In the Beginning
Creation of the Circle
Who met first?
I think Bahn was introduced after. Think he also initially hid his solarness.
Didn’t Valis explode a horse at somepoint or was that a different game?
Krase had a ally name Yatell Aniyatoo. We all suspected he was a demon.
How/when was the oath taken that formed the circle?
Nexus and Great Forks
Did we break up some riots or something?
Lion dogs and hidden sanctuary?
tyrant lizard attacks Jian Ri on the river. We subdue and capture it. Bahn revealed to as
a solar during the fight. Sell it at auction in (nexus or GF?).
Brief attack, running around on roof tops or something
Warehouse with potions to heal spreading sickness.
DB we fought in Great forks
Cynis something something. Bjorn got his hearthstone bracers.
Slaves being smuggled down/up river??
The Invisible Fortress
Levass and the caravan north.
Hungry ghost issues on the trail.
Three dog like things that talked as one (alternating words).
Krace flying guillotined something.
Where the caravan stopped?
A pull to the north.
The circle started feeling a pull to the north.
Some spirit roaming around harassing the village (were they sacrificing their elderly?).
Purchased some furs and rations.
Was it the solars who helped fortify the city against attack or was that the DB game?
Something significant with the lake?
The Invisible fortress.
Trip through the tundra. Yeti type creatures attack.
Finding the valley and the manse.
Was Sessus on the steps when we got there or did he show up later?
Ooh lights… “I put a mote in it”
Sessus in the magical manicals. Sword of forgetfulness (when did this show up?)
Searching rooms. Found stuff (What?)
Oops, Krace got stuck in a painting.
Combat training room and automatons.
Navigating the traps into the tombs.
Valis’ previous host found? Orichalcum armor (given to Bahn). Other artifacts?
Learned about the former inhabitants of the Invisible fortress (those solars who fled
during the usurpation). Cal Bax,
Fight with spirit/ghosty thing? Did we blockade ourselves into an area to protect us from
Some rune found. Oh no, the demon tricked us into breaking it.
Demons on the loose.
When did we get the flame pendants?
Back to “The Knob”
Left the fortress with lots of treasure. Where/how’d we find this?
Back at Wangler’s Know, there is a jerk Dragon blooded guy and some troops. We
leave quick to avoid confrontation?
Were we attacked by someone/thing when we left? I remember horses. Or was this the
Return to Nexus.
Trip back to Nexus.
How did we get there? Anything exciting happen on the way?
Bahn’s crew had spent this time setting up a small business (boat repair?)
Working with Levass to launder gems and precious metals from the Invisible Fortress.
Did he build us a boat or something (or was that the DB game???)
How did we find out about Rathes?
Trip down the river.
Military type city we tried to avoid?
City we left the Jian Ri at when we headed into the jungle (right where the river splits
Guys with blowguns. Did we capture one of them?
Getting into Rathes.
Initial exploration of the city
Discovering the plant technology
Avoiding the tunnels
Going up to the top of one of the air ship docks and running into the Birds of Vanalith
(goddess of flight).
Finding and meeting with the Dragon kings.
Temple to ?dragonkinggoddessofwar? Sacrificing hearts?
Searching for the other awakened.
Traveling in tubes and Steve the vine runner.
Finding the buried Airship and trying to dig it out. Some DK get poisoned (by frogs?)
Hearding the unawakened.
Crossing some scary lake on a rickety boat.
Some hidden temple in the jungle (scars manse?)
Wrangling the un-awakened DKs thru the jungle.
DKs destroy that realm city on the river.
Learning about Filial Wisdom and Joe-bob “Eater of the dead”
(or whatever scary name he has).
Big astronomy type temple. Filial wisdom shows up and we spy on them?
Talking with the fae?
Some type of battle plan, I remember the raptoks running around in the streets and us
trying to avoid patrols. (Don’t remember what we were trying to accomplish, getting into
some solar tombs?)
We all have a similar dream about walking into the water or something. Eventually we
all do the same thing in the dream and we end up on a spirit boat
Fakaru’s wife went missing and he summoned us to find her.
Pretty sure this is where we got the puppy..?
Is this where we went farther west and found an island where some people were stranded
(this would be where scar actively started recruiting people).
Rescued wifey (I believe this was from the Island of exiled spirits. We had to break her
We each get our reward. Valis learns some stuff, Bjorn gets a favor? Bahn learns spirit
Jian Ri joins us in the west
Don’t remember this exactly. Fakaru helped somehow (part of the payment for rescuing
When we showed back up in the city where we left the Jian ri, they were very skeptical
about us (some fear of a wyld hunt).
Gave sessus orders to watch over Rathes.
Did we just bring the Jian Ri into that lake and Fakaru “spirited” us out west from there?
At some point we show up in Hald. Bahn finds people from his original home island and
they join the crew (Townsfolk).
