Mom-Friend of Dragons & DnD Parties, Collector of Dice, & Weaver of Tales. Juliet Burke Essayist, Captain of the Shannon Rutherford Defense Squad. Critical Recapper (campaign 4) 🖤⚪💜 she/they
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Well hello there!
I'm Gina, an aro/ace neurodivergent elder millennial who loves DnD, Lost, The Hunger Games, LOTR, Parks & Rec, Anne of Green Gables, BtVS, Lie to Me, asoiaf, Shakespeare, Jane Austen, video games (especially cozy ones), reading, writing, and a slew of other things I can't recall at the moment.
I started this blog - well, partially due to nostalgia, but - primarily to have a space for writing, sharing things I enjoy, nerding out with like-minded people, etc. If you enjoy similar things, I look forward to interacting with you soon!
The group convenes and tries to hide in case the knights are looking for them. A horn sounds from the tower, and Sister covers their tracks as they retreat. Badger scouts out the ruins nearby and says there are dead people under the sand. Alphonse checks it out further and it looks like it’s been there a very long time, but they probably shouldn’t rest right here. Badger warns Dilly as the skeletons start waking up at their presence. Time to go!
Alphonse keeps an eye out as they retreat. He notices torchlight and motion far off heading south, not directly toward them. He tells the group what he heard before about the Feral Call. Dilly sends Badger up ahead to scope things out. Bowen is a bit disillusioned, but he is trying to trust this was the right call. Badger finds a cave and reports back.
Sister looks for anything that might be useful, and finds a particular plant she’s familiar with called the nightmare weed, used for rituals of omen. Alphonse asks Mercy what he’ll do if the city doesn’t pan out; Mercy says he’ll go where Dilly goes. Alphonse asks how they met, and Mercy tells the story of how both he and Dilly are treated as creatures but both want to be loved. Most people don’t look beneath the surface. Alphonse compliments how Mercy fought and says he’s happy to have him by his side. Mercy returns the sentiment.
Dilly sees some birds she knows are not nice if people are wandering about alone, so she warns the group. Alphonse taps into his abilities to try and see the last bit of violence that took place here. He sees two figures going through a pack of things. They hear a noise; one of them goes to check it out and gets shot by an arrow. The other gets ambushed by armored figures. He comes out of his vision and tells the group this is a burial mound. Sister reaches down into the earth and the fungal network, and creates a nicer place for them to sleep atop this space.
Alphonse explains his ability, and Dilly asks how he became that way. He’s not entirely sure himself, but all he knows is this world. He’s never seen any relic that showed promise of bringing back the old world, and he tells Caguama as such. Caguama says their belief isn’t in the veiled gods or prophets, but in Osha and in love, and they want to use the relic for good. Thus far, everyone they’ve found to show it to has had ill intent. Alphonse says he’s heard stories like Caguama’s before, but the veiled gods can’t save them.
Alphonse and Mercy go to take watch while Caguama shows the relic to Sister and Dilly. Caguama says Osha told them it was meant to be used as a sacrifice, but as Sister inspects it, she understands it’s not meant to be used to sacrifice something, but to sacrifice oneself. Caguama says maybe if the need was dire, they could sacrifice themselves, though they don’t want to go where Osha isn’t. Sister promises not to let Caguama’s body rise again, if it ever comes to it.
They rest! Dilly thinks about her home village, and how they cast her out, but she wasn’t afraid. Dark shapes overtook the village, took everyone. Alphonse sees a vision of his love Marianne, who collected relics. She’s a ghost, anchored by her ashes that he carries. He asks how he’s meant to move on. She tells him to lay her to rest so he can stop carrying so much weight. Sister thinks about the old world, and its ruin. The city could be the key to its restoration.
Everyone’s feeling refreshed the next morning. Mercy investigates the area in the daylight, seeing the satchel dangling on a tree below. They tie a rope to Dilly so she can do her thing, and she retrieves it. Inside is a stamina potion, and a ball of thread with a golden needle in it that can magically mend armor. As they begin their travels again, the sand starts shifting and a sinkhole begins to pull them in. Dilly ties a rope around Mercy so he can help pull the others up. He gets Alphonse first, who then goes for Sister while Mercy grabs Caguama. As they pull their friends out, massive pincers emerge from the sand and they all back up quickly and keep moving.
As they travel, it begins to rain, but something is wrong with it. It smells like chemicals and it makes them itchy with its acidity. They must find shelter quickly. Dilly spots a large rock and they take cover and rest while the rain passes. Mercy is worried he’s becoming more savage, but Dilly reassures him that he smells like kindness and love, and he was just protecting them. He feels this way because he cares.
Sister tells Alphone that without suffering, they’d never know how good things can be. Caguama says they heard Alphonse whisper “don’t go,” when he was thinking about Marianne; they say they don’t need to know the details, but they understand the sentiment. Suddenly, a massive swarm of beetle-adjacent creatures rush toward the group…
BREAK TIME!
