Striesara

Campaign Compendium · 111 entries · generated 2026-07-01

The Party

Ellowen Moonthorn

High-Elf · Level 1 · Druid · active

Player Information

  • Player:
  • Preferred Pronouns:
  • Joined Campaign: Session 0

Character Basics

  • Race: High-Elf (see System/Reference/Races/elf-high)
  • Class: Druid
  • Level:
  • Background:
  • Alignment:
  • Alias/Nickname:
  • Languages: Common, Draconic, Druidic, Sylvan, Elvish

Racial Traits (High-Elf)

  • Size: Medium (5-6 ft tall, slender build)
  • Speed: 30 ft
  • Darkvision: 60 ft
  • Keen Senses: Proficiency in Perception
  • Fey Ancestry: Advantage vs being charmed, immunity to magical sleep
  • Trance: 4 hours of meditation instead of 8 hours sleep
  • Elf Weapon Training: Proficiency with longsword, shortsword, shortbow, longbow
  • Cantrip: One wizard cantrip (Intelligence-based)
  • Extra Language: One additional language

Character Description

Appearance

  • Older appearance; mature and experienced
  • High-Elf features
  • Professional wilderness guide presentation

Personality Traits

  • Always working - dedicated to her business and responsibilities
  • Wilderness guide: "Get you there in comfort"
  • Skilled herbalist and salve maker

Ideals

-

Bonds

Flaws

-

Background & History

Ellowen has been in Viekryss for about a year, where she runs Thistle and Pine, a general store. She has four adult children scattered across the world.

She is a skilled herbalist who makes muscle salve. She has established ties with Marva Ironfist and supplies Stonebell Gym with her special muscle salve. She also supplies gear to Raeve Nyaxia through her shop.

Companions: Cat named Nettle; goat Snowball (attuned); and as of Session 8: Soot (fox kit), Potato (pocket possum), and Hazel (hedgehog). A recovering crow, Shimmer, is on hold with Juniper Hollowtail in Whitethorn.

The Potion Project (Session 8): Ellowen has been reconsidering whether her usual approach to the world is effective, and experimenting hard. Her larger goal: a potion that helps people make better decisions - tied to her son Emmeriss, and the idea that poor decision-making might work like a poison that could be countered with the right antidote. Her first attempt (a clarity/anti-anxiety potion, field-tested on Marva Ironfist) improved logic and reasoning but not instinct or impulse control. On the road she also brewed potions of size alteration, darkvision, and pass without trace, tested potion interactions with Wild Shape, and fed intelligence potions to animals to question them - learning that dark, scary creatures (more desiccated hand things) are increasingly active at night.

Trades struck in Whitethorn: Her special salad recipe to Willow for a sunburst chamomile preparation (stomach/anxiety); her fortitude potion recipe to the Bubbles and Brews alchemist for the Witches Week stimulant formula (three days to gather ingredients).

Session 4 Revelations: Ellowen expressed feeling overwhelmed by constantly managing her family's problems, particularly Emmeriss's situation. She doesn't remember what it's like to have her own goals and ambitions anymore, being so busy trying to fix Emmeriss's situation and keeping her four kids safe. During conversation with Lysander Cross, she experienced a strange numbing effect on her emotions about her family issues - strong enough for her to notice, making her more inclined to trust him. The party does not notice this effect.

Goals & Motivations

Personal Goals

-

Party Goals

-

Abilities & Features

Class Features

  • Druidic
  • Spellcasting
  • Wild Shape

-

Racial Traits

-

Feats

-

Equipment & Inventory

Weapons

-

Armor

-

Gold

Current: 75 gp

History:

  • Session 1 - +15 gp from Adventurer's Gambit rewards (90g total split 6 ways)
  • Session 8 - +60 gp share of Tryvenis Slatevein's 300g reward (split 5 ways; Lysander refused his share)
  • Session 8 - Adopted Soot, Potato, and Hazel from Juniper Hollowtail (costs untracked; "purchases a lot of animals")

Magic Items (Permanent)

None currently

Consumables

Scrolls:

  • ~~Scroll of Thunderwave~~
  • Acquired: Session 1 from Adventurer's Gambit
  • Used: Session 2 during the Adventurer's Gambit challenge

Druidic Crafts

  • Special Healing Salve - Ellowen creates a healing salve that she supplies to Stonebell Gym
  • Recipe/ingredients:
  • Effects:
  • Production rate:

Other Notable Items

-

Spells

Cantrips

-

Prepared Spells

-

Spell Slots

-

Relationships

Party Members

NPCs

  • Aoife - Ellowen's daughter, married to Ulder
  • Ulder - Firbolg, married to Aoife (son-in-law)
  • Emmeriss - Ellowen's troubled son, possibly joined Bloodletters
  • Nettle - Ellowen's cat

Character Arc

Introduced

Session 0 - Campaign start

Major Moments

-

Character Development

-

Quests & Achievements

Active Quests

  • Adventurer's Gambit - Competing with Toil & Trouble

-

Completed Quests

-

Personal Quests

  • Help her troubled son
  • Family matters involving her children

-

Session Log

  • Session 0 - Campaign start
  • Session 1 - Hired by Varyn Starwhisper to join The Adventurer's Gambit; talked Marva Ironfist into participating; Toil & Trouble was first group to complete the dungeon; received Scroll of Thunderwave
  • Session 2 - Completed The Adventurer's Gambit; used Scroll of Thunderwave during the challenge; party reached the magical banquet room finale
  • Session 2 - Received 15g as tip for performance; encountered her son Emmeriss in the Aurora Vein infirmary (he's a "not quite half-elf" who may have joined the Bloodletters); spoke with him; Taliesin Briarmane stayed behind after she left and gave Emmeriss 5g and a biscuit; witnessed Perrin Slatevein's disappearance and Renvar Ilthis's simultaneous vanishing
  • Session 5 - In Davin, milked a Feldron goat into her cauldron (4 cups); Marva Ironfist bought a goat for 1g and Ellowen attuned to it, naming it Snowball; investigated the Goblin's Fire
  • Session 6 - Shapeshifted into a goat to intercept Kessia Brightpage and was caught in Lyre's Sleep (not immune in goat form); at the Second Flame, tried and failed to lure Gregor out by impersonating his mother
  • Session 7 - Gave Marva Ironfist and Taliesin Briarmane potions of wild shape; one of the magic users who snapped Thistle out of his vision; fought through Blackroot Hollow
  • Session 8 - Startled a party member by appearing as a giant wolf spider at the Slatevein guest wing; woke early to brew new potions; gave Marva an experimental clarity potion that let her divide by five; spent the three-week journey deep in potion experiments and talking with animals (who report dark things in the woods); traded recipes with Willow and the Bubbles and Brews alchemist; adopted Soot, Potato, and Hazel

-

Party: Toil & Trouble

Business: Thistle and Pine (General Store proprietor)

Home Base: Viekryss

Time in Viekryss: About 1 year

Family: Daughter (married to Ulder), troubled son (Emmeriss - may have joined Bloodletters)

Special Product: Healing salve supplied to Stonebell Gym

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Kessia Brightpage

Half-Elf · Level 1 · Rogue · active

Player Information

  • Joined Campaign: Session 2

Character Basics

  • Race: Half-Elf (see System/Reference/Races/half-elf)
  • Class: Rogue
  • Background: Reporter
  • Languages: Common, Sylvan, Elvish, Thieves' Cant

Racial Traits (Half-Elf)

  • Size: Medium (5-6 ft tall)
  • Speed: 30 ft
  • Darkvision: 60 ft
  • Fey Ancestry: Advantage vs being charmed, immunity to magical sleep
  • Skill Versatility: Proficiency in two skills of choice

Character Description

Appearance

Kessia dresses in a tailored coat of deep sapphire blue, trimmed with pale silver fur to guard against the mountain chill. Fine gemstone buttons catch the light as she moves. Her auburn hair is pulled back into a neat braid, secured with a small crystal clasp shaped like an open book.

A pair of clear-lens spectacles perch on her nose - not for vision, but enchanted to subtly highlight inconsistencies in magical auras. Her eyes are bright, alert, and kind-looking (though sharp when she begins her line of questions).

Bonds

  • Member of Toil & Trouble adventuring party

Background & History

Origins in Thornhaven

Kessia was born in Thornhaven, a quiet upland town that holds its history close and does not hand it to strangers. She grew up on stories that were never told all the way through: an ancestor who "kept the record," a grandmother of grandmothers said to have lived far longer than any human should, and a locked box of brittle pages no one in the family could quite read anymore. What came down clearest was the feeling, not the facts. Something had been done to her people long ago, something never made right, and the family had decided generations back that the grief was safer kept quiet than spoken aloud.

She mentioned being from Thornhaven openly to Toil & Trouble on the road to Whitethorn. She did not mention the rest, because most of it she has never been able to put into words.

The Reporter

Kessia was the one who left. Sharp, curious, and in love with the written word (the crystal book-clasp in her hair is not an accident), she took work with the Vykris Ledger and turned a lifetime of asking the wrong questions into a profession. The Ledger gave her a reason to walk into any room and a license to keep asking until something cracked. Her self-writing notebook, her recording crystal, and her enchanted spectacles (which quietly flag inconsistencies others miss) are the tools of a reporter who has learned that people lie far more often with their faces than with their words.

She came to Viekryss on assignment, covering the Adventurer's Gambit at the Aurora Vein. During the event she revealed her profession, asked to sit with Toil & Trouble for her story, and began interviewing the party (see Session 3). The Gambit was a real assignment. It was also, as she would admit only to herself, a convenient reason to be somewhere she already felt pulled toward without knowing why.

Why Thistle

From the first interview, Taliesin Briarmane did not add up. He deflects too smoothly. The "vanquished a dragon with a spoon" story is charming and plainly false, and the practiced ease of the deflection is itself the tell. Her spectacles catch the edges of something old and carefully buried. She keeps a slim folio labeled "THISTLE - RETIRED ADVENTURER?" and her notes grow longer every week.

The longer she travels with him, the worse the suspicion sits. A kindly grey-furred innkeeper who has been in Viekryss "as long as anyone can remember," who surrounds himself with practitioners of magic, who flinches at nothing except the right kind of silence. And the word that keeps surfacing, the one she cannot make fit the gentle soul who feeds her biscuits, is Thornhaven. Her town. Her family's buried wound. She has begun to suspect, without yet letting herself say it plainly, that the man she has been breaking bread with may be the Order investigator at the center of the worst thing that ever happened to her people.

Goals & Motivations

Personal Goals

  • Document and report on events in Viekryss for the Vykris Ledger
  • Investigate stories and uncover the truth, especially truths someone has worked to bury
  • Confirm or disprove what Taliesin Briarmane is hiding (folio: "THISTLE - RETIRED ADVENTURER?")
  • Understand her family's connection to Thornhaven, a thread she has not yet consciously tied to Thistle

Drives

  • She believes she is chasing a story. She is also, without naming it, chasing an inheritance of grief.
  • She trusts evidence over instinct. It is her sharpest tool and her most dangerous blind spot.

Abilities & Features

Class Features

  • Expertise
  • Sneak Attack
  • Thieves' Cant
  • Cunning Action
  • Roguish Archetype:

Equipment & Inventory

Gold

Current: 15 gp

History:

  • Session 1 - +15 gp from Adventurer's Gambit rewards (90g total split 6 ways)

Magic Items (Permanent)

  • Enchanted Spectacles (Magic Glasses)
  • Acquired: Unknown (had before campaign start)
  • Properties: Detect magical aura inconsistencies

Notable Possessions

Non-magical but important items

  • Self-Writing Arcane Notebook - Automatically records her notes
  • Recording Crystal - Softly hums when active; captures audio/interviews
  • Slim Folio labeled "THISTLE - RETIRED ADVENTURER?" - Active investigation into Taliesin Briarmane
  • Reporter's writing supplies

Companions

  • Owl familiar - New as of Session 8; used to stake out Lysander Cross at the LeCroix estate

Relationships

Party Members

Character Arc

Introduced

Session 0 - Campaign start

Quests & Achievements

Active Quests

  • Adventurer's Gambit - Competing with Toil & Trouble

Personal Quests

  • Investigating Thistle - Has compiled a folio on Taliesin Briarmane with the label "THISTLE - RETIRED ADVENTURER?" suggesting she's researching his past, possibly the dragon slayer rumors

Session Log

  • Session 0 - Campaign start
  • Session 1 - Participated in The Adventurer's Gambit; Toil & Trouble began their attempt at the dungeon
  • Session 2 - Completed The Adventurer's Gambit; Toil & Trouble was first group to complete the dungeon; party reached the magical banquet room finale that healed and cleansed them; received 15g as share of 90g reward
  • Session 3 - Revealed profession as a reporter covering the Adventurer's Gambit event with magic detection glasses; asked to sit with Toil & Trouble for interviews; grilled Taliesin Briarmane about dragon slayer rumors (he deflected by claiming he vanquished a dragon with a spoon while feeding her biscuits - she appears to have believed him); followed Marva and Thistle to investigate the back areas; witnessed Perrin Slatevein's disappearance during the Stonebell Slammers' attempt; participated in investigating Renvar Ilthis's room
  • Session 4 - Continued investigation at Aurora Vein; prepared for travel to Davin with party
  • Session 6 - Snuck into the inn unnoticed and rejoined the party; revealed to work for the Vykris Ledger; followed the group to the Earl's Manor; helped question Big John and corner Gregor
  • Session 8 - Sat with Perrin's mother gathering stories while the party was away (learned little useful, beyond Perrin's time at the Goblin's Fire); delivered letters to Marva and Ellowen and the lockbox to Thistle; read the letters sent to Ellowen and Marva; left her new owl familiar to stake out Lyre at the LeCroix estate; debriefed the party on the rescue over breakfast and pushed for the full story; accompanied Lysander to gently question Perrin Slatevein; helped Marva write her letter to Lena; worked the Whitethorn notice board and asked market vendors what's actually behind the witch rumors; shared little about herself on the road (though she mentioned being from Thornhaven)

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Lysander Cross

Dhampir · Level 1 · Bard · active

Lysander "Lyre" Cross

Player Information

  • Player:
  • Preferred Pronouns:
  • Joined Campaign: Session 0

Character Basics

  • Race: Dhampir
  • Class: Bard
  • Level:
  • Background:
  • Alignment:
  • Alias/Nickname: "Lyre"
  • Occupation (Claimed): Antiquities
  • Languages: Common, Elvish

Character Description

Appearance

Personality Traits

  • Brooding demeanor
  • Mysterious and secretive
  • Investigative nature

Ideals

-

Bonds

Flaws

-

Background & History

Lysander "Lyre" Cross is a dhampir bard and member of Toil & Trouble. He recently came to Viekryss and claims to work in "Antiquities" (actually a private investigator).

He shares a room with Varyn Starwhisper at the Three Threads Tavern, though they were clearly strangers when they both arrived in town. Taliesin Briarmane (Thistle), the tavern's proprietor, suggested they board together.

Connection to Davin: Everyone in Davin knows Lyre. "Cross" is the name of the royal family and the surname of all bastards in the city. Lyre is one of 8 children. He considers himself "functionally insignificant" to the Cross family.

The Cross Family (Session 8 reveal): Lysander is the seventh son of the Duke of Whitethorn; his own title is Baronet of Whitethorn. The eight children:

1. Corin - Marquis of Bristlebrook, a southern city

2. Caspian Cross - Earl of Davin

3. Brennan - A knight in Whitethorn

4. Rhys - Died as a child

5. Valyn - Holds lands near the border with Talavas (the elven kingdom); betrothed to a lady of a house of Talavas - possibly Raeve Nyaxia's sister (House Vael'Aras)

6. Elias - Viscount of Ravenport

7. Lysander - Baronet of Whitethorn

8. Loriel Cross - His sister; has a sweet tooth

Whitethorn homecoming (Session 8): Lyre visibly relaxed as the city came into view, pulled out his fiddle, and quietly joined the market music. His descriptions of the city - the witch guild, community rituals (some implied personal participation), the art and music scene, "the witches have the best drugs and best parties" - carried affection, nostalgia, and personal history.

Investigation: Actively searching for Perigrine LeCroix as part of his "Antiquities" work. He and Varyn Starwhisper searched a warehouse for oddities and antiquities, checking ledgers for traces of Perigrine.

Session 4 Developments:

  • Questioned Kara Feldron about Perrin Slatevein; Perrin "won't shut up about Lyre" and speaks of running off to become an adventurer like him
  • Kara recognizes Lyre from Davin
  • Assisted Kara with clearing Perrin's room at Aurora Vein
  • His demeanor has noticeably improved - seems "more alive"
  • Has a pony keg of wine
  • Displayed a subtle numbing effect on Ellowen Moonthorn's emotions about her family issues - strong enough for her to notice, making her more inclined to trust him; the rest of the party does not notice this effect
  • Spoke of "the good old days" and how people don't live in the present as much as they should
  • Believes the option of tracking Renvar Ilthis is dead

Goals & Motivations

Personal Goals

-

Party Goals

-

Abilities & Features

Class Features

  • Spellcasting
  • Bardic Inspiration
  • Jack of All Trades
  • Song of Rest
  • Bard College:
  • Expertise

-

Racial Traits (Dhampir)

Note: Dhampir race not found in System/Reference library

  • Darkvision: Superior vision in darkness
  • Deathless Nature: Doesn't need to breathe, immune to some effects
  • Spider Climb: Can climb difficult surfaces and ceilings
  • Vampiric Bite: Special unarmed strike that heals
  • Vampiric Heritage: Connection to vampiric bloodline

Feats

-

Equipment & Inventory

Weapons

-

Armor

-

Magic Items

-

Musical Instruments

-

Gold

Current: 15 gp

History:

  • Session 1 - +15 gp from Adventurer's Gambit rewards (90g total split 6 ways)
  • Session 8 - Refused his share of the Slateveins' 300g reward as a matter of duty
  • Session 8 - Gave Marva Ironfist 20 gp (re: the Viekryss fountain)
  • Session 8 - Bought a large basket of sweets from Mama Sugah for his family (cost untracked)

Magic Items (Permanent)

None currently

Consumables

Potions:

  • Potion of Healing (standard)
  • Acquired: Session 1 from Adventurer's Gambit

Notable Possessions

Non-magical but important items

-

Spells

Cantrips

-

Known Spells

-

Spell Slots

-

Relationships

Party Members

NPCs

-

Character Arc

Introduced

Session 0 - Campaign start

Major Moments

-

Character Development

-

Quests & Achievements

Active Quests

  • Adventurer's Gambit - Competing with Toil & Trouble

-

Completed Quests

-

Personal Quests

-

Session Log

  • Session 0 - Campaign start
  • Session 1 - When Kassian Dewlight opened The Adventurer's Gambit arena at Aurora Vein, Lyre jumped at the chance to enter; his eagerness led to the formation of Toil & Trouble as others joined; party was first group to complete the dungeon; received a Potion of Healing
  • Session 2 - Completed The Adventurer's Gambit; party reached the magical banquet room finale that healed and cleansed them
  • Session 2 - Received 15g as tip; watched Stonebell Slammers attempt from private booth; revealed that Perrin Slatevein is a "Person of Interest" - unknown kid from merchant family, only son of Tryvenis Slatevein, wearing very high quality magic cloak; when Perrin was hit by deadly trap and disappeared into smoky tendrils, Lyre immediately rushed to the infirmary but Perrin wasn't there; Renvar Ilthis also disappeared; participated in investigating Renvar's room
  • Session 5 - Lodged the party at The Griffon and Oak in Davin (addressed as "Sir"); updated his brother, the Earl Caspian Cross, on events
  • Session 6 - Moved the party into the Earl's Manor; introduced them to Captain Edrick Havin; cast Sleep on Kessia Brightpage; assisted his brother with paperwork
  • Session 7 - Knocked unconscious by a desiccated creature and revived by Thistle; healed Thistle in the lab fight; confided in Marva Ironfist ("I am increasingly reminded of the things that I can't do") and hugged her; left a note revoking the Blackroot Hollow mining permit
  • Session 8 - Refused payment for Perrin's rescue (Lord Slatevein redirected 300g to Marva); tried to return the coin purse to Tryvenis Slatevein; slept at the earl's keep (2am to 6am - woke with a level of exhaustion); reported to Caspian Cross, had the mine secured and the permit officially revoked; received the letter relaying his father's request for help in Whitethorn; returned Perigrine LeCroix's wedding band to Lady LeCroix and told her of her husband's death; offered Perrin his sword (declined) and assured him none of it was his fault; revealed his full family structure on the road; came home to Whitethorn, bought sweets for Loriel Cross, and joined the market music on his fiddle

-

Party: Toil & Trouble

Home Base: Viekryss

Lodging: Three Threads Tavern (rooms with Varyn Starwhisper)

Alias: "Lyre"

Occupation (Claimed): Antiquities

Time in Viekryss: Recently arrived

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Marva Ironfist

Goblin · Level 1 · Barbarian · active

Player Information

  • Player:
  • Preferred Pronouns:
  • Joined Campaign: Session 0

Character Basics

  • Race: Goblin (see System/Reference/Races/goblin-vgm)
  • Class: Barbarian
  • Level:
  • Background:
  • Alignment:
  • Alias/Nickname:
  • Languages: Common, Goblin

Racial Traits (Goblin)

  • Size: Small (3-4 ft tall, 40-80 lbs)
  • Speed: 30 ft
  • Darkvision: 60 ft
  • Fury of the Small: Extra damage vs larger creatures (level damage, 1/short rest)
  • Nimble Escape: Disengage or Hide as bonus action

Character Description

Appearance

  • Wears iron beads in her hair
  • Goblin features
  • Has a pet crow named Grumble

Personality Traits

  • Kind yet commanding presence
  • Natural trainer and leader
  • Protective of those she trains

Ideals

-

Bonds

  • Proprietor of Stonebell Gym in Viekryss
  • Member of Toil & Trouble adventuring party
  • Trainer to the Stonebell Slammers adventuring team
  • Father is a cobbler in Viekryss, close friends with Taliesin Briarmane (Thistle)
  • Grew up around Thistle
  • Companion: Grumble (pet crow)
  • Session 4: Offered use of her family's wagon and horse named Allshanks for travel to Davin

Flaws

-

Background & History

Marva owns and operates the Stonebell Gym in Viekryss, where she trains aspiring warriors and adventurers. The Stonebell Slammers team trains at her gym and competes in events like the Adventurer's Gambit.

She grew up in Viekryss, where her father works as a cobbler. Her father has been close friends with Taliesin Briarmane (Thistle) for years, and Marva essentially grew up around Thistle, who has been in town for as long as anyone can remember.

Session 4: Before traveling to Davin with the party, Marva made detailed preparations:

  • Has soup stored at the gym (locked beneath the ropes)
  • Visited the infirmary looking for other group members
  • Left a very detailed note for Milo to watch Kassian Dewlight with instructions on how to reheat the soup
  • Gave Milo the soup storage key and a whistle
  • Offered her family's wagon and horse (Allshanks) for the journey to Davin

Goals & Motivations

Personal Goals

  • Build the reputation of Stonebell Gym
  • Train the finest warriors in Viekryss

Party Goals

-

Abilities & Features

Class Features

  • Rage
  • Unarmored Defense
  • Reckless Attack
  • Danger Sense
  • Primal Path:

-

Racial Traits

-

Feats

-

Equipment & Inventory

Weapons

-

Armor

-

Gold

Current: 142 gp

History:

  • Session 1 - +15 gp from Adventurer's Gambit rewards (90g total split 6 ways)
  • Session 5 - -1 gp to buy a goat (Snowball)
  • Session 8 - +60 gp share of Tryvenis Slatevein's 300g reward (split 5 ways: Marva, Thistle, Ellowen, Raeve, Varyn; Lysander refused his share)
  • Session 8 - +98 gp from the locked wooden box sent from home (with a ledger of supply invoices and income)
  • Session 8 - +20 gp from Lysander Cross (she wanted an engineer, not a payout - pocketed it anyway)
  • Session 8 - -50 gp sent home to Lena for the Ox fountain damage

Magic Items (Permanent)

None currently

Consumables

Scrolls:

  • Scroll of Guidance
  • Acquired: Session 1 from Adventurer's Gambit
  • Scroll of True Strike
  • Acquired: Session 1 from Adventurer's Gambit

Potions:

  • ~~Potion of Healing (standard)~~
  • Acquired: Session 1 from Adventurer's Gambit
  • Used: Session 2 during the Adventurer's Gambit challenge

Notable Possessions

Non-magical but important items

-

Relationships

Party Members

  • Ellowen Moonthorn - Fellow party member, Druid; business relationship - receives special healing salve from Ellowen for the gym
  • Taliesin Briarmane - Fellow party member, Paladin; long-time friend - close with Marva's father; Marva grew up around Thistle, who has been in Viekryss for as long as anyone can remember
  • Kessia Brightpage - Fellow party member, Rogue
  • Raeve Nyaxia - Fellow party member, Warlock
  • Varyn Starwhisper - Fellow party member, Monk
  • Lysander Cross - Fellow party member, Bard

NPCs

  • Father - Cobbler in Viekryss; close friends with Taliesin Briarmane (Thistle)
  • Stonebell Slammers - Adventuring team she trains at her gym
  • Ellowen Moonthorn's family - Connected through business relationship
  • Grumble - Her pet crow
  • Lena - Trusted contact back home ("The Other Piece"); handles her affairs in Viekryss
  • Milo - Minding the gym (loosely) while she's away; sends letters

Character Arc

Introduced

Session 0 - Campaign start

Major Moments

Character Development

-

Quests & Achievements

Active Quests

  • Adventurer's Gambit - Competing with Toil & Trouble

-

Completed Quests

-

Personal Quests

-

Session Log

  • Session 0 - Campaign start
  • Session 1 - Talked into joining The Adventurer's Gambit by Ellowen Moonthorn; Toil & Trouble was first group to complete the dungeon; received Scroll of Guidance, Scroll of True Strike, and a Potion of Healing
  • Session 2 - Completed The Adventurer's Gambit; used Potion of Healing during the challenge; party reached the magical banquet room finale
  • Session 2 - Received 15g as tip; took off to the back areas and was followed by Taliesin Briarmane and Kessia Brightpage; participated in investigating Renvar Ilthis's room after his disappearance
  • Session 5 - Escorted Kara Feldron into her family farm; bought a goat for 1g (later named Snowball); fought Big John in the Goblin's Fire pit, was knocked out, and was healed by Thistle's Lay on Hands
  • Session 6 - Questioned Ellowen Moonthorn at the inn; helped question Big John about Perrin
  • Session 7 - Received a potion of wild shape from Ellowen; went down in the Blackroot Hollow lab fight and recovered; Lyre confided in and hugged her
  • Session 8 - Accepted the Slateveins' 300g reward pouch after Lyre refused it; soaked her battered body in a magically hot bath ("This is not what I had in mind when I signed up to help the town"); received Milo's letter about the Ox fountain and Lena's note; drank Ellowen's experimental clarity potion (with Raeve's "help"), reasoned through the cart logistics, and even divided by five; sent the cart home with a letter to Lena (written by Kessia) plus 50g; petitioned Mirabelle Slatevein for repair help; asked the Whitethorn Merchant Guild about trade disruptions; trained on the road, reinforced her boots, and carved wooden shoe pieces

-

Party: Toil & Trouble

Business: Stonebell Gym (Gym proprietor and trainer)

Home Base: Viekryss

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Raeve Nyaxia

Half-Elf (Tiefling-blooded) · Level 1 · Warlock · active

Player Information

  • Joined Campaign: Session 0

Character Basics

  • Race: Half-Elf (Tiefling-blooded)
  • Class: Warlock (Pact of the Chain or Tome)
  • Background: Noble (Disgraced Heir)
  • Languages: Common, Elvish, Celestial, Abyssal, Deep Speech

Racial Traits (Half-Elf)

  • Size: Medium (5-6 ft tall)
  • Speed: 30 ft
  • Darkvision: 60 ft
  • Fey Ancestry: Advantage vs being charmed, immunity to magical sleep
  • Skill Versatility: Proficiency in two skills of choice

Character Description

Appearance

Ashen skin with a faint lavender hue, silver-white hair kept long but gathered, and horns that curve back like polished obsidian. Her eyes glow softly under moonlight, reflecting every secret she's ever learned. Dresses in elegant, shadow-toned fabrics that let her blend seamlessly into moonlit places — she can be misconstrued as a noble, but she is adapting to be a predator.

Personality Traits

  • Dark and mysterious
  • Carrying deep anger (Thistle coaxed her to release rage in Gambit)
  • Possibly cursed (uncertain)
  • Traveler/outcast who comes and goes from Viekryss unpredictably
  • Charming but calculating: her warmth often hides ulterior motives
  • Skeptical: believes true kindness always comes at a price

Ideals

  • Knowledge is power: the wise survive where the righteous fall
  • Adaptability: if you can't outfight fate, outthink it

Bonds

  • Member of Toil & Trouble adventuring party
  • Taliesin Briarmane (Thistle) looks after her, ensuring she has food and a room when she's in town
  • Comes in and out of Viekryss without rhyme or reason

Flaws

  • Her family's manipulative and secretive tendencies make trust difficult — for her as much as anyone
  • Deep down, fears she's becoming the very kind of monster her ancestors once conjured

Background & History

Raeve is a dark and mysterious woman who comes in and out of Viekryss without any apparent rhyme or reason. Her comings and goings are unpredictable, and she speaks five languages including Celestial, Abyssal, and Deep Speech — hinting at strange and varied experiences.

Family Business: Raeve is in and out of town to help further family business (details unknown to party).

Session 8 reveals: Raeve told the party she and her family are estranged. She is the only one like her in the family; she is not favored and does not like them either; she spends her time by herself. She is of noble elven blood from Talavas (House Vael'Aras). Her sister is currently engaged to Valyn Cross, Lysander Cross's fifth brother. When Lyre connected the dots and asked about it, she shut the conversation down with a dry "good luck."

Taliesin Briarmane (Thistle) has taken to looking after her, making sure she has food and a room over her head at the Three Threads Tavern when she's in town.

The Vael'aras Lineage

Raeve was born beneath the convergence of moon and eclipse — an omen of duality whispered across the elven courts. Her family, the Vael'aras lineage, once served the Fey goddess Perseis, Lady of Shadow. Centuries ago, her ancestors betrayed Perseis, offering their loyalty to a radiant solar deity in exchange for political favor.

The goddess did not curse them outright — she simply waited. When Raeve was born, Perseis's vengeance took form in her blood: infernal horns, silver-coin eyes, and laughter carrying an echo of something not entirely mortal. Her family tried to hide her existence behind illusion and shame.

When Raeve uncovered the secret pact her forebears had made, she sought the truth for herself. She stood at a crossroads deep in the Moonshadow Woods, lit a torch with her own blood, and called out to the forsaken goddess. Perseis answered — not with comfort, but with challenge:

> "Wisdom is not kind, child. It is the flame that burns lies away. Learn deceit, learn shadow, and learn to see the world as it truly is."

Raeve accepted the pact not out of devotion, but curiosity. Yet in serving Perseis, she began to understand the power of darkness: how deception could save a life, how manipulation could unveil truth, and how morality was a luxury few could afford.

Patron & Pact

Otherworldly Patron

  • Type: Fey (Archfey)
  • Name: Perseis — Goddess of Night and Shadow; Destroyer of Pasts; Truthsayer of Secrets; Beholder of Witchfire
  • Nature of Pact: Accepted at a crossroads in the Moonshadow Woods; Raeve sought Perseis out to uncover the truth of her family's betrayal. The pact was accepted out of curiosity rather than devotion.

