Moons of Quelmar, and the neutral dragon god who governs their passage. Having seen and heard much of the stars from the faithful of [[Vela]] around the Arboretum, Gloria felt that a story of the cosmos would find a welcome audience among the adventurers. Nyxulon, the dragon of Cosmic Space is rarely worshipped, except by denizens of the moons themselves who do so in hopes that he visits their moon next, to bring it close to Quelmar for a time. For a complete performance, she figured that paper lanterns of the moons could be spread around the area, and her minor illusions could be a shadowy dragon moving around from moon to moon as she sings the song.&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Nyxulon&amp;diff=42087</id>
		<title>Nyxulon</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Nyxulon&amp;diff=42087"/>
		<updated>2025-10-04T06:28:40Z</updated>

		<summary type="html">&lt;p&gt;Warden: Created the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_god|affilliation=Child of The Void and Chronepsis|name={{PAGENAME}}|image=|caption=The Great Space Dragon|domains=Time, Void, Space, Change|plane=Astral Plane, The Moonwild, Various Other Lunar planes|worshippingraces=Denizens of the Moonwild, Lunar Fey, other residents of lunar realms or those interested in them, and Lunatics.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} (Name to be finalized) (They/Them) &#039;&#039;&#039;is a wingless cosmic dragon deity that causes the shifting of the moons of Quelmar.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Nyxulon is the child of [[Chronepsis]] and the Void. They are a vast entity, large enough to wrap themselves partially around any one of Quelmar&#039;s numerous moons as they touch down to take a closer look. Their usual form is a long, sinuous and wingless dragon with scales primarily of the deepest black, but a scattering of bright, glowing scales that allow them to blend in with the stars on the rare occasions they are noticed by other beings.    &lt;br /&gt;
&lt;br /&gt;
== Works ==&lt;br /&gt;
Nyxulon is a force that causes not only the phases of the moon, but also causes the various moons of Quelmar to become more prominent at different times. Each month they shift from one lunar plane to another, or sometimes return to one multiple months in a row, allowing it to stay close to Quelmar for a longer period of time. They tend to work independently from lunar deities and archfey, but even when their attention is focused on one lunar representation, the others are not too far from Quelmar to reach it with powerful magic. &lt;br /&gt;
&lt;br /&gt;
== Worshippers ==&lt;br /&gt;
Nyxulon is a relatively unknown deity, and they are worshipped by even fewer. Residents of the various lunar planes are more likely to know of their existence, but they are most often treated as a force of nature, or part of the standard lunar cycle than thought of as an object of worship. Some lunar residents offer prayers to them in the hope that prayers will draw their attention to that particular moon, and bring it closer to Quelmar for whatever purpose they have in mind. When the moon is brought closer to the material plane of Quelmar, travel between realms is significantly easier, so that is a common motivation.  &lt;br /&gt;
&lt;br /&gt;
Other worshippers sometimes include Lunatics, cultists obsessed with one particular moon of Quelmar, and who want Nyxulon to focus their attention on only one moon, and allow the others to drift further and further away from the material plane until their connection to Quelmar fades away. Whether this has any chance of succeeding, or what the actual consequences of such a result would be remains to be seen.  &lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
They are capable of telepathic speech that can be understood by any being who speaks or understands any language, however, they only very rarely communicate with others. They are a solitary and enigmatic wanderer who seems to prefer things that way. &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
At least so far, there have been no tales told of battles or times where Nyxulon&#039;s endless wandering between the moons has been interrupted or changed. When they perch on one moon, that is the one that becomes visible in the night sky of Quelmar, starting with the phase of the new moon, and waxing until the moon is full in the sky. At this point, Nyxulon moves on to a new point of interest, most often on a different moon, but sometimes on the same one, and it wanes until the moon is no longer visible on the material plane. Then the cycle starts again.&lt;br /&gt;
&lt;br /&gt;
Speculation is that Nyxulon has significant powers over planar magic, gravity manipulation, and some amount of chronomancy granted to them by their mother, Chronepsis. &lt;br /&gt;
&lt;br /&gt;
== Notable Holy Sites ==&lt;br /&gt;
There are a handful of temples to Nyxulon spread across various lunar planes. Sometimes a holy site is created after Nyxulon lands there multiple times across lunar cycles, but as their behavior is rarely predictable, a place that has seen multiple visits is no more likely than any other to be the site of their next visit to the plane.&lt;br /&gt;
&lt;br /&gt;
== Stories and Songs ==&lt;br /&gt;
There is at least one known song about Nyxulon, reproduced below as the version sung by [[Glorivesh]], a wandering minstrel and shadow sorceress. She learned the story from a black dragonborn that spent a few weeks in her family&#039;s tavern while she was growing up, and put it to music she could add to her repertoire. &lt;br /&gt;
&lt;br /&gt;
=== The Dragon &#039;round the Moons ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Every child who looks up at the red skies knows,&lt;br /&gt;
&lt;br /&gt;
Every month there is a new moon.&lt;br /&gt;
&lt;br /&gt;
The phases change as time ever flows,&lt;br /&gt;
&lt;br /&gt;
But if you stare too deep, you&#039;ll become a loon.&lt;br /&gt;
&lt;br /&gt;
~ (Begin melody here)&lt;br /&gt;
&lt;br /&gt;
Lunacy, they call it, the madness that captures those who follow the Celestial bodies&#039; passage too closely.&lt;br /&gt;
&lt;br /&gt;
And since I don&#039;t want to drive you all mad, we&#039;ll steer tonight&#039;s story around those beautiful and dangerous bodies. (From here, the melody should start properly accompanying the lyrics).&lt;br /&gt;
&lt;br /&gt;
Instead, we will focus on the space in between,&lt;br /&gt;
&lt;br /&gt;
The dragon around them, that travels unseen.&lt;br /&gt;
&lt;br /&gt;
Moons come and go from our sky, and with them many things more.&lt;br /&gt;
&lt;br /&gt;
But there is a presence who stays there to soar.&lt;br /&gt;
&lt;br /&gt;
The great wingless dragon, born of the deepest Void and the passage of time.&lt;br /&gt;
&lt;br /&gt;
They roost in no lair, and have done not a crime.&lt;br /&gt;
&lt;br /&gt;
A wanderer, they, constant motion, they crave,&lt;br /&gt;
&lt;br /&gt;
Our world is their home, to destroy or to save.&lt;br /&gt;
&lt;br /&gt;
Forever, great Nyxulon circles the sky,&lt;br /&gt;
&lt;br /&gt;
Briefly touching a moon, as each catches their eye.&lt;br /&gt;
&lt;br /&gt;
Each perch brings moons to us, our eyes do not lie,&lt;br /&gt;
&lt;br /&gt;
But we see them as they&#039;re passing us by.&lt;br /&gt;
&lt;br /&gt;
Their interest waxes and wanes, and so too do the moons,&lt;br /&gt;
&lt;br /&gt;
though Clerics and scholars alike, have found no reasons why. (Look for any known clerics and scholars in the crowd to give them a disappointed gaze.)&lt;br /&gt;
&lt;br /&gt;
Now, I am neither of those, but I&#039;ll venture a guess. (Add hint of wryness to this line, because &#039;&#039;of course,&#039;&#039; they wouldn&#039;t have the reasons!)&lt;br /&gt;
&lt;br /&gt;
I&#039;d say it&#039;s because they&#039;re a little like us.&lt;br /&gt;
&lt;br /&gt;
Know a moon too well, and it drives you mad.&lt;br /&gt;
&lt;br /&gt;
So their wandering interest should make us all glad.&lt;br /&gt;
&lt;br /&gt;
For if ever they settled on a single moon true, (Keep illusory shadow dragon circling a single moon, but with ominous changes of color while striking a chord that leads into the next line.)&lt;br /&gt;
&lt;br /&gt;
What would lunacy cause the great dragon to do?&lt;br /&gt;
&lt;br /&gt;
Gods, Monsters, and men, not one of them knew,&lt;br /&gt;
&lt;br /&gt;
And the truth of which, the world may yet rue.&lt;br /&gt;
&lt;br /&gt;
So, let us be glad, of the dragon who runs &#039;round our moons,&lt;br /&gt;
&lt;br /&gt;
and doubly so when the same moon returns not too soon. (Use Darkness to put out the lights of all of the lanterns? Too dramatic? TBD. Test with various locales later.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[Category:Deities]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
[[Category:Dragons]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Glorivesh&amp;diff=42086</id>
		<title>Glorivesh</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Glorivesh&amp;diff=42086"/>
		<updated>2025-10-04T05:51:28Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added 2 complete songs and one still very much a WIP.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Traveling Minstrel|name={{PAGENAME}}|image=|caption=|relatives=Father: Anton (human), Mother: Dianari (kalashtar half-elf)|languages=Common, Elvish, Quori|alias=Gloria; &amp;quot;The Girl with Violet Eyes&amp;quot;|marital=Partnered with her dream spirit. It&#039;s complicated.|birthPlace=Near [[Mek]]|deathDate=TBD|deathPlace=TBD|species=Kalashtar|gender=Female|height=5&#039; 9&amp;quot;|weight=125 pounds|eyes=Violet}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}, aka Gloria &#039;&#039;&#039;is a kalashtar shadow sorceress in the [[Bedlam in the Badlands]] campaign. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Gloria has extremely pale skin and long white hair which she usually keeps tied back in a long high ponytail. She has bright violet eyes, stands at 5&#039; 9&amp;quot; tall, and weighs around 125 pounds. She isn&#039;t particularly strong or hardy, and doesn&#039;t wear armor, or anything else that is likely to weigh her down. She tends to wear white flowing clothing, with black and brown accent colors, and can always be found carrying her prized lute: a family heirloom from her mother. She always feels cool to the touch, as if she were a corpse, although she is still fully affected by heat.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Gloria is a vivacious and friendly person. She loves seeing people smile or moving them to tears with a beautiful story. She is a performer through and through, and is as dedicated to her craft as she is anything else. She is a firm believer in making the world a better place than she found it by bringing people joy through storytelling and song. &lt;br /&gt;
&lt;br /&gt;
Gloria is deeply in love with her spiritual companion and guiding dream spirit: Vesh. Her goal in life is to find a way for the two of them to truly be together and also give Vesh the freedom to rejoin the plane of dreams. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Gloria was born on the northeastern coast of [[Pteris]] in a small town near [[Mek]]. Her parents were Dianari &amp;quot;Diana&amp;quot; a half-kalashtar-half elf woman who ran an inn, and Anton, a human fisherman. She grew up relatively simply, learning tales, how to sing and play the lute, and for the longest time, she expected she would just grow up to inherit her mother&#039;s business when she got older. Those plans changed after an incident in her 11th year where she disappeared for a month, only to come back changed: affected deeply by the shadow plane, and with a new ability to use magic. Her dream spirit Vesh was also deeply affected by this brush with darkness, becoming more closely bound to Gloria&#039;s being, and specifically, her shadow, inhabiting the darkness around her as much as she does Gloria&#039;s dreams. &lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Gloria speaks the common tongue, Elvish, and Quori - the language of dream spirits. &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Glorivesh uses a small amount of combat magic, but truly focuses more on utility and battlefield control. She likes to use darkness to her advantage, and teleport allies and foes to the most opportune locations. When she has to deal damage herself, she prefers to use the chill touch of death or the chaotic energies of her sorcerous nature. &lt;br /&gt;
&lt;br /&gt;
== Songs and Tales ==&lt;br /&gt;
The first night Gloria arrived at the Arboretum and settled at the inn where she had arranged to play several times a week for room and board, plus tips, she played a historic tale of her ancestors produced below:&lt;br /&gt;
&lt;br /&gt;
=== The Bloody Baron of Galomy ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;In a land some call Glendoveer, and others call Alest, there live people much like you or I, perhaps with more elves, and less rough-and-tumble folk than gathers here. There, within the Barony of Galomy ruled a prosperous family of elven nobles, wisely governing their people and ensuring their safety from the threats of the world. But elves are a long-lived race, and their people were not all of the same folk. Generations of other races passed under the reign of these elves without change, without input, and tensions with those who were ruled grew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Proud as these elves were, they did not mistake the danger that was building, and the young scion of the family, took it upon himself to mingle with the people, to gather their grievances, and get in their good graces. He did this for nearly a decade, slowly winning the hearts of the people back to his family as he proposed countless changes to the customs. But his work was doomed to fail, for his elders had seen the wheels of rebellion beginning to turn, and they had other plans to head it off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She sings a series of lines, snapping her fingers between sets of notes to create a harmony with magic. One side telling of the young elf&#039;s growing love for the tavern owner, a woman who constantly rejected his marriage proposals, and yet never pushed him away, while the other, casting a sinister tone tells of the gathering of soldiers, the planting of evidence, and writing of proclamations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Late one evening, filled with laughter, song, far too much alcohol, and what our young ne-Baron&#039;s heart was certain would be the night his love told him &#039;yes,&#039; the peace was shattered by a bloodied orc stumbling into the tavern. He yelled of an attack! Elves in fine armor, but not the Baron&#039;s colors, surrounding the town and accosting any and all travelers, even cutting some down without cause.&amp;quot; &#039;&#039;She takes a breath allowing the music of her lute to fade into silence before once again snapping her fingers to add a low magical percussive rhythm.&#039;&#039; &amp;quot;Eager to show his bravery and to protect his people, the elf took up his arms, calling for those with him to do the same and rushed out to do battle!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And a battle there was, but not the one he expected. It was quick and bloody, and the supposedly unknown elves were driven back in short order. But in the aftermath, he saw the bodies. He saw that these were in fact elves he recognized, that he had shared a home with, and whom he both loved and trusted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But the elders had proof of their rebellion now, and now it had a head they could focus all of the attention and blame upon: the young ne-Baron&#039;s. Word spread quickly, plans falling into place casting blame for all number of atrocities on him, and casting him as a power-seeking villain all too eager to take his place as Baron before his time.&amp;quot; &#039;&#039;She begins playing the lute again, a laughing tone to her voice.&#039;&#039; &amp;quot;But they were the true fools, for they underestimated the support he had from the people. A false rebellion quickly turned real, and the former nobles found themselves outmatched. In less than a year, the tide had turned, and they were forced to try to seek terms with their scapegoat. Terms he flatly rejected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because he was in love, and with the threat of death in every battle, his love had finally let him into her heart and her bed. She had a child on the way, and he would not allow these former relatives an opportunity to escape, retain their power, and threaten his new family in the future. They all had to die. All who had a claim to the Barony, and all who would seek to avenge them or take a throne that he fully intended should go to his children and pass from the hands of the elves entirely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She sighs, turning the song meloncholy.&#039;&#039; &amp;quot;But his love had no desire for thrones. She wanted only peace. Peace, songs, and a hearth to offer others. She argued with him for weeks over his plans, telling him they could simply leave: let his relatives keep the seat while the people governed themselves and find safety on the road for themselves. But he was fixed on his new dream, certain that she would adjust, that she would understand, all without knowing of her own plans to leave, with or without him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She throws a hand up toward the ceiling, and a sphere of impenetrable darkness forms in the air. The music halts for a heartbeat before resuming, tension rising every second.&#039;&#039; &amp;quot;The night before the final attack on the keep, to kill the last barrier between him and the throne, his love had a dream: one where she stayed with him, where their family ruled, and where she was happy. She was &#039;&#039;happy.&#039;&#039; She &#039;&#039;would&#039;&#039; be happy, she saw. Her dream guide, a spirit that had been with her all her life, showed it to her. She would be happy, she would forget the people who were killed. She would forget the toll that their lifestyle would have on the people. She would forget what it meant to be cold and lost and alone on a road far from home, and to find warmth and shelter beside a stranger&#039;s hearth.&amp;quot; &amp;quot;But that happiness would cost her her very soul in the bargain, because her soul could not forget those things and remain the same. It would twist, it would change into something darker, and so would her children.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The darkness vanishes, replaced by an illusion of a tall, dark horse running across the stage. &amp;quot;Without another moment of hesitation, she woke from the dream, climbed atop the majestic stallion her baron had given her, and fled into the night! Large with her child, she rode South, telling no one who she was, or where she was going.&amp;quot; The colors of the horse shift from black to roan to white as it runs. All the while, the lute plays a staccato rhythm. &amp;quot;She used her own magic, slight as it was, to hide. To change her appearance and that of her steed, to vanish into the world somewhere her love would never find.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She never learned what became of her love—for love him still, she did. For she knew that the knowledge would only make her doubt her decision and tempt her to return.&amp;quot; &#039;&#039;The image of a stallion shifts into that of a large sailing ship.&#039;&#039; &amp;quot;Cutting off her final tie to that life, she sold the horse for passage across the seas to Pteris. But on the journey, her daughter was born: hair white as seafoam, and eyes the same violet color of her father&#039;s—a tie that she could never sever, and could never dream of wanting to. A love that was true and had no power to twist her into something monstrous, and a life she would dedicate herself to nurturing far from the risk of ever falling within the reach of the Bloody Baron of Galomy.&amp;quot; &#039;&#039;She ends the ballad with a chord that echoes through the room, breathing heavily from the effort of the song, before standing and taking a bow.&#039;&#039;&amp;lt;/blockquote&amp;gt;While not entirely clear if this story refers to Gloria&#039;s grandmother, or an ancestor further generations back, this story tells of how her family moved from Osugbo to Pteris before she was born. &lt;br /&gt;
&lt;br /&gt;
=== The Girl with Violet Eyes ===&lt;br /&gt;
On a cool night, in the darkness at the edge of the Arboretum, Gloria sang a song of her own past, of when she came into contact with the shadowy forces that she has since made her own. This was in response to Rhogar Dreel sharing a story of the Pilgrim of Pteris. &lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Bedlam in the Badlands]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;     &#039;&#039;The melody peaceful and gentle at first, but slowly changing over time to add more tension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In Trudger lands, out by the sea, there lived a fisher, kind and fair, and his wife with violet eyes.&lt;br /&gt;
&lt;br /&gt;
They had a child they loved so dear, and raised her with great care, the girl with violet eyes. &lt;br /&gt;
&lt;br /&gt;
Strong and wise, but proud and bold, the girl with violet eyes&lt;br /&gt;
&lt;br /&gt;
feared nothing but the dark and cold, the girl with violet eyes. &lt;br /&gt;
&lt;br /&gt;
But safe she was, in lands of dreams, the girl with violet eyes, &lt;br /&gt;
&lt;br /&gt;
For Vesh was with her, there beyond, the world with violet eyes. &lt;br /&gt;
&lt;br /&gt;
But dreams can sometimes lead you wrong when violet eyes are closed.&lt;br /&gt;
&lt;br /&gt;
And on one night, the girl would walk, away from all she knows.&lt;br /&gt;
&lt;br /&gt;
Though safe, her mind, in cloaks of dream, her body left its own,&lt;br /&gt;
&lt;br /&gt;
&#039;Till wake she did, in cold and gloam, in no place she&#039;d been shown.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
     &#039;&#039;Here, Gloria&#039;s music pauses for an uncomfortable number of seconds before she speaks again, almost in a whisper.&#039;&#039; &amp;quot;Silence, death, and darkness, were all that surrounded her. Silhouettes, of shadow, looming, growing, and spreading all around. Then within her, they spread their cold, and it seemed for a moment that could have been an eternity that nothing could prevent her death, and the world would never see once more that girl with violet eyes.&amp;quot; &#039;&#039;She picks up the music again, seeming to battle back the silence and gloom of the darkness by sheer force of will.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Vesh the spirit, kind and bold, would not allow the girl with violet eyes,&lt;br /&gt;
&lt;br /&gt;
to no more sing the songs she loved, and lose those violet eyes.&lt;br /&gt;
&lt;br /&gt;
With light and love, and joy and faith, she took upon the dark.&lt;br /&gt;
&lt;br /&gt;
That darkness had no taste for two, for prey was always &#039;lone.&lt;br /&gt;
&lt;br /&gt;
And now with darkness of her own, the girl did make it home.&lt;br /&gt;
&lt;br /&gt;
A month had passed, her family mourned, the girl with violet eyes,&lt;br /&gt;
&lt;br /&gt;
But back she was, though cold and worn, with smiling violet eyes.&lt;br /&gt;
&lt;br /&gt;
And from that day, the girl knew, she&#039;d never be alone,&lt;br /&gt;
&lt;br /&gt;
And the dark could never take her soul, for it was all her own,&lt;br /&gt;
&lt;br /&gt;
With her and Vesh, now bound through night, and days with violet eyes.&amp;quot;&amp;lt;/blockquote&amp;gt;The autobiographical song is mostly accurate, although it takes some artistic license with events. Gloria remembers waking up with a start from her bout of sleepwalking, something that had occurred for her as a child a number of times, although it had never led her into any serious trouble before. This night, however, she recognized that she had somehow walked far out of the town and into the hills leading towards the deserts. Before she could start making the trip back home, a pure darkness enveloped her, bringing her body, mind and spirit briefly into the shadow plane. What caused this, Gloria could never tell, but when she finally escaped, an entire month had passed, and her parents had feared her dead. She came back, a bit worse for wear, her skin, gaunt and pale, and her temperature seemingly low as a corpse, but otherwise healthy and whole. Further, her connection with Vesh, her lifelong dream spirit guide, had deepened considerably, with the spirit having some small ability to signal certain thoughts and emotions to Gloria even while she was awake, and with her dreams allowing more complete communication between them.&lt;br /&gt;
&lt;br /&gt;
=== The Warning of Captain Greenskin the goblin ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Tonight, we begin our show with a special request, a story of goblins bold, from far-off waters. No easing into it friends—another crack of thunder—because Captain Greenskin and his band of pirates would never let you know they&#039;re coming until it was far too late to escape.&lt;br /&gt;
&lt;br /&gt;
Far on the other side of the world lies the continent of Levinkan, near the treacherous waters of Baleah, where the whirlpools are said to lead so deep that one could reach the very Hells below! The dangers of the waters were well-known, and well-marked. As soon as you could see the great bridge spanning the Crossing, you knew to venture no closer, lest you risk your vessel, your lives, and your very souls. But it was not what is below them that sailors truly had to fear. No, because a far more tenacious foe haunted those waters than devils: Captain Greenskin. (Underscore words with illusory sounds of wind, rain, and sea.)&lt;br /&gt;
&lt;br /&gt;
None truly know where he came from, but it became clear within his first year of spreading the name, that he and his crew of goblin pirates could strike anywhere on the waters without warning. And they could get away quickly as well. Ships who had nearly completed their voyages, with their destination port in sight, would suddenly hear the crack of thunder as magical storms would appear from nowhere, and lighting would strike their masts. Then, swarming up the sides of their vessels, moving sure as spiders, the crew of pirates would scale the sides and secure their targets. (Augment lines with illusory thunderclaps.)&lt;br /&gt;
&lt;br /&gt;
Now, they weren&#039;t monsters, there for slaughter. Any who surrendered would be spared, and some who struggled and lost were even offered a chance to join Greenskin&#039;s crew. A crew which, although many a larger creature joined, only ever seemed to have goblins when it would make its attacks. (Tempo and key switch here.)&lt;br /&gt;
&lt;br /&gt;
For two years, Captain Greenskin plundered the seas without effective challenge. Efforts to capture him failed. False shipments would be ignored, the guards hidden inside them left to wait in discomfort their entire journeys, butwithout being attacked. Even when a group of wizards, experts of divination, were hired, they could not find Captain Greenskin&#039;s hideout, nor lead any of his pursuers to their prey. (Abrupt pause in music)&lt;br /&gt;
&lt;br /&gt;
Then, without warning, the attacks stopped. Vessels traveled, braced for attack, and &#039;&#039;ready&#039;&#039; to surrender their wares, only for nothing to come. People wondered, had some secret enemy done the captain in? Had mutiny struck? Had they just gathered enough wealth for their goals, whatever those were?&lt;br /&gt;
&lt;br /&gt;
(Shift to softer underscore chords.) Rumors began to spread in seaside taverns and towns of former members of Captain Greenskin&#039;s crew turning up, loaded down in wealth, but with not a single consistent story to explain it. And all of them, goblins, though they hadn&#039;t all &#039;&#039;been&#039;&#039; goblins before they joined the crew. When questioned, they had no explanations for their change. All they could say was: Captain Greenskin needed strong goblins, and that&#039;s what we were. They remembered assaults on ships, getting away on the fast and tiny schooner that could masquerade as driftwood, but nothing about the times in between those moments.&lt;br /&gt;
&lt;br /&gt;
But, to all of their surprise, the first time one of these former crewmembers was captured by the law and executed for piracy, another ship was attacked, belonging to the city that tried the pirate. The signs of Greenskin&#039;s methods were all there: weapons mostly still in the armory, masts struck by lightning from a previously clear sky, and all of value stripped from the holds of the ship. There was but one exception: this time, there were no survivors. (Ominous sting? Too much? Try it out with multiple crowds at varying levels of intoxication.)&lt;br /&gt;
&lt;br /&gt;
This pattern happened again. Then two more times, before cities began to suspect the cause. Then, due to the pressure, they decided only imprison the captured pirates, for fear of the losses they would suffer if they executed them.&amp;quot; &#039;&#039;She smiles broadly, looking out at the crowd.&#039;&#039; &amp;quot;Now, all told, Captain Greenskin&#039;s crew could have been anywhere between thirty and a hundred and fifty goblins strong—accounts were never clear. But one thing that &#039;&#039;was&#039;&#039; clear, was that the goblinfolk of Levinkan and Osugbo were no fools. When the word got around that Greenskin&#039;s crew were off limits, suddenly &#039;&#039;every&#039;&#039; goblin caught for a capitol offense confessed to also being a former member of Greenskin&#039;s crew. (Eye the crowd to spot any goblinoids and make eye contact with a knowing expression.)&lt;br /&gt;
&lt;br /&gt;
Now, the guards and lawkeepers could have risked it, and they very nearly did after they&#039;d caught the tenth &#039;former crewmate&#039; in a week, but when the wealthy merchants feel the pressure of a threat to their pocketbooks, they make sure the law knows about it. After all, better to buy a goblin a cell than to buy yourself a new ship and crew. That&#039;s just business sense. &lt;br /&gt;
&lt;br /&gt;
They figured, goblins are short-lived, after five or ten years, surely any goblin who claims to have been a crewmember is lying, and they can be executed as normal. The problem was, three years after the attacks stopped, Captain Greenskin returned, back to using his first pattern of piracy: courteous, controlled, and uncatchable. He only operated for six months this time, and once again goblins everywhere began claiming to be crewmates of his whenever their lives were at risk.&lt;br /&gt;
&lt;br /&gt;
This went on and off for &#039;&#039;twenty&#039;&#039; years. A whole generation of people growing up with Captain Greenskin&#039;s crewmates safe from execution, and the sure fact of reprisals when one was executed. And the laws had to change in response. Goblin prisoners were no longer allowed to be sentenced to death, at most getting a lifetime sentence of labor—one from which many goblins were able to escape at some point.&lt;br /&gt;
&lt;br /&gt;
Now, that was quite some time ago, and on the far side of the world, but I&#039;ll tell you all what an old and powerful wizard once told me after I told him the tale. Captain Greenskin can&#039;t have just been a goblin, but has to have been some kind of god. A god that clearly wanted to make sure his people weren&#039;t executed. And when you&#039;re talking about gods, who can truly say that they couldn&#039;t reach across time and the realm to recruit that goblin you know who showed up with a little bit too much money to be legally acquired. Messing with gods is a fools&#039; errand at the best of times, and when it&#039;s as easy as not killing someone, it&#039;s best to follow what they want. So, even if that goblin broke into your tower and stole your favorite teapot, you should take a bit of care and check if he knows Captain Greenskin before you do anything drastic. (Close with a lasting chord and illusory image of goblin pirate captain giving the audience a bow.)&amp;lt;/blockquote&amp;gt;Played at the request of the artificer [[Gobbo Greenskin|Gobbo]] who thereafter styled themselves &amp;quot;Greenskin,&amp;quot; this song was based on an obscure and possibly inaccurate second-hand treatise of Levinkan laws that a traveler lent Gloria in her youth. The story itself is entirely invented, but none of it contradicts what facts Gloria was able to find regarding the levels of piracy and the legal code on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
=== The Starlight Assassin (WIP) ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Cold her blades, and colder her heart&lt;br /&gt;
&lt;br /&gt;
The Starlight Assassin is my tale tonight.&lt;br /&gt;
&lt;br /&gt;
Deadly with both her blades and her darts,&lt;br /&gt;
&lt;br /&gt;
She once set the nation Lacroix alight.&lt;br /&gt;
&lt;br /&gt;
~&lt;br /&gt;
&lt;br /&gt;
(Stick with ABAB, CBCB, XBXB, rhyme scheme, or just use meter and occasional call-back to rhymes with Starlight?)&lt;br /&gt;
&lt;br /&gt;
(Other potential rhymes to use as needed for pattern: right, light, might, fight, kite, bite, wight, sight, tight, height, night, plight, blight, flight, slight, bright, fright, trite, quite)  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inspired in part by her encounters with the former assassin [[Kicyr]], Gloria decided that the scrappers and ne&#039;er do-wells of the Arboretum might make a good audience for a bloody tale featuring an androgynous and elusive killer who specialized in killing other monsters in one of the darkest places on the other side of the world. &lt;br /&gt;
&lt;br /&gt;
=== The Dragon &#039;round the Moons ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Every child who looks up at the red skies knows, &lt;br /&gt;
&lt;br /&gt;
Every month there is a new moon.&lt;br /&gt;
&lt;br /&gt;
The phases change as time ever flows,&lt;br /&gt;
&lt;br /&gt;
But if you stare too deep, you&#039;ll become a loon.&lt;br /&gt;
&lt;br /&gt;
~ (Begin melody here)&lt;br /&gt;
&lt;br /&gt;
Lunacy, they call it, the madness that captures those who follow the Celestial bodies&#039; passage too closely. &lt;br /&gt;
&lt;br /&gt;
And since I don&#039;t want to drive you all mad, we&#039;ll steer tonight&#039;s story around those beautiful and dangerous bodies. (From here, the melody should start properly accompanying the lyrics).&lt;br /&gt;
&lt;br /&gt;
Instead, we will focus on the space in between, &lt;br /&gt;
&lt;br /&gt;
The dragon around them, that travels unseen.&lt;br /&gt;
&lt;br /&gt;
Moons come and go from our sky, and with them many things more.&lt;br /&gt;
&lt;br /&gt;
But there is a presence who stays there to soar.&lt;br /&gt;
&lt;br /&gt;
The great wingless dragon, born of the deepest Void and the passage of time. &lt;br /&gt;
&lt;br /&gt;
They roost in no lair, and have done not a crime. &lt;br /&gt;
&lt;br /&gt;
A wanderer, they, constant motion, they crave,&lt;br /&gt;
&lt;br /&gt;
Our world is their home, to destroy or to save. &lt;br /&gt;
&lt;br /&gt;
Forever, great Nyxulon circles the sky, &lt;br /&gt;
&lt;br /&gt;
Briefly touching a moon, as each catches their eye. &lt;br /&gt;
&lt;br /&gt;
Each perch brings moons to us, our eyes do not lie,&lt;br /&gt;
&lt;br /&gt;
But we see them as they&#039;re passing us by. &lt;br /&gt;
&lt;br /&gt;
Their interest waxes and wanes, and so too do the moons, &lt;br /&gt;
&lt;br /&gt;
though Clerics and scholars alike, have found no reasons why. (Look for any known clerics and scholars in the crowd to give them a disappointed gaze.)&lt;br /&gt;
&lt;br /&gt;
Now, I am neither of those, but I&#039;ll venture a guess. (Add hint of wryness to this line, because &#039;&#039;of course,&#039;&#039; they wouldn&#039;t have the reasons!)&lt;br /&gt;
&lt;br /&gt;
I&#039;d say it&#039;s because they&#039;re a little like us.&lt;br /&gt;
&lt;br /&gt;
Know a moon too well, and it drives you mad.&lt;br /&gt;
&lt;br /&gt;
So their wandering interest should make us all glad.&lt;br /&gt;
&lt;br /&gt;
For if ever they settled on a single moon true, (Keep illusory shadow dragon circling a single moon, but with ominous changes of color while striking a chord that leads into the next line.) &lt;br /&gt;
&lt;br /&gt;
What would lunacy cause the great dragon to do?&lt;br /&gt;
&lt;br /&gt;
Gods, Monsters, and men, not one of them knew,&lt;br /&gt;
&lt;br /&gt;
And the truth of which, the world may yet rue.&lt;br /&gt;
&lt;br /&gt;
So, let us be glad, of the dragon who runs &#039;round our moons,&lt;br /&gt;
&lt;br /&gt;
and doubly so when the same moon returns not too soon. (Use Darkness to put out the lights of all of the lanterns? Too dramatic? TBD. Test with various locales later.)&amp;lt;/blockquote&amp;gt;This tale is about the changing phases of the Moons of Quelmar, and the neutral dragon god who governs their passage. Having seen and heard much of the stars from the faithful of [[Vela]] around the Arboretum, Gloria felt that a story of the cosmos would find a welcome audience among the adventurers. Nyxulon, the dragon of Cosmic Space is rarely worshipped, except by denizens of the moons themselves who do so in hopes that he visits their moon next, to bring it close to Quelmar for a time. For a complete performance, she figured that paper lanterns of the moons could be spread around the area, and her minor illusions could be a shadowy dragon moving around from moon to moon as she sings the song.&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Glorivesh&amp;diff=40346</id>
		<title>Glorivesh</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Glorivesh&amp;diff=40346"/>
		<updated>2025-07-20T06:30:24Z</updated>

		<summary type="html">&lt;p&gt;Warden: Created the page&lt;/p&gt;
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&lt;div&gt;{{Infobox_character|affilliation=affiliation|name={{PAGENAME}}|image=image.jpg|caption=caption|relatives=relatives|languages=languages|alias=alias|marital=marital status|birthPlace=birthplace|deathDate=deathdate|deathPlace=deathplace|species=species|gender=gender|height=height|weight=weight|eyes=eyes}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}, aka Gloria &#039;&#039;&#039;is a kalashtar shadow sorceress in the [[Bedlam in the Badlands]] campaign. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Gloria has extremely pale skin and long white hair which she usually keeps tied back in a long high ponytail. She has bright violet eyes, stands at 5&#039; 9&amp;quot; tall, and weighs around 125 pounds. She isn&#039;t particularly strong or hardy, and doesn&#039;t wear armor, or anything else that is likely to weigh her down. She tends to wear white flowing clothing, with black and brown accent colors, and can always be found carrying her prized lute: a family heirloom from her mother. She always feels cool to the touch, as if she were a corpse, although she is still fully affected by heat.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Gloria is a vivacious and friendly person. She loves seeing people smile or moving them to tears with a beautiful story. She is a performer through and through, and is as dedicated to her craft as she is anything else. She is a firm believer in making the world a better place than she found it by bringing people joy through storytelling and song. &lt;br /&gt;
&lt;br /&gt;
Gloria is deeply in love with her spiritual companion and guiding dream spirit: Vesh. Her goal in life is to find a way for the two of them to truly be together and also give Vesh the freedom to rejoin the plane of dreams. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Gloria was born on the northeastern coast of [[Pteris]] in a small town near [[Mek]]. Her parents were a half-kalashtar-half elf woman who ran an inn, and a human fisherman. She grew up relatively simply, learning tales, how to sing and play the lute, and for the longest time, she expected she would just grow up to inherit her mother&#039;s business when she got older. Those plans changed after an incident in her 11th year where she disappeared for a month, only to come back changed: affected deeply by the shadow plane, and with a new ability to use magic. Her dream spirit Vesh was also deeply affected by this brush with darkness, becoming more closely bound to Gloria&#039;s being, and specifically, her shadow, inhabiting the darkness around her as much as she does Gloria&#039;s dreams. &lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Gloria speaks the common tongue, Elvish, and Quori - the language of dream spirits. &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Glorivesh uses a small amount of combat magic, but truly focuses more on utility and battlefield control. She likes to use darkness to her advantage, and teleport allies and foes to the most opportune locations. When she has to deal damage herself, she prefers to use the chill touch of death or the chaotic energies of her sorcerous nature. &lt;br /&gt;
&lt;br /&gt;
== Songs and Tales ==&lt;br /&gt;
The first night Gloria arrived at the Arboretum and settled at the inn where she had arranged to play several times a week for room and board, plus tips, she played a historic tale of her ancestors produced below:&lt;br /&gt;
&lt;br /&gt;
=== The Bloody Baron of Galomy ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;In a land some call Glendoveer, and others call Alest, there live people much like you or I, perhaps with more elves, and less rough-and-tumble folk than gathers here. There, within the Barony of Galomy ruled a prosperous family of elven nobles, wisely governing their people and ensuring their safety from the threats of the world. But elves are a long-lived race, and their people were not all of the same folk. Generations of other races passed under the reign of these elves without change, without input, and tensions with those who were ruled grew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Proud as these elves were, they did not mistake the danger that was building, and the young scion of the family, took it upon himself to mingle with the people, to gather their grievances, and get in their good graces. He did this for nearly a decade, slowly winning the hearts of the people back to his family as he proposed countless changes to the customs. But his work was doomed to fail, for his elders had seen the wheels of rebellion beginning to turn, and they had other plans to head it off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She sings a series of lines, snapping her fingers between sets of notes to create a harmony with magic. One side telling of the young elf&#039;s growing love for the tavern owner, a woman who constantly rejected his marriage proposals, and yet never pushed him away, while the other, casting a sinister tone tells of the gathering of soldiers, the planting of evidence, and writing of proclamations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Late one evening, filled with laughter, song, far too much alcohol, and what our young ne-Baron&#039;s heart was certain would be the night his love told him &#039;yes,&#039; the peace was shattered by a bloodied orc stumbling into the tavern. He yelled of an attack! Elves in fine armor, but not the Baron&#039;s colors, surrounding the town and accosting any and all travelers, even cutting some down without cause.&amp;quot; &#039;&#039;She takes a breath allowing the music of her lute to fade into silence before once again snapping her fingers to add a low magical percussive rhythm.&#039;&#039; &amp;quot;Eager to show his bravery and to protect his people, the elf took up his arms, calling for those with him to do the same and rushed out to do battle!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And a battle there was, but not the one he expected. It was quick and bloody, and the supposedly unknown elves were driven back in short order. But in the aftermath, he saw the bodies. He saw that these were in fact elves he recognized, that he had shared a home with, and whom he both loved and trusted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But the elders had proof of their rebellion now, and now it had a head they could focus all of the attention and blame upon: the young ne-Baron&#039;s. Word spread quickly, plans falling into place casting blame for all number of atrocities on him, and casting him as a power-seeking villain all too eager to take his place as Baron before his time.&amp;quot; &#039;&#039;She begins playing the lute again, a laughing tone to her voice.&#039;&#039; &amp;quot;But they were the true fools, for they underestimated the support he had from the people. A false rebellion quickly turned real, and the former nobles found themselves outmatched. In less than a year, the tide had turned, and they were forced to try to seek terms with their scapegoat. Terms he flatly rejected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because he was in love, and with the threat of death in every battle, his love had finally let him into her heart and her bed. She had a child on the way, and he would not allow these former relatives an opportunity to escape, retain their power, and threaten his new family in the future. They all had to die. All who had a claim to the Barony, and all who would seek to avenge them or take a throne that he fully intended should go to his children and pass from the hands of the elves entirely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She sighs, turning the song meloncholy.&#039;&#039; &amp;quot;But his love had no desire for thrones. She wanted only peace. Peace, songs, and a hearth to offer others. She argued with him for weeks over his plans, telling him they could simply leave: let his relatives keep the seat while the people governed themselves and find safety on the road for themselves. But he was fixed on his new dream, certain that she would adjust, that she would understand, all without knowing of her own plans to leave, with or without him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She throws a hand up toward the ceiling, and a sphere of impenetrable darkness forms in the air. The music halts for a heartbeat before resuming, tension rising every second.&#039;&#039; &amp;quot;The night before the final attack on the keep, to kill the last barrier between him and the throne, his love had a dream: one where she stayed with him, where their family ruled, and where she was happy. She was &#039;&#039;happy.&#039;&#039; She &#039;&#039;would&#039;&#039; be happy, she saw. Her dream guide, a spirit that had been with her all her life, showed it to her. She would be happy, she would forget the people who were killed. She would forget the toll that their lifestyle would have on the people. She would forget what it meant to be cold and lost and alone on a road far from home, and to find warmth and shelter beside a stranger&#039;s hearth.&amp;quot; &amp;quot;But that happiness would cost her her very soul in the bargain, because her soul could not forget those things and remain the same. It would twist, it would change into something darker, and so would her children.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The darkness vanishes, replaced by an illusion of a tall, dark horse running across the stage. &amp;quot;Without another moment of hesitation, she woke from the dream, climbed atop the majestic stallion her baron had given her, and fled into the night! Large with her child, she rode South, telling no one who she was, or where she was going.&amp;quot; The colors of the horse shift from black to roan to white as it runs. All the while, the lute plays a staccato rhythm. &amp;quot;She used her own magic, slight as it was, to hide. To change her appearance and that of her steed, to vanish into the world somewhere her love would never find.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She never learned what became of her love—for love him still, she did. For she knew that the knowledge would only make her doubt her decision and tempt her to return.&amp;quot; &#039;&#039;The image of a stallion shifts into that of a large sailing ship.&#039;&#039; &amp;quot;Cutting off her final tie to that life, she sold the horse for passage across the seas to Pteris. But on the journey, her daughter was born: hair white as seafoam, and eyes the same violet color of her father&#039;s—a tie that she could never sever, and could never dream of wanting to. A love that was true and had no power to twist her into something monstrous, and a life she would dedicate herself to nurturing far from the risk of ever falling within the reach of the Bloody Baron of Galomy.&amp;quot; &#039;&#039;She ends the ballad with a chord that echoes through the room, breathing heavily from the effort of the song, before standing and taking a bow.&#039;&#039;&amp;lt;/blockquote&amp;gt;While not entirely clear if this story refers to Gloria&#039;s grandmother, or an ancestor further generations back, this story tells of how her family moved from Osugbo to Pteris before she was born. &lt;br /&gt;
&lt;br /&gt;
=== The Girl with Violet Eyes ===&lt;br /&gt;
On a cool night, in the darkness at the edge of the Arboretum, Gloria sang a song of her own past, of when she came into contact with the shadowy forces that she has since made her own. This was in response to Rhogar Dreel sharing a story of the Pilgrim of Pteris. &lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;     &#039;&#039;The melody peaceful and gentle at first, but slowly changing over time to add more tension.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;In Trudger lands, out by the sea, there lived a fisher, kind and fair, and his wife with violet eyes.&lt;br /&gt;
&lt;br /&gt;
They had a child they loved so dear, and raised her with great care, the girl with violet eyes. &lt;br /&gt;
&lt;br /&gt;
Strong and wise, but proud and bold, the girl with violet eyes&lt;br /&gt;
&lt;br /&gt;
feared nothing but the dark and cold, the girl with violet eyes. &lt;br /&gt;
&lt;br /&gt;
But safe she was, in lands of dreams, the girl with violet eyes, &lt;br /&gt;
&lt;br /&gt;
For Vesh was with her, there beyond, the world with violet eyes. &lt;br /&gt;
&lt;br /&gt;
But dreams can sometimes lead you wrong when violet eyes are closed.&lt;br /&gt;
&lt;br /&gt;
And on one night, the girl would walk, away from all she knows.&lt;br /&gt;
&lt;br /&gt;
Though safe, her mind, in cloaks of dream, her body left its own,&lt;br /&gt;
&lt;br /&gt;
&#039;Till wake she did, in cold and gloam, in no place she&#039;d been shown.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
     &#039;&#039;Here, Gloria&#039;s music pauses for an uncomfortable number of seconds before she speaks again, almost in a whisper.&#039;&#039; &amp;quot;Silence, death, and darkness, were all that surrounded her. Silhouettes, of shadow, looming, growing, and spreading all around. Then within her, they spread their cold, and it seemed for a moment that could have been an eternity that nothing could prevent her death, and the world would never see once more that girl with violet eyes.&amp;quot; &#039;&#039;She picks up the music again, seeming to battle back the silence and gloom of the darkness by sheer force of will.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But Vesh the spirit, kind and bold, would not allow the girl with violet eyes,&lt;br /&gt;
&lt;br /&gt;
to no more sing the songs she loved, and lose those violet eyes.&lt;br /&gt;
&lt;br /&gt;
With light and love, and joy and faith, she took upon the dark.&lt;br /&gt;
&lt;br /&gt;
That darkness had no taste for two, for prey was always &#039;lone.&lt;br /&gt;
&lt;br /&gt;
And now with darkness of her own, the girl did make it home.&lt;br /&gt;
&lt;br /&gt;
A month had passed, her family mourned, the girl with violet eyes,&lt;br /&gt;
&lt;br /&gt;
But back she was, though cold and worn, with smiling violet eyes.&lt;br /&gt;
&lt;br /&gt;
And from that day, the girl knew, she&#039;d never be alone,&lt;br /&gt;
&lt;br /&gt;
And the dark could never take her soul, for it was all her own,&lt;br /&gt;
&lt;br /&gt;
With her and Vesh, now bound through night, and days with violet eyes.&amp;quot;&amp;lt;/blockquote&amp;gt;The autobiographical song is mostly accurate, although it takes some artistic license with events. Gloria remembers waking up with a start from her bout of sleepwalking, something that had occurred for her as a child a number of times, although it had never led her into any serious trouble before. This night, however, she recognized that she had somehow walked far out of the town and into the hills leading towards the deserts. Before she could start making the trip back home, a pure darkness enveloped her, bringing her body, mind and spirit briefly into the shadow plane. What caused this, Gloria could never tell, but when she finally escaped, an entire month had passed, and her parents had feared her dead. She came back, a bit worse for wear, her skin, gaunt and pale, and her temperature seemingly low as a corpse, but otherwise healthy and whole. Further, her connection with Vesh, her lifelong dream spirit guide, had deepened considerably, with the spirit having some small ability to signal certain thoughts and emotions to Gloria even while she was awake, and with her dreams allowing more complete communication between them.&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Creation_of_Quelmar&amp;diff=40003</id>
		<title>The Creation of Quelmar</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Creation_of_Quelmar&amp;diff=40003"/>
		<updated>2025-07-04T07:18:48Z</updated>

		<summary type="html">&lt;p&gt;Warden: Initial page creation. Still a work in Progress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== In the Beginning... ==&lt;br /&gt;
The Original Six* gods came to be. Whether their creation was due to the influence of the Four Dragon Gods is a mystery that the gods themselves have yet to answer definitively, if they ever will. &lt;br /&gt;
&lt;br /&gt;
First among the gods were The Illuminant and The Wild Lord, although their clergy debate over which was actually &#039;&#039;first&#039;&#039; among the two, and whether such a distinction even matters. The Illuminant was born of the first light, and where there is light, there he could be found as well. The Wild Lord&lt;br /&gt;
&lt;br /&gt;
Next to be born were The Forest Queen and The Tempest.&lt;br /&gt;
&lt;br /&gt;
As the primal energies merged, two more Gods joined the pantheon: The Dwarf Father and Hoodwink.&lt;br /&gt;
&lt;br /&gt;
Lastly, one more joined their number, as The Void took its place beside the other gods, although exactly when was hard to say. They were born when no one was watching, when none thought to remember, the shadows left behind from the other gods moved on their own. In the absence, the spaces between there was the beginning of endings, the end of beginnings. All of the shadows shifted to become rags, the rags forming into shadowed tatters, and those tatters became the avatar of Absence, the Void. &lt;br /&gt;
&lt;br /&gt;
=== The First Day ===&lt;br /&gt;
The Gods worked together to forge the world of Quelmar. &lt;br /&gt;
&lt;br /&gt;
=== Prominent Myths ===&lt;br /&gt;
&lt;br /&gt;
* text&lt;br /&gt;
* text&lt;br /&gt;
* text&lt;br /&gt;
* text&lt;br /&gt;
&lt;br /&gt;
== The Battle of the Gods ==&lt;br /&gt;
Shortly after the Realm&#039;s forging, the gods grew discontent with the status quo, each seeking to exert their will on new purviews, each other, and the world they had created. This battle would result in the deaths and rebirths of multiple gods over its span, but a gods death can be far less than permanent unless they themselves will it to be so. &lt;br /&gt;
&lt;br /&gt;
Each fought for their own reasons: The Tempest because they loved the struggle; Hoodwink because the other gods did not appreciate their glorious gnomes nearly enough; &lt;br /&gt;
&lt;br /&gt;
=== The Second Day ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== The Third Day ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
=== The Fourth Day ===&lt;br /&gt;
text&lt;br /&gt;
&lt;br /&gt;
==== The Gods who Lived ====&lt;br /&gt;
Tempest, Hoodwink&lt;br /&gt;
&lt;br /&gt;
==== The Gods who Died ====&lt;br /&gt;
The Void, The Dwarf Father, &lt;br /&gt;
&lt;br /&gt;
== The World of Quelmar after the Battle ==&lt;br /&gt;
After all was said and done, and the first major battle of the gods had concluded, Quelmar was forever changed, but finally in a state that historians could recognize as they look back from the Quelmar of their era. &lt;br /&gt;
&lt;br /&gt;
Quelmar, however, is an ever-changing realm, plagued with Monsters and the attention of gods both great and small. Its people remained adaptable, ready to meet the many challenges they would face. The &#039;&#039;story&#039;&#039; of Quelmar has ever remained important, as even before the invention of time-keeping by humans in 0 BR, remembering the history of the world has always been of value to its peoples.&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=List_of_Races&amp;diff=40002</id>
		<title>List of Races</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=List_of_Races&amp;diff=40002"/>
		<updated>2025-07-04T06:06:39Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added the Seventh Race.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}{{Expand list}}{{Hatnote|See also: [[List of Quelmar Subraces]].}}&lt;br /&gt;
Below is a list of [[Race|Quelmar Races]], organized by origin and time of creation.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;Original Six*&#039;&#039; ==&lt;br /&gt;
The following 6* Races were the first to be put on Qulemar, each a representative faction of the 6* [[gods]] who created the realm.&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
![[Race]]&lt;br /&gt;
!Description&lt;br /&gt;
![[Gods|Creator]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Centaur]]&lt;br /&gt;
|Noble half-horse folk&lt;br /&gt;
|[[Obad-Hai]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dryad]]&lt;br /&gt;
|Enchanted treebound maidens&lt;br /&gt;
|[[Mielikki]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|Strong, bulky, short, humanoids&lt;br /&gt;
|[[Moradin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|Tricky little humanoids&lt;br /&gt;
|[[Garl Glittergold]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Orc]]&lt;br /&gt;
|Barbaric Monstrous Nomads&lt;br /&gt;
|[[Gruumsh]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Rakshasa]]&lt;br /&gt;
|Enlightened, Clever Tigerfolk&lt;br /&gt;
|[[Pelor]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow-Folk]]&lt;br /&gt;
|Tall, Pale, Secretive humanoids.&lt;br /&gt;
|[[Absence]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The astute scholar will note there is a seventh entry in this list. Legends tell of an oft-forgotten 7th creator god who also founded an original race that pre-dated all those others touched by the plane of shadow. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;Old World Races&#039;&#039; ==&lt;br /&gt;
The following races existed on [[Quelmar]] before recorded time, having migrated to the Prime Material [[Plane]] from other places in [[The Quelmar Great Wheel|Quelmar&#039;s Great Wheel]], each race&#039;s original origin plane is listed.&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
!Race&lt;br /&gt;
!Description&lt;br /&gt;
!Original Plane&lt;br /&gt;
|-&lt;br /&gt;
|[[Aarakocra]]&lt;br /&gt;
|Humanoid Bird&lt;br /&gt;
|[[Elemental Plane of Air]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Beastfolk (Player Race)|Beastfolk]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bugbear]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Bullywug]]&lt;br /&gt;
|&lt;br /&gt;
|[[Elemental Plane of Water]]&lt;br /&gt;
|-&lt;br /&gt;
|Darkling&lt;br /&gt;
|&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Doppelganger]]&lt;br /&gt;
|&lt;br /&gt;
|[[Hades]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragon]]&lt;br /&gt;
|&lt;br /&gt;
|[[Arborea]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Dragonkin (Player Race)|Dragonkin]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|[[Arborea]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]&lt;br /&gt;
|Humanoids of fey ancestry.&lt;br /&gt;
|[[Arborea]]/[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Fairy]]&lt;br /&gt;
|Tiny, winged, extremely civilized Feyfolk&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Giant]]&lt;br /&gt;
|&lt;br /&gt;
|[[Ysgard]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Gnoll]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblin]]&lt;br /&gt;
|&lt;br /&gt;
|[[Pandemonium]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Grung]]&lt;br /&gt;
|An evolution of the [[Locathah (Player Race)|Locathah]]&lt;br /&gt;
|[[Elemental Plane of Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]&lt;br /&gt;
|Small humanoids with a curious nature.&lt;br /&gt;
|[[Arcadia]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Harpy]]&lt;br /&gt;
|Humanoids with wings in place of arms.&lt;br /&gt;
|[[Elemental Plane of Air]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Irda (Player Race)|Irda]]&lt;br /&gt;
|Beautiful (and alien) Giants&lt;br /&gt;
|[[Ysgard]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Locathah (Player Race)|Locathah]]&lt;br /&gt;
|&lt;br /&gt;
|[[Elemental Plane of Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Medusa]]&lt;br /&gt;
|&lt;br /&gt;
|[[Carceri]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mousefolk]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Musuuth]]&lt;br /&gt;
|Mammoth-folk&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Pterran (Player Race)|Pterran]]&lt;br /&gt;
|The first reptilefolk&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|Quickling&lt;br /&gt;
|&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sahuagin (Player Race)|Sahuagin]]&lt;br /&gt;
|An evolution of the [[Locathah (Player Race)|Locathah]]&lt;br /&gt;
|[[Elemental Plane of Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Satyr]]&lt;br /&gt;
|Appear as half goat, also called Fauns&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Siren]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Skulk]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Shadowfell]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Stitched (Player Race)|The Stitched]]&lt;br /&gt;
|Cloth People&lt;br /&gt;
|[[Bytopia]](?)&lt;br /&gt;
|-&lt;br /&gt;
|[[Kreen]]&lt;br /&gt;
|Includes [[Thri-Kreen]] and &#039;&#039;&#039;Tohr-Kreen&#039;&#039;&#039;&lt;br /&gt;
|[[Elemental Plane of Earth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Triton]]&lt;br /&gt;
|An evolution of the [[Locathah (Player Race)|Locathah]]&lt;br /&gt;
|[[Elemental Plane of Water]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Troll]]&lt;br /&gt;
|&lt;br /&gt;
|[[Pandemonium]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Volt]]&lt;br /&gt;
|Flying Electrical Bugs&lt;br /&gt;
|[[Elemental Plane of Air]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Witchwolf]]&lt;br /&gt;
|Humanoids with wolf-like features&lt;br /&gt;
|[[The Beastlands]](?)&lt;br /&gt;
|-&lt;br /&gt;
|[[Wyvernborn]]&lt;br /&gt;
|Savage cousin of the [[Dragonkin (Player Race)|dragonkin]]&lt;br /&gt;
|[[Arborea]]&lt;br /&gt;
|-&lt;br /&gt;
|[[The Wrought]]&lt;br /&gt;
|Magically animated constructs&lt;br /&gt;
|[[The Quelmar Realm|Quelmar]] (presumed)&lt;br /&gt;
|-&lt;br /&gt;
|[[Yuan-Ti]]&lt;br /&gt;
|Descendents of [[Pterran]]&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;New World Races&#039;&#039; ==&lt;br /&gt;
The following races came into existence after [[humans]], which means their creation is recorded in the [[timeline]] of Quelmar. As these races appeared later in Quelmar history, be careful to note what year your [[campaign]] takes place during to ensure you can access these exclusive races.&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
!Race&lt;br /&gt;
!Description&lt;br /&gt;
!Year Introduced&lt;br /&gt;
|-&lt;br /&gt;
|[[Human]]&lt;br /&gt;
|Time keepers and inevitable survivors&lt;br /&gt;
|Shortly before 0 BR&lt;br /&gt;
|-&lt;br /&gt;
|[[Aasimar]]&lt;br /&gt;
|Human variant (Celestial)&lt;br /&gt;
|Shortly before 0 BR&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiefling]]&lt;br /&gt;
|Human variant (Fiendish)&lt;br /&gt;
|Shortly before 0 BR&lt;br /&gt;
|-&lt;br /&gt;
|[[Draconian]]&lt;br /&gt;
|Corrupted Chromatic [[Dragonkin (Player Race)|Dragonkin]] &lt;br /&gt;
|207 BR&lt;br /&gt;
|-&lt;br /&gt;
|[[Elan (Player Race)|Elan]]&lt;br /&gt;
|&lt;br /&gt;
|344 BR&lt;br /&gt;
|-&lt;br /&gt;
|[[Illumian (Player Race)|Illumian]]&lt;br /&gt;
|&lt;br /&gt;
|344 BR&lt;br /&gt;
|-&lt;br /&gt;
|[[Vanara]]&lt;br /&gt;
|&lt;br /&gt;
|650 PR&lt;br /&gt;
|-&lt;br /&gt;
|[[New World Dryad (Player Race)|Dryad (New World)]]&lt;br /&gt;
|Descendants of old world [[dryads]]&lt;br /&gt;
|695 PR&lt;br /&gt;
|-&lt;br /&gt;
|[[Warforged]]&lt;br /&gt;
|&lt;br /&gt;
|700 PR&lt;br /&gt;
|-&lt;br /&gt;
|[[Autom (Player Race)|Automaton]]&lt;br /&gt;
|&lt;br /&gt;
|791 PR&lt;br /&gt;
|-&lt;br /&gt;
|[[Trollkin]]&lt;br /&gt;
|Descendants of Trolls&lt;br /&gt;
|10 CR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;Races Created by Cross-Breeding&#039;&#039; ==&lt;br /&gt;
The following races are not god-created but rather the result of interesting parings of Quelmar races.&lt;br /&gt;
&lt;br /&gt;
=== Old World Crossbreeds (Prehistoric) ===&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
!Race&lt;br /&gt;
!Description&lt;br /&gt;
!Parent 1&lt;br /&gt;
!Parent 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Avariel]]&lt;br /&gt;
|[[List of Subraces#Elf|A subrace of Elf]]&lt;br /&gt;
|Aarakocra&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Drakkotaur (Player Race)|Drakkotaur]]&lt;br /&gt;
|&lt;br /&gt;
|Centaur&lt;br /&gt;
|Dragon&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonborn]]&lt;br /&gt;
|&lt;br /&gt;
|Humanoid&lt;br /&gt;
|[[Dragonkin (Player Race)|Dragonkin]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Broonie (Player Race)|Broonie]]&lt;br /&gt;
|&lt;br /&gt;
|Halfling&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Firbolg]]&lt;br /&gt;
|&lt;br /&gt;
|Elf&lt;br /&gt;
|Giant&lt;br /&gt;
|-&lt;br /&gt;
|[[Genasi]]&lt;br /&gt;
|&lt;br /&gt;
|[[Genie]]&lt;br /&gt;
|Humanoid&lt;br /&gt;
|-&lt;br /&gt;
|[[Goliath]]&lt;br /&gt;
|&lt;br /&gt;
|Humanoid&lt;br /&gt;
|Giant&lt;br /&gt;
|-&lt;br /&gt;
|[[Hobgoblin]]&lt;br /&gt;
|&lt;br /&gt;
|Goblin&lt;br /&gt;
|Bugbear&lt;br /&gt;
|-&lt;br /&gt;
|[[Kender]]&lt;br /&gt;
|&lt;br /&gt;
|Halfling&lt;br /&gt;
|Gnome&lt;br /&gt;
|-&lt;br /&gt;
|[[Kobold]]&lt;br /&gt;
|&lt;br /&gt;
|[[Dragonkin (Player Race)|Dragonkin]]&lt;br /&gt;
|[[Pterran]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Lizardfolk]]&lt;br /&gt;
|&lt;br /&gt;
|Humanoid&lt;br /&gt;
|[[Pterran]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Maedar_(Player_Race)|Maedar]]&lt;br /&gt;
|&lt;br /&gt;
|Humanoid&lt;br /&gt;
|[[Medusa]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Nilbog (Player Race)|Nilbog]]&lt;br /&gt;
|&lt;br /&gt;
|Gnome&lt;br /&gt;
|Goblin&lt;br /&gt;
|-&lt;br /&gt;
|[[Ogre]]&lt;br /&gt;
|&lt;br /&gt;
|Giant&lt;br /&gt;
|Orc&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== New World Crossbreeds (After 0 BR) ===&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
!Race&lt;br /&gt;
!Description&lt;br /&gt;
!Parent 1&lt;br /&gt;
!Parent 2&lt;br /&gt;
|-&lt;br /&gt;
|[[Changeling]]&lt;br /&gt;
|&lt;br /&gt;
|Human&lt;br /&gt;
|Doppelganger&lt;br /&gt;
|-&lt;br /&gt;
|[[Dhampir (Player Race)|Dhampir]]&lt;br /&gt;
|&lt;br /&gt;
|Human&lt;br /&gt;
|[[Vampire]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-Dryad]]&lt;br /&gt;
|&lt;br /&gt;
|Human&lt;br /&gt;
|Dryad&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-Elf]]&lt;br /&gt;
|&lt;br /&gt;
|Human&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-Giant]]&lt;br /&gt;
|&lt;br /&gt;
|Human&lt;br /&gt;
|Giant&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-Orc]]&lt;br /&gt;
|&lt;br /&gt;
|Human&lt;br /&gt;
|Orc&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifter]]&lt;br /&gt;
|&lt;br /&gt;
|Human&lt;br /&gt;
|Lupine&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;ExtraPlanar Races&#039;&#039;  ==&lt;br /&gt;
Finally, the races below are not typically found natively in Quelmar, but may travel in Quelmar for various reasons ranging from exile to wanting to escape their home plane. Campaigns set in other Planes may see large societies of these races.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
!Race&lt;br /&gt;
!Description&lt;br /&gt;
!Native Plane&lt;br /&gt;
|-&lt;br /&gt;
|[[Aboleth]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Beholder]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Drow]]&lt;br /&gt;
|[[List of Subraces#Elf|Elven Subrace]]&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Duergar]]&lt;br /&gt;
|[[List of Subraces#Dwarf|Dwarven Subrace]]&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Grimlock]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-Illithid Lizardfolk (Player Race)|Half-Illithid Lizardfolk]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Illithid]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Kuo-toa]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Minotaur]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Orog]]&lt;br /&gt;
|[[List of Subraces#Orc|Orc Subrace]]&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Quaggoth (Player Race)|Quaggoth]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Shardmind]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Svirfneblin]]&lt;br /&gt;
|[[List of Subraces#Gnome|Gnomish Subrace]]&lt;br /&gt;
|[[The Underdark]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Eladrin]]&lt;br /&gt;
|[[List of Subraces#Elf|Elven Subrace]], became widespread in Quelmar after 650 [[BR]]&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Harengon]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Leprechaun]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Tibbit]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ursanids|Ursanid]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Woodkin]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Feywild]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadar-Kai]]&lt;br /&gt;
|[[List of Subraces#Elf|Elven Subrace]]&lt;br /&gt;
|[[The Shadowfell]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbed Devil]]&lt;br /&gt;
|&lt;br /&gt;
|[[Baator]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Djinn]]&lt;br /&gt;
|&lt;br /&gt;
|Elemental Planes&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental]]&lt;br /&gt;
|&lt;br /&gt;
|Elemental Planes&lt;br /&gt;
|-&lt;br /&gt;
|[[Mephit]]&lt;br /&gt;
|&lt;br /&gt;
|Elemental Planes&lt;br /&gt;
|-&lt;br /&gt;
|[[Gith]]&lt;br /&gt;
|Includes Githzerai and Githyanki&lt;br /&gt;
|[[Astral Plane]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Naga]]&lt;br /&gt;
|&lt;br /&gt;
|[[Astral Plane]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ghost]]&lt;br /&gt;
|&lt;br /&gt;
|[[Ethereal Plane]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Modron]]&lt;br /&gt;
|&lt;br /&gt;
|[[Mechanus]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Demon]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Abyss]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Angel]]&lt;br /&gt;
|&lt;br /&gt;
|Any Good Plane&lt;br /&gt;
|-&lt;br /&gt;
|[[Kenku]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Beastfolk|Lionfolk]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Lupine]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Mousefolk]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Rabbitfolk]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ratfolk]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Sharkfolk]]&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Tabaxi]] (catfolk)&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Tortle]] (Turtlefolk)&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Ursin]] (Bearfolk)&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolfen]] ([[dogfolk]])&lt;br /&gt;
|&lt;br /&gt;
|[[The Beastlands]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Slaad]]&lt;br /&gt;
|&lt;br /&gt;
|[[Limbo]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Yugoloth]]&lt;br /&gt;
|&lt;br /&gt;
|[[Hades]], [[Gehenna]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D Player Resources Navbox}}&lt;br /&gt;
{{Quelmar}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(Prehistory)&amp;diff=39999</id>
		<title>Quelmar Timeline (Prehistory)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(Prehistory)&amp;diff=39999"/>
		<updated>2025-07-04T03:50:14Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added the creation and the births of the races.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://quelmarwiki.com/wiki/Quelmar_Timeline_(Prehistory)?veaction=edit Click Here to Add or Remove Events in this Era]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%;&amp;quot; |Year&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|The primordial energies of the universe cause the [[Quelmar Deities|Gods]] to be born or drawn into the realm eventually known as [[The Quelmar Realm|Quelmar]]. &lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|From the void of nothing, the Original [[Gods]] create the world of [[Quelmar]]. (See: [[The Creation of Quelmar]])&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|The gods create the original 7 races of the realm: [[Centaur|Centaurs]], [[Dryad|Dryads]], [[Dwarf|Dwarves]], [[Gnome|Gnomes]], [[Orc|Orcs]], [[Rakshasa (Player Race)|Rakshasa]], and [[Shadow-folk]].&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[The Territory Wars]] begin as the original 7 races of the realm begin their first fight over territory.&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[Ywrought]] fractures into distinct continents, cause unknown.&lt;br /&gt;
|-&lt;br /&gt;
!???&lt;br /&gt;
![[The Giving]] begins as original Gods are supplemented by others.&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[Campaign]]: [[System Agnostic]] Chapter One&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[The Plane Wars|&amp;lt;nowiki/&amp;gt;]][[The Plane Wars]] emerges as a result of the Giving, by now, many other planes are born out of the Prime.[[The Plane Wars|&amp;lt;nowiki/&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[The Pixie Nixings]]&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|The [[Musuuth]] (Mammoth folk) go extinct&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|[[Uncharted]] Campaign&lt;br /&gt;
|-&lt;br /&gt;
|???&lt;br /&gt;
|The society of [[Ta-Shedet]] rises and falls on the cusp of the [[Pteris]] badlands.&lt;br /&gt;
|-&lt;br /&gt;
!A Generation Before 0 [[BR]]&lt;br /&gt;
!The earliest [[humans]] appear, and soon begin keeping a record of time, creating &amp;quot;History&amp;quot; and ending the &amp;quot;Pre-History&amp;quot; era.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura_Player_Roster&amp;diff=36990</id>
		<title>Qandela Obscura Player Roster</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura_Player_Roster&amp;diff=36990"/>
		<updated>2025-01-22T04:42:58Z</updated>

		<summary type="html">&lt;p&gt;Warden: just added link to Carmen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Please do not update or adjust the roster ===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[Player]]&lt;br /&gt;
!Character&lt;br /&gt;
!Circle &lt;br /&gt;
!Role&lt;br /&gt;
!Specialty&lt;br /&gt;
!Assignments&lt;br /&gt;
!Lvl&lt;br /&gt;
!Scars&lt;br /&gt;
|-&lt;br /&gt;
|Mercedes&lt;br /&gt;
|Dr. Phyllis “Filly” Bailey she/her&lt;br /&gt;
|Discovery&lt;br /&gt;
|Scholar&lt;br /&gt;
|Doctor &lt;br /&gt;
|&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amal&lt;br /&gt;
|Arthur Nook&lt;br /&gt;
|Secrets and Pursuits &lt;br /&gt;
|Muscle&lt;br /&gt;
|Champion&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nick&lt;br /&gt;
|Persephone “Percy” Montgomery &lt;br /&gt;
|Mind and Might &lt;br /&gt;
|Face&lt;br /&gt;
|Magician&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Julia&lt;br /&gt;
|Byron Hans Core&lt;br /&gt;
|Secrets and Pursuits&lt;br /&gt;
|Slink&lt;br /&gt;
|Vigilante&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matt&lt;br /&gt;
|The Nighthawk&lt;br /&gt;
|Shade &amp;amp; Sinew&lt;br /&gt;
|Slink&lt;br /&gt;
|Vigilante&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jon&lt;br /&gt;
|Oslo Ryker&lt;br /&gt;
|Whistles and Whispers&lt;br /&gt;
|Scholar&lt;br /&gt;
|Engineer &lt;br /&gt;
|&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Anna&lt;br /&gt;
|Feyre Acheron&lt;br /&gt;
|Whistles and Whispers&lt;br /&gt;
|Slink&lt;br /&gt;
|Criminal&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nin&lt;br /&gt;
|Arin Kwiyn&lt;br /&gt;
|Mind and Might&lt;br /&gt;
|Scholar&lt;br /&gt;
|Doctor&lt;br /&gt;
|&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talia&lt;br /&gt;
|[[Carmen Baxter]]&lt;br /&gt;
|Discovery&lt;br /&gt;
|Weird &lt;br /&gt;
|Medium&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Marcy &lt;br /&gt;
|Emily Anderson&lt;br /&gt;
|Secrets and Pursuits&lt;br /&gt;
|Face&lt;br /&gt;
|Journalist&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Madhav &lt;br /&gt;
|Avyaan Kumar&lt;br /&gt;
|Shade &amp;amp; Sinew&lt;br /&gt;
|Muscle&lt;br /&gt;
|Soldier&lt;br /&gt;
|&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerin&lt;br /&gt;
|Katherine Ellenbogen&lt;br /&gt;
|Shade &amp;amp; Sinew&lt;br /&gt;
|Scholar&lt;br /&gt;
|Doctor&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rhiannon&lt;br /&gt;
|Jessamine Gold&lt;br /&gt;
|Secrets and Pursuits&lt;br /&gt;
|Weird &lt;br /&gt;
|Occultist&lt;br /&gt;
|&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Emma&lt;br /&gt;
|Hero Graham&lt;br /&gt;
|Whistles and Whispers&lt;br /&gt;
|Slink &lt;br /&gt;
|Detective&lt;br /&gt;
|&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sam&lt;br /&gt;
|Callum McVeigh&lt;br /&gt;
|Mind and Might&lt;br /&gt;
|Muscle&lt;br /&gt;
|Soldier&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ethan&lt;br /&gt;
|Dexter &amp;quot;Dex&amp;quot; Miller&lt;br /&gt;
|Whistles and Whispers&lt;br /&gt;
|Weird&lt;br /&gt;
|Occultist&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Dove&lt;br /&gt;
|Clarence &amp;quot;Clancy&amp;quot; Fields&lt;br /&gt;
|Mind and Might&lt;br /&gt;
|Slink&lt;br /&gt;
|Detective&lt;br /&gt;
|1&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sarah (Bread)&lt;br /&gt;
|Noelle Silva&lt;br /&gt;
|Discovery&lt;br /&gt;
|Weird&lt;br /&gt;
|Medium&lt;br /&gt;
|&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cat&lt;br /&gt;
|Mocking-bird&lt;br /&gt;
|Discovery&lt;br /&gt;
|Slink&lt;br /&gt;
|Vigilante&lt;br /&gt;
|3&lt;br /&gt;
|I&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Out of Play Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Player &lt;br /&gt;
!Character&lt;br /&gt;
!Arc&lt;br /&gt;
!Status&lt;br /&gt;
!Sessions&lt;br /&gt;
|-&lt;br /&gt;
|Julia&lt;br /&gt;
|Piers Corden&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Amal&lt;br /&gt;
|[[Steve Corden]]&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerin&lt;br /&gt;
|[[Laura Grant]]&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jon R&lt;br /&gt;
|[[Thomas]] McCallum&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nikki &lt;br /&gt;
|Pennsylvania Jane&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aspen&lt;br /&gt;
|Laurence Arkwright &lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ares&lt;br /&gt;
|Cassian&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Keller&lt;br /&gt;
|Montana Jack&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chris&lt;br /&gt;
|Warren Baxter &lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[James]]&lt;br /&gt;
|Dr  Thaddeus&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Jonathan &lt;br /&gt;
|Nikolas Arkwright&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Anna&lt;br /&gt;
|Nesta Archeon&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nick&lt;br /&gt;
|Silas Heartwood&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Matt&lt;br /&gt;
|[[Lincoln Renfield-Murray]]&lt;br /&gt;
|Arc 1&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerin&lt;br /&gt;
|Dr Alexandria Aquino&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Death&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Amal&lt;br /&gt;
|[[Jamie Hayes]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Death&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Mercedes&lt;br /&gt;
|Tess Henry&lt;br /&gt;
|Arc 1, 2&lt;br /&gt;
|Retired&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Emma&lt;br /&gt;
|[[Lula V]]&lt;br /&gt;
|Arc 1, 2&lt;br /&gt;
|Retired&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Talia&lt;br /&gt;
|[[Elizabeth Nightshade]]&lt;br /&gt;
|Arc 1, 2&lt;br /&gt;
|Retired&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Mercedes&lt;br /&gt;
|Jean Hawkeye&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Kade&lt;br /&gt;
|[[Fives]]&lt;br /&gt;
|Arc 1, 2&lt;br /&gt;
|Retired&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Kim&lt;br /&gt;
|[[Weasel]]&lt;br /&gt;
|Arc 1,2&lt;br /&gt;
|Retired&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Margarita&lt;br /&gt;
|[[James D&#039;Arcy|James]]&lt;br /&gt;
|Arc 1, 2&lt;br /&gt;
|Retired&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Nick&lt;br /&gt;
|[[Gideon Eldermourne]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Anna&lt;br /&gt;
|[[Sister Amaranth]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Sarah (Dove)&lt;br /&gt;
|[[Tara Lloyd]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Julia&lt;br /&gt;
|[[Gin Reynolds]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Jon&lt;br /&gt;
|[[Alexander]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Sam&lt;br /&gt;
|[[Cedric]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Amal&lt;br /&gt;
|[[Gio Fletcher]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Matt&lt;br /&gt;
|[[Mallory Harper|Lt. (r) Mallory Harper]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Keller&lt;br /&gt;
|[[Father Lorrian Michaels]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Aerin&lt;br /&gt;
|[[Verity Leon]]&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Ashley&lt;br /&gt;
|Merrin&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Lilith&lt;br /&gt;
|Sybille “Bill” Eisgrau&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Sarah (Bread)&lt;br /&gt;
|Rosalynn Scott&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Geoff&lt;br /&gt;
|Grigori&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Marcy&lt;br /&gt;
|Ashley Amber&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Cat&lt;br /&gt;
|Aster Moreau&lt;br /&gt;
|Arc 2&lt;br /&gt;
|Retired&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;Lightkeeper&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Qandela Obscura]]&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:CR]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Carmen_Baxter&amp;diff=36853</id>
		<title>Carmen Baxter</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Carmen_Baxter&amp;diff=36853"/>
		<updated>2025-01-19T06:53:25Z</updated>

		<summary type="html">&lt;p&gt;Warden: Page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Candela Obscura|name={{PAGENAME}}|marital=Single|birthPlace=Newfaire|species=Human|gender=Female|height=5&#039; 11&amp;quot;|weight=150 lbs|eyes=Green}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Weird - Medium in Arc 3 of [[Qandela Obscura]]. She is part of the Circle of Discovery, a newly-formed set of investigators after the events of the &amp;quot;Red Rash&amp;quot; from the year before. When she begins her career with Candela she is in her early thirties.&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Carmen is tall, at just under six feet in height, with long black hair most often kept pinned up behind her head. She has dark green eyes and pale skin. Most often she wears black dresses, accompanied by gloves. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Carmen has a lot of empathy for people, especially when it comes to loss. She knows the value of comfort and earnest support offered in a time of grief and need, and she will go out of her way to offer what help she can to people. Carmen has a fascination with the macabre and with her own powers. She feels drawn to circumstances of tragedy and loss not just for what she can do for others, but because those experiences somehow feel &#039;&#039;right&#039;&#039; to her, like they&#039;re how she&#039;s &#039;&#039;supposed&#039;&#039; to interact with the world. She wants to understand how death, spirits, and the Flare are all interconnected, and really &#039;&#039;feel&#039;&#039; what it means to die without having to die herself.  &lt;br /&gt;
&lt;br /&gt;
She enjoys experimenting with her amateur chemistry in creating new scented candles, salts and oils for her shop, and she&#039;s truly looking forward to exploring the full extent of her powers with the help of Candela Obscura. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Carmen was the only child of William and Marisa Baxter. Her parents were deeply religious, and believed her abilities were unnatural and against the will of the Ascendant. When the great war caused Noma to call for all kinds of volunteers, her father closed up his shop and signed on for the war effort. He died near the end of the war, and Carmen re-opened her father&#039;s shop with her own spin: selling scented candles and salts of all sorts for anyone interested instead of primarily producing specialty candles for the Ascendancy to use in religious ceremonies. &lt;br /&gt;
&lt;br /&gt;
One of Carmen&#039;s regular clients is a mortician in Hallowharbor, where she has exchanged a discount on her goods for the ability to occasionally visit the dead on her own while funeral preparations are being done. During these trips she has tested and practiced her ability to connect with the least moments of the dead. &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Carmen has an ability to sense the pasts of objects she touches, specifically by sensing strong emotions and experiencing flashes of memories associated with them. She has had this ability to some extent since she was a teenager, but her parents strongly encouraged her to conceal and forget about the ability as much as possible. &lt;br /&gt;
&lt;br /&gt;
She has always felt an innate connection with the dead, which frightened her parents as she was growing up. Her abilities further seemed to be heightened when interacting with the bodies of the dead, detecting the smells, tastes, emotions, and sometimes the last sight of those whose bodies she touches. A notable time she experienced this more intense aspect of her senses was at her father&#039;s funeral. That was the first time her experience with her abilities was more intense and powerful.&lt;br /&gt;
&lt;br /&gt;
== Allies and Associates ==&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Discovery ===&lt;br /&gt;
&lt;br /&gt;
* Dr. Phyllis &amp;quot;Filly&amp;quot; Bailey&lt;br /&gt;
** A friend and coworker of Carmen&#039;s distant cousin: Professor Daniel Combs. Prior to their meeting in the context of Candela Obscura the two had met occasionally, at gatherings and parties organized by Dr. Combs, but were not close or particularly friendly. &lt;br /&gt;
* The Mocking-bird&lt;br /&gt;
** A known vigilante who protects the people of Newfaire when the Periphery is insufficient. Carmen has long been a fan of her efforts and curious about the mysterious masked woman. As part of that fascination, she&#039;s found herself producing scented candles inspired by the Mocking-bird and selling them at her shop. Actually getting to work with her in the same circle in Candela, learn her secret identity, and get to know the woman behind the mask is something she hadn&#039;t even dared dream of, but has become her life now. &lt;br /&gt;
*** She hates black licorice. &lt;br /&gt;
* Noelle Silva &lt;br /&gt;
** TBD&lt;br /&gt;
&lt;br /&gt;
=== Other Members of Candela Obscura ===&lt;br /&gt;
TBD&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;br /&gt;
[[Category:CR]]&lt;br /&gt;
[[Category:Qandela Obscura]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Philani&amp;diff=35376</id>
		<title>Philani</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Philani&amp;diff=35376"/>
		<updated>2024-11-08T04:07:21Z</updated>