Alphonse takes care of about a third of the swarm with his Burning Blood (metal band name, I call it). Caguama releases a blast of energy toward the swarm, damaging and making them vulnerable. The swarm goes after Dilly, chewing at her armor. Sister reanimates the dead part of the swarm to attack the rest of it, and that’s that! They continue southward.
Sister wonders if they city has given the Feral Call faith they had previously lacked, and perhaps that’s why they’re sending out missionaries now. Alphonse wants to believe, but he is skeptical. Sister uses her knowledge of nature to direct their path. They see two floating ships as they approach the mountain. There are small buildings and tents, and a gigantic boar-like creature tied to a cart. Dilly speaks to it, asking what community this is - Dova. She asks what they should do here to avoid being attacked, and the creature says they’re welcome. It calls out and a large sort of oxen-like man comes out, followed by a bear-like woman. Caguama says they seek passage to the city, and the ox-man says all are welcome here.
The level of peace and calm here is unsettling. Mercy and Alphonse feel like something is off. They’re in a cult? The strangers are genuinely happy to have them here, but to what end? A voice calls out Dilly’s name…it’s Grub, one of the lost elders from her village! She asks him what happened that night, when everyone disappeared. He says they found a calling; they didn’t mean to leave her, but they had to leave. Dilly wonders why she didn’t get the calling too. He says it doesn’t matter, she’s here now. He guides them in toward the others.
The ox-man and bear-woman pour some tea and introduce themselves as Adomna and Dradoon. They used to be part of the Feral Call, but now they’re part of the city of Mourningstar, under the Grim Hunter, whose children found them and gave them purpose. They say there are some here who have been in the city. Dilly asks why Grub looks different now, mutated, and he says it’s part of becoming connected to the Dova…not a cult at all! Dilly asks why they didn’t take her with them, and he says the call was hard to resist. This isn’t the Grub she remembers. Something is wrong…not sinister, but odd.
Dradoon says they’re happy to answer any questions. They say the Grim Hunter is the one changing the land, bringing life back to it. Mercy asks if she’s a god, and they say yes, one of a few new ones. Caguama asks what the Grim Hunter’s goals are, and they say they can’t presume to understand, but they want to share their newfound abundance and community. Caguama asks how one joins in, and they say it involves an audience with the Call chieftain of Hookburrow, and a ceremony with the Embertoll (their sacred relic).
Mercy isn’t sure what to make of it; everywhere he’s gone has rejected and distrusted him, but not here. He doesn’t trust it, which makes him feel ashamed. They say all belong here. Sister asks what happens to those who don’t decide to join, and they say it’s up to everyone whether they join or not. Alphonse says the Grim Hunter is a strange name for a supposedly benevolent god, and Mercy asks what he means by that, considering Mercy himself. Alphonse says he’s never questioned Mercy’s name and believes it fits him well. Dilly asks if her family is there, and Grub says yes. She feels strange; all she’s wanted is her family, but she feels uneasy now knowing they’re here. Grub doesn’t seem like Grub anymore, and she’s mistrustful.
Mercy tells them they will see the chieftain, but they are a family, and if there’s any threat, they will protect their family. Bowen asks if they’re really doing this; Alphonse wants to use his ability to see what violence last took place here. Sister tries to connect to the fungril network…and it’s not there. That’s all she needs to know. Alphonse does his thing; six members of the Feral Call were slaughtered here by exemplars from the Tower of Oxudos.
Sister speaks to Mercy in his head and says it’s wrong here. It’s not natural, and it’s not the right magic to bring home. Caguama thanks their hosts for their hospitality. Dilly does not smell fear on them...Mercy asks Sister (in their heads) what if this is the future, but she does not want any part of it if that's the case. This is not the cycle. Out loud, Mercy suggests a walk. They see hares that have been hunted and strung up - hares haven’t been around for quite some time, but it seems they’re back again.
Alphonse tells the group of his vision. Sister wonders if their current hosts could be the risen versions of the ones slaughtered by the exemplars. Dilly tells them about the lack of fear smell, and the only time she ever fails to smell it is on umbral things. Caguama wonders if it’s worth meeting the chieftain. Bowen says this feels like an unhealthy belief, and he is uneasy, too. Mercy thinks they should continue their journey, but Dilly wonders about her family. Mercy says he’s not sure it is her family. She agrees.
They notice the Dova start making a perimeter around them, and they insist the group accompany them to the city to meet the chieftain, so they can make an informed choice…riiiiiiiiiiiiight. Mercy speaks up and says they will go with them, and in Sister’s head, he tells her they’re outnumbered. The Dova say they just want a chance for the Grim Hunter to appeal to them before the other gods try to, and then they can go on their way if they want. Sure. This is all so believable and not suspicious at all!
