Our tale commences on the sixteenth of Amara's Will, a day known as Eodin in the calendars of men. Standing before the entrance of the Tricky Ferret tavern, a young half-elven druid finds herself at the beginning of a new adventure in a foreign land, far from her home. With a mixture of excitement and uncertainty, she pushes open the tavern door, greeted by the comforting scent of a crackling hearth and the hushed murmurs of the few patrons within.
The tavern itself is a rustic building constructed from timber harvested from the nearby forest. It stands alongside a small creek that branches off from a larger river, flowing down from the western mountains. Serving as a waystation for villagers and travelers heading up into the mountainous regions, the Tricky Ferret acts as a place of respite and connection.
Engaging in light conversation, the young druid learns that the mountains in view are known as the Silver Mountains, and the road she has been following leads to a dwarven city named Donner Kadrel. Her name is Saelihn, a half-elven adventurer with a strong connection to the natural world.
At the bar, another patron catches her attention—an unusual sight in these lands—a blue-scaled dragonborn. He had embarked on a journey from his home, braving the perils of the sea until a storm nearly claimed his life. Rescued by chance and nursed back to health by a generous farmer, he found himself drawn towards the main roads, ultimately arriving at the Tricky Ferret. Known as Torinn, this dragonborn is now at a crossroads, contemplating whether to head south to Windwell or venture north towards the dwarven city and possibly beyond.
While the tavern owner maintains a quiet establishment, rumors of goblins and other wild beasts lurking in the area circulate among the few remaining patrons. As afternoon fades into early evening, a group of sailors, dressed in peculiar attire, enter the tavern, staking their claim in a corner of the room. Boisterous but seemingly harmless, they exude an air of annoyance rather than posing a genuine threat. Observing them closely, Saelihn notices patches sewn onto their clothing, the most prominent being a single black hand.
As the night progresses, the sailors become increasingly rowdy, clearly indicating that their decision to venture so far from town was to revel in their own privacy, away from the scrutiny of other crews. Saelihn and Torinn find themselves seated near a reserved man in his late twenties or early thirties, his countenance filled with idiosyncrasies. It becomes apparent that he grows increasingly agitated. Despite Saelihn's attempts at small talk, both the man and the dragonborn prove reticent.
However, everything changes when the man abruptly stands up, downs the last of his tankard, and hurls it with impressive force into the face of one of the sailors. In the ensuing chaos, the man voices his grievances while the sailors draw their weapons, threatening to raze the tavern to the ground. Unfazed, the man swiftly retrieves two axes from his belt, using their blunt sides as weapons.
Caught up in the melee, Saelihn instinctively taps into her magical abilities, conjuring a web of entangling vines from the very floorboards in an attempt to hinder and confuse the combatants. Meanwhile, Torinn remains uncertain, unsure of how to contribute to the escalating situation.
The sailors lump Saelihn and the axe-wielding man together, treating them as adversaries. As the brawl reaches its climax, Saelihn and her newfound ally successfully subdue the sailors, leaving them battered and bruised. In a sudden turn of events, one of the pirates rushes toward the blue-scaled dragonborn, only to be met with a well-placed firebolt that reduces him to a silhouette of ash and soot upon the tavern wall.
The death of the sailor marks a sobering end to the bar brawl. Tables lay splintered, chairs strewn about, and bodies bear the signs of a fierce skirmish. The sailors, realizing the gravity of the situation, retreat through the tavern door, while the fighting man shakes down their leader, pocketing their ill-gotten coins and treasures. With a sense of restitution, he hands the spoils over to the grateful tavern owner.
Introducing himself as Keith Redraven, the fighting man offers a somewhat incomplete explanation for his actions, attributing them to his frustration with what he perceives as dishonorable pirates and an opportunity for a spirited brawl. All eyes turn to Torinn, whose excessive use of force is deemed an act of self-defense, though bordering on the excessive.
After considering the aftermath of the altercation, the decision is made to address the mess in the morning. The tavern door is locked, and the group is provided with space in the stables outside to lay their bedrolls and rest, recovering from the night's tumultuous events. Little do they know that this unexpected encounter marks the beginning of a shared journey, weaving their fates together as they embark on adventures yet to come.