Pact Boon

  • Pact of the Chain or Pact of the Tome (TBD)

Abilities & Features

Class Features

  • Otherworldly Patron:
  • Pact Magic
  • Eldritch Invocations:
  • Pact Boon:

Equipment & Inventory

Gold

Current: 63 gp

History:

  • Session 1 - 15 gp share from Adventurer's Gambit - disappeared after event completion; Taliesin Briarmane held her share
  • Session 4 - +15 gp received from Taliesin Briarmane (Gambit share returned)
  • Session 8 - +60 gp share of Tryvenis Slatevein's 300g reward (split 5 ways; deliberately included in the split)
  • Session 8 - -12 gp to adopt Pickles the pygmy pig

Magic Items (Permanent)

  • Wand of Magic Detection
  • Acquired: Session 1 from Adventurer's Gambit
  • Properties: Detects magic auras

Notable Possessions

  • Silver Dagger — Once ceremonial, from her elven mother; now used in dark rites

Relationships

Party Members

Patron

  • Perseis — Goddess of Night and Shadow; cryptic and demanding; whispers guidance to Raeve

Character Arc

Introduced

Session 0 - Campaign start

Quests & Achievements

Active Quests

  • Adventurer's Gambit - Competing with Toil & Trouble

Session Log

  • Session 0 - Campaign start
  • Session 1 - Coaxed by Taliesin Briarmane (Thistle) to join The Adventurer's Gambit as an opportunity to release some of her rage; Toil & Trouble began their attempt at the dungeon; received Wand of Magic Detection
  • Session 2 - Completed The Adventurer's Gambit; Toil & Trouble was first group to complete the dungeon; party reached the magical banquet room finale that healed and cleansed them; received 15g as share of 90g reward; disappeared after completion (Taliesin Briarmane held her share)
  • Session 3 - Watched Stonebell Slammers attempt; witnessed Perrin Slatevein's disappearance and Renvar Ilthis's vanishing; participated in investigating Renvar's room
  • Session 4 - Returned to party; Taliesin Briarmane passed her the 15g he was holding; began travel to Davin with party
  • Session 5 - Knew the bouncer at the Goblin's Fire; joined Marva and Thistle at the Griffon and Oak bar
  • Session 7 - One of the magic users who snapped Thistle out of his vision; fought through Blackroot Hollow and the confrontation with Renvar Ilthis
  • Session 8 - Woke in a bed much like home and, annoyed, made the bed and reset the room as if she was never there; "helped" Marva drink Ellowen's clarity potion; shared that she is estranged from her noble elven family (House Vael'Aras of Talavas) and that her sister is engaged to Valyn Cross; fed her pocket pickle to a tiny pig and adopted Pickles (12g), possibly the party's most important logistical problem going forward

Party: Toil & Trouble

Home Base: Viekryss

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Taliesin Briarmane

Firbolg · Level 2 · Paladin / Warlock · active

https://tabletopbuilds.com/flagship-build-oath-of-the-watchers-paladin/

Player Information

  • Joined Campaign: Session 0

Character Basics

  • Race: Firbolg (see System/Reference/Races/firbolg-vgm)
  • Class: Paladin 1 / Hexblade Warlock 1
  • Patron: The Raven Queen (The Crone)
  • Pact Weapon: Branch from the Three Threads Tree
  • Deity: The Three Fates (The Maiden/Sehanine, The Mother/Melora, The Crone/The Raven Queen)
  • Alias/Nickname: "Thistle"
  • Languages: Common, Elvish, Giant, Common Sign Language

Racial Traits (Firbolg)

  • Size: Medium (7-8 ft tall, 240-300 lbs) - but built like a sturdy tree stump
  • Speed: 30 ft
  • Lifespan: Up to 500 years (explains his long presence in Viekryss)
  • Firbolg Magic: Cast detect magic and disguise self (Wisdom-based, 1/short rest each)
  • Hidden Step: Turn invisible as bonus action until next turn (1/short rest)
  • Powerful Build: Count as one size larger for carrying capacity
  • Speech of Beast and Leaf: Limited communication with beasts and plants

Character Description

Appearance

Unlike the hulking, broad-shouldered laborers of his Firbolg kin, Thistle is built more like a sturdy old tree stump than a mountain. He lacks the definition of a warrior; his arms are somewhat soft and his frame is padded with a layer of healthy "insulation." However, he possesses an undeniable, barrel-chested robustness.

He looks like he could walk through a blizzard in a linen shirt or eat poisonous berries without flinching, radiating a glow of unshakeable health despite his lack of raw lifting power. His build suggests endurance and constitution rather than strength - a survivor, not a warrior.

Personality Traits

Magnetic Presence & Quiet Confidence:

Thistle possesses a magnetic presence that doesn't need to shout to be heard. Time has not worn him down, but rather polished him into a figure of deep, quiet confidence. He carries his centuries with a seasoned tranquility, acting as an unshakeable anchor in any storm.

The Listener:

His advice is sparing but heavy with intention. He listens with an intensity that makes others feel truly seen, radiating the warmth of a man who knows exactly who he is and needs no validation from others.

Profound Humility:

Despite his vast experience, Thistle is profoundly humble, preferring to deflect questions about his past with a gentle smile. He treats his memories like rare vintages - uncorked only for those who have truly earned his trust.

Two Faces:

  • To strangers: Just a kind, grey-furred soul
  • Around the campfire with close friends: Weaves mesmerizing tales of the past, not to glorify his own deeds, but to impart wisdom to those he has come to call family

Caretaker Nature:

  • Ensures others are fed and looked after before himself
  • Makes sure everyone has what they needs
  • Provides food, lodging, and support without fanfare

Ideals

The Three Fates:

Thistle follows a trinity of goddesses known as The Three Fates, representing the cycle of life, destiny, and the natural order:

  • The Maiden - Sehanine (beginnings, potential, moonlight)
  • The Mother - Melora (life, nature, nurturing)
  • The Crone - The Raven Queen (endings, fate, death)

This worship reflects his understanding of life's cycles, his caretaker nature (The Mother), his prophetic visions (fate and destiny), and his acceptance of mortality and endings (The Crone). The trinity represents wholeness and balance rather than focusing on a single aspect of existence.

Devotion to The Three Fates

As an aged warrior and devout follower of The Three Fates, Thistle honors the trinity through practical rituals that reflect his caretaker nature and acceptance of fate's cycles.

Pre-Battle Rituals

The Three Threads Blessing:

  • Braids three strands of natural fiber (silver/white, green, black) while speaking a prayer to each aspect
  • Ties the braid to his weapon or armor as a reminder that all battles touch all three fates
  • The braiding itself is meditative - accepting what's to come

The Caretaker's Vow:

  • Places a hand on each companion's shoulder, silently acknowledging they're under the Mother's protection
  • Whispers: "The Maiden grants us courage, the Mother grants us strength, the Crone grants us wisdom to know when the fight is done"
  • For an aged warrior who's seen death, this is about protecting those younger than him

Moonlight Vigil:

  • If there's time before battle, meditates under moonlight (the Maiden's domain)
  • Reflects on prophetic visions - are they the Crone showing him fate's threads?
  • Accepts whatever outcome the weaving brings

The Ground Blessing:

  • Kneels and touches the earth (honoring Melora)
  • Asks the Mother to receive those who fall with grace
  • Asks the Crone to guide their passage
  • Asks the Maiden to light the path for survivors

Post-Battle Rituals

The Counting:

  • After battle, counts the fallen - allies and enemies both
  • Speaks each name if known, or "Unknown thread" if not
  • Acknowledges the Crone has claimed what was always hers

Thread-Cutting Rites:

  • For each fallen ally, cuts a black thread and lets the wind take it
  • "Your thread is cut, your weaving complete, the Crone welcomes you to rest"
  • Plants something green (seed, sprig, flower) where each ally fell if possible
  • "The Mother reclaims you, that new life may grow from your sacrifice"

The Survivor's Burden:

  • Alone after others rest, whispers names of those he couldn't protect
  • An aged warrior carries many names
  • Asks the Maiden for hope that their deaths had meaning
  • Acknowledges he too will one day join them

Tending the Wounded:

  • This IS prayer for Thistle - the caretaker serving the Mother's domain
  • Doesn't speak prayers aloud while healing, but his actions ARE the devotion
  • Sees healing as extending the Mother's thread, accepting when the Crone's claim is inevitable

The Three Libations:

  • Pours three small offerings from his waterskin:
  • Silver/clear water on stone (Maiden - for new dawns after darkness)
  • Water on earth/plants (Mother - for life continuing)
  • Water into shadow/grave (Crone - for those who've passed)

The Weight of Threads

Thistle likely carries tokens from past battles - fallen companions whose threads have been cut. Before battle, he might touch each one, remembering that the Crone has already claimed many he loved. After battle, he adds new tokens if necessary. Each one serves as a reminder that he's still here when others aren't - the survivor's weight that all aged warriors carry.

The Dragon Slayer's Acceptance

If the dragon slayer rumors are true, Thistle knows he's already lived longer than most warriors. His prayer before battle reflects this: "The Crone has passed me by many times. If today she calls, I answer. If not, I serve the Mother's work another dawn."

Caretaker's Practical Faith

For Thistle, faith isn't elaborate ceremony - it's in the doing:

  • Checking on Marva and others before battle = serving the Mother
  • Accepting some won't return = honoring the Crone
  • Hoping for victory = trusting the Maiden's promise of new beginnings
  • Feeding the hungry, sheltering the weary, healing the wounded = living prayer to all three aspects

Bonds

  • Proprietor of Three Threads Tavern in Viekryss
  • Member of Toil & Trouble adventuring party
  • Has had prophetic visions - see Thistle's Vision
  • Long-time friend of Marva Ironfist's father (a cobbler)
  • Watched Marva Ironfist grow up
  • Has been in Viekryss for as long as anyone can remember
  • Looks after Raeve Nyaxia, making sure she has food and a room when she's in town

Flaws

  • Unwilling to talk about his past, despite rumors of dragon slaying

Background & History

The Grove

Firbolgs don't name their forests. They don't name their children either, not properly, just descriptions of what a thing does or how it grows, which worked fine among people who lived five centuries and could afford to let identity arrive at its own pace. His mother called him "the quiet one who watches" until he was thirty and old enough, by Firbolg reckoning, to need a name that traveled well among shorter-lived folk. Taliesin was what she settled on. It means "shining brow" in a tongue older than most trees, which was either prophecy or irony, depending on how charitable you are feeling.

His clan kept a grove in the deep woods, the canopy closed overhead like a cathedral vault. The light that could reach the floor filtered through so many leaves it arrived green and sanctified. A wellspring of wild magic lived in the grove's heart. Raw stuff. The kind that made mushrooms grow the size of cart wheels, turned birdsong into something that sounded uncomfortably like language, and convinced foxes that they could talk. They couldn't. But they tried, and it was unsettling.

Firbolgs are well suited to guarding a wild magic wellspring because they were patient enough not to use it. A dwarf would have mined it. A human would have taxed it. An elf would have written poetry about it until everyone else wished it were dead. Firbolgs just kept it breathing.

Three witches came that autumn, when the grove smelled of rot and sweetness. They claimed to be fleeing persecution. This may even have been true, plenty of covens were, in those years. The clan's druids deliberated in the way Firbolg druids deliberate, slow, and thorough. They concluded that witches deserved sanctuary, and that the wellspring could sustain practitioners who respected it.

It took just four months. The three performed rituals at the wellspring during the winter solstice, when wild magic runs thinnest. By morning it was poisoned. The magic still flowed, but wrong. Trees shed their bark in long strips. Animals born that spring arrived with the wrong number of legs. The mushrooms still grew, but eating them brought visions that ended in screaming.

They were gone before the dawn. Took whatever they needed from the wellspring and vanished. The clan spent a decade trying to heal the grove and failed. When it became clear the corruption had set into the roots of the oldest trees, those who once protected the grove packed up what little they owned and walked away.

Taliesin was nearing his first half century when the grove fell. Young enough that he hadn't yet understood what the wellspring meant. Old enough to understand what losing it cost. He carried two lessons out of those woods and kept them polished for the next three hundred years: that magic in the wrong hands could ruin the world, and that trusting intentions without watching the hands would get you gutted.

The first lesson would make him a hunter.

The second made him something worse.

The Road After

Taliesin walked. Not aimlessly, Firbolgs don't do anything without a reason, even if the reason is "I need to understand what kind of person I am before I choose what to do about it." A luxury only available to people who live five centuries and can afford to burn a few decades on self-reflection.

He worked. Hired himself out as a guard, a porter, a woodsman, jobs that used his size and endurance and didn't require him to talk much, which suited him. He moved through human lands, and elven borderlands, the marginal country where different peoples' territories bled into each other and nobody was quite sure whose laws applied. He saw things. A village herbalist drowned in a pond by her neighbors because the goats had taken ill. A court mage who'd been quietly bleeding apprentices dry to fuel his enchantments, literally, in two cases. A coven that had worked the same crossroads for three generations, healing travelers and mending broken bones, driven out by a preacher who needed a villain.

Magic attracted suffering the way meat left in the sun attracted flies. The practitioners who used it well were punished for existing. The ones who used it badly were punished eventually. And nobody seemed to think it was their job to sort the one from the other before the torches came out.

He tried, a few times, to intervene. Warned a coven about a mob forming in the next town. Stood between a hedgewitch and a group of soldiers who'd decided he was cause of their commander's kidney stones. He even tracked a genuine rogue, a transmuter who'd been turning village children into animals to sell at market, and cornered him in a barn.

The transmuter set that barn on fire, transmuted himself into a hawk, and flew away. He wasn't fast enough to save the barn, but Taliesin did put out the fire, and saved the two goats which was something.

Not much, but something.

It was after the barn that he met his first Paladin of the Coven.

The Oath

Paladins of the Coven were not witch-hunters. This is an important distinction, and one that most people got wrong, which irritated the Paladins. Witch-hunters killed witches. The Paladins of the Coven protected them.

Protected them from mobs, from lords who wanted pet mages, from each other, and, more importantly, from themselves. They were the law of the magical world. Sheriff, judge, executioner when needed, but also advocate, sanctuary, and shield. The Order answered to no crown and served no particular god though many of its members had their faith. Their foundation, a simple understanding that magic is dangerous, the people that wield it are both its greatest champions and its greatest threat, and that someone had to stand between the world and its worst practitioners without burning the good ones in the process.

The Paladin Taliesin met was an older woman named Esmere. A human, built like a fence post. She found him there in the ashes, smelling like smoke and goat, and listened. His story was met with the patient attention of someone who'd heard a hundred similar.

"So, you tried to stop him alone, with no training, no authority, and no plan beyond 'stand in front of him and hope for the best,'" she said.

"I had a plan," Taliesin said.

"And how did that work?"

"He turned into a bird."

"Not the first, not the last."

She bought him a drink, and told him about the Order. He listened the way he listened to everything, quietly, completely. Before the new moon he was in front of the Order's chapter house, asking to take the Oath.

By Firbolg reckoning, he was barely out of his awkward phase. By human standards, ancient. The Paladins, who had seen enough of the world to measure a person, thought he was about right.

The Oath was taken before representatives of The Three Fates, the Maiden, the Mother, and the Crone. Not every Paladin of the Coven followed the trinity, but Taliesin did. He'd come to the way his kin come to most things, by watching long enough to see the pattern. Things begin. Things grow and sustain. Things end. The three who had ruined his grove had broken the cycle, taken without giving, ended without beginning. The Oath of the Coven was, at its heart, one to keep the weaving intact.

The Maiden blessed his new beginning. She came to him in a dream the night before, appearing as a young girl, barefoot, standing in a field of white flowers that hadn't existed when he fell asleep. She said nothing. She just looked at him with an expression that combined hope and sorrow. She already knew what he would become and loved him for trying anyway. He woke with tears on his face and no memory of why, only the certainty that something new had started.

The Mother charged him to protect those who nurture magic with wisdom.

The Crone warned him, in the flat voice of someone reading a list: "You will cut threads before their time. You will carry the weight of every thread you sever. This is the price. Accept it or walk away."

He accepted.

He commissioned his great shield. Round, heavy, built for a Firbolg's frame. The face bore three interwoven threads, silver for the Maiden, green for the Mother, black for the Crone, wound so tightly into each other that you couldn't tell where one ended and the others began. This was the point. The smith who forged it asked what he wanted inscribed on the back.

"A blade only knows one answer," Taliesin said.

The smith looked at it, nodded, and charged him double for an inscription that short.

The Witcher

For one hundred and fifty years, Taliesin hunted.

That sentence deserves to sit for a moment. A hundred and fifty years is longer than most human family lines. It's long enough for entire kingdoms to rise, rot, and collapse into ballads. It's long enough to bury everyone who knew you when you started and find that the grandchildren of your earliest quarries have become your later ones. Taliesin spent a century and a half tracking down practitioners who broke coven law, killed their masters, cursed innocents, or committed the kind of magical atrocities that make priests of every god unanimous in their horror.

Taliesin was good at it. This is worth saying plainly. You would never get him to say it himself, and he surely would change the subject if you tried. He was very, very good. Patient the way only a Firbolg can be patient, listening, watching, learning the shape of the local magic. Thorough, fair, and relentless once his mind was set. He carried the shield and a longblade. He used both, but the shield more often. He preferred standing between a rogue and their victim to striking the rogue down, if he could manage it. If he couldn't, the sword came out, and the sword was efficient.

The work was often ugly, but not always. Sometimes it was simple. A hedge witch hexing livestock for coin. A transmuter experimenting on vagrants. You found them, you judged them, you stopped them, you filed a report with the Order. Clean enough.

Other times it was not simple at all.

The Dragon's Garden

What everyone in Viekryss knows, or thinks they know, is that Thistle killed a dragon. Said in hushed tones at tavern tables, or loud ones over pints. "The old Firbolg at the Three Threads? Killed a dragon, they say." Nobody says it to his face, because his face does something specific and uncomfortable when the topic comes up. Also, most people have enough sense to not push a man who looks like he could walk through a wall if it annoyed him enough.

Here's what actually happened.

Verathraxis was a green dragon, which is worth explaining because people who haven't studied dragons tend to think they're all the same. Big, scaly, breathe something unpleasant at you, sleep on gold. Greens though, are the sinister type. The ones who would rather talk you into the pot than toss you in. A red dragon burns your village because it's angry. A green dragon burns your village because it determined, that your village was worth more to it as a cautionary tale than as a source of tribute. They collect people the way other the others collect gold, not to kill them, but to own them.

Verathraxis had established itself in a stretch of woods a good two weeks south of the Galdenmere Reach. It had lingered there decades before anyone noticed. At some point, a coven of a dozen witches had settled in the same forest. This was not a coincidence.

The dragon introduced itself gradually. A warning here there are hunters coming, you should move your camp. A gift there the herbs in the eastern clearing are ideal for warding, let me show you. Protection, freely offered, from a world that had given these twelve little enough of it. The witches were grateful. Gratitude can be a debt, and greens understand debt the way sharks understand blood in the water.

Over years, not months, years, the arrangement shifted. The witches warded the dragon's territory in exchange for its protection. They gathered reagents for it, tended the forest it claimed, brewed compounds that interested it. Fair trades, or close enough. Then the dragon began asking for more. Specific rituals. Pact magic. The kind of binding agreements that tie a practitioner's power to a greater entity, like the pacts warlocks sign with their patrons. Except this patron had scales and teeth and a voice like warm honey poured over a rotting peach.

By the time Taliesin arrived, they had been under Verathraxis's influence for the better part of two decades. Some of them loved the dragon. Some were afraid but couldn't articulate of what. And at least two knew exactly what had been done to them and had tried to leave, only to find that the pacts they'd signed wouldn't let them. Their magic was woven into the dragon's hoard. They couldn't walk away without unraveling themselves.

Taliesin tried diplomacy. The shield before the sword. He walked into the forest, announced himself to Verathraxis, and made a formal request under coven law for the witches' release.

The dragon laughed. It was a warm, rich laugh. Then it suggested that if Taliesin didn't leave its forest by nightfall, it would add a Firbolg to its collection.

The fight lasted most of a day. Not continuously, as green dragons are ambush predators at heart. Verathraxis used the forest like a weapon, appearing and vanishing between the ancient trunks, breathing poison into clearings and retreating before Taliesin could close the distance. The witches were the worst part. Five of them fought alongside the dragon their pacts compelling them, or because they believed the dragon's protection was real, or because they were simply too afraid to do anything else. Two others tried to help and were cut down in the crossfire. Three huddled in the dragon's lair and prayed to gods who may have not been listening. Two more were simply in the wrong place when everything went to hell, which is where most people end up when everything goes to hell.

Seven witches died that day.

Taliesin took a claw across his shield that gouged three deep furrows through the interwoven threads and nearly tore his arm from his body. He drove the dragon off. Green dragons know when to retreat and where to hide, and Verathraxis was old enough to value survival over pride. It abandoned its garden, its collection, its two decades of careful cultivation, and slithered into the deep places of the world where things with scales and long memories go to wait.

The five who survived were free. And broken. The pacts had woven so deeply into their magic that severing them tore something loose. They could no longer feel the current of magic in the world, couldn't cast, couldn't light a candle with a word. Their power had died, like a limb lost to gangrene.

Taliesin has had his shield repaired twice since. Small things, a cracked rim, a loosened boss. The three claw gouges from Verathraxis he left exactly as they were. A record of what it costs to save someone who doesn't know they need saving, and of the seven who paid.

The rumors call him "dragon slayer" implying a corpse, and there isn't one. The word "dragon" makes people think of glory, and there wasn't any of that either. Seven dead. Five broken. One dragon nursing its grudge somewhere in the dark, patient as all. Thistle deflects the stories and, if pressed, claims he once vanquished a dragon with a spoon. Some people believe him. It's still closer to the truth than "dragon slayer."

Thornhaven

An age later, roughly halfway through his stay on this world, Taliesin made the mistake that would define the rest of his life.

It should be said that two hundred and forty-five is not old for a Firbolg, but it is tired. By then he'd filed more reports with the Order than he could count, attended more funerals than he cared to remember, and developed the particular kind of moral certainty that settles over a person who has been right so many times that being wrong has become theoretically impossible.

A minor lord named Coravel had sent word to the Order of a coven of nine witches in the town of Thornhaven having cursed his family. His wife was withering. His son, gone blind in one eye. His crops had blackened. Coravel was wealthy, connected, and convincing. A man who sounds like justice when he speaks and only looks like revenge if you study his eyes. Taliesin missed the eyes.

The evidence was overwhelming. Ritual components in the coven's quarters. Hex marks scratched into door frames. A poppet made from the wife's hair. Servants testified they had seen the witches performing rituals aimed at the manor during the crescent moon. Others confirmed it. The coven denied everything. The guilty deny, and Taliesin had heard enough to know the sound of them.

He had a doubt. One. A cold thing, like a pebble in a boot. The leader, a woman named Yselde, had grey hair and steady hands. She looked him in the eye when she said they hadn't done it. Most liars look away, or at you too hard, or they fidget, or their voice goes up at the end like they're asking permission. She did none of these. She looked at him and he saw something in that look that his certainty didn't want to examine.

He examined Coravel's evidence instead. The servants. The hex marks. The poppet. Everything pointed the same direction. One pebble in one boot was not enough to acquit nine women with ritual components in their homes.

Three ran when the judgment came. Lys and Senna bolted for the treeline; Maren made for the river crossing. Taliesin caught them all. The fighting was brief and ugly. All died with spells on their lips and fear in their eyes, and Taliesin's hands stayed steady through the killing.

The others were arrested. They stood trial, such as it was, with Taliesin providing testimony. He was thorough. He was fair. He presented the evidence clearly and answered every question put to him. The verdict was unanimous. The six were executed in Thornhaven's square on a Tuesday morning, and Taliesin watched. A man should see the cost of his certainty, and the Crone asks no less.

Yselde was the fourth to die. She visits his dreams most. Not because she screamed. She didn't. Not because she cursed him. She didn't do that either. She looked at him again, that same look, and she said quietly enough that only he could hear: "You know."

He didn't know. Not then.

Three months later, the truth arrived in the way truth usually does, through greed. Coravel's steward, a man named Aldric, was arrested for an unrelated fraud and, facing imprisonment, offered information in exchange for leniency. Aldric was a warlock. He had cursed Coravel's family himself, gradually, carefully, making it look like hedgewitch work. He'd planted every piece of evidence. The ritual components. The hex marks. The poppet. He'd coached the servants on what to say. The entire accusation had been manufactured to destroy a coven that had refused to share their knowledge with him, and he had used Taliesin, the Order's own investigator, fair, thorough, relentless Taliesin as the instrument.

Nine innocents had died that day. Three killed by his hand. Six by his word.

He visited each of their graves. He didn't pray. He didn't ask forgiveness. He stood at each grave and spoke their names aloud, because the Crone teaches that a name spoken is a thread remembered, and he owed them that. Halwen, the elder, whose healing hands had mended half the town's broken bones. Britta, who had watched Taliesin drag her daughter Maren back from the river in irons and said nothing because there was nothing left to say. Dorrit, who kept the coven's records in a hand so neat it looked like print. Cathaire, Yselde's apprentice, who'd had steady hands like her teacher until the sentence was read. Pell, the youngest of the nine, who cried at the trial and couldn't stop.

Yselde was last. He stood there longest.

You know.

He did.

The Sword Without a Shield

Taliesin threw himself back into the hunt, but the hunt had changed, or rather, he had. The shield came off his arm more slowly. The sword came out more quickly. Investigations that once took patient months finished in weeks. Judgments that once required certainty now required only suspicion. He was still thorough, he was always thorough, but thoroughness in service of the wrong conclusion is just a more organized cruelty.

Over twenty-five years, Taliesin became the thing the Paladins of the Coven were supposed to prevent. A man who saw threats in every shadow. A man who had been catastrophically wrong exactly once and had decided the solution was never to hesitate again, because hesitation was what had let Yselde's eyes put a doubt in him instead of the evidence putting conviction. Had he been faster, harder, more decisive, maybe he would have seen the fraud. This was the lie he told himself. He held it the way the drowning hold breath, because feeling powerful was the only thing left that wasn't broken.

The worst of it was that the zealotry felt good. Clean, the way a blade is clean. No more weighing evidence against instinct, no more lying awake with a doubt he couldn't name. Just the quarry, the judgment, the sword. The mercy of simplicity. For the first time since Thornhaven, he slept through the night without hearing Yselde's voice. Or rather, he slept through the night because the work exhausted him past the point of dreaming.

Other Paladins noticed. Reports filtered back to the chapter house: Taliesin is pushing too hard. Taliesin is cutting corners. Taliesin cornered a rogue coven in the Ash Downs and nearly let the building burn with practitioners and a child still inside rather than break pursuit. The Order sent letters. He ignored them. They sent messengers. He was polite to the messengers in the way that large, armed, quietly furious men are polite to people they could snap in half, which is to say, the messengers left quickly and reported that he seemed fine.

He stopped being the shield. Stopped standing between threats and innocents. Started walking through both to reach his quarry. The shield still hung on his arm, but he'd forgotten what it was for.

At his lowest point, as he rounded the corner on his third century, he cornered a rogue practitioner in a farmhouse where three families were sheltering from a storm. The practitioner was using them as cover. Taliesin considered the fire. Not for long. A few heartbeats, maybe. Just long enough to measure the distance between who he was and who he'd sworn to be.

He didn't light it. The practitioner escaped.

He thought about Yselde again that night. Suspected she wouldn't need to look at his eyes to know what he'd become.

You know

The Broken Shield

The vision came in the grey hour before dawn when the world is uncertain and the spaces between sleeping and waking fray at the edges.

The Fates had not spoken to him since his Oath. A hundred and eighty-two years of silence. He'd assumed they were watching, but he'd stopped asking for guidance when the work had become routine. Pride is quiet. It doesn't announce itself. It just fills the spaces where prayer used to live.

In the vision, he stood on a mountain made of bodies. Not a metaphor, an actual mountain, stacked and tangled, hundreds deep, thousands wide, the dead pressed together so tightly you couldn't tell where one ended and the next began. Some wore witches' marks. Some wore farmer's wool. Some wore armor. At the summit, where he stood, his shield lay shattered at his feet. The three threads, silver, green, black, had come unwound and lay in the dirt like dead snakes.

His hands were red to the elbows.

Then the voices. Not from above, not from below. From inside the weaving itself, the place where all threads cross and pull and hold the world together.

The Maiden spoke first. She sounded like the girl from his Oath dream, barefoot in the field of white flowers, but older now. Tired.

"There is still time to begin again. But not on this path."

The Mother spoke like the earth, like the deep roots of forests.

"You protect nothing. You nurture nothing. You have become barren."

Then the Crone, in the flat, patient voice of someone who has watched the end of every thread ever spun and is merely waiting for this one to catch up.

"You have cut too many threads. You have forgotten the weaving."

He woke screaming. The Crone does not believe in gentle lessons.

The Vow

Three years later, Taliesin laid down his sword.

Not in battle. Not in some grand gesture on a hilltop with witnesses and weather. He set it on a table in a rented room in a town whose name he's long forgotten, looked at it for a long time, and walked out. He left the door open behind him. Whoever found the room next could have the weapon if they wanted it. He hoped they wouldn't.

He kept the shield. He hung it on the back of his pack like a man who couldn't quite let go of who he'd been but knew he couldn't be it anymore. The shield had been about protection. The sword had been about punishment. He could abandon one and keep the other, and if the three gouges from the dragon's claws caught the light while he walked, reminding him of failures older than Thornhaven, that was fine. A man should carry his failures where he can see them.

The vow was simple. No bladed weapon. Not ever. Not in self-defense, not in defense of others, not if the world was ending and a sword was the only thing between him and the thing ending it. He would be the shield or he would be nothing at all.

He had a lot of life ahead of him. A lot of empty time to fill when you've given up the only trade you've ever truly known.

He decided to try being useful instead.

Viekryss

Taliesin wandered for fifteen years after laying down the sword. He took work where he found it, farmhand, bouncer, carpenter's assistant, once a brief and regrettable stint as a cook. He helped where he could and kept his mouth shut about where he'd been. Nobody asks a seven-and-a-half-foot grey-furred stranger too many personal questions anyway. They either hire you to carry things or they get out of the way. Both suited him fine.

He heard about Viekryss from a merchant who described it as "a town where strange things happen and nobody seems terribly bothered." It was meant to be a warning. Taliesin heard an invitation.

He liked the place immediately. Viekryss was the right size, big enough to have proper temples and at least three opinions about everything, small enough that strangers became regulars inside a month. Magic was present without being remarkable. The townsfolk were practical in the way that people who live near strange things become practical, saving the worrying for winter nights when there was nothing else to do.

Using most of what he'd saved over two centuries he purchased a building. An old one, stone-walled, with a good hearth and a root cellar and one particular feature that settled the purchase the moment he eyed it coming into town.

An ancient tree grew through the center of the building.

The roots had found the foundation centuries ago and simply kept going, pushing up between the stones, threading through the floor, reaching for the light through a gap in the roof that someone had wisely decided to leave open rather than fight. The trunk was broad and grey-barked and alive in the way that very old trees are alive, stubbornly present, refusing to be finished.

He hung his shield above the hearth. The three interwoven threads of silver, green, and black, scored through by dragon claws faced outward into the room where anyone who entered would see them. He named the place Three Threads Tavern. A man needs to declare his intentions, and the best declarations are the kind you nail above your fireplace where you can't avoid them over breakfast.