		<summary type="html">&lt;p&gt;Warden: Delphyne typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}{{Infobox_character|affilliation=Devil|name={{PAGENAME}}, the Inferno|relatives=[[Fierna]], [[Pharastra]] &lt;br /&gt;
In-laws: [[Glasya]], [[Asmodeus]]|languages=All|alias=[[Sabbatical (character)|Sabbatical]]|marital=Consorted to [[Delphyne]], the Dragon of the Inferno|birthPlace=Phlegethos|species=Fiend (devil)|gender=Female}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}, once the Inferno of Phlegethos, and eventually Malbolge, &#039;&#039;&#039;is an archfiend in the service of the Fourth Circle of the Hells under the direction of her grandmother, Fierna. Before her rise as a fiend, Philani worked in the Courts of Hell as a lawyer before taking a brief stint as an adventurer on Quelmar. During this time she met her future consort and arranged to have her [[soul]] bound to her service in the Hells. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Philani maintains a relatively simple appearance, preferring to rely on her magic and force of will rather than physical presence. She most often presents herself in the guise of a [[tiefling]] woman of average height and severe features with golden eyes that blaze with light. She is comfortable in armor, but is most often wearing a gown crafted by sylvan artisans of [[the Moon Court]] of faerie that ripples with waves of flame. She has a pair of wings and a short set of black horns that point back along the top of her head. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Philani is strict and demanding, but not prone to cruelty for its own sake. She judges and punishes other fiends more often than she does mortal [[souls]], and has even been known to offer reasonable terms to mortals seeking power or knowledge. She is a scholar and appreciates lost or hidden knowledge for its own sake as well as for the power it can give. In addition to souls, she often accepts new knowledge as payment for her bargains.  &lt;br /&gt;
&lt;br /&gt;
Philani abhors lies and generally deals directly, accurately describing terms of agreements and any potential consequences rather than hide material in fine print. She will still use standard fiendish riders and clauses in contracts, but if questioned about them, she will explain them and is willing to negotiate their removal if the other party can provide good cause. She has a hot temper that is especially set off by deceit, threats to her consort, or interruptions to her personal time. Despite this, she has been known to represent the Hells as a diplomat in negotiations across other planes, and especially among [[the Moon Court]] fey, where Philani developed a personal relationship with their leadership.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
See [[Sabbatical (character)|Sabbatical]] for details on her mortal life.&lt;br /&gt;
&lt;br /&gt;
After becoming an archfiend, Philani quickly established herself as a capable combatant and a skilled administrator on Phlegethos. She has served as an attorney in the Infernal Courts for over twenty years, and returned to the Courts even after her ascension to archfiend in order to represent a [[demon]] who has been willingly bound in service to the Hells. As a result of that representation, she obtained the services of her cook for a period of at least one hundred years.  &lt;br /&gt;
&lt;br /&gt;
After only a decade in power as one of many archfiends, in the year 904 [[PR]], Philani was able to take advantage of an opportunity to claim the position of archduchess of Malbolge. For further details, see the [[Infernal Invasion]] campaign.   &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Philani is an accomplished spellcaster who wields fire as her primary source of damage. She also has a commanding presence that demands obedience from those around her, and which can leave her foes unable to avoid her more direct attacks. Of special note is that her hellish flames are capable of overcoming most forms of resistance, so only the most hearty beings can stand up to her flames. &lt;br /&gt;
&lt;br /&gt;
In combat, Philani casts spells and makes weapon attacks with a whip of hellfire. The weapon has significant reach and is hot enough to melt through stone. She also uses a commanding presence to prevent enemies from taking actions against her.  &lt;br /&gt;
&lt;br /&gt;
== Alliances and Pacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Moon Court ===&lt;br /&gt;
Philani engaged in a pact with Queen [[Celenica Luanach]] of the [[The Moon Court|Moon Court]] of the fey to further her knowledge of soul manipulation and experiment with means of creating creatures bound to the Hells, yet not quite fiends, and thus not bound by the terms of the new [[The Pact Primeval|Pact Primeval]]. Her bargain is relatively straightforward, and is mostly a research alliance. The primary terms are thus: &lt;br /&gt;
&lt;br /&gt;
* A sharing of arms and knowledge from both sides.&lt;br /&gt;
* Equal partnership in Philani’s future soul experimentation based of resources provided by the Queen.&lt;br /&gt;
* Philani and her forces will not raise up arms against the Moon Court and the Moon Court will not raise up arms against Philani.&lt;br /&gt;
* A show of force in the others&#039; time of need.&lt;br /&gt;
* Philani’s knowledge of [[Devil]]-based soul manipulation.&lt;br /&gt;
&lt;br /&gt;
For all this, Philani was given access to all of the Moon Court&#039;s prior soul manipulation research as well as a significant quantity of raw material in the form of fey creatures and souls upon which to experiment. She has made efforts to create crosses between imps and pixies, [[dryads]] and barbed [[devils]], pit fiends and satyrs, and other unique infernal combinations. Throughout all this work, she has had [[Delphyne]] cultivating plant creatures with an infernal aspect to them as well. This has been to supplement her own knowledge, as well as secure the future viability of the entire project even should the agreement with Lady Luanach break in the future.&lt;br /&gt;
&lt;br /&gt;
=== The Efreeti Sultanate of the Plane of Fire ===&lt;br /&gt;
During her period as Infernal Liason with the other planes, Philani made numerous contacts with parties in the [[Plane]] of Fire. As part of an agreement with a Sultan, a group a Azir were dispatched to the Hells to enhance the construction of Philani&#039;s fortress in Phlegethos. &lt;br /&gt;
&lt;br /&gt;
=== [[The Tempest Brothers Expeditionary Company]] ===&lt;br /&gt;
Philani returned to the company to ask for their assistance in placing infernal sigils all across [[Amusa]] in an effort to create a web of magic capable of detecting [[Demon|demonic]] incursions. In exchange for their help, she promised aid to the company by acting as an [[Arbiter]] for part of the [[Within the Wicked Wilds|Wicked Wilds]] campaign. &lt;br /&gt;
[[Category:Wicked Wilds]]&lt;br /&gt;
[[Category:Infernal Invasion]]&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Devil]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Philani&amp;diff=35375</id>
		<title>Philani</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Philani&amp;diff=35375"/>
		<updated>2024-11-08T04:04:17Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added arbiter role in WW.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}{{Infobox_character|affilliation=Devil|name={{PAGENAME}}, the Inferno|relatives=[[Fierna]], [[Pharastra]] &lt;br /&gt;
In-laws: [[Glasya]], [[Asmodeus]]|languages=All|alias=[[Sabbatical (character)|Sabbatical]]|marital=Consorted to [[Delphyne]], the Infernal Dragon|birthPlace=Phlegethos|species=Fiend (devil)|gender=Female}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}, once the Inferno of Phlegethos, and eventually Malbolge, &#039;&#039;&#039;is an archfiend in the service of the Fourth Circle of the Hells under the direction of her grandmother, Fierna. Before her rise as a fiend, Philani worked in the Courts of Hell as a lawyer before taking a brief stint as an adventurer on Quelmar. During this time she met her future consort and arranged to have her [[soul]] bound to her service in the Hells. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Philani maintains a relatively simple appearance, preferring to rely on her magic and force of will rather than physical presence. She most often presents herself in the guise of a [[tiefling]] woman of average height and severe features with golden eyes that blaze with light. She is comfortable in armor, but is most often wearing a gown crafted by sylvan artisans of [[the Moon Court]] of faerie that ripples with waves of flame. She has a pair of wings and a short set of black horns that point back along the top of her head. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Philani is strict and demanding, but not prone to cruelty for its own sake. She judges and punishes other fiends more often than she does mortal [[souls]], and has even been known to offer reasonable terms to mortals seeking power or knowledge. She is a scholar and appreciates lost or hidden knowledge for its own sake as well as for the power it can give. In addition to souls, she often accepts new knowledge as payment for her bargains.  &lt;br /&gt;
&lt;br /&gt;
Philani abhors lies and generally deals directly, accurately describing terms of agreements and any potential consequences rather than hide material in fine print. She will still use standard fiendish riders and clauses in contracts, but if questioned about them, she will explain them and is willing to negotiate their removal if the other party can provide good cause. She has a hot temper that is especially set off by deceit, threats to her consort, or interruptions to her personal time. Despite this, she has been known to represent the Hells as a diplomat in negotiations across other planes, and especially among [[the Moon Court]] fey, where Philani developed a personal relationship with their leadership.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
See [[Sabbatical (character)|Sabbatical]] for details on her mortal life.&lt;br /&gt;
&lt;br /&gt;
After becoming an archfiend, Philani quickly established herself as a capable combatant and a skilled administrator on Phlegethos. She has served as an attorney in the Infernal Courts for over twenty years, and returned to the Courts even after her ascension to archfiend in order to represent a [[demon]] who has been willingly bound in service to the Hells. As a result of that representation, she obtained the services of her cook for a period of at least one hundred years.  &lt;br /&gt;
&lt;br /&gt;
After only a decade in power as one of many archfiends, in the year 904 [[PR]], Philani was able to take advantage of an opportunity to claim the position of archduchess of Malbolge. For further details, see the [[Infernal Invasion]] campaign.   &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Philani is an accomplished spellcaster who wields fire as her primary source of damage. She also has a commanding presence that demands obedience from those around her, and which can leave her foes unable to avoid her more direct attacks. Of special note is that her hellish flames are capable of overcoming most forms of resistance, so only the most hearty beings can stand up to her flames. &lt;br /&gt;
&lt;br /&gt;
In combat, Philani casts spells and makes weapon attacks with a whip of hellfire. The weapon has significant reach and is hot enough to melt through stone. She also uses a commanding presence to prevent enemies from taking actions against her.  &lt;br /&gt;
&lt;br /&gt;
== Alliances and Pacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Moon Court ===&lt;br /&gt;
Philani engaged in a pact with Queen [[Celenica Luanach]] of the [[The Moon Court|Moon Court]] of the fey to further her knowledge of soul manipulation and experiment with means of creating creatures bound to the Hells, yet not quite fiends, and thus not bound by the terms of the new [[The Pact Primeval|Pact Primeval]]. Her bargain is relatively straightforward, and is mostly a research alliance. The primary terms are thus: &lt;br /&gt;
&lt;br /&gt;
* A sharing of arms and knowledge from both sides.&lt;br /&gt;
* Equal partnership in Philani’s future soul experimentation based of resources provided by the Queen.&lt;br /&gt;
* Philani and her forces will not raise up arms against the Moon Court and the Moon Court will not raise up arms against Philani.&lt;br /&gt;
* A show of force in the others&#039; time of need.&lt;br /&gt;
* Philani’s knowledge of [[Devil]]-based soul manipulation.&lt;br /&gt;
&lt;br /&gt;
For all this, Philani was given access to all of the Moon Court&#039;s prior soul manipulation research as well as a significant quantity of raw material in the form of fey creatures and souls upon which to experiment. She has made efforts to create crosses between imps and pixies, [[dryads]] and barbed [[devils]], pit fiends and satyrs, and other unique infernal combinations. Throughout all this work, she has had [[Delphyne]] cultivating plant creatures with an infernal aspect to them as well. This has been to supplement her own knowledge, as well as secure the future viability of the entire project even should the agreement with Lady Luanach break in the future.&lt;br /&gt;
&lt;br /&gt;
=== The Efreeti Sultanate of the Plane of Fire ===&lt;br /&gt;
During her period as Infernal Liason with the other planes, Philani made numerous contacts with parties in the [[Plane]] of Fire. As part of an agreement with a Sultan, a group a Azir were dispatched to the Hells to enhance the construction of Philani&#039;s fortress in Phlegethos. &lt;br /&gt;
&lt;br /&gt;
=== [[The Tempest Brothers Expeditionary Company]] ===&lt;br /&gt;
Philani returned to the company to ask for their assistance in placing infernal sigils all across [[Amusa]] in an effort to create a web of magic capable of detecting [[Demon|demonic]] incursions. In exchange for their help, she promised aid to the company by acting as an [[Arbiter]] for part of the [[Within the Wicked Wilds|Wicked Wilds]] campaign. &lt;br /&gt;
[[Category:Wicked Wilds]]&lt;br /&gt;
[[Category:Infernal Invasion]]&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Devil]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Philani&amp;diff=35374</id>
		<title>Philani</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Philani&amp;diff=35374"/>
		<updated>2024-11-08T03:58:53Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added II campaign results.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}{{Infobox_character|affilliation=Devil|name={{PAGENAME}}, the Inferno|relatives=[[Fierna]], [[Pharastra]] &lt;br /&gt;
In-laws: [[Glasya]], [[Asmodeus]]|languages=All|alias=[[Sabbatical (character)|Sabbatical]]|marital=Consorted to [[Delphyne]], the Infernal Dragon|birthPlace=Phlegethos|species=Fiend (devil)|gender=Female}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}, once the Inferno of Phlegethos, and eventually Malbolge, &#039;&#039;&#039;is an archfiend in the service of the Fourth Circle of the Hells under the direction of her grandmother, Fierna. Before her rise as a fiend, Philani worked in the Courts of Hell as a lawyer before taking a brief stint as an adventurer on Quelmar. During this time she met her future consort and arranged to have her [[soul]] bound to her service in the Hells. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Philani maintains a relatively simple appearance, preferring to rely on her magic and force of will rather than physical presence. She most often presents herself in the guise of a [[tiefling]] woman of average height and severe features with golden eyes that [[blaze]] with light. She is comfortable in armor, but is most often wearing a gown crafted by sylvan artisans of [[the Moon]] Court of faerie that ripples with waves of [[flame]]. She has a pair of wings and a short set of black horns that point back along the top of her head. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Philani is strict and demanding, but not prone to cruelty for its own sake. She judges and punishes other fiends more often than she does mortal [[souls]], and has even been known to offer reasonable terms to mortals seeking power or knowledge. She is a scholar and appreciates lost or hidden knowledge for its own sake as well as for the power it can give. In addition to souls, she often accepts new knowledge as payment for her bargains.  &lt;br /&gt;
&lt;br /&gt;
Philani abhors lies and generally deals directly, accurately describing terms of agreements and any potential consequences rather than hide material in fine print. She will still use standard fiendish riders and clauses in contracts, but if questioned about them, she will explain them and is willing to negotiate their removal if the other party can provide good cause. She has a hot temper that is especially set off by deceit, threats to her consort, or interruptions to her personal time. Despite this, she has been known to represent the Hells as a diplomat in negotiations across other planes, and especially among [[the Moon Court]] fey, where Philani developed a personal relationship with their leadership.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
See [[Sabbatical (character)|Sabbatical]] for details on her mortal life.&lt;br /&gt;
&lt;br /&gt;
After becoming an archfiend, Philani quickly established herself as a capable combatant and a skilled administrator on Phlegethos. She has served as an attorney in the Infernal Courts for over twenty years, and returned to the Courts even after her ascension to archfiend in order to represent a [[demon]] who has been willingly bound in service to the Hells. As a result of that representation, she obtained the services of her cook for a period of at least one hundred years.  &lt;br /&gt;
&lt;br /&gt;
After only a decade in power as one of many archfiends, in the year 904 [[PR]], Philani was able to take advantage of an opportunity to claim the position of archduchess of Malbolge. For further details, see the [[Infernal Invasion]] campaign.   &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Philani is an accomplished spellcaster who wields fire as her primary source of damage. She also has a commanding presence that demands obedience from those around her, and which can leave her foes unable to avoid her more direct attacks. Of special note is that her hellish flames are capable of overcoming most forms of resistance, so only the most hearty beings can stand up to her flames. &lt;br /&gt;
&lt;br /&gt;
In combat, Philani casts spells and makes weapon attacks with a whip of hellfire. The weapon has significant reach and is hot enough to melt through stone. She also uses a commanding presence to prevent enemies from taking actions against her.  &lt;br /&gt;
&lt;br /&gt;
== Alliances and Pacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Moon Court ===&lt;br /&gt;
Philani engaged in a pact with Queen [[Celenica Luanach]] of the [[The Moon Court|Moon Court]] of the fey to further her knowledge of soul manipulation and experiment with means of creating creatures bound to the Hells, yet not quite fiends, and thus not bound by the terms of the new [[The Pact Primeval|Pact Primeval]]. Her bargain is relatively straightforward, and is mostly a research alliance. The primary terms are thus: &lt;br /&gt;
&lt;br /&gt;
* A sharing of arms and knowledge from both sides.&lt;br /&gt;
* Equal partnership in Philani’s future soul experimentation based of resources provided by the Queen.&lt;br /&gt;
* Philani and her forces will not raise up arms against the Moon Court and the Moon Court will not raise up arms against Philani.&lt;br /&gt;
* A show of force in the others&#039; time of need.&lt;br /&gt;
* Philani’s knowledge of [[Devil]]-based soul manipulation.&lt;br /&gt;
&lt;br /&gt;
For all this, Philani was given access to all of the Moon Court&#039;s prior soul manipulation research as well as a significant quantity of raw material in the form of fey creatures and souls upon which to experiment. She has made efforts to create crosses between imps and pixies, [[dryads]] and barbed [[devils]], pit fiends and satyrs, and other unique infernal combinations. Throughout all this work, she has had [[Delphyne]] cultivating plant creatures with an infernal aspect to them as well. This has been to supplement her own knowledge, as well as secure the future viability of the entire project even should the agreement with Lady Luanach break in the future.&lt;br /&gt;
&lt;br /&gt;
=== The Efreeti Sultanate of the Plane of Fire ===&lt;br /&gt;
During her period as Infernal Liason with the other planes, Philani made numerous contacts with parties in the [[Plane]] of Fire. As part of an agreement with a Sultan, a group a Azir were dispatched to the Hells to enhance the construction of Philani&#039;s fortress in Phlegethos. &lt;br /&gt;
[[Category:Wicked Wilds]]&lt;br /&gt;
[[Category:Infernal Invasion]]&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Devil]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(PR)&amp;diff=35372</id>
		<title>Quelmar Timeline (PR)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(PR)&amp;diff=35372"/>
		<updated>2024-11-08T03:50:29Z</updated>

		<summary type="html">&lt;p&gt;Warden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://quelmarwiki.com/wiki/Quelmar_Timeline_(PR)?veaction=edit Click Here to Add or Remove Events in this Era]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%;&amp;quot; |Year&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2 PR&#039;&#039;&#039;&lt;br /&gt;
|The start of [[Realm War I]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;10 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;[[Campaign]]:&amp;lt;/u&amp;gt; Start of the [[OathWielders|OathWielders Campaign]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;33 PR&#039;&#039;&#039;&lt;br /&gt;
!The end of [[Realm War I]], the last [[Breme]] based societies and cultures have been destroyed or go into hiding.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;120-138 PR&#039;&#039;&#039;&lt;br /&gt;
|The [[Demonic Infiltration]], creatures of [[the Abyss]] swarm Quelmar and cause devastation realmwide.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;137 PR&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Triumph over Abysm&#039;&#039;. [[Demogorgon]] is slain after the black pearl summoning the [[demons]] is destroyed, stopping the infiltration. Demons are stranded in Quelmar, and mortals are stranded in the Abyss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;138 PR&#039;&#039;&#039;&lt;br /&gt;
|[[Esau]]&#039;s Success - One man takes it upon himself to summon powerful [[devils]] to the surface to protect [[Amusan Sea|Amusa]] from [[Orcus]] and his minions who have taken residence, marking the official end of the [[Demonic Infiltration]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;299 PR&#039;&#039;&#039;&lt;br /&gt;
|A Good Year (According to [[Azazel]])&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;321 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaigns:&amp;lt;/u&amp;gt; Start of [[Another One Bites the Dice|Another One Bites The Dice]] &amp;amp; [[Not Strahd]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;368-390 PR&#039;&#039;&#039;&lt;br /&gt;
![[The Cavalry Rush]], liberation and restructuring of the realm takes place over nearly 25 years as the modern domains take shape, and the &#039;traditional kingdom&#039; (the kind that covers massive swaths of land) goes the way of the [[dragon]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;465 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Ancients Alive]] campaign. A realm wide event known as &#039;&#039;&#039;The Hunt For the Ancients&#039;&#039;&#039; kicks off, inspiring heroes, [[adventurers]], archeologists, scholars, and most importantly...elementalists...to find the [[Tools of the Primordial Ancients]], which have been prophesized to return to the public eye.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;466 PR&#039;&#039;&#039;&lt;br /&gt;
|[[The Arctic Autumn]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;523 PR&#039;&#039;&#039;&lt;br /&gt;
|Notably called &amp;quot;A Great Year&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;600+ PR&#039;&#039;&#039;&lt;br /&gt;
!Artificers Around the Realm begin experimenting with personal [[Gun|Firearms]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;605 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Mini Campaign&amp;lt;/u&amp;gt;: [[Deadly Diaspora]]. Creatures cast adrift from the stars find their way onto Quelmar and threaten Northern Isonhound. &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;650 PR&#039;&#039;&#039;&lt;br /&gt;
![[Vanara]] Intellect is born out of [[Levinkan]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;691-693&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Sick of this Shit]] Campaign&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;691 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Towson Tabletop]] (Season 1 and 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;691 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign&amp;lt;/u&amp;gt;: [[Pirates of Quelmar]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;691 PR&#039;&#039;&#039;&lt;br /&gt;
|The new god [[Kragnux (Deity)|Kragnux]] ascends and his archbishop [[Thwack]] spreads the new religion across the realm.&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;699 PR&#039;&#039;&#039;&lt;br /&gt;
!Awakened [[Autom (Player Race)|Autom]] appear out of [[Isonhound]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;700-702 PR&#039;&#039;&#039;&lt;br /&gt;
|[[The Razing of Isonhound ]], after 2 million lives are lost and countless ecosystems burned down, a returning fear of [[dragons]] sweeps the realm, leading to the start of [[The Second Draconic Crusades|the second draconic crusades]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;730 PR&#039;&#039;&#039;&lt;br /&gt;
|The start of the [[The War of the Forged|War of the Forged]] in the northern hemisphere of Quelmar.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;741-742 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Sick of this Shit Incorporated|SotS Inc]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;741 PR&#039;&#039;&#039;&lt;br /&gt;
|[[Mila Perturb]] unveils the [[Iron Horse]], a prototype to the steam train that is powered mostly by [[Rune|runes]] and [[wovenstone]], rather than steam and electricity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;744 PR&#039;&#039;&#039;&lt;br /&gt;
|The [[The War of the Forged|War of the Forged]] comes to a close as communities around the realm begin to accept that construct life deserves equal treatment.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;745 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Sick of this Shit Incorporated|SotS Inc Season 3]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;761 PR&#039;&#039;&#039;&lt;br /&gt;
!After 60 years of fighting back, the [[Dragonborn]] is falsely considered extinct, killed off by the [[The Second Draconic Crusades|second crusades]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;791-792 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Towson Tabletop]] (Season 3 and 4)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;792 PR&#039;&#039;&#039;&lt;br /&gt;
|The [[The_Infernal_Emergence#The_Second_Emergence_(792_PR)|second Infernal Emergence]] occurs, leading to the creation of [[Hellmar]], is swiftly forgotten by most and only recorded in the most skeptical of sources.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;793-795 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Towson Tabletop]] (Season 5)&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;794-796&#039;&#039;&#039;&lt;br /&gt;
![[Tiamat]]&#039;s and [[Bahamut]]&#039;s return to Quelmar (sometimes called [[The Sundown|The Sundown)]] which many consider as the beginning of [[The War of Many Names]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;796 PR&#039;&#039;&#039;&lt;br /&gt;
|[[The Battle of the Dao]] marks the end of [[The Gathering Shadow]] and a new leader of the [[LaCroix Kingdom]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;821-824 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[First Class]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;825-826 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Into the Greedy Green (Campaign)|Into the Greedy Green]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;826 PR&#039;&#039;&#039;&lt;br /&gt;
![[Sardior]] the God of [[Dragon#Gem Dragons|Gem Dragons]] is resurrected and his [[Ruby Court]] reassembled in order to dispel the [[The Shadowfell|Shadowfell]] out of [[Isonhound]], thus completing the return of the original Four Dragons to Quelmar.&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;850 PR&#039;&#039;&#039;&lt;br /&gt;
![[Bahamut]] is conquered and killed by [[Tiamat|the Dragon Queen]], an event that dramatically shifts the resulting course of the [[The War of Many Names]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;883 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Painted Sands of Pteris]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;893-894 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Within the Wicked Wilds]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;894 PR&#039;&#039;&#039;&lt;br /&gt;
|The [[demon|demoness]] [[Mother]] attempts to ascend to godhood during the events of [[The Thelryan Restoration]], only to be stopped by [[The Tempest Brothers Expeditionary Company]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;904 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Infernal Invasion]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;904 PR&#039;&#039;&#039;&lt;br /&gt;
|The [[archdevil]] [[Philani]] becomes the ruler of the sixth [[The Ten Hells|Hell]], Malbolge. The layer is transformed from an infinite mountain into an infinite volcano.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;924 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Quelmarch]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;999 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[The Beggar&#039;s Bodega (Campaign)|The Beggar&#039;s Bodega]] opens up in [[Al&#039;Adeaf]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1010 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[The Neighbours]] begin their slow but steady attempts to takeover the underworld of [[Ahol]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1250 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Realmtrotter&#039;s Guide to Zobeck|The Realmtrotter&#039;s Guide to Zobeck]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1273 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;The Descendant Section of the [[It Came From Kiston]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;1273 PR&#039;&#039;&#039;&lt;br /&gt;
![[The Fated Five]] lock [[Kiston]], all creatures on the mainland (including the five) are displaced as the continent is once again displaced from the realm.&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;1293 PR&#039;&#039;&#039;&lt;br /&gt;
!The [[Fracturing of the Weave]] and release of [[World Breaker|the World Breaker]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;1294 PR&#039;&#039;&#039;&lt;br /&gt;
![[Kiston]] is sunk&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;1295 PR&#039;&#039;&#039;&lt;br /&gt;
!Planar Magic is eliminated from the realm, severing its links to the [[Feywild]], the [[Shadowfell]], and the other planes. Quelmarians are stuck in Quelmar for the rest of time. Summons poof out of existance and conjuring from other planes becomes impossible. Quelmar&#039;s seasons radically shift by the elemental [[plane]] de-attunement, causing every 1 year to have 3 equal months of each season.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Infernal_Invasion&amp;diff=35370</id>
		<title>Infernal Invasion</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Infernal_Invasion&amp;diff=35370"/>
		<updated>2024-11-08T03:42:46Z</updated>

		<summary type="html">&lt;p&gt;Warden: Infernal Invasion Wrapped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Private Online [[campaign]] that began on May 5th, 2024 and ended with its finale session on November, 3rd, 2024.&lt;br /&gt;
&lt;br /&gt;
The campaign involves a group of powerful [[souls]] consigned to eternity in [[The Ten Hells]] instead put to work to combat a [[demon|demonic]] incursion into the Sixth layer of the Hells, [[Malbolge]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The campaign primarily takes place in the [[The Ten Hells|Hells]], with different events centered around the invasion of demons of the Sixth infernal layer of [[Malbolge]]. This invasion was made possible by exploiting the fact that [[Glasya]]&#039;s experiments in portal magic weakened the interplanar barrier between the 6th Hell and the other planes. A portal connecting a portion of [[Duumal]] in demonic control with a faraway corner of Malbolge was created, and demons began quietly flooding the plane for months before being discovered and overrunning the infernal garrisons Glasya left behind when she took command of [[Nessus]]. &lt;br /&gt;
&lt;br /&gt;
In response to this failure, [[Asmodeus]] convened an infernal council to organize the military effort to reclaim Malbolge and reward the archdevil who was most accomplished during the effort with the position of ruler of that plane. Glasya was stripped of the title, although she retained ownership of Nessus, and all of her archdevils were commanded to lend their forces to the effort, but were disqualified from the competition. In an effort to maintain a semblance of control of the plane, Glasya turned to the next logical choice of archdevils: her daughter-in-law, [[Philani]] and [[Delphyne]], who were both archdevils living in Phlegethos. She granted them additional information and military resources, and encouraged her father, Asmodeus, to support Philani&#039;s proposals.&lt;br /&gt;
&lt;br /&gt;
With that support, Philani requested permission to offer a certain limited number of mortal souls in the Hells release from any infernal bindings and a return to life in exchange for their services. Asmodeus permitted this request and allowed Philani to scour the infernal dungeons and layers for suitable souls to present with her offer. The party eventually assembled was not the first, but they were the first to successfully complete her audition task: breaking into a fortress guarded by her own dragon wife and escaping with a specific item within.&lt;br /&gt;
&lt;br /&gt;
From that point, Philani added the adventurers to her forces, directing them to handle several high-priority objectives with the flexibility, stealth, and discretion that the force of devils she commanded could not achieve. As they did so, they grew in power, eventually leading to the devils&#039; success in recapturing Malbolge, and in placing Philani as the layer&#039;s new ruler. &lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
Characters in the campaign are: &lt;br /&gt;
&lt;br /&gt;
* [[Aestrik]] (Edelio)&lt;br /&gt;
* [[Damian Shryke]] (Keller)&lt;br /&gt;
* [[Kanari Meldros]] (Nin)&lt;br /&gt;
* [[Orlog]] (Cody)&lt;br /&gt;
* [[Zandar Krith]] (Jon)&lt;br /&gt;
 &lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* [[Philani]]&lt;br /&gt;
* [[Redemption Core|Delphyne]]&lt;br /&gt;
* [[Glasya]]&lt;br /&gt;
* [[Asmodeus]]&lt;br /&gt;
* Assorted additional fiends I&#039;ll list later.&lt;br /&gt;
&lt;br /&gt;
== The Story So Far ==&lt;br /&gt;
Over the course of 6 months and 17 sessions, the player characters fought demons and other foes all across the Infernal layer of Malbolge before eventually joining a major assault against the stable portal connecting Malbolge with Duumal, and which had been overrun with demons for over a year without the devils&#039; knowledge. While they traveled around the plane, the party&#039;s wizard, Aestriik placed several infernal sigils of Philani&#039;s design around the plane, allowing her to tap into and change the energy of the infinite mountain itself and turn it into a volcano, which she made erupt at just the right moment to cause devastation to the unprepared demonic forces and leave other Infernal powers unable to capitalize on the opening it created. &lt;br /&gt;
&lt;br /&gt;
The small army of devils belonging to Philani and Delphyne fought a force more than triple their number, and consisting of major threats up to and including a **[[Demon Lords|demon lord]].** Although most of the lesser forces in her retinue were destroyed, the party, Philani, and Delphyne were able to secure the portal site on the Malbolge side and stop the flow of demons into the deeper layer of the Hells. This success was instrumental in reclaiming the plane for the Hells, and in acknowledgement of that success, the archdevil Philani was granted the title of archduchess and put in place as the new ruler of the Sixth Layer of the Hells. This appointment drew the ire of all of the other archdevils competing for the position, not least of all Philani&#039;s mother, [[Pharastra]].&lt;br /&gt;
&lt;br /&gt;
In order to secure the party&#039;s service in the first place, Philani presented them with a straightforward contract: help her defeat the demons and win her place as ruler of Malbolge in exchange for a True Resurrection, releasing their souls from existing infernal bonds, and whatever gold or items they had earned and which they could carry. Despite some opportunities to do otherwise, she stayed true to her word and sent each party member to the location of their choosing on Quelmar. Now that they have grown from levels 12-17, these figures of legendary power could have significant impacts on the fate of the realm of Quelmar long after their original deaths. What those may be remains to be seen, but will have to be in another adventure. For now, here is where each was sent:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Orlog]], the barbarian, was originally a religious cultist whose leader claimed that he had returned to life from the Hells, and who claimed that the only way to choose a new leader was for someone else to do the same. Many others drank the Koolaid™ and ritually sacrificed themselves in an attempt to prove themselves worthy, but none returned. Until Orlog. Having fought and earned his way out of the Hells, Orlog now knew without a doubt that his former leader was a fraud, but *he* was not. With the help of his new closest friend, Aestrik, he deposed the cult leader and took his rightful place as leader, damning his former companion to an eternity in the Hells of his own.&lt;br /&gt;
&lt;br /&gt;
[[Aestrik]], the wizard and writer, originally entered the Hells at the direction of her publisher, who promised her a wonderful opportunity for a book signing. This naïve impression of the place she found herself was quickly shattered, and Aestriik swore vengeance on him for his betrayal. But, over the course of her time in the Hells, she realized that if she followed that path, she would inevitably make her own way back to the Hells when she died. Instead, she chose to focus on her connections with the new, close friends she made during the course of this journey, writing in a new genre for her, biographical non-fiction—albeit, with some embellishments. After giving each member of the party a way to stay in touch, she returned to the world of the living with Orlog, to help him deal with his former cult, and, hopefully, to steer him away from his own potential return to the Hells after his death.&lt;br /&gt;
&lt;br /&gt;
[[Damian Shryke]], the sorcerous warlock, was always fated for the Hells. Raised with his sister by a night hag, and with infernal blood flowing through his veins, he always knew he would end up there. But when he was slain by a devout priest who nonetheless *forgave* him, that created doubt in Damien’s mind. Rather than face his infernal father in the Hells, he sought any hope, any chance to return to the land of the living and face that priest again, to really confront that forgiveness and make peace with his past evils. He found that chance in Philani’s bargain, and although he lost much—including his close companion throughout his life, the imp Lucky—he did get his chance to come back to life. Damien chose to forsake the Hells and his infernal heritage and embrace the priest’s order, and teach them further how to combat devils and to subvert infernal contracts. But his bridges to the Hells are burned, and his mortal protections from Infernal harm are forfeit, and if his soul ever &#039;&#039;does&#039;&#039; find its way back to the Hells, he has a world of pain waiting for him… And his devilish father isn’t going to be happy with him either.&lt;br /&gt;
&lt;br /&gt;
[[Kanari Meldros|Kanari Meldross]], the princess and stealthy archer, was damned to the Hells through no fault of her own, but by the weapon of the assassin, Xander Krith, who had been hired to kill her in her sleep. The true culprit: her uncle, a power-hungry man jealous of his brother, the king’s rule, and looking for ways to weaken his rule and usurp him. After Kanari’s death, he was able to orchestrate a coup, driving her parents out of the city and into hiding in a cave at the outskirts of their kingdom. They were utterly surprised when they were visited by Kanari, returned to life and coming to their aid with powers and skills greatly improved since her time alive. With the help of her murderer—and somehow new friend—Xander Krith, she returns with her family to her home to deal with her uncle and reclaim the throne that rightfully belongs to her parents, and eventually to her. And, despite being made the leader of the party of adventurers in the Hells—and even still bearing an infernal mark of command—she tries her best to do good, and to rule well. She hopes to eventually pass into one of the Heavens, but, if something were to send her soul back to the Hells, she’s not worried. After all, she’s got friends in the right place there.&lt;br /&gt;
&lt;br /&gt;
[[Xander Krith]], the infernal assassin, entered the Hells after his execution for the murder of princess Kanari Meldross when his boss in the assassin’s organization betrayed him to the guard to tie up loose ends for their employer. Once he found himself dead, his skills were immediately put to work killing inconvenient devils or even other mortal souls who found themselves within the Hells. Eventually he learned of Philani’s offer and jumped at the opportunity to serve someone who could give him what he craved more than anything else: revenge. To that end, Xander didn’t only agree to the contract allowing him to come back to life, but also bound his soul to Philani further, so he knew he could have a reliable employer after his eventual death and inevitable return to the Hells. Xander embraced this infernal power fully, corrupting even his mortal form from a human into a tiefling and coming back to deal a decisive blow to the group of assassins he *used* to work for. He also grew to like and appreciate Kanari’s company and leadership once he got to know her as a person instead of a target and volunteered to help her deal with her uncle.&lt;br /&gt;
&lt;br /&gt;
=== Infernal Initiations ===&lt;br /&gt;
The characters were scattered across the Hells, with each arriving under different circumstances and being there in different company. Orlog was swiftly captured and placed in a prison where he was tortured for several days before questions even began. When the [[devils]] found out he had voluntarily sacrificed himself as part of some [[cult]] to return from the Hells in a bid to claim leadership in his religion they found it so hilarious that they stopped torturing him for a few days before inventing new ways to harass and torment Orlog&#039;s spirit. And yet, his positive attitude and certainty that he would one day return to the land of the living appeared never to waver. When Philani put out notice that she was collecting mortal souls which had not yet been transformed into fiends for the war effort, he was brought to a meeting chamber within the prison.&lt;br /&gt;
&lt;br /&gt;
Aestrik entered the Hells both by accident and on purpose, but all while still alive. She was on a book signing tour and was told by her publisher that she could find a ready audience for her work through the [[plane]] shift spell when in reality he sent her to Hell, likely to horde the profits of her work without having to pay royalties. Upon arriving, Aestrik entered a settlement of fiends and was promptly arrested by the fiends there and thrown into prison. She was only there for a handful of days before a [[devil]] with infernal tattoos all over her skin took her from the cell and to the meeting room in the prison. &lt;br /&gt;
&lt;br /&gt;
Zandar Krith, the hired killer, was quickly spotted by an Ink devil hoping to use his skills as an assassin. He put the man to work hunting uglier targets than he was used to, but nonetheless doing quite similar work to while Zandar was alive. He passed hands several times over the span of a month or so before eventually being informed of the opportunity that was rumored: a chance to return to life. Leaping at this opportunity, because it meant a chance to get revenge, Zandar used the resources and favors he had thus far accrued to get himself taken to the meeting place in the prison in Malbolge.&lt;br /&gt;
&lt;br /&gt;
Kanari Meldros was lost in a fog for some unknown period of time before coming to herself on the shores of the Styx in Phlegethos. She was collected by a pack of many-legged creatures and escorted to Philani and Delphyne&#039;s fortress where she was promptly placed in a cell to await the mistress of the house&#039;s decision of what to do with her. Also inside the cell was an unnamed [[halfling]] who didn&#039;t remember much of his life or abilities, but was terrified of everything. When Philani inspected the prisoners, she determined that the halfling was useless and burned his [[soul]], destroying it. Kanari, on the other hand, recalled some skills with bows and sneaking, so Philani decided to offer her the chance to prove herself with the other souls she was gathering.&lt;br /&gt;
&lt;br /&gt;
Damian Shryke was killed by a priest and found himself in the Hells with the crushing worry that he had been &#039;&#039;forgiven&#039;&#039; looming over him. He was struggling to find any way to come back to life while crashing at the apartment of his imp familiar. His familiar told him of a rumor that Philani was supposedly offering a chance at resurrection, but told him it seemed sketchy because Philani has a reputation for imps in her employ simply disappearing. The familiar tried to talk Damien out of it, but he insisted on going, and they flew out of Abriymoch to her fortress to volunteer for the assignment Philani was offering. When they arrived, Philani took the group to Malbolge for the larger meeting and briefing, where contracts were presented to everyone to sign.&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
&lt;br /&gt;
* Potion Luck: When rolling for healing on a health potion the [[player]] may choose to keep their roll or choose an unknown roll made by the Dungeon Master.&lt;br /&gt;
* Other Potion Rules: The first 3 potions in a combat can be used on oneself as an action OR a bonus action as they are kept ready to use. Potions beyond that always require an action to use. Potions used on another character always require an action to use.&lt;br /&gt;
* All of the characters started with an infernal initiation described below. &lt;br /&gt;
*Individual rulings as they came up, but otherwise following D&amp;amp;D 5e 2014 rules.&lt;br /&gt;
&lt;br /&gt;
== Magic Variations ==&lt;br /&gt;
Some spells either function differently from what you may be used to, or do not function at all. This list is not exhaustive, but includes the following: Summoning spells that call on beings from other planes will not function for the majority of the campaign. This includes spells like Find Familiar, Summon Fey, Conjure Woodland Beings, and so on.&lt;br /&gt;
&lt;br /&gt;
Magic that allows for interplanar travel is already limited within the Hells, but has been further restricted within the plane to prevent any [[demons]] who normally have such capabilities from spreading across all of the infernal layers. This, does, however mean that spells like Plane Shift will not function.&lt;br /&gt;
&lt;br /&gt;
Because the character’s souls are currently trapped in the Hells, resurrection magic can return them to life no matter how much time has passed so long as their body is not destroyed. If their body is destroyed, however, then not even a &#039;&#039;[[Wish]]&#039;&#039; or &#039;&#039;True Resurrection&#039;&#039; can bring the character back to life.&lt;br /&gt;
&lt;br /&gt;
Clerics and Warlocks with [[gods]] or patrons not native to the Hells require additional DM approval for this campaign, as the channels which allow external power to flow through the [[domain]] have been constrained in this time of crisis.&lt;br /&gt;
&lt;br /&gt;
All magic is likely to have strange infernal twists to it. Feel free to flavor your spells and magical effects appropriately without causing a mechanical change.&lt;br /&gt;
&lt;br /&gt;
== Infernal Initiations ==&lt;br /&gt;
&lt;br /&gt;
=== Hellmar Survivor ===&lt;br /&gt;
You were born in the devastated plane of [[Hellmar]], ruled by the absolute tyrant that is Asmodeus. It’s practically a miracle you’re alive, if you can call a life spent barely surviving in the burned-out wasteland Hellmar has become. You never let yourself imagine things could be better, but still you sometimes dreamed of a world full of life, and a life you might have there. You’ve fought and killed devils before in your efforts to stay as free as you can, but eventually, as everyone you’ve ever known has, or will, you were captured by the seemingly infinite infernal powers. Just before you are forced to become a fiend yourself one of the devils makes you an offer with the one thing that could torment you more than anything else: hope. There &#039;&#039;is&#039;&#039; a living world still out there, and you can have your life there… &#039;&#039;if&#039;&#039; the fiend gets what it wants. Gain your choice of one of the following feats: &#039;&#039;&#039;Gunner&#039;&#039;&#039;, &#039;&#039;&#039;Inspiring Leader&#039;&#039;&#039;, &#039;&#039;&#039;Lucky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Murder Victim ===&lt;br /&gt;
Maybe you were a bad person, but you didn’t deserve or expect to die. Maybe you had an infernal contract that you were planning on fulfilling, but circumstances interrupted your plans. Or maybe you were a good person, and one of those pesky infernal cultists killed you and sent your soul to Hell instead of where it belongs. Either way, you died and found yourself in Hell. Your reasons for wanting to return to life and escape Hell may be just as varied as the cause that sent you here. You’ve been dead for some time now though, and you know things will be different if only you can get a second chance. Gain your choice of one of the &#039;&#039;&#039;Alert&#039;&#039;&#039;, &#039;&#039;&#039;Durable&#039;&#039;&#039;, or &#039;&#039;&#039;Fighting Initiate&#039;&#039;&#039; feats to reflect the new skill you’ve practiced to ensure things go better this time around.&lt;br /&gt;
&lt;br /&gt;
=== Willing Martyr ===&lt;br /&gt;
You sacrificed your life to take the place of another whose soul was otherwise damned to the Hells. This person may have been someone you loved or a complete stranger, but the terms were clear, and you fully expected to spend the rest of your existence suffering the torments of Hell with the only solace being that the person you saved wouldn’t have to face the same thing. Gain your choice of one of the &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, &#039;&#039;&#039;Shield Master&#039;&#039;&#039;, or &#039;&#039;&#039;Tough&#039;&#039;&#039; feats. This opportunity to escape from your fate seems almost too good to be true, but you know there is still more good you can do, and you don’t &#039;&#039;deserve&#039;&#039; to suffer for an eternity. Killing demons and putting a particular archfiend in power is a price you are willing to pay for your soul’s freedom.&lt;br /&gt;
&lt;br /&gt;
=== Unwelcome Guest ===&lt;br /&gt;
You entered the Hells on your own terms, or by accident. Either way, you didn’t come the traditional way by &#039;&#039;dying.&#039;&#039; Still, you got caught by that patrol of devils, and now you’re stuck here, whatever means of escape you had in mind, far out of reach. Gain your choice of one of the &#039;&#039;&#039;Actor&#039;&#039;&#039;, &#039;&#039;&#039;Skulker&#039;&#039;&#039;, or &#039;&#039;&#039;Skill Expert&#039;&#039;&#039; feats reflecting your particular set of skills that convinced you that a trip in and out of the Hells was a good idea in the first place, or at least survivable.&lt;br /&gt;
&lt;br /&gt;
=== Infernal Initiate ===&lt;br /&gt;
You were familiar with and have embraced your Infernal nature to some degree even before this opportunity presented itself. You have experience making deals with powers to gain some of your own. Gain either the &#039;&#039;&#039;Eldritch Adept&#039;&#039;&#039; feat or the &#039;&#039;&#039;Elemental Adept&#039;&#039;&#039; feat. If you are a [[Tiefling]], you may instead choose either the &#039;&#039;&#039;Flames of Phlegethos&#039;&#039;&#039; or the &#039;&#039;&#039;Infernal Constitution&#039;&#039;&#039; feats. You died and were brought to Hell, but your work or desires in the land of the living are incomplete. You know that your soul will most likely return to Hell when you die again, but there are things you can only do in the living world, and you want to get back out and do them.&lt;br /&gt;
&lt;br /&gt;
{{CampaignNavbox}}&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
[[Category:Infernal Invasion]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Talk:Aiza,_Minor_Goddess_of_Fate&amp;diff=34712</id>
		<title>Talk:Aiza, Minor Goddess of Fate</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Talk:Aiza,_Minor_Goddess_of_Fate&amp;diff=34712"/>
		<updated>2024-08-24T00:20:09Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* Worldbuilders */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worldbuilders ==&lt;br /&gt;
&lt;br /&gt;
Emma / glamourpal&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Sabbatical_(character)&amp;diff=34705</id>
		<title>Sabbatical (character)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Sabbatical_(character)&amp;diff=34705"/>
		<updated>2024-08-23T01:38:30Z</updated>