Did we bring the Jian Ri to Abalone to have it outfitted with weapons?
Scar holds a job recruiting session for his army.
Is this where the Wyld hunt and sidereal show up and we run away (after scar gets a 2 nd
Don’t remember where/when they came in. I’m sure they attacked us and we whooped
‘em and forced them to serve.
I seem to remember going to some island that didn’t like coral and there was tension
because we had a coral boat with us…?
News of Scar’s spawn
Searching for Shonar
Shonar “render of flesh”
Traveling through wyld lands, fighting upside down fish.
Fighting with shonar, destroying one of his ships.
Conversation about realm controlled “drug Island”
Running into the lintha slave ship. Killing it’s tow demon?
The battle of “drug Island”
Oath with Shonar.
Valis explosions some ships
Bjorn, Scar, and elementals destroy some war striders.
Shonar’s forces overrun the island.
Shadow is introduced (destroying some DB on a ship)
Scar and Roland Meet (Roland trying to escape the falling city)
Scar recruits Darshal
Oh no, lintha slaver and giant armada have come for us! Run!
On the run
Leave drug Island heading due north, running from armada of ships.
Pass through bordermarsh and loose the Lintha.
Establish daily pancake breakfast meeting for the circle and the important extras. Bill
Baker, on of the islanders, makes excellent pancakes.
After a couple of evenings, we begin to hear a creepy song in the night. It causes crew to
wig out, and some are lost overboard.
The next night, the creepy song is back and the boat is attacked by sharks. One of the
crew is bitten in half. The sharks flee as soon as one of the solars make themselves
The next night, the creepy song comes yet again, and this time, the crew below decks
enters a trance and tries to hack their way through the hull. The better trained crew (coral
pirates) are unaffected and Scar orders them to restrain the crazies.
Another days travel through the bordermarsh and we find a “village” of froggy type men.
We get off the boat and check out the village, and we find one of the missing crew. He
was still a little out of if. We get him back to the boat.
Over the next couple days, the rescued crewmember is still acting a bit weird. When we
confront him, it’s reviled that he had been “drained” by the fae (1wp, 1 in virtues, etc).
and that he was wearing a small necklace which was spying on us. When the necklace is
discovered, it turns into a bird and flies away. Fae tricks!
A few days after, Valis spots something on the horizon. We determine (without getting
any closer to it) that it is the Weeping Maiden, a legendary statue that when any ship
encounters it, the ship ends up destroyed and washed up on the shores of the blessed Isle.
Naturally we give it a wide birth.
The next evening we approach an island and see that it is being attacked by Sharkmen.
Scar brings some men ashore, but we avoid a fight by convincing the sharkmen to stop
killing, and direct them south to battle the lintha. It turns out they respect our authority as
Scar manages to recruits a few islanders. After some further conversation, we find out
the islanders worship the sun and have seen Mosok!
Following the information gleaned from the islanders, we head west in search of Mosok.
We find a small island. Bahn and Scar find what appears to be an abandoned mosok
settlement, and what appears to be a wooden club.
Valis and Roland find a guy, up a tree, hiding from a wyld mutated alligator. Roland
destroys the alligator. It turns out the guy is a mute. They bring the guy back to the boat.
When everyone is back on the boat, the guy asks to see the wooden club, Bahn hands it to
him and it instantly changes into a large viney-pointy club-sword thing, and the guy
himself transforms into a mosok. Who knew they could shape shift into a human form!?
He kills a couple of the recruited islanders; apparently they have a blood feud going on.
We subdue him and he tells us of his “bothers”.
We head west to his island and find 60 other mosok, but only 6 are awakened.
Scar tries to convince them to join, but they can’t leave the un-awakened behind. They
explain that the tears of the maiden can be used to awaken savage mosok.
The weeping maiden.
The circle takes a small rowboat back to the maiden to collect some tears.
Big battle ensues with giant coral starfish guy (bigger than the island itself).
Eventually we convince him to let us take some tears.
We swim back to the island, as the boat was destroyed. A water elemental, Celine, offers
to craft us a boat of water to “help” us get back faster, but we, being the untrusting sort,
refuse….well, except for shadow, who rides on the mast of the water boat in eagle form.
We get back to the island and awaken a Mosok. Social combat ensues with scar trying to
convince them to serve in his army. Eventually an oath is struck that the Mosok will
serve in the army as long as Scar will not ask them to do anything he wouldn’t do
himself, and that scar bring them to Rathes to meet up with their other DK brothers.
Meanwhile, Roland is off wandering around and runs into (water elemental) again. She
tells him about some treasure under water nearby and they swim out to find it. He hears
the singing again, like in the Middlemarch, and is attacked by Saika (giant sharks). He
escapes and eventually finds the treasure, a mundane sword.