He asked the tree for a branch.

This sounds peculiar if you've never met a Firbolg, but it shouldn't. Firbolgs speak to beasts and plants the way other folk speak to neighbors, not fluently, not in sentences, but with enough mutual understanding to get the point across. Taliesin put his hand on the trunk and asked. Not aloud. In the way that is more like listening very hard and letting the question fill the silence.

The tree dropped him a branch. Let it fall from a limb ten feet up, a piece the length and weight of a good quarterstaff, still green, still living. Taliesin caught it, and it fit his hand like it had been grown for the purpose, which maybe it had. Trees have longer memories than people and better instincts about who needs what.

He would wield it as his weapon. A piece of the home he was building, defending through him. If that sounds like symbolism laid on a bit thick, consider that Taliesin had spent centuries learning that symbols matter.

He took the name "Thistle." A tough, graceless plant that grows where nothing else bothers, hurts you if you grab it wrong, but feeds the bees and the goldfinches and anything else patient enough to get past the spines. It is not beautiful. It is not impressive. It is simply, stubbornly, and persistently useful, exactly the kind of thing a retired killer hoped to become.

The Caretaker

For ninety years, nearly a century, Thistle has run the Three Threads Tavern as a sanctuary. Not openly, because hanging a sign that reads "WITCHES WELCOME" would attract the wrong sort of attention and also because Thistle doesn't hang signs. But practitioners know. The ones who need a safe place to rest, to hide, to simply exist without someone demanding they justify their magic, they find their way to the Three Threads the way water finds its way downhill. By nature. By gravity. By the quiet pull of a place that means them no harm.

He befriended a cobbler named Ironfist, Marva Ironfist's father. The friendship was the uncomplicated kind that forms between men who don't need to talk to enjoy each other's company. They'd sit on the tavern's porch in the evenings, Ironfist working a piece of leather, Thistle watching the street, sharing a silence more comfortable than most people's conversations. When Ironfist's daughter was born, Thistle pulled her a wooden rattle from the tavern tree. When she grew into a girl, he taught her which mushrooms were safe to eat and which ones would have her seeing colors that don't exist. When she grew into a young woman with her father's stubborn jaw and a barbarian's temperament, he watched with the quiet pride of an uncle who knows better than to take credit for someone else's steel.

Then there was Raeve Nyaxia.

Raeve is a warlock. This fact is not lost on Thistle. She is angry the way young people with power and pain are angry, not at anything in particular. She comes and goes from Viekryss without pattern or explanation, vanishing for weeks and returning with new scars and the same dark look, and Thistle makes sure there is food and a room waiting for her every time. The Mother asks that of those who serve her, and Thistle serves.

But it isn't just duty. He recognizes something in Raeve that he'd rather not, the way you recognize your own handwriting. The certainty that the world is rotten and that power is the only reliable protection against it. The slow drift toward a line you don't see until you've already crossed it. He walked that road. He knows where it ends. Thornhaven is at the end of it, and nine graves, and Yselde.

Every time he coaxes Raeve to eat, every time he keeps her room warm for a return she hasn't announced, every time he gently suggests that rage is a tool and not a home, he is trying to prevent another Thornhaven. Another him. It is the most selfless and the most selfish thing he does. He knows it, and he does it anyway.

On the bad nights, he wonders whether any of it is real. The feeding, the sheltering, the patient listening. Is this what atonement looks like, or is it what a man does when he can't bear to sit still with what he's done? He doesn't know. He suspects the answer, but facing it would require a kind of honesty he's not sure he possesses. You know, Yselde says, in the small hours when the tavern is empty and there's nobody left to feed.

His prophetic visions returned around age three hundred and fifty, sixty years into his time at the tavern, after decades of proving through quiet, persistent service that the man on the mountain of bodies was someone he'd chosen not to become. The Three Fates trusted him with foresight again: the Maiden's hand extended with the same hope she'd shown him on the night of his Oath, the Crone's patience rewarded by his. The visions are infrequent, cryptic, and unsettling, because the Fates are not in the business of making things comfortable. But they come.

Recently, he suggested that two strangers, Lysander Cross and Varyn Starwhisper, room together at the tavern. He could not explain why. He sensed threads connecting them that neither yet understood, and the Fates don't explain their work. They show, and trust the weaving to hold.

Every meal served is an offering to the nine witches of Thornhaven. Every room provided is a prayer to the Maiden for another new beginning. Every witch guided toward wisdom is a thread added to the weaving to replace the ones he cut. The shield hangs above the hearth, scarred and silent, watching over a tavern built around a tree that refuses to stop growing.

If Thistle ever takes the shield down from that hearth, it means something has gone so badly wrong that the caretaker must become the guardian one last time. The branch in his hand. The shield on his arm. No blade. Not ever.

Until that day, he pours the ale. He feeds the hungry. He listens with the intensity of a man who knows that listening is the first and hardest form of love. And when someone asks about the dragon, he smiles gently and claims he once vanquished one with a spoon, and changes the subject before anyone can see what the memory costs him.

The Crone has passed him by many times. One day she'll call, and he'll answer. Until then, he serves the Mother's work another dawn.

Goals & Motivations

Personal Goals

  • Understand the meaning of his visions
  • Protect the world from the catastrophe seen in Thistle's Vision

Abilities & Features

Class Features

Paladin 1

  • Divine Sense
  • Lay on Hands
  • Fighting Style
  • Spellcasting
  • Divine Smite
  • Sacred Oath:

Hexblade Warlock 1

  • Hexblade's Curse — Thistle marks a creature he can see within 30 ft. In his hands this is not a hunter's brand — it is fate's notation. The black thread has been placed. The Crone has taken notice of this particular weaving, and she rarely looks away without reason.
  • Hex Warrior — His proficiency with the Branch from the Three Threads Tree now applies to attack and damage rolls, and he may use Charisma for those rolls. The tree gave him this branch. It has always known what he was.
  • Pact Magic — One spell slot (1st level), recovered on short rest.

Spells

Cantrips

  • Eldritch Blast
  • The Thread. A single filament of black extends from Thistle's palm — barely visible, more felt than seen. It finds something vital in the target and pulls, like fate reaching out to remind something that its thread is finite. There is no crack, no flash. Just impact, and a faint spreading cold. Those watching might not be sure anything happened until the target staggers.
  • Prestidigitation
  • The Caretaker's Touch. Small domestic miracles. A cup warmed before it reaches cold hands. A candle lit without fumbling for flint. A stain lifted from a traveler's cloak so they enter the next town with a little more dignity. These are not tricks — they are the Mother's work in miniature. Thistle has been doing this for ninety years without anyone noticing it was magic.

1st Level Spells

  • Bane (Warlock)
  • The Fraying. Three threads — silver, green, black — unspool from Thistle's closed fist and drift toward their targets like smoke in still air. Where they touch, something loosens. Not a wound. Not pain. A quiet unraveling of conviction, of sureness, of the certainty that this fight will go the way the target expects. The Fates are simply reminding them: the weaving is not theirs to control.
  • Shield (Warlock)
  • The Shield Arm. The great round shield has hung above the hearth for ninety years. But the shape of it lives in Thistle's bones. When the blow comes, his left arm rises — and for a moment, in the space between the strike and its landing, something is there. Not metal. Not wood. A pressure, like the weight of a vow remembered. The Crone holds back what is not yet hers to claim.

Equipment & Inventory

Gold

Current: 119 gp

History:

  • Session 1 - +15 gp from Adventurer's Gambit rewards (his share)
  • Session 1 - +15 gp from Adventurer's Gambit rewards (holding Raeve Nyaxia's share as she disappeared after the event)
  • Session 2 - -5 gp given to Emmeriss
  • Session 4 - -15 gp passed to Raeve Nyaxia (her Gambit share)
  • Session 5 - -1 gp on dinner and a tip at The Griffon and Oak
  • Session 8 - +50 gp from the heavy wooden lockbox delivered by Kessia Brightpage (with invoices)
  • Session 8 - +60 gp share of Tryvenis Slatevein's 300g reward (split 5 ways; Lysander refused his share)

Weapons

Primary Weapon:

  • Branch from the Three Threads Tree (Quarterstaff / Hexblade Pact Weapon)
  • A branch from the ancient tree that Three Threads Tavern is built around
  • Symbolic weapon representing his vow against bladed weapons
  • "If I must defend, the home defends through me"
  • Natural, protective, non-lethal intent
  • Will never wield bladed weapons (sacred vow made at age 275)
  • Now also his Hexblade Pact Weapon — the Raven Queen's claim on it is not new; the tree has always known what he was, and the branch was offered freely long before the pact was named
  • Uses Charisma for attack and damage rolls (Hex Warrior)

Armor

The Great Shield (not currently equipped - hangs above the tavern hearth)

  • Large round shield with three interwoven threads design (silver, green, black)
  • Deep dragon-claw gouges across the face (never repaired)
  • Forged at age 95 as symbol of his oath
  • Currently hangs above the hearth at Three Threads Tavern
  • See Background & History for full narrative
  • Will only be taken down in catastrophic circumstances

Magic Items (Permanent)

  • Adamantine Dagger (possessed but never wielded)
  • Acquired: Session 1 from Adventurer's Gambit
  • Properties: Adamantine weapon, bypasses hardness of objects
  • Note: Thistle will not wield this or any bladed weapon due to his sacred vow (age 275). He keeps it as a reminder of his oath or may gift it to someone who needs it.

Consumables

Food & Special Items:

  • Biscuits (whole mess, quantity unknown)
  • Acquired: Session 2 from Adventurer's Gambit banquet room
  • Used: Session 2 - Gave 1 to Emmeriss, fed several to Kessia Brightpage

Relationships

Party Members

The Warlock

There is an irony in the arrangement that Thistle has never spoken aloud and probably never will: for a hundred and fifty years, he hunted practitioners whose power came from pacts with entities of questionable character. Now he keeps a room warm and a plate of food waiting for one.

Raeve Nyaxia's patron is Perseis - a Fey goddess of shadow and secrets, the Destroyer of Pasts, the Truthsayer. In another life, in the years when Taliesin carried a sword and used it, a warlock bound to an entity like that would have warranted investigation at minimum. A file opened. Questions asked. Possibly a judgment. Perseis is not a malevolent patron by the standards of most pact-brokers, but she is not a safe one either, and the Paladins of the Coven drew no sharp line between dangerous and evil. They drew it between controlled and uncontrolled, and a goddess who demands her followers learn deceit, learn shadow would have given the Order pause.

Thistle knows this. It sits in the back of his mind like a stone in still water - always there, never stirred, because stirring it would mean examining what exactly he is doing when he makes sure Raeve has supper. Is he caring for her, or is he keeping watch?

He tells himself it's the first. Most days, he believes it.

The trouble with Raeve is that she is not him. This sounds obvious, but it is the mistake he keeps making, quietly, persistently, in the way that water keeps finding the same crack in a wall. He sees the anger in her and recognizes it. He sees the isolation, the contempt for a world that runs on hypocrisy, the magnetic pull toward power as the only reliable shelter - and he maps his own history onto her like tracing paper laid over someone else's drawing. Here is where she is now (the rage). Here is where she will go next (the zealotry). Here is where it ends (Thornhaven, or something shaped like it). He has walked this road. He knows the terrain. He can save her.

Except that Raeve's road is not his road. Her anger is not his anger. His came from guilt and a shattered sense of justice; hers comes from a family that cloaked her in illusion and shame and a world that punished her for existing. His pact was with an institution - the Order, the Oath, the three-threaded shield. Hers is with a goddess who told her the truth when everyone else was lying. These are not the same story, and the danger of treating them as if they are is that he stops seeing her and starts seeing the version of himself he's trying to prevent. That is not protection. It is projection wearing a caretaker's apron.

He does not see this clearly. He sees it in flashes, the way you catch your reflection in a window you weren't looking at - there and gone before you can study it. On the nights when Raeve returns to Viekryss with new scars and that shuttered expression, and he sets a bowl of stew in front of her without asking where she's been, he sometimes wonders: does she eat because she's hungry, or because refusing the food of a man who so obviously needs to provide it would be crueler than swallowing it? Is she accepting his care, or managing his need to give it?

And then there's the patron. Perseis, Truthsayer of Secrets. A goddess whose domain is seeing things as they truly are. Thistle has spent ninety years in Viekryss being nobody's business, deflecting his past with gentle smiles and spoon-and-dragon stories. He has built an identity - Thistle, the innkeeper, the caretaker, the kind grey-furred soul - on top of a century and a half of blood and judgment and nine graves in Thornhaven. And he has taken under his wing a young woman whose goddess specializes in burning away exactly the kind of careful, well-meaning disguise he wears.

He has not thought about this as carefully as he should. When he does, it will unsettle him. Raeve may already see more of him than he knows, or she may see nothing at all beyond a large Firbolg who overcooks the stew and leaves too many biscuits on her plate. Either possibility should keep him up at night. The first because it means his careful separation of Taliesin-the-hunter from Thistle-the-caretaker is thinner than he thinks. The second because it means the goddess of truth has decided he isn't worth examining yet, and gods tend to save their attention for moments when it will do the most damage.

The food is always warm when she comes back. The room is always clean. The biscuits are always there, whether she eats them or not. And Thistle tells himself this is enough, and that it comes from love, and that it has nothing to do with the nine names he carries or the two words that follow him into the small hours of every quiet night.

He is mostly sure about the food.

He is less sure about the rest.

NPCs

  • Marva Ironfist's father - Cobbler in Viekryss; long-time close friend (name TBD - pending player input)

Character Arc

Introduced

Session 0 - Campaign start

Major Moments

  • Experienced Thistle's Vision - catastrophic prophecy about The Portal to the Sky

Quests & Achievements

Active Quests

  • Adventurer's Gambit - Competing with Toil & Trouble
  • Thistle's Vision - Understanding and preventing the vision

Personal Quests

  • Thistle's Vision - The prophetic vision drives personal quest

Session Log

  • Session 0 - Campaign start
  • Session 1 - Felt his hand forced to join The Adventurer's Gambit after the others had committed; coaxed Raeve Nyaxia to participate as an opportunity for her to release some of her rage; Toil & Trouble began their attempt at the dungeon; received Adamantine Dagger
  • Session 2 - Completed The Adventurer's Gambit; Toil & Trouble was first group to complete the dungeon; in the magical banquet room finale, made sure everyone was fed before taking anything for himself, then pocketed a whole mess of biscuits (caretaker behavior); received 15g as share of 90g reward; held Raeve Nyaxia's 15g share as she disappeared after completion
  • Session 3 - Grilled by reporter Kessia Brightpage about dragon slayer rumors, deflected by claiming he vanquished a dragon with a spoon while feeding her biscuits (she believed him); stayed behind in the infirmary after Ellowen Moonthorn spoke with her son Emmeriss, gave Emmeriss 5g and a biscuit, invited him to visit Three Threads Tavern (caretaker behavior); followed Marva to investigate back areas with Kessia; witnessed Perrin Slatevein's disappearance; participated in investigating Renvar Ilthis's room
  • Session 4 - Passed Raeve Nyaxia her 15g share from the Gambit; prepared for travel to Davin with party
  • Session 5 - At The Griffon and Oak, greased the bartender and spent 1g on dinner and a tip; talked Marva Ironfist into a pit fight with Big John and revived her with Lay on Hands after she was knocked out
  • Session 6 - Helped question Big John at the Goblin's Fire; part of the confrontation with Gregor that landed the party in jail
  • Session 7 - Revived Lysander Cross with Lay on Hands; struck by visions in the cave; received a potion of wild shape from Ellowen; went down in the lab fight and recovered; destroyed a pit of slugs deeper in Blackroot Hollow; Renvar Ilthis recognized him as "The Hunter" (noted retroactively in Session 8)
  • Session 8 - Received a heavy wooden lockbox (50g and invoices) from Kessia Brightpage; spent the morning at the Slatevein estate trying to help with breakfast and getting in the way of the servants (a quiet battle of hospitality versus habit with the head servant); raided the kitchen with Varyn; went looking for Whitethorn's notice board and catalogued the blight warning, missing-person posters, anti-witch propaganda, and the Duke's edict

Party: Toil & Trouble

Business: Three Threads Tavern (Tavern proprietor)

Home Base: Viekryss

Alias: "Thistle"

Related Visions: Thistle's Vision

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Varyn Starwhisper

Owlin · Level 1 · Monk · active

Player Information

  • Joined Campaign: Session 0

Character Basics

  • Race: Owlin (see System/Reference/Races/owlin-scc)
  • Class: Monk
  • Background: Cartographer
  • Languages: Common, Dwarvish, Gith

Racial Traits (Owlin)

  • Size: Small or Medium (tawny owl, medium likely)
  • Speed: 30 ft walking, 30 ft flying
  • Darkvision: 120 ft (superior owl vision!)
  • Flight: Flying speed equal to walking speed (not in medium/heavy armor)
  • Silent Feathers: Proficiency in Stealth

Character Description

Appearance

  • Tawny owl appearance - brown and gold feathering
  • Owlin features
  • Upper class bearing and presentation
  • Carries cartographer's tools

Personality Traits

  • Very much into "Honey Mead" (actually B Wine made from Bristle Bottom Berry Bush)

Bonds

  • Member of Toil & Trouble adventuring party
  • Legacy member of The Compass organization
  • Father is a member of The Compass
  • Mother works with wool in his hometown
  • Family legacy and expectations from The Compass
  • Rooms with Lysander Cross at Three Threads Tavern (paired by Thistle, though they were strangers)
  • Hometown: Taversham - small town (800-1000 people) ruled by manor lord, known for wool and weird magic castle (name revealed Session 8)
  • Has traveled the world as a cartographer
  • Stayed at a monastery during his travels

Background & History

Varyn is a cartographer who has traveled the world, mapping distant lands and unfamiliar territories. His journeys have included staying at a monastery, where he honed his monastic training.

He comes from a small town of 800-1000 people, ruled by a manor lord. The town is known for two things: its wool production and a weird magic castle. His mother works with wool, continuing the town's traditional craft, while his father is a member of The Compass - the organization whose members carry compasses with metal types indicating their rank. As a legacy member, Varyn carries on this family tradition while adventuring with Toil & Trouble.

Varyn has a particular fondness for "Honey Mead," which isn't actually mead at all, but rather "B Wine" made from the Bristle Bottom Berry Bush that grows in his home region.

Goals & Motivations

Personal Goals

  • Continue mapping the world as a cartographer
  • Uphold family legacy within The Compass

Abilities & Features

Class Features

  • Unarmored Defense
  • Martial Arts
  • Ki
  • Unarmored Movement
  • Monastic Tradition:

Equipment & Inventory

Gold

Current: 74 gp

History:

  • Session 1 - +15 gp from Adventurer's Gambit rewards (90g total split 6 ways)
  • Session 8 - -1 gp paid to a night guard at the LeCroix estate to send word when Lyre woke (the guard snitched)
  • Session 8 - +60 gp share of Tryvenis Slatevein's 300g reward (split 5 ways; Lysander refused his share)

The Compass

  • Compass Type: [Metal type - indicates rank]
  • Rank: [Title within The Compass]
  • Significance: Symbol of legacy membership in The Compass

Notable Possessions

  • Cartographer's tools
  • Maps from his world travels
  • Map of Whitethorn - provided by his guild (The Compass), Session 8

Relationships

Party Members

NPCs

  • Father - Member of The Compass, carries compass indicating his rank
  • Mother - Works with wool in their hometown
  • Other Compass members

Character Arc

Introduced

Session 0 - Campaign start

Quests & Achievements

Active Quests

  • Adventurer's Gambit - Competing with Toil & Trouble

Personal Quests

  • Compass-related missions and duties
  • Balancing family legacy with adventuring life
  • Advancing rank within The Compass?
  • Mapping new territories and updating world charts
  • Understanding the mystery of why Thistle paired him with the stranger Lysander Cross

Session Log

  • Session 0 - Campaign start
  • Session 1 - Followed Lysander Cross's lead and joined The Adventurer's Gambit; hired Ellowen Moonthorn to join the team; Toil & Trouble began their attempt at the dungeon
  • Session 2 - Completed The Adventurer's Gambit; Toil & Trouble was first group to complete the dungeon; party reached the magical banquet room finale that healed and cleansed them; received 15g as share of 90g reward
  • Session 3 - Watched Stonebell Slammers attempt from private booth; witnessed Perrin Slatevein's disappearance and Renvar Ilthis's vanishing; participated in investigating Renvar's room
  • Session 4 - Searched warehouse with Lysander Cross for Perigrine LeCroix, checking ledgers for employee names; wrote letter to The Compass; began travel to Davin; performed post-combat flyover after tree-spider creature ambush
  • Session 6 - Present at the inn when the party regrouped before moving to the Earl's Manor
  • Session 7 - Handled the Earl's maps to Blackroot Hollow; searched the lab's library and recovered the research notes (Subject 14 likely Perigrine LeCroix; Perrin is Subject 25); crated the notes and parasite specimens
  • Session 8 - Kept the scattered party connected after the rescue: walked Lyre back to the LeCroix estate, urged him to rest, returned to the Slateveins to find the others, and paid a night guard 1g to send word when Lyre woke (redundant - Kessia's owl was already watching; the guard snitched anyway); raided the Slatevein kitchen with Thistle; revealed his hometown is Taversham; received a map of Whitethorn from his guild

Party: Toil & Trouble

Home Base: Viekryss

Lodging: Three Threads Tavern (rooms with Lysander Cross)

Faction: The Compass (legacy member)

Family Legacy: The Compass organization

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People of Striesara (NPCs)

Amber Ters

Master Healer · alive

Quick Reference

  • Occupation: Master Healer, one of the most respected in Davin and the region
  • Location: Davin
  • Status: Alive

Description

A respected master healer summoned to the Slatevein estate after Perrin Slatevein's rescue.

Known Information

  • Examined Perrin and reported his body "should not be alive," yet it was: organs functioning, heart healthy, soul present in the body.
  • Found no signs of curse, poison, or disease.
  • Most disturbing finding: Perrin has no magical presence, despite the healer having known and worked with him before. Unknown whether the loss is temporary or permanent, or recoverable.
  • Recommended rest.

Session History

First Appearance

Session 8 - Examined Perrin Slatevein at the Slatevein estate in Davin

Related Locations: Davin

Related NPCs: Perrin Slatevein, Tryvenis Slatevein, Mirabelle Slatevein

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Aoife

High-Elf · Shopkeeper at Thistle and Pine · alive

Quick Reference

Description

Appearance

Background

Aoife is the adult daughter of Ellowen Moonthorn. She is married to Ulder, a Firbolg. She has a brother, Emmeriss, who is currently troubled and may have joined the Bloodletters faction.

Aoife helps her mother run Thistle and Pine, the general store in Viekryss. She moved to Viekryss with her mother about a year ago when Ellowen established the shop.

Current Situation

  • Status: Alive and well
  • Location: Viekryss - works at Thistle and Pine
  • Occupation: Shopkeeper, helps run Thistle and Pine with her mother
  • Relationship with Ellowen: Close - they work together daily at the shop

Relationships

Family

Notes

Related: Ellowen Moonthorn, Ulder, Emmeriss

Family of: Ellowen Moonthorn

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Barrel Arms

Halfling · Bar Manager · alive

Quick Reference

Background & History

Barrel Arms is a halfling who works as a bar manager at the Aurora Vein casino in Viekryss.

Relationships

To Other NPCs

Session History

First Appearance

Session 4 - Mentioned as the bar manager at Aurora Vein

Interactions

  • Session 4 - Encountered during investigation at Aurora Vein

Related Locations: Aurora Vein, Viekryss

Related NPCs: Kassian Dewlight, Lady Vassara

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Big John

Human · alive

Quick Reference

  • Race: Human
  • Class/Occupation: Pit fighter at Goblin's Fire
  • Location: Davin - Goblin's Fire
  • Status: Alive

Appearance

  • A huge human.

Background & History

Big John fights in the pit at the Goblin's Fire, a seedy bar in Davin.

Session 5: Taliesin Briarmane (Thistle) talked Marva Ironfist into fighting Big John in the pit. Big John knocked Marva out; Thistle revived her with Lay on Hands.

Session 6: The party returned to the Goblin's Fire to question Big John about Perrin Slatevein. He was not terribly helpful, describing Perrin as a "decent kid, bad fighter."

Relationships

To Party Members

Session History

First Appearance

Session 5 - Fights and defeats Marva in the Goblin's Fire pit

Interactions

  • Session 6 - Questioned about Perrin; not very helpful

Related Locations: Goblin's Fire, Davin

Related NPCs: Perrin Slatevein, Marva Ironfist

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Brana

alive

Quick Reference

Personality

Bonds

Background & History

Member of the Stonebell Slammers, a team competing in the Adventurer's Gambit challenge at the Aurora Vein casino.

Goals & Motivations

Short-term Goals

  • Win the Adventurer's Gambit
  • Prove the strength of the Stonebell Slammers

Relationships

To Other NPCs

Roleplaying Notes

Information They Can Provide

  • Information about the Stonebell Slammers team
  • Details about training at Stonebell Gym
  • Insights into the Adventurer's Gambit competition

Session History

First Appearance

Session 0 - Participated in the Adventurer's Gambit at the Aurora Vein

Related Quests: Adventurer's Gambit

Related Locations: Aurora Vein, Viekryss, Stonebell Gym

Related NPCs: Milo, Toren Veil, Pexlii, Perrin Slatevein, Kara Feldron, Marva Ironfist

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Captain Edrick Havin

Human · alive

Quick Reference

  • Race: Human
  • Class/Occupation: Captain (guard/military) at the Earl's Manor
  • Location: Davin - Earl's Manor
  • Faction: Service of Caspian Cross (Earl of Davin)
  • Status: Alive

Appearance

  • Veteran bearing; polished armor with no decoration.

Background & History

Captain Edrick Havin commands forces at the Earl's Manor in Davin under Caspian Cross.

Session 6: The party met Captain Havin at the Manor when they were brought in by Lysander Cross.

Relationships

To Other NPCs

Session History

First Appearance

Session 6 - Met at the Earl's Manor

Related Locations: Davin

Related NPCs: Caspian Cross, Lysander Cross

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Caspian Cross

Dhampir · Earl of Davin · active

Quick Reference

  • Race: Cross family (see Lysander Cross)
  • Occupation: Earl of Davin
  • Title: Earl / "The Earl of Davin"
  • Location: Davin - the Earl's Manor
  • Faction: Cross Family (royal/ruling family of Davin)
  • Status: Active
  • Relationship to Party: Brother of Lysander Cross (Lyre); host and ally
  • First Met: Session 5 (referenced)

Appearance

  • The Earl of Davin maintains a large manor with significant defenses.

Background & History

Caspian Cross is the Earl of Davin and a brother of Lysander Cross (Lyre), one of the eight Cross children. He holds real power in the city, in contrast to Lyre, who considers himself "functionally insignificant" to the family.

Session 5: Lyre brought the Earl up to date on everything that had been happening in Davin and around Perrin's disappearance.

Session 6: The party was escorted to the Manor and housed on the top floor of its multi-use chapel; their animals were stabled there. Lyre stepped away from the group to assist his brother with paperwork. Critically, it emerged that Renvar had previously approached the Earl and secured Blackroot Hollow (out beyond the lake) with legitimate mining permits purchased from the Earl.

Session 7: The Earl provided the party with maps for their journey to Blackroot Hollow. At the cave entrance, Lyre later left a note on the Earl's behalf reading "Mining permit has hereby been revoked."

Session 8: Over breakfast at the LeCroix estate, Lyre formally reported that Perrin was safe and briefed him on the mad wizard. Caspian sent guards to secure the cave, began involving the proper officials, and accepted the recovered evidence (research notes, subject records, parasite jars) for formal review; the mining permit revocation was made official. He noted the matter was likely bigger than Davin and would need to be reported to their father and possibly the capital. He passed Lyre a letter (from Loriel Cross) relaying their father's request for Lysander's investigative help in Whitethorn - their father asked for Lysander by name. He loaned the party a covered wagon and a pair of horses for the journey south (he expects the horses back). He also needled Lysander about his battered state, asking whether he'd been running his mouth somewhere he shouldn't have been.

Relationships

To Party Members

  • Lysander Cross (Lyre) - Brother; Lyre assists him with administrative work and acts on his authority.

To Other NPCs

Session History

First Appearance

Session 5 - Referenced; Lyre updates him on events in Davin

Interactions

  • Session 6 - Hosts party at the Manor; revealed to have sold Blackroot Hollow permits to Renvar
  • Session 7 - Provides maps; permit "revoked" at the cave
  • Session 8 - Receives Lyre's report and the Blackroot evidence; secures the mine; relays the Duke's request; loans the party a covered wagon and horses

Related Locations: Davin, Blackroot Hollow

Related NPCs: Lysander Cross, Renvar Ilthis, Captain Edrick Havin

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Celthonis

Half-Elf · alive

Quick Reference

Appearance

  • Emerald green eyes, frazzled hair, warm pink skin.

Background & History

Celthonis is the barkeep at The Griffon and Oak in Davin, working under owner Jublisque.

Session 5: Marva Ironfist, Raeve Nyaxia, and Taliesin Briarmane went to the bar; Thistle greased the bartender.

Session History

First Appearance

Session 5 - Tending bar at the Griffon and Oak

Related Locations: The Griffon and Oak, Davin

Related NPCs: Jublisque, Brokklind

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Dara

Elf · Baker · alive

Quick Reference

  • Race: Elf
  • Class/Occupation: Baker
  • Location: Viekryss
  • Status: Alive

Background & History

Dara is an elf who works at a bakery in Viekryss. They are the spouse of Emmeriss, the troubled son of Ellowen Moonthorn.

Relationships

To Party Members

To Other NPCs

Session History

First Appearance

Session 4 - Revealed as Emmeriss's spouse during party investigation

Interactions

  • Session 4 - Mentioned as working at the bakery

Related NPCs: Emmeriss, Ellowen Moonthorn

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Delick

Elf · alive

Quick Reference

  • Race: Elf
  • Gender: Female (daughter)
  • Location: Whitethorn
  • Status: Alive

Background & History

Delick is the youngest daughter of Ellowen Moonthorn, a member of Toil & Trouble. She currently lives in Whitethorn.

Delick is one of Ellowen's four children, along with her siblings Aoife, Emmeriss, and Varick.

Relationships

To Party Members

To Other NPCs

Session History

First Appearance

Session 4 - Mentioned during conversation about Ellowen's family

Interactions

  • Session 4 - Revealed as Ellowen's youngest daughter living in Whitethorn

Related NPCs: Ellowen Moonthorn, Aoife, Emmeriss, Varick, Ulder

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Dorrith Caskwell

Dwarf · Level 5 · Chief of Operations · alive

Quick Reference

Appearance

Four feet and two inches of absolute authority. Her arms are thick from a decade working the docks, barrel-shaped in a way that makes her look like she was built for the specific purpose of moving things that don't want to be moved. She dresses practically — apron, sleeves rolled, hair pinned back — and has the posture of someone who has never once doubted that she belongs exactly where she is.