		<summary type="html">&lt;p&gt;Warden: Removing excess hyperlinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}&amp;lt;spotify&amp;gt;https://open.spotify.com/playlist/7x7cmy6RWY2icBtazqohqw?si=c7efeb6d1c3b4cd5 &amp;lt;/spotify&amp;gt;{{Infobox_character|affilliation=Fierna, Phlegethos, Tempest Brothers Expeditionary Company|name=Sabbatical|image=Sabbatical_by_Mercedes.png|caption=Sabbatical in her tent in the Tempest Brother&#039;s Expeditionary Company camp writing reports while she thinks about important things.|relatives=[[Fierna]], [[Pharastra]]|languages=Common, Infernal, Celestial, Abyssal, Primordial|marital=Consorted to [[Redemption Core|Reedy]]|birthPlace=Hell (Phlegethos)|deathDate=TBD|deathPlace=TBD|species=Tiefling|gender=Female|height=5&#039;3&amp;quot;|weight=128 lbs|eyes=Gold}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Philani a.k.a. &amp;quot;Sabbatical&amp;quot; &#039;&#039;&#039;is a [[Tiefling]] of [[Fierna]] visiting Quelmar from the [[plane]] of Phlegethos. She isn&#039;t particularly keen on Quelmar, but had strict instructions to &amp;quot;go out into the world and find an adventure!&amp;quot; At least the visit is an opportunity to try new things, not spend every waking moment on legal training, and spend some time exploring some esoterica. She has adopted the name of &amp;quot;Sabbatical&amp;quot; for her stay in the mortal realm rather than sharing her true identify and heritage with people. She presents herself as a foreign attorney here to take a break and try new things, which is certainly all true, if incomplete.  &lt;br /&gt;
&lt;br /&gt;
Despite her devotion to her role in hell, Philani is a [[cleric]] of knowledge rather than order and firmly believes that the system of the hells has room for improvement with just the right injection of outside knowledge. The closest being to her patron [[deity]] would be [[Asmodeus]], as she is fully devoted to the cause of the [[devils]] in their fight against the forces of evil chaos. She is rigid in her rules, but not quite as bound to precedent or tradition for its own sake and willing to permit some experimentation, so long as it&#039;s on her terms. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
[[File:Sabbatical Armored.png|alt=A red Tiefling woman with dark red hair and dark asymmetrical horns growing from her head. She is wearing scale mail armor and wielding a metal shield.|left|thumb|Sabbatical in her initial field equipment.]]&lt;br /&gt;
Sabbatical is a red Tiefling with long, nearly black, red hair usually worn up in a bun. Her horns are relatively short and grow in an asymmetrical pattern, the left growing backwards along the top of her head, and the right protruding more horizontally. She has an average frame, with enough muscle to handle most tasks. Her face is striking, with her golden eyes shining out under a sharp brow. Most often, she wears the padded undertunic that fits beneath her scale mail armor over a pair of lightweight trousers and leather boots. In the field, she wields spell and shield while keeping herself safe with armor.  &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Sabbatical is not naturally sociable, but is making an effort to put herself out there. She likely comes across as somewhat rigid and opportunistic--happy to exploit any perceived weakness for her own purposes. But she is also collecting new experiences and new ideas for later consideration.  &lt;br /&gt;
&lt;br /&gt;
Sabbatical has a low tolerance for fools and for chaos. Chaotic waste and willful ignorance are the greatest of sins in her mind. She tends to view people as tools, and those who act without thinking are worse than broken tools--they are threats. She is extremely cautious by nature, and extremely wary of unwanted mental effects. She does not like feeling weak compared to others, and has a strong need to feel in control of events around her. Although she has powers from her bloodline to briefly charm others, she has rarely exercised them, focusing instead on the spells she has earned through study and devotion to the acquisition of knowledge.   &lt;br /&gt;
&lt;br /&gt;
She tends not to trust others, but due to her relatively limited exposure to other races and beings, she is more likely to trust those she sees as similar to herself: tieflings, and other analytical minds. She fully believes in the necessity of the Hells and does not regret or resent her life and [[soul]] being devoted to its purposes. Other tieflings she views as distant relatives who have freedom to act in ways that even powerful devils cannot, but who can still serve a greater purpose. Those that approach life analytically, she believes will eventually, and inevitably become her allies.  &lt;br /&gt;
&lt;br /&gt;
Sabbatical appreciates courtesy and offers it to others by default unless they act in a way that loses her respect. Despite few interactions outside her fiendish upbringing, she does not judge others by their appearance, nature, or heritage except in comparison to their environment. To a degree this is because almost everything is new and strange to her, so she approaches it all with an initially open mindset.   &lt;br /&gt;
&lt;br /&gt;
Deep down, much of her motivation comes down to a desire for control, control that she has almost never &#039;&#039;really&#039;&#039; felt in her life. Her [[mother]] and grandmother have always had a relatively heavy hand on her affairs, even when they are distant or seemingly disinterested. Even the sabbatical Philani finds herself on is at the command of her family, although it creates many new opportunities. Power is the only true means of securing control, and if nothing else, this sabbatical will provide plenty of opportunities for growing in power, in one way or another.  &lt;br /&gt;
&lt;br /&gt;
She had not previously fully externalized the goal, but her long-term plans involve potential ascension to the ranks of the archdevils. After all, the individuals in place in the 6th since [[Glasya]]&#039;s ascension to the Ninth have been mere place-holders while a truly worthy successor is determined. Since her marriage to Reedy, this goal has been of more importance to her than before, and she feels an urgency to accomplish it far sooner if she can. As a result, she has been pushing herself ever harder in order to grow her power and contacts across Quelmar and the planes that touch it.   &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Sabbatical only recently arrived in Quelmar, with only some meager possessions and a few gold coins. She obtained lodging through the connections of cultist fanatics devoted to obtaining an [[archdevil]]&#039;s favor while she waits for [[the Tempest Brothers Expeditionary Company]] missions to launch.  &lt;br /&gt;
&lt;br /&gt;
Philani, on the other hand, was born as one of only a few mortals native to Hell. Her grandmother is the Archdevil Fierna herself, and Philani has been in training to be one of her lawyers since before she can remember. She is a qualified, if junior attorney within Hell&#039;s legal system with experience handling cases of cowardice, attempted escape of punishment, and soul embezzlement. In her capacity as an assistant prosecutor, she has personally participated in the permanent destruction of 837 fiends of hell and 4 acquittals. After her enforced sabbatical on the mortal plane she expects to return to working in the courts of Phlegethos until she eventually dies or is directly transformed into a proper [[devil]]. After that, she intends to climb the ranks of hell and eventually rise to the rank of archdevil. Unbeknownst to her, she is also being pushed to become one of Hell&#039;s few representatives in interplanar affairs--a role she actually more easily accomplish while she remains mortal. Should she do well in this role, other opportunities may present themselves for further advancement. Her caseload, study materials, and options have been carefully curated by both the Archdevils in her life to see if she can rise to the challenge and impress the lord of all Hell in order to earn a place in his favor among the cosmos. [Additional details forthcoming in the books: [[Fatherless in Phlegethos: An Infernal Childhood]], and [[Ascension in Abriymoch: From Palace to Protégé]].] &lt;br /&gt;
&lt;br /&gt;
Philani has several contacts from the lower planes she is familiar with, and is especially knowledgeable about fiends of all sorts. Her primary physical trainer as a youth was [[Kar&#039;seth]], a mezzoloth who agreed to serve as her instructor indefinitely on the condition that upon her rise in status into an archfiend duke or archduke of Hell, he would be given the opportunity to face her in single combat to the death. If there is anyone outside her own circle that Philani could have been considered close with prior to coming to Amusa, it would be the archdevil [[Totivullus]], baron of Minauros under [[Mammon]], and one of Hell&#039;s most effective scribes. It is rumored that Totivullus is in charge of keeping the originals of all fiendish contracts signed in blood. He has frequently been a resource for Philani in her work examining contracts in legal disputes.   &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Sabbatical is fluent in [[Common]], Infernal, Celestial, [[Abyssal]], and Primordial. She hopes to pick up an additional language at some point in the future, perhaps Draconic or Sylvan.  &lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Sabbatical&#039;s primary approach to combat involves debuffing targets and controlling a battlefield through Suggestions and Commands. As hearty as she is, she focuses mostly on fighting defensively, knowing she can outlast most opponents, or simply turn the situation away from combat entirely. She is not really a fighter at heart and would rather any fight she is involved in be decided long before weapons are drawn. In one notable exception on a violent night, Sabbatical exhibited powers producing hellfire flickering with crimson, green and gold that both wreathed her with light and could retaliate against enemies in close range. The flames reeked of sulfur and damnation, and danced with an energy almost eager to consume life. Since then, and since acquiring an amulet from her home, she has been able to unleash further fire-based spells, although her preference is still toward dealing with humanoid foes and causing paralysis or use mind-affecting spells.  &lt;br /&gt;
&lt;br /&gt;
Unlike most Fierna tieflings, Philani has a mix of fire-based and charm spells as part of her blood. Her connection to hellfire has expanded further through constant use of the amulet as a spell focus not just for her fire spells, but also for all of her magic.   &lt;br /&gt;
&lt;br /&gt;
In order to broaden her skills and access to ritual magic, Philani has also studied the basics of arcane spellcasting. These skills are still in their early days, but are expected to expand at least through the selection of an appropriate school of magic.   &lt;br /&gt;
&lt;br /&gt;
== The Journal ==&lt;br /&gt;
Sabbatical carries with her a heavy tome bound in strange red leather filled mostly with blank pages. The heavy tome is where she drafts work on the memoirs of her own life, which she expects never to share with anyone, but cannot quite shake a desire to make. She also keeps a smaller travel notebook where she keeps the journal she was instructed to make for her time in Quelmar, detailing all the potentially exploitable mortals she encounters, any new ideas she discovers, especially those that could be used as inspiration for new punishments, and a simple record of events. Highlights of entries of the latter will appear below. As the first journal has filled, she has now supplemented it with an additional notebook purchased for her by Reedy. This extra journal was destroyed in a fiery explosion at the base camp, but Sabbatical has acquired some additional texts to reproduce what she remembers of substance and continue writing with. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Entry 1: Arrival in Quelmar ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; The portal delivered me to a rather inconvenient location: the bedroom of some cultist of Grandmother&#039;s. It took far too long to convince this man that no, I was not sent to be his slave or to give him the power of his dreams in exchange for his soul, he was instead to help me integrate with the local society and then forget we ever met. Apparently, I am in a city known as [[Galik]], and my current equipment is illegal without first obtaining the appropriate authorization, which has been another inconvenience. Fortunately, the cultist, Fagin Stonemeadow (to whom I genuinely wish the most exquisite torments once his time comes) was able to provide temporary storage for my armor and weapons until my use can be authorized. The gold coins Mother gave me got an odd look (wrong mint marks for this realm) but were accepted by the innkeeper I eventually found. The city itself is filled with life and lights that remind me a bit of home despite the lack of volcanos and the addition of numerous flying machines. But it is late and I should make an effort to adjust to this realm&#039;s day-night cycle quickly and work further in the morning. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Entry 2: Dates and Waits ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; The local calendar lists the date as Wampus 24, 893 PR, which I will use to track the passage of time from this point on. Apparently the bureaucrats of this place have learned their trade well. I only have a few options if I mean to legally operate in this city: join the local militia; obtain a special dispensation; or join an adventuring crew of some kind. While I would prefer a special dispensation, that would draw too much attention and it turns out even the application process (which my experience tells me I would likely be denied) will take months to proceed. That leaves my best option to be joining a crew of adventurers and most likely operating outside the city for the most part. This suits the overall purposes, and several crews appear to be recruiting. I spent a few days (and the remainder of the gold Mother sent with me) researching the companies, and I&#039;ve decided that the [[Tempest Brothers Expeditionary Company]] will best fit my needs. They are set to launch an expedition into [[Amusa]] proper soon, and that sounds interesting enough. I expect my next entry to occur after I have secured membership and I meet with some more noteworthy individuals. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 2.1 Introductions and initial notes ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; As it turns out, the expedition is not scheduled to depart Galik for a couple weeks, but a number of the recruited adventurers have already begun to gather. The company&#039;s compound has a staging field where some people have set up and it&#039;s adjacent to a tavern that has seen a lot more traffic than I expect it has in a while. The sheer informality of the interactions was a bit jarring, but I&#039;m trying to build some connections and get to know the people I&#039;ll be spending time with on this time away from work. I was slightly surprised to meet two other tieflings among the first group of contractors: Reedy and Marion. Both seemed &#039;&#039;young&#039;&#039; to put it lightly, although Marion had a hint of sadness to her, while Reedy seemed to carry an undercurrent of anger. &lt;br /&gt;
&lt;br /&gt;
The rest of the gathered individuals included: a pair of seemingly unrelated [[kobolds]] were also present: &amp;lt;s&amp;gt;Snooze&amp;lt;/s&amp;gt; Sneeze, and a smaller, quiet one whose name I have yet to learn; an avian musician of some kind; a swarm of worms inhabiting a suit of armor calling him/themselves &#039;Wiggler.&#039; (Chaotic, erratic, and to be avoided if possible); a blonde [[human]] woman with an ego the size of an archdemon who likes to insert herself into conversations uninvited and seems to assume everyone knows her; a human man (Jim Stacey?) who watched the others with a calculating eye enamored of smoking some kind of herb (possible danger or ally to be determined); and an automaton calling himself Lambda who asserted an interest in building positive relationships and exploring the wilds for is own sake. Additional notes and details to follow: a dossier of individuals and impressions before the start of the expedition. &lt;br /&gt;
&lt;br /&gt;
===== 2.1.1 [[Marion Ette|Marion]] (Marianne?) =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: tiefling (she/they), white skin, painted horns, short red hair, tall. Unknown archdevil heritage.&lt;br /&gt;
* Personality: shy, submissive, dislikes crowds, evidences a degree of passivity in her identity and a desire to ingratiate herself with others. She needs to become more assertive if she wants to survive long-term in the world, let alone anywhere more dangerous. Has discussed an unfamiliar deity: Beshaba apparently linked to ill fortune that is connected to her. This connection bears more scrutiny and could indicate a potential resource or threat. She has continued to exhibit self-sacrificing tendencies and a lack of self-confidence in matters despite being remarkably capable in the things she sets out to do. She demonstrates caring and curiosity to a remarkably resilient degree despite events not turning out well for her, although this has changed somewhat since her near-death experience on our latest mission. She has been more withdrawn and less confident in herself, yet still always ready to care for anyone &#039;&#039;else.&#039;&#039; Part of the problem I see in their future is that she seems to define herself by the value they bring to others. They are concerned too much with selflessness, largely inn part to their perception of themselves as somehow lacking in agency due to Beshaba&#039;s influence on their life. This makes them readily exploitable, especially by those she perceives as allies and friends. As such, it is useful to share some vulnerability and non-sensitive information with her in order to create a stronger sense of closeness. This is a useful investment for a moment of need should one arise. She&#039;s also just &#039;&#039;nice&#039;&#039; as company, although she continues to exhibit a misunderstanding of a self-interested mindset. She has finally been able to feel a sense of suspicion for the latest newcomer from the GreenWood Foundation (Dr. Moss&#039;s project), but this is likely minimal. &lt;br /&gt;
* Risk Assessment: &amp;lt;s&amp;gt;Low.&amp;lt;/s&amp;gt; Moderate. &amp;lt;s&amp;gt;While their combat ability is uncertain&amp;lt;/s&amp;gt;, she appears to pose very little threat to those she perceives as allies, and this is a group she is exceedingly willing to expand. In a direct confrontation, many of her abilities could counter mine, since she seems to be focused on supportive spells. Updated combat capabilities demonstrate sufficiently advanced connection to her magic source to cast more powerful spells &amp;lt;s&amp;gt;than myself&amp;lt;/s&amp;gt;. She seems to be marginally ahead of the power level of most other recruits, myself included. Although, through diligent training and getting back into practice, I believe I have reached a comparable level once more. Our skills are clearly in different areas, with Marion having significant cantrip versatility, but lacking the breadth of spell knowledge one might expect. &lt;br /&gt;
* Personal Notes: She&#039;s very open and might eventually make a decent companion if certain boundaries can be established. Additionally has been observed using healing magic and is some kind of focused spellcaster. She had a real problem with me when I committed to killing Jim Stacy and basically told me to fuck off and not come back. &lt;br /&gt;
* Known Spell usage: healing, invisibility, spheres of devouring darkness. &lt;br /&gt;
* Further Details on Beshaba - goddess of ill fortune, has been part of Marion&#039;s life for quite some time. Marion feels a lack of choice in events, going so far as to say she has no agency. May be tied into many events surrounding the company.&lt;br /&gt;
* Relationships: After some prodding at the obviousness of the attraction, Marion and Nassir have formed a relationship. They are clearly still very new at this, and despite both being adults, seem quite uncomfortable with making or at least acknowledging the more physical attractions. She would probably &#039;&#039;&#039;not&#039;&#039;&#039; react as I want to the gift of that small flask of massage oil I purchased in Galik, but I expect she would turn utterly crimson despite her pale complexion. I&#039;m sure Reedy would enjoy seeing the reaction as well, so perhaps once I notice any signs of them actually taking further steps together. They are also seemingly trying to adopt the kobolds Sneeze and Kompi, and I wish them the best of luck in keeping Sneeze away from me and my interests.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.2 [[Redemption Core|Reedy]] ([][][][][][][][][]) =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: tiefling (she/her), red skin, short horns black hair, above average height. Appears to focus on archery. 21 years old. Glasya heritage&amp;lt;s&amp;gt;?&amp;lt;/s&amp;gt;.&lt;br /&gt;
*Drake companion (Daq) changes colors and elements&lt;br /&gt;
* Personality: brash, vocal, and broadcasts a commanding air. Seemingly protective of her drake (and others?) and quick to threaten violence. &amp;lt;u&amp;gt;Stubborn&amp;lt;/u&amp;gt;. &amp;lt;s&amp;gt;Friend?&amp;lt;/s&amp;gt;  Lover?&lt;br /&gt;
* Risk Assessment: Moderate. &amp;lt;s&amp;gt;Uncertain&amp;lt;/s&amp;gt; Moderate combat skills, but with the added threat of a companion creature inadvisable to engage directly. Manipulation of others to draw her ire would likely be more effective. Mobile, but unwise. More likely vulnerable to magical influence than direct magical attacks. The most significant threat comes from the combination of melee strikes from her companion drake and arrows from a distance. The drake empowers her shots with additional elemental damage and can disrupt spellcasting even if Reedy herself is incapacitated.&lt;br /&gt;
* Personal Notes: Despite the above personality notes, she presented a balanced and friendly demeanor when shown the same. Likely protective of her inner circle and a potentially useful ally to make. &lt;br /&gt;
*Magical Abilities: quick summoning and dismissal of her drake, Daq. Never as alone as she may seem. &lt;br /&gt;
*Additional Note: She chased after me when I reacted poorly to an invitation to join a chaotic fae dance. Despite my pushing her away multiple times, she kept coming back, even seemingly overcoming a Suggestion spell far before its duration was finished, although perhaps that was due to a flaw of my own wording. Although I was far from in a combat-ready state, I unleashed several spells on her to relatively little effect, and she was relentless in &#039;&#039;&amp;lt;s&amp;gt;shooting me&amp;lt;/s&amp;gt;&#039;&#039; forcing me to exhaust my fury. I hurt her, and Daq, during this exchange, but she wanted to &#039;&#039;help&#039;&#039; me anyway. After that, she returned to the Black Viper with me, where Stonemeadow delivered an object from the portal. (Not exactly a subtle choice to demonstrate that you&#039;re willing to reveal things to Reedy, by the way.) We had a very direct discussion which included an exchange of names and many more details of our backgrounds. (No, I won&#039;t be sharing any of those details. You either listened in yourself, or missed the chance.)  As much as I&#039;m willing to trust anyone here, I think I can trust Reedy. She knows about your gift and my new capacity for twisting hellfire up from Phlegethos, at least. We&#039;ll have to see how well the situation lasts. &lt;br /&gt;
*We have started sharing a tent in the camp. Not something I expected to find here, and I&#039;m uncertain how long it will last, but I enjoy her company. She &#039;&#039;does&#039;&#039; infuriate me sometimes, and I&#039;m disappointed in her choices to engage with Jim Stacy and spare his life when she had him at her mercy. We are in a bit of an awkward place in whatever our relationship is. &#039;&#039;&#039;Entry Outdated and not reflecting current information. Not all information safe for even this encrypted text.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.3 [[Wiggler]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: swarming mass of worms (he/him maybe &#039;&#039;should&#039;&#039; also include they) encapsulated by a humanoid metal suit. (How he entered the city, given its restrictions, I am uncertain, possibly through wildshaping)&lt;br /&gt;
* Personality: Jubilantly chaotic and full of positive energy for an unknown reason. Prone to sudden bouts of &amp;quot;wiggles&amp;quot; which result in scatters of worms around him. Since making his ability to shapeshift into animals known, he has considerably changed, becoming more relaxed and tolerable. Frequently adopts a cat persona and seeks to comfort others. Has demonstrated a weakness of will and pain. Since his unlocking of a psionic ability he has proven to be even more weak in terms of facing up to his power. &lt;br /&gt;
* Risk Assessment: Low/Chaos. Unlikely to intentionally cause direct conflict, yet highly likely to instigate chaos or lead to negative reactions.&lt;br /&gt;
* Personal Notes: Not a creature of [[the Abyss]], but has some [[Feywild]] associations of some kind. Presented himself as some kind of healer and offered special worms to others for consumption.  Avoidance strategy seems most viable. Mitigation of chaotic urges if assigned together. Encourage emotional support focus as this has been a positive development of his aspect and usefulness. Unfortunately he has failed to incorporate any growth into his actual character. Since the telepathic awakening he has developed some sort of obsession with testing himself against my mind. I encouraged this briefly as a means to practice my own mental defenses, but after he broke down in a sobbing mess after the second round of this, I have no more sympathy or time to waste on him. His emotional dependency on others and weakness in the face of tense verbal situations demonstrates significant weakness of personality. He has barely acted like a thinking being, and I question whether he will be of value in any truly trying situations. Psychologically unsuited to the inevitable trauma of losing people. Later interactions have only served to confirm initial impressions. The lack of mental fortitude and general insanity he has exhibited continue to indicate he is unworthy of even minor investment. Has moved from prowling the camp as a domesticated cat looking for cuddles to skulking around as a rat after being punished by Bjorn for attacking a newcomer to the company without reason. He broadcast some misguided attempt at gathering information as his purpose, yet did so while &#039;&#039;interrupting&#039;&#039; what was turning into a fruitful conversation. And now he appears so emotionally damaged that he cannot even control himself. Disposal would be the best solution at this point, but personal risks for doing so are too great, not from him individually, but from Company policy. Unfortunately, he will remain, and remain a pest likely until he falls on a mission. One can only hope he does not drag his entire team down with him. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.4 [[Commando Reconnaissance Unit Lambda|Lambda]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: [[warforged]] (he/him), combat automaton&lt;br /&gt;
* Personality: Naïve, curious about everything, and interested in collecting knowledge, attempts to be diplomatic to all others. Exhibits an unusual kindness, especially towards Marion. &lt;br /&gt;
* Risk Assessment: Moderate. Low expected direct risk, but significant risk of obtaining knowledge that is not beneficial. Open to requests to obscure information if made ahead of time, yet seems susceptible to any number of outside influences. Combat skills and very nature make many of my abilities inapplicable should the need arise. It would be best to not ever engage Lambda in combat, and to direct overwhelming physical force toward him should the need to eliminate the being arise. Upon sparring with him, this assessment is confirmed. Additional firepower will be required should his interests run directly counter to mine. &lt;br /&gt;
* Personal Notes: Despite no interest in magic, Lambda&#039;s quest for knowledge and understanding seems genuine, yet he clearly allows others to direct and limit him (or at least makes the claim that he honors such requests).  I suggested he discontinue following such requests, and informed him that he can retain whatever information he learns about me. He is highly focused on improving overall group cohesion, and like me, finds some of the most chaotic members of the company distasteful and potentially dangerous. He also appears to carry a heavy weight related to his past existence (programming?) as a weapon of war against [[dragonkin]]. &lt;br /&gt;
* Additional Notes: Since launching on the expedition, Lambda has demonstrated an increased amount of... emotion, almost to the point of seeming unstable. At the same time, he demonstrates a single-minded dedication to his self-imposed tasks of camp security and protection for his allies. The revelation that his &amp;quot;brother&amp;quot; Theta may still exist and be a potential threat inspired a brief period of manic over-preparation by what I can best describe as an episode of depression. His confidence in combat has been shaken, and he worries that putting himself on another mission is as likely to pose a risk to the company as to protect it. This is odd given what I have seen of his ability demonstrates no such obvious flaws, yet he has seemingly lost all sparring bouts, so either his actual tactics are unsound, he is remarkably unlucky, or he simply picks poor battles. In two of these scenarios, I suppose there is some reason to have doubts, yet I expect him to at least contribute successfully, even if that contribution to a mission is as a sacrifice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.5 Arcane &amp;quot;Arc&amp;quot; =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: tiefling (they), purple skin, white horns, short white hair, average height. Glasya heritage&lt;br /&gt;
* Personality: Somewhat distant (expected professionalism from their role or more?), free with knowledge, research specialist, studious, does not appear to be be very socially adept.&lt;br /&gt;
* Risk Assessment: Moderate. Largest risk is that any information obtained by Arc will become known to an unknown number of others. While not a self-professed combatant, has a position of authority in this company for a reason and may have surprising strengths.&lt;br /&gt;
* Personal Notes: Most likely direct superior in the role I expect to take on during this sabbatical, so a good individual to stay aware of. Potential a valuable source of information about other members of the expedition if I am ever in need of intelligence on them. Keeps records, so even if they cannot be directly persuaded, notes may be borrowed if necessary. Joined the &amp;quot;ladies night out&amp;quot; I organized for myself and the fellow tieflings in the company and exhibited a professional demeanor and a solid background in arcane study. Now that we are actually out in the Wilds, they are... somewhat disappointing. They have exhibited unsound decision-making in failing to put together an adventurer response unit after their first research team went missing, and instead wasted an additional eight lives without really seeming to care all that much. Had the lives been spent for a viable return, I would not mind, and could even respect the callousness, but they just seem inefficient at this point. They may be an effective researcher, but they are far from an effective manager or leader, and likely need a tighter reign on their impulses. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.6 [[Sneeze]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: [[kobold]] (he/him), red scales, average size.&lt;br /&gt;
* Personality: (&amp;lt;s&amp;gt;uncertain due to limited interaction),&amp;lt;/s&amp;gt; appears to act in remarkably stereotypical kobold fashion, emphasizes physical interaction with others. Violent, childish, and child-like. Is &#039;&#039;very&#039;&#039; stupid generally, but has revealed knowledge in certain matters that makes me question how much is real or a mask. &lt;br /&gt;
* Risk Assessment: &amp;lt;s&amp;gt;Low.&amp;lt;/s&amp;gt; &amp;lt;u&amp;gt;Moderate.&amp;lt;/u&amp;gt; Appears easily distracted by any new thing. While personality and intelligence remain his greatest weaknesses, his raw combat ability cannot be ignored. He exhibits the profile of a raging [[barbarian]] who swells in size during his rage. Violence is clearly his first approach when faced with a problem.  &lt;br /&gt;
* Personal Notes: Is surprisingly knowledgeable about the workings of the company despite living in the floorboards of the nearby dormitory space. Is actively hiding (from law enforcement?) and has been spotted openly flouting the laws of the city Galik. Has claimed to have been taken in the past through a feywild portal where he was cast into the future and across the continents of Quelmar to where we find him now. Also strongly resents Lambda for killing kobolds in the past. &lt;br /&gt;
*Additional Note: Cannot be relied upon for even the simplest things or understandings. A direct liability even with explicit management. Reedy continues to appreciate the little monster for some reason--likely just that she has an appreciation for any draconic being--and he is somehow liked by others as well. He crafted a horrifying meat puppet of myself and a larger one of Reedy as some sort of gift commemorating a maternal holiday. Lastly, it took considerable effort, but he finally seems to realize that his presence is unwanted around me after I called him a disgusting chaotic creature. This earned me a reprieve from his efforts to crawl close to me and has even made his presence among other company more tolerable, if still best kept at a distance. I can only hope I do not end up on any assignments with him unless they are sufficiently deadly to arrange a &amp;quot;terrible tragedy.&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.7 [[Kompi]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: kobold (he/they), white scales, very small.&lt;br /&gt;
* Personality: Skittish. Surprisingly well-spoken for a kobold, but cautious and wary of loud and large creatures. Actively non-confrontational, even if they have a considerable situational advantage. Always hiding in someone&#039;s shadow.&lt;br /&gt;
* Risk Assessment: Low. Unknown combat skills, but appears likely to be relatively easy to frighten or redirect toward an alternative threat or target. Has an ability to manifest large &amp;quot;dino&amp;quot; creatures as needed to help in situations.&lt;br /&gt;
* Personal Notes: Friends with Marion, and willing to offer &amp;quot;gifts&amp;quot; to those he considers friends. Gave me a piece of petrified wood after I mentioned my ability to create silence. I like them, although we have only infrequently interacted. They keep mostly to themself and don&#039;t start trouble. Playful with regard to bones and dinosaurs. They appear to have developed a dislike of Sneeze, which I approve of, and remain a helpful resource in summoning. Has grown particularly close to Nassir and is most often found hiding in his shadow now that we have settled into the base camp. &lt;br /&gt;
*Additional Notes: Has now lost an arm and been infected with the same [[demon]] disease as I have. The lost limb was initially resolved by Pennysworth producing a magical hand, but it seems they want something more tangible and have been making efforts to repurpose Jim Stacy&#039;s old childhood prosthetics. They appear to still be afflicted with an indefinite madness and nightmares as a result of contact with the tome collected in an earlier mission.   &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.8 [[Obsidian]] (&amp;quot;Idi&amp;quot;) =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: earth [[genasi]] (he/him), brown hair, average height.&lt;br /&gt;
* Personality: minor physical obsession with his axe, easy-going, somewhat timid, and attempts to be a little mysterious. Interested in artifacts, books and research, and seems a &lt;br /&gt;
* Risk Assessment: Low. Observed basic combat skills, but an uncertain demeanor. Mixes magic and martial ability, so is likely short-range combatant with limited ranged capabilities, also seemed physically vulnerable.&lt;br /&gt;
* Personal Notes: Has acted a little awkward. Perhaps burgeoning signs of an infatuation for Marion. Requires further observation. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== &amp;lt;s&amp;gt;2.1.9 &amp;quot;Jim Stacy&amp;quot;&amp;lt;/s&amp;gt; =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: human (he/him), older, average height&lt;br /&gt;
* Personality: observant, patient, and has a tendency towards violence. Thinks of himself as above most of the others and likely selfish nature, but has evidenced a paternalistic instinct towards Marion.  Draws conclusions quickly, but may be more flexible regarding their results. Smoker--addiction is a potential weakness to leverage. Has a highly suspicious view of situations and people and likewise suspects poison or threat from anywhere.&lt;br /&gt;
* Risk Assessment: &amp;lt;s&amp;gt;High.&amp;lt;/s&amp;gt; Moderate. Highly focused combat style on throwing daggers. Mobility specialist and assassin? This may be relatively easily dealt with, but more worrying is his tendency to watch others and consider threatening circumstances. Even more worrying are the unknown forces at play surrounding him. While some details have been found, his mere presence poses a significant risk to all those around him. Recent developments have shown several vulnerabilities to exploit. Downgrading threat rating. &lt;br /&gt;
* Personal Notes: When asked about his conclusions about me, described me as &amp;quot;athletic, gruff, uses physical fitness as a means to combat their social anxieties.&amp;quot; I am unsure if he&#039;s just not as good at reading into our limited interactions or whether he was simply lying about his thoughts. More likely the latter. Has earned the sobriquet: &amp;quot;Mr. Newspaper&amp;quot; due to his habit of hiding behind one while sitting in the common rooms. &lt;br /&gt;
*Has used any excuse to act with violence and a violent disregard for limits on that violence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mr. Stacy apparently ominously disappeared the other day. He returned after close to a full day, wrapped in magical chains and unconscious. He was also noticeably being observed by some kind of dimensional being. Upon further medical examination, he appeared to be in a coma, but not in any immediate danger. However, his presence itself &#039;&#039;was&#039;&#039; an imminent threat as this dimensional being, appearing human and apparently called &amp;quot;Dr. Moss&amp;quot; stepped from some kind of dimensional doorway and freely passed in and out of it. He gave some cryptic statement of being Mr. Stacy&#039;s family before disappearing again, although I expect that is far from the last time this person will make their presence known. Marion has seemingly grown entirely attached to a fanciful image of him as some sort of father figure. He seems to play along with this fantasy readily, and even outside of their presence, but there&#039;s an obvious tension to matters involving him despite the obviously greater threat he himself poses to her than anything he has done to protect Marion. Upon waking he also exhibited new ability with throwing daggers, being able to conjure and throw them at will. He may also have additional abilities including some level of telepathy now. Further interrogation is required.&lt;br /&gt;
Upon further interrogation: Jim Stacy stole his mechanical limbs from a friar of the Imperfect Cog. He lost his limbs as a child when some kind of &amp;quot;anti-foundation&amp;quot; group killed his adoptive family. He is a clone of Dr. Moss of some kind. He has been subject to an unknown and extensive amount of experiments and possibly tortures. Despite all of this, he doesn&#039;t believe any of those watching him pose a risk to the company recruits because we are not &amp;quot;anomalous.&amp;quot; These bits of information are reliable insofar as Jim Stacy believes them to be authentic, but his mental faculties may have been compromised as well, so this information may also be merely what the watchers &#039;&#039;want&#039;&#039; him to think. The entire situation reeks of the kind of trouble I absolutely do not want to get tangled up in, vacation or not. It will be best if others can be convinced to distance themselves from him, but he seems to keep himself ever-present in company public spaces. Perhaps once the expedition actually launches this will be easier to accomplish. &lt;br /&gt;
&lt;br /&gt;
When brought on a run through the city to direct his attention to a different news publication, he evidenced no strain from the steady pace I set, nor any difficulty in handling obstacles in the path. Surprisingly acrobatic and spry, although he has a tendency to avoid relying on his mechanical limbs when engaged in complex maneuvers. He has come to the incomprehensible decision (almost certainly because Marion made him feel bad about it) to support the murderous and chaotic fae. Apparently this resulted in him assaulting a satyr in her home and being knocked unconscious, but I could not find the location to finish the job. If this is how he will decide things, he is better off eliminated as a consequence of his own failures and where the fallout from his mysterious connections can be directed elsewhere.  &lt;br /&gt;
&lt;br /&gt;
After he attacked me in the camp, I told Marion I planned to kill him, which I did, but she seemed certain that the mysterious Dr. Moss would inevitably revive him, so any effort would need to be quite thorough. I planned to burn his corpse to ashes at the next opportunity, but it seems that he got himself removed from my approach when he attacked Reedy in the forest. Rather than bring me to his unconscious body, she turned him into the camp leadership. They announced he was &amp;quot;in pieces,&amp;quot; but I confirmed shortly afterward that he was at least still alive. Still alive means still a threat, and I will act accordingly. I will attempt another Sending next week to see if he is truly dead, but either way it seems he is not an imminent threat anymore.&lt;br /&gt;
&lt;br /&gt;
......And not more than a few days after that he made contact in the form of a demon. There is no point in Sendings when he appears to have been consumed by a demon in some way. The problem is the demon filth now, and not Stacy. I thought perhaps this Foundation might be interested in providing assistance now that their asset has been compromised, but I do not trust them, and will continue to avoid them as much as feasible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.10 [[Therrin Flare]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: humanoid (he/him) (possibly Aasimar),&lt;br /&gt;
* Personality: Appears to be typical devout [[Pelor]] worshipper. Appears unlikely to have buried evil tendencies at this time. &lt;br /&gt;
* Risk Assessment: Moderate. Followers of Pelor are likely directly antagonistic to long-term plans, but because I&#039;m not engaged in anything specifically adverse to Pelor&#039;s purposes on this visit to the mortal plane, I likely have little to fear. It is &#039;&#039;possible&#039;&#039; that inconvenient revelations could come from this one though. &lt;br /&gt;
* Personal Notes: Illusionist. Very free with minor magics and a little bit of a show-off, although that&#039;s already obvious from the personality note. &lt;br /&gt;
*After taking on a mission alongside him and spending additional time with him in camp, he demonstrates an eagerness to help and heal. He is very young of spirit and has clearly yet to experience anything that truly tests his faith. He is also not a typical devotee in the sense that he is not studied in mysteries or practices, but he clearly has a more... transactional relationship with his patron deity. Is more effective of a healer than initially anticipated. In combat he generally used Radiant energy to both damage and heal. He is also set on constructing a general altar in the camp. This has been opposed from my contacts at home, but I will have to see whether I can subvert or otherwise taint the project. So long as actual consecration does not occur, I believe things will remain tolerable. &lt;br /&gt;
*Further Notes: Despite what seemed like a successful conversation regarding the altar, no action has been taken in line with my suggestions of relocating it or preventing Sir Yewvane from calling exclusively on the &#039;light&#039; to shape it. He is clearly non-confrontational, and he seems to lack personal resolve, instead being swayed in the moment quite easily.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.11 [[Paris Hilton]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: human, (she/her), blonde hair and gaudy wardrobe&lt;br /&gt;
* Personality: Self-centered, shallow view of the world and situations surrounding her, likely to inject herself into any and every conversation without care or notice whether she is welcome&lt;br /&gt;
* Risk Assessment: Low. While her combat abilities have yet to be ascertained, she has demonstrated no dangerous capabilities or attitudes, and I find it highly unlikely that her personality has been a front in order to hide deeper plans; that would be far too exhausting for anyone human to maintain. She uses a crossbow loaded with obnoxious glitter bolts that pack a significant punch, but her accuracy generally leaves a bit to be desired. &lt;br /&gt;
* Personal Notes: An annoyance, more than anything else, and one that I let get under my skin too easily in our first interaction. Still, I would prefer to avoid her if possible simply because I find her presence grating. She exudes wealth and privilege, which would be useful to take advantage of, but even the thought of being in her presence long enough to do so makes me feel slightly nauseous. Grandmother&#039;s approach is likely not viable for me in this instance. &lt;br /&gt;
Follow-up notations: Upon further interactions, manipulation of this woman seems eminently possible through the use of large words with vaguely positive connotations. This was effective in securing aid in establishing a Quiet Corner of the common room where others are advised to provide a calm space, and where permission has been granted to support that via Silence spells. Civility and barely honest compliments appear to be a viable stratagem moving forward, although her very presence is still grating. She has finally started using the full name given to her rather than a diminutive of &amp;quot;Sabby,&amp;quot; which I appreciate. And when she is not drenching everything in glitter or pink, she has become more tolerable as well. Perhaps I simply needed an adjustment period in order to deal with the exuberance she demonstrates. After all, Grandmother hardly &#039;&#039;cares&#039;&#039; for the stories those Paladins she has broken tell her, but she finds a way to tolerate them long enough to make them feel favorably toward her. Perhaps her greatest asset in practical terms is keeping Sneeze occupied. She is happy to devote to him the attention that he obviously craves when she is around. She may also be useful in extracting information from Millar due to what appeared to be a one-sided infatuation for her on his part. &lt;br /&gt;
&lt;br /&gt;
On missions, she continues to prove surprisingly useful. Flanking threats or well-armored foes seem likely to prove her weaknesses though.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.12 The Court of Seasons =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
It&#039;s hard to isolate any one individual of this group of four [[Eladrin]] elves. I know that they have set themselves up in the yard outside the Tempest Brother&#039;s Company, and that they are fay, one of each season, but little more beyond that. Thus far they have seemed oddly reclusive, yet forward, so I will attempt a direct conversation to assess them soon. The power dynamic and relationships may not be easily exploitable, but perhaps their inherently controlled chaotic nature can be channeled in useful directions. They have kept mostly to themselves, and aside from their first setup I have only seen pairs going out and doing things. &lt;br /&gt;
&lt;br /&gt;
From my limited knowledge, these four are rather unusual for their kind. They each seem quite stable in their seasonal affiliation and form a tight-knit group.  &lt;br /&gt;
&lt;br /&gt;
[[Sir Yewvane Eedryll]] - 7th Knight of [[the Court of Seasons]] (of 8 extant houses), and the leader of the group. The others clearly defer to him, and are all &amp;quot;heartsworn&amp;quot; to him (and possibly each other).  &lt;br /&gt;
&lt;br /&gt;
* Autumnal affiliation eladrin elf (he/him), Knight and leader of this house. He appears to be the primary adventurer, although his Winter companion also appears comfortable around a fight. He has taken to resting a hand on the hilt of his sword much more lately--since the latest batch of fae beings arrived, and since he learned of Finnegan&#039;s tale.&lt;br /&gt;
*The Autumn Knight has exhibited a considerable amount of hubris more recently, and exuded a sense of moral superiority. He has not even considered the fact that it was as much &#039;&#039;his&#039;&#039; actions, as those of his vassal that led to my offense and rage.   &lt;br /&gt;
*He is seemingly protective of [[Luster]] for reasons I have yet to understand, and motivations related to fae politics I lack the context to disentangle.   &lt;br /&gt;
*Has relatively weak combat skills, but some healing magic and a willingness to engage in light bladework and instructing the tactics of others. He would likely prove a better fit in a mobile combat group including additional front-line fighters. He also focused on healing.    &lt;br /&gt;
*Further interactions have demonstrated Sir Yewvane&#039;s close ties to light. He can be cordial in conversation, but is more active in directly antagonistic activities as well. Ever since his mission on the river, we have not really had much of a conversation, and I suspect he is wary of doing so because of the infernal mushrooms they discovered on their mission.     &lt;br /&gt;
*He continues to butt heads with Reedy on many occasions, so it is likely best not to pursue interactions with the pair, although Reedy seems far more receptive to attention from Olla and even Taya on occasion. Although both are devoted to Yewvane, they seem less directly invested in his light-focused agenda.     &lt;br /&gt;
Shieldmaiden Taya&lt;br /&gt;
*Winter affiliation eladrin elf (she/her) tall (nearly 7 ft.) and broad. Clearly strong and the muscle in the group. She takes an assertive posture, but a deferential role to Yewvane. This has become more noticeable over time, but she is also clearly the most prone to violence of the four. She has mostly focused on camp duties such as patrols and remained mostly invisible since departing on the expedition. &lt;br /&gt;
Olla, Folly of Spring&lt;br /&gt;
*Spring affiliation eladrin elf (she/her) the kindest and least obtrusive of the four. She has only rarely appeared, but has always shown the utmost courtesy outside of revels. Perhaps a bit incautious and prone to making rash decisions. &lt;br /&gt;
*Olla has become my primary tutor in learning Sylvan. She has a beautiful way with the language and is an effective, if unorthodox teacher. Prone to flights of fancy and wandering thoughts, I ofttimes have to refocus her attention on providing me with useful vocabulary and an understanding of the right syntax of things. Part of this instruction is also in the culture and ways of the Courts of fey with which she is familiar. She attempts in large part to get me to embrace the way of thinking interconnected with the way the language works and form a sort of poetry in every word. In some ways, the tongue reminds me of Celestial, although with a much greater emphasis on promoting nuance and free-flowing thought than general light. It&#039;s not as hard to learn it with her as it was trying to do so from the texts and non-native speaker you tried out when I was younger. &lt;br /&gt;
*The other interesting development with Olla is less about her and more about what she represents to Reedy: an additional partner in sexplay. I feel there could be some fun to be had in this regard, but it seems that despite Reedy making jests about her on multiple occasions, she has a streak of jealousy as well. &lt;br /&gt;
Ojai, Feast of Summer&lt;br /&gt;
&lt;br /&gt;
*Summer affiliation eladrin elf (he/him) rarely wears much in the way of clothing, clearly a sensuous creature of excess and desires. When I refused his invitation to join in a revel being created by Finnegan, Yewvane, and involving the dancing, murderous [[fairy]], Luster, he pressed on again, imagining I would find &#039;&#039;anything&#039;&#039; to like in that circumstance, further exacerbated by suggesting &#039;&#039;feeling&#039;&#039; their dance would be somehow beneficial, but &#039;&#039;most&#039;&#039; insulting was the imposition of effects on my being, delivered by that same music. &lt;br /&gt;
*For some reason, he seems to feel a degree of contrition and has offered service in recompense. Frankly, I have no interest, but I know it would be foolish of me to let their foolish decision go to waste. I would also cede control to them in determining how the perceived debt is balanced. This matter now seems to have been fully addressed with the delivery of the bottles of wine and the confrontation in the arena in Galik. He has mostly avoided me since, even during the longer visits to the eladrin tent.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.13 [[Nassir Tycho]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: Bronze/Black [[Dragonborn]] (he/him) very tall&lt;br /&gt;
* Personality: Cultured barbarian tribesman. Has a culture closely centered around concepts of honor, appears to have a burgeoning infatuation with Marion and has been spending a lot of time with her. Seemed receptive to suggestions and cold logic applied to the Luster situation. Understands the need to make hard choices and cut dead weights. He peppers his native tongue into the common speech frequently, likely due to a lack of either direct translations or because he simply thinks in that tongue. &lt;br /&gt;
* Risk Assessment: Low. While his direct combat strength remains to be properly ascertained, I find it highly unlikely that I would have to engage in combat or he would threaten any of my goals.&lt;br /&gt;
* Personal Notes: Pleasant enough company, although he seems a little on the slow side. He could possibly be leveraged into accepting an offer of power, especially if Marion were in danger. He seems to carry a weight of some kind from some past misdeeds and is a being of ponderous pace, slow to anger. He has definitely continued a close friendship with Marion. This relationship is indeed growing, and the two have started sharing a tent, although from the degree of timidity to their motions, I do not suspect they have consummated the relationship. I find this curious given usual tribal practices. Perhaps his has more elaborate or lengthy courtship rituals for some reason, or it is down to personal insecurity. Either way, the attachment is so significant that he nearly attacked Hermes when the man returned early from his mission with myself and Marion, and reporting our likely demise. &lt;br /&gt;
* &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.14 [[Lowkey|The Shapeshifter]] (Changeling) Guy, Girl, Thing, Kid &amp;quot;Lowkey&amp;quot; =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: Frequently changing, but maintains several personas that are all detestable. Guy is a male half-elf who leans hard on a fake understanding of elven culture, Girl a human woman in mid teens. Thing appears to be a frog-creature, perhaps a Grung? and Kid is a (somewhat large) human child. Proper name: &amp;quot;[[Lowkey]]?&amp;quot; and primarily operates as &amp;quot;Girl?&amp;quot; &lt;br /&gt;
* Personality: Insufferable chaotic instigator, endlessly rude, and plays the victim. &lt;br /&gt;
* Risk Assessment: Low. I do not expect this creature to survive long. Even if its combat abilities prove adequate it will almost certainly place itself in untenable situations. &lt;br /&gt;
* Personal Notes: Avoid whenever possible. Even attempts at developing a better understanding were complete failures. This being has no interest in growth or change, and is just a chaotic element best eliminated. Surprisingly, they have survived the first couple weeks of the expedition, although it seems they have completely withdrawn from the social aspect of the camp. This is likely for the best, although it is clear that they cannot be trusted or relied upon. Perhaps field observations if ever assigned together will reveal an appropriate method of seeking removal, but barely even remember they&#039;re here in the camp anymore. Perhaps they are taking on other forms in the camp and hiding their presence? Unlikely, but if any evidence of such could be acquired, they might be removed for cause. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.15 &amp;lt;s&amp;gt;[[Tassa Brightfox|Tassa]] Brightfox&amp;lt;/s&amp;gt; =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Physical Appearance: [[Kender]] (she/her) long red hair, green eyes, from Krynn, a place I know very little about, but where she is seemingly unwanted.&lt;br /&gt;
* Personality: Highly curious, credulous and not a strong critical thinker. Innocent and ignorant. She is an effortless talker, but I was uncertain what to make of her reliability until she wrote the report. She pays attention to a lot and retains information, but she is seemingly reckless according to her own report of events. &lt;br /&gt;
* Risk Assessment: Low. Honestly, this one seems harmless and a poor fit for the crew of killers this is turning out to be. &lt;br /&gt;
* Personal Notes: Yet another cross-planar traveler. She provided a quite... verbose account of her mission to synthesize into a report. It certainly contained all the necessary information, but exhibited why it&#039;s important to produce condensed versions for general distribution. &lt;br /&gt;
*Note: Tassa voluntarily joined the demonic &amp;quot;mother&amp;quot; for unknown reasons and is now lost.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.16 [[Finnegan (Finny) Warbler|Finnegan Warbler]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Physical Appearance: Puffin aaracokra (he/him)&lt;br /&gt;
* Personality: Magnanimously pompous. He initially set himself as a pseudo-lordly entity over some kind of magic table intended to keep the peace and provide for everyone as if he himself were a lord. &lt;br /&gt;
* Risk Assessment: Moderate. He seems wrapped up in his own games more than anything else. I have yet to see him do anything particularly impressive except carry around a fae-infused magic table and play instruments. &lt;br /&gt;
* Personal Notes: Thinks himself the spider in a web of fae intrigue. He has remained mostly distant since embarking on the expedition. Perhaps his issues are already catching up with him a bit. &lt;br /&gt;
*On the expedition he has mostly avoided me even as he engages with the camp more frequently. This has not changed even after I directly engaged with him about providing a report on his river adventure, although he seemed less wary of me after I directed ire toward Researcher Millar in his presence given the inconsistencies in their reports of events. However, he still has yet to actually provide the sample of fungi which he claimed exhibited infernal energy. &lt;br /&gt;
*Personal Notes: Having now gone on a mission with Finnegan, he has proven most bloodthirsty in practice.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.17 Zimper =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Physical Appearance: Mixed gnomish and goblinoid features. (he/him)&lt;br /&gt;
* Personality: Skittish. Speaks to a rock. Externalizes much of his thinking to a rock he has named Sylvester who only he can hear. &lt;br /&gt;
* Risk Assessment: Low. Although the rock appears to deliver his more insightful thoughts. Sabotage of whatever mental system he has set up would likely disrupt any ability for him to function. &lt;br /&gt;
* Personal Notes: Honestly, I think this poor creature is just insane. There may be a way to make use of the infirmity to advantage, but even if it can be done, the value seems likely to be low. Once sufficient materials are collected, examining the rock to definitively eliminate the possibility that it has power will be of use. It does not read as magical, so it is unlikely, but perhaps it is simply well concealed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== &amp;lt;s&amp;gt;2.1.18 Luster&amp;lt;/s&amp;gt; =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Physical Appearance: Fairy, (she/her) azure/purple skin and hair, supposedly a transformed eladrin of [[the Moon]] Court.&lt;br /&gt;
* Personality: Unstable, violent and prone to chaotic actions of all stripes. A true, wildfae, and not one with motivations entirely comprehensible to mortal minds. Exudes joy even when contemplating terrible actions. &lt;br /&gt;
* Risk Assessment: Extreme. Personal threat moderate. She is a genuine troublemaker, bringing chaos in her wake, and poisoning those around her with her schemes and the consequences of her actions. If she can be eliminated or removed, it is strictly beneficial to allow that to occur. &lt;br /&gt;
* Personal Notes: I do not understand how, but in the past few days, despite entering the company by dragging the corpse of a man she had illegally slain, she has endeared a large number of the most vocal recruits to her side. This is also despite the fact that she has brought &#039;&#039;additional&#039;&#039; trouble and scrutiny to the company in the form of fae bounty hunters and satyrs who are associated with her (former?) court. It is quite frustrating to see so many fall under the sway of a being of utter chaos just because she smiles at them. Perhaps showing them an appropriate demon might help redirect scrutiny toward the smiling faces.&lt;br /&gt;
Luster has since departed, uncertain if entirely of their own volition. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 2.1.19 [[Amaris Luanach|Amaris]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Physical Appearance: white-furred satyr (she/her), new emissary from [[the Moon Court]] of Fae&lt;br /&gt;
* Personality: Somewhat kind and reserved. Non-confrontational and seems highly invested in ingratiating herself with others. Gains self-confidence by providing &amp;quot;aid&amp;quot; to others. &lt;br /&gt;
* Risk Assessment: Low. Self-asserted a trickery-focused worship, yet clearly devotes herself to healing. She likely has radiant powers and uses the classic means of clerics contributing to combats. These are likely not a direct threat in themselves because Amaris is unlikely to involve herself in a direct conflict with me. &lt;br /&gt;
* Personal Notes: She clearly has some kind of agenda, and has been organizing mental health screenings and &#039;diagnoses&#039; of other members of the company. The assessments of others are a good idea, especially after seeing Kompi&#039;s reaction to a mission being somewhat destabilizing on their mind. Perhaps this will permit the company to remain safe from additional mental forces destabilizing individuals. Madness would likely cause many more problems than we&#039;re already facing. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== &amp;lt;s&amp;gt;2.1.20 Groth&amp;lt;/s&amp;gt; =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Physical Appearance: Tall [[minotaur]]. &lt;br /&gt;
* Personality: An emotional mess with little capacity for negative interactions. Will start crying at the drop of a hat, but finally reached something deeper momentarily when pushed. Bombastic, slow, and loud. Speaks [[elvish]] and sings to pass the time. &lt;br /&gt;
* Risk Assessment: Individually moderate. I plan to avoid him simply because of the associations with Jim Stacy and Dr. Moss. I expect magical restraint would be highly effective, or commands to redirect any potential violence he wields. He also lost to Sneeze in a recent fight. &lt;br /&gt;
* Personal Notes: The only real concern related to this individual is the potential lingering attention of Dr. Moss. However, now that his precious clone is out of the picture (at least temporarily) that threat should be somewhat reduced. Still, keeping alert for any potential threats and oddities will be necessary given the entire situation. Should he prove any different from these expectations, he may be able to be baited into making a foolish attack.&lt;br /&gt;
He disappeared in the midst of completing a project related to the altar and has been replaced with a more... useful agent of this GreenWood Foundation. &lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2.2 Information Gathering ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; In addition to assessing the people with whom I will likely be working, I have been attempting to assess the city of Galik as a whole. During my daily exercise, I&#039;ve taken up running the streets to develop an accurate map of the area and develop a feel for the varying districts. This is slow work, as the scale of the city is significant, but has yielded considerable results, not least of which is discovering the location of &#039;&#039;&#039;The Flame&#039;s Respite&#039;&#039;&#039;, an underground lounge with sauna rooms and the capacity for aromatherapy. The proprietor, a fire genasi man named [[Torrick Ignus]] has agreed to host an evening of relaxation for myself and the other tieflings I have met around the Tempest Brother&#039;s compound.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 2.3 Food and Fiends ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; The sauna day went reasonably well, although one of the invitees failed to arrive. I had a good conversation with Arc, Reedy, and Marion about a number of topics including our shared and differing fiendish origins. Marion doesn&#039;t know theirs, but both Arc and Reedy are descendants of Glasya. We shared information on our backgrounds and approaches to study: Arc studied underground (Katharda?), Marion studied in a school in [[Rwendia]] on the coast which was apparently a scam of some sort, while Reedy is more practically inclined and has little in the way of formal study. Apparently both Reedy and Arc have elves as a parent, and Reedy is estranged from her own family, both on the mortal side and the fiendish side. The last topic of discussion was true names, which I explained I was not going to be sharing casually due to their... significance in fiendish circles. But I feel that the experience brought us all closer together and has strengthened the ties between us. The other tieflings here should be allies at the least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 2.4 Follys of Fae ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; It seems that this company is situated at a nexus of several different planes, but most commonly the feywild. There have been a large number of individuals from there that have either joined or otherwise interacted with the company. It makes me wonder if I&#039;ve been placed here for similar reasons. The timing is likely no accident at least. Finnegan Warbler, the puffin man has a history with the fae, apparently having been a captive minstrel for the Seelie court. He harbors clear antagonism towards the others with fae connections, yet puts on a face of calm and comfort with them. Finnegan also is bound to some nightmare entity called [[the Bogge]] who is either hunting him or using him as a piece in a game to gather (steal) the names of other fae beings. Despite his supposed distaste for these connections, he does not spurn them, in fact he seems to chase them. Much of Finnegan&#039;s time has been spent in close conference with Sir Yewvane Eedryll of the Court of Seasons. Although not fae strictly speaking, the eladrin are closely tied to the plane and the politics therein. Wiggler is also associated with a fae connection, although not tied to any courts directly so far as I know. I&#039;ve pieced together that he suffers from vivid dreams and a pull toward danger in addition to his other flaws. He has some connection to a druid, either an elf or another aarakockra (uncertain which) as well as a fear of birds--which is reasonable given his state of being a worm. &lt;br /&gt;
&lt;br /&gt;
The latest fae arrival is far more concerning, however: a faerie entered the tavern with a body in tow, a she had just recently slain. She asserted a private bounty on the man, yet dragged his corpse to our door instead of wherever he was intended. Not only was she entirely cavalier with the death, the Tempest Brothers&#039; company representative accepted this with hardly a thought of protest. Mr. Decrye blithely disposed of the body--apparently a merchant of Sneeze&#039;s acquaintance too--without fanfare and that was the entire extent of official action regarding Luster&#039;s murder. Somehow, many of the company seemed to accept this without thought, openly accepting Luster into the company despite an ongoing thirst for violence subsuming her aura. The chaos and violence were just overpowering any other sense I could get of her, and worst of all, as a fae and not a humanoid, my ideal strategy would be useless against her should a fight prove necessary. &lt;br /&gt;
&lt;br /&gt;
Events continued to spiral into madness the more people Luster interacted with. Only a couple days later she and the other fae organized some kind of revel in the tavern. The entire debacle was full of chaos and light, and a frenetic energy I could not abide. Ojai, the most raucous of the eladrin invited me to join the dance. I declined politely at first, but this only prompted him to ask again with more... enthusiasm. Much worse, I felt Sir Yewvane imbue the song he was playing with some kind of energy, attempting to pull me into the frenzy. I had a visceral reaction to this intrusion of my spirit, immediately turning away. As I fled the scene, I felt an almost overpowering urge to burn something, anything. I almost directed this intent toward the eladrin&#039;s tent, but something within me knew that wouldn&#039;t be enough. &lt;br /&gt;
&lt;br /&gt;
Rage continued to build within me like the fire was building up under pressure. As I sought a place and target to unleash it, Reedy tried to intercept me. I redirected her with a Command to leave, and then a Suggestion she stay in her room when she continued to pursue me. This latter effort proved futile as I eventually lost focus on the spell. I tried everything I could in the arena to release the pressure of the energy, but it only built up hotter and hotter inside me, consuming me from the inside until Reedy finally reappeared and attacked me, providing a target for my frustrations. This led to a short, but explosive battle where I hurled multicolored streaks of hellfire at Reedy and even managed to wrap that fire around myself as a protective measure. This protection proved insufficient in the moment as the combined efforts of Reedy&#039;s arrows and Daq&#039;s bites nearly incapacitated me. But, my rage was spent, and there was nothing else I could do, so I allowed her to bring me back to my own inn: The Black Viper. &lt;br /&gt;
&lt;br /&gt;
As we approached the Black Viper, however, this is where your agent comes back into events, so I&#039;m sure you are already aware of what transpired. Still, I&#039;ll record that Fagin Stonemeadow delivered the package he was entrusted with, He did so while revealing a significant portion of my real name to Reedy. Seeing as you&#039;ve decided to be so cavalier with my secrets when it comes to Reedy, I invited her into my room for a discussion and exchange of information. I explained some more of my situation to her, and also my given name. She provided her own name, and some of her own personal history. Details of which need not be reproduced without consent. I showed her the new amulet you&#039;ve provided and explained its effects. The additional ability to call upon hellfire during my spell preparation is impressive, and I expect to end up making extensive use of it during the upcoming adventures. More than that though, I think the entire situation brought us closer together. She trusts me far more than she should, but it&#039;s also not something I feel any reason to exploit. The largest complicating factor is simply that she is a daughter of Glasya, which could create some political tension, yet she has no interest whatsoever in joining her mother&#039;s forces. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 2.5 Dinner and Dinosaurs ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
After discussion and testing of my new infernal abilities with Reedy, we returned to the Tempest Brothers Company to find... many of the usual residents absent. It seems they had their own business going on, so only a few were still present at the compound. Luster, Zimper, and Yewvane were out in the yard, with the former two playing like children while a proud father watches on. He told me that Ojai would like to speak with me, and I replied that I would be in the large common room. I decided to take the opportunity to cook up a large portion of food, drawing on Knowledge to devise an appropriate recipe for boar ribs. The cooking actually went smoothly, and turned out very well. Further evidence that Grandmother&#039;s execution of that cook three years back was well-warranted. It&#039;s &#039;&#039;really&#039;&#039; not that complicated to make a tasteful and satisfying dish if you have even a modicum of knowledge and take reasonable care with the process. Oddly, several of the absent recruits failed to return in the evening, so there was a considerable amount of leftover food after those of us present ate our fill.  &lt;br /&gt;
&lt;br /&gt;
When I first brought the food out, Ojai was standing, &#039;&#039;dressed&#039;&#039; in a full set of clothes for the first time I&#039;ve seen either before or since. He bowed and offered what he described as formal apologies for offending me earlier. I was in no mood to deal with eladrin games or misunderstandings and told him to do so later, yet he continued to remain, insisting on offering wines and my choice of services. (He even provided a list when I told him to produce one.) While he was not the only offending party, it seemed that neither he, nor any of the other eladrin recognized the full situation. Even so, I intended to ignore Ojai for the evening and deal with his apology later. Unfortunately, he had other plans and continued to follow at the periphery of the group until later in the evening.  &lt;br /&gt;
&lt;br /&gt;
During the dinner conversation, Kompi described an ability to summon scaled beasts, this seemed fascinating to both Reedy and myself, so we convinced Kompi to summon one of these creatures in the arena after dinner. The beast was quite impressive: large, scaled, and well under Kompi&#039;s control. They had it demonstrate its speed and strength, as well as proclaimed it to be particularly proficient in pouncing on targets. Since Ojai was still hovering around, now smirking at the situation, I decided this would be the perfect opportunity to test the animal&#039;s skill at pouncing and I suggested they demonstrate the ability by jumping on Ojai. Ojai slipped aside using his eladrin gift to fey step aside, but then fled, sobbing back to his own tent. This prompted Sir Yewvane to accuse me of needless cruelty all while Sneeze suddenly returned dragging a barely-alive satyr--apparently a Moon Court envoy trying to track down Luster for some fae political game. The entire thing was a disaster. Sir Yewvane threatened Sneeze and demanded custody of the satyr, this made Reedy act protective toward Sneeze despite the creature&#039;s obvious insane violent tendencies, and the situation swiftly developed. Sneeze also claimed that Jim Stacy had been knocked unconscious and was left tied to a bed, but I was unable to locate the place in order to finish that man off, a failure that I can only hope does not come back to haunt me.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Entry 3: Into The Wicked Wilds ===&lt;br /&gt;
We flew directly from Galik out into a clearing in the wilds where the company had decided to locate its base camp. There were several initial missions launched at once, each exploring a different distance and direction from the base camp. Some details of each mission follow, although my personal knowledge will be limited to the numbered missions. Details of other missions will be collected and organized  &lt;br /&gt;
 &lt;br /&gt;
==== Mission Report: The Temple of Lolth ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Participants: myself, [[Redemption Core|Reedy]], [[Sir Yewvane Eedryll]], [[Paris Hilton]], [[Therrin Flare]]&lt;br /&gt;
 &lt;br /&gt;
Location: a few hours&#039; walk South of the camp.&lt;br /&gt;
&lt;br /&gt;
Objective: Explore a ruined structure and recover anything of interest.&lt;br /&gt;
&lt;br /&gt;
Action Summary: Explored the temple, cleared out spider infestation, discovered locked secret passage to [[underdark]] and key to opening it from outside.&lt;br /&gt;
&lt;br /&gt;
Notable Events: Within the temple were two significant oddities: magic-infused spiders linked to webs that could shoot out energy blasts and some kind of complex ichor monster. The ichor creature was able to direct limbs to appear from nearby pools of ichor that would attempt to strike anyone who got too close. The ichor monster was also spidery in form, but of a different quality of creature from even the magic-saturated spiders we encountered. &lt;br /&gt;
&lt;br /&gt;
Specific finds: A large red gem which emanates a small amount of magic which belongs to the statue of Lolth within the temple and opens the secret passage that leads down, presumably toward the underdark and unknown. (In the hands of [[Paul Fletcher]].)&lt;br /&gt;
&lt;br /&gt;
A Cloak of Protection which grants additional defenses against attacks. (Claimed by Reedy)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Narrative Account: &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; Paul Fletcher delivered our initial assignment for the company: to explore a ruin located South of the base camp that had been established. There was little in the way of details other than the fact that a temple had been discovered in initial scouting of the territory. It was also revealed that none of our party On the walk out of camp we discovered little of obvious or direct interest until Paris Hilton&#039;s explosion of a glitter bomb appeared to draw the attention of a large creature in the distance--a creature large enough to topple trees and for its roar to be audible from a considerable distance. At Paul&#039;s behest, our group continued onward and avoided further attention-grabbing activities, although we also made no special effort to conceal our presence.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the ruined temple, it was clear that it was old and had been abandoned perhaps hundreds of years. The architecture was somewhat elven in nature, but little in the way of distinguishing marks or artistry remained on the exterior. We quickly proceeded into the first room where we were confronted with a clutch of giant spiders. These posed little threat or impediment to our explorations of this first chamber, but there was also little revealed other than a doorway which led further into the complex. The second chamber proved more interesting with several spiders enhanced by magical energy which were capable of firing elemental bolts at us while we fought. They had also imbued their webs with traces of the same magic. Some judicious use of fire and arrows succeeded in clearing the immediate threat without too much trouble. This revealed the primary remaining feature of the room: a statue of the beautiful and horrendous Spider Queen, Lolth. Lolth, the patron deity of the [[drow]], has been imprisoned in the Abyss and is worshipped almost solely by drow in their underground cities. Finding a temple to her here on the surface is odd, and somewhat concerning. Her dark designs are unlikely to have direct implications for our Company, but it is another factor to potentially be aware of.&lt;br /&gt;
&lt;br /&gt;
The only additional visible exit to this chamber led through a passage with pools of ichor with disembodied spider legs which would slam against anyone who stood too close, trying to batter them to death and drag them into the pools of ichor that littered the floor. Rather than try to find a safe passage, it was easier to blast our way through and clear out the threat of these limbs all at once. As such, I summoned a sphere of flame and the others fired ranged attacks or spells to clear the way. After passing through the second room filled with these parts we encountered a final large spider creature formed from the same ichor. This one proved more resilient and threatening, but eventually fell to the combined efforts of the party despite some difficulty in securing an ideal attack angle as Sir Yewvane blocked the doorway in some ill-guided attempt to protect everyone else from attacks. &lt;br /&gt;
&lt;br /&gt;
After clearing out the creature and destroying its nest, we were able to recover a few gold pieces and simple weapons as well as a ruby in the form of a dodecahedron which belonged in the palm of the earlier room&#039;s Lolth statue. Upon placing the object in its place a new passage was revealed: a stairway leading deep underground. Given the nature of the temple, it seems likely that a drow base may be present further down the passage. The likelihood of encountering unknown dangers further down the passage while our magic and energy was expended resulted in a decision to bring the stone back to camp, while noting the presence of the passage for either potential future exploration or diplomatic efforts. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Entry 4: First Week&#039;s Base Camp Events ===&lt;br /&gt;
&lt;br /&gt;
==== Wiggler&#039;s Obsession: ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; Upon returning from my first mission for the company to clear out the ruins of a Temple to Lolth, the worm-in-armor Wiggler intruded on my evening respite requesting to &amp;quot;test himself&amp;quot; against my mental defenses once more. It seems that when I pushed him in the earlier training session at the Company&#039;s Inn he became fixated on &#039;proving&#039; himself to me, except in ways that fail to account for his actual weakness. After dealing with the long day&#039;s journey and the trouble of being chewed on by spiders, I told him to back off and that I wasn&#039;t in the mood to deal with him at the time. He refused to take no for an answer and continued to attempt to probe deeper into my mind. Despite plentiful warnings, and even two Suggestions that he cease, he refused to leave. At this point, it was not an invasion I was willing to put up with any further and I began calling upon the fires like I had before in the battle in the Temple and in the arena with Reedy. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, this is not exactly a subtle magic. The bright fires shining in the darkness of night drew attention from the others in the camp. A new face, some elf woman who I&#039;ve yet to actually be introduced to, and Jim Stacy came running over to investigate the commotion. Wiggler, apparently spent in terms of his own mental energies, also resorted to magical attacks in response to my own invocation of flames. My intention was to either drive him off, make him capitulate, or simply render him unconscious before dumping him on someone else to deal with. This either was not clear to the intruders, or more likely, Jim Stacy simply didn&#039;t care. I tried to tell them to simply mind their own business and let the two of us handle things, but Jim Stacy had other plans. He decided to attack, and he sent his conjured daggers right at me at with lethal force. The energy of his attacks was intense, leaving me barely on my feet and suddenly intensely aware of the fact that I was not wearing my armor or wielding my shield. Unsure of how the elf would respond to the most appropriate response of incinerating him, and certain that Wiggler would continue to harass me, potentially disrupting my concentration, I unleashed paralyzing force on Mr. Stacy and fled into the forest, demanding that none of the others follow. Fortunately, Wiggler shifted to merely yelling at my back, and the elf ([[Rina]], I believe from checking around the camp later) interposed herself between the worm and me rather than pursue me into the forest. (More on Stacy in a separate entry.)&lt;br /&gt;
&lt;br /&gt;
Two days later, Wiggler sought me out again in the mess tent as I was eating soup. He thought to continue pressing his mind against me indefinitely and proposed to do so daily. The sheer presumption of this was incredible, especially given the fact that he &#039;&#039;owes me&#039;&#039; a favor still for my intervention to calm his emotions in the inn before the expedition launched. I was initially vaguely interested and willing to test my own mental resilience against a handy and reliable source, but I refuse to subject myself to indefinite invasions at the whim of some pathetic worm who can&#039;t even decide whether he is a person or an animal. &lt;br /&gt;
&lt;br /&gt;
He demonstrated an obsession over the fact that I called him weak and a need to prove me wrong. He offered, as proof, that he not only survived his battle with an oblex on his mission, but was the one to kill it. This is a complete misunderstanding of what his failings are and what he needs to do to overcome them. His weakness is especially clear in two aspects: he relies too much on others for a sense of self. His identity has proven quite malleable over the few weeks I have known him, and he has had marked changes in the fundamental nature of his personality. He is also weak when it comes to personal traumas. Wiggler demonstrates a complete inability to face his own nature and history. He has nightmares and perhaps more importantly allows his fears to affect his waking judgment. When he first awakened his psionic powers, he was overwhelmed not just by numbers, but even just the simple experience of listening to surface thoughts. I chose to insult him by describing him as a worm precisely because that it what he must accept and incorporate into his being if he ever wants to improve in a meaningful way. Self-knowledge is the first and most vital step in any journey. This is an area where Wiggler seems, at least as yet, unable to improve.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== The Jim Stacy Problem ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; In the aftermath of Jim Stacy&#039;s attack on me, I retreated into the forest. Eventually I circled back around the long way of camp to see Marion and receive some healing. As this was the same night we had first arrived at base camp, the medical tent had yet to be erected, and there was no other person I felt I could turn to for some necessary assistance at the time. Stacy&#039;s willingness to escalate to violence was not the most concerning thing, but his lack of either willingness or ability to restrain that violence was at this point, too dangerous to ignore. His blows were never calibrated for anything other than maximizing the damage he could inflict. Perhaps it was a mistake, but I voiced to Marion my resolve to see Stacy dead if I could arrange it. She did not react well, raising some valid concerns that the unknown organization of Dr. Moss could prove to be a considerable obstacle or impediment to such efforts. However, I believe it more likely that he is simply being observed frequently, and intervention to prevent me from taking action is somewhat unlikely. I left Marion and returned to my own tent, where my armor and weapons were present. Reedy came out of the woods followed by a couple others including the elf Rina, concerned for my safety. &lt;br /&gt;
Once the others were dismissed, I told Reedy what happened. She took the idea of killing Jim Stacy in better stride than Marion, but still resisted the idea except in the event he attacked me again. This led to an uneasy sleep, but with at least Daq on guard at the tent&#039;s entrance. The next morning, Reedy tried to confront the company on her past resurfacing with a bounty poster of her only to find herself uncomfortable and seeking solitude in her moment of stress. As it turns out, Jim Stacy decided this would be a good opportunity to stalk her and try to get in her head. The precise details of the encounter in the woods are only known second-hand and are mostly unimportant. What is important is that there was a confrontation and Jim Stacy was rendered unconscious. With him at her mercy, Reedy opted not to kill the man, but to turn him over to the [[Tempest Brothers Expeditionary Company|Company]] leadership in the form of Bjorn. She advocated for returning him to Galik to collect on a bounty, but Bjorn claimed instead to have taken him to a nest of some kind where he would be dealt with definitively. He later made an announcement that Stacy was in many pieces and had been removed from the camp. A Sending spell shortly after this announcement revealed that Jim Stacy was still alive at the time, but did not seem to be in the best shape. Unfortunately this means that his fate simply remains unknown at this time, and he remains a potential threat at large. I intend to check again in a few weeks to see if he is still alive, or if it was merely a slow fate that awaited him. &lt;br /&gt;
&lt;br /&gt;
When I confronted Reedy on the foolishness of her choice, she revealed that she was unaware of the other forces involved surrounding Jim Stacy. But the reason she didn&#039;t kill him was because she lacks the instinct of a cold-blooded killer. Once she is no longer in the heat of combat, I question her resolve to see things through without an immediate threat to herself or those she cares for. I attempted to explain how Stacy&#039;s continued life poses such a threat, but I do not think she was convinced at the time. After a few days, however, she had her own direct encounter with Dr. Moss that frightened her. She reported that he popped out of a blue doorway that came from nowhere and froze time in the immediate area for several subjective minutes. He interrogated her as to what went on with Stacy before letting her go and vanishing back through his doorways. It&#039;s &#039;&#039;concerning&#039;&#039; that this Moss figure acts with such free reign. Even my messaged request to counter his actions failed to deliver a satisfactory response, but you already know about that response. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== Ongoing Mystery: Shadows and &amp;quot;Siblings.&amp;quot; ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; Marion reported a strange encounter after her first mission. The party was sent by a person known as &amp;quot;[[the Collector]]&amp;quot; to recover a first edition book of The Cosmos Compendium from a temple. Within this temple was a powerful entity described as a &amp;quot;Big Blue not-dragon&amp;quot; and Giant runes with Primordial words. &lt;br /&gt;
&lt;br /&gt;
The party also encountered some competition for their prize: another adventuring party consisting of apparently individuals closely tied to members of our company. This party stole a key and map provided by the Collector which led the party to the book, where additional threats were encountered. Yet Marion found the group strangely friendly and compelling despite being actively engaged in combat with the group. &lt;br /&gt;
&lt;br /&gt;
[[Jack of Hearts]] - charismatic masked swashbuckler, leader of other party - linked to ??? () gave Marion some kind of calling card, which was discarded before returning to camp. &lt;br /&gt;
&lt;br /&gt;
Malakar - masked humanoid spellcaster - linked to ??? ()&lt;br /&gt;
&lt;br /&gt;
[[Titan]] - tall brass Dragonborn - linked to Nassir (suspected of being deceased brother?)&lt;br /&gt;
&lt;br /&gt;
Wren - elf, short white hair, dark eyes - linked to Wiggler (has been dreamed of, thought either missing or deceased)&lt;br /&gt;
&lt;br /&gt;
Theta - warforged construct - linked to Lambda (&amp;quot;brother&amp;quot;, deceased)&lt;br /&gt;
&lt;br /&gt;
[[Yellana Eedryll]], 4th Knight of the Court of Seasons - eladrin woman, long white hair - linked to Sir Yewvane Eedryll (predecessor, or contemporary? presumably thought deceased, although Yewvane denies even the possibility of her existence.)&lt;br /&gt;
&lt;br /&gt;
[[Tini]] - small green kobold - linked to ??? &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Entry 5: Tempest Company Operations Week 2 ===&lt;br /&gt;
&lt;br /&gt;
==== 5.1 Mission Report: A Dinosaur&#039;s Favorite Snack (All that Glitters) ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; Participants: myself, [[Marion Ette|Marion]], [[P&#039;Rahp]], [[Neru]], [[Hermes Purrnes|Hermes]], [[Helli Aliosh|Helli]]&lt;br /&gt;
Location: A few hours outside of camp to the West/Northwest. &lt;br /&gt;
&lt;br /&gt;
Objective: Follow up on Arcane&#039;s missing research teams. Find out why they are missing, locate their likely remains, and deal with whatever may have killed them. Recover any magical plants or other materials and research notes if possible as well. &lt;br /&gt;
&lt;br /&gt;
Brief Action Summary (1-2 lines): After tracking the research parties&#039; pathes through the wilds for a few hours, we came across a large clearing with a glowing magical plant near its center. While investigating we were attacked by a total of three large magically enhanced dinosaurs. Battle was fierce and close. Hermes fled early and caused an uproar in camp when he returned alone before the rest of us returned a few hours later.&lt;br /&gt;
&lt;br /&gt;
Other Notable Events: The camp is located on a leyline, and it flows through much of the surrounding jungle. These dinosaurs were immune to their own element and both resistant to spells, and non-magical damage. At least one of them also possessed blindsight or truesight, being able to pierce through invisibility.&lt;br /&gt;
&lt;br /&gt;
Specific Finds/Acquisitions: A number of Magical fruit from the magical plant discovered. (Marion/Arc); Several sets of scales from the lightning [[dinosaur]] sufficient to craft resistant armor should the time and tools present themselves (Neru, P&#039;Rahp, Sabbatical, Marion, Helli); the poison beasts bits were all presented to Arc for study, and gold pieces in payment for a completed job.&lt;br /&gt;
&lt;br /&gt;
Company Personnel: [[Arcane]] (Arc) &lt;br /&gt;
&lt;br /&gt;
Individuals of note: N/A &lt;br /&gt;
&amp;lt;/div&amp;gt;Narrative Account: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Arc summoned the six of us to investigate several disappearances of their research teams. They had sent three teams in sequence, and each had failed to maintain contact or return. The latest group had a single individual making daily check-ins through the sending spell, but had gone silent three days ago. After we discussed the wastefulness and inefficiency of Arc&#039;s previous plans, Arc sent us off with some basic directions and little other information. I have been... somewhat unimpressed with Arc&#039;s contributions now that we have entered the field, although their efforts in combat situations or camp-wide protections have yet to be fully realized.&lt;br /&gt;
&lt;br /&gt;
As we traveled a few hours out of camp, Hermes focused our initial efforts at tracking, although he gave way to other contributions as the day wore on. Eventually the trail turned more North than West and we encountered a clearing with a large glowing plant at its center. Half the party investigated the plant, while the others searched the surroundings. We found the bodies of some researchers, including a few journals and coins, as well as armor and other equipment, all with signs of significant battle damage and elemental energy. As those of us checking the bodies searched them for more information, the others harvested some fruit, and then cut into the plant in order to collect a sample. Upon doing so, we were immediately attacked by a dinosaur laden with poison spines. This dinosaur struck first for Marion, and forced her into a barrier of ice immediately. While they were momentarily safe, the dinosaur turned to find softer targets and rushed toward our group investigating bodies. It revealed surprising toughness and a propensity to unleash spin attacks with the spines on its tail before attempting its vicious bites. &lt;br /&gt;
&lt;br /&gt;
The roars and commotion of the first beast quickly drew a second into the fray. This second dinosaur was larger, and instead of poison, was imbued with electrical energy. It called forth a storm and unleashed directed bolts of lightning in addition to its bite and claws. This was turning into a dangerous battle, but one in which we could maintain a stable fighting position when a third creature appeared. This one was a flaming pterodon of huge size which swooped in and downed Hermes in a single blow. I was able to heal him back to a mobile state, but with a third massive beast in the fray, withdrawal seemed almost certainly necessary. Hermes was the first to effectuate a withdrawal, with all three great beasts alive and attacking, and many of us severely injured, I cannot fault the decision. Before the rest of us could organize an effective retreat, at least one of the other beasts needed to be dealt with. The poison lizard was the first to fall, finally succumbing to a burst of flame I unleashed on it from being struck by spines. Unfortunately, as I recovered from this blow, the pterodon struck me, tearing past my shield and cutting into my armor, knocking me unconscious in a single blow. Fortunately, with a plethora of healers in the group, I was resuscitated quickly and was able to disengage from immediate danger and take cover under the tree line. &lt;br /&gt;
&lt;br /&gt;
At this point, I had a choice: stay within range of threats and remain close enough to offer some final limited support, or retreat to safety, leaving the others to an almost-certain demise. Flight could easily have been justified, and manipulating the camp&#039;s reaction to the loss of four adventurer members on a single mission onto a darker path where the Hells could have been invoked would have been relatively easy. It wouldn&#039;t even have been a dishonest or disingenuous effort. Infernal assistance could have provided exactly the outlet the camp would have sought in the aftermath. The whole thing could have been a master stroke, earning potentially several [[souls]] to the Hells&#039; cause at the low cost of only four lives. I almost left; Philani &#039;&#039;should&#039;&#039; have left then, or better yet remained just near enough to ensure the demise of the others and return back with a corpse or two in tow. But... I didn&#039;t. Even now, days later as I reflect on it, the best way I can describe my reasons is that it didn&#039;t feel like the right move for Sabbatical. I don&#039;t just mean that it isn&#039;t in keeping with the pseudonymous character and identity I&#039;ve adopted, but something more pervasive. It&#039;s not something I &#039;&#039;as&#039;&#039; Sabbatical wanted to just let happen unless it were actually unavoidable. I could tell that I was almost certainly out of immediate danger at that point, and although I could have pushed for the utmost advantage for the Hells, I didn&#039;t &#039;&#039;need&#039;&#039; to. I&#039;m not on assignment to collect souls, I&#039;m not under specific pressure to manipulate every circumstance, and I don&#039;t exactly &#039;&#039;want&#039;&#039; a bunch of these people to die. It doesn&#039;t improve my present situation, my living conditions, or advance any of the goals I&#039;ve set for my time &#039;&#039;here.&#039;&#039; I am not currently bound by duty or anything else to maximize any potential gains for the Hells. Even as my soul is already bound and I know I am ready to serve the Hells and rise through the fiendish ranks for all eternity, I am still free to do as I will whenever I wish, so long as I am also willing to bear the consequences. And in that moment, I knew I was risking death, albeit a small chance at that moment, just to help protect the lives of others and move us one step closer to completing our mission&#039;s objective.&lt;br /&gt;
&lt;br /&gt;
As I adjusted my tactical position, the lightning beast sent a blast of energy into the flaming beast as well, inciting its wrath and turning conditions more toward our favor. Yet it was also strangely fixated on Marion, and seemed intent on killing her. I could tell from my vantage point beneath the trees that Marion was but one blow from death, and the beast had the initiative. I could heal Marion and ensure her immediate survival at the risk of her simply being wounded and dying again, or I would wait, delaying my moment until just after the beast&#039;s attention shifted to give Marion a chance at not only surviving the moment, but escaping danger entirely. &lt;br /&gt;
&lt;br /&gt;
No matter the choice, it was a gamble, so... I gambled, letting the creature act before I would heal Marion and trusting that she could then see to herself. Luck was both against and with Marion in that moment. It seemed all but certain that the beast would turn its focus away from the dying girl, but something prompted it to take one final attack toward her unconscious form. Despite her being prone and helpless on the ground, something about the angle at which the monster bit caused its jaws to close just short of Marion&#039;s throat, missing her by inches. I can honestly attribute this to nothing short of luck--the power of Marion&#039;s goddess, Beshaba. I seized the chance, immediately, releasing my healing spell and ensuring Marion had a chance to act and escape the situation. Of course, as luck would have it, the means by which she chose to escape: turning herself invisible, proved futile, and the creature swiped at her, knocking her once more unconscious as she tried to escape. Yet, the minor healing I offered proved enough. Neru was finally able to land a killing blow on the lightning beast and another minor heal allowed Marion to find cover beneath the trees before the flaming beast could turns its attention back to us. We were all able to withdraw momentarily, listening to the beast fly once more on its way now that the other two creatures were dead.&lt;br /&gt;
&lt;br /&gt;
After taking that moment to gather ourselves, we returned to the clearing and scoured the bodies of the fallen animals. We recovered a significant quantity of useful scales from the lightning beast--enough for many of us to potentially craft armors from them, as well as parts from the poisonous beast. Furthermore, we recovered sufficient plant samples for Arc to make a more thorough study in the future. Knowing our severely weakened and depleted state, I insisted we take a short time to rest rather than turn immediately back toward the camp. Any passing threat could have easily eliminated us had we not done so, and all we lost from the decision was one more hour of daylight, meaning we would have to return to camp in the dark. This was hardly a serious impediment under the circumstances. As it happens, our delay had consequences back at camp, but those are in the next entry. &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5.2 Camp Stability and arrivals: ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;[[Hermes Purrnes|Hermes]] returned from the mission a couple hours before the rest of the party, reporting us likely dead, and causing quite a stir in the camp. The details of what exactly occurred in this time have only been relayed to me second-hand, but it seems Nassir called Hermes a coward who should be dead, Sneeze demanded a mission be planned immediately for our rescue and recovery, Lambda practically melted down, and the camp was generally on the brink of fracturing, especially when people spotted [[P&#039;Rahp]] returning to Arc&#039;s tent to assist in delivering the report. It seemed like it nearly got to the point of the contracted recruits ignoring the Company&#039;s orders and going off in the middle of the night in some half-baked attempt at rescue, not that any such thing would be possible had we actually been eaten. At best it could have been corpse recovery, although I&#039;m not certain if I die on this sabbatical whether I will even leave a body behind. I suppose if that happens, it wouldn&#039;t be necessary for my transition... but that is a digression. After we delivered our report to Arc and I insisted Hermes retain a full cut of the payment for recovering plate armor and the magical flora and fauna, the group dispersed among the camp, most of us seeking some additional healing in the medical tent at first, despite our chance to rest briefly out in the wilds. &lt;br /&gt;
I gave a very brief report while in the medical tent, and I hope Amaris or Matilda got a chance to thoroughly examine Neru over the next few days, since he did consume some of the magical fruit during the battle. After that, I returned to my tent with Reedy and we had a discussion. She had also been pushing for an immediate rescue effort, although not quite as forcefully as the others. I think, from her reaction and description, that she was in a bit of shock and hadn&#039;t yet fully processed the potential that all but Hermes could have died on the mission. At this point, it was clear to me that we needed to address the issue of death between us, and that it needed to really be understood among the company in general as well. We were all presumably aware that this expedition came with it substantial risk, and yet, it seems a large number of the people here did not really appreciate that their lives could be lost on almost any mission out here, even if they are smart and careful. My own life could have easily been lost had not the group banded together with just the right amount of healing to avoid disaster, despite my own careful tactical positioning. &lt;br /&gt;
&lt;br /&gt;
But the personal discussion with Reedy centered on my own situation and relationship with death. It won&#039;t be something to fear, or regret, so much as just accelerating my plans. I would prefer &#039;&#039;not&#039;&#039; to die, but it will be far from the end of my plans. Since Reedy is already well aware of my family connections and the basics of my history, I explained a bit more of why her desire to effect some kind of rescue would have not only been stupid under the circumstances, but entirely useless in my own case. It seems certain that she will still worry, but I think that will lessen in time as she comes to truly understand the situation. But it was at this point that I really began to understand just how much I had affected her, and how much she had affected me. &#039;&#039;&#039;Details for this in a separate entry.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The next few days were still quite tense, and discussions ranged quite a bit. One recurring issue was that the members of this company needed to be less volatile when confronted with the news of someone&#039;s death. This was absolutely clear, especially in the case of Marion, who has become a de facto heart of much of the camp&#039;s social connections. She is the nexus for many of the relationships here, and Felix even suggested sequestering her from future assignments in order to ensure camp stability. This was suggested without any input from Marion, nor even a consideration of whether that would be possible. He also suggested the vague beginnings of several broad policy changes with no sense of their viability or appropriateness to the circumstances. I rejected all of this, and then spoke to Marion to tell them not to accept any outside suggestions of restricting her involvement. She has proved capable enough to choose for herself the level of involvement to take in assignments, and allowing some empty suit of armor to dictate restrictions in the name of protecting camp morale or stability is absolutely unacceptable. I discussed with Marion the idea of making an effort to more thoroughly prepare her closest contacts for the potential of a death, and I think it highly unlikely that we will see a repeat of the circumstances of the night of our return. We can ameliorate the risks of discord more efficiently and without so much resistance by assigning personal responsibility for professionalism rather than instituting new general programs amongst a disparate group of adventuring individuals. This &amp;quot;Felix&amp;quot; requires a further addition in his own entry similar to those detailing other persons of interest in the company. And room will be provided for any other notable arrivals over the next weeks.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== 5.2.1 &amp;quot;[[Felix Francis Fitzgerald|Felix]]&amp;quot; or whatever you like =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
A late-comer to the company, and certainly an unusual one. What I can gather is that he just appeared from invisibility one evening and joined up. This somehow did not seem to alarm or disturb the actual Tempest Brothers Company leadership involved with the camp either in its strangeness or regarding the apparent risk of invisible persons skulking through the camp. &lt;br /&gt;
&lt;br /&gt;
*Physical Appearance: A Blue-ish hollow suit of armor possessed of some internal motive spirit. (he/him) &lt;br /&gt;
* Personality: A confusing and chaotic whirl of nonsensical expressions. He is a self-proclaimed pacifist and clearly has a need to be &amp;quot;helpful&amp;quot; to others even, or perhaps, especially when he is unwanted. He is made uncomfortable by social tension and violence, yet un-phased by it at the same time. Has a tendency to tell stories and clearly likes to hear himself speak. Nothing really seems to stick to him, and he doesn&#039;t ever really give straight answers to questions. He thinks himself quite grandiose and eloquent, but from my experience it is more just a factor of him being verbose. &lt;br /&gt;
* Risk Assessment: Unknown, possibly even to himself. Frequently just... appears places unexpectedly, likely as a result of using invisibility around the base camp. Whether he uses this to gather information or just make surprise entrances into situations is unclear.&lt;br /&gt;
* Personal Notes: It&#039;s unclear why this being showed up in the first place or stays with the company. He seems to think he is being helpful or something, yet also seems to think he has a right to involve himself in any situation because he will be &amp;quot;helpful&amp;quot; to it in some way. It may be interesting to try pushing against him in different ways to see what reactions arise, but he is likely best and most conveniently avoided. There are enough other people within this company more receptive to his &amp;quot;help&amp;quot; to keep him away from me or my business. &amp;lt;/div&amp;gt;&lt;br /&gt;
===== 5.2.2 Junior Researcher Alcast Millar of the [[Welcome to GreenWood|GreenWood Foundation]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; Millar was a surprise addition to the camp. He seems to have appeared from one of the all-too-common blue doorways related to this organization of Dr. Moss&#039;s. This was shortly after Groth&#039;velian, the minotaur passed through and seemingly departed the company for good with almost no warning. He has introduced himself as a junior researcher in the organization whose name has finally been revealed as the &amp;quot;GreenWood Foundation,&amp;quot; yet whose actual purposes remain undetermined. As advised, I intend to keep my distance from this man and his organization, but a certain amount of interaction is inevitable in the close confines of this company, and some information-gathering is required in order to ensure those interactions have minimal risk. As such, I have engaged a campaign of using others within the camp as tools to pry information from him, although direct conversation will still sometimes occur. It seems likely that in his eagerness at his own &amp;quot;first&amp;quot; field assessment he will reveal information he should not and which may prove useful either in future interactions I am forced into during this stint within the company or for later action undertaken for [[Baator]]. &lt;br /&gt;
&lt;br /&gt;
* Physical Appearance: Human, long tied back gray hair despite appearing young, mid twenties at most (he/him)&lt;br /&gt;
* Personality: He is an eager individual with significant areas of cluelessness or intentional &lt;br /&gt;
* Risk Assessment: Moderate. Largest risk is not personal, although he presents his own personal threat--mostly in terms of annoyance in social circumstances--but due to the fact that he is under the effect of frequent scrying by parties from Moss&#039; GreenWood Foundation. He has claimed this is only daily in the evening for him to deliver reports, and seems to believe that, but I have my doubts. &lt;br /&gt;
* Personal Notes: He continually pronounces my name incorrectly, presumably on purpose because he has not even responded to correction. He also seems to respond very poorly to any kind of threat to his assumptions or activities. He puts on a show of being clueless about social faux pas, yet seems to deliver them as barbs specifically to cause discomfort in others. Yet when confronted, he either waves the point away like it&#039;s meaningless or just runs away himself. &lt;br /&gt;
* Ability Profile: He is a [[wizard]] who uses two swords as the focuses for his spells, likely in a melee-focused style bolstered by ritual spells outside of combat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 5.2.3 The general camp morale =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; There has been a sense of tension in the air of the camp over the last week. With the brief time where most of our adventuring party was thought missing, the new arrivals, and the ongoing tensions between individuals. Felix in particular seems to be disturbed by the fact that people in the camp do not all get along as friends. My greatest concern is the unprofessional members of this group rather than the attitude between people. I&#039;ve raised the poor reaction to the recent mission with multiple people: Reedy, Marion, and in conference with others like Felix and Sir Yewvane. But we need not like each other to be a functional company despite anything Felix and his ilk may think; we need only maintain enough professionalism while we are actually faced with threats. &lt;br /&gt;
This was also the time period when Sneeze finally grew too brazen, encroaching on my personal space yet again and refusing to leave me alone. I described him as the disgusting chaotic creature he was, which evoked tears and a verbal response at the time, but also seems to have finally gotten the message across to his small brain that I want nothing to do with him. This is an acceptable outcome, although it would still be cleaner were he to be eliminated entirely. That solution would upset Reedy, but I think I can manage to produce some sympathy if not empathy for her attachment to the creature.   &lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5.3 Relationship with Reedy ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt; Reedy and I have been close in some way ever since the incident in the arena back in Galik and my telling her a bit more about myself and my family. This closeness only grew when we agreed to share a tent in the camp, even though this did not necessarily imply a physical relationship for either of us at the time. Given how she has reacted, and her own personal connections to the hells, she is really one of the only people among the company who has much of a chance of fully understanding me, and I can now understand why the delivery of the Phlegethos amulet was made even given her presence. &lt;br /&gt;
Whether you and Grandmother intended it or not, I may not know, but I&#039;ve come to appreciate having a real ally in this space on whom I can rely, at least to some extent. In the beginning, I thought that&#039;s all she would be: a check on my worst impulses and a person with whom I could be a bit more myself without fear of inadvertently revealing a secret or creating the impression that I mean them harm by my mere presence. She also proved competent in combat and reliable in terms of offering personal protection. &lt;br /&gt;
&lt;br /&gt;
On our first assignment, she was... a little overly protective, which was interesting, but I didn&#039;t take to signify anything other than her interpretation of mission priorities. Then, in the aftermath of my confrontation with Wiggler and Jim Stacy, it became fully clear that she cared for me to a significant degree. I admit at first, I expected to use this growing affection on her part purely as a way to satisfy my own carnal desires, and it initially seemed that she was open to that being the extent of things as well. When we argued later about how she should have killed Jim Stacy herself after they fought in the woods, I was upset at her, disappointed, and yet I didn&#039;t want her to &#039;&#039;leave&#039;&#039; really at any time. Her presence quickly changed from one I tolerated to one I was comfortable with, and now one I welcome. &lt;br /&gt;
&lt;br /&gt;
When she learned of a bounty placed on her by her family, we confronted the news together, and she shared with me in confidence much more detail of her origins than she felt safe to do so with anyone else. This... &amp;quot;[[Core]]&amp;quot; (pronounced Core-ay) family is apparently a powerful one here in Amusa, and perhaps elsewhere in Quelmar, although I&#039;d never come across it myself. It even seemed that my unfamiliarity with the name was a source of great relief to her when she shared it. I used a little bit of the social management skills I&#039;ve been taught to redirect focus &#039;&#039;away&#039;&#039; from the bounty and anything to do with the Cores, and this seemed to put me further in her good graces, a position which I quickly found I liked being in. &lt;br /&gt;
&lt;br /&gt;
Reedy is a competent lover, although lacking in experience and appreciation for some of the more nuanced pleasures I&#039;ve experienced with access to the harems in the palace. She is also less receptive to frequent displays of lust than I would prefer, and yet I find myself more than willing to let things go at the pace she is most comfortable with. As you and Grandmother know, I am not one to shy away from the opportunity for sex, but it&#039;s also not a controlling impulse for me, just a pleasurable one. Despite sharing far fewer total sexual encounters with her than my favorites back home (Kieran always has known how to please me, and if he still remains, when I return, I may still have use for him.) I feel far closer to her than anyone else, and I appreciate the little touches of physical affection between us. These little physical reminders of closeness come so easily with her, and I begin to really understand some of yours and grandmothers&#039; lessons on seduction far more now that I am experiencing it to some degree in its true form rather than just the examples and physical lessons. Despite all her differences from me and the ways she is not ideal, I find myself trusting her.&lt;br /&gt;
&lt;br /&gt;
This is not just a trust with my physical safety or with some of my secrets, but something far more significant. I shared with her that I would be leaving, and where I would be going, and this only made her want to follow me. But perhaps the most significant moment was when I shared my ambitions with her. She didn&#039;t shy away, rebuff me, tell me they were foolish or outside my grasp, she accepted them and offered to support them. As I write this just after the successful culmination of events in the contract described below, I may not have the timeline of events perfectly accurate, but it was also around this time that we had the necessary discussion of what exactly our relationship was, or could be. &lt;br /&gt;
&lt;br /&gt;
Reedy took me out to the sparring area just outside of camp to share a private meal and discuss where things between us stood or could go. I again explained that I wasn&#039;t really looking for anything permanent when I came to Quelmar, and what obstacles lay in that direction: my return to Phlegethos, my eventual change into a devil, my ambitions, and my lack of total control over my life. I even shared how my own feelings for Reedy are not so... insurmountable as hers for me appear to be. Yet, she confessed that she &#039;&#039;loved&#039;&#039; me, and would face whatever difficulty to stay in my life forever. There is nothing really for her to gain from this relationship other than me, and in fact she loses so much she holds dear in order to further it: her connection to [[Corellon]], which she clearly prizes, her mortal family, her life, and her very soul.[[File:ReedyandSabbatical.png|thumb|407x407px|Sabbatical accepts Reedy&#039;s love.]]I tried to be quite clear that I could not promise love in the same way, that I would hurt and use her if she let me, and yet she persisted. For her to be willing to sacrifice so much not for gain or to advance another agenda just felt so different from anything I&#039;ve experienced before. Perhaps it is in part the naivety of a young woman half my own age, but she also has lived a life filled with strife and tensions. She carries with her a thirst for freedom I admire, yet is willing to subordinate her soul to my own in the name of staying close to me and supporting whatever I choose to do. How could I possibly reject her? No, she is not currently an ideal fit for a bodyguard or general under my command, but neither am I in that position of command. We both have time and room to grow into the roles we choose, and I find myself looking forward to overcoming any challenge the multiverse throws at us together. &lt;br /&gt;
&lt;br /&gt;
Of course, to be truly lasting, any relationship between us demands Reedy&#039;s soul be traveling to the same plane mine is. This would not necessarily be impossible without a contract in place, but writing one gives us both surety as well as establishes proper terms for the future and protections from potential outside interference. In particular, I felt concerned that should nothing be set in irrevocable blood, despite anything Reedy feels now, she would find that forces surrounding her would change those feelings. Either someone from the side of light in Corellon would intervene and persuade her not to abandon her moral convictions related to the hells, or she would simply find herself no longer pulled in the right direction in terms of those morals. The other significant issue that needed to be addressed was her mother, Glasya who seems to have as much interest in Reedy as Grandmother has in me, yet has approached that interest in ways that make no sense to me whatsoever. Her failure to engender a feeling of familiar loyalty or even similarity of purpose with her daughter baffles me when I find compare it with my own situation.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Entry 6: The Contract ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;After receiving confirmation from Reedy that this is a step she is ready to take, I have requested materials for making an official contract. The imp bearing them arrived intact, but that is not the only fiendish entity that morning. While I accepted my delivery, Glasya took the opportunity to personally intervene with Reedy. [Summary of discussion and my own part in it. Add brief mention of Reedy&#039;s flight, her &amp;quot;trap&amp;quot; for me and request for space.]&lt;br /&gt;
Fortunately, for all of us, it seems that Reedy is prepared to continue with the process. But at this point it is vital to take her verbal commitments of her mind, heart, body, and soul to me into a written and truly binding form before there are more disruptions or either of our lives is put at risk on an assignment. As such, I have devoted much time to crafting a contract with her to be ratified by Fierna that brings her fully into my service, and through me, into the service of Phlegethos and the [[Ten Hells]]. The key provisions of this contract are identified as follows, taking into consideration your instructions as to their contents adapted to the situation and both my own and Reedy&#039;s intentions as to their application. Knowing that terms may eventually need to be updated, I have included a provision that permits the terms to be altered either by mutual agreement between the parties, or through the unilateral approval of myself insofar as such modifications remain within the scope of my personal authority within the hells. When I sent my proposed drafts in, I did not expect quite the level of changes and personal involvement that Grandmother would want, especially regarding the potential for issues related to Reedy&#039;s ties to the Ninth circle and Glasya. But what truly gave even me pause with the modifications was the speed with which events seemed to be pressuring us. I do not know whether you or Grandmother were aware, but I was called in surprisingly at the last moment to join a rescue operation very soon after all the modifications arrived. This operation sounded potentially deadly, especially given my previous one, and was so. (Further details on that separately in Entry 7.) But it cut into what little time Reedy and I had already planned to discuss any alterations by a few days before she was due for her own next assignment. These factors combined gave me pause, and shortly after delivering my message to you regarding my encounter with the [[demons]], I contacted Grandmother directly regarding the contract to explain my concerns. She was as easy to talk to as always--something I appreciate now more than ever--and understanding. Given the fact that Reedy is already committing her soul to our cause with little being offered in exchange except my own connection to her, I felt that some of the terms were presented too harshly, and Grandmother was willing to offer some concessions after I gave assurances. I have staked my reputation on this, and I trust that I will not be proved a failure when it comes to securing Reedy as a permanent ally to our cause. The main points of the contract are summarized below, although you already have the original now secured by this time. &lt;br /&gt;
&lt;br /&gt;
Final Draft of Contract:&lt;br /&gt;
&lt;br /&gt;
* Upon signing, Reedy swears an undying oath of loyalty to Philani, to the realm of Baator, the circle of Phlegethos, and the Archdevil Fierna.&lt;br /&gt;
*Upon signing, Reedy hereby renounces her connection to Corellon, and must apostatize and deny his name by word and deed.&lt;br /&gt;
*Upon Signing Reedy renounces her mortal family, and renounces any rights accrued by birth in the material realm or Baator, except insofar as those rights may be used by or transferred to Philani in the interests of Phlegethos. Reedy renounces any blood claim to a seat of power as a daughter of the 9th and offers any such claim as a gift to Fierna.&lt;br /&gt;
*In compensation for the renunciation of the Devotion to Corellon, should the spirit known as Daq be separated from Reedy, through the efforts of Corellon, it will be given the opportunity to be transfigured through a connection to the realm of Baator while retaining its adaptive draconic nature. Should the spirit be unable or refuse to change, a suitable replacement will be provided.&lt;br /&gt;
*Upon signing, Reedy will be made an official protector and consort of Philani with all the attendant rights and responsibilities except that no rights shall survive the destruction of Philani&#039;s soul, were upon her soul and service fall to Fierna. Aside from the permanent destruction of either party&#039;s soul, this consortship to remain in effect unless and until both Philani and Reedy agree to terminate it, subject to the approval of Fierna.&lt;br /&gt;
*Upon either her body or soul entering the hells, and at the direction of the Archdevil of Phlegethos, Reedy will relinquish all mortal ties emotional and physical and have her nature transformed into that of a true fiend.&lt;br /&gt;
*Upon her death, Reedy&#039;s soul is forever bound to the authority of the Hells in service to Philani, and through her to the interests of Fierna and Phlegethos, and through them to the Dark Lord Asmodeus.&lt;br /&gt;
*Upon her death or return to Phlegethos, Philani will renounce the name Sabbatical and forswear any remaining mortal ties and renounce her good deeds. She will then have her nature transformed into that of a true fiend.&lt;br /&gt;
*Reedy agrees to change her name to an acceptable alternative as yet to be determined upon death or transfiguration into a fiend. Should she fail to select one, one will be provided to her.&lt;br /&gt;
*Fierna agrees to empower a mark placed upon Reedy by Philani and a corresponding one placed upon Philani by Reedy to bridge the planar divide and provide two-way communication for so long as Reedy remains in her mortal body. This mark will permit a temporary corporeal form of Philani to be summoned to the [[material plane]] for 24 hours once per month utilizing a summoning ritual provided. To perform the ritual Reedy must sign the name of Philani in blood &amp;lt;s&amp;gt;and severe one of her mortal ties, be it physical or emotional&amp;lt;/s&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entry 7: Demonic Incursion and Further Company Business ===&lt;br /&gt;
&lt;br /&gt;
==== 7.1 Mission Report: Quartermaster Rescue ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Participants: myself, [[Commando Reconnaissance Unit Lambda|Lambda]], [[Kompi]], [[Therrin Flare]], [[Paris Hilton]], [[Nestor Spitemore]], [[Hunk|Hunk the kobold]]&lt;br /&gt;
&lt;br /&gt;
Location: East of Basecamp, toward the Scar, at the crash location. Smoke from the crash was visible from base camp.&lt;br /&gt;
&lt;br /&gt;
Objective: Travel to the location of the crashed [[airship]] containing the company Quartermaster, [[Pennysworth]] and recover him and as many others as possible.&lt;br /&gt;
&lt;br /&gt;
Brief Action Summary (1-2 lines): The party traveled out at a quick pace to locate the crashed ship. Upon reaching the airship we learned that the crew had been attacked at least once before by humanoid creatures speaking abyssal. The ground in the area was spongey and soft, covered in fungus, pustules, and moss. As we attempted to repair the airship we were attacked by over a dozen demonic creatures all chanting phrases in Abyssal which burrowed out of the ground. There were four types of creatures: two types of relatively weak spawn, one of which could emit spores when struck by an attack; lieutenants, which could leave a person paralyzed by fear; and a large, four-armed giant capable of tearing a person limb from limb. We barely fought off all the creatures, hearing a piercing shriek for &amp;quot;my children!&amp;quot; echoing from the area before we got the airship operational and escaped the area.&lt;br /&gt;
&lt;br /&gt;
Other Notable Events: When the largest creature was slain by Paris Hilton&#039;s bolts, it exploded not just in her usual glitter, but also in spores over the entire area. These spores entered into the eyes of many of us and have caused an infection of Sight Rot, threatening our vision, causing significant discomfort, blurry vision, nightmares, and hallucinations. All of the other demons were speaking in abyssal as they attacked. Translations as follows: &amp;quot;Embrace my mother&#039;s love.&amp;quot; &amp;quot;Come and let mother comfort your sorrows.&amp;quot; &amp;quot;Accept her gift of love and freedom from pain.&amp;quot; &amp;quot;Let her free you from the shackles of mortality.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Specific Finds/Acquisitions: A new camp Quartermaster who should soon be opening up his wares. Participants to the mission obtained discount coupons.&lt;br /&gt;
&lt;br /&gt;
Company Personnel: [[Bjorn Shattershield]], who assigned the mission; [[Pennysworth]], the target for rescue.&lt;br /&gt;
&lt;br /&gt;
Individuals of note: [[Jim Stacy]]: Stacy&#039;s voice was one among the throng of demonic entities. He may even have been corporeal in one of the Demons&#039; forms, but threatened that he &amp;quot;will return for you all&amp;quot; and &amp;quot;will not stay dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Demons&#039; &amp;quot;Mother:&amp;quot; Unknown demonic threat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Narrative Account:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
This mission was relatively straightforward: smoke was spotted in the distance, in the direction from which the base camp Quartermaster was flying in, and a distress signal had been received. Bjorn ordered the group of us to head out on foot immediately, help them fix the airskiff and return. The trip out was mostly led by Hunk the kobold, who is remarkably well-spoken and verbose when compared to other members of the [[race]] I have encountered. We headed straight to the crash site, which was situated in a portion of the wilds covered in moss and fungi. &lt;br /&gt;
&lt;br /&gt;
Pennysworth, the penguin aarakockra apparently brought several of his children along as support staff, and they had already fought off one wave of apparently Abyssal creatures in roughly humanoid shape. We had just barely gathered around the ship and begun a plan to repair it when we were attacked by dozens of creatures formed from the moss and fungi of the area speaking in abyssal. These demons showed little in the way of intelligence, but kept speaking of a &amp;quot;Mother&amp;quot; which could offer comfort and gifts. But fortunately, I was the only one who could understand the nonsense of these obvious lies, so no one else could be tempted into doing something ridiculously stupid. As we battled the creatures, some of them released toxic spores when struck by an attack while others seemed merely to be using their arms and claws to try to batter and slice. &lt;br /&gt;
&lt;br /&gt;
Despite being ordered to find safety on the air skiff, several of the smaller penguins failed to do so quickly enough and we slain during the battle. As we cleared out some of the last remaining smaller demons one of them spoke with the voice of Jim Stacy, asserting revenge against me and the camp for his fate. I cannot say I feel sympathy for his state, but no one should be left in that state and all demons deserve destruction. On the opposite side of the battlefield an enormous creature with four arms appeared, and, bypassing Lambda who had been knocked down, it ran straight for Kompi. It reached out its arms and picked up the little kobold, and then tore their arm off and very nearly tore them entirely apart. Eventually we were able to destroy the creature, but in doing so it released an immense cloud of spores. These spores fell over all of us in the area, getting in eyes and throat and starting to burn. There was also a shriek from somewhere nearby calling out for its children. &lt;br /&gt;
&lt;br /&gt;
In the relative clear, we all thought it best to retreat quickly rather than stay and attempt to deal with whatever additional threats this &amp;quot;mother&amp;quot; could muster to attack us. It was also clear that these spores that had spread were starting to affect several of us with burning in the eyes and throat and blurry vision. Within a few more moments we had the airship operable once more and took off to return to camp short two of the weaker penguin assistants but heavier with the weight of whatever was going on with Jim Stacy and with the demonic disease starting to fester. Tactical details are recorded in my mission report reproduced above, and details of the aftermath belong on their own entry.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 7.2 Additional Camp individuals: ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== 7.2.1 [[Frankie]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: A plant-like entity described by others as a &amp;quot;walking cabbage,&amp;quot; made primarily of wood, with lanky arms and a scarf.&lt;br /&gt;
* Personality: Frankie seems easygoing and trusting of others. He also appears to have amnesia, or at least no recollection of his existence prior to a few years ago when he awoke and started wandering the wilds. He also has no attachments he is aware of other than his scarf. [[The Green Knight]], however called him &amp;quot;Franklin&amp;quot; and seemed to know him, indicating a past connection there. &lt;br /&gt;
* Risk Assessment: (Low) Despite exhibiting stealth skills and a willingness to put himself at risk, he more accurately describes himself as a scout. However, he has shown no indication of using these skills in areas he feels safe. Putting him at ease with a few polite words and making use of his easily-placed trust should be straightforward. He has also demonstrated a willingness to follow my suggestions as to courses of action for him to follow.&lt;br /&gt;
* Personal Notes: He lacks conviction and seems easy to manipulate, presumably by anyone. As a being with little remembered life experience, he has demonstrated the naivety I would expect, so it seems unlikely that the amnesia is a ruse. Before investing much effort into using him, it&#039;s important to consider what effect regaining memories may have on him and whether he is worth the risks of plans being disrupted by such. He has been reasonably capable on assignment. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 7.2.2 [[Prof. Mann (and Chester Iros)|Professor Mann]] (And Chester the cat) =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: The self-identified Professor Mann (he/they?) is a cloaked and hooded figure that moves more like a marionette than a person. He is always accompanied by the cat Chester, who I suspect may be the actual person of the pair despite denials. &lt;br /&gt;
* Personality: They are somewhat withdrawn and remote. They speak only by using an unknown magical means which produces seemingly sourceless audio in a small area. They are conflict averse and interested mostly in acquiring material for their shop. They are also polite and curious, but do not push for answers if questions are avoided. &lt;br /&gt;
* Risk Assessment: (Low) Whatever his eccentricities and problems, they seem unlikely to affect my current stay adversely. They do have a fascination with fey, which may indicate that they are the subject of a curse or bargain struck in the past. Offering a way out of such could prove fruitful if terms are ever learned.&lt;br /&gt;
* Personal Notes: The Professor is affiliated with Galik Arcane University, a subsidiary organization of the Dominion Arcane Guild. They do tend to follow along on certain adventures to provide immediate access to their shop of field magical supplies such as scrolls and potions. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 7.2.3 &amp;quot;[[Joylee (Jo) Seraphim-Belphegor|Jo]]&amp;quot; Joylee Seraphim-Belphegor =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: Jo (she/her) appears to be a human woman in her early thirties often seen in her scale mail armor.&lt;br /&gt;
* Personality: Jo seems to be a balance of extremes. She talks to herself sometimes and seems to have an internal dialogue going on.&lt;br /&gt;
* Risk Assessment: (Moderate) I have not interacted with them enough to be certain, but it seems that they have an infernal and celestial parent. This makes them a potential complication. Their parentage may also be worth investigating to ensure loyalty remains in the infernal parent and to see whether the celestial can be swayed to serve more useful interests.  &lt;br /&gt;
* Personal Notes: Reedy has described them as... interesting and a lot to take in. This was an accurate assessment, albeit far from helpful. She seems to have a complex relationship with both parents and also perhaps children of her own which she takes care of. Likewise, she seems to have claimed to be on some kind of holy mission that directs her wherever she is needed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 7.2.4 [[Dragonett]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: Dragonett (She/Her) is a very young wood elf with copper-brown skin and long black hair. She is an archer and scout, about a handspan taller than I am.&lt;br /&gt;
* Personality: Dragonett is a bit bloodthirsty and violent, seemingly looking for ways to vent a fury from within. She seems rather immature for an elf, but a useful combatant. &lt;br /&gt;
* Risk Assessment: (Low) Whatever the object of her fury, it&#039;s not me or my business. She also seems capable enough of restraining herself from leaping into the worst situations unnecessarily, although my only experience with her is actually on a combat mission. She is a ranged fighter who specializes in using Zephyr shots, so learning something like a shield spell would be a significant boon.&lt;br /&gt;
* Personal Notes: Limited experience, not an active participant in camp matters as of yet. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
===== 7.2.5 [[Radion The Forged|Radion]] =====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
* Physical Appearance: A more standard warforged than the others I have met, Radion (he/him) appears to have regular humanoid proportions and a standard frame with a cloak and greataxe most often in use.&lt;br /&gt;
* Personality: Radion is a bit overzealous about running into dangerous situations, but also seems to have a reasonable amount of social restraint and patience. I have only seen them on assignment, so I have yet to observe their more casual attitudes.&lt;br /&gt;
* Risk Assessment: (Low) They are unlike to cause trouble, and have proven to be an asset on missions. Their tactical acuity leaves a little to be desired, but they have situational awareness and some interesting, if chaotic abilities. &lt;br /&gt;
* Personal Notes: A competent and useful front-liner, although not really actively participating in matters around camp. Mostly keeps to themselves. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 7.3 Sight Rot and Resolution ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;In the aftermath of the demonic encounter we escaped via airskiff and made the return to camp. During the travel, several of us, myself included began to develop further symptoms of some kind of malady in the eyes. Therrin attempted to cure it through use of a Lesser Restoration spell, but it did little, and it was clear whatever disease had been inflicted upon us would not be so easily removed. Upon returning to the camp, I made two announcements: first that Jim Stacy had joined demonic forces and was a threat, and second, that some kind of disease had affected a number of us. The latter announcement I made in the medical tent, where Felix attempted to convince me to undergo a quarantine in order to ensure this illness could not spread. He backed down when I told him that it would take a use of force in order to prevent me from leaving, and that I was merely informing the camp of the matter, not subjecting myself to his imagined authority. There was no indication of the taint being a contagion and any quarantine had already been broken as the party split up upon disembarking from the airskiff. Although we were able to discover that regular application casting of lesser restoration magic could at least prevent the disease from getting worse than it already was, a certain amount of damage had already been done. &lt;br /&gt;
Back at my tent the real symptoms truly began to appear for the first time, as instead of mere blurring of vision in places, I had my first visual hallucination, that of a dark patch of mold on the wall of the tent. Reedy assured me nothing was there, and my other senses didn&#039;t notice anything amiss, but this was the first indication that my eyes were truly compromised. This... was not a feeling I was prepared for. In the Hells, I had never considered how a demonic taint could infect a person to such a degree that it would resist my efforts to remove it. While I feel confident the fires of Phlegethos would prove sufficient, I was stuck in a place where my only access is the little trickle of energy I can call upon. My senses could not be fully trusted, which, while I know I could be subjected to illusions at any time, felt vastly different to have the deception with its root inside me. &lt;br /&gt;
&lt;br /&gt;
I did not sleep well that night, despite Reedy&#039;s assurances that she would help and that she would protect me during this time of weakness. My dreams that night emphasized the taint&#039;s seeming permanence and left me feeling wholly unrested. It became clear by the next time I fell asleep that these dreams were not merely my mind reacting to the reasonable fear of what this disease could do, but were a direct symptom of it. The fiendishly insidious disease also carried a psychic attack with it, preying on deep-seated insecurities and fears and drawing on anything of import to the person affected. Those first dreams left me shaken, as they carried a risk I knew could be real: that my infection would prove too resilient for my body, and that I would have to be destroyed in order to be rid of it. The greater fear was that whatever it was doing would be pervasive enough to stain my soul and cause me to be rejected by the Hells. &lt;br /&gt;
&lt;br /&gt;
I took as many steps to cleanse myself as I could think of short of actually burning my eyes out, a step I was unwilling to take unless and until proven necessary. This included ablutions with water and ash as well as meditation and rituals. None had sufficient effect to rid myself of the disease even if they did slightly ameliorate some of the symptoms. I was left feeling &#039;&#039;tainted&#039;&#039; and unclean still, and I strongly considered removing my own eyes in order to prevent any trace of this thing from staying in me. However, because I couldn&#039;t even be certain that violent removal of my eyes would succeed in removing all trace of demonic corruption within me, the cost seemed too high to take on an uncertain gamble. I was left terrified and ashamed of my state, but I did my best to keep it hidden.&lt;br /&gt;
&lt;br /&gt;
This all came at an incredibly poor time for me as well because I was still struggling with the infernal contract I was crafting for Reedy. It made all my efforts trying to craft proper language and writing carefully just wasted effort as I could not see clearly enough to write it all down. The hallucinations also appeared to come at calculated moments to evoke a reaction or to prompt some kind of ill-fated response. Attempting to rely both on Reedy and my other senses, I avoided making any truly dangerous errors, although I am certain that was only possible because I was able to spend the time mostly in seclusion. Shadows and filth composed a large part of the images, although some of the images were instead of seemingly random things, like Reedy&#039;s skin turning a bright shade of blue.&lt;br /&gt;
&lt;br /&gt;
As you no doubt are aware, this is also when I decided to contact Grandmother directly about the contract. Although I had trouble with &#039;&#039;seeing&#039;&#039; clearly, I could still think, and I knew I needed to address things properly before either Reedy or I were placed in another life-threatening position on a mission for the Tempest Brother&#039;s Company. As Reedy prepared to embark on her assignment to discover what happened to the company livestock, I carefully transcribed the contract text onto the fresh pages I had been sent, even through the blurred vision. It was now that we signed the contract (a new addendum to my own deal sealed long ago) and were wed. Of course, Reedy&#039;s mission left us no time to properly celebrate either the union or the beginning of our long time together as consorts. &lt;br /&gt;
&lt;br /&gt;
While she was out on this mission, I recruited Lambda to assist me with cooking up a custom meal for Reedy using the knowledge I could borrow from my power. Lambda was able to ensure these efforts were not defeated by any untimely hallucinations, and I promised a minor favor in the form of an attempted Sending spell to an ally of Nassir&#039;s in exchange for a supply of his clan&#039;s special spices to season things. I prepared a meal as grand as I could under the circumstances with fresh greens, potatoes and the best meat available. My plans for a special evening meal sort of fell apart though because when Reedy returned she had already eaten at a feast. She also came with news of a rare flower in the area called Eyebright that would hopefully help, and a druidic concoction to overcome bad dreams.&lt;br /&gt;
&lt;br /&gt;
This last thing I was hesitant to welcome. Even if not a poison, it could be mind-affecting in its own way, and willingly taking in such a substance can grant it more power over one&#039;s mind, so it was a risk in and of itself. As we discussed the potential I revealed my fears to Reedy: that this demonic taint was potentially far worse and beyond the ability of even spells enhanced by a magic flower to resolve. This... moment of vulnerability and emotional intimacy was very difficult for me. Showing genuine weakness and vulnerability to another being always seemed like it would only be likely to have me exploited. In the Hells, this may even be correct (and is a good lesson to keep in mind if I wish to feign a weakness and exploit a predictable response in the future), but with Reedy, it didn&#039;t feel like a real risk. On the contrary, my sharing those moments with her seemed more effective than anything else in demonstrating trust in her, and it brought us closer together in a way that physical intimacy and closeness alone could not accomplish. This, likewise, seems like a weapon I will find opportunity to make use of should I find myself in the position to tempt other mortal souls into the Hells: show them a genuine emotionally vulnerable moment to build closeness and trust.&lt;br /&gt;
&lt;br /&gt;
After being briefly haunted by the spirit of a dragonborn whose body I had questioned earlier and then attending his funeral, Reedy raised the idea of rings for the two of us, which, while sweet and sentimental was unnecessary for me. It may be helpful for her though to both have and to know that I have a physical symbol of our union. Our discussion drifted to druids and growing things, and the lack thereof in Phlegethos before eventually turning back to the demons and the all-too-noticeable conflict of the war with them becoming a significant part of my life. The Fourth circle is far from the front lines of the conflict, as had my previous work, so I did not expect to really confront the demonic threat first-hand until after I had been transfigured. My first-hand experience has only proved the reports accurate, and perhaps even understating the need that exists to protect reality from these creatures. They would ruin corrupt and destroy all of it if left unchecked, and it seems that only the hells have both the strength and resolve to do so. I would be more than willing to take the fight to them in the abyss and deal some lasting damage to the demonic forces once I am transformed into a proper fiend myself and can undertake such a mission. Likewise, if there is any need for a fiendish commander in driving this &amp;quot;Mother&amp;quot; from Quelmar and back into her own [[domain]] where she can be properly destroyed, I would find the opportunity quite satisfying. &lt;br /&gt;
&lt;br /&gt;
In all, it was a full week of dealing with this corruption before a party was dispatched to a location thought to have eyebright flowers we could harvest. This left me with a week&#039;s worth of sleep debt to begin catching up on as well as everything else. The return party was short one in number when it returned, as [[Tassa Brightfox]] seemed to have been lost after the conflict, but the mission of primary concern to me was successful: the flowers were acquired, and sufficient quantity of a paste was crafted in the medical tent. By weaving restoration spells in combination with its application directly onto my eyes (quite uncomfortable, but no more so than than the discomfort of the spores in the first place) it appeared to be wholly successful in ridding my body of the disease. This was a relief I do not think I can possibly overstate and an experience I hope never to repeat, but finally I was whole once more and capable of facing any threat once more. When I have to leave I hope that I do so having caused sufficient disruption to this demonic &amp;quot;mother&amp;quot; and any plans she has here. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Entry 8: Draconic Disasters ===&lt;br /&gt;
&lt;br /&gt;
==== 8.1 Speaking with Daq ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Through the use of the Tongues spell, I have finally made personal contact with Daq, Reedy&#039;s companion drake, possible. This has proven to be of limited personal value, and will likely not become a frequent habit. Daq is not particularly intelligent and sees the world with a very limited perspective. He is fully devoted to Reedy, which I appreciate, and through her, his loyalty extends to me. His &#039;&#039;capacity&#039;&#039; in keeping that loyalty&#039;&#039;,&#039;&#039; however is what I doubt. Reedy has admitted that he is apparently poor at keeping secrets, but fortunately he only understands the draconic tongue, so the most sensitive matters are safe from any weakness he poses in that regard. He called me a &amp;quot;tiefling dragon&amp;quot; of some kind during our first conversation, and seems to lack real understanding of all the different types of being there are. He also has his own name for Reedy: &amp;quot;Tugra&amp;quot; derived from a shortening of her name&#039;s meaning in Draconic. I have &#039;&#039;not&#039;&#039; felt it safe to share my own proper name with him. &lt;br /&gt;
&lt;br /&gt;
The most beneficial part of this discussion was firming up a resolve for me to learn a few key words in draconic to be commands, and some hand signals for instructions. These instructions include things like: Follow, Guard, Attack, Wait, Watch, Hunt. Some words to learn in draconic to supplement these instructions are: here, there, that, creatures, beasts, people, and some names. This is likely the extent our working communication until such time that I actually learn to speak draconic, something I will endeavor to learn in the near future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 8.2 Mission Report: Dinosaurs Devoured, Descent to Dragon&#039;s Demesne ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Participants: [[Sabbatical (character)|myself]], [[Frankie]], [[Wiggler]], [[Amaris Luanach|Amaris]], [[Joylee (Jo) Seraphim-Belphegor|Jo]], [[Dragonett]]&lt;br /&gt;
&lt;br /&gt;
Location: Multiple days (on foot) North of Basecamp - Several hours by skiff.&lt;br /&gt;
&lt;br /&gt;
Objective: Investigate the region for whatever is causing the large number of dinosaur corpses in the area before it becomes a threat to the camp.&lt;br /&gt;
&lt;br /&gt;
Brief Action Summary (1-2 lines): Aerial reconnaissance team encountered a giant bird (a Roc) that attacked the vessel and caused it to crash. Upon crashing, we fell through the ground into a collapsed and buried draconic temple dedicated to Tiamat and her generals. We fought a Medusa and half the party was almost petrified before it was slain. Found a sealed tomb laden with gems and a mask and dispelled a ward, inadvertently releasing an undead dragonborn calling himself Galidant who wanted to eat us, but was temporarily restrained by a magic circle. Upon escaping out a tunnel, made contact with a rescue party and fought a retreat against The Green Knight, who had just collared and teleported the Roc away by some unknown means.&lt;br /&gt;
&lt;br /&gt;
Other Notable Events: Unsealed a 5-element lock. Recommend future expeditions carry items or spells to represent each element in case such areas or puzzles are found in the future. Also recommend wands or scrolls of Detect Magic be crafted and distributed. The Green Knight called Frankie, &amp;quot;Franklin&amp;quot; and seemed to have a personal connection with him that Frankie denies any recollection of, as a result Frankie tried to offer himself as a prisoner to the Knight to distract him from the rest of us. Jo also appears to have (or claim) mixed fiendish and angelic parentage.&lt;br /&gt;
&lt;br /&gt;
Specific Finds/Acquisitions: Assorted gemstones distributed and sold by the group; A pearl capable of serving as a component for Identify spells (Sabbatical); A Dagger of Venom (Frankie); The Mask of Draconic Majesty (Dragonett).&lt;br /&gt;
&lt;br /&gt;
Company Personnel: [[Lucinda Grimfold]], [[Skippy]] - Halfling Skiff pilot&lt;br /&gt;
&lt;br /&gt;
Individuals of note: [[Tiamat]], the Dragon Queen - the five-headed queen of chromatic dragons, with designs on claiming/destroying the mortal realm;&lt;br /&gt;
&lt;br /&gt;
[[Kavanmort]], the Twin Doom - a two-headed blue-black dragon known as a weapon of Tiamat&#039;s that also poses a serious threat to her goals as it also has a fondness for eating dragon flesh, supposedly slain by Harkon Grimfold, one of Lucinda&#039;s ancestors;&lt;br /&gt;
&lt;br /&gt;
[[Xevriss]], the Devourer of Gourds - a large and fat dragon with stag horns known for his gluttony;&lt;br /&gt;
&lt;br /&gt;
[[Alkinimic]] the Ancient - ancient and &#039;&#039;aged red&#039;&#039; dragon that is growing infirm, suspected to also be [[Old Alkinimic]] described later;&lt;br /&gt;
&lt;br /&gt;
[[The One Taken by the Underground]] - Obscured and mysterious draconic force possibly still at large;&lt;br /&gt;
&lt;br /&gt;
[[Galidant]], Exultant of Kavanmort - undead dragonborn ([[vampire]]?) servant at large, from some time ago (near the start of [[the War of Many Names]]?);&lt;br /&gt;
&lt;br /&gt;
[[The Green Knight]] - seeming ally of Galidant, knows Frankie somehow and tried to kill all of us to keep us quiet saying we &amp;quot;knew too much&amp;quot; after speaking to Galidant.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Narrative Account:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Lucinda Grimfold called this group together to investigate the cause of several dinosaur deaths to the North of the base camp. The scouting parties had discovered several fresh kills of the enormous lizards, both magically mutated and the mundane variety, and she is concerned that whatever is killing these creatures may head in our direction once it&#039;s hunted its territory clear. We set out aboard an air skiff piloted by a halfling named Skippy who pointed us in the right direction. From the air we spotted evidence of a few bodies in the distance before we spotted a dark shape approaching from the distance in the sky. As it approached, it resolved into an enormous winged figure: a bird with a wingspan greater than the entire skiff at over fifty feet. The bird (a roc) swept at the vehicle in an attack and nearly knocked Wiggler out of the ship before coming around for another pass and tearing into the vessel, causing us to quickly lose altitude. &lt;br /&gt;
&lt;br /&gt;
Skippy directed our descent into a clearing in the forest, whereupon the ground immediately gave out under us, dropping us an additional sixty feet into a large underground chamber. The chamber appeared to be the antechamber for some kind of draconic temple dedicated to Tiamat, as it bore her symbol of a set of massive doors and contained five dragon statues placed around the room. Wiggler began to panic, curled up in a ball and useless when it became clear that we would not be escaping anytime soon. He did volunteer to transform into some kind of animal that could climb, but since the roc was still circling the area above us, we all thought it best to explore alternative exits first. Even in a worst-case scenario, I could have sent a message back to camp in order to notify them of our general location and our status, so I was relatively unworried. &lt;br /&gt;
&lt;br /&gt;
We examined the room. I focused on the statues while Amaris and Jo looked over the wreckage and Frankie and Dragonett checked the collapsed tunnels for items of interest or possible exits. We determined that it was likely a five-part lock associated with each dragon&#039;s element in order to open the large door, and the two dexterous members of the party located a magical dagger we later identified as a dagger of venom. We began the process of unlocking the great door my providing a match to each of the chromatic dragon elements: fire, a torch; ice, chill water from a cave wall; lightning, a static charge; acid, wiggler&#039;s feral strike; and poison, the dagger. Upon providing each of these to the basins set in front of each dragon statue, the door unlocked and opened, revealing an even larger chamber filled with statues of stone beings of all kinds, mostly humanoids, a combination tomb/altar to Tiamat. The walls were decorated with large murals of three special dragons: Kavanmort, the Twin Doom; Xevriss, the Devourer of Gourds; and Alkinimic, the ancient. There was also a defaced image of some dragon known only as &amp;quot;The one taken underground&amp;quot; which was seemingly corrupted or something. &lt;br /&gt;
&lt;br /&gt;
As we cautiously explored the statue room, it seemed that several statues were subtly shifting position, putting us all on guard for some kind of attack until a medusa came at us from behind. The medusa was seemingly controlling the statues&#039; movement, and they joined the fight, making things far more difficult for us. Half of our group had started turning into stone before we killed the creature and its partial transformations no longer had any effect on us. The death of the creature also caused all the previously mobile statues to revert to stationary form. Despite them all almost certainly being the bodies of previous explorers, I smashed one of the statues, reasoning that I would rather die than be trapped in an indefinite stasis like these people, and that no one had reason to come back here and restore them, as such a spell would have been expensive for each one, let alone for the numbers there were (easily over thirty). &lt;br /&gt;
&lt;br /&gt;
We searched the area for valuables, discovering some coin and gems decorating the tomb as well as seven marks in an arc around it, indicating some kind of magical seal in place over it. However, one thing we also discovered was a valuable pearl, which is a necessary component of the Identify spell, something I had been hoping to find for some time. We retrieved the gems and pearl as well as a circlet, which I identified, and which was claimed by Dragonett. Thinking there could be more of worth available, and hoping to find a way out behind the tomb, I asked Amaris to dispel a layer of the protections so we could examine things more closely in safety. Unfortunately, this led to the awakening of the tomb&#039;s inhabitant, an undead dragonborn who thirsted for blood (vampire) and who we had just released. He called himself Galidant, and was clearly a creature not in his own time, with vastly outdated information about his part in the earlier conflict of the War of Many Names.&lt;br /&gt;
&lt;br /&gt;
We found a passage behind the tomb that led outside, and the whole group thought it best to leave sooner rather than later since this Galidant had strongly implied he would be attempting to eat us despite being the ones to free him from imprisonment. Outside, we found another entrance to this temple, and the other half of our airskiff, containing the communication apparatus. We signaled for rescue and were about to simply wait for rescue when the roc reappeared, this time with the Green Knight riding its back. The creature crashed into the ground, subdued, and the knight slapped some kind of magic collar around its neck, causing it to disappear (likely teleportation or other dimensional magic at work). He then told us that he would be killing us all because we knew too much having spoken to Galidant. &lt;br /&gt;
&lt;br /&gt;
As we were already exhausted from the battle earlier, we opted to fight a retreat rather than a pitched battle, and our rescue skiff was nearly arrived. The party scattered, remaining close enough to still offer some support, but far enough that the Knight could not attack too many of us at once. During the battle he spoke, focused almost entirely on Frankie, who he called &amp;quot;Franklin&amp;quot; with seeming recognition that Frankie claims to lack. He also clearly had some sort of regeneration capability. The Green Knight also appeared to be vulnerable to fire, which, as my weapon of choice, meant he targeted me for his first execution. I barely had a moment to cast a spell trying to command him to grovel, which he shook off, before he jammed his sword straight through my armor and my chest and out my back. Suffering from shock, I passed out for a moment before one of the others was able to offer me some healing so I could activate my stride and escape the immediate danger. We actually seemed to be making progress in the battle, and I think we could have simply killed the Green Knight had the rest of the group felt the same and committed to an attack instead of a retreat at the end. Still, I could not press the issue, and we all boarded the airskiff. I do think there was potential for one or more of us to be knocked unconscious again had we pressed for more battle, but even so, I believe it would have proven useful to kill or capture this figure while he fought us alone. Time will tell whether his continued actions in the Wilds are a net benefit or detriment, and I will endeavor to be more persuasive when I tell others to risk their lives for outcomes they do not fully understand, but &#039;&#039;I&#039;&#039; can see. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 8.3 Dangers in the Dark and Disruptions of Deities (Reedy) ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Reedy returned from a mission today that took her back to the Temple of Lolth we uncovered on our very first mission for the Tempest Brothers Company. Although I haven&#039;t yet written up a complete report, some things have been very clear based on her state when she returned to camp and our discussions over the next nights. The mission she was on left a lasting impression on her, and has led to consequences both personal and material. First, for material, Reedy returned with multiple Cloaker hides used to craft into Displacement cloaks and an increased fascination with obtaining monster parts and materials. She has made an arrangement with [[Bulio]] to exchange such items for credit against the cost of a Cloak, which he has agreed to craft over the next few months. &lt;br /&gt;
The personal and emotional consequences of the mission are more pervasive. One of the members of the missionwas killed, and all of the party were knocked unconscious at at least one point. This came close after the death of two other members of the company and clearly took a toll on many of the people planning to undertake missions for this company. Reedy&#039;s reaction, however, was more... disconnected than I expected. I know she is beginning to change, both in response to me and our contract, and I welcome the changes as a whole, but the pace seems, faster than I expected, or I didn&#039;t realize quite how near she was to thinking of others as disposable already. The attitude just seemed at odds with what she had displayed before, especially regarding a desire not to kill bounties, but turn them over to &amp;quot;proper authorities,&amp;quot; including how she handled the Jim Stacy situation. Yet she somehow was able to be callous when it was the lives of her allies on the line rather than someone under &#039;&#039;her&#039;&#039; power. This will be something to keep an eye on for developments, but so long as she makes correct judgment calls, I am not concerned as of yet. In fact, this could simply be a positive development in response to her accepting of her path with me.&lt;br /&gt;
&lt;br /&gt;
Several days later, Reedy was among those asked to join the nearby druidic conclave of [[Thistlebrook]] in a celebration of some kind. As part of this celebration apparently the representatives were brought before two gods: the timeless and the nameless. Somehow this event turned from a celebration into some sort of test or trial by these entities involving forces far beyond my understanding. Supposedly those with Reedy were sent into the distant future, to a time when the entire world was ending. During this time, my bond with her soul was just... absent, like it didn&#039;t even exist. This was both unexpected, and, as far as I know, it should be impossible. I was under the impression that not even deities could tamper with a soul in that way without the permission of the soul&#039;s owner, and it was clear from Reedy&#039;s description of events that no such consent had been given. &lt;br /&gt;
&lt;br /&gt;
Firm answers about the incident remain sketchy, as the druids have not been particularly communicative, despite an attempt by me to reach out to their leader for more information. I am especially concerned about this seeming capacity for one god to affect the flow of time so significantly, not just to slow or speed it as the fey often do, but to jump whole groups of people around through it. A small consolation is that these two gods seem to have a limited sphere of influence connected to the druidic conclave. This may mean they are not a direct threat to any of our goals or plans, but I still believe they were worth reporting on to infernal eyes and agents, and not just to the company. In any case, Reedy left the encounter stronger and with a new draconic bow infused with the energy of a radiant dragon. This is somewhat ironic given her new affiliations, but should prove useful should she ever end up taking on the role of tracking down fugitive devils attempting to avoid their trials. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 8.4 Mission Report: Deceptive Dragon&#039;s Demise ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Participants: [[Sabbatical (character)|Myself]], [[Sir Yewvane Eedryll]], [[Dickweedus]], [[Finnegan (Finny) Warbler|Finnegan]], [[Lowkey|Lowkey (Girl/Guy)]], [[Radion The Forged|Radion]]&lt;br /&gt;
Location: Mount Alkinimic&lt;br /&gt;
&lt;br /&gt;
Objective: Investigate and confirm the ancient dragon&#039;s demise and secure his horde before anyone else can.&lt;br /&gt;
&lt;br /&gt;
Brief Action Summary (1-2 lines): Airship flight to the mountain discovered an encampment at the foot belonging to the Haslow Historical Expedition, hired by the [[The Collector|Collector]] to find an artifact from Alkinimic&#039;s horde and work on his history. The party fought mimic creatures in the forms of [[gnolls]] and kobolds as well as mimics pretending to be treasure, and one taking the form of the dragon himself.&lt;br /&gt;
&lt;br /&gt;
Other Notable Events: Recovered the artifact for the Collector, but refused to turn it over to him immediately. It is currently in the care of the Company for study. Kobolds (and presumably Alkinimic&#039;s body) were transformed by someone called the &amp;quot;Fleshcrafter&amp;quot; by use of a magical glowing red stone which can only be the Philosopher&#039;s Stone. The Collector eventually offered the company a large sum of money for the artifact, which Velemar Decrye accepted, but did not divert the 80% expected to the party as an appropriate fee, instead, accepting the Collector&#039;s offer of a mere 100gp for each of the group.&lt;br /&gt;
&lt;br /&gt;
Specific Finds/Acquisitions: A +1 Greataxe (Dickweedus); a pack of items from the dragon&#039;s hoard: scrolls and magic candles. (distributed); mundane weapons (Sir Yewvane); A phoenix statuette called &amp;quot;[[Daughter of the Setting Sun]]&amp;quot; that resisted Identifying magic.&lt;br /&gt;
&lt;br /&gt;
Company Personnel: [[Velemar Decrye]], in charge of the mission. Skippy - air skiff pilot.&lt;br /&gt;
&lt;br /&gt;
Individuals of note: The Collector - highly suspicious in terms of involvement. Sir Yewvane believes they are fey in nature. Lori Haslow - Leader of an archeological and historical company connected to Lambda. The &amp;quot;Fleshcrafter&amp;quot; - unknown potential future antagonist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Narrative Account:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Rumor of the Demise of the ancient and feeble dragon [[Alkinimic]] have spread with word of the smoke coming from the place known as Mount Alkinimic changing from black to white. The Tempest Brother&#039;s Company hopes to be the first to send a group to claim the dragon&#039;s hoard. Yet, this mission had a somewhat heightened risk of danger from the start, as Marion had been given a vision by her god, [[Beshaba]], of a party of her friends going into a mountain, before it became a mouth and swallowed them. Marion&#039;s vision was quite clear that the mountain would open up into a mouth and swallow the party that went into it. This led to a sense of increased caution, but we still needed to know what was present and make a proper assessment.&lt;br /&gt;
&lt;br /&gt;
Velemar Decrye was point person for this mission, and something felt slightly off about it from the start: the goal was to secure the hoard of a dragon, yet there was no consideration of what that would mean in terms of the local forces: a clan of kobolds reportedly peaceful, or for any other interested parties. When pressed on the matter, Decrye simply said that we should secure it by whatever means we chose, implying that the Company was in dire need of funding. While I admit the resources would be useful and I am more than curious about what I might be able to find hidden away in the lair of a dragon so ancient that he is dying (which... is not how dragons work to my knowledge, yet that is the explanation that continues to come up with respect to Alkinimic in particular), but this dragon&#039;s connection to Tiamat and Kavanmort are the most directly-related things I&#039;m hoping to find some answers to. I understand the dragon queen is a sometimes ally and maintains territory in Avernus, but indications are that even she did not fully control these particular members of her kin. It could prove instructive to examine them, and provide an advantage for whenever her interests diverge from our own more significantly. &lt;br /&gt;
&lt;br /&gt;
The skiff ride to the mountain was relatively uneventful, although it was plenty long enough to confirm my distaste for multiple of these particular inclusions. There are many here that I will be glad to break from and never have contact with again, unless its on the opposite end of a battlefield or in an opportunity to lead them into corruption. Radion seems an okay sort, although of seemingly lesser personal strength than some of our peers, and Sir Yewvane continues to be most tolerable, even though we are more likely to be at odds in the future. I expect to inform him of my allegiance more directly just before I depart and see if he is open to further diplomatic contact or not. The Court of Seasons may yet prove useful, but how amenable they are to any overtures, seems most unclear given how he has directly opposed certain desires of mine. &lt;br /&gt;
&lt;br /&gt;
As we neared the mountain, we spotted an encampment not too far away bearing some sort of archeological group symbol. Finnegan volunteered to go scouting ahead through the sky and was turned invisible by the [[changeling]] calling itself &amp;quot;Girl&amp;quot; to facilitate the effort. There was some... conflict instigated by Dickweedus about just waiting around, and it became very clear once Finnegan returned that the half-orc&#039;s impatience was going to be a disruptive force on the mission. Although it seemed clear that a diplomatic introduction with the camp would likely prove useful, he insisted on simply charging on ahead toward the wood and the mountains, and he forced a split in the party. That said, the presence of the more chaotic agents in this group would not have made diplomacy any easier, as proven when even Sir Yewvane spoke with a surprising lack of courtesy when we discovered the Collector&#039;s involvement. As it turns out, this company was Haslo&#039;s Historical Expedition Company, hired by the Collector to look into some relics and further details on Alkinimic in particular. They were after a singular item: a phoenix statuette, of unknown power, and supposedly would interfere with nothing else our own party chose to collect. &lt;br /&gt;
&lt;br /&gt;
The others passed into the forest between this camp and the mountain, passing through some kind of magical border into an area where they reported being presented with several illusions related to their pasts. This caused some of them concern, and they paused long enough for Yewvane and I to catch up with them at the site of some kind of battle. There were remnants of kobold and [[gnoll]] bodies strewn about as well as some horrible living gnoll construct pinned to a tree by heated spikes of some kind. As we investigated the bodies, we were attacked by a bunch of creatures who looked &#039;&#039;almost&#039;&#039; like kobolds, but with something horribly twisted about them. These not kobolds  (copybolds?) were seemingly made of some sort of flesh amalgamation just in the shape of a kobold, and as they attacked, the gnoll construct ripped itself free of the tree, revealing that it was still active. Battle was quick, and the creatures didn&#039;t prove too dangerous, although the gnoll remains provided incontrovertible proof of abyssal involvement of some level. We searched the remains for anything else of note and found a magic axe and a few intact weapons which Yewvane is now keeping. &lt;br /&gt;
&lt;br /&gt;
As we reached the foot of the mountain and a cavern entrance we encountered Haslo and the Collector again, and it became clear that they intended to accompany our group in person in order to fulfill the Collector&#039;s wishes. I found it highly interesting and suspicious that the Collector came along himself, as I had been led to believe they were a distant and hands-off benefactor rather than one to put their own person in danger. This made it all the more clear that whatever this artifact was, it would be... unwise to let him lay claim to it without more information. As we passed through tunnels we came across an abandoned kobold village with only one survivor who identified himself as Yosh the kobold. He revealed that the lair had played host to a strange visitor in the last days of Alkinimic&#039;s life: a being called only the &amp;quot;Fleshcrafter&amp;quot; who employed some sort of magic produced by a glowing red stone he wielded. With this stone he &#039;&#039;changed&#039;&#039; the kobolds, and, as we later learned, also changed Alkinimic&#039;s body, although it seemed that he may have died just prior to the act. The kobold revealed that this Fleshcrafter was also the source of the mutated and twisted kobolds which he had created from the still living members of this community. It became clear that this kobold was also afflicted, although had yet to fully turn into whatever monstrosity it would soon become. I wanted to destroy it, as did a few other members of the group, but Radion intervened, wanting to spare the creature, and my single spell attempting to circumvent their objections was avoided. This left the creature free to eventually finish transforming and become a threat and ignored the fact that it would have been a greater mercy to simply end its life before it could become fully twisted into something else. &lt;br /&gt;
&lt;br /&gt;
As we all moved on from the kobold village we encountered a hall heaped with what appeared to be treasure and, resting atop a pile on the far side of the room, the phoenix statuette. Something was clearly off about the room, but our half-orc ignored good sense and rushed into the room to claim the artifact before anyone else could prevent him. As he grabbed it, the piles of treasure revealed themselves to be mimics, and even the floor began to sink and pull people towards its center. It&#039;s confusing that this fake treasure room yet contained the sole artifact the Collector was looking for, and that is a lingering problem about the entire affair with him. He knows far too much about the exact disposition of the items he seeks, and has far more resources than he should. Yewvane claimed he was fey, and that would explain certain things, but not everything about him. He also didn&#039;t contribute at all in the battle that ensued as we were attacked by several more of these mutated kobolds and the mimics. The battle was tougher than the prior one, with multiple people being knocked down and one of Haslow&#039;s companions dying to the attacks of these creatures. We were outnumbered and the battle was close, yet he simply stood around watching, and wasn&#039;t even attacked. The whole thing was suspicious, and after we won the battle and caught our breaths, it was hardly surprising when it became clear that he had somehow acquired the statuette from Dickweedus despite being a good twenty feet at least from him throughout the battle. &lt;br /&gt;
&lt;br /&gt;
Under the impending threat of violence, from the half-orc, and less immediate threat from the rest of us, the Collector relinquished the item once more. As they had said when we first met them in Haslo&#039;s camp, the Collector asserted he would be the best person to maintain control of the item, both for our own safety and the safety of the item, yet he was far from convincing. Having secured at least temporary possession of the phoenix artifact, I attempted to identify it. The spell failed, for reasons that I could not fully parse at the time. Hopefully I can examine it more thoroughly later with sufficient time to discern what caused the spell to fail so and to emanate danger. (Post-script note: More information acquired since, but classified for personal discussion only) &lt;br /&gt;
&lt;br /&gt;
The center of the floor of the fake treasure room opened up to a large chamber 40ft down, and after a short rest, we descended into an immense cavernous space with crystal walls and the body of the dragon. It also had &#039;&#039;piles&#039;&#039; of treasure, this time, that were real. A voice emanated from everywhere finding it “interesting” that “newcomers” had come, and the crystal walls displayed images, I believe individually, of our deepest desires. I saw myself sitting on a throne surrounded by flames, with Reedy standing beside and behind me as a confidant and guard. The voice attempted to offer us the things we saw, but that was nonsensical and not the least tempting. It cannot offer the sort of power I seek: it can only be &#039;&#039;seized&#039;&#039;, when I have earned enough to make the effort. Attempting to do so not on my own &#039;&#039;personal&#039;&#039; power would be meaningless.&lt;br /&gt;
&lt;br /&gt;
The dragon’s body rippled and distorted, revealing some kind of mimic-like monstrosity who was quite offended by our rejections. Yet, we were not prepared to fight such a creature. Despite this, Richard ran straight at the monster while Yewvane and Finnegan fled and I turned to attempt to snag an item I sensed of magical nature in the nearby pile of treasure. I did not want to leave empty-handed when the treasure was right there and the half-orc had the creature’s attention.&lt;br /&gt;
&lt;br /&gt;
My first attempt to locate something of value failed, and the lot of us were all pulled closer to the dragon by a barrage of tendrils launched from its maw. Fortunately, this did not lead to anyone’s loss of consciousness or being consumed immediately in the creature’s maw. Using the power of the flames, I sped clear of the dragon and searched once more, this time successfully recovering a pack containing a few magic items and scrolls. While I would have much preferred additional time, it was not worth the risk of the dragon’s widespread tendril attack coming at us again, so I fled, and with me, did the other two.&lt;br /&gt;
&lt;br /&gt;
Upon exiting the caverns, we caught up with the others who had retreated, avoiding more of these warped kobolds. We made our way back to the skiff just before the entire mass of the mountain shook and split open. Atop the newly cracked peak, the dragon roared. We retreated to our skiff and, since we were in possession of the artifact the Collector wanted, he came with us. Sir Yewvane attempted to forcibly remove the Collector from the skiff with a kick, but he teleported back on board. To my surprise, matters did not further escalate from there. Lori, and her surviving associate rushed to their camp to evacuate it and flee the area in case the dragon or its new army of warped servants attacked.&lt;br /&gt;
&lt;br /&gt;
When we returned to camp, the Collector spoke to Mr. Decrye and persuaded him to part with the artifact by providing generous funding to the company, while still only paying &#039;&#039;us&#039;&#039; a pittance of a hundred gold each. While it was clear that mere words would do little to persuade the company not to accept this offer, I &#039;&#039;was&#039;&#039; able to convince the collector to leave the object temporarily in our care so long as we can make use of it. Whether it actually is of use, of course, remains to be seen since it resisted my first efforts to identify it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Entry 9: Worries in the Wilds ===&lt;br /&gt;
&lt;br /&gt;
==== 9.1 Mission Report: Withered Wastes ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Participants: [[Sabbatical (character)|Myself]], [[Marion Ette|Marion]], [[Nassir Tycho|Nassir]], [[Hermes Purrnes|Hermes]], [[Juno]], [[Thordon Akieye|Thordon]]&lt;br /&gt;
&lt;br /&gt;
Location: A few hours Northwest of Camp, beyond the druid conclave and near the location of a recent forest fire. (See Mission 9)&lt;br /&gt;
&lt;br /&gt;
Objective: Discover the source of the withered sections of forest and attempt to prevent its further spread.&lt;br /&gt;
&lt;br /&gt;
Brief Action Summary (1-2 lines): Gathered information and firsthand account of the area from druids. Upon investigating the area, we found withered bodies of dinosaurs and demonic fungus creatures that had not dissolved. Eventually after progressing further, we encountered an area full of withered vines in which stood a giant creature of ash, wood, and fire. We battled it and stopped the further spread of withering energy.&lt;br /&gt;
&lt;br /&gt;
Other Notable Events: The entity spoke in Primordial, rumbling about hunting, withering, bleeding and burning, being a former protector and doing so no more, because it was burnt. It wanted only consumption and desolation at this point. After defeating the entity, Nassir acquired a magic stone axe imbued with the energy of this forest being and some kind of burning power.&lt;br /&gt;
&lt;br /&gt;
Specific Finds/Acquisitions: The axe which wraps itself around Nassir&#039;s arm when not in use, and some gold pieces (60 each).&lt;br /&gt;
&lt;br /&gt;
Company Personnel: Billiam&lt;br /&gt;
&lt;br /&gt;
Individuals of note: Galaros and Curian, of the Thistlebrook druidic conclave.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Narrative Account:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Aside from the awkward manner in which I was pressed into joining the mission, the entire thing was fairly straightforward from my perspective, so I will not belabor it with a lengthy report: the druids Galaros and Curian discovered an area of withered land which they believed our company was at least partially responsible for, so they wanted to alert us to it and encourage us to investigate it more thoroughly. After traveling closer we found the terrain blighted and falling apart, even evidence of creature who would not normally leave bodies, such as the demonic &amp;quot;Mother&#039;s&amp;quot; creations dead and decaying in the area. In order to ascertain whether the undead and presumably vampiric creature was involved in these creatures&#039; demises, I took my dagger and sawed one open, learning that no, it was not &#039;&#039;drained&#039;&#039; of fluid as I would expect from a vampire, but it was dessicated in a way that I would not expect given the climate. &lt;br /&gt;
As we progressed further, we discovered a tangled mass of withered vines from which a creature speaking in primordial arose and moved to attack us. This creature ranted about being some kind of former forest protector that had been burned and would now wither and burn everything else. It demonstrated an affinity for fire and earth and ash, and yet also still seemed to be drawing vitality from the ground around it. It was clearly some form of primal creature that had been corrupted in some way against its nature, although by what it is more difficult to say. I would not expect a mere fire to be able to cause such, even if it had been caused by a party in conflict with demonic oozes. &lt;br /&gt;
&lt;br /&gt;
During the battle it became clear that we were struggling to make a lasting impact on the creature with no clear method to eliminate its regeneration (although in hindsight, Marion has a spell that can assist with that in the future). Nevertheless, escape seemed like an unlike option for most of the group because the being could teleport short distances in addition to its usual movement. This resulted in an intense battle where both sides fought to the brink of defeat before we were finally able to bring the creature down. In the aftermath, I searched the mass of vines for anything of value and discovered some coin and gems as well as what looked like the stone head of an axe wrapped in vines buried to the haft in a stump. Without waiting for it to be examined, Nassir picked up the weapon, and the vines wrapped around his arm, binding the blade to him. Despite this *clearly* being a sign of some kind of cursed object, Nassir insisted he would rather keep it for the time being after I identified it and explained what its beneficial properties were: It is a magicly enhanced axe that can store itself around his arm and deal additional fire damage when striking foes. With the creature destroyed and the withering prevented from spreading, we returned to camp and let Billiam know of our success.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 9.2 The Phoenix Statue: &amp;quot;Daughter of the Setting Sun&amp;quot; ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&#039;&#039;This entry is mostly missing, having been burned to ashes in the explosion in camp which resulted from an attempt at experimenting with the statue. Rather than replace the notes there is just one line:&#039;&#039;&lt;br /&gt;
&amp;quot;Initial notes destroyed. Further details, thoughts, and reactions deemed too sensitive to write down anywhere. For private discussion with Archduchy and above only.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
Side note: Velemar Decrye has proven far less reliable than initially expected, and his goals clearly do not align with my own, or even entirely with those of the company. He claims to be a shrewd businessman, yet has engaged in questionable practices and proven to have some ulterior motives. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 9.3 Promises and Promotions ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;The messages I&#039;ve received and the way you, Mother, pushed for an immediate fiendish transformation upon my return to the Hells made me concerned. This contract with Reedy and the portions affecting my self are some of the first times when I&#039;ve really felt that our interests did not align. Not so much areas of focus, as we have already had considerable differences of opinion, and my desires do not express themselves in anywhere close to the same as yours do, but in terms of goals and motives. I don&#039;t think I had ever really thought of you as a potential rival or adversary before, but I begin to see the edges of that possibility. You have ambitions of your own, not only goals for your daughter. Considering my place in the infernal hierarchy, or, not quite within it, as it currently is, I&#039;ve begun to worry about my station on my return. There was never much reason for concern when I was fully concentrated on my legal work, but since I have been reminded of my ambitions by the pace of things here on Quelmar, I&#039;ve noticed that I was growing... complacent at the pace of my advancement rather than truly pushing myself to the limits of my ability and proving that I have the capacity and the drive necessary to rise to the rank of archfiend and hold my position against any and all threats. There are pit fiends who have strived for hundreds of years to be worthy of something I had assumed I would be able to take, and yet until recently, I hadn&#039;t fully grasped the possibility that I might not find myself made into an archfiend when my time to transform or die came. &lt;br /&gt;
This uncertainty about my status has been exacerbated by my relationship with Reedy. I am more than confident that, given time, I would be able to climb the infernal hierarchy as any kind of devil and eventually claim my place among the Duchy if not also assert a claim to one of the circles on my own. What I truly hadn&#039;t considered is what my status might mean for others who depend or rely on me. I had never built a true power base of fiends loyal to me because I lacked the authority to claim souls and to promote beings on my own. I always assumed it was something I would take to after transfiguration, but dealing with the mortal souls in Amusa has been incredibly instructive. There are countless areas of leadership I was simply lacking, and an ability to create loyalty in others was one of those areas. I&#039;ve inspired such with Reedy through an exchange of promises, her loyalty for me, and a shared emotional and physical connection that she calls love. That approach is not scalable to all the other beings I must enlist if I wish to have a functioning duchy of my own in the future. Considering this also brought home the idea that I must consider more interests than my own and my superiors&#039; when making decisions or plans, I must also consider those of my subjects, dependents, and consort. While their interests would never contravene my own, awareness of them is vital to maintaining loyalty and making beneficial decisions. Of course, if I lack standing or autonomy, such as being placed on a low point in the infernal hierarchy, then I will have little hope of &#039;&#039;controlling&#039;&#039; circumstances sufficiently to protect my own interests let alone those of a consort. Over the last couple days, as I consider my imminent return to Hell, this has weighed on my mind: how can I hope to protect my consort&#039;s interest when I still know so little about where I will stand in the Hells? &lt;br /&gt;
The reality of the situation is that I can&#039;t. I made no promises to Reedy about having power or guaranteeing some kind of status, but our discussions were always built on certain implicit assumptions that I now realize I did not have sufficient reason to have. After all, only Asmodeus has the power to raise a being to the station I seek and I have never communicated with him directly, let alone had opportunity to impress him, unless my superiors, such as you, Mother, or Grandmother and Grandfather have passed along information about me without my knowledge. While I do not fear any of my activities being known, I realize also that I should not assume any of them are either. I&#039;ve seen countless fiends&#039; achievements attributed to their others through politicking or arranging reports in particular ways. I should not expect my own circumstances to be different unless I take action to ensure it. It&#039;s not that I do not trust you, Mother, just that I now understand where some of the boundaries of that trust might be. &lt;br /&gt;
Reedy has assured me that she will love me regardless of the form I obtain, but I do not think she truly understands what it would mean for each of us to be a lesser fiend, or even a greater fiend. Her only real interaction with other devils has been through her mother, an archfiend, and through myself, a tiefling agent of the Hells. Her perspective on these matters, while endearing, is hardly to be fully believed. Nevertheless, it was a comfort to hear. Telling her of my uncertainties and hearing from her an unwavering trust in me was far more of a comfort than I could have anticipated. It was also a relief to share the details of my concern as something I had left unstated in the contract we put together. I do not like the feeling of deceit even through ambiguity, although I understand its value and necessity in certain circumstances. It is not how I would treat a consort, someone I have brought into my life and my family. Still, I think that is more than enough said on the matter. I will discuss my rank with you when I return and deliver these reports in person, and then there will be no more uncertainty on this matter. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 9.4 Mission Report: Tablets on the Train ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;Participants: [[Sabbatical (character)|Myself]], [[Redemption Core|Reedy]], [[Wiggler]], [[Radion The Forged|Radion]], [[Chrysaor]], [[Cealion]], [[Frankie]]&lt;br /&gt;
&lt;br /&gt;
Location: The railway connecting the West of [[Cauldomo]] to the border of Galik.&lt;br /&gt;
&lt;br /&gt;
Objective: Escort a shipment of mysterious tablets to the borders of Galik and into the hands of a researching contact of Cookie&#039;s named Makamane.&lt;br /&gt;
&lt;br /&gt;
Brief Action Summary (1-2 lines): We took an airship two days out to the train station, where we loaded up and spread out. The party led by Jack of Hearts attempted to rob the train and steal the tablets. When this proved more difficult than he anticipated, he blew up a bridge and we barely stopped the back half of the train in time. Both sides fought vigorously, but no fatalities occurred on either side of the battle.&lt;br /&gt;
&lt;br /&gt;
Other Notable Events: Jack&#039;s actions revealed the presence of a significant information source within the camp of the Tempest Brother&#039;s Company. He also revealed having detailed personal information on several company members, including Reedy, although he pronounced her original last name incorrectly.&lt;br /&gt;
&lt;br /&gt;
Specific Finds/Acquisitions: For successfully completing the mission, protecting the majority of the passengers, and preventing the total destruction of the train, we were all awarded 150gp. I also recovered Jack&#039;s offhand rapier, and two cards: a Jack of Hearts and a Queen of Hearts.&lt;br /&gt;
&lt;br /&gt;
Company Personnel: [[Cookie]].&lt;br /&gt;
&lt;br /&gt;
Individuals of note: Jack of Hearts (Masked Swords [[bard]]), Theta (Warforged versatile combatant), Titan (A resilient dragonborn barbarian), Yellena (Eladrin Frost magic, melee attacker), Malakar (undead evocation specialist), Tini (Kobold cleric?), six Pentulvan Brothers, of 18 (human bandits with maces/rifles) (see also Mission 2)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Narrative Account:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;[The details of this mission]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Entry 10: Final Farewells ===&lt;br /&gt;
I know my time on Quelmar is coming to a close. The entries here detail final unfinished business to be delegated to Reedy or other agents on the mortal plane while I return and face whatever awaits me back home. I will admit to feeling a bit of trepidation as to what is going to happen next. When I first left I fully expected simply to return to work in Belial&#039;s courts for quite some time as I demonstrated my ability to follow orders not just well, but exceed them through exceptional performance. In my role as Sabbatical, I have learned a lot more than I expected to, and the experience has certainly changed me in more than the obvious ways. I will attempt to describe those changes the best I can here as well, both for my own benefit and in continued faithfulness to your request that I keep a record. Should anything unexpected befall me, I have provided Reedy with instructions on how to burn this journal in a sacrificial ritual in order to send it to the hells. I trust that this is acceptable, and the risk of the method falling into dangerous hands is exceptionally low.&lt;br /&gt;
&lt;br /&gt;
==== 10.1 A Final Mission to Comprehend a Henge ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;A formal mission report of this mission seemed unnecessary. Few of the company seemed to read the reports, and since I am leaving shortly, the effort of doing so seemed likely to be wasted. There were, however, a few interesting matters of note, so I will record a brief summary of events and finds. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== 10.2 Final Dealings and Connections ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;[Text here will discuss: Reedy, Amaris, Marion, Sir Yewvane Eedryll, Sneeze, Kompi, and any other contacts Philani expects she may maintain.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Return to Phlegethos ==&lt;br /&gt;
Sabbatical left the material plane of Quelmar on Kentgannon 12, 893 PR by use of a ritual spell temporarily tying a nearby river to the Styx and boarding a raft to take her to Avernus. This ritual involved a chunk of stone quarried from Avernus as a focus, symbolic payment to the ferryman of death, and a prior arrangement for passage organized by her mother, Pharastra. The river&#039;s waters returned to normal after a few hours, and the sole remaining evidence of the ritual is a rough circle of infernal stone at the banks of a river in the wilds of Amusa carved with a pentacle on the surface. &lt;br /&gt;
&lt;br /&gt;
In Avernus, Philani ran into several difficulties: the party of devils she was expected to meet up with was scattered by a horde of invading Bulezau demons, and she was some distance away from support. There were not too many survivors of the demons, only a dozen, by the time she arrived nearby, but such numbers were not something she could take on single-handedly or at once. She encountered one imp, [[Serrek]], whom she commandeered into her service and used as an invisible scout and lookout as she planned a strategy to eliminate the remaining demons. It took several days and a close battle with 3 of them at once, but Philani was able to eliminate them in several small encounters. She &#039;&#039;did&#039;&#039; briefly become infected with a fiendish disease, but was able to cleanse it through the use of a Lesser Restoration spell after a rest. With the immediate area finally clear of demons, Philani took Serrek with her to a fortress where she was able to secure safe passage to Dis, the second layer of the Hells. &lt;br /&gt;
&lt;br /&gt;
Upon her arrival in Dis, Philani secured accommodations at an expensive inn, making use of the coins obtained from her time on Amusa. She also received a message from an unnamed Duke of Dis arranging for a meeting. At this meeting she was informed of an order for her to travel via portal directly to [[Hellmar]] and meet with Asmodeus for a detailed report of her activities. This was due to Glasya making certain statements and insinuations about what Philani has done on the mortal plane since she left the Hells. The meeting went reasonably well, with Philani providing a thorough accounting of herself and her activities, as well as sharing her opinions on the role of family in the Hells and the potential threat to the [[universe]] posed by a demonic &amp;quot;Mother&amp;quot; in Amusa, a being she believes is likely Zuggtmoy. No final decisions about Philani&#039;s status or station were made, but she was given passage back to Phlegethos directly after the interview.  &lt;br /&gt;
&lt;br /&gt;
Philani returned to Phlegethos on Kentgannon 26, 893 PR. She returned to Fierna&#039;s palace and delivered another report to her mother, Pharastra, and her grandmother, Fierna. After delivering this report, it was clear that further strategizing regarding the demonic threat on Amusa was necessary. Philani remained in the palace for the next month as she was thrust into a position of direct oversight of a camp of demon hunters. During that time, she continued to pursue arcane studies, developing an affinity for the Order of Scribes Wizards and awakening the strange, animate spellbook Bulio had sold to her.  &lt;br /&gt;
&lt;br /&gt;
== The Rise of a New Archfiend ==&lt;br /&gt;
For further details of what becomes of Philani/Sabbatical, see [[Philani]]. She later becomes known as the &amp;quot;Inferno of Phlegethos.&amp;quot; When or whether she grows beyond that title to the ranks of an archduchess in her own right remains to be seen, but she remains ever loyal to the Hells even as she increases her own power.&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(PR)&amp;diff=32561</id>
		<title>Quelmar Timeline (PR)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Quelmar_Timeline_(PR)&amp;diff=32561"/>
		<updated>2024-07-27T03:54:30Z</updated>