As the red dragonborn warrior descended the mountain pass in the early morning, the dawn's first light painted the sky in vibrant hues. Clad in sturdy armor and armed with a shield and battle-axe, she pressed forward, her keen eyes scanning the horizon for signs of civilization. The lush forests and sprawling grasslands stretched out before her, beckoning her onward.
Within the hour, her journey led her to a section of forest where the road gave way to a humble tavern. Entering the establishment, her hunger pangs reminding her of the hours of travel, she was greeted by a scene of disarray. The tavern owner, busily mending a table, caught her attention. Setting down her pack and equipment, she immediately offered her assistance, prioritizing the needs of others above her own. This was Malrysh, a dragonborn warrior known for her selflessness.
Later in the morning, Keith, Saelihn, and Torinn stirred from their slumber and entered the Tricky Ferret. There, they discovered Malrysh diligently working alongside the tavern owner, aiding in the repairs. A meal was prepared, which the group paid for, acknowledging the previous evening's events. It remained unknown whether Malrysh freely indulged in the meal herself.
The tavern owner, perhaps seeking respite from their presence, requested that they venture into the nearby forest to gather plants and herbs for him, including a special breed of hops if possible. The group, consisting of Keith, Malrysh, Saelihn, and Torinn, set out into the woods. Keith's lively personality grated on Malrysh's nerves, while Torinn appeared lost in his own thoughts. Saelihn, however, remained focused on the task at hand.
As they ventured deeper into the forest, their search for botanical treasures took an unexpected turn. They stumbled upon shrubs that fought back, lashing out at Keith. In response, Keith unsheathed his axes and began chopping at the hostile foliage, but soon a nearby tree came to life, escalating the confrontation. Saelihn, reluctant to harm the forest, saw only a man armed with axes ready to strike, while Malrysh viewed the situation with a more pragmatic lens. Through careful communication and tact, they managed to defuse the situation and continue their quest in peace.
Returning to the Tricky Ferret, they discovered a new patron had arrived that day—an elderly man who seemed to manipulate objects with subtle gestures, his actions accompanied by what appeared to be magic. With the tavern now mostly restored to its former glory, a semblance of normalcy settled in. Each member of the group found their respective corners within the tavern, reflecting on their short excursion and looking ahead to their separate journeys, which would resume the following day.
Under the midday sun, a sudden commotion shattered the tranquility. The sailors from the previous night returned, accompanied by a gang, their agitated voices filled with threats. They barged into the tavern, seeking vengeance for their fallen crewmate, the previous night's inebriation still fueling their anger.
Saelihn rolled her eyes, Torinn observed the scene, and Keith stood up, clutching his tankard once more. Malrysh watched with fascination as chaos ensued. Keith threw his tankard, triggering another bar brawl. The elderly magic-user sought refuge behind a table, while the tavern owner took cover behind the bar. Keith unleashed his fury upon anyone within reach, Saelihn empowered her staff to defend herself, and Torinn attempted to restrain his magical abilities this time. Malrysh, wielding her shield and battle-axe, used them both as battering rams, forcefully pushing the ruffians out of the tavern.
When the leader of the aggressors became apparent, Malrysh grabbed him by the jacket and pulled him aside, allowing the group to interrogate him. They learned his name was Martin Rackham, a cook aboard a ship named the Loud Sail. The group discovered that this unruly gang frequently ventured out of town and had recently acquired a significant treasure, along with something otherworldly from a wizard's tower on White Island. The mention of the wizard's tower drew their attention to the elderly magic-user who had taken cover behind the table.
Saelihn planted the seed of doubt in Martin's mind, while Malrysh emphasized the consequences he would face if he persisted in his current path. Reluctantly, Martin and his gang were allowed to leave, battered and broken, to face a long cart ride back to their home in Windwell.
With attention now turned to the elderly magic-user, frustration grew as he seemed to suffer from madness, his mind addled and his search focused on a ball of great importance. His ramblings hinted at leading or being pursued by others. Little was certain, except his name—Arkalis Lightsbane—as it was written in a book he carried.
The altercation lasted less than an hour, followed by hours of repairing, cleaning, and apologizing to the tavern owner, Bob. Bob, who appeared unfazed by the commotion, explained that his wife was an adventurous half-orc known for her formidable combat skills, and the tavern had witnessed its fair share of brawls.
As the afternoon melded into early evening, a knock at the tavern door startled those inside. Bob opened the door to find a small, exhausted boy leaning against it, pleading for help. The village to the west had fallen victim to goblin raids, and the boy had urgently made his way to the tavern seeking assistance.