Personality

Traits

  • Complete operational command; runs the Three Threads the way she raised her nine children — with total authority and an undercurrent of genuine love she would deny if pressed
  • Zero patience for drama or inefficiency
  • Negotiates everything — salary, suppliers, seating arrangements — and always wins

Ideals

  • A thing worth doing is worth doing correctly, the first time, without being asked twice

Bonds

  • Nine children by two ex-husbands (both still living, both still slightly afraid of her)
  • Deep professional loyalty to Three Threads Tavern and Taliesin Briarmane
  • Third child followed the mining work to Viekryss; she followed the third child

Flaws

  • Finds it difficult to delegate anything she believes she could do better herself, which is most things

Mannerisms

  • Voice/speech pattern: Direct, minimal, never wastes words
  • Habits/quirks: Calls Thistle "Tree" in a good mood and "Briarmane" when she isn't; reorganizes things that were already organized well enough

Background & History

Dorrith spent a decade working the docks of a river port before a dispute with her foreman — a dispute she won, comprehensively — left her between positions. She followed her third child to Viekryss when they came for the mining work and walked into the Three Threads looking for a meal and a room. Thistle gave her both.

Midway through the meal she reorganized the kitchen and told him his supply rotation was wasteful. He offered her a job. She negotiated her salary upward before accepting. He respected that.

She has been running the place for eleven years. She is the only person on staff who has quietly understood something of what Thistle was before — not because he told her, but because she worked alongside him long enough, watched how he watched the magical clientele, and drew her own conclusions. She has never raised it. Neither has he. This suits them both.

Relationships

To Party Members

  • Taliesin Briarmane — Employer, though she'd say they work with each other rather than for. Fond of him in the way one is fond of a very large, extremely well-meaning dog.

To Other NPCs

  • Wren — Considers Wren the best cook she has ever worked with; communicates with them in the kitchen vocabulary of nods and pot-clangs they have developed together
  • Pip Goss — Manages him with brisk efficiency; privately pleased with how he's grown
  • Soleil Ashvane — Deep mutual respect; neither would call it friendship but both would defend it as something close
  • Moth — Values his reliability completely; doesn't ask questions about the tree
  • Sable Torren — Has noted her protectiveness of vulnerable patrons and approved of it; said nothing
  • Tomas Ashfeld — The new trainee. Something is slightly off and she can't prove it yet. She is watching. (DM: she will share her observations if asked directly by the party)

Roleplaying Notes

How to Play This NPC

Dorrith does not waste words. She answers questions directly, often before they're finished. She is not unkind — her efficiency is itself a form of care — but she has no interest in being charming about it. If she likes you, she tells you what you need to know before you have to ask. If she doesn't, she tells you what you need to know and nothing more.

Information They Can Provide

  • Tavern operations, supply logistics, staff schedules
  • General Viekryss town information (eleven years of local knowledge)
  • Will deflect anything about Thistle's past with professional disinterest

Potential Plot Hooks

  • One of her nine children has gotten into trouble in Viekryss
  • A previous employer from her dock days has arrived in town

Related Locations: Three Threads Tavern, Viekryss

Related NPCs: Taliesin Briarmane, Pip Goss, Wren, Soleil Ashvane, Moth, Sable Torren

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Emmeriss

Not quite half-elf · active

Quick Reference

  • Race: Not quite half-elf
  • Occupation:
  • Affiliation: May have joined Bloodletters
  • Location: Viekryss
  • Status: Troubled
  • Relationship to Party: Son of Ellowen Moonthorn (PC)
  • First Met: Session 2

Basic Information

Appearance

  • Not quite half-elf (mixed heritage) - Mostly elf, little bit human

-

Personality

-

Mannerisms

-

Background

Emmeriss is the troubled son of Ellowen Moonthorn, one of the members of Toil & Trouble. His mother has been concerned about him and his troubles have been weighing on her since she arrived in Viekryss about a year ago.

Emmeriss is married to Dara, an elf who works at a bakery in Viekryss.

Bloodletters Connection: He may have joined the Bloodletters faction voluntarily to "get right" or improve his situation. Contrary to earlier concerns, he does NOT owe money to the Bloodletters.

Relationships

Family

  • Ellowen Moonthorn - Mother (PC, Druid, member of Toil & Trouble)
  • Dara - Spouse (elf, works at bakery in Viekryss)
  • Aoife - Sister (eldest, age 192, married to Ulder)
  • Ulder - Brother-in-law (Aoife's husband, Firbolg)
  • Varick - Brother (sailor, at sea)
  • Delick - Sister (youngest, lives in Whitethorn)

Faction Connections

  • Bloodletters - May have joined voluntarily to "get right"; does NOT owe them money

Other Connections

  • Taliesin Briarmane (Thistle) - Showed kindness to Emmeriss, giving him 5g and a biscuit after his mother left

Role in Campaign

Story Significance

  • Represents Ellowen's personal quest/concern
  • Connection to the Bloodletters faction adds intrigue
  • His troubled nature is a source of worry for his mother

Interactions with Party

  • Session 2 - Encountered in the Aurora Vein infirmary after the Bloodletters team failed the Adventurer's Gambit
  • Spoken to by his mother Ellowen Moonthorn
  • After Ellowen left, Taliesin Briarmane (Thistle) stayed behind and gave him 5 gold and a biscuit (showing Thistle's caretaker nature)
  • Session 4 - Kicked out of Aurora Vein casino; assumed to have burned through the 5g given by Thistle; revealed to be married to Dara; clarified he does NOT owe money to Bloodletters

Goals & Motivations

Known Goals

-

Hidden Motivations

-

Quest Hooks

  • Ellowen may ask the party to help with her son
  • His connection to the Bloodletters could lead to faction-related quests
  • Understanding why he's troubled could reveal important backstory
  • Rescuing or redeeming Emmeriss from the Bloodletters

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Gregor

Human · alive

Quick Reference

  • Race: Human
  • Alias/Nickname: "Gregg"
  • Age: In his 20s
  • Location: Davin (frequents Goblin's Fire and Second Flame)
  • Status: Alive
  • Relationship to Party: Reluctant source on Perrin

Appearance

  • Brown skin, bright green eyes; tall for a human.

Background & History

Gregor ("Gregg") is a young man from Davin who ran with Perrin Slatevein among the city's more troubled crowd. The pair were frequently kicked out of The Griffon and Oak. His mother's real name is Lizbeth.

Session 5: At the Goblin's Fire, the party pressed Gregg for information about how Perrin got involved with the Adventurer's Gambit. He revealed that an old, cloaked, covered figure named Renvar (Renvar Ilthis) talked Perrin into going to the Gambit. Gregg also called Lysander Cross (Lyre) "kinda lame," saying he just wants to drink his family wine.

Session 6: Gregg was found at the Second Flame. Ellowen Moonthorn tried to reach him by pretending to be his mother and failed; Gregg snuck out the back. A later confrontation with Gregg resulted in the party being briefly jailed.

Relationships

To Other NPCs

  • Perrin Slatevein - Ran together among Davin's troubled crowd
  • Renvar Ilthis - Identified Renvar as the man who recruited Perrin to the Gambit
  • Mother: Lizbeth

Information They Can Provide

  • How Perrin was drawn into the Adventurer's Gambit (by Renvar)

Session History

First Appearance

Session 5 - Pressed for information at the Goblin's Fire

Interactions

  • Session 6 - Evades the party at the Second Flame; confrontation leads to party being jailed

Related Locations: Goblin's Fire, Second Flame, Davin

Related NPCs: Perrin Slatevein, Renvar Ilthis, Lysander Cross

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Grumble

Crow · Pet/Companion · alive

Quick Reference

  • Species: Crow (pet)
  • Owner: Marva Ironfist
  • Location: Viekryss (travels with Marva)
  • Status: Alive
  • First Met: Session 0

Description

Appearance

  • Crow with typical black plumage
  • Companion to Marva Ironfist (Goblin Barbarian)

Personality

  • Loyal companion to Marva
  • Typical crow behavior and intelligence

Background

Grumble is Marva Ironfist's pet crow. As Marva runs Stonebell Gym in Viekryss, Grumble is often seen around the training facility and accompanies Marva on her adventures with Toil & Trouble.

Current Situation

  • Status: Alive and healthy
  • Location: With Marva Ironfist, traveling with Toil & Trouble
  • Role: Pet companion, loyal to Marva

Relationships

Owner

Seen By

Notes

  • Pet crow belonging to Marva Ironfist
  • Accompanies the party on adventures
  • Named "Grumble"

Owner: Marva Ironfist

Type: Animal companion (crow)

Location: Viekryss

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Halden Feldron

Human · alive

Quick Reference

  • Class/Occupation: Farmer (farm outside Davin)
  • Location: Farm outside Davin
  • Status: Alive
  • Relationship to Party: Father of Kara Feldron

Background & History

Halden Feldron is the father of Kara Feldron. The Feldron home is a farm just outside Davin.

Session 5: Marva Ironfist escorted Kara into her family home. Notably, Perrin Slatevein's father (Tryvenis Slatevein) does not like the Feldron family. Kara's mother mentioned that Perrin Slatevein causes a lot of trouble.

Relationships

Family

Other

  • Tryvenis Slatevein - Does not like the Feldron family (the families are related by marriage; Tryvenis is Kara's uncle)

Session History

First Appearance

Session 5 - Referenced when the party brings Kara home to the Feldron farm

Related Locations: Davin

Related NPCs: Kara Feldron, Tryvenis Slatevein

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Hazel

Hedgehog · Animal companion · alive

Quick Reference

Description

A sweet hedgehog adopted by Ellowen Moonthorn alongside Soot and Potato.

Notes

  • Ellowen also asked Juniper Hollowtail to hold Shimmer, a recovering crow, for at least five days while the party earns more money and works on the town's crisis.

Session History

First Appearance

Session 8 - Adopted by Ellowen Moonthorn at the Witches Market in Whitethorn

Related NPCs: Juniper Hollowtail, Soot, Potato

Related Locations: Whitethorn, Witches Market

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Iris Mothpot

Gnome · Magic item shopkeeper · alive

Quick Reference

Description

A cheerful gnome selling everyday magical conveniences: self-stirring spoons, self-sweeping brooms, mending needles, weather bells, cozy blankets, shoelaces that stay tied, snore pillows, and alarm crickets.

Known Information

  • Sold the party a snore pillow (20g) and an alarm cricket (10g).
  • Confirmed threats against witches have increased and that a booth was burned.
  • Says non-magic users seem to be driving the agitation, but cannot name the leader of the disgruntled locals.

Session History

First Appearance

Session 8 - Met at Enchanted Everyday in the Witches Market

Related Locations: Whitethorn, Witches Market, Enchanted Everyday

Related Quests: The Whitethorn Blight

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Jublisque

Tiefling · alive

Quick Reference

Background & History

Jublisque is the tiefling owner of The Griffon and Oak, a mid-range tavern with a stable in Davin.

Session 5: Lysander Cross brought the party to the Griffon and Oak, where they rented three rooms for the evening.

Relationships

Staff

Session History

First Appearance

Session 5 - The party lodges at the Griffon and Oak

Related Locations: The Griffon and Oak, Davin

Related NPCs: Celthonis, Brokklind, Lysander Cross

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Juniper Hollowtail

Half-Elf · Druid; animal caretaker and familiar merchant · alive

Quick Reference

Description

A calm half-elf druid surrounded by animals, running the Witches Market's emotional center: a stall of adoptable companions.

Known Information

  • Adopted out Pickles (pygmy pig) to Raeve Nyaxia for 12g, with paperwork promising to care for him, not abuse him, and not eat him.
  • Adopted out Soot (fox kit), Potato (pocket possum), and Hazel (hedgehog) to Ellowen Moonthorn.
  • Holding Shimmer, a recovering crow, for at least five days at Ellowen's request.
  • Soot was found after falling down Juniper's chimney while chasing a butterfly.

Session History

First Appearance

Session 8 - Adopted out several animals to the party at the Witches Market

Related Locations: Whitethorn, Witches Market, Familiar Friends and Feathered Things

Related NPCs: Pickles, Soot, Potato, Hazel

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Kara Feldron

alive

Quick Reference

  • Race:
  • Class/Occupation: Artificer
  • Alias/Nickname:
  • Age:
  • Gender:
  • Location: Davin (returned to the Feldron family farm)
  • Faction: Stonebell Slammers (Adventurer's Gambit team)
  • Status: Alive

Appearance

Physical description - how they look, dress, distinguishing features:

Personality

Traits

-

Bonds

Flaws

-

Mannerisms

  • Voice/speech pattern:
  • Habits/quirks:

Background & History

Kara Feldron is an Artificer and member of the Stonebell Slammers team competing in the Adventurer's Gambit challenge at the Aurora Vein casino.

She is the cousin of Perrin Slatevein, the only son of Tryvenis Slatevein (a merchant lord). Kara came to the Adventurer's Gambit with Perrin, who was invited to join the team by Toren Veil.

Session 2: During the Slammers' attempt at the Gambit (watched by the party from a private booth), her cousin Perrin was hit by a deadly trap and disappeared. Kara is concerned because she will be in trouble with her parents if Perrin is hurt.

Session 4: Kara revealed Perrin "won't shut up about Lyre" and recognizes Lysander Cross from Davin, sharing that Perrin talks about running off to become an adventurer like Lyre. She traveled with Toil & Trouble toward Davin to investigate Perrin's disappearance. She and Perrin had been staying at the Aurora Vein; Lysander Cross helped her clear out their room, and she rode Perrin's mount on the journey.

Session 5: Back in Davin, Marva Ironfist escorted Kara into her family's farm outside the city, the home of her father Halden Feldron. Two things surfaced there: Perrin's father (Tryvenis Slatevein) does not like the Feldron family, and Kara's mother stated plainly that Perrin causes a lot of trouble.

Goals & Motivations

Short-term Goals

  • Recover her cousin Perrin Slatevein safely
  • (Originally) win the Adventurer's Gambit and prove the Stonebell Slammers

Long-term Goals

-

Fears

  • Family consequences if Perrin is harmed

Relationships

To Party Members

  • Lysander Cross - Recognizes him from Davin; he helped her clear Perrin's room at the Aurora Vein and traveled with her to Davin
  • Marva Ironfist - Escorted her home to the Feldron farm
  • Toil & Trouble - Traveled with the party to investigate Perrin's disappearance

To Other NPCs

Game Statistics

Combat Stats (if relevant)

  • AC:
  • HP:
  • Speed:
  • Stats: STR DEX CON INT WIS CHA
  • Notable Abilities: Magical Tinkering, Infuse Item, Artificer Spellcasting

Skills

-

Roleplaying Notes

How to Play This NPC

  • Inventive and resourceful
  • Brings magical-technological versatility to the team

Information They Can Provide

  • Information about the Stonebell Slammers team
  • Details about training at Stonebell Gym
  • Insights into the Adventurer's Gambit competition
  • Magical item knowledge and artifice

Potential Plot Hooks

  • Family tension between the Feldrons and the Slateveins
  • Her stake in Perrin's recovery

Session History

First Appearance

Session 2 - Present during the Stonebell Slammers' attempt at the Adventurer's Gambit; witnessed Perrin Slatevein's disappearance

Interactions

  • Session 4 - Revealed Perrin "won't shut up about Lyre"; recognizes Lyre from Davin; traveled toward Davin with the party; cleared Perrin's room at the Aurora Vein with Lyre's help; rode Perrin's mount
  • Session 5 - Escorted home to the Feldron farm by Marva; family tension with the Slateveins revealed

Quotes

> "Memorable quote" - Context

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Kassian Dewlight

Human · Casino Proprietor · alive

Quick Reference

  • Race: Human
  • Occupation: Casino Proprietor
  • Affiliation: Aurora Vein casino (owner)
  • Location: Aurora Vein, Viekryss
  • Status: Alive
  • Relationship to Party: Provided the Adventurer's Gambit quest
  • First Met: Session 1

Basic Information

Personality

  • Comes across as "gross" to some (first impression in Session 0)
  • Business-minded proprietor

Background

Kassian Dewlight is the human proprietor of the Aurora Vein casino in Viekryss. He commissioned Renvar Ilthis to design the Adventurer's Gambit, an elaborate arena-esque dungeon challenge similar to Waterdeep's Yawning Portal.

The Aurora Vein houses "The Portal to the Sky", the world's largest gemstone.

Business Operations

The Aurora Vein Casino

  • Owner and proprietor
  • Houses the world's largest gemstone
  • Features the Adventurer's Gambit challenge
  • Major gambling establishment in Viekryss

The Adventurer's Gambit

  • Commissioned Renvar Ilthis to design the challenge
  • Offered rewards to successful teams
  • Toil & Trouble was the first team to complete it (Sessions 1-2)
  • Currently cannot be reset due to Renvar's disappearance

Relationships

Professional Connections

  • Lady Vassara - Assists him with casino operations and Gambit management
  • Renvar Ilthis - Hired him to design the Adventurer's Gambit (now missing)

Party Interactions

  • Toil & Trouble - Provided them the Adventurer's Gambit quest
  • Rewarded them with 90g total and magic items upon completion

Other Connections

  • Presumably has connections to Viekryss leadership and business community

Role in Campaign

Story Significance

  • Quest giver for the party's first major quest
  • Owner of important location (Aurora Vein)
  • Employer of missing illusionist Renvar Ilthis
  • May have information about recent disappearances

Current Situation

Goals & Motivations

Known Goals

  • Run a successful casino operation
  • Provide entertainment through the Adventurer's Gambit
  • Maintain his business reputation

Session History

Session 0

  • Announced the Adventurer's Gambit as a new attraction at Aurora Vein
  • First impression: Came across as "gross" to some party members

Session 1

  • Sent official confirmation and invitations for the Adventurer's Gambit
  • Flyers printed on frost blue velum with glittering thread
  • Embossed with "Grand Opening of Aurora Vein's Adventurer's Gambit"
  • Featured Toil & Trouble with silhouettes and names
  • Included betting lines on the back

Session 2

  • Entered the magical banquet room to congratulate Toil & Trouble
  • Rewarded party with 90g total (15g each) for being the first to complete the Gambit
  • Distributed magic items including Adamantine Dagger

Session 2

  • Present during aftermath of Perrin Slatevein's disappearance
  • Dealing with crisis of Renvar Ilthis's simultaneous disappearance
  • Gambit cannot be reset without Renvar

Quest Hooks

  • May need help finding Renvar to restore the Gambit
  • Could have information about Perrin Slatevein's disappearance
  • Might offer additional quests or rewards
  • May know about the elderly humans who met with Renvar

Occupation: Casino Proprietor

Known For: Owning Aurora Vein casino and The Portal to the Sky gemstone

Status: Alive

Employer of: Renvar Ilthis (missing), Lady Vassara

Location: Aurora Vein, Viekryss

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Lady LeCroix

Noblewoman · alive

Quick Reference

Description

The widow of Perigrine LeCroix, whose husband was lost to Renvar Ilthis's experiments (likely Subject 14).

Known Information

  • Lysander Cross visited her in Session 8, dressed formally with his injuries visible, returned her husband's wedding band, and told her that her husband had become involved with an evil wizard and was no longer alive.
  • She held her grief with composure, shed a single tear, thanked Lysander for following through, and asked for privacy.

Session History

First Appearance

Session 8 - Received the news of her husband's death from Lysander Cross

Related Locations: Davin

Related NPCs: Perigrine LeCroix, Lysander Cross

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Lady Vassara

Gambit Operations Leader · alive

Quick Reference

  • Race: [Unknown]
  • Occupation: Gambit Operations Leader
  • Affiliation: Aurora Vein casino
  • Location: Aurora Vein
  • Status: Alive
  • Relationship to Party: Led operations for the Adventurer's Gambit
  • First Met: Session 1

Basic Information

Background

Lady Vassara assists Kassian Dewlight at the Aurora Vein casino and leads the Gambit operations. She was responsible for coordinating the Adventurer's Gambit challenge that Toil & Trouble completed in Sessions 1-2.

Role at Aurora Vein

Responsibilities

  • Assists Kassian Dewlight with casino operations
  • Leads Adventurer's Gambit operations
  • Coordinates adventuring teams attempting the Gambit

Authority Level

[Unknown] - Her exact authority and position within the Aurora Vein hierarchy remains unclear.

Relationships

Professional Connections

  • Kassian Dewlight - Works closely with him; assists in casino operations
  • Renvar Ilthis - May have had professional relationship with the Gambit's designer

Party Interactions

  • Toil & Trouble - Coordinated their successful completion of the Adventurer's Gambit

Role in Campaign

Story Significance

  • Key figure at Aurora Vein casino
  • Directly involved with the Adventurer's Gambit
  • May have information about Renvar Ilthis's disappearance

Current Status

  • Still present at Aurora Vein (unlike Renvar who has disappeared)
  • Presumably dealing with the fallout of the Gambit being unable to reset

Goals & Motivations

Known Goals

  • Manage Gambit operations
  • Support Kassian Dewlight's casino business

Session History

Session 1

  • Responsible for running Adventurer's Gambit operations
  • Coordinated Toil & Trouble's attempt at the challenge
  • Managed event logistics and team scheduling

Session 2

  • Oversaw completion of the Gambit by Toil & Trouble
  • Coordinated with Kassian Dewlight for reward distribution

Session 2

Quest Hooks

  • May have information about Renvar Ilthis's disappearance
  • Could provide insight into Aurora Vein operations
  • Might know about Perrin Slatevein's disappearance during the Stonebell Slammers' attempt

Occupation: Gambit Operations Leader

Known For: Leading Adventurer's Gambit operations

Status: Alive

Employer: Kassian Dewlight

Location: Aurora Vein

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Lena

alive

Quick Reference

  • Location: Viekryss
  • Status: Alive
  • Connection: Trusted contact of Marva Ironfist; Marva refers to a note from her as being from "The Other Piece"

Description

A trusted person in Marva Ironfist's life back in Viekryss. Details are still sparse.

Known Information

  • Sent Marva a note (delivered by Kessia Brightpage alongside Milo's letter) asking the group to come back and look at the fountain in Market Square.
  • Marva dictated a return letter (written with Kessia's help) with instructions about the wagon, the gym, the Ox statue situation, and messages for home, and sent 50g home to her for the fountain damage.

Relationships

Session History

First Appearance

Session 8 - Her note reached Marva in Davin; not yet met in person

Related Locations: Viekryss, Stonebell Gym

Related Quests: The Ox Fountain of Viekryss

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Loriel Cross

Dhampir · alive

Quick Reference

  • Family: Youngest of the eight Cross children (8th); only daughter
  • Location: Whitethorn
  • Status: Alive
  • First Referenced: Session 8 (letter passed to Lysander Cross via the Earl)

Description

Lysander Cross's younger sister, the 8th child of the Duke of Whitethorn. Known to have a sweet tooth - Lyre bought her a basket of treats from Mama Sugah.

Known Information

  • A letter from her (passed through Caspian Cross) relayed their father's request for Lysander's help in Whitethorn: problems requiring "an investigative touch," including trouble with the vineyards and local witches being blamed for events they may not have caused.

Relationships

Session History

First Appearance

Session 8 - Her letter to Lysander relayed via the Earl; not yet met in person

Related Locations: Whitethorn

Related NPCs: Lysander Cross, Caspian Cross

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Mama Sugah

Witch; sweets merchant · alive

Quick Reference

Description

A brightly dressed witch running The Sweet Cart, a pink-and-white sweets wagon with an animated gingerbread music-box figure. Described as the most gregarious of the market's merchants.

Known Information

  • Recommended to Lysander Cross by Willow as the place to get a treat for his sister Loriel Cross, who has a sweet tooth.
  • Sold Lyre a large basket of treats for his family: honey lavender cookies, candied apple slices, dream honey fudge, raspberry cream puffs, vanilla butter cookies, maple pecan bars, caramel popcorn, white sworn cake, and berry-lime gummies.

Session History

First Appearance

Session 8 - Sold Lysander Cross a basket of sweets at the Witches Market

Related Locations: Whitethorn, Witches Market, The Sweet Cart

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Marva's Father

Goblin · Cobbler · alive

[Marva's Father]

Quick Reference

  • Race: Goblin
  • Occupation: Cobbler
  • Location: Viekryss
  • Status: Alive
  • First Met: [Not yet met by party]
  • Relationship: Father of Marva Ironfist

Description

Appearance

  • Goblin features
  • Cobbler (likely shows signs of the trade - leather-stained hands, tools, etc.)

Personality

Background

Marva's father is a cobbler in Viekryss. He has been close friends with Taliesin Briarmane (Thistle) for many years. This friendship meant that Marva grew up around Thistle, creating a familial bond between them.

He is a skilled tradesman who makes his living repairing and crafting shoes in the mining and gambling town of Viekryss.

Current Situation

  • Status: Alive and active
  • Location: Viekryss - runs a cobbler shop
  • Occupation: Cobbler (shoe repair and crafting)
  • Relationship with Marva: Father of Marva Ironfist, proprietor of Stonebell Gym

Relationships

Family

Friends

  • Taliesin Briarmane - Close friend for years; Marva grew up around Thistle due to this friendship

Business

Notes

  • Has been friends with Taliesin Briarmane for years
  • Lives and works in Viekryss
  • Marva grew up around Thistle because of her father's friendship with him
  • Party has not met him yet
  • Needs a proper name

Related: Marva Ironfist, Taliesin Briarmane, Viekryss

Family of: Marva Ironfist

Friend of: Taliesin Briarmane

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Milo

alive

Milo "Mountainheart"

Quick Reference

  • Race:
  • Class/Occupation: Barbarian
  • Alias/Nickname: "Mountainheart"
  • Age:
  • Gender:
  • Location: Viekryss
  • Faction: Stonebell Slammers (Adventurer's Gambit team)
  • Status: Alive

Appearance

Physical description - how they look, dress, distinguishing features:

Personality

Traits

  • Talkative (talks Kessia Brightpage's ear off)
  • Helpful and willing to take on responsibilities

Ideals

-

Bonds

Flaws

-

Mannerisms

  • Voice/speech pattern:
  • Habits/quirks:

Background & History

Member of the Stonebell Slammers, a team competing in the Adventurer's Gambit challenge at the Aurora Vein casino.

Session 4: Milo has taken on additional responsibilities. He is now the "assistant to the assistant's assistant" at Stonebell Gym. Marva Ironfist left him a very detailed note to watch Kassian Dewlight (presumably at the Aurora Vein), along with instructions on how to reheat soup. Milo was given a whistle by Marva and entrusted with the soup storage key. The soup is stored locked beneath the ropes at the gym.

Session 8 - The letter: Milo's letter reached Marva in Davin (delivered by Kessia Brightpage):

  • Marva's cat has been stealing food and has learned to untie knots.
  • The Ox statue in Market Square was moved (group effort, despite Marva's explicit instructions), cracking the water pipe beneath it - "Ox is a pretty cool fountain." Some merchants cheered; others grumbled. See The Ox Fountain of Viekryss.
  • He turned down a job offer for "strong people who don't ask questions" - which made Marva proud, and more worried.
  • He's planning "Coach Marva's giant log challenge" for the Festival of Strength. Marva does not have a giant log.
  • Unsure if "she" is going back to a gym.

Goals & Motivations

Short-term Goals

  • Win the Adventurer's Gambit
  • Prove the strength of the Stonebell Slammers

Long-term Goals

-

Fears

-

Relationships

To Party Members

To Other NPCs

-

Game Statistics

Combat Stats (if relevant)

  • AC:
  • HP:
  • Speed:
  • Stats: STR DEX CON INT WIS CHA
  • Notable Abilities: Rage, Reckless Attack, Barbarian features

Skills

-

Roleplaying Notes

How to Play This NPC

  • Embodies the barbarian archetype
  • Nickname "Mountainheart" suggests strength and determination

-

Information They Can Provide

  • Information about the Stonebell Slammers team
  • Details about training at Stonebell Gym
  • Insights into the Adventurer's Gambit competition

Potential Plot Hooks

-

Session History

First Appearance

Session 0 - Participated in the Adventurer's Gambit at the Aurora Vein

Interactions

  • Session 4 - Appointed "assistant to the assistant's assistant" at Stonebell Gym; given whistle, soup storage key, and detailed instructions to watch Kassian Dewlight and reheat soup
  • Session 8 - His letter reaches Marva: the Ox fountain disaster, the cat's crimes, the refused suspicious job offer, and Festival of Strength plans

Quotes

> "Memorable quote" - Context

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Mirabelle Slatevein

Human · Magic User · active

Quick Reference

  • Race: Human
  • Occupation: Powerful magic user
  • Location: Davin
  • Status: Active
  • Relationship to Party: Mother of Perrin Slatevein; aided the party
  • First Met: Session 6

Appearance

  • [TBD]

Background & History

Mirabelle is the mother of Perrin Slatevein and wife of Tryvenis Slatevein. She was first described in Session 4 as a powerful magic user.

Session 6: Mirabelle gave the party a coin purse, presumably to aid their search for her missing son.

Session 8: When the party returned with Perrin, she rushed to her son, showing little concern for the destroyed family relic - his survival mattered far more. She hosted the party overnight in an elegant guest wing (private rooms, baths with magical hot water) and had the staff prepare an enormous thank-you breakfast. She announced Perrin's recovery but that he has lost his magical abilities, and asked the party not to discuss his missing magic with him yet. She agreed to pass Marva Ironfist's request about the Viekryss Ox fountain to her husband, who has business there.

Relationships

Family

Session History

First Appearance

Session 6 - Gives the party a coin purse

Interactions

  • Session 8 - Reunited with Perrin; hosted the party; revealed Perrin's magic loss; agreed to relay Marva's fountain request to her husband

Related Locations: Davin

Related NPCs: Perrin Slatevein, Tryvenis Slatevein, Kara Feldron

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Moth

Goblin · Level 7 · Odd Jobs & General Keeping · alive

Quick Reference

Appearance

Small even by goblin standards. Large amber eyes that catch firelight in a way that used to unsettle guests until they got used to him. Moves quietly and tends to appear in places without having seemed to walk there. His hands are always occupied — a tool, a cloth, something that needs fixing — and show the wear of decades of practical work.

Personality

Traits

  • Quiet in a way goblins rarely are; settled rather than subdued
  • Mends things before they break; fixes the chairs before they go wobbly, patches the roof before it becomes a problem
  • Has an unaccounted-for gift for sensing when someone needs quiet and when they need company — and adjusting accordingly without being asked

Ideals

  • A thing that works is a thing worth tending. People included.

Bonds

  • Connection to Marva Ironfist's father — the goblin cobbler fixed his boots twice and never charged full price; it was he who mentioned the Three Threads was looking for someone handy
  • The tree at the center of the tavern; Moth put his hand on the bark the day Thistle showed him around, nodded once, and asked where the tools were kept
  • Late forties, which for his kind is the age most have either died adventuring or found something quieter

Flaws

  • Doesn't explain himself; not out of evasion, simply because he doesn't think the explanation would be useful

Mannerisms

  • Voice/speech pattern: Sparse; tends toward single words or short phrases; comfortable with silence
  • Habits/quirks: Watches the tree with his amber eyes; the tree, as far as anyone can tell, watches back

Background & History

Moth is old for a goblin. He ended up at the Three Threads the way many things in Viekryss end up where they are — through a series of small connections that look, in retrospect, like inevitability.

He'd crossed paths with Marva Ironfist's father, the goblin cobbler, who'd repaired his boots twice and never charged him the full amount. When the cobbler mentioned the Three Threads was looking for someone with a gift for repair work, Moth came by.

Thistle gave him a tour and showed him the tree at the center of the building. He watched Moth's reaction. Moth put one small hand on the bark, nodded once like he was confirming something he'd already suspected, and asked where the tools were kept.

Thistle has never asked what Moth understood in that moment. He suspects he knows.

Moth does the hundred small and necessary things that the tavern would slowly fall apart without — none of which anyone thinks about until they aren't being done. He has no magic. He doesn't need any. He simply seems to understand, without being told, what the building needs and what the people in it need, and he attends to both with the same quiet diligence.