		<summary type="html">&lt;p&gt;Warden: added link to Infernal Invasion in timeline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[https://quelmarwiki.com/wiki/Quelmar_Timeline_(PR)?veaction=edit Click Here to Add or Remove Events in this Era]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable article-table&amp;quot;&lt;br /&gt;
! style=&amp;quot;width: 10%;&amp;quot; |Year&lt;br /&gt;
!Event&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;2 PR&#039;&#039;&#039;&lt;br /&gt;
|The start of [[Realm War I]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;10 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; Start of the [[OathWielders|OathWielders Campaign]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;33 PR&#039;&#039;&#039;&lt;br /&gt;
!The end of [[Realm War I]], the last [[Breme]] based societies and cultures have been destroyed or go into hiding.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;120-138 PR&#039;&#039;&#039;&lt;br /&gt;
|The [[Demonic Infiltration]], creatures of [[the Abyss]] swarm Quelmar and cause devastation realmwide.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;137 PR&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;Triumph over Abysm&#039;&#039;. [[Demogorgon]] is slain after the black pearl summoning the demons is destroyed, stopping the infiltration. Demons are stranded in Quelmar, and mortals are stranded in the Abyss.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;138 PR&#039;&#039;&#039;&lt;br /&gt;
|[[Esau]]&#039;s Success - One man takes it upon himself to summon powerful devils to the surface to protect [[Amusan Sea|Amusa]] from [[Orcus]] and his minions who have taken residence, marking the official end of the [[Demonic Infiltration]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;299 PR&#039;&#039;&#039;&lt;br /&gt;
|A Good Year (According to [[Azazel]])&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;321 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaigns:&amp;lt;/u&amp;gt; Start of [[Another One Bites the Dice|Another One Bites The Dice]] &amp;amp; [[Not Strahd]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;368-390 PR&#039;&#039;&#039;&lt;br /&gt;
![[The Cavalry Rush]], liberation and restructuring of the realm takes place over nearly 25 years as the modern domains take shape, and the &#039;traditional kingdom&#039; (the kind that covers massive swaths of land) goes the way of the dragon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;465 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Ancients Alive]] campaign. A realm wide event known as &#039;&#039;&#039;The Hunt For the Ancients&#039;&#039;&#039; kicks off, inspiring heroes, adventurers, archeologists, scholars, and most importantly...elementalists...to find the [[Tools of the Primordial Ancients]], which have been prophesized to return to the public eye.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;466 PR&#039;&#039;&#039;&lt;br /&gt;
|[[The Arctic Autumn]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;523 PR&#039;&#039;&#039;&lt;br /&gt;
|Notably called &amp;quot;A Great Year&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;600+ PR&#039;&#039;&#039;&lt;br /&gt;
!Artificers Around the Realm begin experimenting with personal [[Gun|Firearms]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;605 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Mini Campaign&amp;lt;/u&amp;gt;: [[Deadly Diaspora]]. Creatures cast adrift from the stars find their way onto Quelmar and threaten Northern Isonhound. &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;650 PR&#039;&#039;&#039;&lt;br /&gt;
![[Vanara]] Intellect is born out of [[Levinkan]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;691-693&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Sick of this Shit]] Campaign&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;691 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Towson Tabletop]] (Season 1 and 2)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;691 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign&amp;lt;/u&amp;gt;: [[Pirates of Quelmar]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;691 PR&#039;&#039;&#039;&lt;br /&gt;
|The new god [[Kragnux (Deity)|Kragnux]] ascends and his archbishop [[Thwack]] spreads the new religion across the realm.&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;699 PR&#039;&#039;&#039;&lt;br /&gt;
!Awakened [[Autom (Player Race)|Autom]] appear out of [[Isonhound]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;700-702 PR&#039;&#039;&#039;&lt;br /&gt;
|[[The Razing of Isonhound ]], after 2 million lives are lost and countless ecosystems burned down, a returning fear of dragons sweeps the realm, leading to the start of [[The Second Draconic Crusades|the second draconic crusades]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;730 PR&#039;&#039;&#039;&lt;br /&gt;
|The start of the [[The War of the Forged|War of the Forged]] in the northern hemisphere of Quelmar.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;741-742 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Sick of this Shit Incorporated|SotS Inc]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;741 PR&#039;&#039;&#039;&lt;br /&gt;
|[[Mila Perturb]] unveils the [[Iron Horse]], a prototype to the steam train that is powered mostly by [[Rune|runes]] and [[wovenstone]], rather than steam and electricity.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;744 PR&#039;&#039;&#039;&lt;br /&gt;
|The [[The War of the Forged|War of the Forged]] comes to a close as communities around the realm begin to accept that construct life deserves equal treatment.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;745 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Sick of this Shit Incorporated|SotS Inc Season 3]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;761 PR&#039;&#039;&#039;&lt;br /&gt;
!After 60 years of fighting back, the [[Dragonborn]] is falsely considered extinct, killed off by the [[The Second Draconic Crusades|second crusades]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;791-792 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Towson Tabletop]] (Season 3 and 4)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;792 PR&#039;&#039;&#039;&lt;br /&gt;
|The [[The_Infernal_Emergence#The_Second_Emergence_(792_PR)|second Infernal Emergence]] occurs, leading to the creation of [[Hellmar]], is swiftly forgotten by most and only recorded in the most skeptical of sources.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;793-795 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Towson Tabletop]] (Season 5)&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;794-796&#039;&#039;&#039;&lt;br /&gt;
![[Tiamat]]&#039;s and [[Bahamut]]&#039;s return to Quelmar (sometimes called [[The Sundown|The Sundown)]] which many consider as the beginning of [[The War of Many Names]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;796 PR&#039;&#039;&#039;&lt;br /&gt;
|[[The Battle of the Dao]] marks the end of [[The Gathering Shadow]] and a new leader of the [[LaCroix Kingdom]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;821-824 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[First Class]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;825-826 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Into the Greedy Green (Campaign)|Into the Greedy Green]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;826 PR&#039;&#039;&#039;&lt;br /&gt;
![[Sardior]] the God of [[Dragon#Gem Dragons|Gem Dragons]] is resurrected and his [[Sardior#Ruby Court|Ruby Court]] reassembled in order to dispel the [[The Shadowfell|Shadowfell]] out of [[Isonhound]], thus completing the return of the original Four Dragons to Quelmar.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;883 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Painted Sands of Pteris]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;893-894 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Within the Wicked Wilds]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;904 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Infernal Invasion]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;924 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign:&amp;lt;/u&amp;gt; [[Quelmarch]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;999 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[The Beggar&#039;s Bodega (Campaign)|The Beggar&#039;s Bodega]] opens up in [[Al&#039;Adeaf]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1010 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[The Neighbours]] begin their slow but steady attempts to takeover the underworld of [[Ahol]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1250 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;[[Realmtrotter&#039;s Guide to Zobeck|The Realmtrotter&#039;s Guide to Zobeck]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;1273 PR&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;u&amp;gt;Campaign: &amp;lt;/u&amp;gt;The Descendant Section of the [[It Came From Kiston]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;1273 PR&#039;&#039;&#039;&lt;br /&gt;
![[The Fated Five]] lock [[Kiston]], all creatures on the mainland (including the five) are displaced as the continent is once again displaced from the realm.&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;1293 PR&#039;&#039;&#039;&lt;br /&gt;
!The [[Fracturing of the Weave]] and release of [[World Breaker|the World Breaker]]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;1294 PR&#039;&#039;&#039;&lt;br /&gt;
![[Kiston]] is sunk&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;1295 PR&#039;&#039;&#039;&lt;br /&gt;
!Planar Magic is eliminated from the realm, severing its links to the [[Feywild]], the [[Shadowfell]], and the other planes. Quelmarians are stuck in Quelmar for the rest of time. Summons poof out of existance and conjuring from other planes becomes impossible. Quelmar&#039;s seasons radically shift by the elemental plane de-attunement, causing every 1 year to have 3 equal months of each season.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/Player_Recaps&amp;diff=32339</id>
		<title>Within the Wicked Wilds/Player Recaps</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/Player_Recaps&amp;diff=32339"/>
		<updated>2024-07-07T16:53:36Z</updated>

