"The mind is a doorway...
...one that you can walk through if you wish."
Summaries from Nathan's interactive storytelling sessions (otherwise known as DnD)
"The mind is a doorway...
...one that you can walk through if you wish."
The group travels to Assembly City, where they are ambushed by Director Ryker, who steals the Archroot and imprisons them. He speaks with Uther (who he feels some kinship with, as they have both survived Truvein) and tells him about the Reaction. He plans to turn the entire water cycle into Truvein. The team escapes and witnesses the Last March of the Stone Men. They travel to the Akagi river for a final battle. Before they go they speak with the Prince, who asks what they are fighting for. They ally together and the Akagi begins. The Dormiri quickly overrun the Soloran forces there, but are pushed back by the Summer Queen and her army. Astor sacrifices his life to protect Vandeveren while Natalie, Ember, Blackblade, and Reinn attack the Man in White. Joan and Renoka avenge Ezra by killing the Summer Queen. The Blackblade is slain. Despite their efforts the Storm Gate falls, and Soloran architects begin to teleport the Armada into range. The final battle breaks out, and it is total bloody chaos. And the Prince saw the pain of all peoples
So he sat And breathed And gave himself away Thus the pain was loved And the Ribbon reborn Reinn and Renoka travel with Joan and Brennen. They encounter a small Soloran Recon team, and offer to open up diplomatic channels with the Republic. They travel south, while Renoka forges a close bond with the Solorans. Astor, Ember, Mia, and Uther travel through a portal to Allayasca. They are pursued by an assault ship which is promptly destroyed by the DS Axiom. Natalie is the captain, and she (along with Arcturus and Raymond) offers to help the group. Everyone meets at Loften and goes to make terms with Executive Morgen. The conversation is a tense one, but a cease fire is agreed. The Prince interrupts and attacks the Executive's fleet, obliterating it with an army of Underfolk. Captain Brennen sails away with the rest of the team, wondering what lies in store for the Continent, and for the Ribbon itself.
Reinn is reborn, and stumbles away from Knives In The Dark, only to meet the mysterious man who calls himself Kiaran The Painter. She is escorted north, to the Prince, who takes her under his care.
Renoka and Joan track down a squadron of Pale Ones and imprison their leader. However, not all is at it seems, and Sergeant Brennen has an entirely different perspective than the Oathkeepers. They travel north to the Prince, and offer their assistance. Joan and Renoka emotionally reunite, and their is hope. Astor's Six travel deep into the Stone Jungle. They are ambushed by two fleets of Pale Ones, separating Uther and Astor from the other four. The pair barely escape. Astor confronts Uther about his fatalistic beliefs. The door to Caradyll is opened. The Sixth Fleet attacks Coldport. The battle is bloody and brutal. Both sides throw everything they have at each other. Many are slain in combat, among them Miss Ana. In the end the Pale Ones seek council, as their casualties are horrendous. They offer a new Cold Source to the Summer Queen, and she takes them up on their offer. The keep of Coldport is filled with blood and screams as the legionnaires switch sides. Slyvan is slain by the Man in White, and the fates of Commander Cerwin, Aidra, Ezra, and Natalie are unknown. Renoka and Joan barely manage to escape the carnage. Everything has changed. A shadow looms over Allayasca.