From Mosoks to Less-soks
After all the Mosok are awakened, we head off towards coral again. Soon after leaving
though, two of the Mosok disappear into thin air. Bjorn attempts to summon Celine, the
water elemental, but fails, and thus learns that the being Celine is not actually a water
elemental. We turn back to track her down, and eventually find her. It turns out that she
is actually a Roksha, and that she created most of the Mosok and all of the islanders. We
somehow avoid any combat (Scar gets a new intimacy towards hating the fae) and we
leave with the 10 Mosok that were actually real.
On to Coral
When we begin to approach coral waters, we realize that we will encounter a lot of
resistance if we are perceived as outsiders. We stop somewhere and purchase forged
documents stating that we are coral privateers. Eventually, we arrive in Azure. Scar
orders Eric and three of the other original coral pirates to go out and procure clothing for
the rest of the crew (all the different peoples of the crew are still dressed in their local
garb, and that may draw unwanted attention or conflict). Eric’s party heads out and
works with a number of small shops in order to get the needed 150 sets of clothing (50
sets or so were purchased out of existing stock, the remaining sets will be be made buy
one of the tailors and will be ready in two days). On their way back to the boat, they run
into some members of the iron fist pirates, privateers employed by Paltroon Fancypants,
the same man who had originally employed Eric and crew. Apparently Paltroon is upset
that he lost his ship and crew, because the IFP try to assassinate Eric and friends. Eric
and party manage to defeat the ambushing men and then quickly make their way back to
docks and the Jian Ri.
Meanwhile, Bahn, Bjorn, Valis, and Roland head over to one of the local casino’s,
Vasin’s Luck, for a bit of entertainment. They sit at a table for a while and meet a man,
presumably a Dragon Blooded, named Day Song. Eventually, they are all asked up to the
upper floor. At first they are hesitant because they think perhaps they have been
discovered (as solars), but no, it turns out that Plentimon, god of gambling, simply wants
to play a game with them since it’s been a while since he has sat at a table with all
essence users. They head upstairs and play a card game, similar to Texas hold’em, but
with side bets about whether or not people are bluffing. It’s called “Bad beat, or beaten
badly”. Valis does quite well, and Day song spouts on an on very sarcastically about how
Dragon Blooded are gods of creation and blah blah blah. Day Song is very inquisitive
when it comes to the group, but being very cautious, the circle-mates reveal very little
about themselves. Eventually Day Song suggests a wager; one hand of cards, if he wins,
we answer honestly any question he askes about us for the remainder of the game, if one
of us wins, he will travel north to help push back the growing shadowland near whitewall
(something Plentimon mentioned during some small talked). Naturally, the first response
by everyone is not to take the bet for fear of exposing our true nature, but Plentimon
encourages us to take the bet. He says that he knows Fakaru, and that revealing our
secrets would not do any harm here. Bahn and Bjorn take Day Song up on his bet. The
decidedly lose. Durring Day Song’s questioning, it is revealed that we are all solars, to
which he really has no reaction (although Valis is naturally quite upset). He askes many
questions about who we are as people, what our long term world goals are, and what we
see as the role of solars in creation. It seems Day Song’s goals are to prove that the
Dragon blooded are not all mighty and should not be the default rulers of creation.
Eventually the tension of the situation subsides and most questions are answered
honestly. The scene ends with Day Song stating that he intends to come along with us to
Day Song arrives at the docks the next morning and is introduced to the rest of the circle
(Scar), who accepts his arrival easily (because of his standing “orders” to recruit DB).
Scar and Bjorn decide to search out the IFP in order to find a way to resolve Eric and the
rest of the Coral pirates’ debt. They head down to the naval port in search of Scugg, the
leader of the IFP, where rumor says the IFP birth. The guards to the base there will not
let them down to the port (since it’s a coral military installation). They are sent down the
road to some Logistics man who may be able to approve their passage. This man tells
him that he will only give them a pass if they can collect a debt for him. Begrudgingly,
in order to avoid all out conflict, they accept and proceed down to the dry docks to find
Reginald Dolomite. They speak with Reggie, but he has no intention of paying the debt.
Instead he offers to get them directly to the IFP’s slip if they can simply install a pin in a
ship that he is building. Due to the nature of the construction, the task is very hard, but
Scar and Bjorn manage to do it. Surprised but grateful, Reggie has them ferried around
the shoreline to the IFP’s ships. Once on the docks, they speak with Arthur Smiles-alot
of the IFP (since apparently Scugg doesn’t see people). He indicates that we will have no
issues on the water if we travel to the Isle of Fancypants to settle our debt.