Without hesitation, Malrysh rose, shouldered the weary child, and promptly set out towards the village. Saelihn and Torinn, summoned by Keith's determined grasp on their shoulders, joined the dragonborn warrior, forming an unlikely fellowship in the face of this new threat.
Following the road westward, the group soon realized that the goblins were still raiding the village. Rushing to defend the villagers from the marauders, they discovered another figure already engaged in battle—a skilled archer dispatching goblins with precision. The newcomer introduced himself as Matrim, a hunter and mercenary.
In their joint effort to repel the goblin threat, the villagers offered the group food and shelter for the night, expressing their gratitude. Torchlights were lit, and sentries were stationed to safeguard the village. The small child was reunited with his family, finding solace after his arduous journey to seek aid. Convincing Matrim to stay, despite his initial inclination to return to the wilderness, proved easier with the promise of camaraderie, drink, and a chance to gamble with newfound companions.
The night passed with the group keeping a vigilant watch for potential goblin raids, but none materialized. In the morning, they would awaken to a new day, their paths intertwining, and further adventures awaiting them.
Rising in the morning the group left the small village and traveled back to the Tricky Foot tavern where they picked back up with Arkalis – Matrim and Saelihn were traveling through on their own prospective journeys, Malrysh and Torinn were lost in this land, while Keith was simply curious. They grabbed the eclectic wizard and then set out to leave for the town of Windwell, Saelihn and Matrim has passed through, but the others had never been.
The trek to the town came with its own problems – namely brigands and vagabonds. On the road they ran into a makeshift tollway, a cart, and a collection of people. When pressed for gold, the group was not intimidated. While becoming aware that the brigands had others skulking nearby, the group positioned itself defensively as Malrysh argued morals with the leader of the group.
When the trap was sprung, the group subdued the brigands, quickly and even set out to the nearby shrubbery to drag them out and pile them up and bind them. The leader of the brigands pleaded for their freedom and even tried to deflect the blame on their true leader, his brother. Malrysh, who had grown frustrated with their actions, dishonesty, took him up on this offer. Matrim dragged the man along while they left the rest of the brigands on the roadside to be found by other travelers.
As they marched out into the grasslands surrounding Windwell following their captive’s direction, they found themselves in a small, forested area where they devised a plan to send Saelihn and Keith in pretending to be new goons looking for treasure that belonged to the brigands’ boss. This seemed to work for a time, but like many improvised plans it eventually fell apart in the details. This led to an altercation and more subdued brigands after another fight and most importantly – the leader subdued for interrogation.
The leader, who was the older brother, proved there was no honor amongst thieves as he was ready to protect his treasure and throw away his younger brother and any other of his men in favor of his own life. With a sour attitude and spite making him dour company. While Malrysh and the party discussed what to do with them, Matrim took it upon himself to relieve the brigand of his life with quick dagger work. The group, not all in agreement with that end, looked to move on.
The younger brother was left tied up, along with the others who were unconscious nearby, a strange situation put to rest as they made their way back to the road. Matrim had shown them a darker side while Malrysh was learning quickly of the world outside of her homeland.
Entering the town of Windwell, at the turn of midnight, they crossed past the sentry posts and through the gates into the small town.
The diverse group of adventurers found themselves in a bustling coastal town. Amidst the rowdy sailors and mischievous locals, they stood out like fantastical beings from another world.
Caught by the curious gaze of a halfling named Arthen, the group was led down a winding alleyway away from prying eyes. Arthen, a knowledgeable guide, steered them towards a peculiar tavern known as The Waiting Gentleman, nestled on the northern fringes of the town. With an air of mystery, Arthen shared whispers he had overheard from sailors discussing a lost group that bore a striking resemblance to the adventurers. Sensing trouble, he offered his protection in exchange for theirs, providing them with rooms for the night and a chance to uncover the truth.
As the sun greeted the horizon the next day, Arthen introduced the group to a dwarf named Roken, who had a simple yet laborious task of moving crates. Realizing the need to conceal their identities, the adventurers donned hooded garments and set off to gather supplies before joining Arthen on their way to Roken's shop and the subsequent warehouse.