Session Playlist: https://open.spotify.com/playlist/2Ut9dkGDrwRIX4OIdd0nGA?si=kvgr29CAQBiehal1HVVPKw INTO THE EMPIRE
Nimue and Blackblade travel further across Draconia. They encounter Audrey and Sorin, who have a ship waiting for them. Sorin is a minor demon that Audrey captured during a battle of wits. Nimue speaks with Blackblade for a time, then goes inside the Matrix Gem to speak with Astor. Astor is hurt, and barely survived Allren, who he released. Nimue questions Astor, and sees that he still has hope. Nimue gives his life for Astor, allowing Astor to be reborn. THE GUILD'S BUSINESS Aurora meets Baron Lucan, who has been marching north to conquer Allguard. Afterwards, Aurora accepts the Guild's offer, shedding her humanity and becoming Miss Ana. Miss Adler introduces her to the Guild's Business, and makes the full transition to a Guildmember. KNIGHTS OF THE GODS Joan, Ren, and the rest of the Covenant begin to ride to Coldport. There is some tension between Joan and Renoka, as they realize that Joan's memory loss is the true punishment for Renoka breaking his oath. Ren speaks with a fairie (who has been in the form of a small grey bird) who recommends that he take Joan to a certain hill. When the pair arrives, the current sweeps them off their feet. They begin to reconnect. After the dance is over they encounter Roman de Lucan, the Baron's son, who threatens them. The Covenant arrives and Roman has to retreat. The Covenant rides to Coldport. INTO THE EMPIRE
Blackblade and Nimue travel deeper into the East, battling Pale Ones and encountering the Cartel. Blackblade explains the Eastern Reach to Nimue, as the two fight their way to the Dawnlord. THE WESTERN ALLIANCE Aurora and El 22nd travel to the Ranger's Order. Aurora is put on trial, is found innocent, and encounters a powerful sacred being. The Guild attacks the Order, and offers to let Aurora enter as a new member. KNIGHTS OF THE GODS Renoka and Raymond meet The Covenant Knights (a group of Seers sworn to defend the land) . Renoka discovers that they are led by his old lover: Joan. However, Joan does not remember anything, only that Renoka was important to him. Renoka swears to join the Covenant and meets the Prince with Joan. The adventurers travel to Coldport, and meet with the Lords. After laying out their options, they decide to split up. Raymond and Renoka hope to travel to the Wilds. Aurora aims to travel to the Ranger's Headquarters in the west, and gather allies. Nimue, Ari, the Blackblade, Ember, and Garren go to the Storm Gate. When they arrive Blackblade confronts the Speaker, claiming that Allmec must be set aright. He reveals that he has been killing members of the Allmec Guard, and that he wishes to slay the Speaker himself. He is interuppted, as the Pale Ones begin to break down the barrier. Nimue and the Blackblade sail across the broken barrier before it reforms, as a fleet of dark ships enters from the other side. The last thing they see is the Fleet destroying the Storm Gate with cannon fire.
The team arrives at Merion, to find that Lord Raymond has been elected Consul. His men apprehend them and force a meeting. Raymond proclaims that they owe him a debt, and that they will repay him by helping him catch the Prince. The team (eventually) agrees and rides off to ambush the Prince. It goes well, however it is much more brutal than Raymond planned. The adventurers speak with the Prince, but are unable to get anything from him. Raymond tries to influence the Tribunal to vote for perpetual imprisonment, however he is outvoted. The Prince is whipped, and then nailed above the northern gate of Merion. It is then that the Kronin army arrives, taking the city and freeing the prince. Raymond, Ari, and the rest of the team take a ship and sail north.
The adventurers travel to the Hollows, hoping to find Nimue's shield at Underblood Tower. There they encounter a strange man named Garren, who assists them in fighting the monster at Underblood: a Corwin. After they retrieve the shield, along with Garren's disciples, they head to the Crevice Fort. When the team arrives they discover that hundreds of Kronin lie dead. The Fort is quiet, and Slyvan is unconscious by the corpse of a Rider. As the group examine Slyvan, the Fort comes alive as thousands of Kronin begin to march, moving West. The sight is concerning, but the adventurers have little choice but to move east to Merion, and catch a ship to the Storm Gate.
The adventurers prepare for their journey south. They meet with the Speaker, who assigns a shaman to Nimue. She is a young woman by the name of Ember, who happens to be the Speaker's daughter. The group travels to the southern border of Allmec, and heads south to the Wounded River. The crossing is held by the human settlement of Westemere. After witnessing the brutality of the guards there, the knights of the Blue Rose arrive to lay siege to the city. Aurora and Daylin go to meet with the Prince who proposes that they help him take Westemere. The team reluctantly agrees, and with their help Westemere falls. The battle that night is brutal and bloody. Those who survived, will not forget the horrors they saw.