Caguama attempts to explain that they would prefer to make for the main city first, but their hosts are insistent that they “see it” first. Suddenly, they’re surrounded by a cloud of some type of dust, and everyone but Sister and Dilly falls unconscious. Sister uses her voice of dread on Adomna and terrifies Dradoon, so they go running away. Sister is captured but tells Dilly to run, and she does. As they take off, Dilly follows silently behind from the treetops…
I was going to make a comment about how Alphonse is what happens when you cross Percy de Rolo with Mollymauk Tealeaf, but then he pulled the “I have a dead wife named Marianne” thing and now we have to throw Kattigan into the mix 😂
Hold up Matthew Mercer, why would Caguama have disadvantage because it’s night time…if what they are trying to do in the night time is look at the stars?? It HAS to be night time in order to do that, that’s the whole point 😂
The group decides to try and find the girl who the executed man acknowledged before he was judged. They discuss where to leave the glider, but Sister takes a look at it and finally figures out how to fold it! After scoping things out a bit, Caguama notices others glancing toward an area near a fountain, and they find a gap in the wall. Accidental crawlspace! (Band name, I call it.) Dilly goes to sniff her out and sees three figures. Unfortunately, she makes a LOT of noise and they are alerted and approach her. The others follow after hearing the noise, but it’s harder for them since they aren’t as small.
Meanwhile, Dilly tries to convince the strangers that they are allies, she thinks they’re on the same side. One of them says she saw Dilly and the group arrive, and thinks they should give them a chance. The others cautiously agree. Dilly introduces herself, and one of them, Clea, asks why they’re there. Dilly mentions the city, and the hope that they’ll find a place to belong.
The others arrive, and the strangers decide the spot has been compromised and they should find someplace else to meet. It’s a secret society of sorts. Alphonse asks why they’re called heretics, they say it’s because they might be. Caguama isn’t convinced there IS a prophet, the others say it wouldn’t surprise them if there’s not. They are the Horizons. Sister asks if they can’t just leave, and they’ve been considering it, but it’s difficult. There are only 20 of them now. There were more, but they’ve been exiled...
The Horizons excuse themselves, as they have other safe houses, and the group discusses what they just learned. Dilly goes back to the fork in the path to see where it leads. It’s a dead end. Dilly goes back and sends Badger to check out the small tunnel. It’s a chimney. Whoops. Dilly will shimmy up the chimmy to check (I know it’s spelled chimney, just roll with me, here). 😂 She’s noticed by a templar, so she climbs up a bit and stays silent. The templar instructs his men to hammer the gap. As they do, Mercy times it and hammers upward to make more space for them to get out. Dilly sends Badger to fly in the templar’s face and distract him.
As they emerge, they work as a group to stay quiet and sneak away from the scene. The templars get through but don’t find anything in the abandoned safe house. Dilly follows and rejoins the group. They clean themselves of the soot from the chimney and make their way 🎶 out, pretending they’re lost when they run into a guard. Whew!
Dilly and Mercy look for Bowen at the barracks, while Sister and Caguama go find a patch of grass to touch. Alphonse takes some time to see if there is another way out of this place or if he can find more information. Bowen has apparently been put on library duty. Mercy asks if he wants to join them, and he says they should speak privately later on.
Alphonse seeks out a newly trained guard to talk to. He mentions the city, but she doesn’t want to talk much about it. She asks if he knows the Feral Call, which he has heard of; it’s a faction of beastfolk to the southeast who are known for taking people and things. She says they sent missionaries who invited them to go to their gardens, and thinks it must be a trick. He takes off his skull mask, revealing his skin is burned, his nose has been cut off, and his ear has been partially bitten off. He’s questioned his faith too, but says that when you find answers and still believe, that is true faith. She asks his name and he gives it. Her name is Auventa Dalil. He jokes about the elevators, and she says that’s just the quicker way, but there are tunnels through the mountain, via the soldiers’ barracks. She assures him they are safe from incursions because of it running through the barracks. He says it’s nice to see people able to relax for once, and he puts his mask back on and tells her to remember what he said as he departs.
Sister and Caguama enjoy the natural beauty around them. Caguama asks how Mercy became a miracle. Sister explains that others seek out her community when they’re in need of healing or aid. The umbra has caused their magic to suffer. Mercy sought them out for mercy in passing on, and they tried to help him, but something happened during the ritual that caused him to be born again. He is nature’s miracle. Caguama says Osha told them about the relic 20-some years ago, and hopes it will work. Sister will look at it tonight, when they have more privacy. Sister reaches out, trying to connect with her sisters, and she does but it’s barely there and very delicate. They must renew the cycle. Caguama assures her they will.
Sister sits and communes with nature. As she meditates, it’s like she can truly see and feel everything; she sees the waters of the past, then they vanish. She senses an area below where there might be another path, but they would need to find it somewhere beneath the crypts, near a statue of the god Aratu. Night falls, and they all return to their chambers on the fourth level.
BREAK TIME!
The group discusses what they’ve learned, and and think maybe they should just take the elevators down. 😂 Bowen knocks and they welcome him in. He doesn’t know what he would do outside this place, and he has purpose here, even if it’s less than ideal in some ways. Mercy urges him to speak his mind; he says he hasn’t prayed in two years. He doesn’t know if he’s just kind of lost, or if there is rebellion in him. Alphonse says they get to decide their own paths, they can accept what is, or they can adapt.