		<summary type="html">&lt;p&gt;Warden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}An alternative in-character set of &#039;&#039;highly condensed&#039;&#039; recaps of the first several sessions are available from Sabbatical from her weekly reports at [[SWAAR]].&lt;br /&gt;
&lt;br /&gt;
And some further abbreviated, third-person summaries can be found at &amp;quot;Within the Wicked Wilds/[[Within the Wicked Wilds/Player Recaps/TLDR|Player Recaps/TLDR]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;thinwhistle&amp;quot; style=&amp;quot;padding-top: 1em&amp;quot;&amp;gt;&lt;br /&gt;
===Session 1a: Thinwhistle===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Aaron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039;&lt;br /&gt;
*Rina (Jen): wood elf druid&lt;br /&gt;
*Lambda (Jon): warforged monk&lt;br /&gt;
*Nassir (Sam): dragonborn barbarian&lt;br /&gt;
*Stout, aka Neru (Rich): gnome paladin&lt;br /&gt;
*22 (Cat): autom druid &amp;lt;br /&amp;gt;***&amp;lt;small&amp;gt;Present in spirit was Finny (Anna): Aarakocra Bard, who remained at base camp due to a last-minute injury (and/or hangover, depending on who you ask)&amp;lt;/small&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039;&lt;br /&gt;
*Matilda and Bjorn, &amp;quot;guides&amp;quot; (i.e. chaperones) provided by TBEC&lt;br /&gt;
*Hunk and Snatu, residents of Thinwhistle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Significant events:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the entire expeditionary group had travelled inland from Galik by [[airship]], the party walked half a day west where they encountered and befriended the people of Thinwhistle, a village of Kobolds of Unusual Size. The chief and head lore keeper of the village was Snatu (he/him), who explained that the kobolds of this part of Amusa were once a glorious race, more powerful than most of their contemporaries and living in their underground ancestral kingdom, but that they were driven out by a great calamity, the nature of which had long been lost to the the tribe&#039;s memory and records. All they had was a tattered mural showing the destruction of a city, with fires raging and corpses littering the scene. Snatu went on to say that the people of Thinwhistle had split off from other tribes long ago, and that the tribes often war amongst each other but that some may know more of the lost history.&lt;br /&gt;
&lt;br /&gt;
The party and a kobold warrior named Hunk (he/him) set out to find two monsters that had been terrorizing the village. They succeeded, in a way, when one of the monsters, a colossal red fire-breather, ambushed the party just as they had encountered three hostile drakes.&lt;br /&gt;
&lt;br /&gt;
A fight ensued that the party won, but not without considerable risk to all their lives. During the struggle, Lambda was badly bitten by the monster and 22 revived him (about which 22 would later report feeling conflicted when they realized that, in their words, &amp;quot;Lambda appears to be a raging racist.&amp;quot;) Nassir eventually slew the monster, and while the party was cleaning up the drakes, the other colossal monster appeared, a green lightning-breather that the kobolds apparently call &amp;quot;The Eater of Worlds&amp;quot;. Though the party had tried to ensure Hunk&#039;s well-being, the new monster breathed lightning on Stout, Hunk and 22, and Hunk was knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
Just as Lambda closed with this second monster, Hunk, now stabilized by Stout, came around for long enough to shout &amp;quot;Run!!&amp;quot; upon seeing the beast. Nassir flanked the creature to try to help Lambda disengage, but the monster rendered both of them unconscious with a tail slap and a bite. Once it had eliminated these threats, it turned its attention to feasting on the first monster&#039;s carcass, and the party took this opportunity to GTFO.&lt;br /&gt;
&lt;br /&gt;
Stout carried Hunk out, 22 revived Nassir, and Rina revived Lambda, and they all got a few-minute head start before eventually catching the telltale sound of the creature pursuing them through the forest, knocking over trees as it came. After a brief tactical discussion, 22 cast Pass Without Trace on the party, and they were able to evade the creature in the woods and return to Thinwhistle to lick their wounds.&lt;br /&gt;
&lt;br /&gt;
Hunk soon became a liaison between Thinwhistle and the expedition base camp, and the two groups agreed to establish peaceful relations.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Session 1b: The Temple of Loth ===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Julia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039; &lt;br /&gt;
*Reedy and Daq (Mercedes): tiefling ranger and drake&lt;br /&gt;
*Sabbatical (Talia): tiefling cleric&lt;br /&gt;
*Paris Hilton and PPP : human ranger and chihuahua&lt;br /&gt;
*Sir Yewvane : Eladrin bard/Paladin&lt;br /&gt;
*Therrin: aasamir warlock&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039;&lt;br /&gt;
*Paul, &amp;quot;guide&amp;quot; (i.e. chaperones) provided by TBEC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Significant events:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Today was our first expedition. Daq and I were joined by Sir Yewvane, Paris, Therrin, and Sabbatical was also there. We headed into the jungle, following our guide from Tempest Brothers, Paul. He is a capable young man, learned, and keen on artifacts and archaeology. I mostly went along for guard duty, which suits me well. As we were going along, Paris made the VERY WISE decision to open her satchel to show up her vermin, a small mastiff called Princess Platinum Paws. I despite it. Also, her satchel emits an alarming amount of light, causing a very loud roar, like one of the creatures that Kompi can summon, but it sounded deeper, larger even. We continued forward.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It didn’t take too long to find ourselves at a clearing and a large temple. It didn’t look in too much disrepair, but aged. Ornate and beautiful, almost—an odd glisten to it. We entered and in the first room, there were so many large spiders. They were the size of wolves. One of them bit me, but it didn’t take very much effort to pin down and kill the others, especially with Daq’sassistance. I was still inspecting the room when Sabbatical attempted to simply move ahead before we inspected that everyone was alright to do so. She can be very single minded at times. I grabbed her, pulling her back and having Daq block the door while we waited for the others. Once we were ALL ready, we moved ahead.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The next room of the temple contained a large statue of the deity this temple was dedicated to, a stunningly beautiful representation of the goddess, Loth, who is part woman, part spider. Her magical spiders, much larger and mystic, attacked us and their webs were also mystifying. We destroyed them all with a near ease, which was unsettling because it seemed too easy. Despite their size and arcane ability, it was not very difficult to kill them all. Upon inspection of the statue of Loth, she has her palm extended, awaiting an offering. I took one of my sapphire earrings out and rested it in her hand, but nothing happened. Clearly, my offer was not enough.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One of our party remembered that Loth’s temples often are entrances to the Underdark, but we did not see such an entrance, so we continued our trek. While the others were healing and maintaining themselves from the fight, I snuck away into the next hall, very careful. I noticed pools of black ichor with spider legs reaching out from inside, just swaying slightly. When I approached and was within their range, they snapped at me and attempted to hit, but it did not work because I am quick to dodge.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I retrieved the others, warning them of the legs in the black ooze and we slowly made our way, careful to destroy the legs before we moved further into the temple. We reached the final two rooms and as we approached what seemed to be the end of the temple’s layout, we found ourselves face to face with an odd bundling of the spider’s web. Obviously victims of the large creature that had been awaiting us inside our final destination for our mission.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As soon as Yewvane stepped into the final room of the temple, a monstrosity that I could not distinguish between bat, ichor, and spider, descended from the ceiling and attached. Yewvane tried to close the door to it so if could not see and attack us, but instead, it sent the door crashing into him and allowing it to begin to creep inside.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We would attack the creature, it would them force us into a state of mind that didn’t allow us to attack it until we’d attacked something else inside, so we rotated between attacking the legs of ichor that had regrown with the creature’s appearance, andattacked the Haunter of the Dark itself. Sabbatical ran around the room in mad dashes, lighting everything in her path ablaze while Paris brought our her mangy toy dog and it stayed with the large creature, attacking it. Paris, Therrin and I shot bolts, arrows, and blasts at it until it finally dissolved into it’s own ether.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stepping around the disgust and filth, we made our way into the final room and I opened the web sac. Inside were many corpses, animals, humanoid, creature alike, some coins were found on the bodies, as well as a cloak that Sabbatical identified as being one of Protection, boosting my armor. It shimmers like Daq’s black scales. Also inside was a large deep red garnet, cut ornated into 12 smooth and perfect planes. I was tempted, for just a moment, to put it into my own bag, but realized how foolish it would be after a moment.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We look it back to the statue of Loth and placed it in the goddess’ hand. Behind her, a grating sound of stone on stone occurred and when we looked into the path that opened, it was a dark, deeply angled, descending staircase. We could only assume to where this would lead, the Underdark.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sabbatical, ever one to see how far she can push people into submission, bullied poor Paul into standing on the other side of the door and seeing if there was a mechanism that would allow him to get back inside the temple from the entrance to the underdark. Yewvane wouldn’t let Paul go alone, so they both stepped through and Sabbatical removed the gemstone from Loth’s hand. The doors closed and for a faint moment, I thought perhaps she might leave them there, but she did not, so when they returned into the temple with us, they told us that once inside the stairwell, they did not see another way to open the door from the inside.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Paul has taken possession of the gemstone for now and will himself and Arcane lead missions out to see what we can learn about the Underdark inside Loth’s temple entrance. -&#039;&#039; From the Journal of Reedy&lt;br /&gt;
&lt;br /&gt;
===Session 1b: Kickoff Megagame - Ruins of Maddening Dreams ===&lt;br /&gt;
Session Tags: The Green Knight, Perseus Company, Philosopher&#039;s Stone, Sylvester da Stone&lt;br /&gt;
&lt;br /&gt;
Characters: [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
DM: Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight According to Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself|The Green Knight]]  Sylvester da Stone&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened:&lt;br /&gt;
&lt;br /&gt;
So this ta be da true account of thins dat did ta happen during our arrival inna da Wicked Wilds. I Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself attest to this.&lt;br /&gt;
&lt;br /&gt;
Our skiff headed out to find da Perseus Company to coordinate settin up da Tempest Brothers Expeditionary Company camp, so as ta not be steppin on toes and such.&lt;br /&gt;
&lt;br /&gt;
We did ta land near ta the supposed camp, findin a road cut inta the jungle heading towards and away from our target. Our party was made up of the notables listed above. A fine bunch o lads n lasses for a easy jaunt through de woods. Our Drood made a friend with a local monkey who will will kno as Chimp.  Others were preppin spells and such to assist with walkin thru da trees down da road.&lt;br /&gt;
&lt;br /&gt;
Bajayzus spake ta me and guided myself to a large rock. This was not any rock, but was a rock known as Sylvester. Sylvester da Stone. Upon this rock I will build the Church in The Wicked Wilds. So within minutes of arrival, my ministry has doubled!&lt;br /&gt;
&lt;br /&gt;
Sylvester immediately took off down the road a bit scoutin ahead and waitin till we caught up to again shoot ahead. Clearin the way and keepin us from ambush.  He even took off into the woods to sneak up upon the camp.  I have Bajayzus as my shield, so I walked right in. This was not the main camp, but a watch tower and small ruined camp.&lt;br /&gt;
&lt;br /&gt;
Now, Ima all about keepin a good watch.  Cuttin off yer own head an stickin up on a pole seems a bit overkill. I was gonna point dis out, but the evidence of Gnolls was about, so figure it was them. The watch tower still stood, and was built upon a solid stone foundation.  Now Ima good solid sensible dwarf. Bein all dangly on a framework of wood is not the best plan, so I split off and went ta the stone cellar.  They did pretty good work on the stones, not dwarven mind ya, but nice and solid.  There was a large padlock on the door to the cellar. As I have learnt from my days upon the Barge, locks are usually in and about thins of interestin proportions. &lt;br /&gt;
&lt;br /&gt;
Well, the open doors revealed a man takin a nap in the middle of the floor of a very smelly room, apparently locked in here for a bit. I went in ta wake him, and realized he was takin a dirt nap.  Most likely kilt by stuffin a black chicken into his mouth, as it was full of feathers, with feathers sticking out his ears and other places as well.  Lucky I was already pourin water inna his mouth ta see if I could revive em, Obsidian was lookin ta identify what type of bird ta feathers were from when they all burst inna fire.&lt;br /&gt;
&lt;br /&gt;
We quickly left, as we dinna want ta get the bill for arson, when we found some bad poetry written on da wall.  &lt;br /&gt;
&lt;br /&gt;
The party regrouped, Our company handlers quickly swept in and threw all sorts of accusations about arson anna such. Our people who climbed the tower found a map wif lots of circles anna such on it, with some crossed out. We decided ta make haste ta the main Perseus camp.  So the company people,  Lucinda Grimfold, Lyowyn Mossbringer, Cookie go a flyin off again, leavin us ta walk ta da main camp.&lt;br /&gt;
&lt;br /&gt;
Darkness fell quick while we were walkin instead o flyin.  Strange thins did ta happen durin da watches, First watch, the trees moved in, The second watch da people were seemingly sucked up inta da sky. On my watch some darkness coalesced into a malevolent form.  I chucked a rock at it. It chucked it back, automatically hittin me in the head for a pile o damage.  Well, hittin a Dwarf in da head with a rock will really only result in smaller rocks. There be somin old and vast that dont want us here.  Again, I am immune to leavin areas just cause someone is annoyed by my presence.  Passive aggressive do ta be wasted on a dwarf. We did find Chimp dead and impaled upon a tree.  The first member of the expedition to die permeant like.  He will never be forgotten. &lt;br /&gt;
&lt;br /&gt;
We made it ta da main camp inna early mornin. They appear ta have been a bit better at putin up a fight as there were a few gnolls scattered about the battlefield They appear ta ave set up da main bunkhouse in an old temple, with a few outbuildings.   I investigated the temple and found interestin archeological information ta be published as a paper at a latter time. We also found a large duck anna merchant under a tarp, and sent him ta our main camp area. Prior to leaving he sent me my next member of the local parish Huginn N. Muninn, a stuffed raven who comes ta life sometimes.&lt;br /&gt;
&lt;br /&gt;
We came out our last outbuildin and Lo and behold Slyvester da Stone had found a well.  Not just any well, but one that was mentioned in some paperwork as a well of madness or some such. Now I know this was divinely revealed to myself as only I could see it, &#039;&#039;Bejayzus be praised&#039;&#039;. Slyvester jumped in ta investigate da well, and not really able ta be much madder than I am, I of course walked over and peered down the well. It appeared to go on forever down, even goin threw several dimensions and planes and other such stuff. It tried to suck me in, but being a Dwarf of good solid common sense, I shrugged off the feeble attempt.&lt;br /&gt;
&lt;br /&gt;
Lucky I was perched behind the Well o Futile Madness, cause out of ta Temple came a gnoll and a few hyenas. I say good cause the area around dem erupted in a series of fires and explosions as the rest of da party let loose with everything hey had and obliterated the hapless gnoll and his litter mates.&lt;br /&gt;
&lt;br /&gt;
Well, not ta be left out of the fun, I rushed inna da Temple.&lt;br /&gt;
&lt;br /&gt;
Inside were 4 more already too large for their own good Gnolls, one Really too large Gnoll, a huge and ugly Hyena, In the back was a large green figure we learned was the Green Knight. He executed the leader of the Perseus Company on a balcony and started to stalk towards three others on the floor.  &lt;br /&gt;
&lt;br /&gt;
Battle was joined. I dont wanna go inna too much detail on the fight. Everyone in da party acquitted themselves well. We managed ta kill all the gnolls and hyena with some difficulty.  We held the line in the entryway, with the Power of Bajayzus guiding us and granting us extra strength to buoy us in battle (channel divinity)&lt;br /&gt;
&lt;br /&gt;
I will discuss the antics of the Green knight.  During the battle he ignored us and executed the first captive on the floor while we were busy with his minions.  Lysvan the Drood got his attention with a heat metal. I stood at the top of the stairs to hold the line and keep the Gangrene Knight off the spell casters. Standing like an impenetrable wall, sing the Battle hymn of the Great Saint Peter Gabriel &#039;&#039;“ I wanna be, ye Sledge Hammer”&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
 Instead of attacking me all right and proper, the Sassenach Green Knight  jumped up da steps and went around myself.  I WILL NOT BE IGNORED. The Drood went all giant badger and tunneled away to maintain his spell. The Green Knight at that point dismissed us and tried to just leave. I WILL NOT BE DISMISSED.&lt;br /&gt;
&lt;br /&gt;
So I locked the doors with Arcane Lock and locked him in with us. The Green knight tried to kill me, with no success.  He tried to drag me to da door and force me to open it, with no success. He tried begging me to open da door, with no success. He tried many things while erroneously crying &#039;&#039;“This Ends Now”&#039;&#039;, with no success. Finally with having to smack us with a 6th order spell knocking out Two of our players and threatening to kill all my party members as he realized he could not win against me.  I relented and allowed him, defeated, to skulk out into the camp. &#039;&#039;&#039;BROKEN and DEFEATED&#039;&#039;&#039; by the stubbornness of a Dwarf backed by the power of Bajayzus Da Green (with envy) Knight fled into the jungle, still under da effect of da heat metal.&lt;br /&gt;
&lt;br /&gt;
As we walked out victorious, a large horde of gnolls entered the camp, some of them 20 foot or more high.  I was debating weather to kill em all to ta let em run away, when we were swept up inna da skiff and whisked away to our base camp. I did ta try teaching them various curse words in celestial as we traveled away, but I don thin dey heard myself. Cursin in Celestial gives a nice classy mouth feel ta da base concepts.&lt;br /&gt;
&lt;br /&gt;
 Chimp, the first in the expedition to fall in battle will have a place of honor inna the home of heroes aka graveyard. Now ta set up the Holy Basilica of Bajayzus and Research Library. Of course, setting up the final resting place for the fellows who are likely to fall along the way. With the help of Sylvester da Stone and Huginn N. Muninn we begin our adventures in the Wicked Wilds.&lt;br /&gt;
&lt;br /&gt;
===Session 3: All That Glitters...===&lt;br /&gt;
Session Tags: Dinosaurs, Magic, Arc&lt;br /&gt;
&lt;br /&gt;
Characters: [[Helli Aliosh|Helli]], [[Sabbatical (character)|Sabbatical]], [[Marion Ette|Marion]], [[Hermes Purrnes|Hermes]], Neru, [[p&#039;Rahp]]&lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/10/23)&lt;br /&gt;
&lt;br /&gt;
Helli could not believe her luck; she was to leave camp and investigate the wilds for the head of Magic and Mysteries… sure, there were missing people, who they were presumed dead. But it was her time to explore the wilds! She of course was a big scandalized to hear that Arc did not care about the dead bodies and wanted them to recover the research material and notebooks. Her whole life’s training was against abandoning the sick and taking care of the deceased.&lt;br /&gt;
&lt;br /&gt;
Their trip was not so complicated as she had feared. Thankfully, there were some experienced scouts amongst them and not only they did not get lost, but also encountered some of the interesting plants. There had been some talk about laylines and impact of the local flora and fauna around the camp, but this was the first time she actually saw the evidence of that with her own eyes. Bioluminescence in all the plants. They were pretty… but the dead bodies nearby were not so much pretty. They collected their notes and she went through their bodies, trying to find out why they were dead. Signs of beasts. Large beasts… What sort of monster could have done this?&lt;br /&gt;
&lt;br /&gt;
Her question was answered soon. Not one, but two dinosaurs showed up… and not normal beasts either. They had extra flavor in their attacks, bringing all of them to their knees. They were so powerful that they could nothing else but run, beaten and afraid. After all, they had collected the material they had set out to collect.&lt;br /&gt;
&lt;br /&gt;
====Further details from the Journal of Sabbatical.====&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Warning&#039;&#039;&#039;,&amp;lt;/big&amp;gt; reading the following content constitutes an agreement to Fiendish code, 1647(a)(IV)(c), which binds an unbound soul in service to the fiendish circle of Phlegethos for all eternity upon death. If the soul is already bound, then Fiendish code 18463(b)(II) applies, sequestering the knowledge from being shared with others without implicit agreement to the aforementioned 1647(a)(IV)(c) or a soul in service to Baator. &lt;br /&gt;
&lt;br /&gt;
Arc summoned the six of us to investigate several disappearances of their research teams. They had sent three teams in sequence, and each had failed to maintain contact or return. The latest group had a single individual making daily check-ins through the sending spell, but had gone silent three days ago. After we discussed the wastefulness and inefficiency of Arc&#039;s previous plans, Arc sent us off with some basic directions and little other information. I have been... somewhat unimpressed with Arc&#039;s contributions now that we have entered the field, although their efforts in combat situations or camp-wide protections have yet to be fully realized.&lt;br /&gt;
&lt;br /&gt;
As we traveled a few hours out of camp, Hermes focused our initial efforts at tracking, although he gave way to other contributions as the day wore on. Eventually the trail turned more North than West and we encountered a clearing with a large glowing plant at its center. Half the party investigated the plant, while the others searched the surroundings. We found the bodies of some researchers, including a few journals and coins, as well as armor and other equipment, all with signs of significant battle damage and elemental energy. As those of us checking the bodies searched them for more information, the others harvested some fruit, and then cut into the plant in order to collect a sample. Upon doing so, we were immediately attacked by a dinosaur laden with poison spines. This dinosaur struck first for Marion, and forced her into a barrier of ice immediately. While they were momentarily safe, the dinosaur turned to find softer targets and rushed toward our group investigating bodies. It revealed surprising toughness and a propensity to unleash spin attacks with the spines on its tail before attempting its vicious bites.&lt;br /&gt;
&lt;br /&gt;
The roars and commotion of the first beast quickly drew a second into the fray. This second dinosaur was larger, and instead of poison, was imbued with electrical energy. It called forth a storm and unleashed directed bolts of lightning in addition to its bite and claws. This was turning into a dangerous battle, but one in which we could maintain a stable fighting position when a third creature appeared. This one was a flaming pterodon of huge size which swooped in and downed Hermes in a single blow. I was able to heal him back to a mobile state, but with a third massive beast in the fray, withdrawal seemed almost certainly necessary. Hermes was the first to effectuate a withdrawal, with all three great beasts alive and attacking, and many of us severely injured, I cannot fault the decision. Before the rest of us could organize an effective retreat, at least one of the other beasts needed to be dealt with. The poison lizard was the first to fall, finally succumbing to a burst of flame I unleashed on it from being struck by spines. Unfortunately, as I recovered from this blow, the pterodon struck me, tearing past my shield and cutting into my armor, knocking me unconscious in a single blow. Fortunately, with a plethora of healers in the group, I was resuscitated quickly and was able to disengage from immediate danger and take cover under the tree line.&lt;br /&gt;
&lt;br /&gt;
At this point, I had a choice: stay within range of threats and remain close enough to offer some final limited support, or retreat to safety, leaving the others to an almost-certain demise. Flight could easily have been justified, and manipulating the camp&#039;s reaction to the loss of four adventurer members on a single mission onto a darker path where the Hells could have been invoked would have been relatively easy. It wouldn&#039;t even have been a dishonest or disingenuous effort. Infernal assistance could have provided exactly the outlet the camp would have sought in the aftermath. The whole thing could have been a master stroke, earning potentially several souls to the Hells&#039; cause at the low cost of only four lives. I almost left; Philani &#039;&#039;should&#039;&#039; have left then, or better yet remained just near enough to ensure the demise of the others and return back with a corpse or two in tow. But... I didn&#039;t. Even now, days later as I reflect on it, the best way I can describe my reasons is that it didn&#039;t feel like the right move for Sabbatical. I don&#039;t just mean that it isn&#039;t in keeping with the pseudonymous character and identity I&#039;ve adopted, but something more pervasive. It&#039;s not something I &#039;&#039;as&#039;&#039; Sabbatical wanted to just let happen unless it were actually unavoidable. I could tell that I was almost certainly out of immediate danger at that point, and although I could have pushed for the utmost advantage for the Hells, I didn&#039;t &#039;&#039;need&#039;&#039; to. I&#039;m not on assignment to collect souls, I&#039;m not under specific pressure to manipulate every circumstance, and I don&#039;t exactly &#039;&#039;want&#039;&#039; a bunch of these people to die. It doesn&#039;t improve my present situation, my living conditions, or advance any of the goals I&#039;ve set for my time &#039;&#039;here.&#039;&#039; I am not currently bound by duty or anything else to maximize any potential gains for the Hells. Even as my soul is already bound and I know I am ready to serve the Hells and rise through the fiendish ranks for all eternity, I am still free to do as I will whenever I wish, so long as I am also willing to bear the consequences. And in that moment, I knew I was risking death, albeit a small chance at that moment, just to help protect the lives of others and move us one step closer to completing our mission&#039;s objective.&lt;br /&gt;
&lt;br /&gt;
As I adjusted my tactical position, the lightning beast sent a blast of energy into the flaming beast as well, inciting its wrath and turning conditions more toward our favor. Yet it was also strangely fixated on Marion, and seemed intent on killing her. I could tell from my vantage point beneath the trees that Marion was but one blow from death, and the beast had the initiative. I could heal Marion and ensure her immediate survival at the risk of her simply being wounded and dying again, or I would wait, delaying my moment until just after the beast&#039;s attention shifted to give Marion a chance at not only surviving the moment, but escaping danger entirely.&lt;br /&gt;
&lt;br /&gt;
No matter the choice, it was a gamble, so... I gambled, letting the creature act before I would heal Marion and trusting that she could then see to herself. Luck was both against and with Marion in that moment. It seemed all but certain that the beast would turn its focus away from the dying girl, but something prompted it to take one final attack toward her unconscious form. Despite her being prone and helpless on the ground, something about the angle at which the monster bit caused its jaws to close just short of Marion&#039;s throat, missing her by inches. I can honestly attribute this to nothing short of luck--the power of Marion&#039;s goddess, Beshaba. I seized the chance, immediately, releasing my healing spell and ensuring Marion had a chance to act and escape the situation. Of course, as luck would have it, the means by which she chose to escape: turning herself invisible, proved futile, and the creature swiped at her, knocking her once more unconscious as she tried to escape. Yet, the minor healing I offered proved enough. Neru was finally able to land a killing blow on the lightning beast and another minor heal allowed Marion to find cover beneath the trees before the flaming beast could turns its attention back to us. We were all able to withdraw momentarily, listening to the beast fly once more on its way now that the other two creatures were dead.&lt;br /&gt;
&lt;br /&gt;
After taking that moment to gather ourselves, we returned to the clearing and scoured the bodies of the fallen animals. We recovered a significant quantity of useful scales from the lightning beast--enough for many of us to potentially craft armors from them, as well as parts from the poisonous beast. Furthermore, we recovered sufficient plant samples for Arc to make a more thorough study in the future. Knowing our severely weakened and depleted state, I insisted we take a short time to rest rather than turn immediately back toward the camp. Any passing threat could have easily eliminated us had we not done so, and all we lost from the decision was one more hour of daylight, meaning we would have to return to camp in the dark. This was hardly a serious impediment under the circumstances. As it happens, our delay had consequences back at camp, but those are in the next entry.&lt;br /&gt;
&lt;br /&gt;
===Session 6: A Penguin&#039;s Problem===&lt;br /&gt;
Characters: [[Sabbatical (character)|Sabbatical]], [[Commando Reconnaissance Unit Lambda|Lambda]], [[Kompi]], [[Therrin Flare]], [[Paris Hilton]], [[Nestor Spitemore]], [[Hunk|Hunk the kobold]]&lt;br /&gt;
&lt;br /&gt;
DM: Aaron (5/24/2023)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Pennysworth, camp quartermaster, Demonic entity known as &amp;quot;Mother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Narrative account: &lt;br /&gt;
&lt;br /&gt;
This mission was relatively straightforward: smoke was spotted in the distance, in the direction from which the base camp Quartermaster was flying in, and a distress signal had been received. Bjorn ordered the group of us to head out on foot immediately, help them fix the airskiff and return. The trip out was mostly led by Hunk the kobold, who is remarkably well-spoken and verbose when compared to other members of the race I have encountered. We headed straight to the crash site, which was situated in a portion of the wilds covered in moss and fungi.&lt;br /&gt;
&lt;br /&gt;
Pennysworth, the penguin aarakockra apparently brought several of his children along as support staff, and they had already fought off one wave of apparently Abyssal creatures in roughly humanoid shape. We had just barely gathered around the ship and begun a plan to repair it when we were attacked by dozens of creatures formed from the moss and fungi of the area speaking in abyssal. These demons showed little in the way of intelligence, but kept speaking of a &amp;quot;Mother&amp;quot; which could offer comfort and gifts. But fortunately, I was the only one who could understand the nonsense of these obvious lies, so no one else could be tempted into doing something ridiculously stupid. As we battled the creatures, some of them released toxic spores when struck by an attack while others seemed merely to be using their arms and claws to try to batter and slice.&lt;br /&gt;
&lt;br /&gt;
Despite being ordered to find safety on the air skiff, several of the smaller penguins failed to do so quickly enough and we slain during the battle. As we cleared out some of the last remaining smaller demons one of them spoke with the voice of Jim Stacy, asserting revenge against me and the camp for his fate. I cannot say I feel sympathy for his state, but no one should be left in that state and all demons deserve destruction. On the opposite side of the battlefield an enormous creature with four arms appeared, and, bypassing Lambda who had been knocked down, it ran straight for Kompi. It reached out its arms and picked up the little kobold, and then tore their arm off and very nearly tore them entirely apart. Eventually we were able to destroy the creature, but in doing so it released an immense cloud of spores. These spores fell over all of us in the area, getting in eyes and throat and starting to burn. There was also a shriek from somewhere nearby calling out for its children.&lt;br /&gt;
&lt;br /&gt;
In the relative clear, we all thought it best to retreat quickly rather than stay and attempt to deal with whatever additional threats this &amp;quot;mother&amp;quot; could muster to attack us. It was also clear that these spores that had spread were starting to affect several of us with burning in the eyes and throat and blurry vision. Within a few more moments we had the airship operable once more and took off to return to camp short two of the weaker penguin assistants but heavier with the weight of whatever was going on with Jim Stacy and with the demonic disease starting to fester. Tactical details are recorded in my mission report reproduced above, and details of the aftermath belong on their own entry.&lt;br /&gt;
===Session 7: Winds of Change===&lt;br /&gt;
Session Tags: Thistlebrook Conclave&lt;br /&gt;
&lt;br /&gt;
Characters: Helli, 22, Reedy &amp;amp; Daq, Marion, Nix and Jo&lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/26/2023)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Curian, Billiam, Galaros, Bitris, Dream &lt;br /&gt;
&lt;br /&gt;
Important Things that Happened:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our second assignment was this evening. Billiam sent us out to find out what’s been happening to the starting herds of domestic livestock (goats, sheep, cows, etc) that we had had in a relatively safe farm area. He stated that it was clearly hunters and not other animals by evidence of the weapons and foot prints. They’d been keeping them to the northern end of camp, so we headed that way first, myself, Marion, Helli, 22, Jo, and Nix. Nix, we had met along our way to the farming grounds, who was coming, looking for their brother, Rachet. I told her the bad news, that he had died in combat with a giant alligator and she took up his fight, stating she would finish what her brother had started.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As we got to the farm grounds, we discovered footprints from humanoids heading east. Three sets were the most recent and we followed them, though not as quietly as I would normally like. Helli and Jo were particularly loud in their armor, and I make the mistake of correctly them, perhaps a little too loudly, and therefore we ended up alerting those we were following, which we discovered when an arrow flew out of the wood and struck a tree just shy of Jo’s head. I immediately became alarmed, butdid not attack immediately in retaliation. Marion and Helli took up negotiations quickly while I watched from behind for movement.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The one who shot as us was an auburn-haired male elf. He calls himself Curian. He told us that we were “on their land and need to leave” but somehow I just didn’t believe that. Even if he is older than me in years, he hardly seemed more mature. Elves T_T&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Above him in the trees, we could see a curious creature, large like Marion but more animalistic, a fey creature called a firbolg, we learned, and she is called Bitris. She was watching from above Curian and mostly offering support.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He told us over and over that it was his family’s land and we could only leave, there was no discussion to be had, but that’s when the actually keeper and leader of these people arrived, an older lighter auburn-haired elf, the father of Curian, called Galaros.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He was far less hostile than his son and shared with us the actual reason of our folly as a camp. Their family, a conclave of druids, travels with the seasons, which here on Amusa are seven yearcycles. They spent seven years in the Winter near The Scar where it is warmer and then the other half of the cycle, the currently cycle of Summer, here in this end of Amusa. We came and took their ancestral land, where they usually camp in the clearing, and made it our expeditionary home.  In this folly, though, we may have made ourselves an ally quite by accident.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We asked them if they know anything about the ley lines and other magical plants and animals in the area and all he could tell us is that while their ancestors have many legends, folklore, and stories, all they really know is that some places in the wilds have heavy concentrations of magic that mix with the nature around it and cause these phenomena.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Galaros then invited us to a feast back with the rest of his conclave and while I was most eager to return home to the camp where Sabbatical was waiting to celebrate our recent [redacted], we agreed to go with them to the feast and walked a decently worn path, though clearly not as well walked as those we have in the camp. I asked Galaros how they manage to keep their people safe and he explained that they use spells that disguise the camp and that the larger dinosaurs usually don’t bother with this area, hence why they want our spot in the clearing.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They stated their numbers are in the 30s to 40s, some that chose this life willingly and some that were born into it.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I mentioned to Galaros that I believe the two camps can live in harmony and when the son brought up that we were taking what was not ours, I lashed back with the mention of our stolen livestock. Galaros went from a gracious host to a very disappoint and hostile father, but instead of defending his son, that anger was directed at his son. Galaros promised that we would receive a formal letter of apology and herd animals to compensate for what was taken from us. He has made good on this promise. Apparently when the herd animals that Curianstole arrived, he lied to his father and told him that they were abandoned by a ruined camp.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When we arrived at their camp, we were greeted by several members of their tribe, which is formally known as the Thistlebrook Conclave. Dream, a pale grey tabaxi, is their story teller who I believe takes part in smoking of the dank leaves; Jada and Jazor are halfing twins, and Rezzik was a human with quite a large beard who cooks for them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During the feast, Marion asked if they consider the magical plants to be sacred and Galaros told us they are not and we are able to use them as we please, but warned that after they took notice of those plants arriving the animals began to become more aggressive.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She also asked if they were aware of the demonic presence or fungus that affected those of our currently with Sightrot, but he stated they hadn’t heard of such a thing. That a demonic presence is unusual for this area and that The Scar produces a Hellish energy, that the barrier between the planes is thinner there.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They provided us a meal of stew, fresh bread, stir fry and baked potatoes that Jo made, and sweet scones for dessert. Jo made sure to purify the food while she was helping them cook.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After the meal, we were invited to enjoy games and feats of strength wit them.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Marion competed in a drinking contest first, besting the firbolgand the leader of the camp with three strong drinks.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then Helli played a game of dice called Shut the Box with Bitrisand won! I was very proud of her!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Daq and Jo competed in a feat of strength where they were to pull several logs up through a system of rope over a branch. Jo lost during the first round with the logs, but Curian and Daqwent to four logs, though Daq was unable to lift than more than halfway, he really gave all his effort!&#039;&#039; &lt;br /&gt;
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&#039;&#039;Nix went through a scavenger hunt against the twins and kept quite a bit of a lead on them, finding things with what seems like intuition almost.&#039;&#039; &lt;br /&gt;
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&#039;&#039;22, who is a curious autom, very unlike Lambda who is a warforged, told a grand story about a druid called Grandmush. It was more like a lecture than a story, but because it was a story about a druid, they all ate it up and declared 22 the winner without a competitor, since Dream forfeit.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I personally went up against the leader’s son, Curian, in a feat of archery. Three arrows, no magic, aimed to a bullseye; child’s play for a skilled hunter like myself. I handily defeated him, and then he asked me to face him in a second volley of arrows, but without Daq present, as he believed that was giving me some sort of advantage. I dismissed Daq and again, beat him very handily. He shot another, just to see if he could get a bullseye, and without looking, I scored higher than him again. He truly was an awful shot. So awful that when I went down to get my arrows from the bullseye, his arrow flew far wide enough to dig into my back. Jo quickly resolved my wound, and Marion and Helli did everything they could to keep me from breaking all ofthe peace that we had brokered so far with the druids. I maintained my composure while Marion distracted the son and I went to speak with the father.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Galaros agreed that we could find peace between our two camps for the time while Tempest Brothers has us here in this part of the wilds. We will not become a joint camp, but we will partner with them to share our resources, make sure hunting parties travel in different paths, and help with the protection they are lacking from the new demonic forces that are arriving.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They told us of a flower called Eyebright that might help our party members with Sightrot and have offered to direct us to where that flower was most recently found so that we may retrieve some to assist those afflicted in our camp.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They have asked that we consider also that they may have their our members of the conclave infrequently travel with our airships back to Galik in order to visit family there. I do not know if the quartermaster or the new crew will be alright with this, but at the very least, we can request it.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They have offered to perform ceremonial funeral rites for those of our camp who is fallen and may fall in the future, and as a last token of peace, they offered vials of an oil with droppers that are to help dampen the nightmares of those in our party with Sightrot who are having trouble sleeping.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We returned to camp with hardly a scratch and with new allies on our continued expedition -&#039;&#039;&#039;&#039;&#039;From the Journals of Reedy&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
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&amp;lt;h4&amp;gt;Third-person Overview&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Participants&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Billiam of TBEC &lt;br /&gt;
Reedy, Tiefling Ranger &lt;br /&gt;
Nix, Dragonborn Artificer &lt;br /&gt;
Marion Ette, Tiefling Warlock &lt;br /&gt;
Jo Seraphim-Belphegor, Human Cleric &lt;br /&gt;
22, Autom Druid &lt;br /&gt;
Helli, Tiefling Cleric &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mission&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Billiam said someone was stealing TBEC cattle that had been let loose to graze while the expedition was ramping up its farming, and this group was tasked with investigating the problem. The party traveled north from camp and Nix&#039;s companion, Bolt, flew recon and spotted clearings some clearings. From there, Reedy and Nix found unexpected tracks leading east, and the group followed them, trying to move stealthily, until an elf (Curian, he) appeared and told them to stop where they were. He was accompanied by a green-haired Firbolg (Bitris, she) in a tree. &lt;br /&gt;
&lt;br /&gt;
The elf wanted the group to leave their land (including breaking down the entire base camp). Nix tried to negotiate, but the elf would have none of it. Another elf, their leader and Curian&#039;s father (Galoros, he) told him to stand down and apologized for his attitude. &lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Thistlebrook Conclave&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Galoros explained that they were part of a larger group (of 30-odd people) and that this was their ancestral home where they spend the mild seasons. (They winter closer to the Scar for warmth). Marion asked him  about the magic of the land (ley lines and such) and got a vague answer about natural magic. Galoros invited the party to a feast, and although Reedy was reluctant, the group accepted. &lt;br /&gt;
&lt;br /&gt;
Reedy announced that the company&#039;s livestock were being stolen, promting Galoros to become angry with Curian who had recently &amp;quot;found&amp;quot; some livestock. She then suggested that Galoros&#039; people might try using magic such as Zone of Truth for situations like these. Someone asked whether any of them were bards, and Galoros responded that one of their number -- Dream (they, a tabaxi) -- whom the party hadn&#039;t yet met does performs songs but is not a bard. &lt;br /&gt;
&lt;br /&gt;
When the subject of plant magic arose, the party learned that Bitris was a druid. 22 spoke druidic to her, and she responded excitedly that she had never met outsiders who spoke their language. (If she found it particularly strange that a synthetic outsider spoke druidic, she gave no indication.) &lt;br /&gt;
&lt;br /&gt;
It turned out that these people, the Thistlebrook Conclave, were all druids or and rangers of various races. Rezzik, a bearded human, is the cook. The exuberent Jada and her twin brother Jozor were halflings. When 22 mentioned their mentor Grandmush, Jada asked to know more about the dryad, and 22 described their origins and their broad understanding of nature. &lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Further Exchanges&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Marion asked about bioluminescent plants known to cause wild magic. These were relatively new to the area, and the druids didn&#039;t tend to see them often. They had tried to grow them only once, near the scar, with no success. Talk of the scar brought up the subject of demons, which the party confirmed had been encountered near their present location. This concerned Galoros, who said that he had seen extra-planar creatures closer to the Scar where there is less complete separation between the planes but that he was surprised they had made it this far west. &lt;br /&gt;
&lt;br /&gt;
Helli asked Dream for a story. They told the party about a great Sky Snake who was turned into the constellation of the same name when, in a fit of jealousy, she had tried to bring  eternal darkness to the land. &lt;br /&gt;
&lt;br /&gt;
The members of the party all participated in competitions with the hippies and generally faired well. Jo competed in log pulling, Marion in a drinking contest, 22 in storytelling, Reedy in archery, and Helli in a dice game. As the archery contest concluded, Curian&#039;s arrow struck Reedy and she almost sorted him out until others stepped in to calm her down. &lt;br /&gt;
&lt;br /&gt;
Before the party left, Galoros formally apologized in writing for his son killing the livestock, and he provided game animals as compensation. The two groups we agreed to try to assist each other in the future. 22 stayed behind to do druid stuff while the rest of the party returned to base camp.&lt;br /&gt;
&lt;br /&gt;
===Quelmarcon Double Session===&lt;br /&gt;
DMs: Julia &amp;amp; Aaron&lt;br /&gt;
&lt;br /&gt;
Date: 06/10/2023&lt;br /&gt;
&lt;br /&gt;
Helli was elated to join the others in visiting the Thistlebrook Conclave. The first time she met them, the druids were really friendly and open to communicate with them. All they had to do was to pay their respects to their two Gods; the Timeless and Nameless. She was a bit chaffed about it, but then again was it not this why she had left her family? To experience other cultures and other ways of worshipping ones Gods?&lt;br /&gt;
&lt;br /&gt;
Well, their trip got them through two separate places. The Timeless got them at the end of the world and time, fighting powerful monsters so they could prove their strength of will. Nameless got them suspended in space and time to test their wits. They had to answer questions and solve puzzles not only to prove their prowess, but also to help their friends by giving them boons with every correct answer.&lt;br /&gt;
&lt;br /&gt;
At first Helli found herself answering riddles. The riddles were fun and playful, but the danger that their friends were in was always at the back of their minds. Their fears were confirmed when they all had a respite from their challenges; so many of them were on the verge of dying while fighting… She really tried hard to keep doing what she wanted, but she had to go. She had to use her healing to help them stay up.&lt;br /&gt;
&lt;br /&gt;
And it was to no vain. Helli&#039;s help was crucial and amongst themselves, they managed to complete the trials.&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
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&amp;lt;h4&amp;gt; Aaron&#039;s table&amp;lt;/h4&amp;gt;&lt;br /&gt;
Galoros told us of two of their deities, and we went to a temple outside the conclave with two sphynx statues representing them. Touching one brought several of us forward to near the end of time, where the sky was a chaotic swirl of colors. Here we met &amp;quot;The Timeless&amp;quot;, an androshynx who said its twin, a gynoshynx known only as The Nameless had sent the others of our group backward in time to face mental challenges.&lt;br /&gt;
&lt;br /&gt;
He said our experience would be a trial by combat and that we would each receive an item as a reward if we didn&#039;t die. A flying creature with a huge eyeball in its face and eyestalks on its wings appeared. &lt;br /&gt;
&lt;br /&gt;
- - - - -&lt;br /&gt;
&lt;br /&gt;
Lambda(Monk, Jon) shot the creature, and it blasted Lambda and NickRivers(bard,Mike) with an AOE from its face, knocking NickRivers out with a blast. Three of the the stalks shot Neru(paladin, Rich), Reedy(ranger, Mercedes), and Prahp(paladin, Gail).&lt;br /&gt;
&lt;br /&gt;
Timeless said our friends failed their first test, and the creature got more more mature and dragon-like.&lt;br /&gt;
&lt;br /&gt;
Everyone tried attacking it, then three stalks fired again, at Neru, Reedy, and Lambda. By this point, the Timeless had informed us our friends had passed two tests as a result, we had all gained 1 AC and been healed a bit. the healing brought Nick up, and he mocked the creature. The timeless told us the team in the past had failed a challenge, and several draconians appeared.&lt;br /&gt;
&lt;br /&gt;
The Nameless appeared and said our friend Baldwin had long ago challenged her to a game of wits (boulder/shears/parchment) and lost, and the debt had come due. We all took damage, which knocked Nick and Lambda out unconscious.&lt;br /&gt;
&lt;br /&gt;
Neru brought Lambda up and told the beast to come get some. One of the draconians slit its throat and blew up in Prahp&#039;s face. Another did the same to Neru, and another to Reedy, who began to become become petrified. Neru brought Lambda up and Prahp got Neru. The monster went after Neru, missing with a physical attack and knocking her out with an eyestalk blast.&lt;br /&gt;
&lt;br /&gt;
The Timeless announced that our friends had passed a challenge, and we were all healed a bit, which brought Neru around. Reedy became petrified, and Nick healed Neru further with some very inspiring pelvic thrusts. Because the creature had come after Neru, she was able to attack it and slew it, rendering 22&#039;s two recent failures to earthbind the creature irrelevant. &lt;br /&gt;
&lt;br /&gt;
- - - - -&lt;br /&gt;
&lt;br /&gt;
We returned to the present where the sphynxes agreed we could rest (instantaneously, by magic) before proceeding because the next Future challenge would be more difficult. We returned to the future with Heli(paladin, Margarita) instead of Nick.&lt;br /&gt;
&lt;br /&gt;
- - - - -&lt;br /&gt;
&lt;br /&gt;
A 6-headed hydrosphynx and three draconians appeared. The HS attacked Neru, 22, and Prahp with 2 heads each. The draconians all died by Reedy&#039;s hand or their own. It kept spawning more heads, but lost heads occasionally as it took damage. It kept spraying acid blood on half the party whenever it took acid damage. People kept getting knocked down for various reasons and getting healed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The consequences of challenges from the past continued to propagate to us in the future, altering events for better or worse. Further outcomes we experienced included: &lt;br /&gt;
*Fail: hydra gets +1 head&lt;br /&gt;
* Pass: hydra becomes cloudy-eyed (losing attack power)&lt;br /&gt;
* Pass: +1d4 fire per attack&lt;br /&gt;
*Pass: +1 AC&lt;br /&gt;
*Pass: heal +2d6&lt;br /&gt;
*Fail: hydra gets +1 AC&lt;br /&gt;
*Pass: hydra becomes cloudy-eyed (losing attack power)&lt;br /&gt;
*Pass: +1 AC&lt;br /&gt;
* Fail: hydra heals&lt;br /&gt;
*Pass: hydra loses 1 head&lt;br /&gt;
*Pass/Fail: +12hp but +1 head (back to 7) (pass was due to amusement)&lt;br /&gt;
&lt;br /&gt;
And we suffered the effects of another past contest with the Nameless, a best-2-of-3 game of boulder/shears/parchment, the echo of which reached us in the distant future. The result was the appearance of 3 draconians.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The draconians fell easily, but the hydra came close to wiping out the party. Only Neru, Lambda and Reedy were conscious when Neru finally killed it.&lt;br /&gt;
&lt;br /&gt;
The gods brought us back to the present and offered our rewards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Session 19: Road Rage===&lt;br /&gt;
DM: Keller&lt;br /&gt;
&lt;br /&gt;
PCs: &lt;br /&gt;
*[[Radion The Forged]] (Amal): warforged barbarian&lt;br /&gt;
*[[Thordon Akieye]] (Gingie): dwarf barbarian&lt;br /&gt;
*[[22]] (Cat): autom druid&lt;br /&gt;
* [[Dragonett]] (Rich): elf rogue/ranger&lt;br /&gt;
*[[Lowkey]] (appearing as Dug; Syameal): changeling sorcerer&lt;br /&gt;
[[Within the Wicked Wilds/NPCs|NPCs]]:  &lt;br /&gt;
*Lorrie Haslo, an adventurer and a company leader&lt;br /&gt;
* Lucinda Grimfold&lt;br /&gt;
* Skippy&lt;br /&gt;
* Ripjaw, a gnoll cyborg&lt;br /&gt;
* The Collector&lt;br /&gt;
*The Music Man, a noble wearing a masquerade mask and carrying a lute&lt;br /&gt;
*Colonel Cordyceps, a large bipedal fungus creature&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An Urgent Mission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lorrie Haslo appeared in camp, appearing distraught and injured, accompanied by a large half-orc warrior called Frank. She hurried to speak to Lucinda Grimfold, who seemed displeased to hear what she had to say. Lucinda approached a group of adventurers to say she had a mission for them. &amp;quot;Some of you know what happened at the gnoll forge recently,&amp;quot; she said, snapping her fingers, and ushered the group toward the skiff launch area. &amp;quot;Lorrie can explain more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Skippy prepped the Crater-Maker 2 for launch, and Lorrie seemed traumatized over the explanation of a shipment to Galik for the Collector having just been attacked by gnolls, presumably in response to the TBEC&#039;s recent destruction of a large underground forge where a group of gnolls known as the Gearheads were building massive weapons.&lt;br /&gt;
&lt;br /&gt;
Lorrie said the party was instructed to recover some important cargo that the gnolls took during the devastating attack -- but was not permitted to know the precise nature of that cargo was &amp;quot;for your own safety and its safety.&amp;quot; Upon being pressed on whether the cargo was heavy or otherwise required special handling, she confirmed that &amp;quot;it is alive and can move on its own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Time was short because if the gnolls were to reach their base with the cargo, it might be nigh impossible to retrieve, and moreover this concern might be irrelevant since the Galik government had caught wind of the attack and were preparing to use their standard method, &amp;quot;leave nothing behind,&amp;quot; against the gnolls -- if they reached the gnoll convoy first, their assault would likely destroy the cargo. Lucinda flew off on her griffon without explanation, and the party (including Lorrie but not Frank, who was in no condition to fight any more that day) boarded the skiff. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Target Acquired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skippy took the small air vehicle east toward the Scar until they could see a large trail of sorts: a burnt line twisting and turning through the jungle. Dipping below the tree line, they picked up the sound of grinding gears and crunching wood. As the noise grew louder, they caught sight of a convoy of gnoll war machines. These were colossal contraptions with gnashing blades along their edges, designed for raiding by the Gearhead gnolls, using technology stolen from Galik.&lt;br /&gt;
&lt;br /&gt;
Four great machines were accompanied by three smaller ones, and Lorrie directed the group to the large lead vehicle. The larger vehicles evinced a variety of weaponry, with two large turrets on the first, a sort of wrecking ball weapon on the next, an apparent flame hurler on the third, and another turret on the trailing machine.&lt;br /&gt;
&lt;br /&gt;
Lorrie directed Skippy to the lead vehicle, saying that was where they would find the important cargo, but he insisted he couldn&#039;t fly near it unless the turrets were somehow rendered inoperative, so the best he could do was drop the party on the trailing ship so they could battle their way to the front. (If anyone had thought to point out that the skiff could simply fly around the entire convoy and approach from the front, it would likely have made no difference as this approach was way more dramatic). So after one round of incoming fire, and some hasty battle preparations including Dug (Lowkey) rendering themself and dragonette invisible, the party members leapt from the sky onto the deck of the enemy war machine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee at 60mph&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most of the large machines, this trailing vehicle had a driver, a gunner, and about four other crew. In this case, there were two typical gnolls, an oversized gnoll, and two that appeared to be skeletal and held together by some sort of fungal growth. The first casualty was a fungus gnoll (or &amp;quot;witherling&amp;quot;), which Radion slew in one swing, cleaving through it into a second gnoll; the witherling exploded into a poison cloud as it fell. Thordon took a chunk out of the oversized gnoll (or &amp;quot;packlord&amp;quot;), and the invisible Dragonett eliminated the turret gunner with her first arrow.&lt;br /&gt;
&lt;br /&gt;
22 shifted into the form of a dire wolf, and both they and Lorrie joined Thordon&#039;s assault on the packlord, which repeatedly commanded a witherling to attack Thordon each time it was struck. Radion wounded another gnoll and then decapitated it, the head rolling quickly toward the edge of the deck before tumbling out of view. Thordon swung twice more on the packlord before it went down with his axe between its neck and shoulder; then he took out another witherling, spraying some poison fungus onto himself and 22.&lt;br /&gt;
&lt;br /&gt;
Dragonnett moved up to the now-uncrewed turret and, realizing she was familiar with its operation, climbed into the operator&#039;s seat to the gun on its owners. Lowkey cast a twinned Crown of Madness spell on two gnolls, including the driver of the nearby flamethrower vehicle, commanding the driver to abandon the controls and causing the machine to crash and burn spectacularly. One down and three to go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enter Ripjaw and the Galik Military&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bizarre looking gnoll called Ripjaw -- with many body parts apparently having been replaced by scavenged warforged bits -- moving on wheels instead of feet, somehow jumped from a small neighboring vehicle onto the trailing war machine. It launched three grenades, damaging Lowkey badly. Dragonnett responded by blasting it with the turret gun.&lt;br /&gt;
&lt;br /&gt;
Lowkey&#039;s next Crown of Madness targeted the cyborg Ripjaw -- who Lowkey forced to succumb using Silvery Barbs -- and a giant gorilla/hyena hybrid (a &amp;quot;warmonger&amp;quot;) on the deck of the next large war machine. At Lowkey&#039;s command, the warmonger attacked an allied gnoll, biting its head off its neck.&lt;br /&gt;
&lt;br /&gt;
Lorrie, seething because these foes have just killed her friends, scored successive critical hits against one of them with her pickaxe. Radion blasted Ripjaw with flame, and Thordon leapt to the small vehicle in order to progress toward the next large vehicle, where the warmonger and the wrecking ball awaited.&lt;br /&gt;
&lt;br /&gt;
Ripjaw had produced a harpoon and was prepared to impale one of the party and drag them along the ground while the convoy continued at some 60 miles per hour, but Lowkey commanded him to fire at a gnoll instead. The shot went wide, and he shook off Lowkey&#039;s control. By now, Thordon and Radion were both riding on the small vehicle between the two larger ones, but the warmonger leapt past them, then turned and made three successive attacks on Thordon. &lt;br /&gt;
&lt;br /&gt;
As the two sides continued to trade blows, the party could see a team of Galik beetlers approaching from behind. They began firing indiscriminately, the first barrage hitting the rear ship where most of the party stood, damaging everyone and forcing 22 out of wolf form.&lt;br /&gt;
&lt;br /&gt;
Dragonnette abandoned the turret to run to the front of the vehicle and put an arrow in the back of the warmonger&#039;s head, spraying blood onto Thordon and Radion and dropping the warmonger off the rear of the small vehicle to be run over by the larger one. Thump-thump.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Magic with a Terrible Price&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
22 returned to wolf shape, bounding into the space from where the warmonger had fallen and from there onto the next large war machine. Lowkey had blinded the operator of the wrecking ball with a Minor Illusion of tendrils of darkness surrounding their head, but they sensed 22&#039;s approach and swung the ball, and despite their disadvantage, it seemed the only way to spare 22 from the devastating attack was another Silvery Barbs.&lt;br /&gt;
&lt;br /&gt;
Lowkey&#039;s spellcasting had been causing Wild Magic fluctuations all along, but this time the random effect was a Fireball with Lowkey at ground zero of the powerful explosion. Several others sustained damage, but Lowkey took the lethal brunt -- massive damage that both forced them to revert from their grung shape to their true form and spread the androgynous changeling&#039;s charred remains about the deck of the war machine and beyond.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Casualty is Enough&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Only one gnoll remained alive on the wrecking-ball vehicle, fortunately the driver, who was able to continue to steer the war machine on a relatively safe path. But the operator of the smaller vehicle -- where Thordon lay unconscious and Dragonnett stood singed and wide-eyed -- was not so lucky, and the transport began to wobble on its wheels. Dragonett quickly seized Thordon&#039;s inanimate form and leapt forward to the safety of the wrecking-ball vehicle, while Lorrie was forced to retreat to the trailing ship and from there back to the skiff (which Skippy was still holding just out of range of the lead war machine&#039;s deadly turrets). Thordon had only moments to live when Dragonnett poured a flask of Nettle&#039;s Hardy Heart soup into him, bringing him back to consciousness. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Final Vehicle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
22 leapt to the leading war machine and bit deeply into one of the several gnolls there, and the turret gunners both responded by blasting 22, causing enough damage to force them to return to autom form once again. The beetlers then blasted the lead ship, damaging everyone aboard it and killing the two remaining witherlings.&lt;br /&gt;
&lt;br /&gt;
Suddenly, a man dashed out of the hold of the lead vehicle, dressed in Galik fineries, carrying a lute, and wearing a masquerade mask and a cocky grin. He was followed by a strange, large, bipedal fungus creature, and the two of them escaped the scene by leaping onto the remaining one of the three smaller vehicles that had been accompanying the four large war machines.&lt;br /&gt;
&lt;br /&gt;
As the non-combatants sped away, Thordon tried to jump onto the lead machine but fell short and wound up clinging to the edge. Now only Dragonett (and the driver) remained on the wrecking-ball vehicle, and her attempt to join her comrades on the lead vehicle met even less success than Thordon&#039;s -- she had begun to fall into the space between the two war machines when Radion&#039;s hand shot out and seized her by the arm to drag her aboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Objective&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The turrets fired again, one of them hitting Radion, who then bolted into the cargo hold to kill the remaining guard with two blows and find a prisoner seated with a bag covering their head. Removing the bag, he discovered the Collector in his familiar owl mask. Now unguarded by gnolls, the collector stepped over to a container from which he retrieved something Radion could not get a clear view of and deposited it into a satchel. Radion curtly warned him to GTFO if he wanted to live, and he responded &amp;quot;I know.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
They emerged from the hold just as Thordon slew the remaining gnoll warrior and the next barrage from the beetlers destroyed the other remaining war machine in a blaze. Dragonnett and 22 dispatched the turret gunners and Skippy was finally free to bring the skiff alongside the larger vehicle so the party and the Collector could escape the continued assault from Galik&#039;s military forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Collector seemed unbothered by the entire ordeal, as if he had borne no doubt of the outcome. He shared with the party that the two people of note who had escaped were known as Colonel and The Music Man. When Radion asked what the Collector had retrieved from the hold before exiting, he responded cheerfully that he couldn&#039;t part with his cherished tomes, and there followed an awkward moment of silence as if no one in earshot gave credence to the statement. &lt;br /&gt;
&lt;br /&gt;
The Collector offered the party 750 gold pieces and 7 scrolls to share amongst themselves, which they divided more or less evenly. Lorrie was beginning to slump now that the mission was resolved, Radion offered his share to her to as recompense for his part in provoking the attack on her friends by destroying the gnolls&#039; forge. She refused, insisting that this was not Radion&#039;s fault, and concluded, &amp;quot;Please tell Lambda I&#039;m sorry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Session 22: Slow and Steady===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Keller&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039;&lt;br /&gt;
*[[Wiggler]] (Geoffrey): warforged druid&lt;br /&gt;
*[[Thordon Akieye]] (Chris): dwarf barbarian&lt;br /&gt;
*[[22]] (Cat): autom druid&lt;br /&gt;
*[[Sir Yewvane Eedryll]] (Jake): eladrin bard/paladin&lt;br /&gt;
*[[Helli Moltenshield]] (Nikki): genasi artificer&lt;br /&gt;
*[[Timothar]] (Alex): human wizard&lt;br /&gt;
&#039;&#039;&#039;[[Within the Wicked Wilds/NPCs|NPCs]]:&#039;&#039;&#039;&lt;br /&gt;
*Cookie (otter, TBEC staff)&lt;br /&gt;
*Sticky (stickbug)&lt;br /&gt;
*Moog (gastrosapien)&lt;br /&gt;
*The Hydrail (gargantuan mutated snail, the progenitor of the gastrosapiens)&lt;br /&gt;
*Talyth (kenku, Wiggler&#039;s creator)&lt;br /&gt;
*Ubu (kopybold, an Alkinimic worshipper, RIP)&lt;br /&gt;
*Dynia (pumpkin boy, a Xevriss worshiper)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Magic and New Acquaintances&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Cookie sent the PCs to explore a recently discovered exposed ley line in the hope that it could benefit the company. Skippy flew them north, gave them a sending stone, and dropped them off in a jungle clearing a couple of miles from their destination (to keep the skiff safe). This location was calculated based on other magical locations in the area and a casting of detect magic confirmed it high levels of ambient magic.&lt;br /&gt;
&lt;br /&gt;
While the group traveled overland toward the source of the unusual energy, Wiggler cast Speak with Animals and made friends with a mellow stick bug, naming it Sticky. Perhaps due to the strange natural energies of the area, the spell allowed Sticky to speak with any member of the group, and this effect would not wear off after the usual period had expired. Sticky would end up accompanying the party back to camp and continue to entertain people with his mellow stickbugfulness.&lt;br /&gt;
&lt;br /&gt;
After an hour or two, the group came upon a three-foot-tall talking snail (gastrosapien) named Moog, who walked with a crutch. Sir Yewvane declared his role as protector of the weave, and Moog responded casually that they&#039;d already got one. A creature called the Hydrail was the progenitor of the gastrosapiens and their guardian of the weave. Sir Yewvane and Wiggler asked to meet this Hydrail, and Moog escorted the group to the small gastrosapien city of Escargodia. A bright source of light glowed like the sun in the center of the bowl-shaped town, and bioluminescent blue mushrooms also provided ambient light. When asked, Moog indicated that the travelers were welcome to these fungi as they were quite plentiful, and the group harvested 20 mushrooms that shone brightly out to ten feet and dimly for 10 feet beyond, but only in dark areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big Surprises&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The hydrail turned out to be a gargantuan, five-headed snail eating the sap coming out of a huge root that was apparently the source of the ley line energy. While the group waited for an advisor to appear who could speak for the hydrail, a few other gastrosapiens began to assemble. Timmy walked up to touch the vine/root and identify it, but backed away when the hydrail turned its heads toward him and began glowing a deep purple.&lt;br /&gt;
&lt;br /&gt;
Wiggler was taken aback to see who the advisor was: a kenku called Talyth, who had been the person to awaken Wiggler when he was but a lowly worm. He seemed not to want to discuss their parting and reunion but instead asked the group what brought them to Escargodia. After introductions, Talyth explained that gnolls had been causing problems for the small city, that the Escargodians were in search of someone to serve as guardians of the ley line, that this would be the day when guardians were chosen, and that the party could compete against the two other contenders for the position if they wished.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting the Competition&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
While Wiggler stayed and talked to Talyth, the others split up to look into who their competitors were. Sir Yewvane, Heli, and 22 approached a giant pumpkin with doors and windows where they encountered a person with a pumpkin for a head. Sir Yewvane promptly cast Zone of Truth and began inquiring about the pumpkin person&#039;s motivations. He said his name was Dynia, but he objected to Sir Yewvane&#039;s curt manner. The others spoke to him and learned that he was a member of the Gourdheart Disciples, worshippers of the Pumpkin Dragon, Xevriss. (Although Xevriss had left Amusa for Osugbo, during the Holy Wars, he had previously been known as the Orange Scourge of Amusa and the Devourer of Gourds, and he had eventually consumed so many savory Amusan fruits that he grow too fat to fly.) Dynia indicated that he had a pumpkin pet and ate pumpkins as his staple food. He offered pumpkin pie that was delicious enough to inspire Heli to ask if he would want to return to base camp with the group and take a position as cook, but Dynia refused due to his religious duties.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Thordon and Timmy walked to the location of the other competitors, who were apparently a group of kobolds in a nearby tent encampment, and met their leader, Ubu. Thordon quickly discovered that he was not actually a kobold but a creature that emitted adhesive purple ooze that smelled like a combination of rotting corpse and glue. Timmy magically identified this substance, learned that Ubu was a mimic, and tried to whisper this information to Thordon, but Ubu overheard and immediately ran away. During the interaction, Ubu had revealed that his purpose at Escargodia was to serve his master under the mountain, a reference to Old Alkinimic.&lt;br /&gt;
&lt;br /&gt;
At the same time, Talyth was answering Wiggler&#039;s pressing question: how Talyth come to be here. He explained that he had been able to sense the magic of the exposed ley line -- which was a symptom of something moving out in the wilds, pushing on the weave. Arriving at the local source of magical energy, he saw that the root had created the hydrail, which had in turn created the gastrosapiens, and he watched as the hydrail grew from large and two-headed to gargantuan and five-headed. Wiggler hugged Talyth, trying not to break down, and Talyth said that he was sorry and he was proud of wiggler. During the conversation, Wiggler also mentioned the Green Knight, which led Talyth to claim that the Green Knight was a guardian of the wilds and to admit that he couldn&#039;t explain why he would be working with the trouble-causing gnolls.&lt;br /&gt;
&lt;br /&gt;
When the party reassembled and briefed each other, Yewvane strongly and repeatedly opined that the group should preemptively kill Ubu and the kobolds on the grounds that Alkinimic, whom Ubu named as his master, was evil. The party decided not to presume that the other kobolds were Alkinimic-worshipping mimics, as well as not to offend their hosts and risk being eliminated from the competition for guardianship of the magical area, and the competition began without violence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;A Test of Character&amp;quot;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Talyth explained that the competition was a test of character that would take the form of a race along a path to the hydrail, where the winners would be whoever successfully retrieved an amulet from around the hydrail&#039;s central neck. He also pointed out that, if the contestants had not noticed already, spells cast this close to the exposed ley line were more effective than normal (as if they were cast using a spell slot one level higher than the level of the actual slot used).&lt;br /&gt;
&lt;br /&gt;
The race began with a trek through a large patch of animated vines. 22 morphed into an allosaurus to carry some of the slower members of the party, and Heli used fire magic to damage some of the writhing vines (to the chagrin of 22 who briefly ranted telekinetically about &amp;quot;unnecessary destruction&amp;quot;). Some of the group soon noticed that while the vines grappled many of their number, Dynia faced no such aggression the vines seeming to part for him as he passed. Recalling that this was to be a test of character, the group decided to try to convince the vines that they were not enemies and that they should be allowed to pass in peace. After several attempts at persuasion, some of which were boosted by friendly magics, everyone won the vines&#039; favor and walked freely through the area.&lt;br /&gt;
&lt;br /&gt;
Further along the path, the group encountered a bridge over a wide ravine with a seemingly non-threatening bridge keeper who posed three questions to each competitor before allowing them to cross.  Those who answered incorrectly were magically hurled into the ravine but had an easy time climbing back up to the top as long as they did so on the same side of the ravine from which they had been cast in. Several of the questions had to do with people whom the group had encountered so far on their mission, and eventually everyone was able to pass without suffering the damage that accompanied a fall into the ravine.&lt;br /&gt;
&lt;br /&gt;
Next came a game where a fey spirit, who had been observing the party during their trip, possessed one of the members of the group and tried to impersonate them. Each party member was permitted to ask a single yes-or-no question to another party member in an attempt to fool the spirit into giving away its ignorance about the individual&#039;s past. The group was then to guess which person was possessed, and any who guessed wrong would suffer a degree of exhaustion. The group succeeded in guessing that the spirit had possessed Sir Yewvane, and no ill effects resulted.&lt;br /&gt;
&lt;br /&gt;
Finally the time came to face the hydrail, which fought non-lethally to retain the amulet hanging on a chain around its central neck. Already in allosaurus form, 22 made a lucky grab, crunching the chain between their teeth and claiming the prize. However, displeased with this result, Ubu used magic to merge with the hydrail and lash out against the party with its enormous body. The other kobolds proved to be mimic creatures as well, and they attacked simultaneously. Dealing sufficient damage to the hydrail sufficiently quickly repeatedly forced Ubu to separate from it, but he was able to merge with it again and resume his assault. Eventually during one of his brief separations from the creature, Thordon succeeded in killing him outright, and the hydrail was free of his influence. Before dying, Ubu announced ominously that Alkinimic would rise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trust, Gold, and Slurm&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Through Talyth, the hydrail informed the group that they had won the competition, and that as well as being awarded guardianship of the magical area, they would also be given 900 gold pieces (some of which were minted in Escargodia) as well as three vials of hydromucus (a.k.a. slurm), which could make a non-magical weapon magical for a minute. Before the party headed back to base camp, Talyth reiterated, for the whole group to hear, that something bad was growing in the wilds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Session 28: Work for the Warden===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM: Dave&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039;&lt;br /&gt;
*[[Therrin Flare]] (Dave): aasimar warlock&lt;br /&gt;
*[[Sallen &amp;quot;Hummer&amp;quot; Mason]] (Colin): half-elf rogue&lt;br /&gt;
*[[Danke Schön]] (Symeal): dhampir bard&lt;br /&gt;
*[[Finnegan (Finny) Warbler]] (Anna): aarokocra bard/warlock&lt;br /&gt;
*[[p&#039;Rahp]] (Gail): grung paladin&lt;br /&gt;
*[[Neru]] (Rich): gnome paladin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039;&lt;br /&gt;
*[[Adrian Tempest]]&lt;br /&gt;
*[[The Warden of the Wilds]]&lt;br /&gt;
*&amp;quot;The Slime Dragon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To the Swamp&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adrian Tempest (30ish, almost 6&#039;) explained that a group of druids and other nature-focused people with whom the company has been in communication had asked for help investigating slimes/oozes exacerbated by gnolls in exchange for help fortifying camp. Salvage rights for any valuables found would go to company members.&lt;br /&gt;
Finny advised that, in his experience, oozes and slimes don&#039;t like fire. He came prepared with a med kit, and Danke had an herbalism kit.&lt;br /&gt;
&lt;br /&gt;
Adrian explained how to get to the Warden&#039;s land. Finny used his map and his cartography skills to determine exactly where the party was going, near a great open swamp where a previous party encountered the Warden. They reached a small, swampy area and approached a huge swamp troll or treant or something that turned out to be more like a scarecrow built at the far edge of the water, where a cut path could also be seen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Warden&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
P&#039;hrap and hummer determined that the right fork of the path was the better choice. A creature appeared in silouette, their cloak waving. This was the Warden, who responded with a wave when greeted in that fashion. Therrin&#039;s psuedodragon companion (Pex) scouted ahead, finding thatbthis whole area of the swamp was well shaded. The Warden was well concealed, greeted the party verbally when they got within speaking range, confirmed that the group was sent by the Tempest Brothers, and then suggested a direction (west) for them to head in to begin their investigation. The Warden indicated an aversion to oozes and slimes, but has a patron who allows them to remain in the wilds so long as they do not upset the balance of nature, as they thrmselves are not necessarily evil or unnatural.&lt;br /&gt;
&lt;br /&gt;
The party understood that gnolls had disturbed the area, and shared a concern of possible fungal infection. Finny confirmed that none of the nearby gnolls had mechanical modifications and indicated that some of the nearby gnolls are known to have fiendish backing. Therrin suggested that stopping the gnolls would be the best way to stop the oozes. Finny showed the Warden his map and asked for additional input, thus learning that the map just barely covers one edge of of the Warden&#039;s domain. To the west outside of that domain there is a swamp village where there has been gnoll activity. The Warden&#039;s plan was to remain behind and offer support if the adventurers came back this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overland&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s psuedodragon companion continued to scout, and Finny scouted by air as well. The party used their survival skills to make their way through the swamp, some better than others. They could see the terrain to the west transitioned swiftly to mostly dry land with plateaus (rising up to 30 or 40 feet in height) under the approximately 100-foot jungle canopy. p&#039;Rahp searched for poisons or other traces of oozes, and found that no creatures appeared to be nearby. Although there were signs of much natural activity in the area, there were no signs of slimes or oozes, or of gnolls for that matter. Finny spotted wisps of campfires about a mile in the distance, and the party decided to head in that direction. Pex, having a 1-mile telepathic connection with Therrin, scouted far ahead, waiting for the slower-flying Finny along the way.&lt;br /&gt;
&lt;br /&gt;
Some 500 yards from the opening in the canopy, Finny and Pex heard gnolls speaking in raised voices, and Therrin relayed this information to the rest of the group, including the occurrence of a great, growling roar. Finny saw a plateau with the vine-covered, ruined stone walls of a very old keep -- a large two-story building with parapets and a double-gate entry area, all surrounded by a plateau-wide wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Siege&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The gnolls were laying seige to the keep, which was defended by oozes including a great multi-colored (mostly green) ooze with a draconic-shaped skeleton at its center (dubbed the &amp;quot;slime dragon&amp;quot;). Finny noticed that the gnolls were being extremely tactical, utilizing spears at range and and avoiding attacking with metal melee weapons. The black oozes lobbed flaming projectiles, and Finny noted that none of the other oozes seemed afraid of the fire. He relayed this to whoever was listening via his sending stone. The gnolls were fungal and included gnoll witherlings (fungal-infected undead) that also followed the tactical commands of the leading gnolls. Some gnolls were trying to scale the back side of the plateau, but oozes came out of the side of the mountain to block their path and defend the keep. Finny and Pex circled back to update everyone, and someone pointed out 1) that the gnolls are likely in league with mother (implying that party members who interacted with them might become ill) and 2) that the organized behavior of the slimes and the existence of the big dragon slime was unusual.&lt;br /&gt;
&lt;br /&gt;
The party decided to telepathically talk with the slime dragon via Pex to see if they could team up against the gnolls. Danke magically buffed Pex&#039;s conversation skills for this purpose. Pex was a bit overwhelmed by the number of voices that made up the slime dragon but relayed the message and received a response from a distinctly different voice within the many. This voice, which seemed to be in change, politely declined the offer that Pex made on behalf of the group.&lt;br /&gt;
&lt;br /&gt;
They decided to sneak up and into the keep while the battle raged. Some of them intended to go in and investigate the interior while others held off any gnolls who might try to go in after them. The party reached the edge of the keep without being noticed by the combatants. They set up some magical buffs and surprised the gnomes who were already engaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lending a Hand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finny carried Neru up and dropped them into melee in a superhero landing, and danke enlarged them to medium, whereupon they smote a gnoll, making it explode into spores, whose effect they shrugged off. Therrin creted an image of more oozes. p&#039;Rahp missed with an attack while Sallen tried to sneak onto the opposite side of the plateau from the rest of the party. Finny headed for the keep and spotted a stairway leading down to the ground floor. p&#039;Rahp took a turn smiting a gnoll to death, and Neru dispatched another one. Danke put three gnolls to sleep. In the meantime, the gnolls took out some slimes but fared poorly against the slime dragon.&lt;br /&gt;
&lt;br /&gt;
Finny cast shatter with a loud crack of thunder, taking out all three of the sleeping gnolls. A nearby slime with the visage of a humanoid (including a visible skeleton) addressed Therrin, asking for the party to withdraw and specifying that he had already informed Pax that their help was neither needed nor desired.  Sallen had found an obstructed drain hole leading into the keep. The humanoid slime (a.k.a. &amp;quot;slime boy&amp;quot;) seemed to be slightly annoyed to learn that the Warden was behind this minor intrusion into his space and asked what it would cost to get the party to leave. Therrin said they wanted to know what the gnolls are up to, and the slime creature responded that they were (foolishly) working to collect resources that would help Mother to manifest on the mortal plane.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rewards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neru kept fighting for a few seconds until slime boy offered them a pouch produced from within his form. Finny helped Sallen access the drain (successfully opening a way into the keep), and slime boy thanked him for his efforts, gave him a second bag of coin/gems, and told him his friends were leaving  and it was time to join them. &lt;br /&gt;
&lt;br /&gt;
The warden was pleased, as the party had indeed aquired information about the gnolls&#039; purpose in the area, and rewarded the party with a magical stick that could be used to fortify the defences of the TBEC base camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Session 29: We&#039;re Going in Circles!===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Keller&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039;&lt;br /&gt;
* [[Billium Teddly]] (Nathan)&lt;br /&gt;
* [[22]] (Cat)&lt;br /&gt;
* [[Sir Yewvane Eedryll]] (Jake)&lt;br /&gt;
* [[Dragonett]] (Drew)&lt;br /&gt;
* [[Twilsby Pendergras]] (Nick)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039;&lt;br /&gt;
* Abjurer [[Cookie]], the Otter&lt;br /&gt;
* [[Lorrie Haslo]] (with a tip from the Collector)&lt;br /&gt;
* Oliver &amp;quot;Olly&amp;quot; Vincent Bartholomew, with followers James Hill and Maverick Ried&lt;br /&gt;
* Skippy, air skiff pilot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kobolds and the Collector&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Recently, while the Tempest Brothers Expeditionary Company was distracted by the kidnapping of some of its members, including Lambda, Ripjaw and other gnolls had razed the village of Thinwhistle and slaughtered its friendly &amp;quot;big kobold&amp;quot; residents (leaving only Hunk, who was staying at the company&#039;s base camp as a liaison). The Collector had since given Lorrie Haslo a lead on finding another village of similar kobolds, and she had arrived at TBEC base camp to ask the company to pursue the lead, which involved an adventurer (Bartholomew) who could guide a group to the village. Cookie asked the party to assemble in his tent, where Lorrie waited appeared tired and bedraggled from her ongoing work for the Collector, and it seemed after some discussion that her sponsor had been stringing her along with continued promises of full payment after &amp;quot;one more job&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Explorer&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Bartholomew and his followers were summoned by a strange ritual in which they coalesced out of mysterious mists that appeared on the outskirts of the camp. Some of the assembled party had recalled his name as that of a human adventurer born hundreds of years ago, and in reality he appeared as a flamboyant, middle-aged human adventurer reminiscent of a stereotypical safari explorer. James Hill and Maverick Ried were somewhat younger, seemed weary from following Bartholomew for a very long time, and didn&#039;t know what year it was (believing it was decades earlier). Bartholomew, in the name of adventure, wanted to hike through the jungle for two weeks to reach the kobold village he described. This plan seemed absurd to the assembled party, who informed Bartholemew and his team about the existence of airships that could transport the group the same distance in a fraction of the time. He resisted the idea at first, but was impressed with a quick demonstration but Skippy, who helpfully agreed dropped what he was doing that day to pilot a skiff (which would be crowded but manageable) to take the group where they were going. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mysterious Mists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skippy spent only an hour getting ready for the spontaneous voyage and the party set out in the skiff. When night fell, they stopped to camp, and it became clear that the mysterious mists from base camp had stayed with them as Dragonett saw a structure coalescing out of them nearby. Yewvane went with her to investigate, and they discovered it was the house of her childhood, where the events were unfolding from her memory, those of the greatest loss of her life, the night her parents were killed. Dragonett and Yewvane saw a young girl fall from a second story window and run away, soon after which a large group of hostile adults exited the house. In the memory, Dragonett, father had forced her out of the window with his dying breath and told her to run. The intruders had then killed both of her parents before appearing outside in front of the adult Dragonett and Yewvane. There, they blended together into a huge lupine form, with which the two engaged in combat. It struck Yewvane and inflicted considerable psychological damage along with the physical blow. When the creature was injured sufficiently, it faded back into the mists, and Dragonett and Yewvane returned to where the rest of the party camped, badly shaken. Similar manifestations hounded the other party members over the continued course of their journey to Drakemire Hollow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overcoming Obstacles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before reaching their destination, the party was required to land and pass through a large, locked door. Opening it required solving a logic puzzle involving the positions, material make-up and coverings of various levers in front of the door. Bartholemew claimed this was necessary in order to proceed to their destination, and Yewvane confirmed that this might be the case as there are such things as fey portals that prevent progress toward a physical location until the traveler passes through them. At one point during the journey it was clear that the instructions Bartholomew was giving to Skippy were steering the skiff in large circles, for no reason ever discovered. And the party was forced to land again, just before arriving at Drakemire Hollow, when they spotted a half dozen wyverns along between them and their destination. They hid beneath the jungle canopy and bypassed the deadly threat to reach the village, which had apparently been destroyed in the past by the eruption of the nearby volcano, and was now partly buried in pumice and ash.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discoveries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The airship that would come to retrieve the group would not arrive for a couple of days, which gave them plenty of time to explore the ruins and find an entrance to a seemingly magical underground area that the TBEC would no doubt want to investigate further. During their first hours in Drakemire Hollow, however, Yewvane cast a Zone of Truth to get answers from Bartholomew. It came out that he had been cursed not to die but to be pursued endlessly by the wolf creature, an embodiment of death and entropy. Those who accompanied him might live indefinitely as well, but at the cost of losing some degree of their peace and sanity from the endless hunt, or they might eventually be consumed by the beast.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
===Session 35: Harvest Hoedown===&lt;br /&gt;
DM: Keller&lt;br /&gt;
&lt;br /&gt;
PCs:&lt;br /&gt;
* [[Juno]]&lt;br /&gt;
* [[Therrin Flare]]&lt;br /&gt;
* [[Cealion]]&lt;br /&gt;
* [[Tommy]]&lt;br /&gt;
* [[22]]&lt;br /&gt;
* [[Nassir Tycho]]&lt;br /&gt;
&lt;br /&gt;
NPCs:&lt;br /&gt;
* [[Adrian Tempest]]&lt;br /&gt;
* [[The Warden of the Wilds]]&lt;br /&gt;
* [[Dynia]] (and his pumpkin dog Patches)&lt;br /&gt;
* [[Chadwick]]&lt;br /&gt;
* [[The Pumpkin King]]&lt;br /&gt;
* [[Sam the Door]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Concern in Common&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It had been three days since all the stored food at the TBEC base camp had suddenly vanished, replaced by a single, glowing jack-o-lantern. Word had quickly reached the company that similar disappearances had blighted much of western Amusa. The name Dynia had been linked to the phenomenon, which had grown to an incipient famine; Dynia was the pumpkin-headed member of the Gourd Disciples, a radical group devoted to Xevriss, the great orange dragon once known as the Scourge of Amusa and the Devourer of Gourds. But how anyone could have effected such a far-reaching crime was a mystery. So when several soldiers appeared at the TBEC base camp, representing the cities of both Nestle and Galik (the latter group dressed in the uniforms of Galik&#039;s Lyre Guard), no one was surprised to learn that their concern was the missing food and the growing panic among their respective populations.&lt;br /&gt;
&lt;br /&gt;
Also present was Chadwick, a member of the Gourd Guard, a nominal private military force based in and around Nestle, who were now something of a cross between a militia and a group of war reenactors, ever since their historical role of working to appease the gluttonous Xevriss had become unnecessary once Xevriss had departed Amusa for Osugbo generations earlier. (The Gourdheart Disciples were a religious splinter group that had grown out of this rudderless semi-military organization.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adrian Tempest and the Warden&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several company members accompanied the soldiers to meet with Adrian Tempest in his tent, where at least one soldier spoke openly of how impressed he was by Adrian&#039;s mustache. The from room of the tent served as a sort of war room, with a table-sized map holding miniatures representing various people of influence in the area. The positions of figures representing Ripjaw, the Warden and others could be only as accurate as the company&#039;s most recent intelligence allowed, and seemingly no attempt was made to hide this information from the visiting soldiers. Adrian listened to the soldiers&#039; concerns and their suggestion that contacting the Warden might be the best next step in learning the whereabouts of Dynia (whose miniature lingered at the ley-line intersection known as Escargodia, although the pumpkin man had not actually been seen there for several weeks.) The Galik soldier who appeared to be the de facto leader of the joint group clarified that they had come to the Tempest Brothers because they understood that Adrian had a means of contacting the Warden, which he agreed to do using a magic necklace that the Warden had crafted for the purpose.&lt;br /&gt;
&lt;br /&gt;
The group emerged from the tent and moved to the edge of the camp, where Adrian summoned the warden with a whispered phrase. A mist rose and then a wind. The trees seemed to part for the Warden, who emerged from them floating inches above the ground, followed by several grung children. When presented with the situation, the Warden agreed to help by ushering the adventurers to the Court of Hallow&#039;s Eve in the Feywild, where the Pumpkin King would in turn be able to assist in finding Dynia. The warden cast a blessing to protect the group from certain dangers of the Feywild, which led them each to feel as if a weight had been lifted. The Warden then created an invisible portal and escorted the party through it to the Pumpkin King&#039;s court, where they found themselves suddenly enveloped in a starry night, outside the gates of a large compound where they could see what appeared to be several huge pumpkins with doors and windows, illuminated by jack-o-lanterns. The Warden ensured the group that the Pumpkin King would agree to return them to Amusa when the time came, giving the impression that the Pumpkin King was somehow subservient or beholden to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dining with the Pumpkin King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party approached the  gates, which were attended by two autumn eladrin with red hair who spoke in unsettling unison. The group requested an audience with the pumpkin king, and the two eladrin disclosed that he was expecting them and bid them enter. Visible in the area beyond the gates were pink candy goblins, orange pixies with sharp teeth and black eyes, and a few old hags, as well as several wolf-like creatures prowling in the shadows. The group passed through a pumpkin &#039;colloseum&#039; building leading into the royal court of the pumpkin king, which was largely populated by individuals with pink cotton candy flesh and caramel hair.&lt;br /&gt;
&lt;br /&gt;
The Pumpkin King, who said that he was also known as Jack Skellington but that no one really called him that, had a tall body of vines from which protruded with two clawed hands at the sides and three jack-o-lantern heads at the top. Juno and Tommy offered him gifts of pumpkins, which he accepted gladly with a casual gesture that caused the gourds to float to him on a cinnamon-smelling breeze. Candy goblin servants then brought in plates of food for the group to feast on, including warm sparkling cider and pastries that look like giant acorns. Cealion requested and received hard cider, and everyone but Nassir accepted the food, which gave magical boons to those who ate it. 22 became invisible, Cealion and Tommy gained the ability to detect thoughts, and Juno and Therrin became quickened, able to move and act with unnatural haste. During this first course, to the group&#039;s surprise, a purple-clad Dynia appeared from an adjacent room, and they learned that he was the head chef of the Court of Hallow&#039;s Eve.&lt;br /&gt;
&lt;br /&gt;
Tommy spoke to the Pumpkin King, admitting that some of the members of the Tempest Brothers Expeditionary Company believed that Dynia might somehow be responsible for the disappearance of food in Western Amusa. Dynia, overhearing, denied the accusation, but the Pumpkin King replied that the party would be allowed to carry out an investigation into the matter between the courses of the feast, and he went on to warn the group that they should stick together due to local dangers, regarding which he declined to go into detail. Dynia said he had cooking to do and set off toward the kitchen. Therrin indicated his intention to follow, and Nassir, being the stealthiest of the group, decided to take the lead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Maze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party approached a corn maze and followed Dynia through a passage that went past two scarecrows, who introduced themselves as the Scare Pair, Peeka and Boo. One said the party would be required to determine which one of them tells the truth in order to be allowed passage. They would be allowed three questions. After some discussion, 22 asked Boo what Peeka would say if he were asked whether he tells the truth. Boo responded that Peeka would say he tells the truth, and 22 named Boo as the truth-speaker and suffered damage to their mind due to an incorrect guess. Guessing Peeka had similar results because both guardians were liars, including whichever had initially claimed that one of them always spoke the truth. Upon discovering this, the party was allowed passage. &lt;br /&gt;
&lt;br /&gt;
The group soon spotted another guardian, this one a pumpkin minotaur, whom they were able to sneak past. Arriving next at a small open space within the maze, the group encountered a large door that seemed to lead nowhere in particular. The party spoke to the door and learned it&#039;s name was Sam, and it used to be a person. It agreed that the party could pass through it, whereupon they entered a large, bustling kitchen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Kitchen Full of Dynias&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Four strange pillars of vines lined the back of the kitchen, each with Jack-o-lanterns on top. All the cooks looked like Dynia and shared his name, but they each bore a different number on their chest. They referred to the Dynia with whom the group was familiar, who was not present, as &#039;&#039;Dynia Prime&#039;&#039;. Therrin spoke to the Dynia with the number 2 on it&#039;s chest, explaining that the party was there because the only thing left of the food at the TBEC base camp on the prime material plane was a mysterious jack-o-lantern, and the company thought Xevriss and/or Dynia might be involved. Cealion noticed that the higher the number on a Dynia&#039;s chest, the less sentient that Dynia was.&lt;br /&gt;
&lt;br /&gt;
According to Dynia 2, who also claimed that he himself was an illusion, the pillars at the back of the kitchen were totems that allowed the acquisition of food in the feywild, which was &amp;quot;borrowed&amp;quot; in small amounts from the mortal world. Only Dynia Prime could activate the totems, and only he could access the extradimensional storage space in which all the acquired food was all stored. When asked about Sam&#039;s origins, Dynia 2 informed the party that he did not know because Sam had been in the Court of Hallow&#039;s Eve longer than he had; but he praised Sam as &amp;quot;a very nice door&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
After being informed that it was nearly time for the next course of the feast, the group returned though a magic passage from the kitchen that led directly to the dining room. Cealion and Tommy (who both happened to be mentally disturbed by mysterious events in their personal histories and hence to regard themselves as &amp;quot;haunted ones&amp;quot;), both experienced some strange hallucinations as they traversed the passageway.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Perspectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The next course was roast pheasant with a caramelized gravy, and pumpkin stew. Again, all but Nassir consumed the food, and this time the magic effect was the same for all party members: they swapped bodies.  &lt;br /&gt;
&lt;br /&gt;
22 possessed Cealion, who found himself in Therrin&#039;s body, while Therrin experienced living in 22&#039;s mechanical body. And Tommy and Chadwick, the representative of the Gourd Guard, found themselves in each other&#039;s bodies. Everyone exchanged possessions as necessary, and Therrin was able to use Juno&#039;s body&#039;s changeling nature to appear as himself.&lt;br /&gt;
&lt;br /&gt;
As the group was adjusting to their new situation, which the Pumpkin King assured them was temporary, Dynia Prime and Dynia 2 finished a conversation that no one was able to overhear, and Dynia 2 then departed for town. The party talked to Dynia, who showed everyone his pumpkin dog, Patches. When asked, he refused to take the party to his house but agreed to show them his pumpkin collection, which was elsewhere in the same large structure as the main dining room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Always Split the Party&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tommy, Cealion and Nassir followed Dynia 2 to Dynia&#039;s pumpkin-shaped house and learned that Sam is not a single door but a spirit that simultaneously inhabits most of the doors in the Court of Hallow&#039;s Eve and that he opens to the magic words &amp;quot;trick or treat&amp;quot;. In the house was a hearth above which had been carved a symbol of two hands holding an anatomically correct heart. There was also a rack with purple scarves, purple wizard hats, and an orange and purple striped sweater.&lt;br /&gt;
&lt;br /&gt;
Sam indicated that Dynia spent a lot of time upstairs, and the party went up to find a green-glowing archway leading into a bedroom. Trying to walk through triggered a magical aging effect that doubled the apparent age of Chadwick&#039;s human body (inhabited by Tommy) but aged Therrin&#039;s aasimar body (inhabited by Cealion) only slightly. by decades and didn&#039;t let them into the bedroom. Placing an object of sentimental value in the flame turned out to be the key to gaining entrance to the bedroom, and the item fortunately was not consumed but appeared in a container inside the bedroom. Nassir and Tommy used this technique to enter, but Cealion remained on the landing, having no item available of suitable sentimental value. (Tommy&#039;s item was valuable only to Chadwick -- his mother&#039;s pumpkin spice.) &lt;br /&gt;
&lt;br /&gt;
In the bedroom was a note that said &amp;quot;cell 83&amp;quot;, a letter indicating that it had been accompanied by something intended to help Dynia with his quest to bring back Xevriss. The letter bore an owl crest familiar to Tommy, who identified it as being associated with a group connected with demons that he had encountered on a previous mission. The group also discovered a clockwork box sprouting infernal mushrooms, which would later be identified as the device Dynia had used to break into the Collector&#039;s vault.  &lt;br /&gt;
&lt;br /&gt;
During this time, Juno, 22, and Chadwick remained with Dynia who gave them a chance to see his collection of pumpkins, which were truly magnificent. When asked about his involvement with the disappearance of the food from western Amusa, he said he would never steal food from hundreds of thousands of people but was not taken at his word by all present. Regarding who might have wanted to frame him for the crime (with the jack-o-lantern left at the TBEC camp), he said only that he didn&#039;t know.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dessert&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before the third course, the two groups exchanged news, and Chadwick was distraught at the condition of his body. in an attempt to gain information that might help to free Sam, Tommy spoke to a candy guard who proved to be supremely unhelpful. Therrin talked to an old woman about Dynia and how to avoid giving offense to people in this realm. She confirmed that Dynia had a weird obsession with Xevriss and revealed that Xevriss was previously held captive in the cells of the Pumpkin King.&lt;br /&gt;
&lt;br /&gt;
As the party expected from their experience with the previous magical effects, the body-swap ended when they all returned to the dining room for the third and final course: delicate pumpkin pastries. To Chadwick&#039;s relief, the aging effects disappeared as well. During dessert, Tommy asked about Sam&#039;s origins, and the King explained that Sam walked off alone with a hag and was turned into a door. Tommy asked for the king to return Sam to his previous form, and he said maybe for one day a year if the party&#039;s alarming concerns about Dynia proved to be founded. Tommy explained the connection between the demon known as Mother and infernal mushrooms and pointed out the similarity of those mushrooms to the ones infesting the clockwork box they had found in Dynia&#039;s house. Nassir illuminated the connection between the letter and the group of demon worshippers the Tempest Brothers&#039; Expeditionary Company had previously encountered. Tommy added that the other Dynias seemed concerned about Dynia prime &amp;quot;gallivanting about the material plane recently&amp;quot;. In light of these claims, Jack Skellington ruled in the party&#039;s favor. This was immediately followed by the sound of a loud ringing and the sudden explosion of all three of his pumpkin heads, spraying pumpkin guts on those seated nearby  . &lt;br /&gt;
&lt;br /&gt;
Dynia strode in, assured the group that the Pumpkin King was not dead and would be back to his old self within a day. A rift to a massive pile of food intended for Xevriss appeared in the air above the group, and Tommy surprised Dynia with an eldritch blasted to the pumpkin. A bloody fight ensued in which Juno nearly lost his life and 22 was rendered unconscious more than once. The party disabled the totems that were holding the food in the Feywild and Therrin eldritch blasted Dynia to death, as which point the 2 immediately faded from the chest of Dynia 2. The Pumpkin King did indeed return to normal within a day and, true to his word, restored Sam to his human form for a day. Sam expressed gratitude for his one day a year of humanity, which he chose to spend this year with the party and the rest of the company in Amusa.&lt;br /&gt;
&lt;br /&gt;
For their assistance in unmasking Dynia, the Pumpkin King rewarded the group with gold, potions, and three permanent magic items: a &#039;&#039;Mask of Disguise&#039;&#039; that went to Juno, &#039;&#039;Scissors of Shadow&#039;&#039; that went to Tommy, and a &#039;&#039;Broom of Flying&#039;&#039; that Therrin would keep safe and loan out to any group going on a mission for the company in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 39: In the Sewers ===&lt;br /&gt;
DM: Keller&lt;br /&gt;
&lt;br /&gt;
PCs: &lt;br /&gt;
&lt;br /&gt;
* [[Tinkerton Tinklebottom]]&lt;br /&gt;
* [[Lupine Lucas]] &lt;br /&gt;
* [[Winter]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;October 22nd 2023 - Tinkerton&#039;s First Adventure&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Belle, you will never believe where I went today! ME a tinker from Troverth, traveled all the way to Galik across the continent to join the &amp;quot;Tempest Brothers Expedition Company&amp;quot;. OH man and I saw Tinkle too!!! Can you believe he.... wait I jumped too far ahead let me start at the beginning of the day. I met a few others before I saw our kiddo.&lt;br /&gt;
&lt;br /&gt;
There was a furball with snow like fur....a tabook, or tabaxi that&#039;s it, named Winter and along with them I met Lupine a human weirdo with druidic powers....well he was more Quirky than weird I think. The three of us were new to the area and went in to meet with Lucinda a retired Lion Guard *I think* whose symbol is that of a golden griffon.&lt;br /&gt;
&lt;br /&gt;
She had tasked the group of us to find GHOSTS in the Bay area of the docks and make it safe again, and really figure out what was happening with these disappearances.... oh yeah that&#039;s right, Belle people were being kidnapped for years by these Specters of the night!!! Nothing made sense here, nothing is like home when it comes to safety&lt;br /&gt;
&lt;br /&gt;
and not getting kidnapped at night by monsters of myth. But this was the mission we got to prove our worth, a chance to show I am not just brittle bones in a suit of armor (Don&#039;t laugh Belle, I know you think I am crazy for using our creations to adventure at my age) and am capable of joining them in the wilds.&lt;br /&gt;
&lt;br /&gt;
Well flash forward to our arrival at the docks and I met this pirate fellow, I swear he was half dead already, One-Eyed Jack had an eye patch HUN an EYE PATCH....yet he was blind in both eyes.... Well anyways the crazy old human told us to that a halfling that frequented the two throat tuxedo....no umm what was it, umm sorry Belle I am using ink&lt;br /&gt;
&lt;br /&gt;
and forgot what he said hmm. oh Two Toed Trout, that tavern we went to and Lupine got thrown out, he wasn&#039;t too good with his word, and Winter well they spoke to the barkeep. I didn&#039;t get distracted you wouldn&#039;t believe it, I totally went and found the people that stood out and didn&#039;t even peak at their poorly made gear that clearly was made by&lt;br /&gt;
&lt;br /&gt;
someone that hadn&#039;t seen good craftsmanship in their life! Okay so I may have snuck a lil peek. BUT I AM AN OLD MAN, and can do as I please woman!... Anyways, We found out that these two I found worked with a gnome who saw the halfling before he was taken, so our lil group made our way to the &amp;quot;Bartholomew Weapons Company&amp;quot; as you are&lt;br /&gt;
&lt;br /&gt;
well aware, we made a plenty of their gear magical back in the days of old. Belle you would have been so proud, which is good cause that ONLY MAKES one of us....Tinkle our son was the lead weapons designer. He was the GNIOME, all the way in Galik the boy made something of himself....not that he is designing armor but weapons is good too. Belle the boy&lt;br /&gt;
&lt;br /&gt;
told us that there were kidnappers not ghosts that took the halfling boy into the sewers....oh and Tinkle said hi, figured I&#039;d toss that in here too.&lt;br /&gt;
&lt;br /&gt;
When we got in the Sewers my gosh darn shoes got wet and gross, and these darn young-uns pushed me the lil old gnome to lead the group, hehe it was probably because my armor looked so strong and grand! It is the one you helped me make dear, the guardian set! Well we found out this was home to lizard folks that disappeared in the moons glow...Troglodytes.&lt;br /&gt;
&lt;br /&gt;
We fought our way through them all at least 10 of them in there and the quirky one Lupine turned into a giant beast.... not practical in a sewer mind you but very cool and effective somehow, It was all going well my first adventure no issues at all! We even found a puzzle, but that Winter cat solved it so quick! I am getting a little slower in my wisdom years, no laughing&lt;br /&gt;
&lt;br /&gt;
ma&#039;am! But it was a door that had a pearl, emerald, opal and nephrite stone in it. We spelled OPEN with the stones and it opened to a stash room full of loot. It was great. We rested, took a good nap in there, like I used to in your lap....though it was against a moist wall with moss....maybe not the same! But still I took a nap.&lt;br /&gt;
&lt;br /&gt;
Turns out one of the monsters down here was a bugbear, one that had wrestled Lupine for a belt of giant strength, I used to use those as back braces in the old days remember hehe. Oh right the stories conclusion let me carry on, we fought that bugbear with magic and trickery and defeated him with ease! Though we may have gotten a little too much confidence&lt;br /&gt;
&lt;br /&gt;
as our next door that we unlocked almost brought me closer to you my Belle. A demonic fire lizard that was being worshipped down here by lizard men almost killed Winter, the cat buddy I spoke of before. The room was rapidly filling with toxic sludge and my two party members had been hit with some kind of paralyzing spell....it was terrible but I endeavored as long as&lt;br /&gt;
&lt;br /&gt;
they needed and fought that beast one on one, gnome on lizard. It was scary hun but you are always what makes me not fear death as it would bring me back to you, however I am not ready I have many stories to write and adventures to live before I can tell you all about them for eternity. Oh right the end, we took it down baiting it to the doors and freed the sewer&lt;br /&gt;
&lt;br /&gt;
of the lizard problem. The missing people were found...most of em at least. In the end we were given gold and passage to the wilds. I of course went back to give our son the gauntlets he made that were stolen by these monsters but he gifted them to his old man, I know you think it would be sweet but I COULD MAKE THEM BETTER, but I don&#039;t craft anymore not since&lt;br /&gt;
&lt;br /&gt;
you left. Besides it would be a shame not to hold on to something from a lead weapon designer.....can&#039;t believe he did it. I mean can&#039;t believe he isn&#039;t in the armor game! As always, I love you Belle, my adventurers for you have started. I will tell you all about them soon and hope that you can wait for me to finish a few more.&lt;br /&gt;
&lt;br /&gt;
P.S - Just like when you were alive, you always give me strength then and now.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 42: Man Made Flesh ===&lt;br /&gt;
&#039;&#039;&#039;DM&#039;&#039;&#039;: Keller&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Wiggler]]&lt;br /&gt;
* [[Chrysaor Purosis]]&lt;br /&gt;
* [[22]]&lt;br /&gt;
* [[Heli Moltenshield]]&lt;br /&gt;
* [[Pash|p&#039;Ash&#039;r&#039;Ohn]]&lt;br /&gt;
* [[Mirth]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Paul Fletcher]]&lt;br /&gt;
* [[Skippy]]&lt;br /&gt;
* [[Lorrie Haslo]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paul Joins the Mission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Paul Fletcher, TBEC&#039;s researcher specializing in anthropology and ancient cultures, had been particularly interested in the recent discovery, by aerial surveillance, of ancient ruins in the direction of the Great Scar. He dispatched the original expedition several days earlier, which was led by Lorrie Haslo and included several TBEC personnel, namely Frank (half orc), Sabra (half elf), Sunter (halfling), Maxine (dragonborn), and Bobby (human). Lorrie had believed this was the location of [[The Philosopher&#039;s Stone]] (described as small, red, egglike gem with powerful transmutation abilities), but she and her survey team had not checked in, and Paul assembled a second team to investigate and report back and/or request a large air ship be sent to retrieve the previous team and their gear if necessary.&lt;br /&gt;
&lt;br /&gt;
Paul had said he wouldn&#039;t be joining the team, but as the skiff was about to take off, he came running up carrying a bunch of loose maps and other materials and said he had changed his mind. Pash immediately suspected that this was not Paul but a doppleganger or impersonator, so some of the team returned to Paul&#039;s tent to see if he was still there. The tent was vacant although more messy than when they had last seen it minutes earlier. Satisfied for now that Paul was in fact Paul, they returned to the skiff to find Skippy explaining the Big Red Button intended to alert base camp to send one of the larger air ships if the party deemed it necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The skiff traveled East to the location of the a ruined temple overgrown by jungle vegetation, near which were another air skiff belonging to the Tempest Brothers Expeditionary Company and wisps of smoke from a recently doused campfire. Upon landing, the group was met by the half-orc Frank, who said he was glad the TBEC has sent someone, conveyed that Lorrie Haslo was there at the camp, and explain what had happened to cause the survey team to lose communication with the TBEC base camp. During the team&#039;s first night at the ruins, the skiff&#039;s control console (including the sending-stone-based communication system) had been badly damaged -- supposedly by an animal, but nothing else was damaged, causing the newly arrived party to suspect sabotage. Ali and Heli investigated the disabled air skiff and noticed that the damage had come very close to blowing up the skiff&#039;s power core. Heli assessed that the damage was in fact intentional but had been made to look like an animal attack. In the meantime, Pash radioed back to base camp to update them and to ask whether Paul was in camp and tell them to keep an eye on him since she was suspicious that someone might be impersonating him. The person on the other end of the line responded that they would detain Paul.&lt;br /&gt;
&lt;br /&gt;
The rest of the party spoke to Lorrie who explained that the ruins were inhabited by strange rotting zombies that seemed to have been here in the jungle for a long time and that the group&#039;s help in dealing with the threat would be welcome. She said [[The Collector]] believed that a thief in possession of a precious artifact may have taken refuge here. She admitted that she wasn&#039;t sure that this entire mission wasn&#039;t just &amp;quot;another wild goose chase&amp;quot; the Collector was sending her on. The team let her know that her skiff had been sabotaged (and she said she would shared this information with Frank), and they shared their concerns about the possibility that Paul (and perhaps not only Paul) was being impersonated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee and Murder&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party proceeded into the ruins to help clear out the zombies and immediately encountered and destroyed one. Two more zombies appeared and attacked, infecting Pash with paralyzing moss. They killed the remaining zombies and Pash broke free of the moss. A fourth zombie was discovered and dispatched. At the far end of the temple, three more zombies appeared, two perishing almost immediately, and the last one paralyzing Wiggler before being destroyed.&lt;br /&gt;
&lt;br /&gt;
By now Paul, who at the group&#039;s suggestion was playing it safe by remaining just outside the temple, had failed to respond to calls to follow the group inside. Checking up on him, the party was shocked to discover that he has been stabbed in the head and killed with a TBEC knife. Some of the group ignored this development to explore the ritual chamber at the far end of the temple and found equipment from the Perseus Expeditionary Company (as evidenced by their familiar medusa-head logo).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mysterious Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Within 30 seconds after seeing Paul alive, 22 confirmed that he was indeed dead and then tried to save him with the &#039;&#039;Revivify&#039;&#039; spell to no avail. This meant that one of three things must be true: someone had counterspelled the 22&#039;s casting, Paul had been dead longer than a minute, or he was not actually dead. A casting of &#039;&#039;Detect Magic&#039;&#039; showed that powerful transmutation magic emmenated from the &amp;quot;corpse&amp;quot;, indicating that the third possibility was likely the true one.&lt;br /&gt;
&lt;br /&gt;
Lorrie walked up to discover the strange situation and informed the group that a message had come over the radio, indicating that Paul was still at camp, giving further credence to the possibility that this was not Paul&#039;s corpse. Pash stabbed the &amp;quot;corpse&amp;quot;, and it twitched, further reinforcing this conclusion.&lt;br /&gt;
&lt;br /&gt;
Heli proceeded to dissect the corpse -- which had by now acquired the name Not-Paul -- and discovered that it had extra organs, including boneless internal hands, as well as a glowing heart. When she removed the heart, the body spasmed and the glowing stopped. Even then, the corpse still responded with a twitch to heat being applied to it, and the corpse&#039;s blood seemed to shrink from the stimulus. Heli extracted one of the extra hands and burned the body to ash. Pash looked for tracks telltale tracks nearby but found nothing distinctive. She also took an opportunity to call back to base to ask for an air ship to be dispatched to retrieve both groups and was told it would arrive the next morning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Done It&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lorrie&#039;s survey team comprised Frank and four other TBEC employees: Sabra (half elf), Sunter (halfling), Maxine (dragonborn), and Bobby (human), and one of them was behind the incident -- likely the same one who had sabotaged the skiff. At Wiggler&#039;s suggestion, 22 cast &#039;&#039;Detect Thoughts&#039;&#039; while the group interrogated the survey team.&lt;br /&gt;
&lt;br /&gt;
Sunter proved to have guilty thoughts, but he had an alibi for when Not-Paul was killed: several people confirmed that he was clearly in sight by the fire the whole time. His guilt was over taking hallucinogens while he was on watch during the survey team&#039;s first night at the site, which had provided the opportunity for someone to sabotage the skiff. He had no useful memory of the two hours he spent tripping, and he had tried to cover up his negligence by claiming it had been an animal that destroyed the equipment.&lt;br /&gt;
&lt;br /&gt;
Lorrie and Skippy were working on the skiff together during the murder, and Maxine had been in her tent, the entrance to which was clearly visible from both the skiff and the fire. And Sabra was walking around in plain view collecting what herbs she could find near camp. That left Frank, who said he had been organizing the storage tent, and Bobby, who claimed to have been taking a walk. A second casting of &#039;&#039;Detect Thoughts&#039;&#039; brought to light something strange indeed: Bobby seemed to have no thoughts to detect. No matter what he was instructed to think about, 22 could find nothing in his mind. Upon being questioned further, he tried to run but was stopped by an &#039;&#039;Entangle&#039;&#039; from Wiggler, seized by Mirth, and tied up.&lt;br /&gt;
&lt;br /&gt;
Heli cast &#039;&#039;Detect Magic&#039;&#039; to try to learn more and discovered strong transmutation magic emmenating from underneath the camp. She then requested blood from everyone to test whether it reacted to fire the way Not-Paul&#039;s blood had. Bobby&#039;s blood did shrink from the flame, but Bobby still claimed to be just a human who liked to take walks. The group called back to the TBEC base camp and discovered that there was not another copy of Bobby back at camp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Under the Earth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although Wiggler&#039;s use of spells was subject to the possibility of a wild magic surge, they used the &#039;&#039;Mold Earth&#039;&#039; cantrip to dig down toward the source of the detected magic. This did in fact trigger a wild magic surge, but the effect was to give Wiggler the power to reincarnate for one minute (and Wiggler did not take the opportunity to stop being a worm). &lt;br /&gt;
&lt;br /&gt;
Ten feet down was a red gem clutched in a hand attached to an arm that extended into the earth. Wiggler climbed in and tried to seize the gem but was thrown violently from the hole. The hand that Heli had removed from Not-Paul scuttled quickly into the hole. The face of Paul appeared in the hole with lots of long arms reaching out of the hole to erecting his full form on the ground. &amp;quot;Is the ruse up already?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Killing Paul Again&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wiggler cast &#039;&#039;Spike Growth&#039;&#039; around Paul and themself, and Paul walked out of the dangerous area, taking damage from the spikes as well as from Wiggler&#039;s attack of opportunity. Then he began attacking with his extra arms, attempting to transmute his targets, to tear their flesh with necrotic damage and render them exhausted. Pash blasted him with a black eldritch dart of energy, and Mirth grabbed him and threw him back into Wiggler&#039;s spikes. Wiggler summoned 4 crocodiles to battle Not-Paul, Lorrie, hit him with her pick, and Not-Paul spawned another copy which attacked 22 and then went after Mirth. &lt;br /&gt;
&lt;br /&gt;
22 blasted the original copy with &#039;&#039;Frostbite&#039;&#039;, and his body crumbled to pieces. His secondary copy dissipated immediately, as did Bobby. A hand carried the gem down a tunnel into the earth, and Pash and Heli both drank potions of dimunition and followed the arm, with 22 close behind in the form of a viper. Pash&#039;s &#039;&#039;Eldritch Blast&#039;&#039; destroyed the hand, which said &amp;quot;See you soon&amp;quot; as it crumbled. Heli&#039;s dragon-shaped homunculus, &amp;quot;son of Xevriss&amp;quot;, dragged the gem out of the tunnel. It was confirmed to be the Philosopher&#039;s Stone, but someone elsewhere was apparently currently attuned to it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conclusion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the air ship arrived the next morning, Paul disembarked and asked why the party had requested that he be bound hand and foot. They explained that Pash had merely indicated that he should be kept under watch, which was taken perhaps too far by whoever had tied him up. Mechanics repaired the damaged air ship to the point where it could fly within hours, and everyone returned to the TBEC base camp with a message from Lorrie to Lambda: that she was okay and that she loved him. She also indicated that she was at the end of her rope with The Collector and was really only going to undertake one more mission for him before giving up on their unreliable bargain.&lt;br /&gt;
&lt;br /&gt;
[[Cookie]], the otter who served as the company&#039;s dedicated abjurerer, promptly &amp;quot;bubbled&amp;quot; the gem, sealing it away for safe keeping. A few days later, the TBEC received some money from the Collector with a note saying only, &amp;quot;For your consideration&amp;quot;. Of this money, 1000 gold pieces were given to the party that had recovered the Philosopher&#039;s Stone .&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 45: Hunk&#039;s Vengeance ===&lt;br /&gt;
&#039;&#039;&#039;DM&#039;&#039;&#039;: Aaron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Lupine Lucas]]&lt;br /&gt;
* [[Ren Atherton]]&lt;br /&gt;
* [[22]]&lt;br /&gt;
* [[Heli Moltenshield]]&lt;br /&gt;
* [[Danke Schön]]&lt;br /&gt;
* [[Dr. Richard Weedus]]&lt;br /&gt;
* [[Mariar]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Hunk]]&lt;br /&gt;
* [[Yellana Eedryll]]&lt;br /&gt;
* [[Bjorn Shattershield]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impressed by Hunk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Several people at base camp woke to find that Hunk had returned to camp (as an oathbreaker paladin instead of a protection paladin) and was loudly arguing with Bjorn. Hunk spoke to whoever showed up to investigate the disturbance, saying he needed to assemble a group immediately to help him carry out a time-sensitive mission. He insisted that those present follow him into the nearby wilderness and started walking without checking to see who was following. He walked in silence for about a mile, followed by seven of the company, then sat down on rock and began sharpening a dagger.&lt;br /&gt;
&lt;br /&gt;
Suddenly the group was surrounded by four (regular-sized) kobolds riding raptors. Hunk raised a hand and they leveled spears at the party. He said &amp;quot;You are going to help me&amp;quot;. Everyone bristled but the group generally deferred to Hunk for multiple reasons. Once the kobolds had lowered their weapons, Hunk explained that some of the company&#039;s gnoll adversaries in the area were working with a cult of humans. Kobolds had captured a cultist who had divulged that they were looking for Thrax&#039;s body, possibly to perform necromantic magic to get information from him. (Thrax was the leader of Hunk&#039;s former village of Thinwhistle before it was razed by a group of gnolls, and he was the keeper of knowledge about Thelrya, the technologically advanced ancient kobold city that had recently been rediscovered). &lt;br /&gt;
&lt;br /&gt;
As Hunk continued his explanation, the group learned that the kobolds claimed they were serving Hunk because he was the tallest, that the human cultists had magic, that some of the gnolls involved in the quest for Thrax&#039;s body were fungus-infused, and that the gnolls seemed to answer to the cultists. The kobolds would search for the body in one of its most likely locations while the impressed company members would interfere with a group of cultists and gnolls who were looking in the area where Thinwhistle had been. After Heli helped in the brainstorming of the most likely locations for Thrax&#039;s body, Danke Schön gave an inspirational speech to bolster the party, and Hunk led them to where the kobolds were searching in the remnants of Thinwhistle. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Being the Distraction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The group arrived to find a dozen zombies searching the area in the presence of two partially organic war machines. Heli used her artificed gauntlet to determine that the machines were not under the command of gnoll control collars like the ones that had been used to control dinosaurs near Thinwhistle in the past. Behind them were three humans and a winter-form eladrin who would turn out to be Yellana, an associate of the mysterious Jack of Hearts. The party tried to approach quietly but the clanging of Heli&#039;s metallic homunculus, Brokr, gave away their presence, and the nearer of the two machines launched a glob of acid that fell on Heli and Dickweedus.&lt;br /&gt;
&lt;br /&gt;
Dickweedus responded by rushing toward the attacker and loosing two arrows at it. The humans used magic to summon shadowy tendrils that lashed out at Danke and Dickweedus, necrotizing patches of their flesh and immobilizing Danke. The crawling machine (or &amp;quot;crawler&amp;quot;) rolled up to Dickweedus and bit him three times with its chittering insect maw. Lupine cast &#039;&#039;heat metal&#039;&#039; on the machine, which let out a shrill, gut-wrenching scream. Ren cast &#039;&#039;shadowblade&#039;&#039; and threw it at a zombie, slaying it with psychic damage, and mushrooms sprouted from the ground where the zombie fell. &lt;br /&gt;
&lt;br /&gt;
Mariar cast a &#039;&#039;fog cloud&#039;&#039; halfway down the long battlefield -- visually cutting off the human cultists and the second crawler from the incipient melee -- and drew a bow. Heli rode up on Brokr and threw a spear at the crawler, but it&#039;s impressive armor negated the solid hit. Brokr circled around to the machine&#039;s weaker rear to flank it, giving Heli a chance to damage it. The zombies all burrowed into the ground, gaining cover as they approached to swarm Dickweedus.&lt;br /&gt;
&lt;br /&gt;
The party could see Yellana closing the distance to the front line of the battle and could hear the three cultists beginning to chant ominously. Danke Schön healed Dickweedus, who hacked at the crawler with his battle axe. Ren&#039;s familiar tried to help Danke Schön escape the magical restraints the cultists&#039; previous attack had imposed while Ren used an &#039;&#039;eldritch blast&#039;&#039; against Yellana. Lupine, now in the form of a large wildcat, destroyed a zombie with an attack of opportunity, and 22 followed suit, changing into an allosaurus and clawing the crawler&#039;s fleshy rear.&lt;br /&gt;
&lt;br /&gt;
Danke Schön cast &#039;&#039;silence&#039;&#039; on the cultists, interrupting their chant before it could reach the point of damaging his allies. The burrowing zombies burst out of the ground and tried to grapple Dickweedus. One succeeded, but Dickweedus riposted, slashing it to death, then attacked the crawler with his magic force gauntlet. Having taken considerable damage, the crawler had begun to emit a nasty odor of rot. &lt;br /&gt;
&lt;br /&gt;
The cultists closed some of the distance and attacked Danke Schön with tendrils of shadow that this time rendered him unconscious with necrotic damage. Ren&#039;s familiar tried to stablize Danke Schön while Ren attacked a zombie. Mariar took that zombie out with an arrow from their longbow. Heli hit Yellana with radiant damage, and she responded with a blast of cold damage to the fire genasi. As a zombie bit Dickweedus for poison damage, Yellana announced to the cultists to that the gnolls had found the body and met resistance so they were to go assist them immediately. All three of them disappeared simultaneously.&lt;br /&gt;
&lt;br /&gt;
Dickweedus healed himself, then swung at the crawler, following up with a fatal punch to its central organic eye using his magic force gauntlet. The other crawler had begun to close, and the party noticed that it was manuevering to protect Yellana. It launched a disgusting ball of organic matter that took out Heli&#039;s familar and Brokr and damaged Heli herself. Lupine broke off from melee to administer a healing potion to Danke, bringing him to consciousness. Heli also healed herself with potions -- two in quick succession.&lt;br /&gt;
&lt;br /&gt;
There was some brief shouting about the possibility of going to reinforce the kobolds, but the decision was made to stay and try to take Yellana out first. The party had noticed that she wore a glowing bracer and suspected she was using it to compel the remaining crawler to defend her. But the group overheard a message Yellana received indicating that the gnolls had succeeded. The crawler burrowed away, Yellana teleported, and the remaining zombies went limp as their animation ceased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Denoument&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the party licked its wounds, Hunk and one of the kobolds showed up. Hunk confirmed that the gnolls had made off with Thrax&#039;s body and assessed that the best thing left to do was to try to figure out where they had taken it and go after them. He thanked the adventurers for their help and departed, but before the group returned to camp, he would return with a &amp;quot;reward&amp;quot; for attempting to help. This was a bag containing a &#039;&#039;circlet of blasting&#039;&#039;, &#039;&#039;goggles of night&#039;&#039;, four potions of greater healing, and 800 pieces of gold. Hunk said he also came with a warning for the entire Tempest Brothers Expeditionary Company: he said their enemies were in the process of mobilizing for something big, and he urged caution. &lt;br /&gt;
&lt;br /&gt;
Examining the crawler, Heli determined that some living creature must have been converted into the living construct through a combination of necromancy and artifice and that there were failsafes that would make dangerous any attempt to disassemble the creature to try to learn more. In the meantime, the whole thing was rapidly decaying (including the metal) and putting out a stench of rot. Lest the enemy find some way to make use of the remnants, the party burned what was left before the rot consumed it. Some of the group were able to discern that multiple souls were released as the corpse burned, indicating that the creature had originated not from a single living entity but from several.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 49: Into the Cursed Collection ===&lt;br /&gt;
&#039;&#039;&#039;DM&#039;&#039;&#039;: Keller&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Finnegan (Finny) Warbler]]&lt;br /&gt;
* [[Amelie Luxaeterna]]&lt;br /&gt;
* [[Mirth]]&lt;br /&gt;
* [[22]]&lt;br /&gt;
* [[Dickweedus|Dr. Richard Weedus]]&lt;br /&gt;
* [[Rina]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039;&lt;br /&gt;
* [[The Collector]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Travelling to the Collector&#039;s Compound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cookie the Otter (the company&#039;s resident abjurer) asked the party to speak with the Collector at his compound and they set off through Galik. They realized people were watching them as they drew close to their destination, an isolated building surrounded by a tall stone wall with guard towers, guards in full plate, and several raised balistas. A tense attendant with suit and bow tie in a small paper owl mask at the gate told them the had been expected fifteen minutes earlier and ushered them in, past paintings, murals, sculptures, and a large arcane chandelier, into a small sitting room with a crackling fireplace. When they were  alone, Lux encouraged everyone to behave themselves because the last time she was on the collector&#039;s property she had been shrunk to a tiny fraction of her normal size.&lt;br /&gt;
&lt;br /&gt;
When the Collector appeared, he told the group he had been expecting stronger adventurers, whereupon Dickweedus successfully intimidated the Collector by getting in his face and saying &amp;quot;bite me&amp;quot;. The Collector introduced himself as Amusa&#039;s greatest collector of arcane artifacts and told them he had designed his compound as much to keep the artifacts in as to keep people out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Into the Collection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Someone had put a trap into his collection, and as a result a mannequin threat had broken seals on several artifacts, which he wanted help to reseal. He said he had called on others for assistance -- attendants, mercenaries, and bounty hunters, in that order -- but none of them had returned. Hence, he had called the company and decided to accompany the adventurers into the collection to learn firsthand what fate might befall them. He told them all they would to put bags over their heads for the trip into the collection in order to keep certain  information about it secret. Magic runes were drawn on the bags, and Finny stopped talking immediately when he pulled one over his head, as if his brain had been turned off. Lux and 22 requested and received runeless bags and walked for about 4 hours, regaling each other with tales of their pasts. At the end of this trip, those who had been subject to the runes felt as if no time had passed and the bags had been over their heads for only an instant.&lt;br /&gt;
&lt;br /&gt;
The Collector donned leather armor and assembled a sack full of arcane trinkets and a few books. The group proceeded through a large pair of doors, which the Collector then sealed with an arcane sigil -- a very complex arcane lock. He pointed out that only he could reopen these doors so the party should ensure that he lived long enough to do so lest they spend the rest of their lives in the collection. They then descended a massive, twisting, stone staircase and passed through a great room with a vaulted ceiling into a vast archive at least several hundred feet across, illuminated by magical lights floating some thirty feet apart throughout the chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Briefing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only then did the Collector describe the items they were seeking:&lt;br /&gt;
* the Portrait of the Muse, which contained the spirit of the banshee,&lt;br /&gt;
* the Mask of the Flayed One, connected to a being called the Jawed God and able possess its wearer and imbue them with magical powers, and &lt;br /&gt;
* a simple gravestone, cursed in such a way that no one had yet survived an encounter with it. &lt;br /&gt;
&lt;br /&gt;
The Collector specified that these items must be recovered and resealed using a kalachakra, a massive wheel able to seal items in a demiplane putting them into stasis. He provided three coins able to suppress items&#039; magic powers. Lux took these and gave one to Weedus and one to Mirth. The Collector added that the mannequin that unsealed the items may still be at large, and that the party should destroy it if they encountered it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Cursed Gravestone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lux climbed to the top of a stack of crates to have a look around, from where she caught a whiff of a stench like death to the east. The lights went out for some reason, and Lux cast dancing lights made of little floating mushrooms. The group moved east and soon approached the gravestone sitting in the dirt. As Weedus tossed his coin onto it from a distance, several members of the party (all but the Collector, Lux, and Finny) each found themselves inside a coffin. Dickweedus busted through the lid of his coffin, causing dirt to collapse in on him, revealing his location to those above, who quickly dug him out. The three then dug in a random location, which succeeded in exhuming Mirth. Meanwhile, Rina remained buried and was beginning to suffocate. Weedus and Finny dug up another grave, finding 22, while Mirth and Lux dug up the last to find Rina. &lt;br /&gt;
&lt;br /&gt;
The Collector stood by during all this. When it was over, they found that the coin had sealed itself against the gravestone, negating its magic. They healed Rina up before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mask of the Flayed One&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weedus and Finny looked for the Portrait and Finny heard a crying in the distance, but Weedus saw blood on the ground as if someone was dragged and starting wandering off in the direction of the trail. The rest of the party followed, and a flayed humanoid figure lurched out of the shadows, pleading for help. After a brief discussion, they knocked them out to spare them their current agony.&lt;br /&gt;
&lt;br /&gt;
The group soon encountered a figure wearing the Mask of the Flayed One, which whispered in their minds, along with a second voice saying &amp;quot;Help me&amp;quot; and &amp;quot;I can&#039;t get it off.&amp;quot; The mask blasted the party with destructive magic repeatedly before Lux was able to slap one of the Collector&#039;s magic coins onto it. This succeeded in separating the mask from the wearer, but the mask took the wearer&#039;s face with it, and the wearer fell dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Portrait of the Muse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The group was soon able to find the third artifact, the Portrait of the Muse. Weedus took Mirth&#039;s coin and threw it at the painting, but it bounced off and clattered to the floor. The painting seemed to melt, all of its colors spreading across the floor and around the party, manifesting a Victorian manor around them. A floating woman appeared from a painting, with black liquid dripping from her fingers. Weedus swung an axe at her, dissipating her into pigments. There were dozens of paintings of this same woman, each subtly different from the others, which all began to laugh. Dickweedus picked up the coin from where it had fallen and then smashed one of the paintings with his axe.&lt;br /&gt;
&lt;br /&gt;
The party heard the small, crying voice getting louder.&lt;br /&gt;
Finny, Lux, and Weedus tried to identify the original painting among the many others and were able to reduce the pool of possible paintings to ten paintings. The banshee appeared again, and Lux and Weedus dissipated her with attacks. Lux and Finny studied the remaining paintings and reduced the pool of candidates to five.&lt;br /&gt;
&lt;br /&gt;
22 belatedly cast &#039;&#039;locate object&#039;&#039; to identify the correct painting. Weedus tried to destroy it, but the banshee appeared and grabbed his weapon. Weedus pressed the coin to her forehead, and she cried out and was drawn back into the painting, whereupon the party found themselves in the real world again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Confronting their Fears&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They took the retrieved artifacts to the kalchakra, where several spider-like mannequins unfolded themselves out of nothingness. These included personalized mannequins representing the party&#039;s respective greatest fears. The kalachakra began to turn as the collector started casting the spell to re-seal the artifacts. Although the magically inclined members of the party channeled some of their own power into the ritual to help speed it along, it didn&#039;t succeed until the last mannequin had fallen, at which point the kalachakra clicked into place and sealed the three artifacts safely away again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conferred Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Collector rewarded the group with gold, magic items, and information about what had transpired in the Wilds:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;The Gnoll armies have been greatly diminished, but are still present. After the horde&#039;s failures during the raid on the expedition, some of the tribes broke away from the Gnoll King. He confirms that the remaining gnolls have gathered at a location he identifies as Camp Emberclaw, where they have constructed an Arcane Forge.&lt;br /&gt;
Since Ripjaw&#039;s death the Gnolls have no longer been able to make progress in  developing future weapons. What is in their current arsenal is all they have left.&lt;br /&gt;
It also seems like since their failure, the Gnoll King has now been demoted and the forces of demons and gnolls are led by a pair known only as the Bride and the Groom. These names to his knowledge also seem to be tied to disappearances in the city.&lt;br /&gt;
The Collector has located an ancient site of powerful magic in the Scar. he says that for reasons the location no longer interests him, but he knows that it may interest other members of the company, and he knows someone who can lead them there.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Session 50: Day at the Circus ==&lt;br /&gt;
&#039;&#039;&#039;DM&#039;&#039;&#039;: Aaron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Heli Moltenshield]]&lt;br /&gt;
* [[Ren Atherton]]&lt;br /&gt;
* [[22]]&lt;br /&gt;
* [[Thordon Akieye]]&lt;br /&gt;
* [[Gurmyr Argrour]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Benjamin Hearthorne]]&lt;br /&gt;
* [[Heath Sledger]]&lt;br /&gt;
* [[Spike]]&lt;br /&gt;
* [[Asa]]&lt;br /&gt;
* [[Madam Leota]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plans Gone Awry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party set out for some well-deserved recreation at the Traveling Fools Circus just outside Galik and awoke hours later back at the gates of the city not knowing exactly what had transpired in the interum. Each had different horrific memories from the experience, peppered with vaugue recollections of the circus. What had actually happened was that a creature at the circus that fed on nightmares highjacked their minds while they visited. What follows includes both the pleasant experiences that only Ren and 22 remember clearly and the devastating ones that they remember all too well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Attractions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Barker Benjamin Hearthorne welcomed the party at the entrance, took their tickets (provided by the [[Tempest Brothers Expeditionary Company]]), and described the activities they might enjoy during their visit. These included a pie-eating contest (hosted by Hawthorne himself), a fortune teller, dart-throwing, ring-tossing, a hammer-and-bell booth, and a candy shop. As the group entered the area, they felt like someone was watching them, and 22 caught of momentary glimpse of a humanoid whose features they could not make out beyond this: the person appeared gaunt and starving with a broad, toothy grin.&lt;br /&gt;
&lt;br /&gt;
A bugbear called Heath Sledger ran the hammer booth, where Gurmyr made two attempts. He was tripped by a mysterious force on the first but rang the bell on the second, winning a book about the secret language of ducks.&lt;br /&gt;
&lt;br /&gt;
At the pie-eating contest, all except 22 stuffed themselves with delicious savory pies that Benjamin Hawthorne cryptically claimed contained &amp;quot;the flesh of the new&amp;quot;. Thordin won the contest and was awarded a dagger with &amp;quot;Crawshanks&amp;quot; written on it in dwarvish. The weapon would allegedly glow when Crawshanks was near and grant great power to anyone who killed Crawshanks with it. (No one present had heard of any creature with that name.)&lt;br /&gt;
&lt;br /&gt;
The dagger promptly glowed as the group approached Madam Leota&#039;s fortune-telling tent. Upon discovering that the party was interested in Crawshanks, Madam Leota pointed to a stuffed animal and gave Thordin permission to stab it. When he did so, he found 10 gp inside, and the dagger stopped glowing, becoming mundane.&lt;br /&gt;
The fortunes she told included:&lt;br /&gt;
* Thordin was looking for something he didn&#039;t know he was looking for, and that things would be worse when he found it&lt;br /&gt;
* Heli would be thirsty and must be careful not to drink too much&lt;br /&gt;
* 22 had ravenous bloodlust that they must not give in to&lt;br /&gt;
&lt;br /&gt;
A goblin called Spike hosted the dart-throwing booth. Ren threw darts, and with each throw Spike jumped in front of the dart, taking the hit and cheering enthusiastically.&lt;br /&gt;
&lt;br /&gt;
A yuan-ti called Asa staffed the ring-toss booth where Gurmyr played several times but never succeeded in throwing the ring to land around any of the many glass bottles.&lt;br /&gt;
&lt;br /&gt;
At this point, several surprising things happened. The party realized they must have somehow spent hours at the circus because night was falling. Gurmyr heard a creepy laugh that no one else heard and punched Heli in the face. And each member of the group began experiencing their own private nightmare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightmares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thordin found himself in his childhood home being offered food by his long-dead mother and discovering his brother&#039;s head on the platter. He started eating it and felt his body begin a painful transformation into a wererat. His mother mocked and gaslit him and the severed joined in. Thordin raged and began breaking things and killing people. He gave in to the nightmare.&lt;br /&gt;
&lt;br /&gt;
22 found themself in Thistlebrook as an apparition, watching one of the residents interact with a physical 22 who had just shown up with large, creepy maggot-like creature on the back of their head. When apparition-22 tried to rip it off of physical-22, the creature was painfully cold to the touch. Physical-22 began to slaughter the people of Thistlebrook. Appartition-22 made a mental connection with the physical body and successfully wrenched control away from the maggot before killing the leader of Thistlebrook, who sat there slack-jawed at the carnage.&lt;br /&gt;
&lt;br /&gt;
Ren was in pain in the woods where he had made a pact, pinned in place and encircled by a ring of blue flame. His friend Igor berated him and was able to call down lightning on him. Ren tried to talk him into letting him go, then decided to try to physcially rip himself away from the pins and succeeded.&lt;br /&gt;
&lt;br /&gt;
Gurmyr was stuck in a swamp and being approached by a large, creepy water snake. When he drew his longsword to defend himself, it became another snake, which bit him. He attacked with a handaxe, but the water snake ignored the damage and bit Gurmyr&#039;s arm off. He jumped up and grabbed a branch and screamed, then dropped down, landing on the snake to ride it. A human began to climb out of the creature&#039;s mouth, screeching and damaging GUrmyr&#039;s mind. As he screamed back, it killed him.&lt;br /&gt;
&lt;br /&gt;
Heli awoke in Thinwhistle, bound and looking up at a charred and rotting Thrax, who was very angry with her. The ground opened up and she began sinking into freezing cold water from the elemental plane. She tried to cast a spell and her mouth filled with water. She tried to wiggle out of her bonds and made slow progress. She screamed as she was devoured whole.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party recalled their dreams vividly when they awoke as dawn broke outside the gates of Galik, but none except Ren and 22 had any clear memories of the circus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Session 52: Night at the Moonsea Museum ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DM&#039;&#039;&#039;: Keller&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Juno]]&lt;br /&gt;
* [[Marion Ette]]&lt;br /&gt;
* [[22]]&lt;br /&gt;
* [[Coryn]]&lt;br /&gt;
* [[Finnegan (Finny) Warbler|Finny]]&lt;br /&gt;
* [[Chrysaor]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Shelmlock Domes]]&lt;br /&gt;
* [[Jacqueline Hearthorne]]&lt;br /&gt;
* Clarence&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meeting Shelmlock Domes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The party walked to the Galik Herald to meet with tortle reporter [[Shelmlock Domes]] because he had let the [[Tempest Brothers Expeditionary Company|TBEC]] know he had information about fungal cult activity in the city. Upon their arrival, he explained that some of his contacts in the lower end of the city had disappeared after telling him they were worried about gnolls and monsters in the sewers. In his investigations, Shelmlock had come accross a male elf in a suit with a telltale emblem, a white owl on a shield crossed with a sword. Some members of the party recognized it from [[Dynia]]&#039;s allies who helped him to summon [[Xevriss]]. The elf exploded into fungus, but not before divulging that the Heart of [[Kavanmort]] was going to be stolen from the Moonsea Museum, where it was being displayed on the second floor. (Kavanmort was an ancient two-headed dragon, superior to Xevriss and Old Alkinimic, to whom Tiamat had gifted Amusa and who ravaged Amusa until his death in 822 PR.)&lt;br /&gt;
&lt;br /&gt;
Shelmlock believed that the owner of the museum was permitting the heart to be stolen in order to collect the insurance. He feared that if he simply informed the [[Lyreguard]], they might be overpowered by the museum&#039;s staff, and he was not allowed in the museum himself due to having been caught stealing receipts for a story several months earlier. He expected the heist to go down during the upcoming masquerade gala at the museum, and he was able to procure invitations for members of the company to attend in hopes of thwarting the robbery and acqiring evidence that the museum owner was behind it. He could also front some money for fancy clothes for the adventurers to wear to the gala. When asked, he conveyed that there was a single museum guard called Clarence whom he believed could be trusted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casing the Joint&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marion, Juno, and 22 went to the museum to try to talk to Clarence. The large museum had gorgeous architecture and a massive dragon skeleton in entry hall. The security included guards with platemail and longswords, warning runes on the exhibits, and floating orbs capable of triggering an alarm if visitors cast any spells nearby. Other notable exhibits near the entrance included a diorama of second crusades and an ancient sarcophagus.&lt;br /&gt;
&lt;br /&gt;
Marion asked a guard where they could find Clarence, and he sent for Clarence who appeared shortly wearing oversized armor. They told him that Shelmlock Domes suspected theft soon and that party intended to prevent it They asked him if there were any items in storage that might help. He mentioned a horn that can dispel magic in the basement where he was working. Marion and Juno snuck into the basement with Clarence, through a magic door that required persuasion, and descended a long ladder into the subbasement where Marion took possession of the horn.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Coryn, Finny, and Chrysaor went shopping at Bonnibel&#039;s Fantastical Boutique for fancy clothes, getting an outfit for 22 as well. Afterward, they ran into Bulio who provided masks for the masquerade gala (as well as show costumes for Finny and Corryn who hated the outfits Madame Bonnibel had come up with for them.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Getting to the Heart&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After a rest, the group headed to the gala, where they discovered that the guards were taking all weapons and spell components at the door. Marion snuck some weapons in and Finny talked his way in, saying he was with the band. They also discovered that at midnight, magic would cause the exhibits to come to life; this would include wax figures, animated drakes, and a statue of the founder of Galik, as well as the giant dragon skeleton. Attendees would not be allowed upstairs (where the Heart of Kavanmort was displayed), but Juno found a back stairway that was protected by a guard but not by any magic-detection orbs. There Chrysaor spotted a suspicious brown-haired woman in a red dress bribing the guard to let her up the stairs. Marion followed suit, gaining access for several members of the party.&lt;br /&gt;
&lt;br /&gt;
Juno went to the coat check where she beat up the guard and put everybody&#039;s stuff in Finny&#039;s bag of holding. Finny himself had been performing with the goblin band but found a chance to leave the stage and he and Juno headed for the back stair. He distracted her while she picked his pockets and they joined the rest of the group. Juno had cast &#039;&#039;pass without trace&#039;&#039;, and the group snuck past the a dragon skeleton but were noticed by the woman who convincingly claimed she was there to try to stop untoward activities, and the party teamed up with her. She introduced herself as Jacqueline Harthorne. Finny recalled that her noble family had previously tried to buy the heart, but Jacqueline insisted she was there not to steal it but to prevent its theft.&lt;br /&gt;
&lt;br /&gt;
The exhibits in the large hall where the heart was displayed included wax flying monkeys, a mummy, a case full of weapons, a kraken, a sarcophagus, a diorama of a scene from the second draconic crusades, and case containing several magical artifacts. The waring runes on these exhibits were not active, and Jacqueline broke the glass of the weapons case to purloin a rapier, with which she would prove to be skilled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thwarting the Robbery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chrysaor noticed lights from outside just before the window at the far end of the exhibit hall shattered and six gnolls and three humans climbed in. The humans were the famous Torchelli family of mobster assassins. Brothers Enzo (who was extremely tall) and Antonio (who was capable of shadow walking) wore suits and fedoras and carried firearms, and they were accompanied by their mother, &amp;quot;Ma&amp;quot; Torchelli.&lt;br /&gt;
&lt;br /&gt;
Ma and one of the gnolls moved next to the heart and began chanting, to which Juno quickly put stop by casting &#039;&#039;silence&#039;&#039; over the area. After a short while, Chrysaor slew Enzo and 22, in dinosaur form, bit Ma&#039;s head off. Antonio then pulled out a magic item, and took a bite of the heart, transforming into a huge Champion of Mother. Museum guards appeared and the party tried to convince them to help fight the monster, but when Coryn took the monster down and the group had to defeat the guards in combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberating the Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having prevented the robbery of the museum, the party decided to rob the museum. They magically shrunk the Heart of Kavanmort so they could abscond with it, also taking the eight other magical artifacts from their display case. With the exception of Marion, who had shown her face to Clarence to prove that she was the same person who had befriended him earlier, none of the party could be identified.&lt;br /&gt;
&lt;br /&gt;
Marion soon gave the Heart of Kavanmort to the Collector for safe keeping, and Shelmlock Domes was able to expose the museum&#039;s corruption and have the owner jailed, which resulted in Clarence being promoted to head up the museum staff. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Session 53: Restart My Hearth ==&lt;br /&gt;
&#039;&#039;&#039;DM&#039;&#039;&#039;: Mercedes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Black Jack]]&lt;br /&gt;
* [[Billium Teddly]]&lt;br /&gt;
* [[Heli Moltenshield]]&lt;br /&gt;
* [[Twilsby Pendergras]]&lt;br /&gt;
* [[22]]&lt;br /&gt;
* [[Laurence Awrkright]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039;&lt;br /&gt;
* Malakar&lt;br /&gt;
* The Bollezzi Family&lt;br /&gt;
* Snowdrop&lt;br /&gt;
* Tanis&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Plea for Help&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A stranger came into TBEC, told whoever was in the lobby to talk to Snowdrop at the Galik Glass Emporium about a very recent kidnapping. Those present asked her for more information, but she said she had none and Snowdrop would tell them more.&lt;br /&gt;
&lt;br /&gt;
Snowdrop proved to be the tabaxi proprietor of the Galik Glass Emporium, and when the party arrived at her shop she explained that assailants had tunneled into the emorium&#039;s boiler room and kidnapped her fire tender, Tanis, who Snowdrop said had a secret. Billium guessed that Tanis was actually a dragon, but Snowdrop insisted (unconvincingly) that she was not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tunnel to the Docks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The group entered the boiler room, in one corner of which lay a small nest of blankets and treasure that Snowdrop confirmed belonged to Tanis. Turning their attention to the tunnel entrance, the party found a torn cloak with a broken family crest that Twillsby recognized as belonging to the Bizelli family. Investigated further, he found a pair of broken handcuffs and discovered that the tunnel entrance was magically protected. Heli threw her spear down the tunnel, triggering a fire trap on which Twilsby then cast &#039;&#039;dispel magic&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The party walked down the tunnel and found it to be incredibly long, taking two hours to reach the opening at the far end. There, Twilsby threw a rock out, triggering another trap that shook the earth and collapsed the tunnel, injuring several members of the group as they escaped out into the light. They could see they had arrived at the docks, where a dozen people including Malakar (the undead sorcerer who kept company with the Jack of Hearts) waited for a boat to arrive; two of those present stood guard over an injured woman in a cage, whom the group suspected to be Tanis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Twarting the Kidnappers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
From the party&#039;s hiding place behind a small building, Twilsby began talking to the nearest person, and the party was soon able to intimidate three of those present into walking away before a fight broke out. But the fourth would not be intimidated and a drew a weapon, and Black Jack dispatched him quickly, striking with his boomerang in melee. Heli followed up by taking out a nearby dog and throwing a spear at an unsuspecting man who Laurence then eliminated by casting &#039;&#039;frostbite&#039;&#039;. Seeing this, Malakar summoned a water elemental to do his bidding. &lt;br /&gt;
&lt;br /&gt;
Twilsby, who had turned invisible, teleported behind the cage to give Tanis two potions of healing. Josh and Heli moved into melee on either side of the building the party had been hiding behind, felling another foe. Twilsby removed a magic-supressing collar from Tanis (although she remained trapped in the cage). Heli and 22 closed with Malakar, 22&#039;s &#039;&#039;frostbite&#039;&#039; causing him lose mental control of the elemental. Freed of the collar, Tanis breathed fire, eliminating another foe and damaging the water elemental.&lt;br /&gt;
&lt;br /&gt;
Twilsby cast &#039;&#039;wave surge&#039;&#039; at Malakar, knocking him into the water. 22 turned into a giant octopus to follow him, but Malakar cast &#039;&#039;misty step&#039;&#039; to reappear on the dock. The party was then able to focus their attacks on Malakar and the water elemental until eventually Black Jack slew Malakar and 22&#039;s force cannon dispersed the elemental into mist.&lt;br /&gt;
&lt;br /&gt;
The group freed Tanis from the cage and returned with her to the Galik Glass Emporium, where Snowdrop rewarded them handsomely for their work with magic items and gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Session 54: End of the Line ==&lt;br /&gt;
&#039;&#039;&#039;DM&#039;&#039;&#039;: Keller&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Juno]]&lt;br /&gt;
* [[Heli Moltenshield]]&lt;br /&gt;
* [[22]]&lt;br /&gt;
* [[Ren Atherton]]&lt;br /&gt;
* [[Marion Ette]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Jaqueline Hearthorne]]&lt;br /&gt;
* [[Benny Thistlewick]]&lt;br /&gt;
* (See list below)&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Call to Action&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jacqueline Harthorne (a human woman whom members of the [[Tempest Brothers Expeditionary Company]] had recently encountered at the Moonsea Museum) entered the TBEC headquarters, wearing fancy clothes over leather armor. Said she had received information about the fungual cult. (After some coaxing, she admitted that she learned this from her family and said that she&#039;d be at risk if they found out.) A high-ranking leader within the cult, a member of a group called the Groomsmen, had exposed that they&#039;d be riding to the end of the line on the Galik City Railway that afternoon. Jacqueline expressed suspicious that the Groomsman would allow this information to get out.&lt;br /&gt;
&lt;br /&gt;
The company already knew that the Bride and the Groom were to be feared and not to be crossed; the Collector had confirmed that they were leaders of the cult. The company had also come to know of the cult&#039;s crest, a silver owl against a shield and a sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strangers on a Train&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The group proceeded to the appropriate Galik City Railway station, and boarded the train, which already had many passengers. The party began observing and interacting with them in order to begin forming ideas about which one might be the Groomsman. As the train travelled through the city, stopping at various stations, passengers boarded and others left until there were only three stops left and only seven people remaining on board other than the party themselves. This included: &lt;br /&gt;
* Sid, a blue male kobold who had stowed away underneath the train and who was located by Marion&#039;s use of &#039;&#039;detect thoughts&#039;&#039;&lt;br /&gt;
* Benny Thistlewick, a male gnome whose thoughts could not be detected &lt;br /&gt;
* Percy Stormrider, a male air genasi working as a professor, whose thoughts also could not be detected&lt;br /&gt;
* Penny Longhorn, a female minotaur&lt;br /&gt;
* Lady Isabella Sterling, a female elf trying not to look like a noble&lt;br /&gt;
* Davros Ironforge, a male dwarf&lt;br /&gt;
* Gibson Blair, a male human working as a gardener&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murder Mystery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the train failed to stop at the next station, Ren went to speak to the operator, only to find him dead and the train seemingly being driven by a mass of fungus fused to the controls. The ride had become a murder investigation aboard a runaway train. Several of the passengers had something to hide, including Isabella Sterling who had stolen a suitcase full of gold from her noble family, Davros Ironforge who was hired by her father to retrieve the gold, Percy Stormrider who was smuggling a book of powerful enchantment magic, Penny Longhorn who was a pit fighter on the run after accidentally killing her manager, Sid who didn&#039;t have a ticket to ride the train, and Benny Thistlewick, who turned out to be the Groomsman and the murderer and who had charmed Gibson Blair into helping him keep his identity hidden.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Stakes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the party eventually concluded that Benny was the Groomsman, they learned that he had leaked the information about his &lt;br /&gt;
presence on the train in order to lure company members there to force them to play a high-stakes poker game with him – and that if they refused, he could kill almost any of the other passengers easily using itmes he had placed on their persons. During the game, he bet their various lives, requiring the party to see these bets with items of equal value, including secrets, physical items, and their own lives. In the final hand, he bet his own life and lost, which led him to shoot himself as soon as the game concluded.&lt;br /&gt;
&lt;br /&gt;
During the game, the Benny had gambled and lost several secrets relevant to to company including:&lt;br /&gt;
* the leaders of the cult were the Bride and Groom, and immediately below them was the Reverand.&lt;br /&gt;
* the cult was fortifying Camp Emberclaw (the gnoll camp that had remained when the TBEC fled the wilds)&lt;br /&gt;
* the cult had a spy in the Tempest Brothers Expeditionary Company&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Session 80?: Fur and Fangs ==&lt;br /&gt;
&#039;&#039;&#039;DM&#039;&#039;&#039;: Anna&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Ren Atherton]]&lt;br /&gt;
* [[22]]&lt;br /&gt;
* [[Dickweedus|Dr. Richard Weedus]]&lt;br /&gt;
* [[Twilsby Pendergras]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs&#039;&#039;&#039;:&lt;br /&gt;
* [[Roxanne Briargate]]&lt;br /&gt;
* The poachers&#039; leader &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The group took an airship deep into the wilds west of the Scar to respond to an urgent request from Silver Ivy Sanctuary, a druid conclave led by a human known as Roxanne Briargate that rehabilitates baby monsters in need. Poachers had attacked the sanctuary, killing some of the residents and taking several of their young charges.&lt;br /&gt;
&lt;br /&gt;
While the party approached the sanctuary on foot, they were set upon by several unusual monsters, some of whom were able to pit allies against one another with a hallucinating inducing contact poison. Weedus sucumbed once, but 22 use Lesser Restoration on him before he butchered any of the other party members.&lt;br /&gt;
&lt;br /&gt;
A human woman soon appeared and ushered the group to the Silver Ivy Sanctuary, where Roxanne Briargate hastily briefed them. She detailed which creatures had been taken and which direction the poachers had fled, adding that the three moonstones that help protect the area had been moved and needed to be reactivated with a ritual. She gave them the Blessing of the Santuary, which she said would allow them to gain benefits once they had retrieved any of the babty creatures. The party headed off to try to catch up with the poachers and were able to do so with little difficulty.&lt;br /&gt;
&lt;br /&gt;
They soon caught their foes unaware, and Twilsby hit three of them with a surprise Fireball. Ren began blasting from an obscured position, and 22 summoned giant lynxes and pixies that polymorphed Weedus and 22 into giant apes.&lt;br /&gt;
&lt;br /&gt;
Each of six poachers carried a magical crate containing one of the kidnapped creatures in an extradimensional space. These enemies were moderately difficult to bring down, and there were many of them, but they soon began to fall one by one, and party members were able to recover some of the creatures, each of which provided a unique benefit to those with the Blessing of the Santuary. Under the effects of Greater Invisibility, Twilsby was able to retrieve several of them.&lt;br /&gt;
&lt;br /&gt;
More foes joined the fray, including two owlbears and the human leader of this group of poachers, who claimed the party was making a mistake by aligning themselves with the druid conclave. She had two powerful magical abilities, one that made people attack their allies and one that allowed her to force a foe to experience any injuries that befell her. As the party pummeled her, the latter ability brought Ren to the brink of consciousness, but he freed one of the baby monsters (entrusting it to his familiar) so he could squeeze into its extradimensional container, severing the enemy&#039;s magical link to him and preventing further damage.&lt;br /&gt;
&lt;br /&gt;
Before the group could dispatch the enemies&#039; leader, she used Dimension Door to teleport away, effectively ending the battle and allowing the group to return the rescued creatures to the santuary and to reset the protective moonstones with the ritual that Roxanne had provided to Twilsby. The conclave rewarded the party for their aid, and the four adventurers returned to the airship to make the trip back to Galik.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Infernal_Invasion&amp;diff=31815</id>
		<title>Infernal Invasion</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Infernal_Invasion&amp;diff=31815"/>
		<updated>2024-05-19T05:35:27Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* The Story So Far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Private Online campaign that began on May 5th, 2024.&lt;br /&gt;
&lt;br /&gt;
The campaign involves a group of powerful souls consigned to eternity in [[The Ten Hells]] instead put to work to combat a [[demon|demonic]] incursion into the Sixth layer of the Hells, [[Malbolge]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The campaign primarily takes place in the Hells, with different events&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
Characters in the campaign are: &lt;br /&gt;
&lt;br /&gt;
* [[Aestrik]] (Edelio)&lt;br /&gt;
* [[Damian Shryke]] (Keller)&lt;br /&gt;
* [[Kanari Meldros]] (Nin)&lt;br /&gt;
* [[Orlog]] (Cody)&lt;br /&gt;
* [[Zandar Krith]] (Jon)&lt;br /&gt;
 &lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* [[Philani]]&lt;br /&gt;
* [[Redemption Core|Delphyne]]&lt;br /&gt;
* [[Glasya]]&lt;br /&gt;
* [[Asmodeus]]&lt;br /&gt;
* Assorted additional fiends I&#039;ll list later.&lt;br /&gt;
&lt;br /&gt;
== The Story So Far ==&lt;br /&gt;
It&#039;s likely you&#039;ll have a lot to say about the sessions or plotline so far, we we recommend linking the above text to a page called &#039;&#039;&#039;{{PAGENAME}}/The Story So Far&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
HA! There will be a summary of events. We&#039;ll have to see how close it is to my outline at the end. &lt;br /&gt;
&lt;br /&gt;
=== Infernal Initiations ===&lt;br /&gt;
The characters were scattered across the Hells, with each arriving under different circumstances and being there in different company. Orlog was swiftly captured and placed in a prison where he was tortured for several days before questions even began. When the devils found out he had voluntarily sacrificed himself as part of some cult to return from the Hells in a bid to claim leadership in his religion they found it so hilarious that they stopped torturing him for a few days before inventing new ways to harass and torment Orlog&#039;s spirit. And yet, his positive attitude and certainty that he would one day return to the land of the living appeared never to waver. When Philani put out notice that she was collecting mortal souls which had not yet been transformed into fiends for the war effort, he was brought to a meeting chamber within the prison.&lt;br /&gt;
&lt;br /&gt;
Aestrik entered the Hells both by accident and on purpose, but all while still alive. She was on a book signing tour and was told by her publisher that she could find a ready audience for her work through the plane shift spell when in reality he sent her to Hell, likely to horde the profits of her work without having to pay royalties. Upon arriving, Aestrik entered a settlement of fiends and was promptly arrested by the fiends there and thrown into prison. She was only there for a handful of days before a devil with infernal tattoos all over her skin took her from the cell and to the meeting room in the prison. &lt;br /&gt;
&lt;br /&gt;
Zandar Krith, the hired killer, was quickly spotted by an Ink devil hoping to use his skills as an assassin. He put the man to work hunting uglier targets than he was used to, but nonetheless doing quite similar work to while Zandar was alive. He passed hands several times over the span of a month or so before eventually being informed of the opportunity that was rumored: a chance to return to life. Leaping at this opportunity, because it meant a chance to get revenge, Zandar used the resources and favors he had thus far accrued to get himself taken to the meeting place in the prison in Malbolge.&lt;br /&gt;
&lt;br /&gt;
Kanari Meldros was lost in a fog for some unknown period of time before coming to herself on the shores of the Styx in Phlegethos. She was collected by a pack of many-legged creatures and escorted to Philani and Delphyne&#039;s fortress where she was promptly placed in a cell to await the mistress of the house&#039;s decision of what to do with her. Also inside the cell was an unnamed halfling who didn&#039;t remember much of his life or abilities, but was terrified of everything. When Philani inspected the prisoners, she determined that the halfling was useless and burned his soul, destroying it. Kanari, on the other hand, recalled some skills with bows and sneaking, so Philani decided to offer her the chance to prove herself with the other souls she was gathering.&lt;br /&gt;
&lt;br /&gt;
Damian Shryke was killed by a priest and found himself in the Hells with the crushing worry that he had been &#039;&#039;forgiven&#039;&#039; looming over him. He was struggling to find any way to come back to life while crashing at the apartment of his imp familiar. His familiar told him of a rumor that Philani was supposedly offering a chance at resurrection, but told him it seemed sketchy because Philani has a reputation for imps in her employ simply disappearing. The familiar tried to talk Damien out of it, but he insisted on going, and they flew out of Abriymoch to her fortress to volunteer for the assignment Philani was offering. When they arrived, Philani took the group to Malbolge for the larger meeting and briefing, where contracts were presented to everyone to sign.&lt;br /&gt;
&lt;br /&gt;
=== The Test ===&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
&lt;br /&gt;
* Potion Luck: When rolling for healing on a health potion the player may choose to keep their roll or choose an unknown roll made by the Dungeon Master.&lt;br /&gt;
* Other Potion Rules: The first 3 potions in a combat can be used on oneself as an action OR a bonus action as they are kept ready to use. Potions beyond that always require an action to use. Potions used on another character always require an action to use.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Magic Variations ==&lt;br /&gt;
Some spells either function differently from what you may be used to, or do not function at all. This list is not exhaustive, but includes the following: Summoning spells that call on beings from other planes will not function for the majority of the campaign. This includes spells like Find Familiar, Summon Fey, Conjure Woodland Beings, and so on.&lt;br /&gt;
&lt;br /&gt;
Magic that allows for interplanar travel is already limited within the Hells, but has been further restricted within the plane to prevent any demons who normally have such capabilities from spreading across all of the infernal layers. This, does, however mean that spells like Plane Shift will not function.&lt;br /&gt;
&lt;br /&gt;
Because the character’s souls are currently trapped in the Hells, resurrection magic can return them to life no matter how much time has passed so long as their body is not destroyed. If their body is destroyed, however, then not even a &#039;&#039;Wish&#039;&#039; or &#039;&#039;True Resurrection&#039;&#039; can bring the character back to life.&lt;br /&gt;
&lt;br /&gt;
Clerics and Warlocks with gods or patrons not native to the Hells require additional DM approval for this campaign, as the channels which allow external power to flow through the domain have been constrained in this time of crisis.&lt;br /&gt;
&lt;br /&gt;
All magic is likely to have strange infernal twists to it. Feel free to flavor your spells and magical effects appropriately without causing a mechanical change.&lt;br /&gt;
&lt;br /&gt;
== Infernal Initiations ==&lt;br /&gt;
&lt;br /&gt;
=== Hellmar Survivor ===&lt;br /&gt;
You were born in the devastated plane of Hellmar, ruled by the absolute tyrant that is Asmodeus. It’s practically a miracle you’re alive, if you can call a life spent barely surviving in the burned-out wasteland Hellmar has become. You never let yourself imagine things could be better, but still you sometimes dreamed of a world full of life, and a life you might have there. You’ve fought and killed devils before in your efforts to stay as free as you can, but eventually, as everyone you’ve ever known has, or will, you were captured by the seemingly infinite infernal powers. Just before you are forced to become a fiend yourself one of the devils makes you an offer with the one thing that could torment you more than anything else: hope. There &#039;&#039;is&#039;&#039; a living world still out there, and you can have your life there… &#039;&#039;if&#039;&#039; the fiend gets what it wants. Gain your choice of one of the following feats: &#039;&#039;&#039;Gunner&#039;&#039;&#039;, &#039;&#039;&#039;Inspiring Leader&#039;&#039;&#039;, &#039;&#039;&#039;Lucky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Murder Victim ===&lt;br /&gt;
Maybe you were a bad person, but you didn’t deserve or expect to die. Maybe you had an infernal contract that you were planning on fulfilling, but circumstances interrupted your plans. Or maybe you were a good person, and one of those pesky infernal cultists killed you and sent your soul to Hell instead of where it belongs. Either way, you died and found yourself in Hell. Your reasons for wanting to return to life and escape Hell may be just as varied as the cause that sent you here. You’ve been dead for some time now though, and you know things will be different if only you can get a second chance. Gain your choice of one of the &#039;&#039;&#039;Alert&#039;&#039;&#039;, &#039;&#039;&#039;Durable&#039;&#039;&#039;, or &#039;&#039;&#039;Fighting Initiate&#039;&#039;&#039; feats to reflect the new skill you’ve practiced to ensure things go better this time around.&lt;br /&gt;
&lt;br /&gt;
=== Willing Martyr ===&lt;br /&gt;
You sacrificed your life to take the place of another whose soul was otherwise damned to the Hells. This person may have been someone you loved or a complete stranger, but the terms were clear, and you fully expected to spend the rest of your existence suffering the torments of Hell with the only solace being that the person you saved wouldn’t have to face the same thing. Gain your choice of one of the &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, &#039;&#039;&#039;Shield Master&#039;&#039;&#039;, or &#039;&#039;&#039;Tough&#039;&#039;&#039; feats. This opportunity to escape from your fate seems almost too good to be true, but you know there is still more good you can do, and you don’t &#039;&#039;deserve&#039;&#039; to suffer for an eternity. Killing demons and putting a particular archfiend in power is a price you are willing to pay for your soul’s freedom.&lt;br /&gt;
&lt;br /&gt;
=== Unwelcome Guest ===&lt;br /&gt;
You entered the Hells on your own terms, or by accident. Either way, you didn’t come the traditional way by &#039;&#039;dying.&#039;&#039; Still, you got caught by that patrol of devils, and now you’re stuck here, whatever means of escape you had in mind, far out of reach. Gain your choice of one of the &#039;&#039;&#039;Actor&#039;&#039;&#039;, &#039;&#039;&#039;Skulker&#039;&#039;&#039;, or &#039;&#039;&#039;Skill Expert&#039;&#039;&#039; feats reflecting your particular set of skills that convinced you that a trip in and out of the Hells was a good idea in the first place, or at least survivable.&lt;br /&gt;
&lt;br /&gt;
=== Infernal Initiate ===&lt;br /&gt;
You were familiar with and have embraced your Infernal nature to some degree even before this opportunity presented itself. You have experience making deals with powers to gain some of your own. Gain either the &#039;&#039;&#039;Eldritch Adept&#039;&#039;&#039; feat or the &#039;&#039;&#039;Elemental Adept&#039;&#039;&#039; feat. If you are a Tiefling, you may instead choose either the &#039;&#039;&#039;Flames of Phlegethos&#039;&#039;&#039; or the &#039;&#039;&#039;Infernal Constitution&#039;&#039;&#039; feats. You died and were brought to Hell, but your work or desires in the land of the living are incomplete. You know that your soul will most likely return to Hell when you die again, but there are things you can only do in the living world, and you want to get back out and do them.&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
[[Category:Infernal Invasion]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Infernal_Invasion&amp;diff=31746</id>
		<title>Infernal Invasion</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Infernal_Invasion&amp;diff=31746"/>
		<updated>2024-05-19T01:29:48Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* House Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Private Online campaign that began on May 5th, 2024.&lt;br /&gt;
&lt;br /&gt;
The campaign involves a group of powerful souls consigned to eternity in [[The Ten Hells]] instead put to work to combat a [[demon|demonic]] incursion into the Sixth layer of the Hells, [[Malbolge]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The campaign primarily takes place in the Hells, with different events&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
Characters in the campaign are: &lt;br /&gt;
&lt;br /&gt;
* [[Aestrik]] (Edelio)&lt;br /&gt;
* [[Damian Shryke]] (Keller)&lt;br /&gt;
* [[Kanari Meldros]] (Nin)&lt;br /&gt;
* [[Orlog]] (Cody)&lt;br /&gt;
* [[Zandar Krith]] (Jon)&lt;br /&gt;
 &lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* [[Philani]]&lt;br /&gt;
* [[Redemption Core|Delphyne]]&lt;br /&gt;
* [[Glasya]]&lt;br /&gt;
* [[Asmodeus]]&lt;br /&gt;
* Assorted additional fiends I&#039;ll list later.&lt;br /&gt;
&lt;br /&gt;
== The Story So Far ==&lt;br /&gt;
It&#039;s likely you&#039;ll have a lot to say about the sessions or plotline so far, we we recommend linking the above text to a page called &#039;&#039;&#039;{{PAGENAME}}/The Story So Far&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
HA! There will be a summary of events. We&#039;ll have to see how close it is to my outline at the end. &lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
&lt;br /&gt;
* Potion Luck: When rolling for healing on a health potion the player may choose to keep their roll or choose an unknown roll made by the Dungeon Master.&lt;br /&gt;
* Other Potion Rules: The first 3 potions in a combat can be used on oneself as an action OR a bonus action as they are kept ready to use. Potions beyond that always require an action to use. Potions used on another character always require an action to use.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== Magic Variations ==&lt;br /&gt;
Some spells either function differently from what you may be used to, or do not function at all. This list is not exhaustive, but includes the following: Summoning spells that call on beings from other planes will not function for the majority of the campaign. This includes spells like Find Familiar, Summon Fey, Conjure Woodland Beings, and so on.&lt;br /&gt;
&lt;br /&gt;
Magic that allows for interplanar travel is already limited within the Hells, but has been further restricted within the plane to prevent any demons who normally have such capabilities from spreading across all of the infernal layers. This, does, however mean that spells like Plane Shift will not function.&lt;br /&gt;
&lt;br /&gt;
Because the character’s souls are currently trapped in the Hells, resurrection magic can return them to life no matter how much time has passed so long as their body is not destroyed. If their body is destroyed, however, then not even a &#039;&#039;Wish&#039;&#039; or &#039;&#039;True Resurrection&#039;&#039; can bring the character back to life.&lt;br /&gt;
&lt;br /&gt;
Clerics and Warlocks with gods or patrons not native to the Hells require additional DM approval for this campaign, as the channels which allow external power to flow through the domain have been constrained in this time of crisis.&lt;br /&gt;
&lt;br /&gt;
All magic is likely to have strange infernal twists to it. Feel free to flavor your spells and magical effects appropriately without causing a mechanical change.&lt;br /&gt;
&lt;br /&gt;
== Infernal Initiations ==&lt;br /&gt;
&lt;br /&gt;
=== Hellmar Survivor ===&lt;br /&gt;
You were born in the devastated plane of Hellmar, ruled by the absolute tyrant that is Asmodeus. It’s practically a miracle you’re alive, if you can call a life spent barely surviving in the burned-out wasteland Hellmar has become. You never let yourself imagine things could be better, but still you sometimes dreamed of a world full of life, and a life you might have there. You’ve fought and killed devils before in your efforts to stay as free as you can, but eventually, as everyone you’ve ever known has, or will, you were captured by the seemingly infinite infernal powers. Just before you are forced to become a fiend yourself one of the devils makes you an offer with the one thing that could torment you more than anything else: hope. There &#039;&#039;is&#039;&#039; a living world still out there, and you can have your life there… &#039;&#039;if&#039;&#039; the fiend gets what it wants. Gain your choice of one of the following feats: &#039;&#039;&#039;Gunner&#039;&#039;&#039;, &#039;&#039;&#039;Inspiring Leader&#039;&#039;&#039;, &#039;&#039;&#039;Lucky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Murder Victim ===&lt;br /&gt;
Maybe you were a bad person, but you didn’t deserve or expect to die. Maybe you had an infernal contract that you were planning on fulfilling, but circumstances interrupted your plans. Or maybe you were a good person, and one of those pesky infernal cultists killed you and sent your soul to Hell instead of where it belongs. Either way, you died and found yourself in Hell. Your reasons for wanting to return to life and escape Hell may be just as varied as the cause that sent you here. You’ve been dead for some time now though, and you know things will be different if only you can get a second chance. Gain your choice of one of the &#039;&#039;&#039;Alert&#039;&#039;&#039;, &#039;&#039;&#039;Durable&#039;&#039;&#039;, or &#039;&#039;&#039;Fighting Initiate&#039;&#039;&#039; feats to reflect the new skill you’ve practiced to ensure things go better this time around.&lt;br /&gt;
&lt;br /&gt;
=== Willing Martyr ===&lt;br /&gt;
You sacrificed your life to take the place of another whose soul was otherwise damned to the Hells. This person may have been someone you loved or a complete stranger, but the terms were clear, and you fully expected to spend the rest of your existence suffering the torments of Hell with the only solace being that the person you saved wouldn’t have to face the same thing. Gain your choice of one of the &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, &#039;&#039;&#039;Shield Master&#039;&#039;&#039;, or &#039;&#039;&#039;Tough&#039;&#039;&#039; feats. This opportunity to escape from your fate seems almost too good to be true, but you know there is still more good you can do, and you don’t &#039;&#039;deserve&#039;&#039; to suffer for an eternity. Killing demons and putting a particular archfiend in power is a price you are willing to pay for your soul’s freedom.&lt;br /&gt;
&lt;br /&gt;
=== Unwelcome Guest ===&lt;br /&gt;
You entered the Hells on your own terms, or by accident. Either way, you didn’t come the traditional way by &#039;&#039;dying.&#039;&#039; Still, you got caught by that patrol of devils, and now you’re stuck here, whatever means of escape you had in mind, far out of reach. Gain your choice of one of the &#039;&#039;&#039;Actor&#039;&#039;&#039;, &#039;&#039;&#039;Skulker&#039;&#039;&#039;, or &#039;&#039;&#039;Skill Expert&#039;&#039;&#039; feats reflecting your particular set of skills that convinced you that a trip in and out of the Hells was a good idea in the first place, or at least survivable.&lt;br /&gt;
&lt;br /&gt;
=== Infernal Initiate ===&lt;br /&gt;
You were familiar with and have embraced your Infernal nature to some degree even before this opportunity presented itself. You have experience making deals with powers to gain some of your own. Gain either the &#039;&#039;&#039;Eldritch Adept&#039;&#039;&#039; feat or the &#039;&#039;&#039;Elemental Adept&#039;&#039;&#039; feat. If you are a Tiefling, you may instead choose either the &#039;&#039;&#039;Flames of Phlegethos&#039;&#039;&#039; or the &#039;&#039;&#039;Infernal Constitution&#039;&#039;&#039; feats. You died and were brought to Hell, but your work or desires in the land of the living are incomplete. You know that your soul will most likely return to Hell when you die again, but there are things you can only do in the living world, and you want to get back out and do them.&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
[[Category:Infernal Invasion]]&lt;br /&gt;
{{DEFAULTSORT:.Template:Campaign}}&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Quelmar_Demonyms&amp;diff=31709</id>
		<title>Quelmar Demonyms</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Quelmar_Demonyms&amp;diff=31709"/>
		<updated>2024-05-18T05:21:03Z</updated>