Within the confines of the warehouse, Saelihn and Matrim stumbled upon a locked crate that piqued their curiosity. Failing to unlock it, they resorted to pilfering the contents when Saelihn's gaze momentarily drifted away. Little did they know their actions would soon lead to a series of unexpected events.
As they continued moving crates, the armor and weapons within the room inexplicably sprung to life. Witnessing this phenomenon, Roken hastily departed to summon the guards, leaving the adventurers to fend for themselves. However, when the enchantment dissipated, revealing the armor's mundane nature, Malrysh inadvertently kicked a helmet, causing a mysterious cry of pain.
The sound drew their attention to a strange man, desperately attempting to conceal himself behind a crate. Extracting him from his hiding place, they discovered his name to be Vincent, an enchanter skilled in the arts of magic. In exchange for their silence regarding his eccentric experiments, Vincent offered to enhance their equipment. They arranged to meet at The Waiting Gentleman later.
Having completed their laborious task and received payment, the group returned to The Waiting Gentleman to rest. However, Matrim and Saelihn's inclination towards theft once again led them to tackle the enigmatic lockbox they had acquired earlier. Inside, they found vials of unknown substances, keeping them close until they could decipher their true nature.
Although Vincent arrived over an hour late, he apologized profusely and collected their gear, promising to have it enchanted in due time. As the group rested and awaited their newly empowered equipment, Arthen requested their assistance as guards for the evening, should the sailors or pirates return.
Under the cover of darkness, a group of sailors gathered in a corner of the tavern, engaged in spirited drinking and dice games. Observing from the bar was a mysterious woman with fiery red hair, her eyes fixed on the scene unfolding before her. Overhearing the name Tegan, associated with an anxious man awaiting someone's arrival, Saelihn and Matrim decided to join the game, introducing themselves to the lively crew and a particularly jovial individual named J'rry Three Toes.
As the game grew more intense, fueled by alcohol and waning judgment, a brawl seemed imminent. Sensing the tension, the red-haired woman gracefully approached the table, commanding attention. Tegan recognized her as Viola, the renowned "hunter" of the Berserk Spectre. Viola, intrigued by the group's description, revealed that they were rumored to be the reason an entire crew had gone missing—a topic of great interest to her. Thus, discussions of a tentative partnership were initiated.
Viola divulged that she possessed knowledge of the object the old man, Rackham, was desperately pursuing. While she acknowledged its current inaccessibility, she knew there were other similar artifacts scattered across the land. A clandestine agreement was reached, Viola would silence Rackham if the adventurers shared any information they uncovered. In return, she would keep them informed about Rackham's missing trinket.
With a fragile truce established, Saelihn and Matrim saw the potential benefits of this alliance, intertwining their fates with Viola's in a quest to unravel the mysteries that lay before them in this fantastical realm.
20th of Amara’s Will, Vossdin.
The next morning unfolded with a sense of urgency as a messenger named Lorifir, a distinguished elf, sought out Arkalis, the mage of the group. Lorifir arrived bearing a package filled with vital items and a book specifically intended for Arkalis. The urgency in the messenger's voice was palpable as he explained that Arkalis was suffering from a debilitating ailment, and the contents of the package held the key to temporarily alleviating his condition. Lorifir also revealed that he himself was on a critical mission, hinting at the impending dangers lurking on the horizon.
With a glimmer of hope, Arkalis eagerly consumed the elixir within the vial, experiencing a fleeting moment of respite from the madness that had consumed him. Seizing this momentary clarity, he shared additional details with the group, revealing the existence of ancient relics that had been stolen by pirates. The adventurers found themselves entangled in a complex web of information, walking a fine line between risk and reward.
As the day progressed, the group embarked on a mission to uncover Vincent's supposed residence, their determination growing with each fruitless attempt to locate him. Frustration began to bubble within Saelihn and Matrim, their efforts yielding no results. Sensing their weariness, Malrysh sought solace in solitary reflection, briefly withdrawing from the search. Upon returning to the tavern, she stumbled upon an unexpected sight—a conversation between Arthen and Roken, two individuals who seemed intertwined in Vincent's world. This startling revelation left Saelihn and Matrim questioning the validity of their pursuit, realizing that Vincent may have played them for fools. It became evident that Arthen had discovered their covert investigations, raising suspicions about their involvement in Vincent's affairs. Roken, fully aware that something precious had been taken from him, exerted pressure on Arthen, making it abundantly clear that returning the stolen item would resolve the matter.