There is another knock, and voices on the other side of the door. As they start breaking it in, Alphonse tells Bowen that sometimes fate decides for you, and he asks where to go. The Archon Petra and other exemplars break through and see Mercy, who had gone to check on the noise. Petra instructs her lackeys to restrain Mercy and find the others, and threatens them if they don’t comply. This enrages Mercy, and he flips the table at the templars. There are more figures in the doorway. Mercy runs back toward the group, and more guards burst through the hallway.
Alphonse asks Bowen what he told them, and he says nothing, but Alphonse says they’ll kill him if he doesn’t come with them now. Mercy battle cries as Petra refers to him as a beast, making her and her companion vulnerable, then he punches the absolute fuck out of her. (This definitely won’t make her NOT think he’s a beast, but who the fuck cares, because we all know he’s a beast in the best way and not the way she means it.) Sister attacks the one blocking their door, but misses. Petra is on her bullshit now, and she smites Mercy with her sword, but he resists much of it. A templar attacks Mercy as well. Alphonse teleports himself so he can get a clear shot on the templar. Another knight tries to attack Dilly, but Caguama steps in front and takes the hit. A templar attacks Mercy again.
Dilly attacks a templar, who shields the blow a bit. Caguama channels bravery from their friends, attacks two of the exemplars with eyes closed, and knocks them out! A bunch of them attack Caguama in return. Petra is stressed, but instructs a bunch of them to push Mercy into the corner. They attack him, and she goes to find the other so-called “heretics.” Mercy goes after her, as she walks straight toward the barrel of Alphonse’s gun. GET HER, BOYS! Mercy crits, so they both crit due to the tag team! Petra’s looking BUSTED. (Who’s the ACTUAL beast/heretic, bitch? THAT’S RIGHT, IT’S YOU!) The cowardly bitch heals herself and backs out of Alphonse’s range.
Petra attacks Mercy and puts him on death’s door, but he’s fungus, baby! He comes back swinging, healed of all damage (though permanently down one hit point). THAT’S A MIRACLE, BABY. Mercy attacks and throws her across the room into her little minions. Minion bowling! Alphonse lines it up and shoots at her AND DEALS THE FINAL BLOW! Caguama makes an attack with their eyes open this time, and knocks out another one. Dilly jumps excitedly and attacks some minions, but misses. Too much excitement!
Bowen makes an attack and the knights are now alerted of his choice. A knight shield bashes Sister, and even a warning from Caguama and Dilly doesn’t help her avoid it. She’s thrown out the window, but she’s not afraid. She catches herself and climbs back in. Mercy runs back toward his friends and angrily attacks the knight who hit Sister, throwing HIM out the window instead. A knight attacks Alphonse, and more converge on Caguama. Dilly and Sister tag team, the latter using her voice of dread while Dilly entangles one of their foes.
Six knights tag team Alphonse, then the exemplar attacks him to avenge his archon. He’s stressed but okay, and he runs. Caguama retracts into their shell and Mercy hurls them for some exemplary bowling 🤣 They take out three of them, including the exemplar! Mercy asks Bowen where they should go, but he gets stopped by a knight as he attempts to lead them out. Sister puts her hand over the knight’s face and drains some of his life force. Mercy lashes out at a knight, then tells Caguama to make for the exit before continuing to clear the area. Dilly hits and entangles another knight as they all start making their way 🎶 to the exit.
Caguama takes a hit from the exemplar for Sister and shields them both. This prompts a tag team from Sister and Caguama, which severely hurts him. Caguama gets hit again, and it hurts. There are more knights coming, it’s time to go! Alphonse takes an attack as they exit, and he drinks a health potion. Mercy tosses a knight out of the way, and Sister gives Dilly the ivory moss she found earlier. Dilly fires her bow and takes out three knights on their way out. Caguama takes another attack and tucks into their shell again. Alphonse misses an attack, then the exemplar misses against Caguama. One strikes at Dilly and misses, but it pisses Mercy off, so he lashes out and smashes him, then throws him out the window. DON’T MESS WITH DILLY, MAN.
Caguama is hit again and goes unconscious. Sister attacks the exemplar, then Mercy finally takes him out. They feed Caguama a health potion and it’s time to run! Sister asks Bowen where the crypts are, and they make for them, but are intercepted by a bunch of recruits. Mercy bellows at them and it scares them off, so Bowen continues leading them onward. The crypt door is chained, and Mercy smashes it, aided by Alphonse and Sister. Caguama ties a rope around the door on the other side, and they take off only to realize the crypt is flooded.
Using Sister’s vision from before, Mercy smashes through to the tunnel and they are pulled into it like a massive waterslide, just as the knights bust through. They rocket out of the building and Mercy deploys the glider! Caguama and Bowen can’t quite grab on in time, but they’re okay! The glider cracks but doesn’t break as Mercy holds it together while they land.
“Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement. For even the very wise cannot see all ends.”