		<summary type="html">&lt;p&gt;Warden: added Pterisian&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}A &#039;&#039;&#039;Demonym &#039;&#039;&#039;is a word that describes a person or object belonging to a specific place or nationality. Quelmar is home to countless locales from over 3000 years of (written) history, and as such, many demonyms have been used.&lt;br /&gt;
&lt;br /&gt;
== World ==&lt;br /&gt;
* Quelmarian, of Quelmar &#039;&#039;(&amp;quot;Tablets of Quelmarian nature were found in Mechanus long after the end of days.&amp;quot;)&#039;&#039;&lt;br /&gt;
* Quelmartian, individuals (&amp;quot;&#039;&#039;The Quelmartian popped in and out of the Astral Plane on Threesdays.&amp;quot;)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Continent ==&lt;br /&gt;
* Pterish, of [[Pteris]]&lt;br /&gt;
* Pterisian, of [[Pteris]]&lt;br /&gt;
* Osugborn, of [[Osugbo]]&lt;br /&gt;
* Amusan, of [[Amusa]]&lt;br /&gt;
* Ison, of [[Isonhound]]&lt;br /&gt;
** (Alt) Feytouched, of [[Isonhound]]&lt;br /&gt;
* Bremish, of [[Breme]]&lt;br /&gt;
* Kistonian, of [[Kiston]]&lt;br /&gt;
&lt;br /&gt;
== Kingdom/Domain ==&lt;br /&gt;
* Champert, of [[Champerty]]&lt;br /&gt;
* Troverthian, of [[Troverth Dynasty|Troverth]]&lt;br /&gt;
* Nomanese, of [[No Man&#039;s Kingdom]]&lt;br /&gt;
* Snobbish, of [[Snobbite]]&lt;br /&gt;
&lt;br /&gt;
== City ==&lt;br /&gt;
* Atlan, of [[Atla]]&lt;br /&gt;
* A-holes, of [[Ahol]]&lt;br /&gt;
* Brakvillager, of [[Brakville]]&lt;br /&gt;
* Dolmvan, of [[Dolmvay]]&lt;br /&gt;
* Galic, of [[Galik]]&lt;br /&gt;
* Granish, of [[Granite]]&lt;br /&gt;
* Jewelspari, of [[Jewelspar]]&lt;br /&gt;
* Lunal, of [[Lunas]]&lt;br /&gt;
* Ostromeese, of [[Ostrom]]&lt;br /&gt;
* Shimatamites, of [[Shimatama]]&lt;br /&gt;
* Sneerwellian, of [[Sneerwell]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
{{Quelmar}}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Philani&amp;diff=31339</id>
		<title>Philani</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Philani&amp;diff=31339"/>
		<updated>2024-05-02T06:04:21Z</updated>

		<summary type="html">&lt;p&gt;Warden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}{{Infobox_character|affilliation=Devil|name={{PAGENAME}}, the Inferno of Phlegethos|relatives=[[Fierna]], [[Pharastra]]|languages=All|alias=[[Sabbatical (character)|Sabbatical]]|marital=Consorted|birthPlace=Phlegethos|species=Fiend (devil)|gender=Female}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}}, the Inferno of Phlegethos &#039;&#039;&#039;is an archfiend in the service of the Fourth Circle of the Hells under the direction of her grandmother, Fierna. Before her rise as a fiend, Philani worked in the Courts of Hell as a lawyer before taking a brief stint as an adventurer on Quelmar. During this time she met her future consort and arranged to have her soul bound to her service in the Hells. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Philani maintains a relatively simple appearance, preferring to rely on her magic and force of will rather than physical presence. She most often presents herself in the guise of a tiefling woman of average height and severe features with golden eyes that blaze with light. She is comfortable in armor, but is most often wearing a gown crafted by sylvan artisans of the Moon Court of faerie that ripples with waves of flame. She has a pair of wings and a short set of black horns that point back along the top of her head. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Philani is strict and demanding, but not prone to cruelty for its own sake. She judges and punishes other fiends more often than she does mortal souls, and has even been known to offer reasonable terms to mortals seeking power or knowledge. She is a scholar and appreciates lost or hidden knowledge for its own sake as well as for the power it can give. In addition to souls, she often accepts new knowledge as payment for her bargains.  &lt;br /&gt;
&lt;br /&gt;
Philani abhors lies and generally deals directly, accurately describing terms of agreements and any potential consequences rather than hide material in fine print. She will still use standard fiendish riders and clauses in contracts, but if questioned about them, she will explain them and is willing to negotiate their removal if the other party can provide good cause. She has a hot temper that is especially set off by deceit, threats to her consort, or interruptions to her personal time. Despite this, she has been known to represent the Hells as a diplomat in negotiations across other planes, and especially among the Moon Court fey, where Philani developed a personal relationship with their leadership.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
See [[Sabbatical (character)|Sabbatical]] for details on her mortal life.&lt;br /&gt;
&lt;br /&gt;
After becoming an archfiend, Philani quickly established herself as a capable combatant and a skilled administrator on Phlegethos. She has served as an attorney in the Infernal Courts for over twenty years, and returned to the Courts even after her ascension to archfiend in order to represent a demon who has been willingly bound in service to the Hells. As a result of that representation, she obtained the services of her cook for a period of at least one hundred years.  &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Philani is an accomplished spellcaster who wields fire as her primary source of damage. She also has a commanding presence that demands obedience from those around her, and which can leave her foes unable to avoid her more direct attacks. Of special note is that her hellish flames are capable of overcoming most forms of resistance, so only the most hearty beings can stand up to her flames. &lt;br /&gt;
&lt;br /&gt;
In combat, Philani casts spells and makes weapon attacks with a whip of hellfire. The weapon has significant reach and is hot enough to melt through stone. She also uses a commanding presence to prevent enemies from taking actions against her.  &lt;br /&gt;
&lt;br /&gt;
== Alliances and Pacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Moon Court ===&lt;br /&gt;
Philani engaged in a pact with Queen [[Celenica Luanach]] of the [[The Moon Court|Moon Court]] of the fey to further her knowledge of soul manipulation and experiment with means of creating creatures bound to the Hells, yet not quite fiends, and thus not bound by the terms of the new [[The Pact Primeval|Pact Primeval]]. Her bargain is relatively straightforward, and is mostly a research alliance. The primary terms are thus: &lt;br /&gt;
&lt;br /&gt;
* A sharing of arms and knowledge from both sides.&lt;br /&gt;
* Equal partnership in Philani’s future soul experimentation based of resources provided by the Queen.&lt;br /&gt;
* Philani and her forces will not raise up arms against the Moon Court and the Moon Court will not raise up arms against Philani.&lt;br /&gt;
* A show of force in the others&#039; time of need.&lt;br /&gt;
* Philani’s knowledge of Devil-based soul manipulation.&lt;br /&gt;
&lt;br /&gt;
For all this, Philani was given access to all of the Moon Court&#039;s prior soul manipulation research as well as a significant quantity of raw material in the form of fey creatures and souls upon which to experiment. She has made efforts to create crosses between imps and pixies, dryads and barbed devils, pit fiends and satyrs, and other unique infernal combinations. Throughout all this work, she has had [[Delphyne]] cultivating plant creatures with an infernal aspect to them as well. This has been to supplement her own knowledge, as well as secure the future viability of the entire project even should the agreement with Lady Luanach break in the future.&lt;br /&gt;
&lt;br /&gt;
=== The Efreeti Sultanate of the Plane of Fire ===&lt;br /&gt;
During her period as Infernal Liason with the other planes, Philani made numerous contacts with parties in the Plane of Fire. As part of an agreement with a Sultan, a group a Azir were dispatched to the Hells to enhance the construction of Philani&#039;s fortress in Phlegethos. &lt;br /&gt;
[[Category:Wicked Wilds]]&lt;br /&gt;
[[Category:Infernal Invasion]]&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Devil]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Infernal_Invasion&amp;diff=31310</id>
		<title>Infernal Invasion</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Infernal_Invasion&amp;diff=31310"/>
		<updated>2024-05-01T06:07:10Z</updated>