With a mixture of apprehension and trust, the group placed their faith in Arthen, surrendering the pilfered object. This pivotal decision marked a turning point in their journey, leaving them with an evening spent working diligently at the tavern, their minds preoccupied with contemplation and strategizing their next steps. It was during this time that Saelihn took the opportunity to enlighten Malrysh about the intricacies and complexities of the world they inhabited. She emphasized that the boundaries between right and wrong were often blurred, and that navigating the moral landscape required an understanding of the myriad shades of gray that existed, rather than relying on rigid notions of absolutes.
As the night unfolded, the group found solace in camaraderie, exchanging stories and experiences while relishing the simple pleasure of a warm hearth and the comfort of companionship. They knew that their journey was far from over, and the challenges they would face would test their mettle in ways they couldn't yet fathom. With a renewed sense of purpose and a deeper understanding of the complexities they faced, the adventurers forged ahead, their hearts brimming with anticipation for the adventures that lay ahead.
The next morning, the group gathered in a room filled with anticipation and discussion about their upcoming plan. Suddenly, a tapping sound on the window caught their attention—a raven seeking entry. They allowed it inside and discovered a message it had dropped while being captured.
As the group huddled around the letter, Torinn, sensing something amiss, cast a spell, unwittingly triggering a curse that marked everyone in the room with a mysterious brand. This infuriated Malrysh, who directed her anger towards Viola upon realizing the letter was signed by her.
Within the confines of The Waiting Gentleman, an enigmatic figure clad in armor caught their attention. Arkalis hurriedly approached him, revealing that the armored man was Malik Ainfall, his former student. They shared a heartfelt reunion, during which Malik divulged that an item he had left at the Ebongale Spire—the tower from which Arkalis hailed—had been stolen. This revelation shed further light on the situation enveloping the group, with the pirates seemingly in possession of the coveted item.
Encouraged by Arkalis, Malik acknowledged the unique fellowship before him and resolved to spend time with them. As another job from Arthen presented itself, the group gratefully welcomed the distraction from Viola's transgressions and the overwhelming influx of information regarding stolen relics.
What was meant to be an afternoon of standing guard unexpectedly turned into a warehouse break-in by a group of inexperienced thieves. The adventurers swiftly apprehended them, ensuring a peaceful remainder of their shift.
Undeterred, Malrysh's determination drove her to the docks, only to discover that Viola's ship had already set sail. However, with a little persuasion, she managed to ascertain the vessel's identity. The sight of the ship's sails on the horizon taunted her, igniting a fiery resolve within.
The job failed to alleviate the frustration simmering within Malrysh and her companions. Upon their return to The Waiting Gentleman, they promptly embarked on additional quests, seeking work that would take them into the grasslands outside the town.
Unbeknownst to them, the cases of missing children and the threat posed by a menacing bugbear and its minions were interconnected. Matrim's exceptional tracking skills led them to the realization that the children had been playing in the fields outside Windwell, only to be ensnared by goblin tracks scattered nearby.
Stalking through fields and venturing into caves, they faced off against hordes of goblins and a formidable bugbear to rescue the captive children. While the initial foray into the cave proved relatively straightforward, they encountered another bugbear accompanied by two giants as they attempted to escape.
In the heat of battle, Malik's true mettle shone through, utilizing his shield—both mundane and imbued with magic—to hold the giants at bay near a section of the cave. This allowed the others precious moments to safeguard the children. Though Saelihn and Torinn succumbed to injuries during the fight, the combined might of the group vanquished the monstrous foes.
With Malrysh's divine abilities, she swiftly revived Saelihn and Torinn from the brink of death. Gathering the rescued children from the cave, the group made their way back to Windwell, where grateful parents and guards expressed their heartfelt gratitude. Promised a well-deserved reward after some rest, they retreated to The Waiting Gentleman for the evening. Saelihn and Torinn awoke feeling battered but capable of continuing their journey.
The bounty for rescuing the children, along with additional funds provided by Malik, proved sufficient to acquire a covered wagon and a team of horses. As a merchant and an arcane student, Malik generously offered to buy off the others' shares, bidding farewell to the group. Malik and Keith busied themselves with procuring provisions, including travel mead and ale—Keith's personal favorite. Meanwhile, the rest of the group prepared for the impending journey. Arkalis had previously mentioned another quest, which had been out of their reach until now.