Caguama doesn’t think the Tatchra will come back for a while, and they desperately need rest for their wounds (even if Alphonse insists he’s fine while also bleeding profusely). Alphonse says the fire they set to burn the corpses will be a good distraction, and will hopefully keep any malevolent creatures away from them. They move away from it a bit and decide to sleep. Sister finds some healing herbs called ivorymoss, and they settle in to rest while Caguama takes first watch.
Sister sits in front of Mercy and asks if the talisman helped, and he confirms it did. He uses the collected body parts to restore his limbs and flesh - a blessing and a curse. She recharges the talisman to make sure he can stay protected. He asks why she was traveling; she says the sisters are still falling, and there’s nothing back home to sustain them. He feels like he has a second chance to do good now, and that gives him hope. Sister tells him he’s beautiful, and they go to finish their rest.
As Caguama keeps watch, Alphonse approaches and asks if they’ve been doing stuff like this all across these lands. Caguama says no, Osha was the brave one, and they had to destroy her body in much the same way they’re all currently burning those corpses. Osha believed Caguama could be brave too, so they’re trying to live up to it, despite being scared. Alphonse says they’ve all lost someone, and they had a chance to stop that creature from killing any more people, but now it will continue. He doesn’t believe the creature could be saved, but Caguama says he didn’t see what they saw. Caguama is determined to stay alive until they find a way to cure the umbra. She understands his perspective.
Caguama looks toward the burning bodies and approaches Dillywin, who has been jumping between tree branches, observing everyone’s conversations. Dilly says she likes what Caguama did; Alphonse lacks hope. She hopes things can go back to the way they were, and she goes back up into the trees. Bowen approaches Alphonse and asks about Mercy - he isn’t sure the Exemplars will accept him. Alphonse asks if Bowen believes in miracles. He says yes, but something in him seems to hesitate before he says it. Alphonse says to tell them that’s what Mercy is.
Caguama’s watch is uneventful, but everyone except Dilly is sickened by the air of the marshes. For the first time in years, some members of the group witness a sunrise. They see the massive mountain in the distance, and it looks like it’s illuminated with a sort of green light that feels magical. They finally reach the end of the marsh and head into the Sallow Opens, toward the Tower of Oxudos.
Bowen warns them dust storms are common, so they might have to hunker down at some point if it gets bad. Sister notices him staring at Mercy as they walk, and she gives him a bit of a hard time about it, pressing him about his faith. He says his faith is strong, although he falters again before saying it. Alphonse tells her to give Bowen a break, he’s had a bit of a wake-up call. Alphonse tells Mercy he gets to decide who he is for the templars - an omen or a miracle.
As they travel, Mercy leads and uses his large form to help shield the others. A wall of dust hurdles toward them before they can find anywhere to hide. Dilly uses her expertise, with some help from Sister and Badger, to find them a place to take shelter. Caguama climbs up to try and see where to go once the storm clears. There is a caravan ahead…hard to tell any details, but it’s a sign of life, probably! Bowen isn’t sure who they would be, as this was his first journey out of the tower. Mercy asks if he can use Bowen’s shield, and he tells everyone to follow him. Alphonse runs a rope back through the group so they don’t get lost.
They reach the caravan, which has sturdy tents built for riding out these storms. Mercy is apprehensive. He can find somewhere else to be safe while they go inside, but as he starts to run off, a figure holding a bow trains on Mercy as though warning him not to move. The group notices other figures in the dunes, and some emerge from the tents. There is no obvious sign of them belonging to any particular group; they are all different sorts of people with all manner of weapons and such. A large ogrish cyclops hails them. Sister says since the storm has passed, they will too, but the leader tells them to wait. They’ve found Stygs’ Company, which Caguama has heard of before, and they ask who they’re speaking to. His name is Farok, an associate of Miss Edra Stygs, who is apparently asleep. Caguama traveled with them a very long time ago, though management perhaps has changed a bit since then. Ethical raiders!
Dilly tosses her torches in along with a bat skull, Sister throws some gold (which they think is weird), and they ask for Bowen’s armor. Alphonse puts in a vial of acreature’s blood, and Mercy produces a book for the offering. The central tent opens, and a half-giant half-orc cyclops woman emerges. This is Edra Stygs, and she’s not too impressed by their pile of stuff, so they’ll offer a comparable trade in return. The rest of the group finally understands it’s a trade situation and not just a “they’re taking our stuff” situation, so maybe they’ll offer more 😂 Caguama reveals themself to Edra, who wonders how they’re still alive. She asks what they’re looking for and offers up some items for trade, including a scroll of some kind.
There is a bow, parts of which Sister determines could help make Dilly’s bow better. There’s also a weird contraption that no one understands. It seems like a pile of junk. Caguama produces a puppet…one that apparently was named by Edra when she was little. They tell a dad joke, and Edra is moved. She asks Caguama to put on a show again, and they oblige. Edra will trade for three of the items, and they take the scroll, the bow, and the…pile of junk.
Alphonse and Mercy futz with the weird thing, and as they pull on a bit of it, it unfurls into a strange sort of bird-like thing. Mercy ties a rope to it and throws it to see what happens, and it’s sort of a glider parachute situation. Dilly goes to test it out…it’s great, but unfortunately it can’t be folded back up, so if they want it, they just have to carry it around. They begin to regret not choosing the spyglass 😂 Everyone is heading out!