Later, some of the crew was sent out to pick up our orders of clothing but they come back
empty handed. Apparently word has spread about our disagreement with the IFP and we
have been blacklisted. We decide that, since we’re leaving coral, we don’t really need
the clothing anymore, so we head out to the Isle of Fancypants in order to settle Eric’s
debt. We arrive without issue and make our way to Paltroon’s house, which is a giant
complex with a large barred gate. There is no answer to our knocks. It seems that most
people avoid the place, so we get the impression that he’s not a nice guy, which is all
Bahn needs to decide to blow the place up. Bahn casts violent opening of closed portals,
and since the house, gate, and everything is one giant structure, all the doors and
windows instantly explode outward in a fantastic shower of glass and wood. The circle
strolls into the place and finds Paltroon. After some awkward negotiations, it seems that
Paltroon concedes that he’s better off dropping his issues with Eric and leaving us alone.
We depart the Isle of Fancypants and head towards the north.
GD:25th Asc. Fire
The 35 day trip to the western islands of the north goes by without incident. Scar spends
his time with more training and the rest of the circle uses the time to enrich themselves
Shortly before we arrive, we see a caravan of long boats, led by some elk beast-men. A
brief history lesson from Bjorn indicates these are the Raj Tahli. We basically ignore
them and go on our way. We arrive at the island of Ravahna on the 25 th of ascending fire.
The island is very barren so we circle until we find a signs of civilization. Durring the
first night (we don’t travel at night since the waters around the island are very rocky), the
longboats with the Elk-men pass us, again without incident. The next day, we find a
small walled village (two separately walled villages right next to eachother) on a
peninsula. The circle goes ashore and is met by the locals (the Raj Tahli sailors). They
are initially apprehensive about letting us into their village with all of our artifacts and
weapons. After some discussion/argument amongst ourselves about whether we should
try to barter, or simply threaten them to get the supplies we need, we convince them to let
some of us into the city to talk trade (Valis and Bahn wait by the dingy). Some talk of
trade ensues, but isn’t fruitful as we have nothing to offer. It is discovered though, that
there is a mysterious fog that quickly mutates and kills people that spontaneously appears
in the forests at the center of the island. The village says this hampers their ability to
harvest wood and that they would trade for simply our service in harvesting some trees.
Scar one-up’s the offer, and says that we will attempt to actually get rid of the fog. The
villagers say that that would be great and that the elk-men would probably provide us
with a great reward (alluding to some thamaturgical solution to our food shortage) if we
could accomplish the task. We ask to speak with the elk-men. We are told they reside in
the other half of the village (the second walled area), but that they don’t speak to anyone
Domain of Ravahna
GD: 1st Res. Fire
Scar and Shadow head off into the woods. Scar will train to leard Chaos repelling
pattern. It is decided that we will meet back here in 3 days.
Bjorn, Roland, and Bahn head up into the woods, aiming for the center of the island.
Bahn knocks down some trees as they go, finding most of them sickly and no good for
building. Eventually, the woods thicken up and the trees are good. That's when they
discover they are in a Domain. All three take some time and attune to it (three hours
indicates it's a level 3). They then started on their way again, and noticed some Elk-men
tracks. They followed them and eventually came to the top of a ridge. When they looked
out over the other side, they could see the other half of the island and there was a huge
section of it that was completely barren. No trees, or even stumps, just a big empty crater
like area. They continued to follow the elk-men tracks and the feeling of the domain got
really weird and very disrupted. They got to a small area where there was a cap stone for
the domain. It had recently been broken and the tracks around it were from a large two
legged thing with claw like feet. Bahn was able to determine that the capstone had a
bunch of Terrock (flying dragon king guys) writing and runes on it. They surmised that
the domain had once become unstable which is what caused the giant crater. They were
also able to determine that in 5 days, the same thing was going to happen again (thus the
After inspecting the cap stone, they decided to continue following the elk-men, so they
did. As they followed the tracks, they saw the "fog" off in the distance, moving very
quickly in their direction. Two villagers came running towards us, trying to escape from
it. It turns out it really isn't a fog. As it approached, all the trees basically turned inside
out and roots exploded from the ground along with flowers. Spinters of wood flew
everywhere shredding anything they came in contact with. It was basically a tidal wave
of transformation. One of the villagers was overtaken and was instantly turned inside out
resulting in a bloody mess. The other made it into the bubble of creation provided by
Bjorn’s charm and was unharmed….until he lost his balance and fell away from Bjorn.
The villager ended up getting impaled by a bunch of razor sharp flower petals and started
growing blue fur. After the wave passed, Roland helped the villager to stabilize him and
cure the poison from the flowers. Right at that time, they were attacked by some Nil-
jocki (dog sized tyrant lizard like things that moved uber fast). The solars basically
kicked some tail so the Nil-jocki ran away and hid in the forest. A second later, they
reappeared and dragged off the surviving villager. The solars tried to chase them down
but had no chance of catching them (their dashing speed was at least double that of the
solars). The group eventually though did find the body all eaten up. Roland grabbed
what was left of the man’s personal effects.