Loaded with provisions and bidding farewell to Arthen, the group ventured northward from Windwell. This eclectic fellowship consisted of a newly recruited arcane student and traveling merchant, a devout warrior on a spiritual quest, a goblin hunter employed as a mercenary, a druid with a mysterious past, and a lost acolyte. Their destination lay within an ancient forest nestled at the foothills of the Silver Mountain—an unusual fellowship indeed.
As they rode north, a peculiar bird appeared in the sky, seemingly following their every move. Its size grew increasingly colossal until they decided to halt their journey. Saelihn attempted to call the bird down, prompting Matrim to draw his bow and Torinn to unleash small motes of fire. Yet, their attacks proved ineffective at first.
With her arm outstretched in a gesture of invitation, Saelihn braced herself as the bird descended, only to realize its massive size—a raven with a wingspan of ten feet. Matrim's arrow found its mark, causing the bird to explode into a shadowy smoke. Unexpectedly, Saelihn was struck in the face by a piece of parchment.
The bird had been a messenger, delivering a letter from Viola. In her message, she informed them of her departure with her crew and her intent to employ Sunny, her raven, as a messenger for future communications.
Their focus shifted towards the forest on the horizon, where an opportunity awaited them. Malik was eager to investigate if it held any connection to his stolen item. Malrysh, driven by her desire to protect the group, also hoped to find a way to remove the mysterious brand. Torinn, unaffected by the brand's presence, maintained his detached curiosity about the powers of the enigmatic relics. Matrim saw it as a hunt, while Saelihn viewed it as an opportunity for profit. As for Keith, he reveled in the adventure that lay ahead.
Enjoying their mead and ale, the group embraced the pleasant weather until evening cast its shadow upon them. They brought their wagon closer to the forest's edge but opted to proceed on foot as the terrain grew rough. Sensing a foreboding aura, they ventured cautiously, mindful of the encroaching nightfall.
The decaying trees emitted an unnatural and malevolent presence, evoking a sense of evil. The air in the forest seemed corrupted, exuding an eerie and unsettling scent. Their gaze fell upon a small village situated at the edge of the grasslands and the forest. Guiding their wagon to the outskirts of the town, they established camp while keeping a watchful eye on their surroundings. Unsettlingly, no one ventured outside, and even as they approached, the villagers remained hidden. The distant rumble of thunder and the impending possibility of rain added to the ominous atmosphere that cloaked the evening.
Resting long into the night, the weary group took shifts to maintain a vigilant watch against potential threats. In the early hours, before the break of dawn, an unnatural disturbance jolted them from their slumber. The air resonated with an ear-piercing bellow that reverberated through the darkness. A shadowy figure lurked at the periphery of their vision, barely discernible in the dimness. Even those with the ability to see in the dark couldn't shake the feeling of unease, for the shape bore an eerie resemblance to a wild boar.
Reacting swiftly, they ignited torches, casting an illuminating glow upon the scene. Just as their hearts braced for the unknown, another resonant, guttural cry pierced the air. With an earth-shattering crash, a colossal creature burst through a nearby shed, sending shards of wood flying in all directions.
The monstrosity bore the shattered remnants of the building within its grotesque form, its grotesque body seemingly impervious to the impediment. With a thunderous charge, it barreled toward them, accompanied by smaller abominations drawn to the flickering light of their torches.
Their adrenaline surged as they drew their weapons, a resolute determination etched upon their faces. Engaging in a fierce battle against the horde of undead creatures became their immediate priority. Blow after blow was struck, each aimed at severing the unnatural ties that bound these abominations to a semblance of life. Yet, despite their efforts, the defeated creatures clung stubbornly to their unnatural existence, continuing to move long after their mortal counterparts would have fallen. The group persisted until, at last, they managed to pile the defeated creatures together and set them ablaze, ensuring they would trouble the world no more.
As the embers of their vanquished foes smoldered, Arkalis gazed solemnly at the surrounding forest, an unsettling realization dawning upon him. Their intended destination, the very heart of this ancient woodland, had now become an accursed domain ruled by the undead. Determination solidified within the hearts of both Malrysh and Saelihn as they swore to eradicate this malevolence and salvage the forest from the clutches of evil.