Bowen’s a little nervy. Caguama asks about the prophet, but Bowen hasn’t even met him himself. He says they’ll need a big reason to get an audience with him. A miracle. Alphonse asks what his company’s mission was and if he’s worried to return. This trip was meant to help make him into a full knight; they spent a few months north in Edorodu, looking for texts of Xanthalos that supposedly talked about a prophecy of Jeraydah, but someone else had already taken them. They were intercepted by the creature on their way back. Needless to say, he’s not very excited to have to deliver all this news. Dilly flies through the trees, leading them toward the tower. As they approach, soldiers march out to greet them…
BREAK TIME!
Bowen hails the soldiers and tells them what happened, who is with him, and why they’re here. Caguama steps up and explains the relic they found. The leader, Archon, doesn’t seem pleased, but Bowen vouches for them. Sister says if Caguama is granted an audience, the rest of them can wait, Dilly promises they mean no harm. Alphonse appeals to her as a fellow elf. Mercy tells the story of his name, how others would scream it at him, and in his naivety, he thought they were naming him. He says that’s what they’re meant to grant here. Caguama says they’re ready to pass on, but first things must be set right in this world. Sister mentions the city and the walking miracle that is Mercy. The Exemplar Archon Petra welcomes them for the night! She can’t promise the prophet will meet with them, but they will relay the request.
Bowen thanks the group for saving his life, and Caguama encourages him as they enter the gates. Despite the Archon allowing them in, they are still largely unwelcome. Cool! They join the Archon and Bowen in giant cages that act as an elevator, and they are lifted up the tower. The view is intense. It looks like there is…an active volcano? They follow the Archon inside once they reach the top. Good thing Caguama is terrified of heights! It’s a large and bustling community, and they immediately notice the newcomers.
Alphonse talks to a local and asks how the city in the distance came to be. It just appeared, essentially. Some were sent to check it out, but they haven’t returned as far as he knows. In the distance, it looks like there is a ship? In the air?? An airship! What an apt name for such a thing. It vanishes into the city. He tells the group about it, and they find it a bit unsettling. A woman approaches them, Templar Koden, and says she’s been told to bring them to the herbalist, Lorraine. She helps heal their sickness! Caguama asks if there’s any intention to start healing the world outside the walls of the tower, but she brushes off the question and sends them on their way.
Sister goes to find a grassy area. There are lots of people around, and teachers leading groups of students, reading from books about the light and the veiled gods. (Indoctrinating stuff, ya know, nbd.) Caguama tells the group about the monastery’s reaction when they found the relic; they don’t want things to change. They express concern about the prophet having similar views, and they’re hesitant to show them the relic. Caguama doesn’t feel safe here, and is now second-guessing meeting the prophet at all. Sister says they aren’t alone in feeling that way.
Suddenly, there’s a shout, and a figure is trying to break through the crowd, but he’s grabbed by Exemplars who shove him to his knees. They call him a heretic, saying he was found with dark texts on him. He looks to a woman who shakes her head and disappears into the crowd. The Exemplars call him Horizon Speaker, and say he’s been trying to undermine their faith. Archon Petra arrives and questions him. She touches his face and it burns him, which she proclaims to be judgment. He is to be exiled. As they lead him away, he calls out that this is a false faith, he cries for the people to ask questions. In punishment for this, they throw him off the side of the tower. The city returns to its business. Nothing to see here…
Dillywin Hellekin, a ranger (Jennifer English)
Mercy, a brawler (Abubakar Salim)
Sister, a witch (Laura Bailey)
Alphonse Brute, a blood hunter (Zachery Renauldo)
Cagauma, a seraph (Vico Ortiz)
The gods abandoned the Halcyon domain a century ago. Since then, the world has fallen into decay, and survivors refer to themselves as The Enduring. Far to the west in the Sallowlands, near an empty lake lies the Rustsaw Wood. Predators roam. A fungril called Sister travels alone, walking with her staff hitting the ground ahead of her. She thinks of her sisters, whom she is in search of a cure for; their magic is being drained. Branches snap and she hears heavy footfalls…she is not alone. She dares them to show themselves. The shadow rushes toward her, and out of pure instinct, she attacks.
Mercy emerges and greets her, not having expected to be attacked like that, but she did warn him to show himself, after all. She greets him as brother and says it’s good to see him. He is also a fungril, giant and corpse-like, and he’s been looking for her. He needs her help, and he introduces his friend Dillywin, a small simiah creature with an even smaller bat upon her shoulder. He’s heard about a city of hope and beauty where all kinds are welcome. Sister says that’s why she left, but she doesn’t know if the city is real. They will join together in search of it.
Dilly sends her bat, Badger, to fly up and scout the area, and she follows by swinging through the trees, leading the others in the best direction. In the distance, they hear a loud, low growl. Something has caught their scent. Dilly tells Badger to find it and take a look. More sounds…there’s more than one. Sister remembers creatures with many limbs and eyes, and they’re very scary. It’s time to run.