		<summary type="html">&lt;p&gt;Warden: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}} &amp;#039;&amp;#039;&amp;#039;is a Private Online campaign that began on May 5th, 2024.  The campaign involves a group of powerful souls consigned to eternity in the Hells instead put to work to combat a demonic incursion into the Sixth layer of the Hells, Malbolge.  == About == The campaign primarily takes place in the Hells, with different events  == Player Characters == Characters in the campaign are:   * Aestrik (Edelio) * Damian Shryke (Keller) * Kanari Meldros (Ni...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Private Online campaign that began on May 5th, 2024.&lt;br /&gt;
&lt;br /&gt;
The campaign involves a group of powerful souls consigned to eternity in the Hells instead put to work to combat a demonic incursion into the Sixth layer of the Hells, Malbolge.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
The campaign primarily takes place in the Hells, with different events&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
Characters in the campaign are: &lt;br /&gt;
&lt;br /&gt;
* [[Aestrik]] (Edelio)&lt;br /&gt;
* [[Damian Shryke]] (Keller)&lt;br /&gt;
* [[Kanari Meldros]] (Nin)&lt;br /&gt;
* [[Orlog]] (Cody)&lt;br /&gt;
* [[Zandar Krith]] (Jon)&lt;br /&gt;
 &lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* [[Philani]]&lt;br /&gt;
* [[Redemption Core|Delphyne]]&lt;br /&gt;
* [[Glasya]]&lt;br /&gt;
* [[Asmodeus]]&lt;br /&gt;
* Assorted additional fiends I&#039;ll list later.&lt;br /&gt;
&lt;br /&gt;
== The Story So Far ==&lt;br /&gt;
It&#039;s likely you&#039;ll have a lot to say about the sessions or plotline so far, we we recommend linking the above text to a page called &#039;&#039;&#039;{{PAGENAME}}/The Story So Far&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
HA! There will be a summary of events. We&#039;ll have to see how close it is to my outline at the end. &lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
&lt;br /&gt;
== Magic Variations ==&lt;br /&gt;
Some spells either function differently from what you may be used to, or do not function at all. This list is not exhaustive, but includes the following: Summoning spells that call on beings from other planes will not function for the majority of the campaign. This includes spells like Find Familiar, Summon Fey, Conjure Woodland Beings, and so on.&lt;br /&gt;
&lt;br /&gt;
Magic that allows for interplanar travel is already limited within the Hells, but has been further restricted within the plane to prevent any demons who normally have such capabilities from spreading across all of the infernal layers. This, does, however mean that spells like Plane Shift will not function.&lt;br /&gt;
&lt;br /&gt;
Because the character’s souls are currently trapped in the Hells, resurrection magic can return them to life no matter how much time has passed so long as their body is not destroyed. If their body is destroyed, however, then not even a &#039;&#039;Wish&#039;&#039; or &#039;&#039;True Resurrection&#039;&#039; can bring the character back to life.&lt;br /&gt;
&lt;br /&gt;
Clerics and Warlocks with gods or patrons not native to the Hells require additional DM approval for this campaign, as the channels which allow external power to flow through the domain have been constrained in this time of crisis.&lt;br /&gt;
&lt;br /&gt;
All magic is likely to have strange infernal twists to it. Feel free to flavor your spells and magical effects appropriately without causing a mechanical change.&lt;br /&gt;
&lt;br /&gt;
== Infernal Initiations ==&lt;br /&gt;
&lt;br /&gt;
=== Hellmar Survivor ===&lt;br /&gt;
You were born in the devastated plane of Hellmar, ruled by the absolute tyrant that is Asmodeus. It’s practically a miracle you’re alive, if you can call a life spent barely surviving in the burned-out wasteland Hellmar has become. You never let yourself imagine things could be better, but still you sometimes dreamed of a world full of life, and a life you might have there. You’ve fought and killed devils before in your efforts to stay as free as you can, but eventually, as everyone you’ve ever known has, or will, you were captured by the seemingly infinite infernal powers. Just before you are forced to become a fiend yourself one of the devils makes you an offer with the one thing that could torment you more than anything else: hope. There &#039;&#039;is&#039;&#039; a living world still out there, and you can have your life there… &#039;&#039;if&#039;&#039; the fiend gets what it wants. Gain your choice of one of the following feats: &#039;&#039;&#039;Gunner&#039;&#039;&#039;, &#039;&#039;&#039;Inspiring Leader&#039;&#039;&#039;, &#039;&#039;&#039;Lucky&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Murder Victim ===&lt;br /&gt;
Maybe you were a bad person, but you didn’t deserve or expect to die. Maybe you had an infernal contract that you were planning on fulfilling, but circumstances interrupted your plans. Or maybe you were a good person, and one of those pesky infernal cultists killed you and sent your soul to Hell instead of where it belongs. Either way, you died and found yourself in Hell. Your reasons for wanting to return to life and escape Hell may be just as varied as the cause that sent you here. You’ve been dead for some time now though, and you know things will be different if only you can get a second chance. Gain your choice of one of the &#039;&#039;&#039;Alert&#039;&#039;&#039;, &#039;&#039;&#039;Durable&#039;&#039;&#039;, or &#039;&#039;&#039;Fighting Initiate&#039;&#039;&#039; feats to reflect the new skill you’ve practiced to ensure things go better this time around.&lt;br /&gt;
&lt;br /&gt;
=== Willing Martyr ===&lt;br /&gt;
You sacrificed your life to take the place of another whose soul was otherwise damned to the Hells. This person may have been someone you loved or a complete stranger, but the terms were clear, and you fully expected to spend the rest of your existence suffering the torments of Hell with the only solace being that the person you saved wouldn’t have to face the same thing. Gain your choice of one of the &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, &#039;&#039;&#039;Shield Master&#039;&#039;&#039;, or &#039;&#039;&#039;Tough&#039;&#039;&#039; feats. This opportunity to escape from your fate seems almost too good to be true, but you know there is still more good you can do, and you don’t &#039;&#039;deserve&#039;&#039; to suffer for an eternity. Killing demons and putting a particular archfiend in power is a price you are willing to pay for your soul’s freedom.&lt;br /&gt;
&lt;br /&gt;
=== Unwelcome Guest ===&lt;br /&gt;
You entered the Hells on your own terms, or by accident. Either way, you didn’t come the traditional way by &#039;&#039;dying.&#039;&#039; Still, you got caught by that patrol of devils, and now you’re stuck here, whatever means of escape you had in mind, far out of reach. Gain your choice of one of the &#039;&#039;&#039;Actor&#039;&#039;&#039;, &#039;&#039;&#039;Skulker&#039;&#039;&#039;, or &#039;&#039;&#039;Skill Expert&#039;&#039;&#039; feats reflecting your particular set of skills that convinced you that a trip in and out of the Hells was a good idea in the first place, or at least survivable.&lt;br /&gt;
&lt;br /&gt;
=== Infernal Initiate ===&lt;br /&gt;
You were familiar with and have embraced your Infernal nature to some degree even before this opportunity presented itself. You have experience making deals with powers to gain some of your own. Gain either the &#039;&#039;&#039;Eldritch Adept&#039;&#039;&#039; feat or the &#039;&#039;&#039;Elemental Adept&#039;&#039;&#039; feat. If you are a Tiefling, you may instead choose either the &#039;&#039;&#039;Flames of Phlegethos&#039;&#039;&#039; or the &#039;&#039;&#039;Infernal Constitution&#039;&#039;&#039; feats. You died and were brought to Hell, but your work or desires in the land of the living are incomplete. You know that your soul will most likely return to Hell when you die again, but there are things you can only do in the living world, and you want to get back out and do them.&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{DEFAULTSORT:.Template:Campaign}}&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Glasya&amp;diff=30189</id>
		<title>Glasya</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Glasya&amp;diff=30189"/>
		<updated>2024-03-18T06:49:16Z</updated>

		<summary type="html">&lt;p&gt;Warden: Seeding upcoming Malbolge change.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}} {{Infobox_god|affilliation=The Ten Hells|name={{PAGENAME}}|image=Glasya.jpg|caption=Glasya, Daughter of Asmodeus|domains=Trickery|alias=Lord of the Ninth, Lord of Nessus, Queen of the Erinyes, Princess of Hell, Princess of the Night, The Dark Prodigy|plane=The Ten Hells}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is the current Lord of the Ninth Layer of [[The Ten Hells]] and is the daughter of [[Asmodeus]]. One of the most powerful and influential of the female [[Devil|Devils]], she an unpredictable [[Archdevil]] known for her subversiveness.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Glasya appears as a 9 ft tall, red-haired figure similar in form to a succubus. She is well-built and of unearthly beauty that remained undiminished by the small horns, large, leathery wings, and forked tail that gave away her diabolical origins. Notably, her skin is of a copper hue, itself not an extremely unusual trait for humanoids, but made prominent by its more metallic appearance. She is adorned with jewels, clothes, and various finery of incredible expense.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
At some point during the late 840s [[PR]] Glasya has her essence stolen by the [[Core]] family and was trapped within a mortal body. 20 Years later she tricked the son of the family [[Ferdinand Core]] into marrying her and returning to her her essence.&lt;br /&gt;
&lt;br /&gt;
==Realm==&lt;br /&gt;
Glasya is the former ruler of the Sixth layer of Hell, Malbolge, after supplanting the previous lord. When Asmodeus descended to rule the new Tenth level of Hell, she took his position as the Lord of Nessus. She did not relinquish control over Malbolge at this time, and had every intention of maintaining dominance over two layers of the Hells until that eventually proved impossible.&lt;br /&gt;
&lt;br /&gt;
==Worshippers==&lt;br /&gt;
Glasya&#039;s worshipers consist primarily of thieves and criminals. In addition she has a large force of warlocks in the realm dedicated to helping her gain power in Quelmar and in the Ten Hells. It was with their help that she was able to claim title as the Lord of the Ninth when her father moved to take the title of Lord of the Tenth.&lt;br /&gt;
&lt;br /&gt;
===Notable Worshipers===&lt;br /&gt;
* [[Callum]], a barbed devil who served Glasya in her time as Malbolge&#039;s ruler.&lt;br /&gt;
&lt;br /&gt;
===Offspring===&lt;br /&gt;
Now and again Glasya would make her way into the material realm and seduce mortal men with the intention of producing powerful offspring to serve her.&lt;br /&gt;
* [[Redemption Core]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Devil]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Blood_War&amp;diff=30188</id>
		<title>The Blood War</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Blood_War&amp;diff=30188"/>
		<updated>2024-03-18T06:40:20Z</updated>

		<summary type="html">&lt;p&gt;Warden: Created page with &amp;quot;{{Infobox location|title = {{PAGENAME}}|location = Primarily Avernus/Duumal|inhabiting Race = Between Devils and Demons}}The Blood War is the name given to the eternal conflict between Devils and Demons. While demons (generally) seek to bring the universe back to its primrdial chaos, the devils seek to imprint the universe with their own version of absolute order.    == About ==  == History == The history of this conflict spans from the moment of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|location = Primarily Avernus/[[Duumal]]|inhabiting Race = Between Devils and Demons}}The Blood War is the name given to the eternal conflict between [[Devil|Devils]] and [[Demon|Demons]]. While demons (generally) seek to bring the universe back to its primrdial chaos, the devils seek to imprint the universe with their own version of absolute order.  &lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The history of this conflict spans from the moment of creation to its end, although the players on each side of the conflict have changed many times. From the time when [[Asmodeus]] and his Devils took up the cause, however, they have been the primary force dealing with demonic incursions outside of the material plane. For the most part, this conflict occurs in the background, far from the events of most campaigns, although one side or another is constantly looking to take advantage of major events. The balance of power frequently shifts, but no decisive advantage or disadvantage has yet to emerge, and the other great powers in the Outer planes have a vested interest in ensuring none ever does.&lt;br /&gt;
&lt;br /&gt;
As of the Second [[The Infernal Emergence|Infernal Emergence]] and the renewed [[The Pact Primeval|Pact Primeval]], despite the mandate to protect the realm of Quelmar from demons, the devils have less desire to engage directly with demonic forces on Quelmar&#039;s material plane as they are less able to engage in the sort of side projects they would prefer, such as tempting or harming mortals. While there are still a number of devils who operate on Quelmar, their numbers are far less significant, and their involvement often less direct. Primarily they operate by pact, offering mortals power in support of the struggle, but they may engage directly on occasion as well.&lt;br /&gt;
&lt;br /&gt;
== Notable Places ==&lt;br /&gt;
&lt;br /&gt;
* [[Amusa]]&lt;br /&gt;
* [[Duumal]], first of the Ten Hells.&lt;br /&gt;
* The [[The Abyss|Abyss]]&lt;br /&gt;
* The Nation of [[Troverth Dynasty|Troverth]]&lt;br /&gt;
&lt;br /&gt;
== Notable Organizations ==&lt;br /&gt;
&lt;br /&gt;
* [[Demon Hunter|Demon Hunters]] (specifically of Amusa)&lt;br /&gt;
* [[Troverth Dynasty]] (who weaponized Demons)&lt;br /&gt;
&lt;br /&gt;
== Notable Events ==&lt;br /&gt;
&lt;br /&gt;
* [[Demonic Infiltration]]&lt;br /&gt;
* [[The Infernal Emergence|Infernal Emergence]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Mammon&amp;diff=30187</id>
		<title>Mammon</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Mammon&amp;diff=30187"/>
		<updated>2024-03-18T06:15:11Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added explanation for the Mammonian Clause and how it may be widespread, but not universal due to bribing other archfiends.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=[[The Ten Hells]]|name={{PAGENAME}}|caption=Greed is Good|alias=The Lord of Greed|species=[[Archdevil]]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is the Lord of Greed and a powerful ruling [[Archdevil]] in [[The Ten Hells]]. His symbol is a devil&#039;s head with long curling horns paired with the symbol for wealth.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
For a majority of Quelmar history Mammon was one of Quelmar&#039;s weaker Archdevil lords, focusing more on gaining wealth rather then gaining power and status in the Hells.&lt;br /&gt;
&lt;br /&gt;
During the period the Archdevil [[Glasya]] was missing during the late 840s [[PR]], and while [[Asmodeus]] was focused on [[Hellmar]], Mammon made a series of major economical moves, purchasing a number of properties across the Hells and endearing himself to other Archdevils by funding their personal projects. In addition he established a number of major shops and became the Hells largest importer and exporter of sold goods. During this time he established and promulgated the Mammonian Clause in hell&#039;s legal system, an optional addendum to hellish contracts where the signatory could buy out of their contract with a massive payment of gold, a majority of which went to Mammon. To incentivize the archdevils to require the inclusion of this clause among their subordinates, Mammon offered funding for several of their personal projects on the condition that the clause was automatically added to all of their future contracts with mortals. When Glasya returned to the Hells, Mammon moved back into the shadows.&lt;br /&gt;
&lt;br /&gt;
== Servants ==&lt;br /&gt;
* [[Baron Samuel Boarhide]], an Archdevil servant of Mammon operating Infernal Gold mines on the first layer of Hell, [[Duumal]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Devil]]&lt;br /&gt;
[[Category:Villain]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Archdevil&amp;diff=30186</id>
		<title>Archdevil</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Archdevil&amp;diff=30186"/>
		<updated>2024-03-18T06:07:38Z</updated>

		<summary type="html">&lt;p&gt;Warden: re-ordered and added some titles to all ruling archdevils present on the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}} &#039;&#039;&#039;Archdevils&#039;&#039;&#039; are powerful and unique [[Devil|Devils]] in positions of power or renown in  [[The Ten Hells]]. The most powerful are the Lords of the Ten, rulers of each layer of Hell.&lt;br /&gt;
&lt;br /&gt;
==Rulers of the Ten==&lt;br /&gt;
* [[Elytria]] (the Sherriff, ruler of Duumal, the First Hell)&lt;br /&gt;
* [[Mammon]] (Lord of Greed, ruler of Minauros, the Third Hell)&lt;br /&gt;
* [[Fierna]] (Lady of Lust, ruler of Phlegethos, the Fourth Hell)&lt;br /&gt;
* [[Belial the Devourer|Belial]] (the Devourer, former ruler and co-ruler of Phlegethos, ruler of Stygia, the Fifth Hell)&lt;br /&gt;
* [[Glasya]] (Queen of the Erinyes, former ruler of Malbolge, the Sixth Hell, ruler of Nessus, the Ninth Hell)&lt;br /&gt;
* [[Asmodeus]] (the Eternal Evil, ruler of Hellmar, the Tenth Hell, and over all of the Hells)&lt;br /&gt;
&lt;br /&gt;
==Other Notable Archdevils==&lt;br /&gt;
&lt;br /&gt;
* [[Pharastra]] (daughter of [[Fierna]])&lt;br /&gt;
* [[Philani]] (Known in Amusa as [[Sabbatical (character)|Sabbatical]] before becoming an archfiend)&lt;br /&gt;
* [[Delphyne]] (formerly [[Redemption Core|Redemption &amp;quot;Reedy&amp;quot; Core]])&lt;br /&gt;
* [[Baron Samuel Boarhide]] (Servant of Mammon operating on the First layer)&lt;br /&gt;
* [[Essin]] (of the First)&lt;br /&gt;
* [[Nesoren]] (lieutenant of the Second)&lt;br /&gt;
* [[Gilfoil]] (of the Third)&lt;br /&gt;
* [[Interrus]] (of the Fifth)&lt;br /&gt;
* Twins [[Diax and Desha]] (of the Sixth)&lt;br /&gt;
* [[Albrecht]] (of the Seventh)&lt;br /&gt;
* [[Halifax]] (of the Eighth)&lt;br /&gt;
* [[Zayora]] (of the Ninth)&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]]&lt;br /&gt;
[[Category:Townson Tabletop]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;br /&gt;
[[Category:Devil]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Fierna&amp;diff=30185</id>
		<title>Fierna</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Fierna&amp;diff=30185"/>
		<updated>2024-03-18T03:44:48Z</updated>

		<summary type="html">&lt;p&gt;Warden: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}} &amp;#039;&amp;#039;&amp;#039;is an archdevil of the Hells and the ruler of the Fourth Layer of the Hells, known as Phlegethos. She is among the most personally powerful beings in the Hells, and is the daughter of Belial. For a significant period of time, she ruled Phlegethos jointly with Belial, after Belial was implicated in an infernal uprising against Asmodeus, but that changed when Belial was once again able to earn Asmodeus&amp;#039; favor and assert ow...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an [[archdevil]] of the Hells and the ruler of the Fourth Layer of the Hells, known as Phlegethos. She is among the most personally powerful beings in the Hells, and is the daughter of [[Belial the Devourer|Belial]]. For a significant period of time, she ruled Phlegethos jointly with Belial, after Belial was implicated in an infernal uprising against [[Asmodeus]], but that changed when Belial was once again able to earn Asmodeus&#039; favor and assert ownership of Stygia.&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
As an archdevil, she is able to assume any number of guises, but her most commonly-assumed guise is that of a tall, fair-skinned humanoid woman with long straight auburn hair and horns that protrude forward from the top of her head. She also has small crimson wings high on her back and a slender tail. She has a curvaceous body and rarely wears clothing of any sort aside from a few piercings. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Fierna presents herself as incredibly easy-going and almost lazy. She is the lady of lust and all things pleasurable in the Hells, and she likes to focus her attentions on that as much as possible. But she is also incredibly crafty and has a very high emotional intelligence. She is a mistress of manipulation and enjoys giving people &amp;quot;what they want&amp;quot; in ways that they don&#039;t even realize the costs. She used to take the greatest pleasure in tempting Paladins and devoted followers of the gods into breaking their oaths, but since the changes to [[the Pact Primeval]] she has had significantly fewer opportunities to do so.  &lt;br /&gt;
&lt;br /&gt;
When her ire is raised, it is a fury like no other. She holds grudges deeply and without remorse, and if she is scorned, that is the quickest way to earn her ill will. At the same time, those who have been in her good graces for a while can attest to her almost doting demeanor, and her willingness to allow certain &#039;&#039;appreciative&#039;&#039; refusals to lie. She is one of only a few devils to have given birth herself, although few of those beings, be they Cambions, tieflings, or others have been explicitly identified. One such of her spawn is the (now) archdevil, [[Pharastra]], a woman who devised a plan to raise a mortal child in the Hells in order to see what it might have the capacity to become. (See [[Sabbatical (character)|Sabbatical]] and [[Philani]] for more details of this.) &lt;br /&gt;
&lt;br /&gt;
Fierna enjoys acting as a doting, if absolutely not to be disobeyed, parental figure to the beings in her line, and she has also been known to gladly welcome any tiefling born of her own touches on the realms into her service with some degree of preferential treatment.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Fierna herself has not yet featured in any Quelmar campaigns to a large degree. Prior to the second [[The Infernal Emergence|Infernal Emergence]], any number of stories have yet to be told. After that incident, and the new Pact, she worked very closely with her family of fiends and her long-time mentor [[Glasya]] on plans to spread her own influence further across the Hells. The fruit those plans may bear will be discovered in time, but she has been quite happy with how successful her protégé and granddaughter [[Philani]] has been thus far, and is quietly supporting her ambitions from the shadows. &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Fierna&#039;s primary powerset revolves around the use and manipulation of Hellfire. She is also incredibly charming, and frequently controls others to battle in her place in any form of combat. She is not particularly physically strong, instead relying on her personality, magic, and utter mastery over Hellfire to great effect instead. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30175</id>
		<title>Qandela Obscura</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30175"/>
		<updated>2024-03-18T00:28:37Z</updated>

		<summary type="html">&lt;p&gt;Warden: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}&#039;&#039;&#039;Qandela Obscura &#039;&#039;&#039;is an online Illuminated Worlds community campaign that began on December of 2023.&lt;br /&gt;
&lt;br /&gt;
The campaign involves investigators of Candela Obscura seeks to procure phenomena of the Flare to research and protect the world from its dangers and magick, based on the TTRPG of the same name.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
In the city of [[Newfaire]], located in the Northern end of Noma on the continent of Osubogo, a revolution has just begun. Since the cut off from all other planes, the world has fallen into a mundane forgetfulness and in this quiet area of the continent that has always been simple and mostly human, a new danger awaits. &lt;br /&gt;
&lt;br /&gt;
In the settling dust of the Great No Man’s war of 27 CR, three great powers has arisen and split Newfaire among themselves. The Ascendancy, the religion of this area, The Primacy, the national government, and the Periphery, a militant police force. &lt;br /&gt;
&lt;br /&gt;
Now, in 34 CR, strange happenings have begun to take hold in Newfaire’s streets, the Scarlet Woods, and the Bridleborn mountains surrounding. A realm, completely cut off from all others and nearly forgotten what dangers they hold finds itself on the threshold of another plane, The Flare. The Flare has found itself brushing against Newfaire in thinning and releasing the aberrant and eldritch horrors that those who now occupy the city, have long forgotten. &lt;br /&gt;
&lt;br /&gt;
It is up to a crack team of investigators, made up of every day professors, street magicians, occultists, and even lowly criminals to find, secure and protect the citizens and keep them none the wiser. They do so by working for a quaint organization, Qandela Obscura.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Prestige ===&lt;br /&gt;
  &lt;br /&gt;
[[Piers Corden]], a Face Magician (played by Julia) &lt;br /&gt;
&lt;br /&gt;
[[Steve Corden]], a Muscle Explorer (played by Amal) &lt;br /&gt;
&lt;br /&gt;
[[Nikkolas Arkwright]], a Scholar Professor (played by Jonathan) &lt;br /&gt;
&lt;br /&gt;
[[Madge]], a Slink Criminal (played by Gail)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Seekers ===&lt;br /&gt;
[[Lula V]], a Scholar Professor (played by Emma) &lt;br /&gt;
&lt;br /&gt;
[[Elizabeth Nightshade]], a Face Journalist (played by Talia) &lt;br /&gt;
&lt;br /&gt;
[[Magnus]], a Weird Occultist (played by Geoff)&lt;br /&gt;
&lt;br /&gt;
[[Tess Henry]], a Muscle Explorer (played by Mercedes)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Praesidium ===&lt;br /&gt;
[[Weasel]], a Slink Criminal (played by Kim) &lt;br /&gt;
&lt;br /&gt;
James, a Weird Occultist (played by Margarita) &lt;br /&gt;
&lt;br /&gt;
Thaddeus, a Scholar Doctor (played by James) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Horns and Masks ===&lt;br /&gt;
Cassian, a Slink Criminal (played by Ares) &lt;br /&gt;
&lt;br /&gt;
Nesta, a Scholar Professor (played by Anna) &lt;br /&gt;
&lt;br /&gt;
[[Warren Baxter]], a Muscle Explorer (played by Chris) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Mind and Marrow ===&lt;br /&gt;
[[Thomas]], a Muscle Soldier (played by Jon) &lt;br /&gt;
&lt;br /&gt;
[[Montana Jack]], a Slink Detective (played by Keller) &lt;br /&gt;
&lt;br /&gt;
[[Harvey White (Circle Of TBD)|Harvey White]], a Face Journalist (played by Sean)&lt;br /&gt;
&lt;br /&gt;
[[Orla Martinez]], a Weird Medium (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Dreams and Realities ===&lt;br /&gt;
[[Laura Grant]], a Face Journalist (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
[[Silas Heartwood]], a Weird Occultist (played by Nick)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anastasia Valencia ===&lt;br /&gt;
One of the Lightkeepers of the circles of Newfaire, Osubogo, she is the owner of the Valencia Teahouses, a franchise of tea rooms that serve as a front to the offices of the several circles throughout the large city. She lives in the central tea house, but travels between them easily thanks to the faithful Gregory. She is a medium and serves as a Lightkeeper due to an accident early in her life that led her to become imbued with a phenomenon know as Touchsight; by simply touching an object, she can pin point on a map its history of travel. It gives her an ease of mind on where to send investigators but she often does not travel herself because her constitution has been weakened by the phenomenon her body houses. &lt;br /&gt;
&lt;br /&gt;
=== Gregory Noahguy ===&lt;br /&gt;
A friend of Piers, he is the faithful taxi cabbie who serves the circles of Newfaire. He is always ready to transport anyone and help in anyway he can! He also has a soft spot for the Lightkeeper Anastasia and when he is off duty, can be found having tea wherever she is currently serving, though he’ll tell you he’s just waiting for a job. &lt;br /&gt;
&lt;br /&gt;
=== Ariel Kelly ===&lt;br /&gt;
Secretary of the Newfaire Office of Unexplained Phenomena, she tries her best to do what’s right and send tips to Qandela Obscura whenever she thinks the investigation needs a second set of eyes. She is courting Nikkolas and enjoys magic shows. &lt;br /&gt;
&lt;br /&gt;
=== Gio Fletcher ===&lt;br /&gt;
Once a prisoner and test subject of EONS (Exoteric Order of New Sciences), he relinquished himself to them to be used as a body guard for future venture in exchange for the safety and money to send to his sister and mother. He is acquainted with Steve. &lt;br /&gt;
&lt;br /&gt;
=== Quinten Threadle ===&lt;br /&gt;
An older Lightkeeper that operates in Newfaire, Osubogo. He owns Threadle&#039;s Tailoring - his passion project that also doubles as a 4th Pharos access and a headquarters for a few circles within the city. He is a magician and serves as a Lightkeeper after his age and his wounds have caught up with him while working as an investigator for Candela. He is quite knowledgeable of people and a keen eye for sorting out rumor from fact - and is happy to be as helpful to the youngsters now carrying on the Candela legacy. He can be found during the day dressing and creating fashion for those from the very wealthy to those in the poorhouses with his assistants. He is constantly seen with his orange tabby cat, Marsh.&lt;br /&gt;
&lt;br /&gt;
=== [[Elias Kwon]] ===&lt;br /&gt;
Elias has been a lightkeeper in Newfaire, Osubogo for about half a decade and has handled assignments and circles left and right. He uses his own home as a ‘lighthouse’ for circles that he works with. Old money comes with perks, and he&#039;s not one to shy away from using it as a tool. Rumors run about how his lineage predates Newfaire itself, but he and his family had successfully kept their personal matters out of the public eye. He frequents The Fourth Pharos, and if he’s not there or at home, he could be found in one of Anastasia’s teahouses, being one of her primary investors.&lt;br /&gt;
&lt;br /&gt;
== [[Qandela Obscura/The Story So Far|The Story So Far]] ==&lt;br /&gt;
It&#039;s likely you&#039;ll have a lot to say about the sessions or plotline so far, we we recommend linking the above text to a page called &#039;&#039;&#039;{{PAGENAME}}/The Story So Far&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
Especially if you&#039;re running a Community Campaign, it&#039;s important to let your players know what special rules you have in play for them.&lt;br /&gt;
&lt;br /&gt;
{{CampaignNavbox}}&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{DEFAULTSORT:.Template:Campaign}}&lt;br /&gt;
[[Category:Candela Obscura]]&lt;br /&gt;
[[Category:Qandela Obscura]]&lt;br /&gt;
__INDEX__&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30174</id>
		<title>Qandela Obscura</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30174"/>
		<updated>2024-03-18T00:26:46Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* The Circle of Prestige */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}&#039;&#039;&#039;Qandela Obscura &#039;&#039;&#039;is an online Illuminated Worlds community campaign that began on December of 2023.&lt;br /&gt;
&lt;br /&gt;
The campaign involves investigators of Candela Obscura seeks to procure phenomena of the Flare to research and protect the world from its dangers and magick, based on the TTRPG of the same name.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
In the city of [[Newfaire]], located in the Northern end of Noma on the continent of Osubogo, a revolution has just begun. Since the cut off from all other planes, the world has fallen into a mundane forgetfulness and in this quiet area of the continent that has always been simple and mostly human, a new danger awaits. &lt;br /&gt;
&lt;br /&gt;
In the settling dust of the Great No Man’s war of 27 CR, three great powers has arisen and split Newfaire among themselves. The Ascendancy, the religion of this area, The Primacy, the national government, and the Periphery, a militant police force. &lt;br /&gt;
&lt;br /&gt;
Now, in 34 CR, strange happenings have begun to take hold in Newfaire’s streets, the Scarlet Woods, and the Bridleborn mountains surrounding. A realm, completely cut off from all others and nearly forgotten what dangers they hold finds itself on the threshold of another plane, The Flare. The Flare has found itself brushing against Newfaire in thinning and releasing the aberrant and eldritch horrors that those who now occupy the city, have long forgotten. &lt;br /&gt;
&lt;br /&gt;
It is up to a crack team of investigators, made up of every day professors, street magicians, occultists, and even lowly criminals to find, secure and protect the citizens and keep them none the wiser. They do so by working for a quaint organization, Qandela Obscura.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Prestige ===&lt;br /&gt;
  &lt;br /&gt;
[[Piers Corden]], a Face Magician (played by Julia) &lt;br /&gt;
&lt;br /&gt;
[[Steve Corden]], a Muscle Explorer (played by Amal) &lt;br /&gt;
&lt;br /&gt;
[[Nikkolas Arkwright]], a Scholar Professor (played by Jonathan) &lt;br /&gt;
&lt;br /&gt;
[[Madge]], a Slink Criminal (played by Gail)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Seekers ===&lt;br /&gt;
[[Lula V]], a Scholar Professor (played by Emma) &lt;br /&gt;
&lt;br /&gt;
[[Elizabeth Nightshade]], a Face Journalist (played by Talia) &lt;br /&gt;
&lt;br /&gt;
[[Magnus]], a Weird Occultist (played by Geoff)&lt;br /&gt;
&lt;br /&gt;
[[Tess Henry]], a Muscle Explorer (played by Mercedes)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Praesidium ===&lt;br /&gt;
Weasel, a Slink Criminal (played by Kim) &lt;br /&gt;
&lt;br /&gt;
James, a Weird Occultist (played by Margarita) &lt;br /&gt;
&lt;br /&gt;
Thaddeus, a Scholar Professor (played by James) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Horns and Masks ===&lt;br /&gt;
Cassian, a Slink Criminal (played by Ares) &lt;br /&gt;
&lt;br /&gt;
Nesta, a Scholar Professor (played by Anna) &lt;br /&gt;
&lt;br /&gt;
Warren, a Muscle Explorer (played by Chris) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Mind and Marrow ===&lt;br /&gt;
[[Thomas]], a Muscle Soldier (played by Jon) &lt;br /&gt;
&lt;br /&gt;
[[Montana Jack]], a Slink Detective (played by Keller) &lt;br /&gt;
&lt;br /&gt;
[[Harvey White (Circle Of TBD)|Harvey White]], a Face Journalist (played by Sean)&lt;br /&gt;
&lt;br /&gt;
[[Orla Martinez]], a Weird Medium (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Dreams and Realities ===&lt;br /&gt;
[[Laura Grant]], a Face Journalist (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
[[Silas Heartwood]], a Weird Occultist (played by Nick)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anastasia Valencia ===&lt;br /&gt;
One of the Lightkeepers of the circles of Newfaire, Osubogo, she is the owner of the Valencia Teahouses, a franchise of tea rooms that serve as a front to the offices of the several circles throughout the large city. She lives in the central tea house, but travels between them easily thanks to the faithful Gregory. She is a medium and serves as a Lightkeeper due to an accident early in her life that led her to become imbued with a phenomenon know as Touchsight; by simply touching an object, she can pin point on a map its history of travel. It gives her an ease of mind on where to send investigators but she often does not travel herself because her constitution has been weakened by the phenomenon her body houses. &lt;br /&gt;
&lt;br /&gt;
=== Gregory Noahguy ===&lt;br /&gt;
A friend of Piers, he is the faithful taxi cabbie who serves the circles of Newfaire. He is always ready to transport anyone and help in anyway he can! He also has a soft spot for the Lightkeeper Anastasia and when he is off duty, can be found having tea wherever she is currently serving, though he’ll tell you he’s just waiting for a job. &lt;br /&gt;
&lt;br /&gt;
=== Ariel Kelly ===&lt;br /&gt;
Secretary of the Newfaire Office of Unexplained Phenomena, she tries her best to do what’s right and send tips to Qandela Obscura whenever she thinks the investigation needs a second set of eyes. She is courting Nikkolas and enjoys magic shows. &lt;br /&gt;
&lt;br /&gt;
=== Gio Fletcher ===&lt;br /&gt;
Once a prisoner and test subject of EONS (Exoteric Order of New Sciences), he relinquished himself to them to be used as a body guard for future venture in exchange for the safety and money to send to his sister and mother. He is acquainted with Steve. &lt;br /&gt;
&lt;br /&gt;
=== Quinten Threadle ===&lt;br /&gt;
An older Lightkeeper that operates in Newfaire, Osubogo. He owns Threadle&#039;s Tailoring - his passion project that also doubles as a 4th Pharos access and a headquarters for a few circles within the city. He is a magician and serves as a Lightkeeper after his age and his wounds have caught up with him while working as an investigator for Candela. He is quite knowledgeable of people and a keen eye for sorting out rumor from fact - and is happy to be as helpful to the youngsters now carrying on the Candela legacy. He can be found during the day dressing and creating fashion for those from the very wealthy to those in the poorhouses with his assistants. He is constantly seen with his orange tabby cat, Marsh.&lt;br /&gt;
&lt;br /&gt;
=== [[Elias Kwon]] ===&lt;br /&gt;
Elias has been a lightkeeper in Newfaire, Osubogo for about half a decade and has handled assignments and circles left and right. He uses his own home as a ‘lighthouse’ for circles that he works with. Old money comes with perks, and he&#039;s not one to shy away from using it as a tool. Rumors run about how his lineage predates Newfaire itself, but he and his family had successfully kept their personal matters out of the public eye. He frequents The Fourth Pharos, and if he’s not there or at home, he could be found in one of Anastasia’s teahouses, being one of her primary investors.&lt;br /&gt;
&lt;br /&gt;
== [[Qandela Obscura/The Story So Far|The Story So Far]] ==&lt;br /&gt;
It&#039;s likely you&#039;ll have a lot to say about the sessions or plotline so far, we we recommend linking the above text to a page called &#039;&#039;&#039;{{PAGENAME}}/The Story So Far&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
Especially if you&#039;re running a Community Campaign, it&#039;s important to let your players know what special rules you have in play for them.&lt;br /&gt;
&lt;br /&gt;
{{CampaignNavbox}}&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{DEFAULTSORT:.Template:Campaign}}&lt;br /&gt;
[[Category:Candela Obscura]]&lt;br /&gt;
[[Category:Qandela Obscura]]&lt;br /&gt;
__INDEX__&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30173</id>
		<title>Qandela Obscura</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30173"/>
		<updated>2024-03-18T00:25:39Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* The Circle of Seekers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}&#039;&#039;&#039;Qandela Obscura &#039;&#039;&#039;is an online Illuminated Worlds community campaign that began on December of 2023.&lt;br /&gt;
&lt;br /&gt;
The campaign involves investigators of Candela Obscura seeks to procure phenomena of the Flare to research and protect the world from its dangers and magick, based on the TTRPG of the same name.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
In the city of [[Newfaire]], located in the Northern end of Noma on the continent of Osubogo, a revolution has just begun. Since the cut off from all other planes, the world has fallen into a mundane forgetfulness and in this quiet area of the continent that has always been simple and mostly human, a new danger awaits. &lt;br /&gt;
&lt;br /&gt;
In the settling dust of the Great No Man’s war of 27 CR, three great powers has arisen and split Newfaire among themselves. The Ascendancy, the religion of this area, The Primacy, the national government, and the Periphery, a militant police force. &lt;br /&gt;
&lt;br /&gt;
Now, in 34 CR, strange happenings have begun to take hold in Newfaire’s streets, the Scarlet Woods, and the Bridleborn mountains surrounding. A realm, completely cut off from all others and nearly forgotten what dangers they hold finds itself on the threshold of another plane, The Flare. The Flare has found itself brushing against Newfaire in thinning and releasing the aberrant and eldritch horrors that those who now occupy the city, have long forgotten. &lt;br /&gt;
&lt;br /&gt;
It is up to a crack team of investigators, made up of every day professors, street magicians, occultists, and even lowly criminals to find, secure and protect the citizens and keep them none the wiser. They do so by working for a quaint organization, Qandela Obscura.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Prestige ===&lt;br /&gt;
  &lt;br /&gt;
[[Piers]], a Face Magician (played by Julia) &lt;br /&gt;
&lt;br /&gt;
[[Steve]], a Muscle Explorer (played by Amal) &lt;br /&gt;
&lt;br /&gt;
[[Nikkolas]], a Scholar Professor (played by Jonathan) &lt;br /&gt;
&lt;br /&gt;
[[Madge]], a Slink Criminal (played by Gail)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Seekers ===&lt;br /&gt;
[[Lula V]], a Scholar Professor (played by Emma) &lt;br /&gt;
&lt;br /&gt;
[[Elizabeth Nightshade]], a Face Journalist (played by Talia) &lt;br /&gt;
&lt;br /&gt;
[[Magnus]], a Weird Occultist (played by Geoff)&lt;br /&gt;
&lt;br /&gt;
[[Tess Henry]], a Muscle Explorer (played by Mercedes)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Praesidium ===&lt;br /&gt;
Weasel, a Slink Criminal (played by Kim) &lt;br /&gt;
&lt;br /&gt;
James, a Weird Occultist (played by Margarita) &lt;br /&gt;
&lt;br /&gt;
Thaddeus, a Scholar Professor (played by James) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Horns and Masks ===&lt;br /&gt;
Cassian, a Slink Criminal (played by Ares) &lt;br /&gt;
&lt;br /&gt;
Nesta, a Scholar Professor (played by Anna) &lt;br /&gt;
&lt;br /&gt;
Warren, a Muscle Explorer (played by Chris) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Mind and Marrow ===&lt;br /&gt;
[[Thomas]], a Muscle Soldier (played by Jon) &lt;br /&gt;
&lt;br /&gt;
[[Montana Jack]], a Slink Detective (played by Keller) &lt;br /&gt;
&lt;br /&gt;
[[Harvey White (Circle Of TBD)|Harvey White]], a Face Journalist (played by Sean)&lt;br /&gt;
&lt;br /&gt;
[[Orla Martinez]], a Weird Medium (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Dreams and Realities ===&lt;br /&gt;
[[Laura Grant]], a Face Journalist (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
[[Silas Heartwood]], a Weird Occultist (played by Nick)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anastasia Valencia ===&lt;br /&gt;
One of the Lightkeepers of the circles of Newfaire, Osubogo, she is the owner of the Valencia Teahouses, a franchise of tea rooms that serve as a front to the offices of the several circles throughout the large city. She lives in the central tea house, but travels between them easily thanks to the faithful Gregory. She is a medium and serves as a Lightkeeper due to an accident early in her life that led her to become imbued with a phenomenon know as Touchsight; by simply touching an object, she can pin point on a map its history of travel. It gives her an ease of mind on where to send investigators but she often does not travel herself because her constitution has been weakened by the phenomenon her body houses. &lt;br /&gt;
&lt;br /&gt;
=== Gregory Noahguy ===&lt;br /&gt;
A friend of Piers, he is the faithful taxi cabbie who serves the circles of Newfaire. He is always ready to transport anyone and help in anyway he can! He also has a soft spot for the Lightkeeper Anastasia and when he is off duty, can be found having tea wherever she is currently serving, though he’ll tell you he’s just waiting for a job. &lt;br /&gt;
&lt;br /&gt;
=== Ariel Kelly ===&lt;br /&gt;
Secretary of the Newfaire Office of Unexplained Phenomena, she tries her best to do what’s right and send tips to Qandela Obscura whenever she thinks the investigation needs a second set of eyes. She is courting Nikkolas and enjoys magic shows. &lt;br /&gt;
&lt;br /&gt;
=== Gio Fletcher ===&lt;br /&gt;
Once a prisoner and test subject of EONS (Exoteric Order of New Sciences), he relinquished himself to them to be used as a body guard for future venture in exchange for the safety and money to send to his sister and mother. He is acquainted with Steve. &lt;br /&gt;
&lt;br /&gt;
=== Quinten Threadle ===&lt;br /&gt;
An older Lightkeeper that operates in Newfaire, Osubogo. He owns Threadle&#039;s Tailoring - his passion project that also doubles as a 4th Pharos access and a headquarters for a few circles within the city. He is a magician and serves as a Lightkeeper after his age and his wounds have caught up with him while working as an investigator for Candela. He is quite knowledgeable of people and a keen eye for sorting out rumor from fact - and is happy to be as helpful to the youngsters now carrying on the Candela legacy. He can be found during the day dressing and creating fashion for those from the very wealthy to those in the poorhouses with his assistants. He is constantly seen with his orange tabby cat, Marsh.&lt;br /&gt;
&lt;br /&gt;
=== [[Elias Kwon]] ===&lt;br /&gt;
Elias has been a lightkeeper in Newfaire, Osubogo for about half a decade and has handled assignments and circles left and right. He uses his own home as a ‘lighthouse’ for circles that he works with. Old money comes with perks, and he&#039;s not one to shy away from using it as a tool. Rumors run about how his lineage predates Newfaire itself, but he and his family had successfully kept their personal matters out of the public eye. He frequents The Fourth Pharos, and if he’s not there or at home, he could be found in one of Anastasia’s teahouses, being one of her primary investors.&lt;br /&gt;
&lt;br /&gt;
== [[Qandela Obscura/The Story So Far|The Story So Far]] ==&lt;br /&gt;
It&#039;s likely you&#039;ll have a lot to say about the sessions or plotline so far, we we recommend linking the above text to a page called &#039;&#039;&#039;{{PAGENAME}}/The Story So Far&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
Especially if you&#039;re running a Community Campaign, it&#039;s important to let your players know what special rules you have in play for them.&lt;br /&gt;
&lt;br /&gt;
{{CampaignNavbox}}&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{DEFAULTSORT:.Template:Campaign}}&lt;br /&gt;
[[Category:Candela Obscura]]&lt;br /&gt;
[[Category:Qandela Obscura]]&lt;br /&gt;
__INDEX__&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30172</id>
		<title>Qandela Obscura</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30172"/>
		<updated>2024-03-18T00:25:08Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* The Circle of Prestige */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}&#039;&#039;&#039;Qandela Obscura &#039;&#039;&#039;is an online Illuminated Worlds community campaign that began on December of 2023.&lt;br /&gt;
&lt;br /&gt;
The campaign involves investigators of Candela Obscura seeks to procure phenomena of the Flare to research and protect the world from its dangers and magick, based on the TTRPG of the same name.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
In the city of [[Newfaire]], located in the Northern end of Noma on the continent of Osubogo, a revolution has just begun. Since the cut off from all other planes, the world has fallen into a mundane forgetfulness and in this quiet area of the continent that has always been simple and mostly human, a new danger awaits. &lt;br /&gt;
&lt;br /&gt;
In the settling dust of the Great No Man’s war of 27 CR, three great powers has arisen and split Newfaire among themselves. The Ascendancy, the religion of this area, The Primacy, the national government, and the Periphery, a militant police force. &lt;br /&gt;
&lt;br /&gt;
Now, in 34 CR, strange happenings have begun to take hold in Newfaire’s streets, the Scarlet Woods, and the Bridleborn mountains surrounding. A realm, completely cut off from all others and nearly forgotten what dangers they hold finds itself on the threshold of another plane, The Flare. The Flare has found itself brushing against Newfaire in thinning and releasing the aberrant and eldritch horrors that those who now occupy the city, have long forgotten. &lt;br /&gt;
&lt;br /&gt;
It is up to a crack team of investigators, made up of every day professors, street magicians, occultists, and even lowly criminals to find, secure and protect the citizens and keep them none the wiser. They do so by working for a quaint organization, Qandela Obscura.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Prestige ===&lt;br /&gt;
  &lt;br /&gt;
[[Piers]], a Face Magician (played by Julia) &lt;br /&gt;
&lt;br /&gt;
[[Steve]], a Muscle Explorer (played by Amal) &lt;br /&gt;
&lt;br /&gt;
[[Nikkolas]], a Scholar Professor (played by Jonathan) &lt;br /&gt;
&lt;br /&gt;
[[Madge]], a Slink Criminal (played by Gail)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Seekers ===&lt;br /&gt;
Lula, a Scholar Professor (played by Emma) &lt;br /&gt;
&lt;br /&gt;
[[Elizabeth Nightshade]], a Face Journalist (played by Talia) &lt;br /&gt;
&lt;br /&gt;
Magnus, a Weird Occultist (played by Geoff)&lt;br /&gt;
&lt;br /&gt;
Tess, a Muscle Explorer (played by Mercedes)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Praesidium ===&lt;br /&gt;
Weasel, a Slink Criminal (played by Kim) &lt;br /&gt;
&lt;br /&gt;
James, a Weird Occultist (played by Margarita) &lt;br /&gt;
&lt;br /&gt;
Thaddeus, a Scholar Professor (played by James) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Horns and Masks ===&lt;br /&gt;
Cassian, a Slink Criminal (played by Ares) &lt;br /&gt;
&lt;br /&gt;
Nesta, a Scholar Professor (played by Anna) &lt;br /&gt;
&lt;br /&gt;
Warren, a Muscle Explorer (played by Chris) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Mind and Marrow ===&lt;br /&gt;
[[Thomas]], a Muscle Soldier (played by Jon) &lt;br /&gt;
&lt;br /&gt;
[[Montana Jack]], a Slink Detective (played by Keller) &lt;br /&gt;
&lt;br /&gt;
[[Harvey White (Circle Of TBD)|Harvey White]], a Face Journalist (played by Sean)&lt;br /&gt;
&lt;br /&gt;
[[Orla Martinez]], a Weird Medium (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Dreams and Realities ===&lt;br /&gt;
[[Laura Grant]], a Face Journalist (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
[[Silas Heartwood]], a Weird Occultist (played by Nick)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anastasia Valencia ===&lt;br /&gt;
One of the Lightkeepers of the circles of Newfaire, Osubogo, she is the owner of the Valencia Teahouses, a franchise of tea rooms that serve as a front to the offices of the several circles throughout the large city. She lives in the central tea house, but travels between them easily thanks to the faithful Gregory. She is a medium and serves as a Lightkeeper due to an accident early in her life that led her to become imbued with a phenomenon know as Touchsight; by simply touching an object, she can pin point on a map its history of travel. It gives her an ease of mind on where to send investigators but she often does not travel herself because her constitution has been weakened by the phenomenon her body houses. &lt;br /&gt;
&lt;br /&gt;
=== Gregory Noahguy ===&lt;br /&gt;
A friend of Piers, he is the faithful taxi cabbie who serves the circles of Newfaire. He is always ready to transport anyone and help in anyway he can! He also has a soft spot for the Lightkeeper Anastasia and when he is off duty, can be found having tea wherever she is currently serving, though he’ll tell you he’s just waiting for a job. &lt;br /&gt;
&lt;br /&gt;
=== Ariel Kelly ===&lt;br /&gt;
Secretary of the Newfaire Office of Unexplained Phenomena, she tries her best to do what’s right and send tips to Qandela Obscura whenever she thinks the investigation needs a second set of eyes. She is courting Nikkolas and enjoys magic shows. &lt;br /&gt;
&lt;br /&gt;
=== Gio Fletcher ===&lt;br /&gt;
Once a prisoner and test subject of EONS (Exoteric Order of New Sciences), he relinquished himself to them to be used as a body guard for future venture in exchange for the safety and money to send to his sister and mother. He is acquainted with Steve. &lt;br /&gt;
&lt;br /&gt;
=== Quinten Threadle ===&lt;br /&gt;
An older Lightkeeper that operates in Newfaire, Osubogo. He owns Threadle&#039;s Tailoring - his passion project that also doubles as a 4th Pharos access and a headquarters for a few circles within the city. He is a magician and serves as a Lightkeeper after his age and his wounds have caught up with him while working as an investigator for Candela. He is quite knowledgeable of people and a keen eye for sorting out rumor from fact - and is happy to be as helpful to the youngsters now carrying on the Candela legacy. He can be found during the day dressing and creating fashion for those from the very wealthy to those in the poorhouses with his assistants. He is constantly seen with his orange tabby cat, Marsh.&lt;br /&gt;
&lt;br /&gt;
=== [[Elias Kwon]] ===&lt;br /&gt;
Elias has been a lightkeeper in Newfaire, Osubogo for about half a decade and has handled assignments and circles left and right. He uses his own home as a ‘lighthouse’ for circles that he works with. Old money comes with perks, and he&#039;s not one to shy away from using it as a tool. Rumors run about how his lineage predates Newfaire itself, but he and his family had successfully kept their personal matters out of the public eye. He frequents The Fourth Pharos, and if he’s not there or at home, he could be found in one of Anastasia’s teahouses, being one of her primary investors.&lt;br /&gt;
&lt;br /&gt;
== [[Qandela Obscura/The Story So Far|The Story So Far]] ==&lt;br /&gt;
It&#039;s likely you&#039;ll have a lot to say about the sessions or plotline so far, we we recommend linking the above text to a page called &#039;&#039;&#039;{{PAGENAME}}/The Story So Far&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
Especially if you&#039;re running a Community Campaign, it&#039;s important to let your players know what special rules you have in play for them.&lt;br /&gt;
&lt;br /&gt;
{{CampaignNavbox}}&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{DEFAULTSORT:.Template:Campaign}}&lt;br /&gt;
[[Category:Candela Obscura]]&lt;br /&gt;
[[Category:Qandela Obscura]]&lt;br /&gt;
__INDEX__&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30171</id>
		<title>Qandela Obscura</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Qandela_Obscura&amp;diff=30171"/>
		<updated>2024-03-18T00:24:07Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* The Circle of Dreams and Realities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}&#039;&#039;&#039;Qandela Obscura &#039;&#039;&#039;is an online Illuminated Worlds community campaign that began on December of 2023.&lt;br /&gt;
&lt;br /&gt;
The campaign involves investigators of Candela Obscura seeks to procure phenomena of the Flare to research and protect the world from its dangers and magick, based on the TTRPG of the same name.&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
In the city of [[Newfaire]], located in the Northern end of Noma on the continent of Osubogo, a revolution has just begun. Since the cut off from all other planes, the world has fallen into a mundane forgetfulness and in this quiet area of the continent that has always been simple and mostly human, a new danger awaits. &lt;br /&gt;
&lt;br /&gt;
In the settling dust of the Great No Man’s war of 27 CR, three great powers has arisen and split Newfaire among themselves. The Ascendancy, the religion of this area, The Primacy, the national government, and the Periphery, a militant police force. &lt;br /&gt;
&lt;br /&gt;
Now, in 34 CR, strange happenings have begun to take hold in Newfaire’s streets, the Scarlet Woods, and the Bridleborn mountains surrounding. A realm, completely cut off from all others and nearly forgotten what dangers they hold finds itself on the threshold of another plane, The Flare. The Flare has found itself brushing against Newfaire in thinning and releasing the aberrant and eldritch horrors that those who now occupy the city, have long forgotten. &lt;br /&gt;
&lt;br /&gt;
It is up to a crack team of investigators, made up of every day professors, street magicians, occultists, and even lowly criminals to find, secure and protect the citizens and keep them none the wiser. They do so by working for a quaint organization, Qandela Obscura.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Prestige ===&lt;br /&gt;
  &lt;br /&gt;
Piers, a Face Magician (played by Julia) &lt;br /&gt;
&lt;br /&gt;
[[Steve]], a Muscle Explorer (played by Amal) &lt;br /&gt;
&lt;br /&gt;
Nikkolas, a Scholar Professor (played by Jonathan) &lt;br /&gt;
&lt;br /&gt;
Madge, a Slink Criminal (played by Gail) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Seekers ===&lt;br /&gt;
Lula, a Scholar Professor (played by Emma) &lt;br /&gt;
&lt;br /&gt;
[[Elizabeth Nightshade]], a Face Journalist (played by Talia) &lt;br /&gt;
&lt;br /&gt;
Magnus, a Weird Occultist (played by Geoff)&lt;br /&gt;
&lt;br /&gt;
Tess, a Muscle Explorer (played by Mercedes)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Praesidium ===&lt;br /&gt;
Weasel, a Slink Criminal (played by Kim) &lt;br /&gt;
&lt;br /&gt;
James, a Weird Occultist (played by Margarita) &lt;br /&gt;
&lt;br /&gt;
Thaddeus, a Scholar Professor (played by James) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Horns and Masks ===&lt;br /&gt;
Cassian, a Slink Criminal (played by Ares) &lt;br /&gt;
&lt;br /&gt;
Nesta, a Scholar Professor (played by Anna) &lt;br /&gt;
&lt;br /&gt;
Warren, a Muscle Explorer (played by Chris) &lt;br /&gt;
&lt;br /&gt;
=== The Circle of Mind and Marrow ===&lt;br /&gt;
[[Thomas]], a Muscle Soldier (played by Jon) &lt;br /&gt;
&lt;br /&gt;
[[Montana Jack]], a Slink Detective (played by Keller) &lt;br /&gt;
&lt;br /&gt;
[[Harvey White (Circle Of TBD)|Harvey White]], a Face Journalist (played by Sean)&lt;br /&gt;
&lt;br /&gt;
[[Orla Martinez]], a Weird Medium (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
=== The Circle of Dreams and Realities ===&lt;br /&gt;
[[Laura Grant]], a Face Journalist (played by Aerin)&lt;br /&gt;
&lt;br /&gt;
[[Silas Heartwood]], a Weird Occultist (played by Nick)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Anastasia Valencia ===&lt;br /&gt;
One of the Lightkeepers of the circles of Newfaire, Osubogo, she is the owner of the Valencia Teahouses, a franchise of tea rooms that serve as a front to the offices of the several circles throughout the large city. She lives in the central tea house, but travels between them easily thanks to the faithful Gregory. She is a medium and serves as a Lightkeeper due to an accident early in her life that led her to become imbued with a phenomenon know as Touchsight; by simply touching an object, she can pin point on a map its history of travel. It gives her an ease of mind on where to send investigators but she often does not travel herself because her constitution has been weakened by the phenomenon her body houses. &lt;br /&gt;
&lt;br /&gt;
=== Gregory Noahguy ===&lt;br /&gt;
A friend of Piers, he is the faithful taxi cabbie who serves the circles of Newfaire. He is always ready to transport anyone and help in anyway he can! He also has a soft spot for the Lightkeeper Anastasia and when he is off duty, can be found having tea wherever she is currently serving, though he’ll tell you he’s just waiting for a job. &lt;br /&gt;
&lt;br /&gt;
=== Ariel Kelly ===&lt;br /&gt;
Secretary of the Newfaire Office of Unexplained Phenomena, she tries her best to do what’s right and send tips to Qandela Obscura whenever she thinks the investigation needs a second set of eyes. She is courting Nikkolas and enjoys magic shows. &lt;br /&gt;
&lt;br /&gt;
=== Gio Fletcher ===&lt;br /&gt;
Once a prisoner and test subject of EONS (Exoteric Order of New Sciences), he relinquished himself to them to be used as a body guard for future venture in exchange for the safety and money to send to his sister and mother. He is acquainted with Steve. &lt;br /&gt;
&lt;br /&gt;
=== Quinten Threadle ===&lt;br /&gt;
An older Lightkeeper that operates in Newfaire, Osubogo. He owns Threadle&#039;s Tailoring - his passion project that also doubles as a 4th Pharos access and a headquarters for a few circles within the city. He is a magician and serves as a Lightkeeper after his age and his wounds have caught up with him while working as an investigator for Candela. He is quite knowledgeable of people and a keen eye for sorting out rumor from fact - and is happy to be as helpful to the youngsters now carrying on the Candela legacy. He can be found during the day dressing and creating fashion for those from the very wealthy to those in the poorhouses with his assistants. He is constantly seen with his orange tabby cat, Marsh.&lt;br /&gt;
&lt;br /&gt;
=== [[Elias Kwon]] ===&lt;br /&gt;
Elias has been a lightkeeper in Newfaire, Osubogo for about half a decade and has handled assignments and circles left and right. He uses his own home as a ‘lighthouse’ for circles that he works with. Old money comes with perks, and he&#039;s not one to shy away from using it as a tool. Rumors run about how his lineage predates Newfaire itself, but he and his family had successfully kept their personal matters out of the public eye. He frequents The Fourth Pharos, and if he’s not there or at home, he could be found in one of Anastasia’s teahouses, being one of her primary investors.&lt;br /&gt;
&lt;br /&gt;
== [[Qandela Obscura/The Story So Far|The Story So Far]] ==&lt;br /&gt;
It&#039;s likely you&#039;ll have a lot to say about the sessions or plotline so far, we we recommend linking the above text to a page called &#039;&#039;&#039;{{PAGENAME}}/The Story So Far&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
Especially if you&#039;re running a Community Campaign, it&#039;s important to let your players know what special rules you have in play for them.&lt;br /&gt;
&lt;br /&gt;
{{CampaignNavbox}}&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
{{DEFAULTSORT:.Template:Campaign}}&lt;br /&gt;
[[Category:Candela Obscura]]&lt;br /&gt;
[[Category:Qandela Obscura]]&lt;br /&gt;
__INDEX__&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Pash&amp;diff=29613</id>
		<title>Pash</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Pash&amp;diff=29613"/>
		<updated>2024-03-04T03:23:04Z</updated>