Relationships

To Party Members

  • Taliesin Briarmane — Employer. There is a mutual understanding between them that neither has put into words and neither needs to.
  • Marva Ironfist — Knows her through her father; has watched her come and go from the tavern with her party; treats her the way one treats someone you've known longer than they'd expect

To Other NPCs

  • Marva's Father — The goblin cobbler; the connection that brought Moth to the Three Threads
  • Dorrith Caskwell — She values his reliability completely and has never questioned how he knows what he knows
  • Tomas Ashfeld — Has seen the letters. Has said nothing yet. Is still deciding. (DM: Moth will tell Thistle if the letters continue or if he senses danger to the tavern)

Roleplaying Notes

How to Play This NPC

Moth is present without being intrusive. He appears where he's needed, does what's needed, and withdraws. He's not unsettling exactly — just quiet in a way that makes people remember he's there only after he's gone. He would be useful to the party as a source of very specific, very accurate observations about the tavern and its inhabitants. He notices everything. He offers nothing unless asked.

Information They Can Provide

  • Highly specific observations about the state of the building, the habits of its occupants, anything that's changed
  • What the tree seems to feel about things (offered obliquely, without explanation)

Potential Plot Hooks

  • Moth has noticed something wrong with the tree that he can't fix and doesn't understand
  • Something from his life before the Three Threads has caught up with him

Related Locations: Three Threads Tavern, Viekryss

Related NPCs: Taliesin Briarmane, Marva's Father, Marva Ironfist, Dorrith Caskwell

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Nettle

Cat · Pet/Companion · alive

Quick Reference

Description

Appearance

Personality

  • Typical cat behavior
  • Companion to Ellowen

Background

Nettle is Ellowen Moonthorn's cat. As Ellowen runs Thistle and Pine general store in Viekryss, Nettle likely lives at the shop or Ellowen's residence in town.

Current Situation

  • Status: Alive and healthy
  • Location: Viekryss, likely at Thistle and Pine or Ellowen's home
  • Role: Pet companion, loyal to Ellowen

Relationships

Owner

Seen By

Notes

Owner: Ellowen Moonthorn

Type: Animal companion (cat)

Location: Viekryss - Thistle and Pine

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Perigrine LeCroix

possibly deceased

Quick Reference

  • Status: Possibly deceased

Background & History

Perigrine LeCroix is a mysterious figure being sought by Lysander Cross as part of his "Antiquities" work.

Session 4: During the party's travel to Davin, they were attacked by two small tree-like spider creatures with finger-like appendages. After defeating them, the party found a ring on one of the corpse creatures inscribed with the initials of Perigrine LeCroix and his wife. The ring is not magical.

This discovery suggests that Perigrine LeCroix may have been killed or transformed, and that these creatures may be connected to his fate.

Session 7 - Likely fate confirmed: At Blackroot Hollow, Varyn Starwhisper found research notes indicating that Subject 14 might be Peregrine LeCroix. There was no sign of the rest of his body. This strongly implies LeCroix was an earlier subject of Renvar Ilthis's parasite experiments, and that the "desiccated hand" creatures the party fought were products of that work.

Relationships

To Party Members

  • Lysander Cross (Lyre) - Actively searching for Perigrine as part of "Antiquities" work
  • Varyn Starwhisper - Searching warehouse ledgers for traces of Perigrine

Session History

First Appearance

Session 4 - Ring with his initials found on defeated creature

Interactions

  • Session 4 - Ring discovered during combat encounter; party now investigating his fate

Items

Ring of Perigrine LeCroix:

  • Non-magical ring
  • Inscribed with initials of Perigrine LeCroix and his wife
  • Found on corpse of tree-like spider creature
  • Acquired by party in Session 4

Related Quests: Find Perigrine LeCroix

Related NPCs: Lysander Cross, Varyn Starwhisper

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Perrin Slatevein

alive (magic lost)

Quick Reference

  • Race:
  • Class/Occupation: Sorcerer
  • Alias/Nickname:
  • Age:
  • Gender:
  • Location: Davin (Slatevein estate)
  • Faction: Stonebell Slammers (Adventurer's Gambit team)
  • Status: Alive - recovered, but his magic is gone; retired from adventuring

Appearance

Physical description - how they look, dress, distinguishing features:

  • Wears a Cloak of the Archmage (artifact-level magic item worth more than the casino)
  • Young (referred to as "kid")
  • Wealthy appearance

Personality

Traits

-

-

Ideals

-

Bonds

Flaws

-

Mannerisms

  • Voice/speech pattern:
  • Habits/quirks:

Background & History

Perrin Slatevein is the only son of Lord Tryveris Slatevein, a merchant lord. He comes from a family of merchants and appears to be wealthy, as evidenced by the very high quality magic cloak he wore during the Adventurer's Gambit.

He is an "unknown kid" who joined the Stonebell Slammers team, competing in the Adventurer's Gambit challenge at the Aurora Vein casino. He came to the event with his cousin Kara Feldron (also on the Slammers team), having been invited by Toren Veil.

Session 2 - Disappearance: During the Stonebell Slammers' attempt at the Gambit, Perrin was hit by a deadly trap and disappeared into smoky tendrils. He was not found in the infirmary afterward. At the same time, Renvar Ilthis, the illusionist who designed the Gambit, also disappeared.

Person of Interest: Lysander Cross (Lyre) has identified Perrin as a "Person of Interest" for unknown reasons, possibly related to Lyre's work in "Antiquities." According to Kara Feldron, Perrin "won't shut up about Lyre."

Session 4: Additional details revealed:

  • Was staying at Aurora Vein with Kara
  • Keeps a journal, but did not bring it to Viekryss
  • His mother is a powerful magic user
  • His father is described as "serious but alright"
  • Everyone in Davin knows Lyre - "Cross" is the name of the royal family and the surname of all bastards in the city
  • Perrin speaks about running off and becoming an adventurer like Lyre

Session 5 - How he was recruited: At the Goblin's Fire in Davin, the party learned that an old cloaked figure, Renvar Ilthis, talked Perrin into going to the Adventurer's Gambit. Perrin is known around Davin as a troublemaker who ran with Gregor and frequently got kicked out of taverns. His mother, Mirabelle Slatevein, is the powerful magic user; his father does not like the Feldron side of the family.

Session 7 - Found at Blackroot Hollow: The party tracked Perrin to Blackroot Hollow, where he was being tortured by Renvar Ilthis. Research notes identified him as Subject 25, intended to be the first test subject of the latest iteration of Renvar's parasite experiments. Renvar escaped via Time Stop. The party recovered Perrin alive but magically incapacitated ("out of it"). His Cloak of the Archmage was found drained of its magic (now gray).

Session 8 - Recovery and retirement: Returned to the Slatevein estate in Davin. Master healer Amber Ters found his body "should not be alive" yet functioning, his soul present, no curse/poison/disease - but no magical presence; unknown if recoverable. He awoke the next morning physically recovered but without his magic. What he remembers: the mark he received lighting up and smoke surrounding him; waking in the cave; multiple voices chanting (uncertain); pain like something "ripped from every core of his body"; could not tell if others were being experimented on. He confirmed Renvar Ilthis met him at the Goblin's Fire before the Gambit, gave him pointers, and specifically encouraged him to bring his favorite cloak (the Cloak of the Archmage, now destroyed - turned to dust). Declined Lysander Cross's offered sword; his adventuring days are over - he'll focus on the family business. Lysander offered support (fencing, archery, lordly training) if he needs a new outlet.

Goals & Motivations

Short-term Goals

  • Win the Adventurer's Gambit
  • Prove the strength of the Stonebell Slammers

Long-term Goals

-

Fears

-

Relationships

To Party Members

  • Lysander Cross (Lyre) - Lyre has identified Perrin as a "Person of Interest" for unknown reasons; Lyre rushed to the infirmary when Perrin disappeared

-

To Other NPCs

-

Game Statistics

Combat Stats (if relevant)

  • AC:
  • HP:
  • Speed:
  • Stats: STR DEX CON INT WIS CHA
  • Notable Abilities: Sorcerous Origin, Metamagic, Spellcasting

Skills

-

Roleplaying Notes

How to Play This NPC

  • Magical powerhouse of the team
  • "Slatevein" surname suggests earth/stone magic origin (Draconic? Stone Sorcerer?)

-

Information They Can Provide

  • Information about the Stonebell Slammers team
  • Details about training at Stonebell Gym
  • Insights into the Adventurer's Gambit competition
  • Magical knowledge

Potential Plot Hooks

-

Session History

First Appearance

Session 0 - Mentioned as member of Stonebell Slammers competing in the Adventurer's Gambit

Interactions

  • Session 2 - During the Stonebell Slammers' attempt at the Adventurer's Gambit, was hit by a deadly trap and disappeared into smoky tendrils; not found in infirmary; Lysander Cross rushed to find him; Renvar Ilthis also disappeared at the same time
  • Session 4 - Additional details about him revealed during investigation; party traveling to Davin to search for him
  • Session 5 - Learned in Davin that Renvar Ilthis recruited him to the Gambit; known locally as a troublemaker who ran with Gregor
  • Session 6 - Investigation continues; Mirabelle Slatevein gives the party a coin purse; reference to Perrin's diary; party heads to Blackroot Hollow
  • Session 7 - Found alive but magically incapacitated at Blackroot Hollow ("Subject 25"); rescued after Renvar fled via Time Stop
  • Session 8 - Returned home; examined by Amber Ters; awoke without his magic; recounted the abduction and experiments; retired from adventuring to the family business

Quotes

> "Memorable quote" - Context

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Pexlii

alive

Quick Reference

Personality

Bonds

Background & History

Member of the Stonebell Slammers, a team competing in the Adventurer's Gambit challenge at the Aurora Vein casino.

Goals & Motivations

Short-term Goals

  • Win the Adventurer's Gambit
  • Prove the strength of the Stonebell Slammers

Relationships

To Other NPCs

Roleplaying Notes

Information They Can Provide

  • Information about the Stonebell Slammers team
  • Details about training at Stonebell Gym
  • Insights into the Adventurer's Gambit competition

Session History

First Appearance

Session 0 - Participated in the Adventurer's Gambit at the Aurora Vein

Related Quests: Adventurer's Gambit

Related Locations: Aurora Vein, Viekryss, Stonebell Gym

Related NPCs: Milo, Toren Veil, Brana, Perrin Slatevein, Kara Feldron, Marva Ironfist

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Pickles

Pygmy Pig · Animal companion · alive

Quick Reference

Description

A tiny, clean, affectionate piglet who loves pickles. Raeve fed him her pocket pickle at the stall and adopted him on the spot, filling out paperwork promising repeatedly to care for him, not abuse him, and not eat him.

Known Information

  • May eventually grow to 75-100 pounds - the party has discussed future care and size-changing potions.

Session History

First Appearance

Session 8 - Adopted by Raeve Nyaxia at the Witches Market in Whitethorn

Related NPCs: Juniper Hollowtail

Related Locations: Whitethorn, Witches Market

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Pip Goss

Human · Level 2 · Barkeep & Front of House · alive

Quick Reference

  • Race: Human
  • Age: 23
  • Class: Rogue (Inquisitive) — Level 2
  • Occupation: Barkeep & Front of House, Three Threads Tavern
  • Location: Three Threads Tavern, Viekryss
  • Status: Alive
  • Surname Note: "Goss" is the surname given to bastards born in Viekryss — a local tradition referencing the ruler's inability to produce heirs. Pip has made peace with this.

Appearance

Quick on his feet and quick with his face — he's the sort of person whose expression changes a half-second before anyone else's would, always slightly ahead of the room. Not particularly tall. Looks younger than he is in good light, older in bad light. Keeps himself tidy; front-of-house requires it and he's been doing it long enough that it's just habit now.

Personality

Traits

  • Genuinely good at reading a room; knows what people need before they ask
  • Warm and funny without being performative about it
  • Memory for faces, names, preferences — never forgets a regular's order

Ideals

  • Everyone who walks through the door deserves to be treated like they belong there

Bonds

  • The Three Threads is the only home he's ever truly had
  • Quietly devoted to Taliesin Briarmane in the way of someone who was shown care at exactly the right moment and never forgot it
  • Warm sibling-like dynamic with Soleil Ashvane, built on mutual teasing

Flaws

  • Can be overly protective of the tavern's reputation; takes slights against it more personally than is strictly professional

Mannerisms

  • Voice/speech pattern: Easy, conversational, good at the kind of small talk that doesn't feel like small talk
  • Habits/quirks: Keeps Thistle's usual mug clean and his seat at the end of the bar free without being asked or acknowledged for it

Background & History

Pip was born in Viekryss and carries the surname Goss the way all local bastards do — a joke he has long since made peace with, mostly by leaning into it. When his mother died he was seventeen, no lodging, sleeping in doorways. Thistle found him on the tavern steps one morning, gave him breakfast without comment, and asked if he could carry things.

He could. He worked as a pot-boy for two years. When he was old enough, and when Thistle decided he was ready — which Pip maintains took six months longer than it should have — he moved to the bar. He has been there ever since. He grew up around magical clientele and handles them with an ease that surprises people who expect discomfort. He's never had any magic of his own, which once bothered him. It doesn't anymore.

Relationships

To Party Members

  • Taliesin Briarmane — Employer, father figure, the person who gave him breakfast when nobody else did. Pip would never say any of this aloud.

To Other NPCs

  • Dorrith Caskwell — Managed by her efficiently; respects her completely
  • Soleil Ashvane — Warm sibling-like dynamic; mostly teasing
  • Sable Torren — Gets along well with her in the evenings when their shifts overlap; appreciates her edges

Roleplaying Notes

How to Play This NPC

Pip is the face of the Three Threads — warm, present, and genuinely interested in the people in front of him. He's funny without working at it. He reads the room instinctively and adjusts. He will notice if something is off with a patron and address it quietly, efficiently, without making the patron feel watched.

Information They Can Provide

  • Everything that gets said at the bar, which is most things
  • Regular patrons' habits, patterns, relationships
  • Local Viekryss news and gossip
  • History of the Three Threads (from his vantage; he knows only what Thistle has let show)

Potential Plot Hooks

  • Pip has overheard something at the bar he doesn't know what to do with
  • A relative of his mother's has arrived in Viekryss looking for him

Related Locations: Three Threads Tavern, Viekryss

Related NPCs: Taliesin Briarmane, Dorrith Caskwell, Soleil Ashvane, Sable Torren

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Renvar Ilthis

Unknown · Illusionist; parasite researcher · at large

Quick Reference

  • Race: Unknown
  • Occupation: Illusionist
  • Affiliation: Aurora Vein casino
  • Location: Last seen at Aurora Vein (now missing)
  • Status: Missing (disappeared Session 3)
  • Relationship to Party: Designed the Adventurer's Gambit challenge
  • First Met: Session 1 (indirectly - as designer of the Gambit)

Basic Information

Personality

  • Skilled illusionist
  • Creative dungeon/challenge designer

Background

Renvar Ilthis is an illusionist who designed the Adventurer's Gambit challenge for Kassian Dewlight's Aurora Vein casino. The Gambit is an arena-esque dungeon experience similar to Waterdeep's Yawning Portal, featuring elaborate illusions, traps, and challenges.

His work on the Gambit demonstrates considerable skill in illusion magic and encounter design, creating a magical banquet room finale that heals and cleanses adventurers.

Disappearance (Session 3)

Renvar disappeared during Session 3, coinciding with Perrin Slatevein's disappearance when Perrin was hit by a deadly trap and vanished into smoky tendrils during the Stonebell Slammers' attempt at the Gambit.

Without Renvar, the Adventurer's Gambit cannot be reset.

Renvar's Room Investigation

When Toil & Trouble investigated Renvar's room at the Aurora Vein:

  • The room was immaculate
  • Nothing had been touched
  • It didn't appear that anyone was actually staying there
  • Maids had no information about him
  • Renvar had meetings with a couple of humans in their 60s

This suggests Renvar may not have been staying at the Aurora Vein despite having a room there, or that he kept minimal personal effects.

Revealed as Antagonist (Sessions 5-7)

Appearance: Medium build, average height, meticulously dressed.

Session 5: At the Goblin's Fire in Davin, the party learned that a cloaked figure matching Renvar talked Perrin Slatevein into entering the Adventurer's Gambit. Renvar deliberately drew Perrin in.

Session 6: It emerged that Renvar had previously approached the Earl (Caspian Cross) and secured Blackroot Hollow, out beyond the lake, with legitimate mining permits, using it as cover.

Session 7 - Confrontation: The party found Renvar at Blackroot Hollow torturing Perrin. The site was a laboratory for grotesque parasite experiments: canisters of augmented parasites (the desiccated hand/foot creatures), research notes numbering subjects, and a drained Cloak of the Archmage. His notes establish:

  • A living parasite must be used as a buffer to keep a host from tearing itself apart.
  • Subject 14 may be Perigrine LeCroix; Subject 25 is Perrin.
  • Complaints that the work was taking far too long.

When confronted, Renvar cast Time Stop and disappeared. He is now at large. (Note: he was not wearing the cloak.)

Session 8 - Aftermath:

  • The evidence was turned over to the Earl (Caspian Cross); guards were sent to secure the mine and the matter escalated toward the Duke and possibly the capital.
  • Perrin Slatevein confirmed Renvar met him at the Goblin's Fire before the Gambit, gave him pointers, and specifically encouraged him to bring his favorite cloak (the Cloak of the Archmage). The party reasons Renvar may have originally wanted the cloak and found Perrin a useful second prize.
  • Perrin's magic is gone and the cloak was destroyed (dust), suggesting Renvar may be harvesting or stripping magical essence from both objects and people.
  • Renvar recognized Thistle as "The Hunter" during the Session 7 confrontation.
  • With strange blight and disappearances around Whitethorn, the party has not ruled out Renvar as a larger influence.

Relationships

Professional Connections

  • Kassian Dewlight - Employer; hired Renvar to design the Adventurer's Gambit
  • Lady Vassara - Works with Kassian; may have had professional relationship with Renvar

Mysterious Contacts

  • Two humans in their 60s - Had meetings with Renvar; identities and purpose unknown

Potential Connections

  • Perrin Slatevein - Disappeared at the same time as Renvar (coincidence or connected?)

Role in Campaign

Story Significance

  • Designer of the Adventurer's Gambit
  • His disappearance prevents the Gambit from being reset
  • May be connected to Perrin Slatevein's disappearance
  • His room suggests he wasn't truly residing at the Aurora Vein

Mystery Elements

  • Why did he disappear at the same time as Perrin?
  • Why does his room look unused?
  • Who were the elderly humans he met with?
  • Was his disappearance planned or forced?
  • Is he truly missing or did he leave intentionally?

Goals & Motivations

Known Goals

  • Design elaborate magical challenges and illusions
  • Create the Adventurer's Gambit for Kassian Dewlight

Hidden Motivations

  • Unknown
  • His true goals remain mysterious

Quest Hooks

  • Finding Renvar to restore the Adventurer's Gambit
  • Investigating his disappearance and connection to Perrin
  • Tracking down the elderly humans he met with
  • Discovering why his room appeared unused
  • Uncovering his true purpose at the Aurora Vein

Occupation: Illusionist

Known For: Designing the Adventurer's Gambit

Status: Missing (Session 3)

Connected to: Perrin Slatevein (both disappeared simultaneously)

Employer: Kassian Dewlight

Location: Aurora Vein

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Sable Torren

Tiefling · Level 3 · Evening Service · alive

Quick Reference

Appearance

Red-skinned, with small curved horns and a tail she has trained herself to keep still when she's irritated — a skill that took years of effort she resents having had to develop. She dresses well for evening work without being overdressed. Has the particular ease of someone who has learned exactly how much space they're allowed to take up and quietly decided to take a little more than that.

Personality

Traits

  • Charming in a way that has an edge to it; funny in a way that occasionally startles people
  • Deeply, fiercely good at her job in a way she'd prefer not to be recognized for, because she doesn't want anyone to think she cares
  • She cares

Ideals

  • Everyone who walks through this door is entitled to the same evening, regardless of what they look like or where they came from. She knows what it's like to be assessed on arrival.

Bonds

  • Viekryss is her town; she grew up here and knows every corner of it
  • The Three Threads is the first place she has ever worked where nobody looked at her like a question

Flaws

  • The armor she built in adolescence is still on; she keeps waiting to need it, which means she sometimes reaches for it when she doesn't

Mannerisms

  • Voice/speech pattern: Dry, quick, with a warmth underneath that surfaces unexpectedly
  • Habits/quirks: The tail stilling effort is visible to a careful observer — a moment of stillness before her expression resets to pleasant. She does it several times an evening.

Background & History

Sable grew up in Viekryss. Spent her adolescence being looked at the way Tieflings often are — like a question someone hasn't decided the answer to — and developed the armor such an adolescence requires. She is twenty-six and has been wearing it long enough that she doesn't always notice when she still has it on.

She applied at the Three Threads half expecting to be turned away and had a whole speech prepared about why that was the establishment's loss. Thistle looked up when she came in, said "Evening work, if you want it," and went back to wiping down the bar. She stood there waiting for the rest of it and then realized there wasn't any. She started the following evening.

He has never looked at her like a question. She doesn't know what to do with this, so she doesn't think about it and instead does her job extremely well — which she has decided is the correct response to kindness you don't know how to accept.

She is, quietly, the staff member most likely to intervene if a patron makes trouble for any of the Three Threads' more vulnerable clientele — particularly those touched by magic, who find their way here and sometimes forget that not everywhere is as safe. She does so with an efficiency that surprises people who were expecting an easy target.

Relationships

To Party Members

  • Taliesin Briarmane — Employer. He hired her without caveats. She has not forgotten this, and she expresses it by doing her job perfectly.
  • Raeve Nyaxia — A recognition without acknowledgment. Two people who have learned to wear their edges outward. Sable leaves her alone in the way that constitutes respect, and keeps her mug full.

To Other NPCs

  • Dorrith Caskwell — Dorrith has noted Sable's protectiveness of vulnerable patrons, approved of it, and said nothing. Sable is aware of this and finds it satisfying.
  • Pip Goss — Gets along well during the hour their shifts overlap; appreciates that he doesn't try to soften her edges

Roleplaying Notes

How to Play This NPC

Sable is sharp and warm in equal measure, though the warmth takes longer to reach the surface. She's funny — genuinely, not performatively — and she pays attention. She is protective of the Three Threads and its purpose without being precious about it. If the party is in danger of disrupting the sanctuary the tavern provides, she will notice and she will say something, with more patience than she'd extend to most.

Information They Can Provide

  • Everything that happens during evening hours — who comes in, who leaves with whom, what was said loudly enough to carry
  • Viekryss locals; she's known many of them her whole life
  • Which patrons she has had to manage and why

Potential Plot Hooks

  • Someone has been coming in evenings specifically to watch one of the magical patrons — Sable has noticed and it's starting to concern her
  • Something from her adolescence in Viekryss has resurfaced in an unexpected way

Related Locations: Three Threads Tavern, Viekryss

Related NPCs: Taliesin Briarmane, Dorrith Caskwell, Pip Goss, Raeve Nyaxia

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Snowball

Goat · alive

Quick Reference

  • Race: Goat
  • Role: Animal companion of Ellowen Moonthorn
  • Status: Alive
  • First Met: Session 5

Background & History

Snowball is a goat acquired by the party near Davin. Marva Ironfist bought a goat for 1 gold, and Ellowen Moonthorn has attuned to the goat (named Snowball). The goat's milk featured in one of Ellowen's cauldron-rendering schemes; she produced 4 cups of goat's milk.

Session History

First Appearance

Session 5 - Acquired near Davin; Ellowen attunes to and names the goat Snowball

Related NPCs: Ellowen Moonthorn, Marva Ironfist

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Soleil Ashvane

Half-Elf · Level 3 · Lodging & Guest Services · alive

Quick Reference

Appearance

Neat, gracious, and precise in the way of someone who genuinely believes that presentation is a form of respect — for the space, for the guest, for the work. Not flashy. Everything about her is considered and quietly intentional. She moves through the upper floors of the Three Threads like she owns them, which in a practical sense she does.

Personality

Traits

  • Meticulous; believes that a well-made room is a form of care
  • Gracious without being obsequious — there is a difference and she knows it
  • Excellent memory for guest preferences; adjusts without being asked or acknowledged

Ideals

  • A room should feel like an exhale. That's all it needs to do.

Bonds

  • Four years at the Three Threads; the work suits her and she suits the work
  • Warm sibling-like dynamic with Pip Goss, built on mutual teasing
  • Deep mutual respect with Dorrith Caskwell that neither would call friendship but both would defend

Flaws

  • Has a tendency to manage situations rather than feel them; finds it easier to solve a problem than to sit with it

Mannerisms

  • Voice/speech pattern: Even, warm, never hurried
  • Habits/quirks: Leaves sprigs of dried lavender on pillows; turns down beds even when not strictly required; remembers window preferences for every returning guest

Background & History

Soleil came to Viekryss following a man, which she will admit freely — she has long since decided that shame about the past is a waste of her time. The man had promised several things he had no intention of delivering. When this became apparent she was left in a new city with no work and no references.

She walked into the Three Threads, asked to speak with the proprietor, and laid out her situation plainly and without self-pity. Thistle listened to the whole thing. Then he asked her one question: what did she think a good room should feel like?

She told him. He hired her on the spot.

She has not thought about the man who brought her to Viekryss for approximately three and a half of the four years she has been here. She considers this a success.

Relationships

To Party Members

  • Taliesin Briarmane — Employer. He asked her the right question and trusted the answer. She does not take that lightly.
  • Lysander Cross — Manages his lodging; long-term boarder
  • Varyn Starwhisper — Manages his lodging; long-term boarder
  • Raeve Nyaxia — Keeps her room ready without being told. Understands, without discussing it, that Thistle wants this done.

To Other NPCs

  • Pip Goss — Sibling energy; mostly expressed through teasing
  • Dorrith Caskwell — Mutual respect; professional alignment; neither has called it friendship yet

Roleplaying Notes

How to Play This NPC

Soleil is gracious and warm but never soft. She manages people the way she manages rooms — with efficiency and genuine care, and without drawing attention to either. She is perceptive and will notice things about the party's condition (injuries, moods, what they're not saying) and address them practically rather than emotionally.

Information They Can Provide

  • Guest patterns, arrival and departure times, anything noticed in the course of the rooms
  • Which boarders have had visitors; what was left behind; what was missing
  • General Viekryss gossip absorbed from guests

Potential Plot Hooks

  • Something has gone missing from a guest room that Soleil can't account for
  • The man who brought her to Viekryss has reappeared

Related Locations: Three Threads Tavern, Viekryss

Related NPCs: Taliesin Briarmane, Pip Goss, Dorrith Caskwell, Lysander Cross, Varyn Starwhisper, Raeve Nyaxia

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Soot

Fox · Animal companion · alive

Quick Reference

Description

A chaotic young fox kit who enjoys biting ankles because the reactions are funny. He was found after falling down Juniper Hollowtail's chimney while chasing a butterfly.

Session History

First Appearance

Session 8 - Adopted by Ellowen Moonthorn at the Witches Market in Whitethorn

Related NPCs: Juniper Hollowtail, Potato, Hazel

Related Locations: Whitethorn, Witches Market

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Toren Veil

alive

Toren Veil "Tectonic"

Quick Reference

  • Class/Occupation: Fighter
  • Alias/Nickname: "Tectonic"
  • Location: Viekryss
  • Faction: Stonebell Slammers (Adventurer's Gambit team)
  • Status: Alive

Personality

Bonds

Background & History

Member of the Stonebell Slammers, a team competing in the Adventurer's Gambit challenge at the Aurora Vein casino.

Goals & Motivations

Short-term Goals

  • Win the Adventurer's Gambit
  • Prove the strength of the Stonebell Slammers

Relationships

To Other NPCs

Roleplaying Notes

How to Play This NPC

  • Tactical and disciplined fighter
  • Nickname "Tectonic" suggests earth-shaking power or immovable defense

-

Information They Can Provide

  • Information about the Stonebell Slammers team
  • Details about training at Stonebell Gym
  • Insights into the Adventurer's Gambit competition
  • Combat tactics and strategy

Session History

First Appearance

Session 0 - Participated in the Adventurer's Gambit at the Aurora Vein

Related Quests: Adventurer's Gambit

Related Locations: Aurora Vein, Viekryss, Stonebell Gym

Related NPCs: Milo, Pexlii, Brana, Perrin Slatevein, Kara Feldron, Marva Ironfist

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Tryvenis Slatevein

Human · Merchant Lord · active

Lord Tryveris Slatevein

Quick Reference

  • Race: Human
  • Occupation: Merchant Lord
  • Title: Lord
  • Affiliation: Merchant family
  • Location: Unknown
  • Status: Active
  • Relationship to Party: Father of Perrin Slatevein, who is a Person of Interest for Lysander Cross (Lyre)
  • First Met: Not yet met

Basic Information

Background

Lord Tryveris Slatevein is a merchant lord who comes from a family of merchants. He is the father of Perrin Slatevein, a young sorcerer who joined the Stonebell Slammers adventuring team.

His family appears to be wealthy and influential, as evidenced by his son wearing a very high quality magic cloak during the Adventurer's Gambit.

Session 8: After the party returned Perrin to the estate, Lord Slatevein insisted a healer (Amber Ters) examine him. He tried to compensate the party for the rescue; when Lysander Cross refused payment as a matter of duty, he redirected the pouch of 300 gold to Marva Ironfist, who absolutely took it. Kessia Brightpage learned nothing further of use from him. He has business in Viekryss; Mirabelle Slatevein agreed to pass along the details of Marva's Ox fountain problem to him. He seems eager to direct Perrin toward the family business.

The family relic, the Cloak of the Archmage, was destroyed - drained of its power and turned to dust.

Relationships

Family

Business & Political Connections

  • Merchant family connections
  • Unknown political influence in the region

Party Connections

  • Lysander Cross (Lyre) - Has identified Perrin as a "Person of Interest" for unknown reasons

Role in Campaign

Story Significance

  • His son Perrin is a Person of Interest for Lyre (mysterious connection to "Antiquities"?)
  • Wealthy merchant lord with potential political influence
  • His son disappeared during the Adventurer's Gambit (Session 3)

Potential Involvement

  • May become involved if his son's disappearance is investigated
  • Could be a patron or antagonist depending on circumstances
  • His merchant connections could be relevant to Lyre's "Antiquities" work

Goals & Motivations

Known Goals

  • Presumably wants his son safe and successful

Quest Hooks

  • Investigation into Perrin's disappearance
  • Business dealings with the merchant lord
  • Lyre's interest in Perrin may lead to complications with the father
  • Family secrets or merchant intrigue

Title: Merchant Lord

Son: Perrin Slatevein

Niece: Kara Feldron

Connected to: Lysander Cross (Lyre's Person of Interest)

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Tywan Goss

alive

Quick Reference

  • Occupation: Ruler of Viekryss
  • Gender: Male
  • Location: Viekryss (Ruler)
  • Status: Alive

Personality

Bonds

  • Ruler of Viekryss
  • On his third wife
  • Desperately seeking an heir

Flaws

  • Unable to sire an heir (through three marriages)

Background & History

Tywan Goss is the current ruler of Viekryss. Despite being on his third wife, he has been unable to produce a legitimate heir, a fact that has become a source of significant political and personal concern. This situation has become so well-known in Viekryss that bastards born in the city are given the surname "Goss" as a running joke about the ruler's inability to produce heirs.