They make it out, Dilly causing a distraction along the way, the predators leaving upon losing their scent. Sister takes off a necklace and puts it around Mercy’s neck, asking his forgiveness. He isn’t sure why…the necklace is enchanted to protect him from attacks. Ahh. They continue south, and there’s a bit of an uphill climb. Dilly asks if Badger can try to take a rope up and tie it to a tree. He will certainly try! It doesn’t really work. He’s a bat. Mercy tries to bound his way up so he can tie the rope. He does a much better job! But as he waves to his companions, a sinkhole opens beneath his feet and he starts to fall - luckily, he catches himself, and warns the others it’s dangerous up here.
Dilly ties the other end of the rope to Sister, showing Badger, see that’s how you do it! Some carrion birds have noticed their presence as well…Dilly tells them to pack it in! They’re waiting for breakfast. She throws a rock up there and hits one, they disperse. Sister climbs up with Mercy’s aid, and the next bit of travel is uneventful. A loud sound echoes through the area, almost like a detonation of some kind. Sister reaches out to the fungril network to see if anyone knows what it was. There’s a cluster of walkers, with one surrounded. They hear, “can’t run, we’re coming.” Badger flies off to check it out; someone’s being chased and they’re making big noises.
Mercy gives a battle cry to distract the chasers, and it works. They send someone to see what the noise was, and Mercy tells the others to hide and attack when least expected. He stands in wait, while Dilly and Sister hide, and Badger goes to annoy the chasers. Badger gets hit by an arrow and warns that there are a few of them. Five figures come through, including one that seems to be bound - this is Alphonse, a elven blood hunter wearing a horned skeleton mask.
The other figures call out to Mercy, who admits to making the noise. Mercy imitates the chaser leader’s movements and tries to approach Alphonse, but they train their weapons on him. Mercy tells them they’re surrounded, and doing anything violent would be unwise. Sister uses her voice of dread to overwhelm the leader’s mind with terror. Alphonse’s mask falls as he turns into sand and shadow and teleports to the one holding his gun. He wraps the tubing around their neck and drags them over the ledge with him. Alphonse takes a shot, and Mercy aids him.
Endroth the Inevitable, the bounty hunter after Alpohonse, tells his allies to attack. One swipes at Mercy, but he shields himself. Another shoots at Dilly and misses, and another deals a little damage to Alphonse with their dagger. The boss says they need Alphonse alive, the rest they can kill if they need to. The nearby bushes begin to rustle, and out comes Cagauma, a seraph (healer). They are SO SCARED, but feel they need to do something. Dilly takes a shot at the one swinging on Mercy.
Endroth shoots Alphonse, and Dilly takes some damage. Sister shoots magic from her staff at the one near Mercy, and Dilly shouts out to distract him and aid her. Cagauma recognizes the energy from Sister’s staff and continues to hyperventilate, but moves closer to Sister. Mercy pounds the crazy dude’s head in and crits, killing him! Endroth activates his allies, who let off a smoke bomb around them, clouding them from view. They try to shoot at Alphonse, but miss. Dilly sees through the smoke, watching them prepare something. She uses her ranger’s focus on Endroth and attacks him, while Cagauma encourages her from a distance, and she crits!
Endroth thinks the tides are turning against them, and it’s time to run. Mercy takes off toward them and Dilly follows through the trees to do a tag team attack against Endroth. He’s VERY hurt, and in retaliation, he shoots at Mercy, who uses the talisman from Sister to reduce the damage. One of them grapples Mercy, and another shoots him. Sister moves up and hexes two of them to give them penalties to their attacks. Alphonse gets his eye on Endroth and prepares to fire.
Endroth runs like the bitch-coward he is. One tries to hit Mercy and he deflects it. Alphonse takes his shot as Endroth flees, and Mercy aids him by clearing his line of sight, but it misses. One of the lackeys starts to run after Endroth, but Sister uses her voice of dread to paralyze them while Badger flies in their face. Mercy runs at one and Alphonse encourages him; Mercy attacks and they’re done for!
BREAK TIME!
The smoke dissipates. Alphonse goes to burn the bodies, but Mercy stops him for a moment. He hacks off the limbs and takes them with him, then gives the okay for Alphonse to proceed. Cagauma chimes in to ask if they want to try to get some information before they dispose of the bodies, but Alphonse more or less knows why they were after him. Introductions are made. Dilly likes Alphonse’s skull; they can be friends. Cagauma says she could use some company, and Mercy is happy to be their friend.
Alphonse says he was meeting with some old friends when they came across Cagauma, who mentioned the city they all keep hearing about. Somewhere welcoming. Cagauma asks how long Sister has been using magic. A long time. Alphonse doesn’t believe the city exists, but he wants to know why the rumors came about. He thinks it’s a death trap, and maybe they can save people from it. Sister asks why the bounty hunters were after him. It’s his job, too. They must have gotten a high offer for him. Cagauma says they came from the Luzal Monastery near Desperloch. They worked as a delver and found something to take to the city, if it exists.