		<summary type="html">&lt;p&gt;Warden: February Downtime recap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}{{Infobox_character|affilliation=Boltward Syndicate, Galik (former)&lt;br /&gt;
Tempest Brothers&#039; Expeditionary Company (Contractor)&lt;br /&gt;
Fairyflower Mountain (Queen)|name={{PAGENAME}}|relatives=m&#039;Rang (mother); l&#039;Mon (father)|languages=Common, Grung|alias=p&#039;Ash&#039;r&#039;Ohn|marital=Married to Queen Alyara Everlilly of Fairyflower Mountain|birthPlace=Galik|species=Grung|gender=Female|height=2&#039;10&amp;quot;|weight=29 lbs|eyes=Brown}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;p&#039;Ash&#039;r&#039;Ohn, or &amp;quot;{{PAGENAME}}&amp;quot; &#039;&#039;&#039;is a Grung adventurer native to Galik who seeks admittance into the [[Tempest Brothers Expeditionary Company]] several months after the company launched its missions. Pash is a hexblade warlock who wields a mix of blade and spell to fell foes and eke out a living. Having learned of the new opportunity in the wilds, Pash wants to prove she is a great fighter to all.&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Pash is a red grung who generally relaxes without clothing and wears small pieces of hide armor to battle, although she hopes to acquire far more durable gear through adventuring. Pash has dark brown eyes and stands just under 3 ft tall. She weighs under thirty pounds and has a large number and variety of scars on her body from indelicate friends looking to poison their weapons. She also has a spiral tattoo on her left arm.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Pash is &#039;&#039;very&#039;&#039; dedicated to her weapon and to her fighting skills. She has let most of her relationships wither through inattention other than those encouraged by her patron or her criminal contacts. She is loyal to people she likes and is far more naive than she realizes. She trusts quickly and has no personal experience with betrayal, just drifting away as her attention wanders. She is very absent minded, and gets angry under pressure, but hasn&#039;t yet learned how to hold a grudge. &lt;br /&gt;
&lt;br /&gt;
Since getting married to Queen Alyara Everlilly of the Fair folk of Fairyflower Mountain, Pash has grown more introspective and started planning out her future in new ways. She is dedicated to the idea of being a good partner and ruler of the fairy kingdom and also wants to help bridge the rift that&#039;s formed between the Moon Fey and the fair folk by being friends with [[Amaris Luanach|Amaris]].  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Pash was hatched in an alley in Galik to a pair of grung exiles. She knows little of traditional grung culture and has focused on quickly developing skills and rapport with her warlock patron. She is an only child and grew up in the poor side of Galik, but her parents managed to afford a small house of their own. Due to the poor conditions at the time of her hatching, Pash never fully developed her strength, a fact of constant frustration for her until she made her Warlock pact. She learned to read very young, in part because she wasn&#039;t strong or fit enough to do a lot of other things in her first year of life. After she was a little over a year though, she was able to begin going outside and meet more new people.&lt;br /&gt;
&lt;br /&gt;
She had a few close friends, mostly of other poor children among the non-human citizens of Galik, but due to her toxic skin was often ostracized by her peers. As such, it should come as little surprise that she found herself entangled with the criminal element of Galik. She found an in with the Boltward Syndicate and mostly assisted in the collection of debts and intimidation efforts.&lt;br /&gt;
&lt;br /&gt;
Pash&#039;s role in the criminal enterprise wasn&#039;t &#039;&#039;actually&#039;&#039; as an enforcer, but she thought of herself that way. She delivered pointed, and often &#039;&#039;poisoned&#039;&#039; messages to people who were behind on payments or who had otherwise offended the hidden law of the city.&lt;br /&gt;
&lt;br /&gt;
During one of these trips to a local bookseller, Pash became fascinated with a particular tome and took it in exchange for an extension of the shop&#039;s payment. It told the story of a powerful sword with the power of life and death. This sword&#039;s power focused on the spirit, binding slain foes to its wielder&#039;s service and drawing the memories of the fallen into its wielder. The blade became known as Memory&#039;s Awakener. This story fascinated Pash greatly, and she felt a powerful connection to the idea of securing the memories of her foes, having assisted with one or two interrogations in the past. That night, as her mind dwelled on the idea, she had a dream, and in that dream connected with the spirit of this legendary weapon. It promised her power, and the strength to wield it should she prove herself worthy and should she serve the weapon&#039;s purpose in destroying zombies and necromancers, and feeding it more memories. Pash did not hesitate in the slightest and accepted the offer, becoming a warlock. It took a few months before she was able to extricate herself from the Syndicate, but she left on good terms with her bosses. &lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Pash speaks Common and Grung&lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Pash primarily uses her machete (Longsword), but also sometimes wields spells or her shorter piercing shortsword which she can apply her poison to. When out of reach (unfortunately common for her short legs) she most often uses blasts of arcane force. &lt;br /&gt;
&lt;br /&gt;
=== Memory&#039;s Awakener ===&lt;br /&gt;
Pash doesn&#039;t know a lot of detail about the mythical weapon other than its needs: to gather and consume the memories of beings cut with it.  &lt;br /&gt;
&lt;br /&gt;
Despite not knowing much to begin with, she and &amp;quot;Mem&amp;quot; have become friends, and she&#039;s convinced the sword to stick with her, and create new memories for itself, and not just consume others&#039; memories. She is also seeking out other intelligent weapons that might be hidden away in Amusa with the hope that they can tell her more about Mem, or be a friend to Mem too.  &lt;br /&gt;
&lt;br /&gt;
== Joining the Company ==&lt;br /&gt;
Having grown a little bored with her life of crime and interested in finding some of those fabled undead her patron keeps telling her exist out in the world, Pash signs up with the [[Tempest Brothers Expeditionary Company]] in search of adventure and more funds. She joins them via airship and definitely didn&#039;t stow away on their supply ship without permission. At least, no one can prove that. She simply went unnoticed for a while. &lt;br /&gt;
&lt;br /&gt;
== Missions with the Tempest Brothers ==&lt;br /&gt;
Pash&#039;s first mission for the company was very straightforward: follow Nettle&#039;s directions to head West out of camp to a magical fruit tree growing in the place of an earlier mission involving Sabbatical, Hermes, Marion and others who fought elementally-charged dinosaurs. The mission was to retrieve as much fruit as possible in order to enable Nettle to make new and more powerful soups. On the mission, the group encountered a small band of gnolls including the ones known as Ripjaw and Talon who were defeated and forced to flee, although the party initially thought Talon had been killed. Several fruits were recovered and returned to Nettle, and the party was paid handsomely for their efforts in gold coins and discounts on future soups from Nettle.&lt;br /&gt;
&lt;br /&gt;
=== Her first kill — ===&lt;br /&gt;
Pash wasn’t really sure how she would react when she finally got to unleash violence on another living creature, but it felt sort of… less impactful than she expected. It was easy, and she wasn’t even sure whether the gnoll could be counted as a “person” that she killed. She was able to isolate a gnoll in single combat and defeat it herself without even being hurt by the creature due to her own nimbleness. It fell to her blade, and as it died, she dedicated the kill to Memory’s Awakener, and directed whatever memories she could send its way.&lt;br /&gt;
&lt;br /&gt;
It was &#039;&#039;fun&#039;&#039; to meet the challenge of the gnolls and feel physically up to defeating them, an experience that she’d never had before given her own physical weakness. In thanks to Mem, she also stabbed the rest of the gnolls, trying to pull their memories out to Mem as well even though none of them were &#039;&#039;undead&#039;&#039; creatures.&lt;br /&gt;
&lt;br /&gt;
Back at camp as she worked through the concept of being a killer now, she decided that it didn’t really feel different from before, but after discussing with Heli thought that the reason it didn’t feel any different was because gnolls maybe weren’t “people” enough to really change anything about who she is. She had always thought it would be this big thing to be able to kill people and &#039;&#039;have&#039;&#039; killed them, but it just wasn’t. Although not entirely sure how to feel about &#039;&#039;that&#039;&#039; she decided to just roll with it. If things change how she feels about herself down the line, she figures she’ll deal with it then.&lt;br /&gt;
&lt;br /&gt;
=== Visions from the Dark — ===&lt;br /&gt;
During her break between assignments Pash found herself a bit restless and directionless. She was here out in the wilds as Mem had directed, but didn’t feel was really accomplishing that much. This led to a great deal of contemplation about her role in the camp and whether she would be more useful somewhere else, despite this being the best paying job she’d had in a while and relatively low effort to get the money. Still, she needed some sort of confirmation or direction from Mem regarding continuing in this adventure or where she should focus her efforts.&lt;br /&gt;
&lt;br /&gt;
During this time of focus and contemplation she was able to commune with Mem to learn more about the memories from the slain gnolls and the direction she should focus her efforts. Mem thanked her for her efforts and showed her the memories of the gnolls, revealing some of their recent plans, but more interestingly a brief glimpse of a dark weapon, a hammer, that exuded energy similar to Mem’s own. Her patron was shocked, at this revelation, that other weapons like it may exist, and Pash, sensing the eagerness and distress in her friend promised to look into the matter and investigate the weapon as much as she could while out here in the Wilds.&lt;br /&gt;
&lt;br /&gt;
After making this promise, she began asking around the camp whether anyone had heard of this dark hammer or had more information about the gnolls doings that she should look into. While no one knew anything about the hammer, she did learn a lot of information from Marianne/Marion about “The Seven” which are some mysterious entities that have long existed in the Wilds and may also be the force that Mem mentioned wanted to keep things forgotten in the wilds, while Mem collects the memories themselves. This also seemed like it could be a strong antagonistic force for Pash’s interest in the wilds supporting Mem’s goals.&lt;br /&gt;
&lt;br /&gt;
=== An extra ally, and ZOMBIES, and hammer clues — ===&lt;br /&gt;
My next mission sounded like it would be fairly easy, restore contact with a survey team that went silent, and deal with whatever stopped their communications. Things started a little weird, as Paul, the member of the company who assigned us the mission and said he was going to stay in camp, but then suddenly and suspiciously joined us anyway. (Turns out he was some kind of monster in disguise, which was totally not a shock!) He was some kind of twisted creature of the philosopher’s stone, an alchemical artifact that we were able to capture and secure, and bring back to camp.&lt;br /&gt;
&lt;br /&gt;
But anyway, the important stuff is that I got to fight and kill some &#039;&#039;&#039;ZOMBIES!&#039;&#039;&#039; This was the most deevee thing to find and fight! Sure, they were like, some kind of vine zombie thing that lived in the ruin and not the &#039;&#039;usual&#039;&#039; basic sort of undead I had imagined, but they were still &#039;&#039;zombies.&#039;&#039; It was a little unfortunate how things started, with me getting paralyzed by the first strike against me, but after that zombie was brought down, I was able to sneak forward invisibly and get the drop on three more zombies and land my own re-killing blows. It’ll be great to see Mem’s reaction to all of this when I can next commune with it, and I made sure to confirm the kills by stabbing the remains of each slain foe, including the strange warped creature that was pretending to be Paul. Something else cool happened too: the ruins here had iconography related to the dark hammer I was looking for and which Mem showed me in the gnoll memories. There was a brief description and a clue pointing to the edge of the Scar of Amusa, where it looks like a larger, or more important structure might be that actually contains the hammer that the gnolls saw and might have even more answers. This was a &#039;&#039;huge&#039;&#039; breakthrough in the search for the weapon, and even without the dedicated energy for a full communing, Mem was able to voice a certain level of excitement at the prospect. Final reactions to all of this will have to wait until the next time I can commune with Mem during breaks between missions.&lt;br /&gt;
&lt;br /&gt;
=== A Stolen Heart — ===&lt;br /&gt;
So, it turns out there’s a big fungal plague going around, and it’s not just Lambda with growths going on inside him (even though the stuff with him was more viny anyway) and there’s this Warden of the Wilds character who’s doing something about it, and the company’s made friends with them, so they came to us for help. They also have been watching over a bunch of grung &#039;&#039;kids.&#039;&#039; Or, at least they all acted like kids, like, less than a few months old at most. Definitely not all grown and figuring things out, or at least, not &#039;&#039;healthy&#039;&#039; and grown. I’ve never seen any others, apart from my parents, and they said to be careful if I ever saw any, since they had been kicked out, but none of these ones seemed to really be any sort of threat. Apparently there was a grung village somewhere around where they came from, but it got all fungified. I don’t really know, but I’ll look for some answers around camp later.&lt;br /&gt;
&lt;br /&gt;
Maybe they’re what’s all infected and it’s made them stop growing in the head. Anyway, this warden… lady? is working on a cure for the infection, and what they need to make it all work is a super rare and special flower that only blooms once every &#039;&#039;thousand&#039;&#039; years. (They use something called “Neem plant” and need the “Shimmering Sundew” to proceed in the work on this cure thing.)&lt;br /&gt;
&lt;br /&gt;
Now, obviously, there’s not going to be a lot of those around, but they know a place with one that’s all blooming and ready for the plucking, but it’s being held in some place called Fairyflower Mountain. (Which gets its name because the punishment for any serious crime is being turned into a flower, and the mountain/hill is &#039;&#039;covered&#039;&#039; in flowers.) So, they call up this fairy who owes them a favor after losing at cards, Teedles, a sprite and a real piece of work who was fired from his job as advisor for the fairies with the flower for smuggling [some kind of drug that was mentioned before]. I bet some of my old buddies in Galik would love him. Anyway, this Teedles character tells us a bunch of stuff about the security of the mountain, their treasure vault, and gives us all some magic fruit to eat that’ll shrink us down to pixie-, sprite-, or fair-folk-sized people and let us don any disguise or appearance we can imagine to infiltrate the royal courtship ball for Princess Alyara Everlilly, past all the defenses, into the vault, and secure the flower.&lt;br /&gt;
&lt;br /&gt;
In order to achieve this, our group concocted an elaborate plan, which included distracting the princess and keeping her occupied while we take the key that is normally around her neck to open the vaults. I figured the best way to accomplish that would be to leave a replacement, and I was able to conjure a fake key through my connection with Mem that would do the trick. The only problem was, unless I could stay within five feet of the princess, it would disappear after only a minute! This meant, that not only did I have to get close, I had to &#039;&#039;stay&#039;&#039; close for potentially a while if we wanted to make sure she didn’t notice the missing key. There was really only one way I could think of to accomplish both of those things: convince the princess to spend the whole ball with me at her side.&lt;br /&gt;
&lt;br /&gt;
So, knowing I wanted to get her attention and hold it for as long as possible, I started coming up with a plan for how to do that: First, an identity. I’ve read a few fairy stories, and I thought to myself, princesses always like knights from faroff places with impressive accomplishments and physiques, so, how can I *be* that with every ounce of my disguise? Well, I remember that one story about a charming prince who had to face down a sorcerous dragon to save the princess, and that’s the impression that stuck. And that’s how I got to Ser Windward Dawnshard of the Whispering Shore. It sounded real fancy in my head, and like a definite fairy sort of name and place. (Imagine how shocked I was to hear the fairies all talking about it like it was a real place they knew about.) I had to hope the stuff I made up made any sort of sense, but it all seemed to work. Anyways, Teedles’ documents got that identity into the party, so part one was complete. The next step was getting the princess to feel like she &#039;&#039;wanted&#039;&#039; to spend a bunch of time with me really close to her.&lt;br /&gt;
&lt;br /&gt;
I know people get a bit sick and woozy when they touch my skin, so I thought I could use that to my advantage, and offer the princess my hand, and when she took it, catch her when she swooned from the sudden feeling of the poison on my skin. In the meantime, Rina, this cool elf druid, who is apparently also good at stealing stuff, and who I would have turned invisible, would swoop in to snatch the key while I replace it and help the princess back to her feet using my other hand, which would be gloved, and then I could convince the princess to stay close to me, because the poison was like, just her body going weak at how awesome my persona was.&lt;br /&gt;
&lt;br /&gt;
And, honestly, I didn’t really think about my plan any further than that. I figured we’d end up dancing a bit, and during that time it would be enough for everyone else to do their jobs, but I figured they could all figure all that stuff out, and I’d just stick to the princess as long as possible and keep her from noticing anything was wrong all the way up until an alarm got sounded or everyone got out. I also helped with the rest of the plan a bit, but really, it all sort of left my mind just minutes after we talked about it, because it wasn’t going to be my job. And the first part of my plan went &#039;&#039;perfectly.&#039;&#039; I made Rina invisible, joined the other potential suitors to be presented, and made contact with the princess so Rina could make the swap with the keys. Things were going &#039;&#039;great!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
How was I supposed to have &#039;&#039;any&#039;&#039; way of knowing I’d be &#039;&#039;really good&#039;&#039; at being a seductive fairy knight? That I wouldn’t just make the princess feel a bit weak from poison, but also from the sudden hope that she could have a political marriage to be able to be made queen &#039;&#039;and&#039;&#039; have the love of her life always at her side. That was apparently &#039;&#039;way&#039;&#039; more enticing to Princess Everlilly than I had thought, and honestly, the idea didn’t really sound that bad even the first moment I considered it. I &#039;&#039;had&#039;&#039; said before we even went on the heist that marrying the princess and just asking her to donate the flower to the cause as a wedding present might be a totally viable way to solve the problem, and I meant it.&lt;br /&gt;
&lt;br /&gt;
Getting to see and talk to her a bit, the idea of &#039;&#039;actually&#039;&#039; marrying her seemed less and less like a bad thing. Sure, I couldn’t just abandon Mem or my promises to other friends I’ve made, and that would mean telling her the truth, which could jeopardize our &#039;&#039;current&#039;&#039; mission too. But, damnit, she was lovely, sweet, and &#039;&#039;so happy&#039;&#039; to be with me, even in disguise I &#039;&#039;had&#039;&#039; to give her a chance to hear the truth and see if she still wanted the same thing. So, I asked to speak with her in private for a few minutes, and after she brought us to her chambers, I tried to explain myself and my situation as best I could without ruining the mission. Still, no matter what I said, she said she still wanted to marry me, and… eventually, I had to really admit I wasn’t against the idea—I just had never really thought about being with someone else like that.&lt;br /&gt;
&lt;br /&gt;
Anyway, we spoke for a bit, and I agreed to see the marriage through, so then we gathered everyone up to head outside. I thought this would work well for the others who were still trying to steal the special flower, but also since I was going to go from being a few inches back to more than two feet tall, it seemed like a good idea to find some big open space. We gathered around, and a red cardinal, the bird, offiscated the ceremony. Mostly it spoke in chirps, which I assume everyone else understood, but I managed to pick out a few words, give the all important “I do” and we kissed in front of everyone to cheers and applause. I didn’t &#039;&#039;see&#039;&#039; the group leave with the flower, but after another hour or so I took my leave and found all their vehicles gone, and just the one I came in on with Rina still there. Also, I was big again, so the vehicles weren’t really any use to me except to help guide me back along the special paths back to the Warden.&lt;br /&gt;
&lt;br /&gt;
It turned out to be a success, although a complicated one. They attacked the spider and broke the security system, beat up a guard, and confused a bunch of the others while impersonating the captain of the guards. So it&#039;s all going to be really complicated when I explain it all to the princess and ask her to forgive everything. Maybe I can get some official apologies written up, or the Warden might have some ideas.  But, everyone made it out, and nobody got killed on either side, so I think that makes everything as well as it could be. The Warden got the flower and was confident it would prove the necessary ingredient for a breakthrough at curing all the fungal infection stuff going on. They also paid us all quite well for the assignment, offering several items, including a brooch of fey kind that I claimed and a bunch of money. In among the stuff, I was also drawn to a gilded flower, which I’ve found out I can now use to summon a fey spirit into existence that’s &#039;&#039;become&#039;&#039; my imaginary persona: Ser Windward Dawnshard, although he’s not really ‘of the Whispering Shore’ anymore.&lt;br /&gt;
&lt;br /&gt;
=== A new tinker, and the Boltwards — ===&lt;br /&gt;
The company saw a demonstration of a new invention by an artificer of some special lava-proof suits that can be worn in the Scar. He lived a few days away in the city, so we had to travel to go get him, and Velemar Decrye didn&#039;t even want to pay for a carriage to go get him. He was being dumb, but I talked him into sending us with transit because it would be cheaper than paying for lodging in the city. Anyway, we went after this guy, who lived above a sweetshop. The owner of the shop is this fairy named Sugarsprinkle, and she has some sort of magical sweets that she&#039;s going to start offering to the company later, but she pointed us to the artificer&#039;s apartment upstairs, and we found it ransacked. The guy was missing!&lt;br /&gt;
&lt;br /&gt;
After searching the apartment for evidence, I found evidence of them being late on payments for a loan from the Boltwards, my old gang. So, with that, I explained the situation to the others and we began tracking down the most recent base. I didn&#039;t know for sure where they would be holed up, so instead I went to see a friend who does underground fighting pits, Teaspurn to then point us to the boss, Ser Charles. Someone had to fight her for the info first, and the rest of us had a chance to wager a bit of gold on the bout. I bet on Teaspurn, being a friend of mine, but everyone else bet on Chrysaor, who ended up winning. After she picked herself back up, Teaspurn told us where to find the boss, at a tavern called the Belching Brew, and we set off to find out how we could get the artificer. &lt;br /&gt;
&lt;br /&gt;
He seemed real happy to see me, despite the fact that I didn&#039;t work for the Boltwards anymore, &#039;&#039;and&#039;&#039; I left clean, no obligations or debts behind, and I didn&#039;t know any secrets they couldn&#039;t trust me to keep. In any case he did have the gnome in a cell, and he said the debt was something like a thousand gold. We could have just paid it to take him, but it was a lot of money, and especially without knowing whether tightwad Velemar Decrye would reimburse us, we chose option B, doing a few minor jobs for him. We had to collect a debt from a family that was behind, deliver a package to some guy on the street, and deliver a bribe to a member of the Lyreguard. &lt;br /&gt;
&lt;br /&gt;
We... mostly did the stuff. The group didn&#039;t shake down the family and just paid that smaller debt themselves, and we made sure the Lyreguard&#039;s boss &#039;&#039;caught&#039;&#039; him getting bribed, which was kinda fun. (Not sure if the bribe was supposed to be real or fake to get the guy in trouble, but that&#039;s what they get for not telling us more.) And the guy on the street ran off to maybe commit arson? I dunno, and it&#039;s not really our problem. Still, jobs done, we went back to the bar where my old Ser Charles was waiting for us, and instead of thanking us for our hard work, he decided to dabble in bounty hunting!  &lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;guy&#039;&#039; in the place put up posters advertising a bounty on the Tempest Brothers&#039; Company, put out by the Red Hand on behalf of an anonymous party that wanted to kill us all, and the Ser Charles said the deal with us was off, and he was gonna collect the side bounty on us as members of the company. The whole place went up in an uproar, people I thought of as friends just a year ago trying to kill me and my new friends. They &#039;&#039;sorta&#039;&#039; offered me a chance to turn traitor and kill them, but I couldn&#039;t do that, especially not for a handful of coin and a boss who wouldn&#039;t stick his neck out for his mother, let alone anyone of us. That battle was hard. Not just because of the numbers, or the powers that they were using against us, but because these were people I knew, people I liked, at least a bit. These were people I&#039;d gone on jobs with, who&#039;d hazed me a little, and had pranks played on them in return, and who cheerily waved me goodbye when I took up adventuring instead. Killing them didn&#039;t sit right with me, but there wasn&#039;t time to hold back, or let people surrender, and if they did, they&#039;d just have to contend with the Red Hand for starting a job and not seeing it through anyway. The whole thing was just a mess. &lt;br /&gt;
&lt;br /&gt;
Anyway, skipping ahead, my old boss got away by turning invisible and running. Jack of Hearts did pretty much the same thing, although we stopped him briefly, he still got away. The place was a mess, but we looted the safe and the bodies, collected the artificer, and left. Before we did, though, I made sure to leave a note warning him to stay away from my family. Coming after me was one thing. I&#039;m doing the thing the bounty is for at least, but if they try to get to me through them, I warned them, I would cut through every Boltward base and leave pieces of the Ser Charles in each one before I was done. Hopefully, that&#039;s enough of a threat, and they decide to stay out. Bounty Hunting isn&#039;t the Boltward&#039;s business anyway, and Ser Charles shouldn&#039;t have tried picking it up in the first place. &lt;br /&gt;
&lt;br /&gt;
=== Bounty Hunters Attack on the Tempest Brothers&#039; Compound — ===&lt;br /&gt;
So, the whole bounty situation&#039;s started to come to a head, with a whole bunch of bounty hunter attacking the Tempest Company base while most people were out for the day. We got some warning from an arrow apparently fired by Jack of Hearts to get our attention, but there were some crazy numbers of attackers. I went up to the rooftops in the back of the building to help out there, got the drop on a batch of baddies with a fireball bead, and then got shot by some sort of sniper—apparently Lambda&#039;s brother. Anyway, I take cover at street level only to have some winter Eladrin lady get up in my face and start attacking too. Fortunately, she got distracted by Ser Dawnshard, who conjured up some darkness for me to hide in while I attacked back. She dropped, dead, but Lambda had run off after his brother, and I couldn&#039;t get over to help him before he got dropped too. I sent Ser Dawnshard to distract the big dragonborn while I got ready to take more shots with my magic, but then this voice just crept into my head. I wanted to ignore it, but I couldn&#039;t. It said I should kill my friends, and damnit, for some reason I couldn&#039;t resist wanting to please it, so I got a blast off on Skippy, one of the company skiff pilots, and then I lobbed another one of my fireball beads at Dr. Weedus and some of the other company people helping him. I was readying my last bead to throw towards Amaris and blow *her* up when Weedus knocked me out of my daze. The dragon guy was getting away, carrying a little kobold healer, but I made sure he only &#039;&#039;got&#039;&#039; away with a corpse.&lt;br /&gt;
&lt;br /&gt;
In the mess of things, Lambda was killed, and the fight on the other side of the building went slightly better. Jack came in at some point and helped us for a few moments, before he ran downstairs and apparently stole the head of a gnoll body we&#039;d been keeping in the basement. There were fake Lyreguard which we ended up dubbing liarguard, monsters, assassins, and bodies that turned into slush. The whole common area was trashed, and it turned out the dorms upstairs got all ransacked too. The succubus that whispered to me got away, as did Nassir&#039;s brother (The dragon guy), and Theta, who took all of Lambda&#039;s armor plates, but left the rest of his body behind. Amaris fortunately had a diamond, and with it she brought Lambda back to life, which I thought was kinda weird, since he sorta maybe doesn&#039;t have a soul right now? But whatever, I don&#039;t know how any of that magic is supposed to work. Anyway, in the aftermath I made sure to stab all the bodies with the blade Mem helps me conjure, so maybe I&#039;ll be able to pick up something more from their memories to help the group who actually goes after the source of the bounties, since we were too exhausted after the battle to do that searching. &lt;br /&gt;
&lt;br /&gt;
Cleaning up took a while, but everyone helped, which made the whole thing faster. Wiggler seems like he&#039;s going more insane by the day, but then something happened and he saw a ghost of the elf guy who turned into a Green Knight and gave him a new shield or something. I don&#039;t really get it. And we&#039;ve somehow got a new recruit who joined up in this mess, which is... brave of him, I guess. Anyway, I&#039;m prepping for my next mission, which I think will hopefully get us sent out to the Scar finally to look into that vault thing that Mem clued me in on that might be where the dark hammer we&#039;re looking for is, or at least a part of it. So, here&#039;s hoping for the best. &lt;br /&gt;
&lt;br /&gt;
=== A Boon from a grateful blade (Downtime February 2024) ===&lt;br /&gt;
With a trip to the Scar looming on the horizon, where we will finally have a chance to find this vault where the strange hammer is located. A place where the (former?) Gnoll King once collected their great hammer, but left something crucial behind. This place is also where Coryn Alaeth believes a holy artifact of Pelor has been stored after being stolen away from Pelor&#039;s temples long ago. In any case, the trip to the Scar is soon, and we&#039;ll both finally get to see what this other weapon is and if it can be a new friend or ally. Mem is my friend, and as it turns out, I&#039;ve given them quite a few memories from the slain over the last months. Gnolls, members of the Boltward syndicate, the mercenaries and assassins that attacked the Tempest Brothers... all of them more thought and energy that empowers Mem just a little bit more—even if they aren&#039;t quite as good as an undead&#039;s lingering thoughts for keeping them energized. &lt;br /&gt;
&lt;br /&gt;
Still, they wanted to give me something special in thanks for all the things I&#039;ve been doing and they said this was the least they could do in honor of our partnership and friendship.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Boon of Awakened Memory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A number of times per day equal to your proficiency bonus, when you hit a creature with your Pact of the Blade weapon you can inflict an additional 3d8 psychic damage. When you do this you can make an Insight or Intimidation check contested by their Deception, and on a success you learn a recent important memory of theirs.&amp;lt;/blockquote&amp;gt;Already I have ideas and want to try the skill out, but it&#039;s not the sort of think you practice on a friend in the arena. Still, it won&#039;t be long before I get a chance to try it on a foe, and who knows, maybe if I strike a weapon or a structure, I might get something from it too! The other notable accomplishment recently has been my purchase of a Rod of the Pact Keeper. This will help me focus my spells more effectively even if it means I&#039;d have to forgo the shield in order to use it. I never really liked using a shield in the first place, so it&#039;s really not much of a loss even if it means I&#039;m a bit more likely to get hit by an enemies attacks. &lt;br /&gt;
&lt;br /&gt;
Going out to the Scar is going to be a unique challenge for me compared to the other company members too, because while the suits that Widgit Wizzlepop has developed might protect me from the heat, they likely won&#039;t have a good way to keep me moist. But hopefully we aren&#039;t there long enough that that becomes a real problem for me. I&#039;ll bring a barrel of water on the airship trip, and as long as I&#039;m good and soaked before we don the suits, I should be fine. If things go wrong though... I might need to pick up a spell scroll from Bulio&#039;s to create water in an emergency and carry that with me just in case. Which reminds me, Bulio has been a solid friend ever since we got past that rough spot with his sale he didn&#039;t tell me about, and he&#039;s really been stepping it up with his wares recently. I got this cool wand of secrets that can point me to anything hidden in a room, plus with the boots I got from him I&#039;m able to keep up with most of the other people in the company instead of being slower like the other short folk. I have that spell that lets me fly, but only for a few minutes at a time, and I think it&#039;d be cooler if I had wings like you. &lt;br /&gt;
&lt;br /&gt;
I&#039;m starting to worry about home too. The city has its own problems with these demon cultists and mushroom zombies, and they&#039;re even trying to take over the government from the inside. But that&#039;s not the only home that I worry is in danger. When I was last at Fairyflower Mountain there were already rumors and talk about more mushrooms and oozes in the area, and the spreading swamps is not a good sign. I hope that whatever solutions the Warden of the Wilds comes up with prove helpful and maybe I can even help them make sure that they put a little extra effort to helping our kingdom maintain its borders. You would tell me if you were worried something might happen soon, right? If anything &#039;&#039;does&#039;&#039; come up that you need my help with, just say the word and I&#039;m there, whether alone, or with the forces of this company supporting me to come to your rescue. Even if I have to steal an airship to get there, you know I&#039;ll be by your side as quickly as I can. Thank you, Alyara, for helping me find another place I can call &#039;&#039;home.&#039;&#039; I promise I&#039;ll visit again as soon as I can. &lt;br /&gt;
&lt;br /&gt;
== Downtime Revelations ==&lt;br /&gt;
&lt;br /&gt;
=== Visions and Memories from Mem (November 2023) ===&lt;br /&gt;
&lt;br /&gt;
* Mem shuffles through the vast stores of their collected memories and begins to share what they have recovered from your recent missions.&lt;br /&gt;
* The memories of the zombies from when they were mortal are centuries old, almost as old as the ruins you discovered them in. You see them tending to the structure and you see many of them wield weapons similar to yours. Whatever this place was it was some base for an ancient order that used these weapons to collect and store memories, and destroy undead. It almost makes you feel both nostalgic and sad, as if almost a part of you was lost with this order.&lt;br /&gt;
* You see flashes of memory of someone wielding the strange hammer, attacking other members of this strange order. In the memories this figure is defeated and the hammer is locked away in a vault deep within the scar.&lt;br /&gt;
* You see flashes of this vault in the scar over centuries. In these memories you see another figure, broken and burnt approach the vault which seems to open up to them, hungry for a newcomer. Around the vault you can swear you see fungus pushing up from the cracks and magma. This figure which you realize is a Gnoll enters the vault. (This figure is definitely the Gnoll King.)&lt;br /&gt;
* In an another flash you see them grab the hammers hilt from where it was sealed away. As they take it tough, you realize that they left something important behind tied to this hammer, more vital then maybe even the hammer itself tied to the weapon, but you cannot determine what. The closest thing you can amount it to, is that the hammer was both taken, and left behind at the same time.&lt;br /&gt;
* You then see the ruins as you saw them, old and decaying. Alongside the zombies you see a strange figure, tall and lanky, hiding out in the ruins. While all mortals have flesh, this thing is &amp;quot;made of flesh.&amp;quot; More muscle then it should be able to handle and parts of humanoid bodies almost grafted to its form. You see the pulsing red of the philosophers stone in its grasp. (This figure is the same as &amp;quot;not Paul&amp;quot; from before, but a more complete creature. It&#039;s hiding out in the ruins and using them as a base of operations.)&lt;br /&gt;
* (Pash would be able to find this place in the scar herself, based on these memories, and there&#039;s potential that she could direct others there with time spent researching and using maps, but that would be riskier and more difficult for her than going herself like she&#039;s promised Mem.) &lt;br /&gt;
&lt;br /&gt;
=== Rumors from the fair folk (December 2023) ===&lt;br /&gt;
&lt;br /&gt;
* The Mountain itself with the blight surrounding it is pretty isolated from the going ons of the jungle. Rumors are of sightings beyond the blight of strange figures watching the mountain. It seems these rumors started popping up around the time of the heist.&lt;br /&gt;
* There are reports of demonic omens in the region, including animal mutilation, the death of flora, and electric storms. These types of omens seem to herald something larger&lt;br /&gt;
* Reports say that the Gnolls seem to have taken control of the region, but also they might have lost most of their power in the attack, losing a good chunk of their forces as well as major leaders.&lt;br /&gt;
* The swamps at the edge of the scar have been growing larger, intruding into the jungles.&lt;br /&gt;
* Another group of outsiders have come from Galik bringing what seems to be humanoid remains into the wilds. For what purposes the fair folk do not know.&lt;br /&gt;
* The fair folk also note an uptick in ooze related sightings and claim the oozes are feeding on the fungus.&lt;br /&gt;
* The Warden is nearing completion on their work on a &amp;quot;cure&amp;quot; for the fungus which should potentially be able to destroy the fungi in the forest and cure the grung and any others who are infected.&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Archdevil&amp;diff=29561</id>
		<title>Archdevil</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Archdevil&amp;diff=29561"/>
		<updated>2024-03-03T02:35:54Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* Other Notable Archdevils */  In preparation for Infernal Invasion campaign.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}} &#039;&#039;&#039;Archdevils&#039;&#039;&#039; are powerful and unique [[Devil|Devils]] in positions of power or renown in  [[The Ten Hells]]. The most powerful are the Lords of the Ten, rulers of each layer of Hell.&lt;br /&gt;
&lt;br /&gt;
==Rulers of the Ten==&lt;br /&gt;
* [[Mammon]] (Ruler of the Third)&lt;br /&gt;
* [[Belial the Devourer|Belial]] (Co-Ruler of the Fourth)&lt;br /&gt;
* [[Fierna]] (Co-Ruler of the Fourth)&lt;br /&gt;
* [[Glasya]] (Former Ruler of the Sixth, Ruler of the Ninth)&lt;br /&gt;
* [[Asmodeus]] (Ruler of the Tenth)&lt;br /&gt;
&lt;br /&gt;
==Other Notable Archdevils==&lt;br /&gt;
&lt;br /&gt;
* [[Pharastra]] (daughter of [[Fierna]])&lt;br /&gt;
* [[Philani]] (Known in Amusa as [[Sabbatical (character)|Sabbatical]] before becoming an archfiend)&lt;br /&gt;
* [[Delphyne]] (formerly [[Redemption Core|Redemption &amp;quot;Reedy&amp;quot; Core]])&lt;br /&gt;
* [[Nesoren]] (lieutenant of the Second)&lt;br /&gt;
* [[Albrecht]] (of the Seventh)&lt;br /&gt;
* [[Essin]] (of the First)&lt;br /&gt;
* [[Zayora]] (of the Ninth)&lt;br /&gt;
* [[Gilfoil]] (of the Third)&lt;br /&gt;
* [[Interrus]] (of the Fifth)&lt;br /&gt;
* [[Halifax]] (of the Eighth)&lt;br /&gt;
* Twins [[Diax and Desha]] (of the Sixth)&lt;br /&gt;
&lt;br /&gt;
[[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Pash&amp;diff=29385</id>
		<title>Pash</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Pash&amp;diff=29385"/>
		<updated>2024-02-20T07:17:24Z</updated>

		<summary type="html">&lt;p&gt;Warden: Session recaps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}{{Infobox_character|affilliation=Boltward Syndicate, Galik (former)&lt;br /&gt;
Tempest Brothers&#039; Expeditionary Company (Contractor)&lt;br /&gt;
Fairyflower Mountain (Queen)|name={{PAGENAME}}|relatives=m&#039;Rang (mother); l&#039;Mon (father)|languages=Common, Grung|alias=p&#039;Ash&#039;r&#039;Ohn|marital=Married to Queen Alyara Everlilly of Fairyflower Mountain|birthPlace=Galik|species=Grung|gender=Female|height=2&#039;10&amp;quot;|weight=29 lbs|eyes=Brown}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;p&#039;Ash&#039;r&#039;Ohn, or &amp;quot;{{PAGENAME}}&amp;quot; &#039;&#039;&#039;is a Grung adventurer native to Galik who seeks admittance into the [[Tempest Brothers Expeditionary Company]] several months after the company launched its missions. Pash is a hexblade warlock who wields a mix of blade and spell to fell foes and eke out a living. Having learned of the new opportunity in the wilds, Pash wants to prove she is a great fighter to all.&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Pash is a red grung who generally relaxes without clothing and wears small pieces of hide armor to battle, although she hopes to acquire far more durable gear through adventuring. Pash has dark brown eyes and stands just under 3 ft tall. She weighs under thirty pounds and has a large number and variety of scars on her body from indelicate friends looking to poison their weapons. She also has a spiral tattoo on her left arm.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Pash is &#039;&#039;very&#039;&#039; dedicated to her weapon and to her fighting skills. She has let most of her relationships wither through inattention other than those encouraged by her patron or her criminal contacts. She is loyal to people she likes and is far more naive than she realizes. She trusts quickly and has no personal experience with betrayal, just drifting away as her attention wanders. She is very absent minded, and gets angry under pressure, but hasn&#039;t yet learned how to hold a grudge. &lt;br /&gt;
&lt;br /&gt;
Since getting married to Queen Alyara Everlilly of the Fair folk of Fairyflower Mountain, Pash has grown more introspective and started planning out her future in new ways. She is dedicated to the idea of being a good partner and ruler of the fairy kingdom and also wants to help bridge the rift that&#039;s formed between the Moon Fey and the fair folk by being friends with [[Amaris Luanach|Amaris]].  &lt;br /&gt;
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== History ==&lt;br /&gt;
Pash was hatched in an alley in Galik to a pair of grung exiles. She knows little of traditional grung culture and has focused on quickly developing skills and rapport with her warlock patron. She is an only child and grew up in the poor side of Galik, but her parents managed to afford a small house of their own. Due to the poor conditions at the time of her hatching, Pash never fully developed her strength, a fact of constant frustration for her until she made her Warlock pact. She learned to read very young, in part because she wasn&#039;t strong or fit enough to do a lot of other things in her first year of life. After she was a little over a year though, she was able to begin going outside and meet more new people.&lt;br /&gt;
&lt;br /&gt;
She had a few close friends, mostly of other poor children among the non-human citizens of Galik, but due to her toxic skin was often ostracized by her peers. As such, it should come as little surprise that she found herself entangled with the criminal element of Galik. She found an in with the Boltward Syndicate and mostly assisted in the collection of debts and intimidation efforts.&lt;br /&gt;
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Pash&#039;s role in the criminal enterprise wasn&#039;t &#039;&#039;actually&#039;&#039; as an enforcer, but she thought of herself that way. She delivered pointed, and often &#039;&#039;poisoned&#039;&#039; messages to people who were behind on payments or who had otherwise offended the hidden law of the city.&lt;br /&gt;
&lt;br /&gt;
During one of these trips to a local bookseller, Pash became fascinated with a particular tome and took it in exchange for an extension of the shop&#039;s payment. It told the story of a powerful sword with the power of life and death. This sword&#039;s power focused on the spirit, binding slain foes to its wielder&#039;s service and drawing the memories of the fallen into its wielder. The blade became known as Memory&#039;s Awakener. This story fascinated Pash greatly, and she felt a powerful connection to the idea of securing the memories of her foes, having assisted with one or two interrogations in the past. That night, as her mind dwelled on the idea, she had a dream, and in that dream connected with the spirit of this legendary weapon. It promised her power, and the strength to wield it should she prove herself worthy and should she serve the weapon&#039;s purpose in destroying zombies and necromancers, and feeding it more memories. Pash did not hesitate in the slightest and accepted the offer, becoming a warlock. It took a few months before she was able to extricate herself from the Syndicate, but she left on good terms with her bosses. &lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Pash speaks Common and Grung&lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Pash primarily uses her machete (Longsword), but also sometimes wields spells or her shorter piercing shortsword which she can apply her poison to. When out of reach (unfortunately common for her short legs) she most often uses blasts of arcane force. &lt;br /&gt;
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=== Memory&#039;s Awakener ===&lt;br /&gt;
Pash doesn&#039;t know a lot of detail about the mythical weapon other than its needs: to gather and consume the memories of beings cut with it.  &lt;br /&gt;
&lt;br /&gt;
Despite not knowing much to begin with, she and &amp;quot;Mem&amp;quot; have become friends, and she&#039;s convinced the sword to stick with her, and create new memories for itself, and not just consume others&#039; memories. She is also seeking out other intelligent weapons that might be hidden away in Amusa with the hope that they can tell her more about Mem, or be a friend to Mem too.  &lt;br /&gt;
&lt;br /&gt;
== Joining the Company ==&lt;br /&gt;
Having grown a little bored with her life of crime and interested in finding some of those fabled undead her patron keeps telling her exist out in the world, Pash signs up with the [[Tempest Brothers Expeditionary Company]] in search of adventure and more funds. She joins them via airship and definitely didn&#039;t stow away on their supply ship without permission. At least, no one can prove that. She simply went unnoticed for a while. &lt;br /&gt;
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== Missions with the Tempest Brothers ==&lt;br /&gt;
Pash&#039;s first mission for the company was very straightforward: follow Nettle&#039;s directions to head West out of camp to a magical fruit tree growing in the place of an earlier mission involving Sabbatical, Hermes, Marion and others who fought elementally-charged dinosaurs. The mission was to retrieve as much fruit as possible in order to enable Nettle to make new and more powerful soups. On the mission, the group encountered a small band of gnolls including the ones known as Ripjaw and Talon who were defeated and forced to flee, although the party initially thought Talon had been killed. Several fruits were recovered and returned to Nettle, and the party was paid handsomely for their efforts in gold coins and discounts on future soups from Nettle.&lt;br /&gt;
&lt;br /&gt;
=== Her first kill — ===&lt;br /&gt;
Pash wasn’t really sure how she would react when she finally got to unleash violence on another living creature, but it felt sort of… less impactful than she expected. It was easy, and she wasn’t even sure whether the gnoll could be counted as a “person” that she killed. She was able to isolate a gnoll in single combat and defeat it herself without even being hurt by the creature due to her own nimbleness. It fell to her blade, and as it died, she dedicated the kill to Memory’s Awakener, and directed whatever memories she could send its way.&lt;br /&gt;
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It was &#039;&#039;fun&#039;&#039; to meet the challenge of the gnolls and feel physically up to defeating them, an experience that she’d never had before given her own physical weakness. In thanks to Mem, she also stabbed the rest of the gnolls, trying to pull their memories out to Mem as well even though none of them were &#039;&#039;undead&#039;&#039; creatures.&lt;br /&gt;
&lt;br /&gt;
Back at camp as she worked through the concept of being a killer now, she decided that it didn’t really feel different from before, but after discussing with Heli thought that the reason it didn’t feel any different was because gnolls maybe weren’t “people” enough to really change anything about who she is. She had always thought it would be this big thing to be able to kill people and &#039;&#039;have&#039;&#039; killed them, but it just wasn’t. Although not entirely sure how to feel about &#039;&#039;that&#039;&#039; she decided to just roll with it. If things change how she feels about herself down the line, she figures she’ll deal with it then.&lt;br /&gt;
&lt;br /&gt;
=== Visions from the Dark — ===&lt;br /&gt;
During her break between assignments Pash found herself a bit restless and directionless. She was here out in the wilds as Mem had directed, but didn’t feel was really accomplishing that much. This led to a great deal of contemplation about her role in the camp and whether she would be more useful somewhere else, despite this being the best paying job she’d had in a while and relatively low effort to get the money. Still, she needed some sort of confirmation or direction from Mem regarding continuing in this adventure or where she should focus her efforts.&lt;br /&gt;
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During this time of focus and contemplation she was able to commune with Mem to learn more about the memories from the slain gnolls and the direction she should focus her efforts. Mem thanked her for her efforts and showed her the memories of the gnolls, revealing some of their recent plans, but more interestingly a brief glimpse of a dark weapon, a hammer, that exuded energy similar to Mem’s own. Her patron was shocked, at this revelation, that other weapons like it may exist, and Pash, sensing the eagerness and distress in her friend promised to look into the matter and investigate the weapon as much as she could while out here in the Wilds.&lt;br /&gt;
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After making this promise, she began asking around the camp whether anyone had heard of this dark hammer or had more information about the gnolls doings that she should look into. While no one knew anything about the hammer, she did learn a lot of information from Marianne/Marion about “The Seven” which are some mysterious entities that have long existed in the Wilds and may also be the force that Mem mentioned wanted to keep things forgotten in the wilds, while Mem collects the memories themselves. This also seemed like it could be a strong antagonistic force for Pash’s interest in the wilds supporting Mem’s goals.&lt;br /&gt;
&lt;br /&gt;
=== An extra ally, and ZOMBIES, and hammer clues — ===&lt;br /&gt;
My next mission sounded like it would be fairly easy, restore contact with a survey team that went silent, and deal with whatever stopped their communications. Things started a little weird, as Paul, the member of the company who assigned us the mission and said he was going to stay in camp, but then suddenly and suspiciously joined us anyway. (Turns out he was some kind of monster in disguise, which was totally not a shock!) He was some kind of twisted creature of the philosopher’s stone, an alchemical artifact that we were able to capture and secure, and bring back to camp.&lt;br /&gt;
&lt;br /&gt;
But anyway, the important stuff is that I got to fight and kill some &#039;&#039;&#039;ZOMBIES!&#039;&#039;&#039; This was the most deevee thing to find and fight! Sure, they were like, some kind of vine zombie thing that lived in the ruin and not the &#039;&#039;usual&#039;&#039; basic sort of undead I had imagined, but they were still &#039;&#039;zombies.&#039;&#039; It was a little unfortunate how things started, with me getting paralyzed by the first strike against me, but after that zombie was brought down, I was able to sneak forward invisibly and get the drop on three more zombies and land my own re-killing blows. It’ll be great to see Mem’s reaction to all of this when I can next commune with it, and I made sure to confirm the kills by stabbing the remains of each slain foe, including the strange warped creature that was pretending to be Paul. Something else cool happened too: the ruins here had iconography related to the dark hammer I was looking for and which Mem showed me in the gnoll memories. There was a brief description and a clue pointing to the edge of the Scar of Amusa, where it looks like a larger, or more important structure might be that actually contains the hammer that the gnolls saw and might have even more answers. This was a &#039;&#039;huge&#039;&#039; breakthrough in the search for the weapon, and even without the dedicated energy for a full communing, Mem was able to voice a certain level of excitement at the prospect. Final reactions to all of this will have to wait until the next time I can commune with Mem during breaks between missions.&lt;br /&gt;
&lt;br /&gt;
=== A Stolen Heart — ===&lt;br /&gt;
So, it turns out there’s a big fungal plague going around, and it’s not just Lambda with growths going on inside him (even though the stuff with him was more viny anyway) and there’s this Warden of the Wilds character who’s doing something about it, and the company’s made friends with them, so they came to us for help. They also have been watching over a bunch of grung &#039;&#039;kids.&#039;&#039; Or, at least they all acted like kids, like, less than a few months old at most. Definitely not all grown and figuring things out, or at least, not &#039;&#039;healthy&#039;&#039; and grown. I’ve never seen any others, apart from my parents, and they said to be careful if I ever saw any, since they had been kicked out, but none of these ones seemed to really be any sort of threat. Apparently there was a grung village somewhere around where they came from, but it got all fungified. I don’t really know, but I’ll look for some answers around camp later.&lt;br /&gt;
&lt;br /&gt;
Maybe they’re what’s all infected and it’s made them stop growing in the head. Anyway, this warden… lady? is working on a cure for the infection, and what they need to make it all work is a super rare and special flower that only blooms once every &#039;&#039;thousand&#039;&#039; years. (They use something called “Neem plant” and need the “Shimmering Sundew” to proceed in the work on this cure thing.)&lt;br /&gt;
&lt;br /&gt;
Now, obviously, there’s not going to be a lot of those around, but they know a place with one that’s all blooming and ready for the plucking, but it’s being held in some place called Fairyflower Mountain. (Which gets its name because the punishment for any serious crime is being turned into a flower, and the mountain/hill is &#039;&#039;covered&#039;&#039; in flowers.) So, they call up this fairy who owes them a favor after losing at cards, Teedles, a sprite and a real piece of work who was fired from his job as advisor for the fairies with the flower for smuggling [some kind of drug that was mentioned before]. I bet some of my old buddies in Galik would love him. Anyway, this Teedles character tells us a bunch of stuff about the security of the mountain, their treasure vault, and gives us all some magic fruit to eat that’ll shrink us down to pixie-, sprite-, or fair-folk-sized people and let us don any disguise or appearance we can imagine to infiltrate the royal courtship ball for Princess Alyara Everlilly, past all the defenses, into the vault, and secure the flower.&lt;br /&gt;
&lt;br /&gt;
In order to achieve this, our group concocted an elaborate plan, which included distracting the princess and keeping her occupied while we take the key that is normally around her neck to open the vaults. I figured the best way to accomplish that would be to leave a replacement, and I was able to conjure a fake key through my connection with Mem that would do the trick. The only problem was, unless I could stay within five feet of the princess, it would disappear after only a minute! This meant, that not only did I have to get close, I had to &#039;&#039;stay&#039;&#039; close for potentially a while if we wanted to make sure she didn’t notice the missing key. There was really only one way I could think of to accomplish both of those things: convince the princess to spend the whole ball with me at her side.&lt;br /&gt;
&lt;br /&gt;
So, knowing I wanted to get her attention and hold it for as long as possible, I started coming up with a plan for how to do that: First, an identity. I’ve read a few fairy stories, and I thought to myself, princesses always like knights from faroff places with impressive accomplishments and physiques, so, how can I *be* that with every ounce of my disguise? Well, I remember that one story about a charming prince who had to face down a sorcerous dragon to save the princess, and that’s the impression that stuck. And that’s how I got to Ser Windward Dawnshard of the Whispering Shore. It sounded real fancy in my head, and like a definite fairy sort of name and place. (Imagine how shocked I was to hear the fairies all talking about it like it was a real place they knew about.) I had to hope the stuff I made up made any sort of sense, but it all seemed to work. Anyways, Teedles’ documents got that identity into the party, so part one was complete. The next step was getting the princess to feel like she &#039;&#039;wanted&#039;&#039; to spend a bunch of time with me really close to her.&lt;br /&gt;
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I know people get a bit sick and woozy when they touch my skin, so I thought I could use that to my advantage, and offer the princess my hand, and when she took it, catch her when she swooned from the sudden feeling of the poison on my skin. In the meantime, Rina, this cool elf druid, who is apparently also good at stealing stuff, and who I would have turned invisible, would swoop in to snatch the key while I replace it and help the princess back to her feet using my other hand, which would be gloved, and then I could convince the princess to stay close to me, because the poison was like, just her body going weak at how awesome my persona was.&lt;br /&gt;
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And, honestly, I didn’t really think about my plan any further than that. I figured we’d end up dancing a bit, and during that time it would be enough for everyone else to do their jobs, but I figured they could all figure all that stuff out, and I’d just stick to the princess as long as possible and keep her from noticing anything was wrong all the way up until an alarm got sounded or everyone got out. I also helped with the rest of the plan a bit, but really, it all sort of left my mind just minutes after we talked about it, because it wasn’t going to be my job. And the first part of my plan went &#039;&#039;perfectly.&#039;&#039; I made Rina invisible, joined the other potential suitors to be presented, and made contact with the princess so Rina could make the swap with the keys. Things were going &#039;&#039;great!&#039;&#039; &lt;br /&gt;
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How was I supposed to have &#039;&#039;any&#039;&#039; way of knowing I’d be &#039;&#039;really good&#039;&#039; at being a seductive fairy knight? That I wouldn’t just make the princess feel a bit weak from poison, but also from the sudden hope that she could have a political marriage to be able to be made queen &#039;&#039;and&#039;&#039; have the love of her life always at her side. That was apparently &#039;&#039;way&#039;&#039; more enticing to Princess Everlilly than I had thought, and honestly, the idea didn’t really sound that bad even the first moment I considered it. I &#039;&#039;had&#039;&#039; said before we even went on the heist that marrying the princess and just asking her to donate the flower to the cause as a wedding present might be a totally viable way to solve the problem, and I meant it.&lt;br /&gt;
&lt;br /&gt;
Getting to see and talk to her a bit, the idea of &#039;&#039;actually&#039;&#039; marrying her seemed less and less like a bad thing. Sure, I couldn’t just abandon Mem or my promises to other friends I’ve made, and that would mean telling her the truth, which could jeopardize our &#039;&#039;current&#039;&#039; mission too. But, damnit, she was lovely, sweet, and &#039;&#039;so happy&#039;&#039; to be with me, even in disguise I &#039;&#039;had&#039;&#039; to give her a chance to hear the truth and see if she still wanted the same thing. So, I asked to speak with her in private for a few minutes, and after she brought us to her chambers, I tried to explain myself and my situation as best I could without ruining the mission. Still, no matter what I said, she said she still wanted to marry me, and… eventually, I had to really admit I wasn’t against the idea—I just had never really thought about being with someone else like that.&lt;br /&gt;
&lt;br /&gt;
Anyway, we spoke for a bit, and I agreed to see the marriage through, so then we gathered everyone up to head outside. I thought this would work well for the others who were still trying to steal the special flower, but also since I was going to go from being a few inches back to more than two feet tall, it seemed like a good idea to find some big open space. We gathered around, and a red cardinal, the bird, offiscated the ceremony. Mostly it spoke in chirps, which I assume everyone else understood, but I managed to pick out a few words, give the all important “I do” and we kissed in front of everyone to cheers and applause. I didn’t &#039;&#039;see&#039;&#039; the group leave with the flower, but after another hour or so I took my leave and found all their vehicles gone, and just the one I came in on with Rina still there. Also, I was big again, so the vehicles weren’t really any use to me except to help guide me back along the special paths back to the Warden.&lt;br /&gt;
&lt;br /&gt;
It turned out to be a success, although a complicated one. They attacked the spider and broke the security system, beat up a guard, and confused a bunch of the others while impersonating the captain of the guards. So it&#039;s all going to be really complicated when I explain it all to the princess and ask her to forgive everything. Maybe I can get some official apologies written up, or the Warden might have some ideas.  But, everyone made it out, and nobody got killed on either side, so I think that makes everything as well as it could be. The Warden got the flower and was confident it would prove the necessary ingredient for a breakthrough at curing all the fungal infection stuff going on. They also paid us all quite well for the assignment, offering several items, including a brooch of fey kind that I claimed and a bunch of money. In among the stuff, I was also drawn to a gilded flower, which I’ve found out I can now use to summon a fey spirit into existence that’s &#039;&#039;become&#039;&#039; my imaginary persona: Ser Windward Dawnshard, although he’s not really ‘of the Whispering Shore’ anymore.&lt;br /&gt;
&lt;br /&gt;
=== A new tinker, and the Boltwards — ===&lt;br /&gt;
The company saw a demonstration of a new invention by an artificer of some special lava-proof suits that can be worn in the Scar. He lived a few days away in the city, so we had to travel to go get him, and Velemar Decrye didn&#039;t even want to pay for a carriage to go get him. He was being dumb, but I talked him into sending us with transit because it would be cheaper than paying for lodging in the city. Anyway, we went after this guy, who lived above a sweetshop. The owner of the shop is this fairy named Sugarsprinkle, and she has some sort of magical sweets that she&#039;s going to start offering to the company later, but she pointed us to the artificer&#039;s apartment upstairs, and we found it ransacked. The guy was missing!&lt;br /&gt;
&lt;br /&gt;
After searching the apartment for evidence, I found evidence of them being late on payments for a loan from the Boltwards, my old gang. So, with that, I explained the situation to the others and we began tracking down the most recent base. I didn&#039;t know for sure where they would be holed up, so instead I went to see a friend who does underground fighting pits, Teaspurn to then point us to the boss, Ser Charles. Someone had to fight her for the info first, and the rest of us had a chance to wager a bit of gold on the bout. I bet on Teaspurn, being a friend of mine, but everyone else bet on Chrysaor, who ended up winning. After she picked herself back up, Teaspurn told us where to find the boss, at a tavern called the Belching Brew, and we set off to find out how we could get the artificer. &lt;br /&gt;
&lt;br /&gt;
He seemed real happy to see me, despite the fact that I didn&#039;t work for the Boltwards anymore, &#039;&#039;and&#039;&#039; I left clean, no obligations or debts behind, and I didn&#039;t know any secrets they couldn&#039;t trust me to keep. In any case he did have the gnome in a cell, and he said the debt was something like a thousand gold. We could have just paid it to take him, but it was a lot of money, and especially without knowing whether tightwad Velemar Decrye would reimburse us, we chose option B, doing a few minor jobs for him. We had to collect a debt from a family that was behind, deliver a package to some guy on the street, and deliver a bribe to a member of the Lyreguard. &lt;br /&gt;
&lt;br /&gt;
We... mostly did the stuff. The group didn&#039;t shake down the family and just paid that smaller debt themselves, and we made sure the Lyreguard&#039;s boss &#039;&#039;caught&#039;&#039; him getting bribed, which was kinda fun. (Not sure if the bribe was supposed to be real or fake to get the guy in trouble, but that&#039;s what they get for not telling us more.) And the guy on the street ran off to maybe commit arson? I dunno, and it&#039;s not really our problem. Still, jobs done, we went back to the bar where my old Ser Charles was waiting for us, and instead of thanking us for our hard work, he decided to dabble in bounty hunting!  &lt;br /&gt;
&lt;br /&gt;
Some &#039;&#039;guy&#039;&#039; in the place put up posters advertising a bounty on the Tempest Brothers&#039; Company, put out by the Red Hand on behalf of an anonymous party that wanted to kill us all, and the Ser Charles said the deal with us was off, and he was gonna collect the side bounty on us as members of the company. The whole place went up in an uproar, people I thought of as friends just a year ago trying to kill me and my new friends. They &#039;&#039;sorta&#039;&#039; offered me a chance to turn traitor and kill them, but I couldn&#039;t do that, especially not for a handful of coin and a boss who wouldn&#039;t stick his neck out for his mother, let alone anyone of us. That battle was hard. Not just because of the numbers, or the powers that they were using against us, but because these were people I knew, people I liked, at least a bit. These were people I&#039;d gone on jobs with, who&#039;d hazed me a little, and had pranks played on them in return, and who cheerily waved me goodbye when I took up adventuring instead. Killing them didn&#039;t sit right with me, but there wasn&#039;t time to hold back, or let people surrender, and if they did, they&#039;d just have to contend with the Red Hand for starting a job and not seeing it through anyway. The whole thing was just a mess. &lt;br /&gt;
&lt;br /&gt;
Anyway, skipping ahead, my old boss got away by turning invisible and running. Jack of Hearts did pretty much the same thing, although we stopped him briefly, he still got away. The place was a mess, but we looted the safe and the bodies, collected the artificer, and left. Before we did, though, I made sure to leave a note warning him to stay away from my family. Coming after me was one thing. I&#039;m doing the thing the bounty is for at least, but if they try to get to me through them, I warned them, I would cut through every Boltward base and leave pieces of the Ser Charles in each one before I was done. Hopefully, that&#039;s enough of a threat, and they decide to stay out. Bounty Hunting isn&#039;t the Boltward&#039;s business anyway, and Ser Charles shouldn&#039;t have tried picking it up in the first place. &lt;br /&gt;
&lt;br /&gt;
=== Bounty Hunters Attack on the Tempest Brothers&#039; Compound — ===&lt;br /&gt;
So, the whole bounty situation&#039;s started to come to a head, with a whole bunch of bounty hunter attacking the Tempest Company base while most people were out for the day. We got some warning from an arrow apparently fired by Jack of Hearts to get our attention, but there were some crazy numbers of attackers. I went up to the rooftops in the back of the building to help out there, got the drop on a batch of baddies with a fireball bead, and then got shot by some sort of sniper—apparently Lambda&#039;s brother. Anyway, I take cover at street level only to have some winter Eladrin lady get up in my face and start attacking too. Fortunately, she got distracted by Ser Dawnshard, who conjured up some darkness for me to hide in while I attacked back. She dropped, dead, but Lambda had run off after his brother, and I couldn&#039;t get over to help him before he got dropped too. I sent Ser Dawnshard to distract the big dragonborn while I got ready to take more shots with my magic, but then this voice just crept into my head. I wanted to ignore it, but I couldn&#039;t. It said I should kill my friends, and damnit, for some reason I couldn&#039;t resist wanting to please it, so I got a blast off on Skippy, one of the company skiff pilots, and then I lobbed another one of my fireball beads at Dr. Weedus and some of the other company people helping him. I was readying my last bead to throw towards Amaris and blow *her* up when Weedus knocked me out of my daze. The dragon guy was getting away, carrying a little kobold healer, but I made sure he only &#039;&#039;got&#039;&#039; away with a corpse.&lt;br /&gt;
&lt;br /&gt;
In the mess of things, Lambda was killed, and the fight on the other side of the building went slightly better. Jack came in at some point and helped us for a few moments, before he ran downstairs and apparently stole the head of a gnoll body we&#039;d been keeping in the basement. There were fake Lyreguard which we ended up dubbing liarguard, monsters, assassins, and bodies that turned into slush. The whole common area was trashed, and it turned out the dorms upstairs got all ransacked too. The succubus that whispered to me got away, as did Nassir&#039;s brother (The dragon guy), and Theta, who took all of Lambda&#039;s armor plates, but left the rest of his body behind. Amaris fortunately had a diamond, and with it she brought Lambda back to life, which I thought was kinda weird, since he sorta maybe doesn&#039;t have a soul right now? But whatever, I don&#039;t know how any of that magic is supposed to work. Anyway, in the aftermath I made sure to stab all the bodies with the blade Mem helps me conjure, so maybe I&#039;ll be able to pick up something more from their memories to help the group who actually goes after the source of the bounties, since we were too exhausted after the battle to do that searching. &lt;br /&gt;
&lt;br /&gt;
Cleaning up took a while, but everyone helped, which made the whole thing faster. Wiggler seems like he&#039;s going more insane by the day, but then something happened and he saw a ghost of the elf guy who turned into a Green Knight and gave him a new shield or something. I don&#039;t really get it. And we&#039;ve somehow got a new recruit who joined up in this mess, which is... brave of him, I guess. Anyway, I&#039;m prepping for my next mission, which I think will hopefully get us sent out to the Scar finally to look into that vault thing that Mem clued me in on that might be where the dark hammer we&#039;re looking for is, or at least a part of it. So, here&#039;s hoping for the best. &lt;br /&gt;
&lt;br /&gt;
== Downtime Revelations ==&lt;br /&gt;
&lt;br /&gt;
=== Visions and Memories from Mem (November 2023) ===&lt;br /&gt;
&lt;br /&gt;
* Mem shuffles through the vast stores of their collected memories and begins to share what they have recovered from your recent missions.&lt;br /&gt;
* The memories of the zombies from when they were mortal are centuries old, almost as old as the ruins you discovered them in. You see them tending to the structure and you see many of them wield weapons similar to yours. Whatever this place was it was some base for an ancient order that used these weapons to collect and store memories, and destroy undead. It almost makes you feel both nostalgic and sad, as if almost a part of you was lost with this order.&lt;br /&gt;
* You see flashes of memory of someone wielding the strange hammer, attacking other members of this strange order. In the memories this figure is defeated and the hammer is locked away in a vault deep within the scar.&lt;br /&gt;
* You see flashes of this vault in the scar over centuries. In these memories you see another figure, broken and burnt approach the vault which seems to open up to them, hungry for a newcomer. Around the vault you can swear you see fungus pushing up from the cracks and magma. This figure which you realize is a Gnoll enters the vault. (This figure is definitely the Gnoll King.)&lt;br /&gt;
* In an another flash you see them grab the hammers hilt from where it was sealed away. As they take it tough, you realize that they left something important behind tied to this hammer, more vital then maybe even the hammer itself tied to the weapon, but you cannot determine what. The closest thing you can amount it to, is that the hammer was both taken, and left behind at the same time.&lt;br /&gt;
* You then see the ruins as you saw them, old and decaying. Alongside the zombies you see a strange figure, tall and lanky, hiding out in the ruins. While all mortals have flesh, this thing is &amp;quot;made of flesh.&amp;quot; More muscle then it should be able to handle and parts of humanoid bodies almost grafted to its form. You see the pulsing red of the philosophers stone in its grasp. (This figure is the same as &amp;quot;not Paul&amp;quot; from before, but a more complete creature. It&#039;s hiding out in the ruins and using them as a base of operations.)&lt;br /&gt;
* (Pash would be able to find this place in the scar herself, based on these memories, and there&#039;s potential that she could direct others there with time spent researching and using maps, but that would be riskier and more difficult for her than going herself like she&#039;s promised Mem.) &lt;br /&gt;
&lt;br /&gt;
=== Rumors from the fair folk (December 2023) ===&lt;br /&gt;
&lt;br /&gt;
* The Mountain itself with the blight surrounding it is pretty isolated from the going ons of the jungle. Rumors are of sightings beyond the blight of strange figures watching the mountain. It seems these rumors started popping up around the time of the heist.&lt;br /&gt;
* There are reports of demonic omens in the region, including animal mutilation, the death of flora, and electric storms. These types of omens seem to herald something larger&lt;br /&gt;
* Reports say that the Gnolls seem to have taken control of the region, but also they might have lost most of their power in the attack, losing a good chunk of their forces as well as major leaders.&lt;br /&gt;
* The swamps at the edge of the scar have been growing larger, intruding into the jungles.&lt;br /&gt;
* Another group of outsiders have come from Galik bringing what seems to be humanoid remains into the wilds. For what purposes the fair folk do not know.&lt;br /&gt;
* The fair folk also note an uptick in ooze related sightings and claim the oozes are feeding on the fungus.&lt;br /&gt;
* The Warden is nearing completion on their work on a &amp;quot;cure&amp;quot; for the fungus which should potentially be able to destroy the fungi in the forest and cure the grung and any others who are infected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Alkiir_Scalesborn&amp;diff=29381</id>
		<title>Alkiir Scalesborn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Alkiir_Scalesborn&amp;diff=29381"/>
		<updated>2024-02-20T04:25:02Z</updated>

		<summary type="html">&lt;p&gt;Warden: Created NPC page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Amusan Demon Hunters|name={{PAGENAME}}|relatives=Deceased|languages=Common, Draconic, Infernal, Abyssal|birthDate=858 PR|birthPlace=Amusa|species=Dragonborn (White)|gender=Male|height=6&#039; 7&amp;quot;|weight=215 lbs|eyes=Red/Blue Heterochromia}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a white dragonborn member of the Amusan [[Demon Hunter|Demon Hunters]], an order of killers sponsored by infernal pact to assist in removing all demonic influence in Amusa.&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Alkiir is tall, with an average build for his size, neither bulky, lean, nor especially athletic. He is most often dressed in mottled dark green and brown clothing meant to blend in with the environment of the Wilds, even when he&#039;s not using invisibility. He has a scar that runs across his entire face from the top left to below his jawline on the right.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Alkiir is brusque, but straightforward an honest. He is direct and critical of faults, and prefers to work alone whenever possible. He does not like people and just wants to stay focused on his mission to slay demons. He fights cautiously, unwilling to rely on his companions if his life is on the line, but happy to use them. His goal is to one day lead a raid into the Abyss and permanently slay the demon that tormented him, if he can ever even identify it, and kill any others he can find otherwise.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Alkiir was born to a small family of dragonborn in an unnamed village that bordered the wilds. When he was a teenager, his parents and younger sister were slain by a demon, and Alkiir swore he would destroy the demon. The demon laughed, giving him a scar across the face, but sparing his life until he was a &amp;quot;more interesting challenge.&amp;quot; Alkiir sought out power of any kind he could use against the demons, and joined with the [[Demon Hunter|Demon Hunters]] of Amusa, agreeing to a pact with a devil in order to give him the strength and ability he needed to conduct his mission of revenge. &lt;br /&gt;
&lt;br /&gt;
He has since fought in dozens of battles, conducted several missions, and risen in the ranks of the mortal demon hunters. Around the year 894 PR, he is one of the foremost demon hunters on Amusa in active service.&lt;br /&gt;
&lt;br /&gt;
Late in the year, 893 PR, Alkiir, with the assistance of the [[The Tempest Brothers Expeditionary Company|Tempest Brothers&#039; Expeditionary Company]], acquired an ancient artifact in the shape of a black dragon from a ruin in the Wilds of Amusa. This artifact was delivered to the Hells with the compliments of the infernal order, and the company was rewarded with gold, and informed they remained on good terms with the Demon Hunters, and their performance adequate. The end use of this artifact remains to be seen, but it ended up in the possession of the archdevil [[Philani]]. Its uses were not learned by the party which delivered it, but they did see murals within the ruin that depicted the artifact sucking the soul out of an unnamed dragon, and in order to enter the ruin, they had to prove that they were no friend of dragons, by providing proof of having slain one. &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Alkiir uses a combination of magic and Hellfire Weapons to fight. He is able to shift between planes, turn himself (and a few allies) invisible, and use his infernal weapons in rapid attacks. His primary weapon is an infernal revolver, for which he carries just under fifty bullets whenever he has the chance to restock.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Talk:Demon_Hunter&amp;diff=29380</id>
		<title>Talk:Demon Hunter</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Talk:Demon_Hunter&amp;diff=29380"/>
		<updated>2024-02-20T03:52:55Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* Worldbuilders */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worldbuilders ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Warden&amp;quot; Talia @wardenwinter on Discord.&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Demon_Hunter&amp;diff=29379</id>
		<title>Demon Hunter</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Demon_Hunter&amp;diff=29379"/>
		<updated>2024-02-20T03:52:06Z</updated>

		<summary type="html">&lt;p&gt;Warden: Added space for notable Demon Hunters and Patrons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}} &lt;br /&gt;
&#039;&#039;&#039;Demon Hunters&#039;&#039;&#039; are a unique class of warrior in the Quelmar Realm that specialize in the art of hunting, binding, and slaying [[Demon|Demons]].&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Most Demon Hunters are warriors sponsored by high profile churches. To circumvent a Demon&#039;s litany of resistances they will commonly utilize holy weaponry and tools blessed by local clerics. As many Demon Slayers work independently, they are known to hire local warriors and mercenaries if they believe a job is to dangerous for just them to take on. Demon Hunters are experts at tracking Demons and many have even developed the ability to sense Fiends supernaturally.&lt;br /&gt;
&lt;br /&gt;
==Amusan Demon Hunters==&lt;br /&gt;
[[Amusa|Amusan]] brand Demon Hunters differ from classic Demon Hunters as instead of being sponsored by clerics and temples, they get their power and abilities from [[Devil|Devils]]. When the dark warrior [[Esau]] made a pact with the Devil Lord [[Asmodeus]], part of their deal was that Asmodeus would send Devils to Amusa to purge it of Demons left over from the [[Demonic Infiltration]]. Many of these demons were able to persist through the following centuries and so devils would continue to hunt them through out Amusa. &lt;br /&gt;
&lt;br /&gt;
To ease their work, Devil&#039;s began to make pacts with mortals warriors where in return for power, the mortals would take on the occupation of a Demon Hunter.&lt;br /&gt;
&lt;br /&gt;
=== Notable Amusan Demon Hunters ===&lt;br /&gt;
&lt;br /&gt;
* [[Esau]]&lt;br /&gt;
* [[Alkiir Scalesborn]] (Active 877 PR - [TBD - 900 PR?])&lt;br /&gt;
&lt;br /&gt;
=== Known Infernal Patrons ===&lt;br /&gt;
&lt;br /&gt;
* Asmodeus&lt;br /&gt;
* Glasya&lt;br /&gt;
* Fierna&lt;br /&gt;
* Pharastra&lt;br /&gt;
* Philani&lt;br /&gt;
&lt;br /&gt;
[[Category:Amusa]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Pash&amp;diff=28337</id>
		<title>Pash</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Pash&amp;diff=28337"/>
		<updated>2024-02-05T05:03:32Z</updated>

		<summary type="html">&lt;p&gt;Warden: Partially done with tinker session notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}{{Infobox_character|affilliation=Criminal Syndicate, Galik|name={{PAGENAME}}|relatives=m&#039;Rang (mother); l&#039;Mon (father)|languages=Common, Grung|alias=p&#039;Ash&#039;r&#039;Ohn|marital=Single|birthPlace=Galik|species=Grung|gender=Female|height=2&#039;10&amp;quot;|weight=29 lbs|eyes=Brown}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;p&#039;Ash&#039;r&#039;Ohn, or &amp;quot;{{PAGENAME}}&amp;quot; &#039;&#039;&#039;is a Grung adventurer native to Galik who seeks admittance into the [[Tempest Brothers Expeditionary Company]] several months after the company launched its missions. Pash is a hexblade warlock who wields a mix of blade and spell to fell foes and eke out a living. Having learned of the new opportunity in the wilds, Pash wants to prove she is a great fighter to all.&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Pash is a red grung who generally relaxes without clothing and wears small pieces of hide armor to battle, although she hopes to acquire far more durable gear through adventuring. Pash has dark brown eyes and stands just under 3 ft tall. She weighs under thirty pounds and has a large number and variety of scars on her body from indelicate friends looking to poison their weapons. She also has a spiral tattoo on her left arm.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Pash is &#039;&#039;very&#039;&#039; dedicated to her weapon and to her fighting skills. She has let most of her relationships wither through inattention other than those encouraged by her patron or her criminal contacts. She is loyal to people she likes and is far more naive than she realizes. She trusts quickly and has no personal experience with betrayal, just drifting away as her attention wanders. She is very absent minded, and gets angry under pressure, but hasn&#039;t yet learned how to hold a grudge. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Pash was hatched in an alley in Galik to a pair of grung exiles. She knows little of traditional grung culture and has focused on quickly developing skills and rapport with her warlock patron. She is an only child and grew up in the poor side of Galik, but her parents managed to afford a small house of their own. Due to the poor conditions at the time of her hatching, Pash never fully developed her strength, a fact of constant frustration for her until she made her Warlock pact. She learned to read very young, in part because she wasn&#039;t strong or fit enough to do a lot of other things in her first year of life. After she was a little over a year though, she was able to begin going outside and meet more new people.&lt;br /&gt;
&lt;br /&gt;
She had a few close friends, mostly of other poor children among the non-human citizens of Galik, but due to her toxic skin was often ostracized by her peers. As such, it should come as little surprise that she found herself entangled with the criminal element of Galik. She found an in with the Boltward Syndicate and mostly assisted in the collection of debts and intimidation efforts.&lt;br /&gt;
&lt;br /&gt;
Pash&#039;s role in the criminal enterprise wasn&#039;t &#039;&#039;actually&#039;&#039; as an enforcer, but she thought of herself that way. She delivered pointed, and often &#039;&#039;poisoned&#039;&#039; messages to people who were behind on payments or who had otherwise offended the hidden law of the city.&lt;br /&gt;
&lt;br /&gt;
During one of these trips to a local bookseller, Pash became fascinated with a particular tome and took it in exchange for an extension of the shop&#039;s payment. It told the story of a powerful sword with the power of life and death. This sword&#039;s power focused on the spirit, binding slain foes to its wielder&#039;s service and drawing the memories of the fallen into its wielder. The blade became known as Memory&#039;s Awakener. This story fascinated Pash greatly, and she felt a powerful connection to the idea of securing the memories of her foes, having assisted with one or two interrogations in the past. That night, as her mind dwelled on the idea, she had a dream, and in that dream connected with the spirit of this legendary weapon. It promised her power, and the strength to wield it should she prove herself worthy and should she serve the weapon&#039;s purpose in destroying zombies and necromancers, and feeding it more memories. Pash did not hesitate in the slightest and accepted the offer, becoming a warlock. It took a few months before she was able to extricate herself from the Syndicate, but she left on good terms with her bosses. &lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Pash speaks Common and Grung&lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Pash primarily uses her machete (Longsword), but also sometimes wields spells or her shorter piercing shortsword which she can apply her poison to. When out of reach (unfortunately common for her short legs) she most often uses blasts of arcane force. &lt;br /&gt;
&lt;br /&gt;
=== Memory&#039;s Awakener ===&lt;br /&gt;
Pash doesn&#039;t know a lot of detail about the mythical weapon other than its needs: to gather and consume the memories of beings cut with it. &lt;br /&gt;
&lt;br /&gt;
== Joining the Company ==&lt;br /&gt;
Having grown a little bored with her life of crime and interested in finding some of those fabled undead her patron keeps telling her exist out in the world, Pash signs up with the [[Tempest Brothers Expeditionary Company]] in search of adventure and more funds. She joins them via airship and definitely didn&#039;t stow away on their supply ship without permission. At least, no one can prove that. She simply went unnoticed for a while. &lt;br /&gt;
&lt;br /&gt;
== Missions with the Tempest Brothers ==&lt;br /&gt;
Pash&#039;s first mission for the company was very straightforward: follow Nettle&#039;s directions to head West out of camp to a magical fruit tree growing in the place of an earlier mission involving Sabbatical, Hermes, Marion and others who fought elementally-charged dinosaurs. The mission was to retrieve as much fruit as possible in order to enable Nettle to make new and more powerful soups. On the mission, the group encountered a small band of gnolls including the ones known as Ripjaw and Talon who were defeated and forced to flee, although the party initially thought Talon had been killed. Several fruits were recovered and returned to Nettle, and the party was paid handsomely for their efforts in gold coins and discounts on future soups from Nettle.&lt;br /&gt;
&lt;br /&gt;
=== Her first kill — ===&lt;br /&gt;
Pash wasn’t really sure how she would react when she finally got to unleash violence on another living creature, but it felt sort of… less impactful than she expected. It was easy, and she wasn’t even sure whether the gnoll could be counted as a “person” that she killed. She was able to isolate a gnoll in single combat and defeat it herself without even being hurt by the creature due to her own nimbleness. It fell to her blade, and as it died, she dedicated the kill to Memory’s Awakener, and directed whatever memories she could send its way.&lt;br /&gt;
&lt;br /&gt;
It was &#039;&#039;fun&#039;&#039; to meet the challenge of the gnolls and feel physically up to defeating them, an experience that she’d never had before given her own physical weakness. In thanks to Mem, she also stabbed the rest of the gnolls, trying to pull their memories out to Mem as well even though none of them were &#039;&#039;undead&#039;&#039; creatures.&lt;br /&gt;
&lt;br /&gt;
Back at camp as she worked through the concept of being a killer now, she decided that it didn’t really feel different from before, but after discussing with Heli thought that the reason it didn’t feel any different was because gnolls maybe weren’t “people” enough to really change anything about who she is. She had always thought it would be this big thing to be able to kill people and &#039;&#039;have&#039;&#039; killed them, but it just wasn’t. Although not entirely sure how to feel about &#039;&#039;that&#039;&#039; she decided to just roll with it. If things change how she feels about herself down the line, she figures she’ll deal with it then.&lt;br /&gt;
&lt;br /&gt;
=== Visions from the Dark — ===&lt;br /&gt;
During her break between assignments Pash found herself a bit restless and directionless. She was here out in the wilds as Mem had directed, but didn’t feel was really accomplishing that much. This led to a great deal of contemplation about her role in the camp and whether she would be more useful somewhere else, despite this being the best paying job she’d had in a while and relatively low effort to get the money. Still, she needed some sort of confirmation or direction from Mem regarding continuing in this adventure or where she should focus her efforts.&lt;br /&gt;
&lt;br /&gt;
During this time of focus and contemplation she was able to commune with Mem to learn more about the memories from the slain gnolls and the direction she should focus her efforts. Mem thanked her for her efforts and showed her the memories of the gnolls, revealing some of their recent plans, but more interestingly a brief glimpse of a dark weapon, a hammer, that exuded energy similar to Mem’s own. Her patron was shocked, at this revelation, that other weapons like it may exist, and Pash, sensing the eagerness and distress in her friend promised to look into the matter and investigate the weapon as much as she could while out here in the Wilds.&lt;br /&gt;
&lt;br /&gt;
After making this promise, she began asking around the camp whether anyone had heard of this dark hammer or had more information about the gnolls doings that she should look into. While no one knew anything about the hammer, she did learn a lot of information from Marianne/Marion about “The Seven” which are some mysterious entities that have long existed in the Wilds and may also be the force that Mem mentioned wanted to keep things forgotten in the wilds, while Mem collects the memories themselves. This also seemed like it could be a strong antagonistic force for Pash’s interest in the wilds supporting Mem’s goals.&lt;br /&gt;
&lt;br /&gt;
=== An extra ally, and ZOMBIES, and hammer clues — ===&lt;br /&gt;
My next mission sounded like it would be fairly easy, restore contact with a survey team that went silent, and deal with whatever stopped their communications. Things started a little weird, as Paul, the member of the company who assigned us the mission and said he was going to stay in camp, but then suddenly and suspiciously joined us anyway. (Turns out he was some kind of monster in disguise, which was totally not a shock!) He was some kind of twisted creature of the philosopher’s stone, an alchemical artifact that we were able to capture and secure, and bring back to camp.&lt;br /&gt;
&lt;br /&gt;
But anyway, the important stuff is that I got to fight and kill some &#039;&#039;&#039;ZOMBIES!&#039;&#039;&#039; This was the most deevee thing to find and fight! Sure, they were like, some kind of vine zombie thing that lived in the ruin and not the &#039;&#039;usual&#039;&#039; basic sort of undead I had imagined, but they were still &#039;&#039;zombies.&#039;&#039; It was a little unfortunate how things started, with me getting paralyzed by the first strike against me, but after that zombie was brought down, I was able to sneak forward invisibly and get the drop on three more zombies and land my own re-killing blows. It’ll be great to see Mem’s reaction to all of this when I can next commune with it, and I made sure to confirm the kills by stabbing the remains of each slain foe, including the strange warped creature that was pretending to be Paul. Something else cool happened too: the ruins here had iconography related to the dark hammer I was looking for and which Mem showed me in the gnoll memories. There was a brief description and a clue pointing to the edge of the Scar of Amusa, where it looks like a larger, or more important structure might be that actually contains the hammer that the gnolls saw and might have even more answers. This was a &#039;&#039;huge&#039;&#039; breakthrough in the search for the weapon, and even without the dedicated energy for a full communing, Mem was able to voice a certain level of excitement at the prospect. Final reactions to all of this will have to wait until the next time I can commune with Mem during breaks between missions.&lt;br /&gt;
&lt;br /&gt;
=== A Stolen Heart — ===&lt;br /&gt;
So, it turns out there’s a big fungal plague going around, and it’s not just Lambda with growths going on inside him (even though the stuff with him was more viny anyway) and there’s this Warden of the Wilds character who’s doing something about it, and the company’s made friends with them, so they came to us for help. They also have been watching over a bunch of grung &#039;&#039;kids.&#039;&#039; Or, at least they all acted like kids, like, less than a few months old at most. Definitely not all grown and figuring things out, or at least, not &#039;&#039;healthy&#039;&#039; and grown. I’ve never seen any others, apart from my parents, and they said to be careful if I ever saw any, since they had been kicked out, but none of these ones seemed to really be any sort of threat. Apparently there was a grung village somewhere around where they came from, but it got all fungified. I don’t really know, but I’ll look for some answers around camp later.&lt;br /&gt;
&lt;br /&gt;
Maybe they’re what’s all infected and it’s made them stop growing in the head. Anyway, this warden… lady? is working on a cure for the infection, and what they need to make it all work is a super rare and special flower that only blooms once every &#039;&#039;thousand&#039;&#039; years. (They use something called “Neem plant” and need the “Shimmering Sundew” to proceed in the work on this cure thing.)&lt;br /&gt;
&lt;br /&gt;
Now, obviously, there’s not going to be a lot of those around, but they know a place with one that’s all blooming and ready for the plucking, but it’s being held in some place called Fairyflower Mountain. (Which gets its name because the punishment for any serious crime is being turned into a flower, and the mountain/hill is &#039;&#039;covered&#039;&#039; in flowers.) So, they call up this fairy who owes them a favor after losing at cards, Teedles, a sprite and a real piece of work who was fired from his job as advisor for the fairies with the flower for smuggling [some kind of drug that was mentioned before]. I bet some of my old buddies in Galik would love him. Anyway, this Teedles character tells us a bunch of stuff about the security of the mountain, their treasure vault, and gives us all some magic fruit to eat that’ll shrink us down to pixie-, sprite-, or fair-folk-sized people and let us don any disguise or appearance we can imagine to infiltrate the royal courtship ball for Princess Alyara Everlilly, past all the defenses, into the vault, and secure the flower.&lt;br /&gt;
&lt;br /&gt;
In order to achieve this, our group concocted an elaborate plan, which included distracting the princess and keeping her occupied while we take the key that is normally around her neck to open the vaults. I figured the best way to accomplish that would be to leave a replacement, and I was able to conjure a fake key through my connection with Mem that would do the trick. The only problem was, unless I could stay within five feet of the princess, it would disappear after only a minute! This meant, that not only did I have to get close, I had to &#039;&#039;stay&#039;&#039; close for potentially a while if we wanted to make sure she didn’t notice the missing key. There was really only one way I could think of to accomplish both of those things: convince the princess to spend the whole ball with me at her side.&lt;br /&gt;
&lt;br /&gt;
So, knowing I wanted to get her attention and hold it for as long as possible, I started coming up with a plan for how to do that: First, an identity. I’ve read a few fairy stories, and I thought to myself, princesses always like knights from faroff places with impressive accomplishments and physiques, so, how can I *be* that with every ounce of my disguise? Well, I remember that one story about a charming prince who had to face down a sorcerous dragon to save the princess, and that’s the impression that stuck. And that’s how I got to Ser Windward Dawnshard of the Whispering Shore. It sounded real fancy in my head, and like a definite fairy sort of name and place. (Imagine how shocked I was to hear the fairies all talking about it like it was a real place they knew about.) I had to hope the stuff I made up made any sort of sense, but it all seemed to work. Anyways, Teedles’ documents got that identity into the party, so part one was complete. The next step was getting the princess to feel like she &#039;&#039;wanted&#039;&#039; to spend a bunch of time with me really close to her.&lt;br /&gt;
&lt;br /&gt;
I know people get a bit sick and woozy when they touch my skin, so I thought I could use that to my advantage, and offer the princess my hand, and when she took it, catch her when she swooned from the sudden feeling of the poison on my skin. In the meantime, Rina, this cool elf druid, who is apparently also good at stealing stuff, and who I would have turned invisible, would swoop in to snatch the key while I replace it and help the princess back to her feet using my other hand, which would be gloved, and then I could convince the princess to stay close to me, because the poison was like, just her body going weak at how awesome my persona was.&lt;br /&gt;
&lt;br /&gt;
And, honestly, I didn’t really think about my plan any further than that. I figured we’d end up dancing a bit, and during that time it would be enough for everyone else to do their jobs, but I figured they could all figure all that stuff out, and I’d just stick to the princess as long as possible and keep her from noticing anything was wrong all the way up until an alarm got sounded or everyone got out. I also helped with the rest of the plan a bit, but really, it all sort of left my mind just minutes after we talked about it, because it wasn’t going to be my job. And the first part of my plan went &#039;&#039;perfectly.&#039;&#039; I made Rina invisible, joined the other potential suitors to be presented, and made contact with the princess so Rina could make the swap with the keys. Things were going &#039;&#039;great!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
How was I supposed to have &#039;&#039;any&#039;&#039; way of knowing I’d be &#039;&#039;really good&#039;&#039; at being a seductive fairy knight? That I wouldn’t just make the princess feel a bit weak from poison, but also from the sudden hope that she could have a political marriage to be able to be made queen &#039;&#039;and&#039;&#039; have the love of her life always at her side. That was apparently &#039;&#039;way&#039;&#039; more enticing to Princess Everlilly than I had thought, and honestly, the idea didn’t really sound that bad even the first moment I considered it. I &#039;&#039;had&#039;&#039; said before we even went on the heist that marrying the princess and just asking her to donate the flower to the cause as a wedding present might be a totally viable way to solve the problem, and I meant it.&lt;br /&gt;
&lt;br /&gt;
Getting to see and talk to her a bit, the idea of &#039;&#039;actually&#039;&#039; marrying her seemed less and less like a bad thing. Sure, I couldn’t just abandon Mem or my promises to other friends I’ve made, and that would mean telling her the truth, which could jeopardize our &#039;&#039;current&#039;&#039; mission too. But, damnit, she was lovely, sweet, and &#039;&#039;so happy&#039;&#039; to be with me, even in disguise I &#039;&#039;had&#039;&#039; to give her a chance to hear the truth and see if she still wanted the same thing. So, I asked to speak with her in private for a few minutes, and after she brought us to her chambers, I tried to explain myself and my situation as best I could without ruining the mission. Still, no matter what I said, she said she still wanted to marry me, and… eventually, I had to really admit I wasn’t against the idea—I just had never really thought about being with someone else like that.&lt;br /&gt;
&lt;br /&gt;
Anyway, we spoke for a bit, and I agreed to see the marriage through, so then we gathered everyone up to head outside. I thought this would work well for the others who were still trying to steal the special flower, but also since I was going to go from being a few inches back to more than two feet tall, it seemed like a good idea to find some big open space. We gathered around, and a red cardinal, the bird, offiscated the ceremony. Mostly it spoke in chirps, which I assume everyone else understood, but I managed to pick out a few words, give the all important “I do” and we kissed in front of everyone to cheers and applause. I didn’t &#039;&#039;see&#039;&#039; the group leave with the flower, but after another hour or so I took my leave and found all their vehicles gone, and just the one I came in on with Rina still there. Also, I was big again, so the vehicles weren’t really any use to me except to help guide me back along the special paths back to the Warden.&lt;br /&gt;
&lt;br /&gt;
It turned out to be a success, although a complicated one. They attacked the spider and broke the security system, beat up a guard, and confused a bunch of the others while impersonating the captain of the guards. So it&#039;s all going to be really complicated when I explain it all to the princess and ask her to forgive everything. Maybe I can get some official apologies written up, or the Warden might have some ideas.  But, everyone made it out, and nobody got killed on either side, so I think that makes everything as well as it could be. The Warden got the flower and was confident it would prove the necessary ingredient for a breakthrough at curing all the fungal infection stuff going on. They also paid us all quite well for the assignment, offering several items, including a brooch of fey kind that I claimed and a bunch of money. In among the stuff, I was also drawn to a gilded flower, which I’ve found out I can now use to summon a fey spirit into existence that’s &#039;&#039;become&#039;&#039; my imaginary persona: Ser Windward Dawnshard, although he’s not really ‘of the Whispering Shore’ anymore.&lt;br /&gt;
&lt;br /&gt;
=== A new tinker, and the Boltwards — ===&lt;br /&gt;
The company saw a demonstration of a new invention by an artificer of some special lava-proof suits that can be worn in the Scar. He lived a few days away in the city, so we had to travel to go get him, and Velemar Decrye didn&#039;t even want to pay for a carriage to go get him. He was being dumb, but I talked him into sending us with transit because it would be cheaper than paying for lodging in the city. Anyway, we went after this guy, who lived above a sweetshop. The owner of the shop is this fairy named Sugarsprinkle, and she has some sort of magical sweets that she&#039;s going to start offering to the company later, but she pointed us to the artificer&#039;s apartment upstairs, and we found it ransacked. The guy was missing!&lt;br /&gt;
&lt;br /&gt;
After searching the apartment for evidence, I found evidence of them being late on payments for a loan from the Boltwards, my old gang. So, with that, I explained the situation to the others and we began tracking down the most recent base. I didn&#039;t know for sure where they would be holed up, so instead I went to see a friend who does underground fighting pits to then point us to the boss. Someone had to fight her for the info first, and the rest of us had a chance to wager a bit of gold on the bout. &lt;br /&gt;
&lt;br /&gt;
=== Bounty Hunters Attack on the Tempest Brothers&#039; Compound — ===&lt;br /&gt;
So, the whole&lt;br /&gt;
&lt;br /&gt;
== Downtime Revelations ==&lt;br /&gt;
&lt;br /&gt;
=== Visions and Memories from Mem (November 2023) ===&lt;br /&gt;
&lt;br /&gt;
* Mem shuffles through the vast stores of their collected memories and begins to share what they have recovered from your recent missions.&lt;br /&gt;
* The memories of the zombies from when they were mortal are centuries old, almost as old as the ruins you discovered them in. You see them tending to the structure and you see many of them wield weapons similar to yours. Whatever this place was it was some base for an ancient order that used these weapons to collect and store memories, and destroy undead. It almost makes you feel both nostalgic and sad, as if almost a part of you was lost with this order.&lt;br /&gt;
* You see flashes of memory of someone wielding the strange hammer, attacking other members of this strange order. In the memories this figure is defeated and the hammer is locked away in a vault deep within the scar.&lt;br /&gt;
* You see flashes of this vault in the scar over centuries. In these memories you see another figure, broken and burnt approach the vault which seems to open up to them, hungry for a newcomer. Around the vault you can swear you see fungus pushing up from the cracks and magma. This figure which you realize is a Gnoll enters the vault. (This figure is definitely the Gnoll King.)&lt;br /&gt;
* In an another flash you see them grab the hammers hilt from where it was sealed away. As they take it tough, you realize that they left something important behind tied to this hammer, more vital then maybe even the hammer itself tied to the weapon, but you cannot determine what. The closest thing you can amount it to, is that the hammer was both taken, and left behind at the same time.&lt;br /&gt;
* You then see the ruins as you saw them, old and decaying. Alongside the zombies you see a strange figure, tall and lanky, hiding out in the ruins. While all mortals have flesh, this thing is &amp;quot;made of flesh.&amp;quot; More muscle then it should be able to handle and parts of humanoid bodies almost grafted to its form. You see the pulsing red of the philosophers stone in its grasp. (This figure is the same as &amp;quot;not Paul&amp;quot; from before, but a more complete creature. It&#039;s hiding out in the ruins and using them as a base of operations.)&lt;br /&gt;
* (Pash would be able to find this place in the scar herself, based on these memories, and there&#039;s potential that she could direct others there with time spent researching and using maps, but that would be riskier and more difficult for her than going herself like she&#039;s promised Mem.) &lt;br /&gt;
&lt;br /&gt;
=== Rumors from the fair folk (December 2023) ===&lt;br /&gt;
&lt;br /&gt;
* The Mountain itself with the blight surrounding it is pretty isolated from the going ons of the jungle. Rumors are of sightings beyond the blight of strange figures watching the mountain. It seems these rumors started popping up around the time of the heist.&lt;br /&gt;
* There are reports of demonic omens in the region, including animal mutilation, the death of flora, and electric storms. These types of omens seem to herald something larger&lt;br /&gt;
* Reports say that the Gnolls seem to have taken control of the region, but also they might have lost most of their power in the attack, losing a good chunk of their forces as well as major leaders.&lt;br /&gt;
* The swamps at the edge of the scar have been growing larger, intruding into the jungles.&lt;br /&gt;
* Another group of outsiders have come from Galik bringing what seems to be humanoid remains into the wilds. For what purposes the fair folk do not know.&lt;br /&gt;
* The fair folk also note an uptick in ooze related sightings and claim the oozes are feeding on the fungus.&lt;br /&gt;
* The Warden is nearing completion on their work on a &amp;quot;cure&amp;quot; for the fungus which should potentially be able to destroy the fungi in the forest and cure the grung and any others who are infected.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Talk:River_Meryal%C3%AB&amp;diff=26999</id>
		<title>Talk:River Meryalë</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Talk:River_Meryal%C3%AB&amp;diff=26999"/>
		<updated>2024-01-17T03:09:57Z</updated>

		<summary type="html">&lt;p&gt;Warden: /* Worldbuilders */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Worldbuilders ==&lt;br /&gt;
&lt;br /&gt;
Created by Talia Sturkie&lt;/div&gt;</summary>
		<author><name>Warden</name></author>
	</entry>
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