Again, the group decided to keep following the elk-men's trail. Just as it was getting
dark, they actually found them. The Elk-men were standing around another cap stone.
After a brief introduction by Bjorn, Bahn read this writing on the capstone. It described
that this was the center capstone of the domain, and that the domain once stretched all of
these islands (it's assumed they were once all one island). Bjorn spoke more with the
Elk-men and informed them of what we had learned and that it was our intent to attempt
to fix the domain. Bjorn had determined that if they could reposition some of the
remaining capstones on this island, they could stabilize it. The Elk-men seemed to
approve and said they should start right away.
GD: 2 nd Res. Fire
The next morning, Bahn, Bjorn, and Roland use the Hearthstone compass along with
maps and info supplied by the Elk-men to map out where the capstones should be. They
decide that we should locate all the caps and verify they are not broken, then we will
meet back here and make a plan on how to fix the problem. The elkmen headed off one
direction and the solars in the opposite.
Meanwhile, after a day of unexciting training, Shadow notices movement in the woods
near them. After closer inspection, she sees a few hundred 8ft tall beast-men, coming
through the forest. She tells this to Scar and he decides to go check things out. As Scar
walks to the top of a ridge, he activates some of his charms, preparing for a battle.
Cresting the ridge, his anima flares. As this happens he sees a large line of a few hundred
beast-men, the Vah-raj Tool. They stop there advancement and watch him. After a few
failed attempts to communicate with them, he decides their leader must be further back in
their ranks, so he simply begins walking through them. They all part to let him past, but
do circle back and surround him. Eventually, a shaman approaches, carrying a large
blade of glowing blue ice. Scar addresses him and tells him that they are not welcome on
this island. The shaman, who refers to himself as “just a small fragment of the dream of
infinite light”, says that this island is their home. Scar changes the subject to what they
are doing. The shaman says that they are hunting for food. Scar asks if they hunt and eat
men. The shaman replies that men are the lowest form of creature. The thought of
cannibalism is enough to convince Scar that he should destroy them. He slaughters the
first 100 beast-men without a scratch to himself. With the shaman at the tip of his sword,
he quips “I was once a man”, and then kills him. The rest of the Vah-raj Tool disperse
into the woods. Shadow and Scar decide they should start heading back to the settlement
and warn them of a possible attack.
After leaving in the early afternoon and traveling most of the day, Bahn, Bjorn, and
Roland manage to find the first of two capstones they left to look for. It is surrounded by
a grove of trees all bearing some odd fruit. Bahn and Roland pick a piece and quickly
realize that they can attune to it and receive benefits similar to a hearthstone. They make
note of this capstones location and head off to find the second. On the way, the come
across tracks of many beast-men. Eventually they find a large area filled with the
slaughtered bodies of beast-men. They are able to determine that there was a battle and
that it appears the all these creatures were killed by one person, wearing heavy armored
boots. They continue on their way and find that the location of the second capstone
should be out in the crater area. They spend a couple hours, Bjorn moving rock around
with the staff, searching for the stone. Eventually they find a small chuck. It appears it
has been destroyed. They then decide to head back and meet up with the Elk-men to
determine a plan of action.
GD: 3rd Res. Fire
Scar and Shadow arrive back at the village. They warn them about the beast-men raiders.
After waiting the entire day for the rest of the circle to return, they decide that they must
go out and destroy the rest of the beast-men.
Bahn, Bjorn, and Roland arrive back at the center capstone. They collaborate with the
Elk-men and verify the locations of all the capstones. After some brainstorming, they
come up with three possible solutions to stabilize the domain ranging from simple but
with a low chance of success, to difficult but likely to work. The decide to try the
difficult solution. It will involve creating a new seat for a capstone near where the creater
is. This seat must be created from rock, but also must have live trees growing around it.
The Elk-men believe that with the “hearthstone fruit” they could grow trees, but they
would need the assistance of the forest’s spirit, which they have never been able to
communicate with. Then we must move one of the hearthstones to the seat.