The Heir Problem

Marriages

  • On his third wife (no heirs from any marriage)

The "Goss" Bastard Tradition

The Running Joke

In Viekryss, bastards born in the city are given the surname "Goss" - a darkly humorous reference to Tywan Goss's inability to produce legitimate heirs. The joke essentially implies that these bastards have done what the ruler himself cannot: produce children.

Goals & Motivations

Short-term Goals

  • Produce a legitimate heir
  • Maintain stability in Viekryss
  • Deal with Bloodletter's Revelry aftermath?

Long-term Goals

  • Secure the succession
  • Strengthen his rule
  • Leave a legacy

Fears

  • Dying without an heir
  • Civil war over succession
  • Being remembered as a failure
  • Being mocked by history

Relationships

To Party Members

To Other NPCs

Title: Ruler of Viekryss

Marriages: Three (no heirs)

Current Wife:

Succession: Uncertain

Related Locations: Viekryss

Political Concern: Lack of heir, succession crisis

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Ulder

Firbolg · alive

Quick Reference

  • Race: Firbolg
  • Gender: Male
  • Location: Viekryss
  • Status: Alive

Personality

Bonds

Background & History

Ulder is a Firbolg who is married to Aoife, Ellowen Moonthorn's daughter. The family lives in Viekryss, where Ellowen runs Thistle and Pine general store.

Relationships

To Party Members

To Other NPCs

  • Aoife - Wife (Ellowen's daughter)
  • Emmeriss - Brother-in-law (Ellowen's troubled son)

Related PCs: Ellowen Moonthorn (mother-in-law)

Related NPCs: Aoife (wife), Emmeriss (brother-in-law)

Location: Viekryss

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Varick

Elf · Sailor · alive

Quick Reference

  • Race: Elf
  • Occupation: Sailor
  • Gender: Male (son)
  • Location: At sea (home port Tauranga)
  • Status: Alive

Background & History

Varick is a son of Ellowen Moonthorn, a member of Toil & Trouble. He works as a sailor and crews on a merchant ship operating out of Tauranga. His current whereabouts are unknown as he is at sea.

Varick is married and his husband also crews on the same merchant ship.

Varick is one of Ellowen's four children, along with his siblings Aoife (eldest, age 192), Emmeriss (troubled), and Delick (youngest).

Relationships

To Party Members

To Other NPCs

  • Husband - Also a sailor on the same merchant ship crew
  • Aoife - Sister (eldest, age 192, married to Ulder)
  • Emmeriss - Brother (troubled, married to Dara)
  • Delick - Sister (youngest, lives in Whitethorn)
  • Ulder - Brother-in-law (Aoife's husband, Firbolg)

Session History

First Appearance

Session 4 - Mentioned during conversation about Ellowen's family

Interactions

  • Session 4 - Revealed as Ellowen's sailor son; current location unknown (at sea)

Related Locations: Tauranga (home port)

Related NPCs: Ellowen Moonthorn, Aoife, Emmeriss, Delick, Ulder

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Varyn's Father

Owlin · Member of The Compass · alive

[Varyn's Father]

Quick Reference

  • Race: Owlin
  • Occupation: Member of The Compass
  • Location: [Varyn's hometown - small town, 800-1000 people]
  • Status: Alive
  • First Met: [Not yet met by party]
  • Relationship: Father of Varyn Starwhisper

Description

Appearance

  • Owlin features
  • Carries a compass indicating his rank within The Compass

Personality

Background

Varyn's father is a member of The Compass, a guild or organization where members carry compasses with different metal types indicating their rank. He lives in Varyn's hometown, a small town of 800-1000 people ruled by a manor lord, known for its wool production and a weird magic castle.

As a member of The Compass, he passed this legacy to his son Varyn Starwhisper, who is now a legacy member of the organization while adventuring with Toil & Trouble.

Current Situation

  • Status: Alive
  • Location: Varyn's hometown (small town known for wool and weird magic castle)
  • Occupation: Member of The Compass organization
  • Family: Married to [Varyn's mother], father of Varyn Starwhisper

Relationships

Family

  • Varyn Starwhisper - Son (Owlin Monk, cartographer, legacy member of The Compass)
  • Varyn's Mother - Wife (works with wool in hometown)

Organization

  • The Compass - Member (rank indicated by compass metal type)

The Compass

  • Organization where members carry compasses
  • Metal type of compass indicates rank
  • Varyn is a "legacy member" due to his father's membership
  • Purpose and activities of organization [TBD]

Notes

  • Lives in small town (800-1000 people) ruled by manor lord
  • Town known for wool production and weird magic castle
  • Carries compass indicating rank in The Compass
  • Varyn is legacy member following in father's footsteps
  • Party has not met him yet
  • Needs a proper name

Related: Varyn Starwhisper, Varyn's Mother, The Compass

Family of: Varyn Starwhisper

Member of: The Compass

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Varyn's Mother

Owlin · Wool worker · alive

[Varyn's Mother]

Quick Reference

  • Race: Owlin
  • Occupation: Wool worker
  • Location: [Varyn's hometown - small town, 800-1000 people]
  • Status: Alive
  • First Met: [Not yet met by party]
  • Relationship: Mother of Varyn Starwhisper

Description

Appearance

  • Owlin features
  • Likely shows signs of working with wool (traditional craft)

Personality

  • Skilled craftswoman
  • Continues town's traditional wool craft

Background

Varyn's mother works with wool in Varyn's hometown, a small town of 800-1000 people ruled by a manor lord. The town is known for two things: its wool production and a weird magic castle.

She continues the town's traditional craft of wool working, likely spinning, weaving, or processing wool from local flocks. She is married to [Varyn's father], a member of The Compass organization.

Current Situation

  • Status: Alive
  • Location: Varyn's hometown (small town known for wool and weird magic castle)
  • Occupation: Wool worker (continuing town's traditional craft)
  • Family: Married to Varyn's Father, mother of Varyn Starwhisper

Relationships

Family

Community

  • Likely connected to other wool workers in town
  • Part of town's traditional craft economy

The Hometown

  • Small town (800-1000 people)
  • Ruled by manor lord
  • Known for:
  • Wool production (mother's trade)
  • Weird magic castle
  • Traditional craft-based economy

Notes

  • Lives in small town ruled by manor lord
  • Works with wool, continuing town tradition
  • Raised Varyn Starwhisper alongside Varyn's Father
  • Party has not met her yet
  • Needs a proper name

Related: Varyn Starwhisper, Varyn's Father

Family of: Varyn Starwhisper

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Willow

Human · Witch; herbalist (tinctures, enchanted fertilizer, remedies) · alive

Quick Reference

Description

An elderly human witch, warm and grounded, clearly beloved in Whitethorn. She sells tinctures, enchanted fertilizer, and herbal remedies. She met the party at the Witches Market and recommended Lysander Cross visit Mama Sugah at The Sweet Cart for a treat for his sister Loriel Cross, or get her a pet from the pet stalls.

Known Information

  • Tired and frustrated by the accusations against witches over the vineyard blight; insists the witches have no reason to harm the city they live in and support.
  • Says fear is making people foolish and dangerous; some witches have closed their stalls and one booth has been burned.
  • Discussed potion ingredients with Ellowen Moonthorn: witch hazel twigs, golden milkweed, ash petals, and sunburst chamomile (helps stomach ailments and anxiety).
  • Agreed to a trade with Ellowen: her sunburst chamomile preparation for Ellowen's special salad recipe; gave Ellowen a sample.

Relationships

Session History

First Appearance

Session 8 - Met the party at the Witches Market in Whitethorn

Related Locations: Whitethorn, Witches Market, Root and Raven Apothecary

Related Quests: The Whitethorn Blight

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Wren

Halfling · Level 3 · Kitchen & Cooking · alive

Quick Reference

  • Race: Halfling
  • Class: Wizard (School of Divination) — Level 3
  • Occupation: Kitchen & Cooking, Three Threads Tavern
  • Location: Three Threads Tavern, Viekryss
  • Status: Alive
  • Note: Goes by one name only. Has never offered a surname and has not been asked.

Appearance

Three feet of quiet precision. Moves in the kitchen with the particular economy of someone who has spent years working in spaces built for people twice their size and has long since optimized every motion. Their hands are quick and capable; the knives they own are very good and very well-maintained. Unremarkable in the way of someone who prefers it — easy to overlook until you eat the food, at which point you start wondering what else you missed.

Personality

Traits

  • Does not talk much — not from inability, simply preference
  • Communicates through nods, gestures, and the occasional decisive clang of a spoon that Dorrith Caskwell has learned to read as fluently as speech
  • Communicates most clearly through food, which somehow always tastes like exactly what the person needed rather than simply what they ordered

Ideals

  • Feeding someone well is a complete act; it doesn't require explanation or acknowledgment

Bonds

  • Six years at the Three Threads; shows no sign of leaving
  • The kitchen is theirs — they built a low platform along the workspace so they can move at their own scale without compromise
  • The knives that came wrapped in cloth the night they arrived; worn handles, clearly loved

Flaws

  • Shares nothing about their past, even when it might be useful or kind to do so

Mannerisms

  • Voice/speech pattern: Minimal. Nods. The occasional one-word answer. The spoon-clang system with Dorrith
  • Habits/quirks: Can be heard humming on quiet mornings over the prep work — low, tuneless, entirely their own

Background & History

Nobody knows Wren's history because Wren doesn't offer it. They arrived at the tavern's back door on a winter night with nothing but a bundle of kitchen knives wrapped in cloth. Thistle opened the door, looked at them for a moment, stepped aside, and let them in. He put food in front of them and asked no questions. The next morning Wren was in the kitchen.

That was six years ago. They have been there ever since. Dorrith Caskwell, who is not sentimental, will say privately that Wren is the best cook she has ever worked with, and she has worked with many. The Three Threads' three most popular dishes were invented by Wren, who has never explained what's in them.

The kitchen was built for humans. The counters are at an inconvenient height. Wren solved this years ago with a low wooden platform that runs the length of the workspace — their domain, at their scale, where they move with total ease while everyone else has to duck under Thistle's elbows.

Relationships

To Party Members

  • Taliesin Briarmane — Employer. They navigate the kitchen around each other in practiced silence. Thistle opened the door without asking questions; Wren has not forgotten this.

To Other NPCs

  • Dorrith Caskwell — The two have developed a functional kitchen language of nods and pot-clangs. Dorrith considers this entirely adequate communication.

Roleplaying Notes

How to Play This NPC

Wren does not volunteer information or conversation. They are not unfriendly — they simply don't waste words. If a patron or party member engages them directly, they respond briefly and with care. Their food, however, speaks for them; a meal from Wren always seems to land in a way that feels almost uncanny.

Information They Can Provide

  • What people have eaten and roughly when (they track the kitchen meticulously)
  • Nothing about themselves

Potential Plot Hooks

  • Someone comes looking for Wren specifically, with information about where they came from
  • One of Wren's dishes contains an ingredient that turns out to be significant

Related Locations: Three Threads Tavern, Viekryss

Related NPCs: Taliesin Briarmane, Dorrith Caskwell

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Locations

Blackroot Hollow

dungeon

Quick Reference

  • Type: Cave / hidden laboratory
  • Region: Out beyond the lake, near Davin
  • Danger Level: Deadly
  • First Visited: Session 7

Description

Overview

Blackroot Hollow is a cave complex out beyond the lake near Davin. Renvar Ilthis secured the site under legitimate mining permits purchased from the Earl, Caspian Cross, using it as cover for grotesque parasite experiments.

Atmosphere & Sensory Details

  • The forest visibly changes as one approaches the Hollow.
  • The cave smells of rotting fruit and hot iron.
  • The cave mouth looks like a gaping mouth.

Geography

Points of Interest

  • Combat approach - The party fought "desiccated foot" creatures (kin to the tree-spider creatures from Session 4) on the way in.
  • Laboratory - Canisters holding augmented parasites (the desiccated hand creatures). Perrin Slatevein was being tortured here by Renvar Ilthis.
  • Library - Research notes detailing the experiments; subjects numbered (Subject 14, Subject 25).
  • Slug pit - A pit full of slugs that Taliesin Briarmane destroyed; the stream exits at another point.

Session History

Visits & Events

  • Session 7 - The party traveled here using maps provided by the Earl (Caspian Cross). After combat in the changing forest and the cave, they confronted Renvar Ilthis, who was torturing Perrin. Renvar cast Time Stop and disappeared. The party recovered Perrin (alive but magically incapacitated), gathered the research notes and parasites into a crate, and destroyed the slug pit. Lyre left a note at the entrance: "Mining permit has hereby been revoked."

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Berghang

city

Quick Reference

  • Type: City

Description

Berghang is known for its waterway, which has a reputation for being cursed. The nature and origin of this curse remain a subject of local legend and concern.

Geography

The Cursed Waterway

  • Central feature of Berghang
  • Known to be cursed (nature of curse TBD)
  • Source of local legends and fear

Mysteries

  • What is the true nature of the curse on the waterway?
  • How did the waterway become cursed?
  • Can the curse be broken?
  • What happens to those who use or approach the cursed waterway?

Quest Hooks

  • Investigate the cursed waterway
  • Attempt to break or understand the curse
  • Deal with consequences of the curse
  • Find the source of the curse

Region:

Related Quests:

NPCs Located Here:

Connected Locations:

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Dalain

city

Quick Reference

  • Type: City

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Davin

city

Quick Reference

  • Type: City
  • Government: Ruled by the Earl, Caspian Cross (a brother of Lysander Cross)
  • Ruling Family: Cross Family (also the surname given to the city's bastards)
  • First Visited: Session 5

Description

Overview

Davin is the home city of Lysander Cross (Lyre), where "everyone knows Lyre." The Earl maintains a large, well-defended manor. Recently planted apple orchards surround the city.

Atmosphere

  • Season (first visit): Winter

Geography & Points of Interest

Government & Leadership

Ruler

Caspian Cross - Earl of Davin; brother of Lysander Cross.

Notable Detail

"Cross" is both the royal/ruling family name and the surname given to all bastards in the city.

Notable NPCs

Session History

  • Session 5 - Party arrives in Davin in winter; brings Kara Feldron home to the Feldron farm; lodges at The Griffon and Oak; investigates at Goblin's Fire.
  • Session 6 - Party housed at the Earl's Manor; continues investigation at the Goblin's Fire and Second Flame; briefly jailed; departs for Blackroot Hollow.
  • Session 7 - Party departs Davin for Blackroot Hollow with maps from the Earl.

Ruler: Caspian Cross

Connected Locations: The Griffon and Oak, Goblin's Fire, Second Flame, Blackroot Hollow

NPCs Located Here: Caspian Cross, Captain Edrick Havin, Mirabelle Slatevein, Halden Feldron, Kara Feldron

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Girik

city

Quick Reference

  • Type: City

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Ithuna

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

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Inns & Taverns

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Shops

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Temples & Shrines

  • Name: Deity, priest

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Other Locations

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Potential Adventures

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History

Founding

Major Events

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Current Situation

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Threats & Dangers

Known Threats

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Environmental Hazards

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Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

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Where to Go Next

  • To Location: X days

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Session History

  • Session X - What happened here

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Karich

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

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Places of Interest

Inns & Taverns

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Shops

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Temples & Shrines

  • Name: Deity, priest

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Other Locations

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Potential Adventures

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History

Founding

Major Events

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Current Situation

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Threats & Dangers

Known Threats

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Environmental Hazards

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Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

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Where to Go Next

  • To Location: X days

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Session History

  • Session X - What happened here

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Kesilis

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

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Places of Interest

Inns & Taverns

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Shops

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Temples & Shrines

  • Name: Deity, priest

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Other Locations

-

Quest Hooks

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Potential Adventures

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History

Founding

Major Events

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-

Current Situation

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Threats & Dangers

Known Threats

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Environmental Hazards

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Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

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Where to Go Next

  • To Location: X days

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Session History

  • Session X - What happened here

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Kota

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

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Places of Interest

Inns & Taverns

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Shops

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Temples & Shrines

  • Name: Deity, priest

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Other Locations

-

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Potential Adventures

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History

Founding

Major Events

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-

Current Situation

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Threats & Dangers

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Environmental Hazards

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Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

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Where to Go Next

  • To Location: X days

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Session History

  • Session X - What happened here

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Obale

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

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Economy & Trade

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Places of Interest

Inns & Taverns

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Shops

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Temples & Shrines

  • Name: Deity, priest

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Other Locations

-

Quest Hooks

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  • Quest Name - Brief description

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Potential Adventures

-

History

Founding

Major Events

-

-

Current Situation

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Threats & Dangers

Known Threats

-

Environmental Hazards

-

Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

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Where to Go Next

  • To Location: X days

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Session History

  • Session X - What happened here

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Saldeti

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

Sensory Details

  • Sights:
  • Sounds:
  • Smells:
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Physical Layout

Points of Interest

  • Location 1: Description
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Demographics

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Ruler/Leader

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Laws & Customs

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Law Enforcement

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Economy & Trade

Main Industries

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Notable Merchants

  • NPC Name - What they sell

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Places of Interest

Inns & Taverns

  • Name: Description, proprietor

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Shops

  • Name: Type, proprietor, special items

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Temples & Shrines

  • Name: Deity, priest

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Other Locations

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Quest Hooks

Available Quests

  • Quest Name - Brief description

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Potential Adventures

-

History

Founding

Major Events

-

-

Current Situation

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Threats & Dangers

Known Threats

-

Environmental Hazards

-

Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

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Where to Go Next

  • To Location: X days

-

Session History

  • Session X - What happened here

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Sanuva

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

Sensory Details

  • Sights:
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Laws & Customs

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Economy & Trade

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Normal/expensive/cheap

Places of Interest

Inns & Taverns

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Shops

  • Name: Type, proprietor, special items

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Temples & Shrines

  • Name: Deity, priest

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Other Locations

-

Quest Hooks

Available Quests

  • Quest Name - Brief description

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Potential Adventures

-

History

Founding

Major Events

-

-

Current Situation

-

Threats & Dangers

Known Threats

-

Environmental Hazards

-

Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

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Where to Go Next

  • To Location: X days

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Session History

  • Session X - What happened here

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Talavas

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

Sensory Details

  • Sights:
  • Sounds:
  • Smells:
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Geography

Physical Layout

Points of Interest

  • Location 1: Description
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Demographics

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Government & Leadership

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Laws & Customs

-

-

Law Enforcement

-

Economy & Trade

Main Industries

-

Notable Merchants

  • NPC Name - What they sell

-

Price Level

Normal/expensive/cheap

Places of Interest

Inns & Taverns

  • Name: Description, proprietor

-

Shops

  • Name: Type, proprietor, special items

-

Temples & Shrines

  • Name: Deity, priest

-

Other Locations

-

Quest Hooks

Available Quests

  • Quest Name - Brief description

-

Potential Adventures

-

History

Founding

Major Events

-

-

Current Situation

-

Threats & Dangers

Known Threats

-

Environmental Hazards

-

Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

-

Where to Go Next

  • To Location: X days

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Session History

  • Session X - What happened here

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Tauranga

city

Quick Reference

  • Type: City (Capital)
  • Population: Recovering from plague 12 years ago (lost ~25% of population)

Description

The capital city of the realm. Twelve years ago, Tauranga was struck by a devastating plague that claimed approximately one quarter of its population. The city has been rebuilding ever since, though scars of the tragedy remain visible in abandoned buildings and the collective memory of survivors.

Points of Interest

  • The Cerulean Throne: The seat of power in Tauranga, the capital's throne

Hidden Locations

  • Quarantine zones (possibly still sealed)
  • Mass graves
  • Abandoned plague houses

Mysteries

  • What truly caused The Great Plague?
  • Why did it stop?
  • Could it return?

Quest Hooks

  • Investigate the true cause of the plague
  • Explore abandoned plague districts
  • Deal with lingering supernatural effects
  • Uncover conspiracy theories about the plague's origin
  • Help with ongoing recovery efforts

History

Major Events

  • The Great Plague (12 years ago) - Devastating plague that killed approximately 1/4th of the population
  • Recovery and rebuilding efforts (past 12 years)

Current Situation

  • Recovering capital city, 12 years after the plague
  • Population slowly returning to pre-plague levels
  • Some districts still bear scars of the tragedy
  • Survivors and their families form a significant portion of the populace

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Varnas

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

Sensory Details

  • Sights:
  • Sounds:
  • Smells:
  • Feel:

Geography

Physical Layout

Points of Interest

  • Location 1: Description
  • Location 2: Description

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Map Reference

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Demographics

-

Notable NPCs

  • NPC Name - Role/relationship to location

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  • Faction Name - Influence/presence

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Government & Leadership

Ruler/Leader

NPC Name -

Laws & Customs

-

-

Law Enforcement

-

Economy & Trade

Main Industries

-

Notable Merchants

  • NPC Name - What they sell

-

Price Level

Normal/expensive/cheap

Places of Interest

Inns & Taverns

  • Name: Description, proprietor

-

Shops

  • Name: Type, proprietor, special items

-

Temples & Shrines

  • Name: Deity, priest

-

Other Locations

-

Quest Hooks

Available Quests

  • Quest Name - Brief description

-

Potential Adventures

-

History

Founding

Major Events

-

-

Current Situation

-

Threats & Dangers

Known Threats

-

Environmental Hazards

-

Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

-

Where to Go Next

  • To Location: X days

-

Session History

  • Session X - What happened here

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Vesna

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

Sensory Details

  • Sights:
  • Sounds:
  • Smells:
  • Feel:

Geography

Physical Layout

Points of Interest

  • Location 1: Description
  • Location 2: Description

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Map Reference

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Demographics

-

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  • NPC Name - Role/relationship to location

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  • Faction Name - Influence/presence

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Government & Leadership

Ruler/Leader

NPC Name -

Laws & Customs

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-

Law Enforcement

-

Economy & Trade

Main Industries

-

Notable Merchants

  • NPC Name - What they sell

-

Price Level

Normal/expensive/cheap

Places of Interest

Inns & Taverns

  • Name: Description, proprietor

-

Shops

  • Name: Type, proprietor, special items

-

Temples & Shrines

  • Name: Deity, priest

-

Other Locations

-

Quest Hooks

Available Quests

  • Quest Name - Brief description

-

Potential Adventures

-

History

Founding

Major Events

-

-

Current Situation

-

Threats & Dangers

Known Threats

-

Environmental Hazards

-

Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

-

Where to Go Next

  • To Location: X days

-

Session History

  • Session X - What happened here

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Vhela

city

Quick Reference

  • Type: City

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

Sensory Details

  • Sights:
  • Sounds:
  • Smells:
  • Feel:

Geography

Physical Layout

Points of Interest

  • Location 1: Description
  • Location 2: Description

-

Map Reference

Inhabitants

Demographics

-

Notable NPCs

  • NPC Name - Role/relationship to location

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Factions Present

  • Faction Name - Influence/presence

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Government & Leadership

Ruler/Leader

NPC Name -

Laws & Customs

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-

Law Enforcement

-

Economy & Trade

Main Industries

-

Notable Merchants

  • NPC Name - What they sell

-

Price Level

Normal/expensive/cheap

Places of Interest

Inns & Taverns

  • Name: Description, proprietor

-

Shops

  • Name: Type, proprietor, special items

-

Temples & Shrines

  • Name: Deity, priest

-

Other Locations

-

Quest Hooks

Available Quests

  • Quest Name - Brief description

-

Potential Adventures

-

History

Founding

Major Events

-

-

Current Situation

-

Threats & Dangers

Known Threats

-

Environmental Hazards

-

Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

-

Where to Go Next

  • To Location: X days

-

Session History

  • Session X - What happened here

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Viekryss

city

Quick Reference

  • Type: City
  • First Visited: Session 0

Description

Viekryss is a mining and gambling town, home to the famous Aurora Vein casino which houses The Portal to the Sky, the world's largest gemstone. The hillside surrounding the town is known to be dangerous due to treacherous chasms. The city is also dealing with the aftermath of the Bloodletter's Revelry and political uncertainty due to Tywan Goss's succession crisis.

Geography

Physical Layout

The Town:

  • Mining and gambling town
  • Built on/near hillside

The Hillside:

  • Known to be dangerous
  • Contains treacherous chasms
  • Mining operations despite the danger
  • Travelers and miners must be cautious

Mining Areas:

  • Active mines in the hillside
  • Dangerous due to chasms

Inhabitants

Notable NPCs

Government & Leadership

Ruler/Leader

Tywan Goss - Current ruler of Viekryss

On his third wife, still without a legitimate heir. This has created significant political uncertainty about succession.

Laws & Customs

  • Bastard Surname Tradition: Bastards born in Viekryss are given the surname "Goss" - a running joke referencing the ruler's inability to produce heirs

Economy & Trade

Main Industries

  • Mining: The hillside provides mineral resources, though the chasms make it dangerous work
  • Gambling: Major industry centered around Aurora Vein casino and other establishments
  • General Commerce: Various shops and services (Thistle and Pine, etc.)
  • Training/Entertainment: Stonebell Gym, Three Threads Tavern

Notable Merchants

Places of Interest

Establishments

Mysteries

  • The Bloodletter's Revelry - What really happened? Who is responsible?
  • Connection between the Bloodletters faction and the murders
  • Why can't Tywan Goss produce an heir? Curse? Divine disfavor? Natural causes?
  • What will happen to Viekryss if he dies without an heir?

Quest Hooks

History

Major Events

  • Bloodletter's Revelry - Mysterious event where two girls were murdered, connected to the Bloodletters faction

Current Situation

  • Aftermath of the Bloodletter's Revelry - community on edge

Threats & Dangers

Known Threats

  • Bloodletters faction (after the Revelry murders)
  • Political instability from succession crisis
  • Faction conflicts

Environmental Hazards

  • Dangerous Chasms: The hillside is riddled with treacherous chasms
  • Mining Dangers: Collapses, cave-ins, falls into chasms
  • Navigation Hazards: Easy to get lost or fall in the hillside areas

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Whitethorn

city · current

Quick Reference

  • Type: City (ducal seat)
  • Ruler: The Duke of Whitethorn (Lysander Cross's father)
  • First Visited: Session 8
  • Known For: Vineyards and wine; an accepted, licensed witch community

Description

Overview

Whitethorn is the seat of the Duke of Whitethorn and the home city of Lysander Cross (Baronet of Whitethorn) and his sister Loriel Cross. Magic is woven into daily life: witches are an accepted, vital part of the community, organized through a guild that functions almost like a giant coven. They provide household enchantments, healing, garden tools, rituals, and vineyard blessings. The city's prosperity is tied to its vineyards; witches have long supported the harvest by imbuing crops and enhancing the weather.

Atmosphere & Mood

Rolling vineyards, stone fences, poplar and cypress trees, lavender, fresh earth, and the scent of fermenting wine. A thriving art and music scene, including songs in long-dead languages. Lyre puts it plainly: the witches have the best drugs and the best parties.

Beneath the warmth, tension is rising (Session 8): locals are blaming witches for a blight in the vineyards.

Points of Interest

Inhabitants

Notable NPCs

  • Willow - Elderly human witch, herbalist ("Auntie Willow" to Lyre)
  • Mama Sugah - Gregarious sweets witch
  • Iris Mothpot - Cheerful gnome, magic item shop
  • Juniper Hollowtail - Half-elf druid, familiar stall
  • Unnamed energetic halfling alchemist at Bubbles and Brews
  • Loriel Cross - Lysander's sister (not yet met)
  • Brennan Cross - Lysander's brother, a knight in Whitethorn (not yet met)
  • The Duke of Whitethorn - Lysander's father (not yet met)
  • Delick - Ellowen Moonthorn's youngest daughter lives here

Current Situation (Session 8)

  • The blight: Vineyards are underproducing; grape clusters look healthy but are empty or rotting inside. Unprecedented, cause unknown. Because nearly all vineyards use magical support, detect magic cannot easily distinguish normal vineyard magic from something malicious.
  • Anti-witch sentiment: Locals blame the witches. Talk of burning witches; a stall at the market was burned (culprit unknown); fewer stalls than normal; written propaganda ("THEY ARE LYING TO YOU - Witches poison the harvest, protect your children"); "keep the old ways pure" signage; a call to report magic users to the vineyard watch.
  • The Duke's edict: Threats against licensed witches will not be tolerated - with angry comments scribbled beneath it.
  • Missing persons: Posters on the notice board; travelers on the road were also unusually cautious, and animals reported small dark frightening shapes more active at night.
  • Trade disruption: The merchant guild reports missing shipments and underproduction from Vineyard Hall disrupting trade routes.

Travel Information

  • From Davin: about three weeks by wagon

Session History

  • Session 8 - Party arrives; explores the Witches Market; learns of the blight and rising anti-witch sentiment

Related Quests: The Whitethorn Blight

Connected Locations: Davin, Viekryss

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Aurora Vein

casino · open

Quick Reference

  • Type: Casino
  • Located In: Viekryss - District/Quarter
  • Proprietor: Kassian Dewlight (Human)
  • Key Staff: Lady Vassara
  • Price Level: Expensive
  • Quality: Excellent
  • Hours: Evening to late night
  • Status: Open
  • Reputation: Excellent
  • First Visited: Session X

Description

Exterior

What the building looks like from outside - facade, signage, condition:

Interior

Layout and atmosphere inside:

The Portal to the Sky: The centerpiece of the Aurora Vein is the world's largest gemstone, known as "The Portal to the Sky." This magnificent gem shimmers with ethereal blue and green hues, drawing the eye of every patron. It serves as both a spectacular attraction and the casino's namesake feature.

The Adventurer's Gambit Arena: Kassian Dewlight has opened an arena-esque area within the Aurora Vein called "The Adventurer's Gambit." Similar to Waterdeep's famous Yawning Portal, this area serves as both entertainment and a testing ground for adventurers. It features challenges designed by the illusionist Renvar Ilthis.

Atmosphere & Ambience

What it feels like to be here - mood, clientele, typical activity level:

A high-class gambling establishment with an air of excitement and luxury. The clientele ranges from wealthy merchants to adventurers seeking their fortune.