With the remaining hours before dawn weighing heavily upon them, tension hung thick in the air. They made a firm decision to remain by their wagon, refusing to abandon their loyal steeds even at the risk of facing further encounters with the undead. In this steadfast resolve, they awaited the arrival of the sun, their minds filled with a mixture of anticipation and trepidation.
As the first rays of dawn painted the sky with a feeble light, Malik urged the horses forward, and the group ventured deeper into the foreboding forest. The sunlight, muted and feeble, struggled to penetrate the thick canopy above, casting a somber ambiance over the surroundings. To the west, ominous thunderclouds loomed, threatening to engulf the land in darkness.
Time lost its grip on them as they pressed on, the forest stretching on endlessly before them. The air was heavy with decay, the roots beneath their feet gnarled and rotten, and the very essence of the place seemed tainted by malevolent energies. The horses grew restless, sensing the approaching presence of shambling creatures lurking in the shadows. Matrim and Torinn swiftly dispatched those that dared to venture too close, but their victory was short-lived as the horde closed in, surrounding them from every direction.
The group found themselves locked in a desperate struggle for survival, their weapons swinging with fierce determination against the relentless onslaught of the undead. The forest seemed to churn with an unholy life, as the creatures emerged from every twisted tree and tangled thicket. Yet, just as hope began to waver, a brilliant light pierced the gloom on the edge of their vision. Three warhorses charged forth, each bearing a knight atop them, their shields radiating a protective aura. With righteous fury, the knights crashed through the horde, creating an opening for the group to move their wagon forward. One of the knights expertly maneuvered her mount beside the horses, guiding them with practiced precision.
As the companions fought off the remaining undead, they managed to break free from the encroaching horde and pressed deeper into the forest. The air grew thick with humidity, and an unnatural, sickly green hue tainted the light at the forest's edge, further unsettling their senses.
The leader of the knights introduced herself as Aline Towerfall, Lady Commander of the Order of Light. With her arrival, their fellowship found itself under the protection of the noble order, and they were to follow her lead. Aline guided them through the dense foliage until they arrived at the heart of the forest, where an ancient ruin stood, guarded by several more knights. The area had been consecrated, providing a temporary sanctuary amidst the cursed forest. Aline instructed the group to leave their wagon behind and await their next opportunity to leave this accursed realm.
Malrysh couldn't help but feel a glimmer of hope amidst the despair, finding solace in the presence of the Order of Light. Their arrival felt like a welcome respite from the challenges they had faced on their recent journey. Standing outside the barrow, the knights' presence seemed to beckon forth the very essence of the place. A spectral creature hovered above the ruins, its presence invoking the nearby undead and summoning a champion to challenge the intruders.
A fierce battle ensued as the companions fought against the relentless onslaught of zombies and ancient skeletal warriors. They weathered the seemingly indomitable champion's assault, displaying unwavering resolve and determination until, at long last, victory was achieved.
Wasting no time, they pressed forward, eager to explore the depths of the ruins and put an end to the evil that had taken root within. Leaving Arkalis under the watchful eyes of the other knights to safeguard their wagon, the group navigated through the ancient chambers, cautiously assessing threats and searching for anything of value. It was in one of these chambers that Matrim stumbled upon a peculiar staff embedded into a stone column. Suspicion clouded their minds as they circled around to discuss what course of action to take, but before a decision could be reached, Torinn seized the staff, and in a blinding flash, he vanished from sight. Their surroundings trembled and shifted, leaving them no choice but to press forward.
Entering the next chamber, they were greeted by a vast expanse, its walls intricately carved with faded artwork and stories long forgotten. However, now marred by time and malevolence, the once-beautiful carvings appeared as if scratched and defaced over countless ages. Drawn by an eerie darkness that pervaded the chamber, they cautiously moved toward the center, intent on unraveling its mysteries.
In the aftermath of a grueling battle against a formidable specter, the crown it wore clattered to the ground. Recognizing its significance, Malik uncovered a peculiar box adorned with inscriptions in a form of Dwarvish none of them could fully comprehend. Nevertheless, Malik's intuition led him to interpret the inscription as "crown box," and without hesitation, he placed the fallen crown within it.
Emerging from the depths of the ruins, the group ascended to the surface to fetch Arkalis and study their findings. Hours were spent examining the aftermath of their battle, exploring the ruined remnants of the once-proud structure. However, their investigation took an unexpected turn when they stumbled upon a lost Tiefling named Fenri, who had found herself trapped within a side chamber. The mystery of her presence remained unresolved, but the magnitude of their discoveries outweighed any lingering suspicions. Thus, they ascended to the surface, gathering together to discuss the profound changes they had witnessed.