GD:4 th Res. Fire
Bahn, Bjorn, Roland, and one of the elkmen begin to search for the forest spirit who can
help them arrange the necessary trees. They make their way through the forest for a few
hours until the notice a line of what appears to be petals floating through the air. Upon
closer inspection, each petal is being carried by a small spirit. They follow this trail of
spirits, and the eventually lead into a knot in an old tree. Bahn and Bjorn, both with the
ability to see spirits, know that a larger spirit is residing in the tree. Bjorn first attempts
to speak to the spirit, but that elicits no response. Bjorn asks the elkman if he knows any
rituals to force the spirit out. The elkman does, but he said it takes a few hours. Bjorn
asks him to begin, but Bahn is impatient. Bahn decides to simply punch the tree until the
spirit comes out (much to the displeasure of Bjorn). After a few punches and some flying
bark, the spirit comes out of the tree. He’s very lucid, basically high from consuming the
petal spirits. After some minor threatening and a quick explaination of the urgency of the
problem, the spirit snaps his stupor and tells us approximately where we can find the
The four men hurriedly travel to the other side of the island to where the tree spirit
indicated. With the aid of Bjorn’s sorcerer’s sight, they quickly find what appears to be
the sanctum of the forest spirit. Again, they have no luck verbally asking the spirit to
come forth. The elkman says he may know a ritual to allow us to enter the spirit’s
sanctum. He attempts the ritual, but to no avail. However, Bahn and Bjorn are able to
glean what he is trying to do. Bjorn, after looking over the Elkman’s ritual book, is able
to perform the ritual via terrestrial circle sorcery. The three solars enter the sanctum.
They find the forest spirit, represented as a giant tree, lounging on a mini representation
of the island and eating the “essence fruit” which are being produced by the domain.
This spirit too seems intoxicated and lazy. Bjorn attempts to explain the situation on the
island the the eminent explosion of the domain. The spirit though brushes him off saying
there is no problem and if there was that it wasn’t his to deal with. He then tells the
solars to get out of his sanctum. The spirit’s lazy demeanor and disrespect severly angers
Bahn, who them limit breaks. He flies into a rage attacking the spirit. The spirt quickly
encases himself in wood caccoon, but Bahn easily tears though it. The spirit then attacks
Bahn, causing many huge limbs to swing out of nowhere and pummel him. Not wearing
any armor, Bahn is quickly knocked unconscious. Although Bahn’s attack failed, it was
enough to rouse the spirit and convince him to leave the sanctum to check on the domain.
They all exit the sanctum and immediately the spirit realizes the severity of the problem.
After Bjorn explains our plan, they all run off to begin implementing it.
Meanwhile that day, Scar, Shadow, and Valis head out to find the army of Vah Raj Tool.
Scar uses the Blood Seed to summon he beastmen. The five beastment find the trail of
the VRT. At about nightfall Valis, who is scouting ahead sees them. He relay’s the
information to Scar who comes up with a plan to ambush them. The group lies in wait in
a clearing and as the VRT approach, the spring the trap. Valis lets fly a mighty barrage
of arrows, decimating one of their large lizard/mammoth type creatures. Scar, Shadow,
and the Beastmen form up and begin cutting through the first wave of VRT. The VRT
valiantly hold their ground, but the first wave is quickly destroyed.
GD: 5 th Res. Fire
After their first wave is destroyed, the rest of the VRT quickly scatter back into the
woods. Scar, Shadow, and Valis persue for a bit, but realize that they’re will be no way
to keep them from getting away. Scar has Valis track them as best he can to make sure
they don’t double back to the village. Scar himself travels back to the village and finds it
a-bussle with activity. He learns of the impending explosion of the demanse from one of
the elkmen who had returned. He insists that the elkmen take him to Bahn. They depart
into the woods off toward where the seat will be made.
Bahn, Bjorn, Roland, and Ned the Forest Walker all arrive back at the Capstone that
needs to be moved. The forest walker picks it up and they all hurridly travel back to the
location where the it must be placed. When they arrive, the forest walker informs the
solars that they will have to churn much more land, about an acres worth, than they had
originally thought in order for this plan to work. Bjorn begins the process with his
singing staff, and Bahn and Roland help as much as they can, mostly by breaking and
moving boulders out of the way. The Elkmen arrive with a number of new saplings and
they begin to place them. After a number of hours, and shortly before nightfall, the
ground starts to shake. It’s quickly realized that this is not being caused by Bjorn, but
instead there are 3 huge lizard behemoths trampling towards they newly prepared site.
Bahn and Roland rush forward to meet the behemoths and keep them from destroying
their work. Bahn grapples one of the behemoths to the ground, but it then overpowers
him and tosses him aside. Roland finishes off that behemoth, along with the other two
before they manage to get to the site.
A few hours after the behemoths attacked, a swath of the wyld fog comes rolling over the
ridge, quickly making it’s way to the site. Bjorn calls everyone around him to protect
them. Ned moves close, but insists that he can help protect the newly planted trees.
When the fog hits, he is only partially within the sphere of protection the Bjorn was
providing. He begins be make an odd scream as branches on his head begin the grow
rapidly. The fog passes, having transformed the area like it did when they last
encountered it, but it seems that the plan will still work. However, Ned’s head is still
growing. Suddenly the thing growing from Ned’s head splits off from him. It stands up,
appearing to be a freakish coloboration of Ned’s features, but twisted, walking like a
spider. Ned also stands up and begins yelling, as if psychotic, in odd incomprehensible
noises. Both Ned and Evil Ned begin to move toward the seat and capstone, thrashing
violently. Bahn quickly jumps at Ned attempting to drive him back before he can
damage anything. This time they’re battle is a little more even, however, it again ends
with Bahn being unconscious and almost dead. Bjorn, Roland, and the elkmen manage to
finish off Evil Ned, and reluctantly kill Ned as well.