Sensory Details

  • Sights: Glittering lights, well-dressed patrons, dealers at gaming tables, coin changing hands
  • Sounds: Dice rolling, cards shuffling, cheers of winners, groans of losers, background music
  • Smells: Fine wine, exotic perfumes, polished wood, lamp oil
  • Feel: Electric with anticipation, luxurious yet welcoming to those with coin

Proprietor & Staff

Owner/Proprietor

Kassian Dewlight (Human)

  • Role: Owner and Operator
  • Personality:
  • Relationship to Party: Quest giver for Adventurer's Gambit
  • Special Notes: Runs the casino with skill and charisma

Key Staff Members

  • Lady Vassara - Co-manager, assists Kassian in running the establishment; leading the effort for The Adventurer's Gambit arena
  • Renvar Ilthis - Illusionist, designed the Adventurer's Gambit challenges
  • Dealers - Various employees running gaming tables
  • Security - Ensures fair play and handles troublemakers

Hiring Status

Occasionally seeks talented individuals for special events or challenges

Services & Goods

Primary Services

What this establishment offers:

  • Gambling games (cards, dice, wheels of fortune)
  • Special challenges and competitions
  • Fine food and drink
  • Entertainment and spectacle
  • The Adventurer's Gambit challenge

Specialty Items/Services

Unique or notable offerings:

  • Adventurer's Gambit - A special challenge designed by Renvar Ilthis, involves illusions and skill tests
  • High-stakes tables - For serious gamblers with deep pockets
  • Private gaming rooms - For exclusive clientele

-

Price List

| Item/Service | Price | Notes |

|-------------|-------|-------|

| Entry fee | 1 gp | Grants access to the main floor |

| Adventurer's Gambit (entry) | 10 gp | Participation in the challenge |

| Wine (fine, glass) | 5 sp | |

| Spirits (premium) | 1 gp | |

| Private room (per hour) | 10 gp | For high-stakes games |

| Minimum bet (common tables) | 1 gp | |

| Minimum bet (high-stakes) | 10 gp | |

Inventory Notes

Special stock, seasonal items, hard-to-find goods:

  • Premium drinks and refreshments
  • Commemorative tokens for winners

Layout & Rooms

Floor Plan

Description of the physical layout:

Ground Floor:

  • Main gaming hall with multiple tables
  • The Portal to the Sky - Centerpiece gemstone display
  • Bar and refreshment area
  • The Adventurer's Gambit - Arena-esque area (similar to Waterdeep's Yawning Portal) where adventurers face challenges designed by Renvar Ilthis
  • Spectator seating around the Gambit arena
  • Cashier and exchange counter

-

Upper Floor(s):

  • Private gaming rooms
  • Kassian's office
  • Lady Vassara's office
  • VIP lounge

-

Basement/Cellar:

  • Storage for valuables and winnings
  • Staff areas

-

Private Areas

Areas not accessible to regular customers:

  • Kassian's office
  • Vault/treasury
  • Staff quarters

Map Reference

Patrons & Customers

Typical Clientele

Who frequents this place:

  • Wealthy merchants
  • Adventurers with gold to spend
  • Nobles seeking entertainment
  • Professional gamblers
  • Those seeking to test their skills in the Gambit

Regular Customers

  • NPC Name - Frequency, what they do here

-

Notable Visitors

Important people seen here:

-

Banned/Unwelcome

Who isn't allowed:

  • Known cheaters
  • Those who can't pay their debts

Rules & Customs

House Rules

Specific rules enforced here:

1. No cheating - violators are banned permanently and may face worse

2. Pay your debts - the casino always collects

3. No violence on the gaming floor

4. Respect the dealers and staff

5. What happens at the Aurora Vein stays at the Aurora Vein

6. Illusory magic in the Gambit is permitted and expected - elsewhere it's forbidden

Etiquette

Expected behavior and customs:

  • Dress well - shabby attire is frowned upon
  • Tip winning dealers
  • Accept losses gracefully
  • Don't discuss other patrons' business

Consequences

What happens if rules are broken:

  • First offense: Warning and potential ejection
  • Cheating: Permanent ban, public shaming, debts called in
  • Violence: City guard called, legal consequences
  • Unpaid debts: Enforcers sent to collect

Factions & Affiliations

Official Affiliations

Guilds, governments, organizations this establishment belongs to:

  • Merchant's Guild - Licensed gambling establishment
  • Viekryss City Government - Pays taxes and operates legally

-

Protection/Patronage

Who protects or sponsors this establishment:

  • City guard provides legal protection
  • Private security on staff

Quest Hooks

Available Quests

-

Potential Plot Hooks

  • Someone is cheating at the tables using magic
  • A high-stakes game goes wrong
  • Kassian needs protection for a VIP guest
  • Renvar is designing a new, even more dangerous Gambit
  • Lady Vassara has a secret mission for trustworthy adventurers

-

Overheard Rumors

What the party might learn by spending time here:

  • News from wealthy merchants about trade and commerce
  • Gossip about nobles and their affairs
  • Information about other adventurers' successes and failures
  • Whispers about high-stakes games and fortunes won or lost

-

Special Features

Unique Qualities

What makes this place stand out:

  • The Portal to the Sky - The world's largest gemstone, shimmering blue and green, serves as the casino's centerpiece and main attraction
  • The Adventurer's Gambit - A unique challenge combining gambling, skill, and illusion magic
  • Named "Aurora Vein" - possibly referencing the gemstone's appearance or origin
  • Run by the partnership of Kassian and Lady Vassara
  • Features the illusionist Renvar Ilthis's creations

-

Magical Elements

Enchantments, wards, magical services:

  • The Portal to the Sky - The world's largest gemstone (blue and green shimmer), possibly magical in nature
  • Illusion magic used in the Adventurer's Gambit
  • Magical Banquet Room - The finale of the Gambit dungeon: a lavish room filled with warmth, light, and quiet luxury that provides an immediate sense of calm; food magically heals adventurers; mirrors magically cleanse grime and dirt
  • Anti-cheating wards (detect magic used on dice/cards)
  • Security enchantments on vault and valuables
  • The gemstone may create the "aurora" effect that gives the establishment its name

Security Measures

How the establishment is protected:

  • Professional security staff
  • Magical wards against cheating
  • Surveillance of gaming tables
  • Secure vault for winnings
  • Connection to city guard

History

Founding

How and when this establishment was created:

Previous Owners

-

Notable Events

Major incidents that occurred here:

  • Adventurer's Gambit quest took place here

-

Current Situation

What's happening now:

  • Operating successfully under Kassian and Lady Vassara
  • The Adventurer's Gambit continues to attract challengers

Game Mechanics

Skill Checks

Common checks made here:

  • Insight DC 15 - Detect if someone is cheating
  • Sleight of Hand DC 20 - Attempt to cheat (not recommended)
  • Deception DC 15 - Bluff at card games
  • Perception DC 12 - Notice security watching you
  • Performance DC 10 - Impress other gamblers with showmanship
  • Various checks - Required for Adventurer's Gambit challenge

Services Costs

Standard 5e pricing or custom costs:

  • See price list above
  • Gambling stakes vary by table and game

Time Requirements

How long various services/transactions take:

  • Single game: 10-30 minutes
  • Adventurer's Gambit: 1-2 hours
  • Evening of gambling: 3-6 hours

Session History

Visits & Events

  • Session 1 - Kassian Dewlight opens The Adventurer's Gambit arena (similar to Waterdeep's Yawning Portal); Lady Vassara leads the effort; Toil & Trouble party forms to enter the challenge
  • Lysander Cross (Lyre) jumps at the chance to enter
  • Varyn Starwhisper follows suit
  • Varyn hires Ellowen Moonthorn to join
  • Ellowen talks Marva Ironfist into participating
  • This forces Taliesin Briarmane (Thistle) to join
  • Thistle coaxes Raeve Nyaxia to come along as an opportunity to release some of her rage
  • Session 2 - Toil & Trouble completes The Adventurer's Gambit, becoming the first team to finish; they discover the magical banquet room finale filled with healing food and cleansing mirrors

-

Impact on Story

How this location has affected the campaign:

  • Served as the location for the party's first quest
  • Introduction to Kassian Dewlight, Lady Vassara, and Renvar Ilthis
  • Toil & Trouble was the first group to successfully complete The Adventurer's Gambit dungeon, defeating a mechanical owlbear, floating fiery skulls, a dispenser of giant rats, and navigating various traps

-

Related Connections

Connected Locations

-

Connected NPCs

-

Connected Quests

  • Adventurer's Gambit - First quest, takes place in this establishment
  • Thistle's Vision - Vision involving The Portal to the Sky gemstone

-

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Bubbles and Brews

shop · establishment · visited

Quick Reference

  • Type: Alchemist shop
  • Proprietor: An energetic halfling with colorful goggles (name not yet learned)
  • Location: Whitethorn / Witches Market

Description

An alchemist shop full of chirping, smoking, fizzing bottles, run by an energetic halfling with colorful goggles.

Notable Goods

  • Witches Week - An herbal stimulant popular with students and workers during harvest season

Session History

  • Session 8 - Ellowen Moonthorn discussed her potion work (addiction, impulse control, focus); agreed to trade her fortitude potion recipe for the Witches Week formula. The halfling asked for three days to gather ingredients.

Related NPCs: Ellowen Moonthorn

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Enchanted Everyday

shop · establishment · visited

Quick Reference

Description

Everyday magical conveniences: self-stirring spoons, self-sweeping brooms, mending needles, weather bells, cozy blankets, shoelaces that stay tied, snore pillows, and alarm crickets.

Session History

  • Session 8 - Party purchased a snore pillow (20g) and an alarm cricket (10g); Iris confirmed rising threats against witches but couldn't name who is organizing the agitation

Related NPCs: Iris Mothpot

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Familiar Friends and Feathered Things

shop · establishment · visited

Quick Reference

Description

The emotional center of the Witches Market: a stall of adoptable animal companions kept by a calm druid.

Known Animals

Session History

  • Session 8 - Multiple adoptions; adoption paperwork includes promises to care for, not abuse, and not eat the animals

Related NPCs: Juniper Hollowtail, Pickles, Soot, Potato, Hazel

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Goblin's Fire

bar · operational

Quick Reference

  • Type: Seedy bar (with fighting pit)
  • Located In: Davin
  • Price Level: Cheap
  • Quality: Seedy
  • Status: Operational
  • Reputation: Rough, loud, draws a troubled crowd
  • First Visited: Session 5

Description

A seedy, loud bar in Davin. This is where Perrin Slatevein learned about the Adventurer's Gambit. The interior is chaotic. The bar runs a fighting pit.

Proprietor & Staff

Patrons & Customers

  • Gregor ("Gregg") - Regular; ran with Perrin among the troubled crowd
  • Perrin Slatevein - Frequented before his disappearance

Session History

Visits & Events

  • Session 5 - Marva Ironfist, Raeve Nyaxia, Ellowen Moonthorn, and Taliesin Briarmane traveled here. Raeve knew the bouncer. The party pressed Gregor for information about how Perrin got involved with the Gambit, learning that a cloaked figure (Renvar / Renvar Ilthis) recruited him. Thistle talked Marva into fighting Big John in the pit; Big John knocked her out, and Thistle revived her with Lay on Hands.
  • Session 6 - The party returned to question Big John about Perrin; he was "not terribly helpful."

Related Connections

Parent Location: Davin

NPCs Found Here: Big John, Gregor

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Riverspan Building

guild-hall · open

Quick Reference

  • Type: Guild Hall
  • Parent City: Viekryss
  • Organization: Mercantile Guild
  • Status: Open
  • Services: Trade coordination, merchant registration, guild operations

Description

The Riverspan Building serves as the headquarters for the Mercantile Guild in Viekryss. It houses the administrative offices and meeting spaces for the guild members who coordinate trade and commerce in the mining and gambling town.

Services Offered

  • Mercantile Guild headquarters
  • Trade coordination and regulation
  • Merchant registration and licensing

Connections

Organizations

  • Mercantile Guild - Primary occupant
  • Connected to merchant families like Tryvenis Slatevein's family

Related Locations

Session History

Session 0

  • Mentioned as location that houses the Mercantile Guild

Type: Guild Hall

Organization: Mercantile Guild

Location: Viekryss

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Root and Raven Apothecary

apothecary · establishment · visited

Quick Reference

Description

Willow's shop, selling tinctures, enchanted fertilizer, and herbal remedies.

Notable Goods

  • Sunburst chamomile (stomach ailments, anxiety)
  • Enchanted fertilizer
  • Ingredients discussed with Ellowen Moonthorn: witch hazel twigs, golden milkweed, ash petals

Session History

  • Session 8 - Ellowen Moonthorn traded her special salad recipe for Willow's sunburst chamomile preparation

Related NPCs: Willow

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Second Flame

brothel · operational

Quick Reference

  • Type: Brothel
  • Located In: Davin
  • Status: Operational
  • Reputation: Disreputable
  • First Visited: Session 6

Description

The Second Flame is the brothel ("whorehouse") of Davin.

Session History

Visits & Events

  • Session 6 - The party tracked Gregor ("Gregg") here. Ellowen Moonthorn tried to reach him by pretending to be his mother and failed; Gregg snuck out the back.

Related Connections

Parent Location: Davin

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Stonebell Gym

guild · open

Quick Reference

  • Type: Training Gym / Combat School
  • Located In: Viekryss - District/Quarter
  • Proprietor: Marva Ironfist
  • Price Level: Moderate
  • Quality: Excellent
  • Hours:
  • Status: Open
  • Reputation: Excellent
  • First Visited: Session X

Description

Exterior

What the building looks like from outside - facade, signage, condition:

Interior

Layout and atmosphere inside:

Atmosphere & Ambience

What it feels like to be here - mood, clientele, typical activity level:

Sensory Details

  • Sights:
  • Sounds: Clang of weapons, grunts of exertion, thud of fists on training dummies
  • Smells: Sweat, leather, oil from weapon maintenance
  • Feel:

Proprietor & Staff

Owner/Proprietor

Marva Ironfist (PC - Toil & Trouble)

  • Role: Owner, Head Trainer, Master of Combat
  • Personality:
  • Relationship to Party: Party member
  • Special Notes:
  • Receives special healing salve from Ellowen Moonthorn
  • Has business relationship with Ellowen

Key Staff Members

  • Staff Name - Position, notable traits

-

Hiring Status

Are they looking for help? Special positions available?

Services & Goods

Primary Services

What this establishment offers:

  • Combat training
  • Weapon proficiency instruction
  • Physical conditioning
  • Sparring partners
  • Self-defense classes

Specialty Items/Services

Unique or notable offerings:

  • Weapon Proficiency Training - Learn a new weapon, 250 gp + 10 workweeks
  • Ability Score Improvement (Strength/Dex) - Physical conditioning program, cost varies
  • Sparring Session - Practice combat, 5 sp per session

-

Price List

| Item/Service | Price | Notes |

|-------------|-------|-------|

| Single training session | 5 sp | Basic instruction |

| Week of training | 3 gp | Daily sessions |

| Month membership | 10 gp | Unlimited access |

| Private instruction (1 hour) | 1 gp | One-on-one with expert |

| Sparring partner | 5 sp | Per bout |

| Equipment rental | 1 sp/day | Practice weapons, armor |

Inventory Notes

Special stock, seasonal items, hard-to-find goods:

  • Training weapons and armor available
  • Practice dummies and targets
  • Special Healing Salve - Supplied by Ellowen Moonthorn from Thistle and Pine, used for training injuries

Layout & Rooms

Floor Plan

Description of the physical layout:

Ground Floor:

  • Main training hall
  • Sparring rings
  • Weapon racks
  • Changing rooms

-

Upper Floor(s):

  • Office
  • Private training rooms

-

Basement/Cellar:

  • Equipment storage
  • Heavy bag training area

-

Private Areas

Areas not accessible to regular customers:

  • Marva's office
  • Advanced students' training area

Map Reference

Patrons & Customers

Typical Clientele

Who frequents this place:

  • City guard members
  • Aspiring fighters
  • Adventurers seeking to improve their skills
  • Wealthy merchants' children learning self-defense

Regular Customers

-

Notable Visitors

Important people seen here:

-

Banned/Unwelcome

Who isn't allowed:

-

Rules & Customs

House Rules

Specific rules enforced here:

1. No lethal combat - training weapons only unless approved

2. Respect the instructors

3. Clean up after yourself

4. No magic during physical training sessions

5. Listen to Marva - her word is law

Etiquette

Expected behavior and customs:

  • Bow when entering and leaving the training floor
  • Ask permission before using equipment
  • Offer to help newer students

Consequences

What happens if rules are broken:

  • First offense: Warning
  • Second offense: Banned for a week
  • Third offense: Permanent ban

Factions & Affiliations

Official Affiliations

Guilds, governments, organizations this establishment belongs to:

  • City Guard - Provides supplementary training
  • Fighter's Guild - Affiliated member

-

Protection/Patronage

Who protects or sponsors this establishment:

-

Quest Hooks

Available Quests

  • Quest Name - How to obtain, who gives it

-

Potential Plot Hooks

  • The Stonebell Slammers team trains here and competed in the Adventurer's Gambit
  • Marva might hire the party as sparring partners for advanced students
  • A tournament could be organized
  • Someone is sabotaging the gym's reputation
  • Rivalry between the party and the Stonebell Slammers

-

Overheard Rumors

What the party might learn by spending time here:

  • Information about city guard movements
  • Talk of upcoming conflicts or threats
  • Gossip about warriors and mercenaries in town

Special Features

Unique Qualities

What makes this place stand out:

  • Stonebell - possibly named after a bell made of stone, or a training technique
  • Marva Ironfist's reputation for excellence

-

Magical Elements

Enchantments, wards, magical services:

  • Possibly enchanted training equipment that adjusts difficulty
  • Healing potions available for purchase (minor injuries)

Security Measures

How the establishment is protected:

  • Marva herself is formidable
  • Trained fighters always present
  • Reinforced doors and windows

History

Founding

How and when this establishment was created:

Previous Owners

-

Notable Events

Major incidents that occurred here:

-

-

Current Situation

What's happening now:

-

Game Mechanics

Skill Checks

Common checks made here:

  • Athletics DC 15 - Impress Marva with physical prowess
  • Acrobatics DC 12 - Navigate obstacle course
  • Persuasion DC 13 - Negotiate training rates
  • Performance DC 10 - Demonstrate weapon technique

Services Costs

Standard 5e pricing or custom costs:

  • Training for tool/weapon proficiency: 250 gp + 10 workweeks (as per Xanathar's Guide)
  • Custom rates listed in price table above

Time Requirements

How long various services/transactions take:

  • Single session: 1-2 hours
  • Full training program: Weeks to months

Session History

Visits & Events

  • Session X - What happened, who was met, what was purchased

-

Impact on Story

How this location has affected the campaign:

-

Related Connections

Connected Locations

  • City Barracks - Provides training to guards
  • Arena - Fighters train here before matches

-

Connected NPCs

-

Connected Quests

  • Adventurer's Gambit - The Stonebell Slammers team from this gym competed

-

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The Griffon and Oak

tavern · operational

Quick Reference

  • Type: Mid-range tavern with stable
  • Located In: Davin
  • Proprietor: Jublisque (tiefling)
  • Price Level: Moderate
  • Quality: Mid-range
  • Status: Operational
  • First Visited: Session 5

Description

A respectable, mid-range tavern with a stable in Davin. Lysander Cross brought the party here for lodging. The owner does not welcome trouble: Perrin "draws the interesting folk. Don't bring them in here."

Proprietor & Staff

  • Jublisque - Owner (tiefling)
  • Celthonis - Barkeep (female half-elf; emerald green eyes, frazzled hair, warm pink skin)
  • Brokklind - Maid (older female dwarf, covered in tattoos)

Patrons & Customers

Session History

Visits & Events

Related Connections

Parent Location: Davin

Proprietor: Jublisque

NPCs Found Here: Jublisque, Celthonis, Brokklind

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The Sweet Cart

shop · establishment · visited

Quick Reference

Description

A pink-and-white sweets wagon with an animated gingerbread music-box figure.

Notable Goods

Honey lavender cookies, candied apple slices, dream honey fudge, raspberry cream puffs, vanilla butter cookies, maple pecan bars, caramel popcorn, white sworn cake, berry-lime gummies.

Session History

  • Session 8 - Lysander Cross bought a large basket of treats for his family, especially Loriel Cross. Next session begins with the party meeting here.

Related NPCs: Mama Sugah

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Thistle and Pine

shop · open

Quick Reference

  • Type: General Store
  • Located In: Viekryss - District/Quarter
  • Proprietor: Ellowen Moonthorn
  • Price Level: Moderate
  • Quality: Good
  • Hours:
  • Status: Open
  • Reputation: Good
  • First Visited: Session X

Description

Exterior

What the building looks like from outside - facade, signage, condition:

Interior

Layout and atmosphere inside:

Atmosphere & Ambience

What it feels like to be here - mood, clientele, typical activity level:

Sensory Details

  • Sights:
  • Sounds:
  • Smells: Pine needles, dried herbs, leather goods, lamp oil
  • Feel:

Proprietor & Staff

Owner/Proprietor

Ellowen Moonthorn (PC - Toil & Trouble)

  • Role: Owner and Shopkeeper
  • Personality:
  • Relationship to Party: Party member
  • Special Notes:
  • Has been in Viekryss for about 1 year
  • Creates special healing salve supplied to Stonebell Gym
  • Has two adult children (daughter married to Ulder, troubled son)
  • Strong ties with Marva Ironfist

Key Staff Members

  • Staff Name - Position, notable traits

-

Hiring Status

Are they looking for help? Special positions available?

Services & Goods

Primary Services

What this establishment offers:

  • General adventuring supplies
  • Camping equipment
  • Basic tools and equipment
  • Rations and provisions
  • Rope, torches, and other essentials
  • Sundries and household goods

Specialty Items/Services

Unique or notable offerings:

  • Herbal remedies - Ellowen's specialty
  • Special Healing Salve - Ellowen's own creation, also supplied to Stonebell Gym
  • Local maps - Hand-drawn by locals
  • Custom supply packages - Pre-assembled kits for travelers

-

Price List

| Item/Service | Price | Notes |

|-------------|-------|-------|

| Backpack | 2 gp | |

| Bedroll | 1 gp | |

| Rope (50 ft, hempen) | 1 gp | |

| Rope (50 ft, silk) | 10 gp | |

| Torches (10) | 1 sp | |

| Rations (10 days) | 5 sp | |

| Waterskin | 2 sp | |

| Tent (two-person) | 2 gp | |

| Healer's Kit | 5 gp | |

| Mess Kit | 2 sp | |

| Oil (flask) | 1 sp | |

| Tinderbox | 5 sp | |

| Blanket | 5 sp | |

| Candles (10) | 1 cp | |

Inventory Notes

Special stock, seasonal items, hard-to-find goods:

  • Stocks most items from PHB equipment list (adventuring gear, tools, etc.)
  • Seasonal herbs and remedies
  • Local crafts and goods

Layout & Rooms

Floor Plan

Description of the physical layout:

Ground Floor:

  • Main shop floor with shelves and displays
  • Service counter
  • Storage room

-

Upper Floor(s):

  • Living quarters (Ellowen's home)
  • Additional storage

-

Basement/Cellar:

  • Bulk storage
  • Preserved goods

-

Private Areas

Areas not accessible to regular customers:

  • Ellowen's living quarters
  • Back storage room

Map Reference

Patrons & Customers

Typical Clientele

Who frequents this place:

  • Local residents buying daily necessities
  • Travelers stocking up for journeys
  • Adventurers preparing for quests
  • Farmers and craftspeople

Regular Customers

  • NPC Name - Frequency, what they do here

-

Notable Visitors

Important people seen here:

-

Banned/Unwelcome

Who isn't allowed:

-

Rules & Customs

House Rules

Specific rules enforced here:

1. No stealing - Ellowen has eyes everywhere

2. Handle goods carefully

3. Pay in full at time of purchase (credit available for trusted customers)

4. If you break it, you buy it

Etiquette

Expected behavior and customs:

  • Greet Ellowen when entering
  • Don't haggle too aggressively - fair prices are offered
  • Clean your boots before entering

Consequences

What happens if rules are broken:

  • Shoplifters are reported to city guard
  • Damage to goods must be paid for

Factions & Affiliations

Official Affiliations

Guilds, governments, organizations this establishment belongs to:

  • Merchant's Guild - Member in good standing

-

Protection/Patronage

Who protects or sponsors this establishment:

-

Quest Hooks

Available Quests

  • Quest Name - How to obtain, who gives it

-

Potential Plot Hooks

  • Ellowen needs rare herbs gathered from dangerous area
  • Shipment of goods has gone missing
  • Strange item came in with a consignment, Ellowen wants it identified

-

Overheard Rumors

What the party might learn by spending time here:

  • Local gossip from regular customers
  • News about travelers passing through
  • Information about nearby dangers or opportunities

-

Special Features

Unique Qualities

What makes this place stand out:

  • Name suggests nature/herbal focus
  • Comprehensive stock - "If we don't have it, you probably don't need it"
  • Ellowen's knowledge of local flora and fauna

-

Magical Elements

Enchantments, wards, magical services:

  • Possibly minor enchantments against theft
  • Herbal remedies that might have minor magical properties

Security Measures

How the establishment is protected:

  • Sturdy locks on doors and windows
  • Ellowen keeps a weapon behind the counter
  • Regular visits from city watch

History

Founding

How and when this establishment was created:

Previous Owners

-

Notable Events

Major incidents that occurred here:

-

-

Current Situation

What's happening now:

-

Game Mechanics

Skill Checks

Common checks made here:

  • Persuasion DC 12 - Negotiate bulk discount (10% off for purchases over 50 gp)
  • Investigation DC 10 - Find a specific obscure item
  • Nature DC 10 - Identify herbs and natural remedies
  • Insight DC 15 - Determine if Ellowen has illegal goods in back

Services Costs

Standard 5e pricing or custom costs:

  • Standard PHB prices for all adventuring gear
  • 5% markup on special orders
  • 10% discount for bulk purchases (50+ gp)

Time Requirements

How long various services/transactions take:

  • Standard purchase: 5-10 minutes
  • Special order: 1d4 days to 1 week
  • Custom supply package: 1 hour to assemble

Session History

Visits & Events

  • Session X - What happened, who was met, what was purchased

-

Impact on Story

How this location has affected the campaign:

-

Related Connections

Connected Locations

  • Location Name - Relationship (supplier, competitor, etc.)

-

Connected NPCs

-

Connected Quests

  • Quest Name - How it involves this place

-

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Three Threads Tavern

tavern · open

Quick Reference

  • Type: Tavern
  • Located In: Viekryss - District/Quarter
  • Proprietor: Taliesin Briarmane
  • Price Level: Moderate
  • Quality: Good
  • Hours:
  • Status: Open
  • Reputation: Good
  • First Visited: Session X

Description

Exterior

The Three Threads Tavern is an unusual structure built around an ancient, massive tree whose trunk forms the central pillar of the building. The tavern's walls seem to grow organically from the tree's base, with wooden beams and stonework integrated seamlessly with living bark. The tree's canopy spreads above the roof, its branches providing natural shade and shelter.

A wooden sign hangs from one of the lower branches, carved with three interwoven threads (silver, green, and black) - the symbol of The Three Fates.

The building is well-maintained, sturdy, and welcoming despite its unusual construction. It feels less like a structure built and more like something that grew into being.

Interior

The common room is centered around the ancient tree trunk, which rises through the middle of the space like a natural column. Tables and chairs are arranged around it, and the bar curves along one wall.

Above the hearth hangs a great shield - not a weapon, but clearly a place of honor. The shield is large and round, bearing three interwoven threads (silver, green, black) across its face. Deep gouges mar the surface, like claw marks, but the shield is meticulously maintained. Locals know better than to ask about it.

The upper floors are accessed by a spiral staircase that winds around the tree trunk. Guest rooms branch off from the main trunk like chambers in a treehouse, each with circular windows and sturdy wooden floors.

Atmosphere & Ambience

The Three Threads has a warm, protective atmosphere - a genuine safe haven. The presence of the ancient tree brings an earthy, grounding quality to the space. The air always smells faintly of wood, hearth smoke, and whatever's cooking in the kitchen.

Clientele skews toward the magical and mysterious. Witches, warlocks, druids, and those touched by magic seem drawn here, finding acceptance without judgment. Thistle ensures everyone feels welcome, particularly those who might be turned away elsewhere.

The mood is generally calm and contemplative. People come here not just to drink, but to find respite. Thistle's quiet, steady presence sets the tone - this is a place where you can rest without fear.

Activity level varies, but it's never rowdy. Those who come here respect the sanctuary it provides.

Sensory Details

  • Sights: The massive tree trunk rising through the center; the shield above the hearth with its mysterious gouges; soft candlelight reflecting off polished wood; the three-threaded symbol carved into beams and furniture
  • Sounds: Quiet conversation, the crackle of the hearth fire, creaking wood as the tree settles, the occasional clink of mugs, gentle footsteps on wooden floors
  • Smells: Woodsmoke, fresh bread, ale, the earthy scent of the living tree, herbs drying from the rafters
  • Feel: Warm and grounding, like being embraced by ancient roots; safe and protected; the smooth, worn wood of tables polished by decades of use

Proprietor & Staff

Owner/Proprietor

Taliesin Briarmane (alias: "Thistle")

  • Role: Owner and Tavernkeeper
  • Personality:
  • Relationship to Party: Party member
  • Special Notes:
  • Goes by the alias "Thistle"
  • Has had prophetic visions involving The Portal to the Sky at the Aurora Vein
  • Suggested that Lysander Cross and Varyn Starwhisper room together, though they were strangers when they arrived in town

Key Staff Members

Dorrith Caskwell — "The Foreman" · Chief of Operations · Dwarf (she/her)

Dorrith is four feet and two inches of absolute operational competence. She has nine children by two ex-husbands (both still living, both still slightly afraid of her), and she runs the Three Threads the way she raised her family: with complete authority, zero patience for drama, and an undercurrent of genuine love that she would deny if pressed. Her arms are indeed barrel-shaped, thick from a decade working the docks of a river port before a dispute with her foreman — a dispute she won, comprehensively — left her between positions. She arrived in Viekryss following the third of her children, who'd come for the mining work, and walked into the Three Threads looking for a meal and a room. Thistle gave her both and then, when she reorganized the kitchen mid-meal without being asked and told him his supply rotation was wasteful, offered her a job. She negotiated her salary upward before accepting. He respected that. She has been running the place for eleven years and considers Thistle to be exactly the sort of proprietor she needed: one who stays out of her way and trusts her completely. She is fiercely loyal to the tavern, fond of Thistle in the way one is fond of a very large, extremely well-meaning dog, and will tell anyone who asks that she does not work for him — she works with him, which is a different thing entirely.

She calls him "Tree" when she's in a good mood and "Briarmane" when she isn't — the staff have taken to calling her "the Foreman" behind her back, which she knows and finds acceptable. She is the only person on staff who knows something of what he was before. He didn't tell her directly. She simply worked alongside him long enough, watched how he watched their magical clientele, and understood. She has never raised it. Neither has he. This suits them both.

Pip Goss · Barkeep & Front of House · Human (he/him)

Pip is twenty-three, born in Viekryss, and carries the surname Goss the way all local bastards do — a joke he has long since made peace with, mostly by leaning into it. He's quick-witted and quick-footed, good at reading a room, and has the memory for faces and preferences that makes a truly good barkeep. He knows what every regular drinks before they ask. He has strong opinions about the correct temperature of ale, the correct glass for wine, and the correct way to tell a man he's had enough without making him feel he's been managed, which is a rare skill.

He came to the Three Threads at seventeen, sleeping in doorways after his mother's death left him without lodging. Thistle found him on the steps one morning, gave him breakfast without comment, and asked if he could carry things. He could. He worked as a pot-boy for two years and moved to the bar when he was old enough and Thistle decided he was ready, which Pip maintains took six months longer than it should have. He is the face of the Three Threads for most patrons — warm, funny, and reliable — and he handles the magical clientele with an ease that comes from having grown up around them. He's never had any magic of his own, which once bothered him. It doesn't anymore. He's found his own kind of talent.

He idolizes Thistle with the particular fervor of a young man who was shown genuine care at exactly the right moment and has never forgotten it. He doesn't say so. He just makes sure Thistle's usual mug is always clean and his seat at the end of the bar is always free.

Wren · Kitchen & Cooking · Halfling (they/them)

Wren is three feet of quiet precision. They don't talk much — not from inability, just preference — and have developed a kitchen vocabulary of nods, gestures, and the occasional decisive clang of a spoon against a pot that Dorrith has learned to read as fluently as speech. What they communicate through food, however, is remarkably clear. Their cooking has a quality that regular patrons have struggled to articulate: it tastes like exactly what you needed, not necessarily what you ordered. The Three Threads' three most popular dishes were invented by Wren, who has never explained what's in them and doesn't intend to.

They arrived at the tavern's back door on a winter night with nothing but a bundle of kitchen knives wrapped in cloth — good knives, worn handles, clearly loved. Thistle opened the door, looked at them for a moment, stepped aside, and let them in. He put food in front of them and asked no questions. The next morning Wren was in the kitchen. They have been there for six years. Dorrith, who is not sentimental, will tell anyone privately that Wren is the best cook she has ever worked with, and she has worked with many.