The adventurers gather their wits, bury their dead, and travel North to Vandeveran. Aurora experiments with the Matrix Gem given to her by the Witch of the Woods, and learns that she can speak with Astor and Allren (the Speaker and First Blade from long ago). They arrive in Vandeveran and are stunned by its beauty. They explore and eventually get to the Wildflower Palace to speak with the Speaker (who is a much older Astor). Astor learns of Slyvan's plight, and (from Aidra's message) learns that Storm's Gate is under threat. He grants El 21st land for his new kingdom, and gives the rest of the party a day to recover. When they return he asks them to go find Slyvan and bring him to Storm's Gate so that he can protect it. The Speaker also requests that the group try to convince Slyvan to take up the Kanave badge and become First Blade. Before they go he grants them all gifts, and gives Nimue his Allmec blessing.
The group decide to enter Sentinel Woods. It is a dungeon built by a mysterious witch, who is determined to use her prisoners as experiments. The prisoners must take part in strategic war games against the witch, in which they must fight historical battles. The party soon learns that no one has ever escaped this dungeon, and that those trapped inside have created their own society. The team quickly befriends a Varren woman named Aidra, along with her enigmatic friend. They decide to infiltrate the People (who believe that the dungeon should not be tampered with) and encounter their ruler: Lord Raymond. However, the adventurer's plans are ruined when Miss Adler (a guildswoman) arrives,
Led by Sylvan, the people of Kaer Lachlan travel along the Dormori Coast towards Loften. They are attacked by a monstrous creature from the Wild Sea, and travel at top speed towards Loften. The Alchemist defeats the creature in single combat. Slyvan speaks with the group and explains that the Cracked Fortress is too dangerous, however they could still help him. The adventurers agree to take a message to Vandeveran: the Allmec Capital. They travel north and encounter the ruins of the Harlan Nest. After finding El 20th wounded, they move towards the Caretaker's Ruins, only to find them occupied by a group of knights called the Kings Men. The Prince heals El 20th and tells the group of the dangerous Sentinel Woods north of them.
The adventurers realize they are not fast enough to catch to fleeing Kronin. They travel to the nearest Dormori nest to ask for aid from the Harlan Clan. King Harlan of the 3001st Generation gives them a small battalion of Dormori to assist them. Renoka developes a method of traveling using Artificer's Cubes and Dormori swiftness. Soon they are near the Kronin and, after fighting through an ambush, the team slaughters the Kronin. However, reinforcments begin to advance on them from a nearby fortress, and the group is suddenly trapped between hundreds of Kronin, and a dark rider from the west. As they run towards the sea, all seems lost. Just before the enemy engages them, Slyvan (an Allmec Guard) and Natalie (an Allmec Shaman) force the enemy to retreat. The adventurers move to one of the nearby Veil Settlements, and reunite with the people of Kaer Lachlan. It is decided that they will take refuge in the Veil for a time, while Slyvan and the adventurers investigate the darkness growing in the East.
The team returns to Kaer Lachlan, only to find it deserted. After some investigation, they determine that most of the town's populace was kidnapped by the Kronin. They decide to pursue, and rescue their friends. The group travels south to the border of Allguard, while the Pelenor Twins train them in combat. They encounter Miss Adler, the Guildswoman from Triniton. When the team reaches the border of Allguard and the Dormori Plains, they are ambushed by a dozen Kronin. The battle is won, but Ezra, Aurora, and Renoka, are gravely wounded. Battered and weary, the adventurers travel to a nearby ruin. There, they meet an order of monks called the Caretakers, who protect and assist them. In the distance their quarry continues to move away. However, the team can't help but wonder, where are they running to?
The sun rises on a new world, and we begin our story at Kaer Lachlan, a small fishing village in southern Allguard. The town is the picture of serenity until a band of intelligent Kronin attack, killing and wounding many of the villagers. A band of travelers groups together, planning on journeying to Triniton to find some hope for their home. The mark of death blazes in the sky and doom looms over Kaer Lachlan.
Chapter 1 - Sinister Signs
Chapter 2 - Traveling Dreams, Wandering Nightmares Chapter 3 - Battle of the Boulders Chapter 4 - Chasing Shadows Chapter 5 - The Sea City Chapter 6 - Sentinel Woods Chapter 7 - Vandeveran Chapter 8 - The Bloody Hill Chapter 9 - The March West Chapter 10 - A Prince Imprisoned Chapter 11 - The Breaking of Storm's Gate Chapter 12 - Branching Paths Chapter 13 - Chapter 14 - Chapter 15 - Chapter 16 - |
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