After the battle, they have very little time left. Roland quickly moves the capstone into
place on it’s seat. The air sizzles a bit, and everyone can feel the essence of the area
begin to shift and change. The destabilization focuses to the center of the island, and
there is an explosion (much smaller than there would have been without their efforts).
With the explosion, the essence of the area stabilizes. At about this time, the rest of the
In the month after saving the island, the circle stays on the island, learning from the
elkmen the arts of Thaumaturgy.
Departing Ravahnna, they sail eastward. They skirt the shores of the Vah Raj Tool, but
there are no incidents. A few days into the trip, the Jian Ri is attacked by a band of *Raj
talli* Berg riders, beastment who magically control icebergs as their means of
transportation and raiding passing ships. The Berg Riders are easily fended off and the
group continues on their way.
After a week of sailing, they begin skirting the mainland. On the horizon, a black cloud
begins to appear. As the Jian Ri gets closer, they see that the cloud is actually centered
on a town right on the sea. The entire town is cloaked in a large bubble of black mist.
After a brief discussion about weather or not they should investigate, Bahn makes the
decision to pull into the port. Bahn, Bjorn, Roland, Shadow, and Day Song all go ashore
to check things out. They begin walking through the city, but they quickly find it appears
completely abandoned. They estimate that no one has really lived here for almost 100
years. Inspecting in a few houses, the find only a handful of bodies, humanoid forms,
that have pale white scales, sharp teeth, and catlike eyes. At one point they catch a brief
glimpse of a golden snake tail, but it quickly shoots down a drainage pipe. The Group
continues to the center of the town, hoping to find some clue as to what happened here.
There, they find a temple to some god of the sea, and they decide to go in and investigate.
Inside they find a bizarre device. It’s large, about the size of a hut, and covered in
various crystals, spines, and antennae. It’s made out of a compilation of crystal, mundane
metal, and magic materials, and is obviously very old, probably from the 1 st age. It also
has 3 hearthstone sockets, each containing a hearthstone, and it is emitting a low hum.
Bahn, Bjorn, and Roland all decide to spend some time studying the object. Shadow,
after being denied her attempt to remove one of the hearthstones, decides to just search
around the temple for treasure. Day Song, who quickly becomes bored, decides to go
outside and look around. A few hours pass and darkness falls. The three solars
examining the device are unable to determine exactly what it does, but they all agree that,
it’s only partially powered at the moment, and that it has a similar construction to what a
reality engine could have. This inclines Bjorn to believe that this device was brought
here to protect the town from whatever this black fog is. Bahn is more inclined to believe
that perhaps the device is responsible for the black fog, maybe as weapon of some sort.
Day Song, out wandering the streets when night falls, begins to see figures slink out of
buildings. He quickly hides. He sees dozens of the white scaled men begin to come out
of the buildings. His initial though is to burn down the town to kill them all, but
unfortunetly, there isn’t very much flammable material. Instead, he begins to run back to
the temple, singing a jaunty tune along the way (effectively leading the creatures back to
the temple as well). Day Song bursts though one of the skylights in the temple and
informs the group that the creatures are coming. Shadow bars the door and Bahn climbs
up on the roof. Bjorn decides now is the time that he will attempt to activate the
machine. After a few minutes, he realizes the machine is attempting to Shape him in
someway, so he decides to stop activating it. Looking down from the roof, Bahn sees the
creatures all gathering around the temple. He attempts to communicate with them but
receives no response. Suddenly, a huge 45ft golden snake strikes out at Bahn from the
peak of the roof. Bahn’s anima flares up as he spends essence to dodge the attack. The
burst of light instantanly frightens the pale creatures and they scatter into the shadows.
Bahn and the snake wrestle momentarily, but the snake gets away, throwing Bahn down
to the street below. Just then the door to the temple burst open and out jumps Day Song,
anima flaring, ready to battle. But, all the creatures are gone. Bahn and Day Song
proceed back inside. As they approach, Day Song’s anima, a swirling cloud of dust and
rock, begins to bounce stones off of the device. Bjorn tries to get Day Song to back
away, but Day Song acts difficult and eventually Bjorn storms out of the temple. An
argument ensues between the two. Suddenly Valis steps out of the shadows. He’s been
following the group the whole time, and hearing the argument, he limit breaks. Valis
instantly tries to take control of the situation, ordering the group to just grab the device
and bring it back to the boat. No one really agrees or disagrees. Roland walks over to
the device, and using his increasing strength exercise, he is able to pick the device up but
cannot walk with it. Bahn walks over and, pretending as if he will help, grabs one of the
hearthstone and removes it from the machine. He removes the other two as well and the
humming stops. Bahn then steps out side to see if this has had any effect on the situation,
but there is no change that he can see in the black mist or anything else. Valis, seeing
that no one will be taking any initiative, moves over and helps Roland with the device.