Alphonse suggests they keep traveling for a while and get as far as they can before camping for the night. They continue southeast, with Alphonse helming the journey. He guides them so they stay on the high ground as much as possible and reach a safe point before darkness falls. They reach the Rotten Shallows, a swampy area, followed by a plain that is in a terrible state of decay. Large mesas that were once islands when the lake was full jut out from the plain. There is a mountain range in the distance, and three of its peaks are burning red. Around the bae of the largest one, there are lights glittering…could it be the city?
They can go one of three ways: west toward the Tower of Oxudos, east to the Sorrowheart Sanctum, or in between them toward Oathwell. Dilly has been to Oathwell, and they’re not nice there. She doesn’t want to go back. Cagauma has heard of a prophet in the Tower of Oxudos, one who survived the Apostasy. Perhaps they could find more answers there. Dilly asks if it would make Cagauma less afraid to find the prophet, and Cagauma thinks so. They haven’t met anyone who was alive before the Apostasy - but Sister chimes in and says she was. Cagauma asks what she remembers…water, green, and movement. Alphonse asks what it was like, and if their suffering has been worth it. Sister says yes. He says Oxudos is very zealous, so they need to be careful if they go that way, but he is fine with it. He asks what Mercy thinks, and Mercy says he goes where Dilly goes. To Oxudos!
Sister recalls that prior to the Apostasy, the Tower of Oxudos was known as the Aetercium, and it was an island prison temple to the Veiled God Jeraydah, in the Elytros Lake. Now, it’s home to the Order of the Twilight Exemplars, who are still faithful to Jeraydah, the god of divine law in judgment. Sister knows they will destroy anything corrupted by the Umbra; thankfully, that’s not the case with Mercy’s affliction, but they may be difficult to convince of that.
They descend into the marshes, and it STINKS. Mercy uses the fungril network to try to detect the safest route, and Cagauma helps. Sister uses her knowledge of the land the way it was long ago to guide them on the next leg of the journey. A large winged beast is hunting nearby, but it flies off for now. Dilly and Badger take to the trees and the skies to find the quietest way to guide them forward. The creature gets closer…
Mercy takes one of the arms from his bag and throws it as far as he can in the opposite direction to distract the creature. It works! For a while. They push forward into the night. Up ahead, the creature swoops and crashes into the trees. There are others there fighting against it. The group goes to help, and there are only two figures left, three dead. The group decides whether to sneak away or fight; if these are templars, they could gain favor by helping them. Mercy rushes up to the beast and squares up to intimidate it. Alphonse realizes this beast is a legendary one called the Tatchra, and it went mad after the Apostasy. He takes a shot at it to show Mercy he’s got his back, and does massive damage.
The Tatchra retaliates by invading Alphonse’s mind, pulling a shameful memory from him. Then it kills another of the templars. It flies over and attacks Dilly, but misses. Sister hexes the creature and covers herself in shadow. Mercy’s bravery reminds Alphonse of what they’re fighting for, and he calms himself from the stress of the mental invasion.
Cagauma knows how wise and intelligent this beast is, and wants to tap into the Tatchra’s memory of who it was before and bring it back to the light. They stare it in the face(s) and ask, “what ails you that is from within and not from without?” It’s a critical success! The Tatchra seems like it’s trying to recall an ability it once had, to seek connection. Cagauma tells the story of how someone they loved protected them from a raid, giving her life for theirs and their son, and Cagauma couldn’t save her, but she promised to help others. This is what they are here for. The Tatchra pulls Cagauma in, and in its eyes, they see sorrow and chaos and pain…they are reminded of Osha, and they lean their forehead against the Tatchra’s and comfort it, reminding it of its beauty. The Tatchra kicks off from her and knocks over trees as it panics, and takes off into the night.
Violence isn’t always the answer, kids!
Bowen, the one remaining templar, is amazed. He thanks them and starts gathering his fallen companions with the help of the group. Must burn them before they rise again. He prays over them, and Sister asks the fungril network to keep them from turning as the fire is set. She asks if they can travel with him to the tower and find safe rest there. He agrees, and they head out into the night…
Before tonight, I knew little to nothing about anyone at this table besides Laura Bailey, but I already love them all (players and characters alike) as though I’ve known them this entire time. Sallowlands is gonna be soooo much fun, y’all!
“I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.” - JRR Tolkien
I do not love the Declaration of Independence for its texture, nor the military for their orders, nor the politicians for their promises. I love only that which they profess to defend.
As we go forward, may we work to build community with one another, may we learn to love our neighbors without condition, may we bridge gaps instead of burn bridges.
May we understand that loving a country includes acknowledging the uglier parts of its past and vowing not to repeat them, but rather to do better, to be better, and to leave the world better than it was when we entered it.
I have my thoughts about the exorbitance and so forth of the Swift/Kelce wedding, but honestly the fact that it’s completely overtaking the news cycle surrounding this holiday weekend and absolutely nobody is going to be talking about certain other events is making me deliriously happy