The vanquishing of the dark specter caused the ominous green light emanating from the strange orb atop the ruins to dissipate. The knights stationed above reported witnessing a wave of energy pulse outward, freeing the forest from the clutches of corruption. Saelihn observed with hope as the forest began to reclaim its vitality, a testament to the resilience of nature. Malrysh, relieved, breathed in the crisp air, now devoid of the suffocating stench of evil, replaced instead by the invigorating scent of rain and impending storm.
In the camp shared with the knights, the group sought respite after their arduous journey into the corrupted heart of the forest. Exhausted, they succumbed to a deep and restful slumber, their minds alive with dreams filled with the promise of new beginnings.
As the group awoke and shared a meal with the knights, the atmosphere was filled with bustling energy as they prepared to resume their journey. However, conversations came to an abrupt halt when a few knights mentioned hearing Keith's name, Redraven. Perplexed, Keith seemed confused by the significance of the name and laughed it off, not fully understanding its meaning. The knights themselves were soon to embark on their own quest to the dwarven city of Donner Kadrel in the northwest.
In the early hours of the day, Arkalis felt a renewed curiosity and ventured back into the ruins to delve deeper into the mysterious markings, eager to uncover their secrets. Meanwhile, Malik sat in contemplation, cradling the crown he now possessed, pondering the enigma of its previous owner.
When Aline was asked about the name Redraven, after Keith had moved on to his own tasks, she revealed that it denoted a noble lineage from the prominent city of Teleste in the north. A member of the Redraven family, hailing from such a prestigious city, would seldom be seen so far from home. The revelation intrigued the group, but they decided to table further discussion on the matter for a later time, acknowledging that it was not currently their primary concern.
With the wagon loaded and a sense of trepidation lingering in the air, Arkalis emerged from the ruins, a growing urgency now etched on his face. Muttering cryptic words about an imminent arrival and urgently urging Malik to hasten, he hinted at the approach of an entity of great power, something terrible that they would not wish to face—their darkest day.
As they all boarded the wagon, which Malik had christened the Trader's Spirit, a somber mood enveloped the group. Fenri, seeking respite from the accursed forest, joined them, eager to escape its haunting grip. Farewells were bid to the knights, and they left the company of the armored protectors behind, venturing forth on their own path.
The horses set off with a brisk pace, their hooves pounding against the earth in unison. Silence settled among the travelers as they anxiously awaited the unknown that lay ahead. Suddenly, a magical projection resonated throughout the surroundings, a feminine voice calling out as if in search of a lost brother. Arkalis, his eyes widening, exclaimed, "She's here."
Before them, a path materialized as if summoned by the voice. Three figures emerged, their appearances disheveled as if they had been tossed through the dense tangle of tree branches and underbrush. Among them were two figures resembling humans, clad in long robes and leaning on walking sticks, while the third was an elven woman exuding an aura of arcane power.
The magical voice lowered in volume as it addressed them directly, seeking her long-lost brother. Arkalis hesitated to make his connection apparent, wary of the implications. The elven woman, introducing herself as Remora Lightsbane, stood beside Arkalis, a striking contrast between their appearances. Despite Arkalis appearing human in his seventies and Remora displaying a youthful elven countenance, the complexities of bloodlines and age seemed intertwined.
Remora inquired about their adventure and the path Arkalis had led them on, revealing that he had departed the spire without proper sanction, endangering himself and others in his pursuit of the relic they had studied. She and her entourage had learned of the ruins they had just left through Arkalis's revelations and now hastened to investigate them for a grander purpose.
With the conversation concluded, the three figures moved with a sense of urgency in the direction of the ruins, their steps quick and determined. The group watched them disappear into the distance; their destination aligned with the very ruins they had left behind.
The remaining journey back to Windwell was marked by heavy hearts and deep contemplation. Keith, seeking a momentary escape from the weight of their impending trials, suggested indulging in copious amounts of ale or mead, hoping to momentarily ease their minds and foster a sense of camaraderie. Their thoughts filled with anticipation and uncertainty, they traveled onward, their minds bracing for the unknown that awaited them in the days to come.