They slowly begin bringing it out of the building and back toward the boat. The trip back
to the boat is slow going, and takes a few hours. When the anima banners of the group
begin to fade, the pale creatures begin to come out of buildings again. But as soon as
Valis flares his anima back up, the scatter.
Back on the Jian Ri, Scar notices the glow of anima banner slowly making it’s way down
the streets back toward the docks. He sends his fang of Mosok to check it out. As soon
as the group of Mosok get out into the darkness, Scar hears the sounds of battle. He
begins to rally the rest of his men. Bahn, also hearing the sounds of battle up ahead,
takes off at sprint, in that direction. As he approaches, his anima again scares off the
creatures. Scar set his men up in a position to defect the dock and the ship. The rest of
the circle eventually arrives at the dock with the device.
After the Anima’s fade again, the creatures mount another wave of attacks, and are again
fended off. It’s clear that they will keep attacking whenever they get the chance. The
circle decides that they will put the machine on the ship and sail out away from the city
The next morning the circle decides that Bahn will drop off Bjorn, Scar, Roland, and
Shadow at the city again, with the device and Bjorn will attempt to activate it. The Jian
Ri will sail outside the devices potential area of effect (3 miles out) and wait for 4 hours
before returning to pick them up again.
After being dropped off Bjorn starts to power up the machine. After about an hour of
pumping essence into it, the ground begins to shake. At that point, the pale creature
begin to come out of the building and circle around, though keeping their distance and
not attacking. Also, a bunch of the golden snakes show up daring to come a bit closer.
As the device begins to crescendo, some of the golden snakes leap forward to attack
Bjorn, however they are instantly dissipated by the effects of Scar’s wyld protection
bubble. Suddenly, reality itself begins to change. The remaining golden snakes begin to
rip open and morph into large crane like birds with knives for wings. The cranes lift
themselves into the air, and their wings begin to trail blood as they are cut by the air
itself, which has now transformed into glass powder. All of the buildings, and the ground
also becomes shiny and reflective, as if covered in glass. With that the device shuts
The pale creatures are unaffected by the shaping, however, they are now suffocating and
choking as they attempt to breath, but only inhale glass. The small bubble of protection
offered by scar’s charm did indeed protect the exalts from the shaping effect, however,
once this new transformation is set and becomes reality, the glass air begins to fill in the
void. The exalts quickly run towards the safety of the water, which was unaffected by the
transformation. Roland, using his increased strength, picks up the device and tosses it
into the water as well.
The group slowly makes their way out of the area of effect, underwater, safe from the
glass air. On the way back, Shadow notices some men and a dolphin, underwater, pulling
something. She decides to follow them for a while. After speaking with them (the think
she’s some type of squid spirit), she learns they’re from a community to the west that
Bahn, having noticed the transformation is waiting for the groupe with the Jian Ri just
outside the sphere of glass air. When they arrive, they load the device on the Jian Ri and
head east to find shadow.
A discussion is had and they determine that it would be good to keep this device around
(Scar mentions it could be used as a weapon against Thorns, which is enough to convince
Valis we should keep it).
Eventually they find Shadow and she tells them about the guys. Bjorn has heard of them
and apparently these people scower the sea floor in search of first age treasures. That’s
plenty of reason for the circle to go check them out (and it’s on the way east).
A few hours later they arrive in the the small city of the zal venesh.
Bjorn, Bahn, and Roland, head out to find the marketplace.
Scar, uses the Everyman armor, to pretend to be Tier (the snobby dragon blood).
B, B, and R find some old guys who offer to trade with them if they get them some more
drinks. Turns out these old guys are actually the gods of the city (the Zal Kalimente) and
they have the best stuff to trade.
Bahn trades his unused stuff to get the Kind edge daiklaive.
Bjorn trades something for a some sort of spirit communication device.
Roland trades knowledge about the wild bomb for a bag to hold his medical artifacts.
Scar trades something for a moonsilver shield and a perfected document.
They leave the small city and make their way to the white river.
As they pass city they get stopped by patrols, and they are told to pay tax to pass
through. They use scar’s perfected document to convince the patrol that they have
already paid, and they are allowed to go about their way.
They continue down the river, but only a day out, they realize that the river is getting
awefully shallow, and that they probably will not make it past IBlahblah. This setback
along with the other delays encountered along the way, put a severe time crunch on the
schedule. It seems the group would only have 1 week in whitewall if they want to get the
ship back up river, and over to malice bay.