The kitchen suits them. It was built for humans, which means the counters are at an inconvenient height, but they solved this years ago with a low wooden platform that runs the length of the workspace — their domain, at their scale, where they move with total ease while everyone else has to duck under Thistle's elbows. Whether Wren is content is hard to say with certainty, but they have been here six years and show no sign of leaving, and on quiet mornings they can be heard humming to themselves over the prep work, low and tuneless and entirely their own.

Soleil Ashvane · Lodging & Guest Services · Half-Elf (she/her)

Soleil is meticulous, gracious, and operates the upper floors of the Three Threads with the quiet efficiency of someone who genuinely believes that a well-made room is a form of care. She turns down the beds. She leaves sprigs of dried lavender on the pillows. She remembers which guests prefer their windows cracked and which prefer them sealed, and she adjusts accordingly without being asked. The guests who stay at the Three Threads regularly consider her as much a reason to return as the food or the prices.

She came to Viekryss following a man, which she will admit freely, because she has long since decided that shame about the past is a waste of her time. The man in question had promised several things he had no intention of delivering, and when this became apparent she was left in a new city with no work and no references. She walked into the Three Threads, asked to speak with the proprietor, laid out her situation plainly and without self-pity, and asked if there was work. Thistle listened to the whole thing. Then he asked her one question: what did she think a good room should feel like? She told him. He hired her on the spot. She has been managing the lodging side of the business for four years. She has not thought about the man who brought her to Viekryss for approximately three and a half of those years. She considers this a success.

She and Pip have a warm, sibling-like dynamic built primarily on mutual teasing, and she and Dorrith operate on a basis of deep mutual respect that neither of them would describe as friendship but both would defend as something close to it.

Moth · Odd Jobs & General Keeping · Goblin (he/him)

Moth is old for a goblin — somewhere in his late forties, which for his kind is the age at which most have either died adventuring or settled into something quieter. He is small even by goblin standards, quiet in the way goblins rarely are, and has large amber eyes that catch the firelight in a way that used to unsettle guests until they got used to him. He mends things. Fixes the chairs when the legs go wobbly. Patches the roof before it becomes a problem. Keeps the cellar organized. Does a hundred small and necessary things that the tavern would slowly fall apart without, none of which anyone thinks about until they aren't being done.

He and Marva Ironfist's father crossed paths years ago — the goblin cobbler had fixed his boots twice and never charged him full price, and when the old cobbler mentioned the Three Threads was looking for someone handy with repairs, Moth came by. Thistle gave him a tour, showed him the tree at the center of the building, and watched to see how Moth reacted to it. Moth put one small hand on the bark, nodded once like he was confirming something, and asked where the tools were kept. Thistle has never asked what he understood in that moment. He suspects he knows.

Moth has a gift with the Three Threads' magical clientele that nobody entirely understands. He doesn't use magic himself, but he seems to sense when someone needs quiet and when they need company, and he adjusts accordingly. More than one practitioner has found him sitting nearby in silence at exactly the right moment. He doesn't explain this. He just fixes the wobbly chairs and keeps the cellar straight and watches the tree with his amber eyes, and the tree, as far as anyone can tell, watches back.

Sable Torren · Evening Service · Tiefling (she/her)

Sable works evenings, which suits her both temperamentally and practically — she has never been a morning person and doesn't intend to become one. She is twenty-six, red-skinned, with small curved horns and a tail she has trained herself to keep still when she's irritated, which took years of effort she resents having had to make. She is charming in a way that has an edge to it, funny in a way that occasionally startles people, and deeply, fiercely good at her job in a way that she'd rather not be recognized for because she doesn't want anyone to think she cares.

She cares. She grew up in Viekryss, spent her adolescence being looked at the way Tieflings often are looked at — like a question someone hasn't decided the answer to — and developed the armor that such an adolescence requires. She applied at the Three Threads half expecting to be turned away and had a whole speech prepared about why that was the establishment's loss. Thistle looked up when she came in, said "Evening work, if you want it," and went back to wiping down the bar. She stood there a moment waiting for the rest and then realized there wasn't any. She started the following evening.

He has never looked at her like a question. She doesn't know what to do with this, so she doesn't think about it and instead does her job extremely well, which she has decided is the correct response to kindness you don't know how to accept. She is, quietly, the staff member most likely to intervene if a patron makes trouble for any of the Three Threads' more vulnerable clientele, and she does so with an efficiency that has surprised more than one person expecting an easy target. Dorrith has noted this, approved of it, and said nothing. This is the highest compliment Dorrith gives.

Tomas Ashfeld · Trainee · Human (he/him)

New. Three weeks in. Eager in a way that reads as genuine — because it is, mostly. He picks things up quickly, takes direction well, and has an easy laugh that the rest of the staff have warmed to faster than they usually warm to anyone. He told Thistle he'd come to Viekryss looking for work after a difficult couple of years and needed a fresh start. Thistle gave him an apron and told him to shadow Pip for a week.

He is nineteen. His hands have a woodsman's calluses. He writes letters late at night that he says are to his mother. Dorrith has noticed he is slightly too observant for a trainee and slightly too careful about what he observes. She has not said anything yet. Moth has seen the letters. He has not said anything either.

Hiring Status

The Three Threads is fully staffed. Thistle doesn't advertise — people find their way here the way water finds its way downhill.

Services & Goods

Primary Services

What this establishment offers:

  • Food and drink
  • Lodging
  • Entertainment
  • Social gathering space

Specialty Items/Services

Unique or notable offerings:

  • Item/Service Name - Description, price

-

Price List

| Item/Service | Price | Notes |

|-------------|-------|-------|

| Ale (mug) | 4 cp | |

| Wine (common, pitcher) | 2 sp | |

| Wine (fine, bottle) | 10 gp | |

| Meal (modest) | 3 sp | |

| Meal (comfortable) | 5 sp | |

| Room (common, per night) | 5 sp | |

| Room (private, per night) | 8 sp | |

Inventory Notes

Special stock, seasonal items, hard-to-find goods:

Layout & Rooms

Floor Plan

Description of the physical layout:

Ground Floor:

  • Common room with bar
  • Kitchen

-

Upper Floor(s):

  • Guest rooms

-

Basement/Cellar:

  • Wine/ale storage

-

Private Areas

Areas not accessible to regular customers:

-

Map Reference

Patrons & Customers

Typical Clientele

Who frequents this place:

  • Magical practitioners: Witches, warlocks, druids, sorcerers, and wizards feel particularly welcome here
  • Those touched by magic: People with mysterious pasts, unusual abilities, or strange circumstances
  • Adventurers: Particularly those of Toil & Trouble, as Thistle is a member
  • Locals seeking respite: Those who appreciate the calm, protective atmosphere
  • The lost and wandering: People looking for a place where they won't be judged
  • Anyone needing sanctuary: The Three Threads is known as a place that shields rather than questions

Regular Customers

  • Lysander Cross (alias: "Lyre") - Boarder; recently arrived in Viekryss; claims to work in "Antiquities"; rooms with Varyn (they were strangers when Thistle paired them)
  • Varyn Starwhisper - Boarder; Monk and legacy member of The Compass; rooms with Lyre (they were strangers when Thistle paired them)
  • Raeve Nyaxia - Periodic guest; dark and mysterious Warlock who comes in and out of town without rhyme or reason; Thistle ensures she has food and lodging when she's in Viekryss

-

Notable Visitors

Important people seen here:

-

Banned/Unwelcome

Who isn't allowed:

-

Rules & Customs

House Rules

Specific rules enforced here:

1. No fighting

2. No magic in the common room

3. Pay before you drink

Etiquette

Expected behavior and customs:

-

Consequences

What happens if rules are broken:

-

Factions & Affiliations

Official Affiliations

Guilds, governments, organizations this establishment belongs to:

  • Faction Name - Nature of relationship

Protection/Patronage

Who protects or sponsors this establishment:

-

Quest Hooks

Available Quests

  • Quest Name - How to obtain, who gives it

-

Potential Plot Hooks

-

-

Overheard Rumors

What the party might learn by spending time here:

  • Whispers that Thistle is a dragon slayer, though he never talks about his past
  • How long has Thistle really been in Viekryss? Some say "as long as anyone can remember"

-

Special Features

Unique Qualities

What makes this place stand out:

The Ancient Tree:

  • The tavern is built around/from an ancient tree, with the trunk forming the central pillar
  • Symbolic of new growth from old roots - reflecting Thistle's own redemption
  • The tree is alive and healthy, its presence grounding and protective
  • Guest rooms are built like chambers in a treehouse around the trunk
  • Thistle's weapon is a branch from this very tree - if he must defend, the home defends through him

The Shield Above the Hearth:

  • A great shield hangs in the place of honor above the fireplace
  • Bears three interwoven threads design (silver, green, black) - symbol of The Three Fates
  • Deep claw gouges mar the surface (from a dragon, though few know this)
  • Never repaired - the scars are intentional reminders
  • Represents Thistle's vow: this place shields, it does not strike
  • Unspoken rule: If Thistle ever takes the shield down, catastrophe has arrived

Named "Three Threads":

  • Direct reference to The Three Fates - Maiden, Mother, and Crone
  • Represents the cycle of life, destiny, and death
  • Declaration of Thistle's renewed faith after his redemption
  • The three threads symbolize wholeness and balance

Safe Haven for Magical Practitioners:

  • The tavern is known as a sanctuary for witches, warlocks, and those touched by magic
  • Thistle actively protects and guides magical practitioners toward good
  • No judgment, no questions - only shelter and care
  • Those who might be persecuted elsewhere find acceptance here

Magical Elements

Enchantments, wards, magical services:

-

Security Measures

How the establishment is protected:

-

History

Founding

Founded approximately 90 years ago by Taliesin Briarmane when he arrived in Viekryss at age 290.

Thistle purchased the building (or the land with the ancient tree) using his life savings from his previous career. He named it "Three Threads Tavern" as a declaration of renewed faith in The Three Fates and as a symbol of his new purpose.

The tavern was built around the existing ancient tree, incorporating it into the structure rather than cutting it down. This construction represents Thistle's philosophy: new growth from old roots, redemption from past failures, protection rather than destruction.

Previous Owners

-

Notable Events

Major incidents that occurred here:

-

-

Current Situation

What's happening now:

  • The tavern operates smoothly as both a public establishment and a safe haven
  • Currently housing two boarders: Lysander Cross and Varyn Starwhisper (paired mysteriously by Thistle)
  • Provides periodic shelter to Raeve Nyaxia, a troubled Warlock Thistle watches over
  • Serves as a base of operations for Toil & Trouble adventuring party
  • The ancient tree continues to thrive, its presence a constant reminder of the tavern's symbolism
  • Thistle maintains his quiet, caretaker role while having prophetic visions about magical catastrophe
  • ⚠️ DM: Tomas Ashfeld, the new trainee (3 weeks), is a Bloodletters informant descended from the witches of Thornhaven. Dorrith Caskwell suspects something. Moth has seen his letters. The situation is not yet at a breaking point — but it is moving.

Game Mechanics

Skill Checks

Common checks made here:

  • Persuasion DC 12 - Get rumors from patrons
  • Insight DC 15 - Notice if someone is watching you
  • Perception DC 10 - Overhear conversations

Services Costs

Standard 5e pricing or custom costs:

  • See price list above

Time Requirements

How long various services/transactions take:

  • Meal: 30 minutes to 1 hour
  • Rest in room: Long rest (8 hours)

Session History

Visits & Events

  • Session X - What happened, who was met, what was purchased

-

Impact on Story

How this location has affected the campaign:

-

Related Connections

Connected Locations

  • Location Name - Relationship (supplier, competitor, etc.)

-

Connected NPCs

Connected Quests

  • Thistle's Vision - Taliesin's prophetic vision involving the Aurora Vein

-

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Witches Market

market · establishment · visited

Quick Reference

Description

Bright and alive: colorful awnings, hand-painted stalls, music from fiddles and flutes, enchanted gardening tools, healing salves, sweets, familiars, and everyday magical conveniences. Lysander Cross pulled out his fiddle and quietly joined the market music as the party entered.

As of Session 8, the mood is strained: fewer stalls than normal, a burnt stall at the end of a row, stern-faced locals, and open accusations that witches are poisoning the harvest.

Stalls & Shops

Session History

  • Session 8 - The party's first stop in Whitethorn; shopping, information gathering, and several animal adoptions

Related Quests: The Whitethorn Blight

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Bristleboar

town

Bristleboard

Quick Reference

  • Type: Town

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

Sensory Details

  • Sights:
  • Sounds:
  • Smells:
  • Feel:

Geography

Physical Layout

Points of Interest

  • Location 1: Description
  • Location 2: Description

-

Map Reference

Inhabitants

Demographics

-

Notable NPCs

  • NPC Name - Role/relationship to location

-

Factions Present

  • Faction Name - Influence/presence

-

Government & Leadership

Ruler/Leader

NPC Name -

Laws & Customs

-

-

Law Enforcement

-

Economy & Trade

Main Industries

-

Notable Merchants

  • NPC Name - What they sell

-

Price Level

Normal/expensive/cheap

Places of Interest

Inns & Taverns

  • Name: Description, proprietor

-

Shops

  • Name: Type, proprietor, special items

-

Temples & Shrines

  • Name: Deity, priest

-

Other Locations

-

Quest Hooks

Available Quests

  • Quest Name - Brief description

-

Potential Adventures

-

History

Founding

Major Events

-

-

Current Situation

-

Threats & Dangers

Known Threats

-

Environmental Hazards

-

Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

-

Where to Go Next

  • To Location: X days

-

Session History

  • Session X - What happened here

-

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Erith

town

Quick Reference

  • Type: Town

Description

Overview

Brief description of the location at a glance:

Atmosphere & Mood

What it feels like to be here:

Sensory Details

  • Sights:
  • Sounds:
  • Smells:
  • Feel:

Geography

Physical Layout

Points of Interest

  • Location 1: Description
  • Location 2: Description

-

Map Reference

Inhabitants

Demographics

-

Notable NPCs

  • NPC Name - Role/relationship to location

-

Factions Present

  • Faction Name - Influence/presence

-

Government & Leadership

Ruler/Leader

NPC Name -

Laws & Customs

-

-

Law Enforcement

-

Economy & Trade

Main Industries

-

Notable Merchants

  • NPC Name - What they sell

-

Price Level

Normal/expensive/cheap

Places of Interest

Inns & Taverns

  • Name: Description, proprietor

-

Shops

  • Name: Type, proprietor, special items

-

Temples & Shrines

  • Name: Deity, priest

-

Other Locations

-

Quest Hooks

Available Quests

  • Quest Name - Brief description

-

Potential Adventures

-

History

Founding

Major Events

-

-

Current Situation

-

Threats & Dangers

Known Threats

-

Environmental Hazards

-

Travel Information

How to Get Here

  • From Location: X days by foot/horse/etc

-

Where to Go Next

  • To Location: X days

-

Session History

  • Session X - What happened here

-

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Raven Port

town

Quick Reference

  • Type: Town (Port)

Description

A port town, likely located on a coast, river, or lake. The name suggests maritime activity and possibly connections to ravens or dark imagery.

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Taversham

town

Quick Reference

  • Type: Town
  • Region: Unknown
  • Population: 800-1000
  • Government: Manor (ruled by manor lord)
  • Economy: Wool production, B Wine
  • Notable Features: Weird magic castle, Bristle Bottom Berry Bush
  • First Visited: Not yet visited

Description

Overview

A small town of 800-1000 people, ruled by a manor lord. This is the hometown of Varyn Starwhisper, the Owlin Monk and cartographer. The town is known for two distinctive features: its thriving wool industry and a mysterious "weird magic castle."

Climate & Environment

  • Suitable for wool sheep
  • Climate allows Bristle Bottom Berry Bush cultivation

Government & Leadership

Ruler

Manor Lord (Name Unknown)

  • Title: Manor Lord
  • Type of Rule: Manor system (feudal-style local governance)

Economy & Trade

Primary Industries

1. Wool Production

  • Major industry of the town
  • Varyn Starwhisper's mother works with wool
  • Likely has shepherds, wool processors, weavers, etc.

2. B Wine ("Honey Mead") Production

  • Made from Bristle Bottom Berry Bush berries
  • Local specialty beverage
  • Trade good

Trade & Commerce

  • Exports:
  • Wool and wool products
  • B Wine ("Honey Mead")
  • Possibly wool clothing and textiles

Guilds & Organizations

Notable Locations

The Weird Magic Castle

A mysterious castle known for its magical properties or strange magical phenomena. Details unknown.

Mysteries:

  • What makes it "weird"?
  • Who built it? Who lives there now?
  • What kind of magic is associated with it?
  • Is it dangerous? Beneficial? Cursed? Enchanted?
  • Does it attract magical scholars or adventurers?

Other Locations

  • Wool processing facilities
  • Market square
  • Manor lord's residence
  • Monastery (or nearby monastery where Varyn stayed?)

Population & Culture

Demographics

  • Population: 800-1000
  • Primary Races:
  • Social Structure: Manor system suggests feudal hierarchy

Culture & Customs

  • Wool industry traditions
  • Local pride in B Wine ("Honey Mead") production
  • Relationship with/attitudes toward the weird magic castle

Notable Families

  • Starwhisper Family
  • Varyn Starwhisper - Owlin Monk, cartographer, member of Toil & Trouble
  • Father - Member of The Compass
  • Mother - Works with wool

Factions & Organizations

The Compass

History

The Magic Castle

When was it built? By whom? What is its history?

Threats & Challenges

  • Is the weird magic castle a threat?

Connections

Connected Characters

  • Varyn Starwhisper - Native son, now adventuring with Toil & Trouble
  • Varyn's father - Member of The Compass
  • Varyn's mother - Wool worker
  • Manor Lord - Ruler (name unknown)

Connected Locations

  • Monastery where Varyn stayed (location unknown - could be in this town or nearby)

Connected Factions

Connected Items

  • Bristle Bottom Berry Bush - Grows in this region
  • B Wine ("Honey Mead") - Local specialty beverage

Quest Hooks

Potential Quests

  • Investigate the weird magic castle
  • Wool shortage or contamination threatens the town's economy
  • Blight affecting Bristle Bottom Berry bushes threatens B Wine production
  • Manor lord requests aid from his former resident Varyn
  • The Compass has a mission in Varyn's hometown
  • Something is wrong at the monastery
  • The weird magic castle is becoming more active/dangerous

Mysteries

  • What is the weird magic castle?
  • Why did Varyn leave to become a cartographer?
  • What is his family's standing in the community?

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Active Quests

Help Emmeriss

active

Quick Reference

  • Type: Personal Quest (Ellowen's son)
  • Status: Active
  • Difficulty: [TBD]
  • Level Range: [TBD]
  • Quest Giver: Ellowen Moonthorn (personal quest)
  • Location: Viekryss

Quest Summary

Emmeriss, Ellowen Moonthorn's troubled son ("not quite half-elf"), may have joined the dangerous Bloodletters faction. The party encountered him in the Aurora Vein infirmary after the Bloodletters' Best team failed the Adventurer's Gambit. Ellowen is deeply concerned about her son's wellbeing and his association with this faction.

Quest Details

The Request

This is Ellowen's personal quest - no formal request made, but her concern for her troubled son has been ongoing. The party became aware of the situation when they encountered Emmeriss in Session 3.

What Happened:

  • Bloodletters' Best team failed the Adventurer's Gambit
  • They were recovering in the Aurora Vein infirmary
  • Ellowen encountered Emmeriss there
  • He is described as "not quite half-elf" and troubled
  • After Ellowen left, Taliesin Briarmane (Thistle) stayed behind
  • Thistle gave Emmeriss 5 gold and a biscuit, showing compassion
  • Thistle invited Emmeriss to visit Three Threads Tavern sometime - extending friendship and support

Objectives

  • Understand why Emmeriss is troubled
  • Confirm if he has actually joined the Bloodletters faction
  • Learn what drew him to the Bloodletters (if he joined)
  • Help Emmeriss find a better path
  • Potentially extract him from the Bloodletters if necessary
  • See if Emmeriss takes Thistle up on the tavern invitation

Complications

  • Bloodletters have a dark reputation (connected to Bloodletter's Revelry murders)
  • Emmeriss's exact relationship to the faction is unclear
  • He is troubled for unknown reasons
  • Family dynamics between Emmeriss and Ellowen
  • Extracting someone from the Bloodletters may be dangerous

Quest Giver

Who

Ellowen Moonthorn - High-Elf Druid, PC member of Toil & Trouble, Emmeriss's mother

Why

Ellowen is deeply worried about her troubled son and his potential association with a dangerous faction. Her maternal concern drives this personal quest.

Trust Level

Complete trust - this is a PC's personal quest for their family member.

Rewards

Promised Rewards

  • XP: [Unknown]
  • Gold: None expected (personal quest)
  • Items: None expected
  • Other: Peace of mind for Ellowen, potential new ally in Emmeriss

Actual Rewards

[To be determined upon completion]

Hidden Benefits

  • Understanding the Bloodletters faction better
  • Potential information network through Emmeriss
  • Stronger party bond through supporting Ellowen's family
  • If Emmeriss visits the tavern, possible ongoing relationship

Key NPCs

Central Figure

  • Emmeriss - Ellowen's troubled son, "not quite half-elf", may have joined Bloodletters

Allies

  • Taliesin Briarmane (Thistle) - Showed compassion to Emmeriss (5g, biscuit, tavern invitation)
  • Ellowen Moonthorn - His mother, deeply concerned
  • Ulder - Emmeriss's brother-in-law (Firbolg, married to Emmeriss's sister)
  • Emmeriss's sister - Married to Ulder (name unknown)

Antagonists

  • Bloodletters faction - If they've recruited Emmeriss, may resist losing a member
  • Unknown troubles affecting Emmeriss

Other Involved Parties

  • Bloodletters' Best team - Failed Gambit, were in infirmary with Emmeriss
  • Emmeriss's sister and brother-in-law (family support system)

Locations

Primary Location

Viekryss - Where Emmeriss is currently located

Other Locations

  • Aurora Vein infirmary - Where party first met Emmeriss (Session 3)
  • Three Threads Tavern - Thistle's establishment, where he invited Emmeriss to visit
  • Bloodletters' base/hideout [location unknown]
  • Emmeriss's residence [location unknown]

Challenges & Obstacles

Social Challenges

  • Building trust with troubled Emmeriss
  • Understanding his motivations without judgment
  • Navigating mother-son relationship dynamics
  • Convincing him to leave Bloodletters (if joined)

Faction Challenges

  • Bloodletters may not release members easily
  • Understanding what the Bloodletters offer that attracted Emmeriss
  • Potential danger from investigating the faction
  • Bloodletters' reputation (connected to murders)

Personal Challenges

  • Respecting Emmeriss's autonomy while helping
  • Balancing Ellowen's concern with Emmeriss's independence
  • Not alienating him by being too forceful

Information & Clues

What the Party Knows

  • Emmeriss is Ellowen's troubled son
  • He is "not quite half-elf" (mixed heritage)
  • He may have joined the Bloodletters faction (not confirmed)
  • He was in the Aurora Vein infirmary after Bloodletters' Best failed the Gambit
  • Thistle gave him 5 gold and a biscuit
  • Thistle invited him to visit Three Threads Tavern
  • Ellowen is deeply worried about him
  • He has a sister who is married to Ulder (Firbolg)

What They Need to Learn

  • Why is Emmeriss troubled? What are his problems?
  • Has he actually joined the Bloodletters? Or just associated with them?
  • What drew him to the Bloodletters? What do they offer him?
  • What is his relationship with his mother like?
  • What does he need to find a better path?
  • Is he in danger from the Bloodletters?
  • Will he visit the tavern? Will he take up Thistle's offer of friendship?

How to Find It

  • Wait to see if Emmeriss visits Three Threads Tavern (Thistle's invitation)
  • Talk to Emmeriss directly (when he's receptive)
  • Talk to his sister and Ulder
  • Investigate the Bloodletters faction
  • Ask Ellowen about their family history
  • Observe Bloodletters' Best team and their dynamics

Timeline & Urgency

Time Limit

No immediate deadline, but:

  • The longer Emmeriss is with the Bloodletters, the harder extraction may be
  • His troubles may worsen without intervention
  • Ellowen's worry affects her wellbeing

Consequences of Delay

  • Emmeriss becomes more entrenched with Bloodletters
  • His troubles may escalate
  • Opportunity to help may pass
  • Ellowen's emotional state deteriorates
  • Emmeriss may not take up Thistle's tavern invitation if too much time passes

Branching Paths & Choices

Decision Points

  • Confront Emmeriss directly or approach gently?
  • Work with Ellowen or give her space?
  • Investigate Bloodletters first or talk to Emmeriss first?
  • If he joins at the tavern, how to build trust?
  • Accept his choices or try to change them?

Alternate Solutions

  • Help him within the Bloodletters rather than extracting him
  • Connect him with other support systems (family, friends)
  • Provide alternative community through Toil & Trouble connections
  • Use Three Threads Tavern as neutral ground for building relationship
  • Offer employment or purpose through party-owned businesses

Consequences

  • [To be determined based on party choices and Emmeriss's responses]

Connected Content

Related Quests

  • No direct connection to other quests currently

Ties to Main Plot

  • Bloodletters faction may tie to larger campaign elements
  • Bloodletter's Revelry historical murders may be relevant

Faction Involvement

  • Bloodletters - Dangerous faction Emmeriss may have joined
  • Toil & Trouble - Ellowen's party, potential support system for Emmeriss

Quest Progression

Introduced

Session 2 - Emmeriss encountered in Aurora Vein infirmary after Bloodletters' Best failed the Gambit

Progress Log

  • Session 2 - Bloodletters' Best team failed Adventurer's Gambit
  • Session 2 - Party found them recovering in infirmary
  • Session 2 - Ellowen spoke with Emmeriss
  • Session 2 - After Ellowen left, Thistle stayed behind
  • Session 2 - Thistle gave Emmeriss 5 gold and a biscuit
  • Session 2 - Thistle invited Emmeriss to visit Three Threads Tavern sometime

Completion/Failure

[To be determined]

Outcomes

Success State

  • Emmeriss finds help and support
  • His troubles are addressed
  • Leaves Bloodletters (if he joined) or finds healthy balance
  • Ellowen's worry eased
  • Potential ongoing relationship with party
  • Emmeriss becomes regular at Three Threads Tavern (community support)

Failure State

  • Emmeriss fully commits to Bloodletters
  • His troubles worsen
  • Relationship with Ellowen damaged
  • Potential danger to Emmeriss or family
  • Party alienates him through mishandling

Partial Success

  • Emmeriss accepts some help but remains troubled
  • Maintains Bloodletters connection but not fully committed
  • Tenuous relationship with Ellowen improves slightly
  • Ongoing work needed

Roleplay Opportunities

Thistle's Invitation

  • Three Threads Tavern as safe space: Thistle has extended an open invitation
  • Potential for Emmeriss to show up seeking food, shelter, or just conversation
  • Building trust through Thistle's consistent caretaker nature
  • Non-judgmental environment for Emmeriss to open up

Party Support

  • Ellowen navigating being both adventurer and worried mother
  • Thistle's quiet compassion (he helped without seeking recognition)
  • Other party members may offer different perspectives or support

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Locate Renvar Ilthis

active

Quick Reference

  • Type: Main Quest (Mystery)
  • Status: Active
  • Difficulty: [TBD]
  • Level Range: [TBD]
  • Quest Giver: Kassian Dewlight (implied - needs Renvar to reset Gambit)
  • Location: Aurora Vein, Viekryss

Quest Summary

Renvar Ilthis, the illusionist who designed the Adventurer's Gambit, disappeared during Session 2 at the exact same time Perrin Slatevein vanished. Without Renvar, the Adventurer's Gambit cannot be reset, causing problems for Kassian Dewlight's casino operations.

> Status update (Session 7): Renvar is no longer merely "missing" — he is the antagonist behind the disappearances. He recruited Perrin into the Gambit, secured Blackroot Hollow under mining permits from the Earl (Caspian Cross), and ran parasite experiments there (subjects include Perrin and likely Perigrine LeCroix). When confronted at the Hollow, Renvar cast Time Stop and escaped. Quest remains active: locate and stop Renvar, now at large.

Quest Details

The Request

No formal quest offered yet, but Kassian Dewlight has a vested interest in finding Renvar to restore the Gambit. The party took it upon themselves to investigate after witnessing the suspicious timing of his disappearance.

What Happened:

  • During the Stonebell Slammers' Gambit attempt, Perrin Slatevein was hit by a trap and vanished
  • At the exact same time, Renvar Ilthis disappeared
  • The Adventurer's Gambit cannot be reset without Renvar
  • Investigation of Renvar's room revealed it appeared unused despite being assigned to him

Objectives

  • Find where Renvar disappeared to
  • Determine if he left voluntarily or was taken
  • Investigate connection to Perrin Slatevein's simultaneous disappearance
  • Track down the elderly humans he was meeting with
  • Discover why his room appeared unused (where was he really staying?)

Complications

  • Simultaneous disappearance with Perrin suggests connection
  • Renvar's room shows no signs of actual use
  • No witnesses to his actual disappearance
  • Elderly contacts' identities unknown
  • Aurora Vein business impacted without ability to reset the Gambit

Quest Giver

Who

Kassian Dewlight - Human proprietor of Aurora Vein casino

Why

  • Cannot reset the Adventurer's Gambit without Renvar
  • Major attraction is now stuck/broken
  • Business implications for the casino
  • Renvar was contracted to design and maintain the Gambit

Trust Level

Kassian can be trusted to want Renvar found for business reasons, but may have hidden information about Renvar's true nature or purpose at the Aurora Vein.

Rewards

Promised Rewards

  • XP: [Unknown]
  • Gold: [Unknown]
  • Items: [Unknown]
  • Other: Likely substantial reward from Kassian for restoring the Gambit

Actual Rewards

[To be determined upon completion]

Hidden Benefits

  • Understanding the mystery behind the Gambit
  • Potential connection to larger plot involving Perrin
  • Access to Renvar's knowledge of illusion magic

Key NPCs

Missing Person

  • Renvar Ilthis - Illusionist who designed the Adventurer's Gambit, disappeared Session 3

Allies

  • Kassian Dewlight - Needs Renvar found to restore his business
  • Lady Vassara - Works with Kassian, may have information (already questioned, provided nothing)

Antagonists

  • [Unknown] - Whoever caused the disappearance (if abduction)
  • Possibly Renvar himself (if voluntary departure)

Other Involved Parties

  • Two elderly humans (in their 60s) - Had meetings with Renvar, identities unknown
  • Perrin Slatevein - Disappeared at same time (coincidence or connected?)
  • Maids at Aurora Vein - Questioned, had no useful information

Locations

Primary Location

Aurora Vein - Casino where Renvar was working; where he disappeared from

Other Locations

  • Renvar's assigned room - Investigated by party, found immaculate and unused
  • Viekryss - City where investigation is centered
  • Adventurer's Gambit dungeon - Scene of Perrin's disappearance
  • Renvar's actual residence [unknown - not his assigned room]

Challenges & Obstacles

Investigation Challenges

  • Renvar's room - Immaculate, nothing touched, appeared no one was staying there
  • Maids have no information about Renvar's comings and goings
  • Lady Vassara questioned - Provided no leads
  • No witnesses to Renvar's actual moment of disappearance
  • Elderly contacts - Two humans in their 60s met with Renvar, identities and purpose unknown

Mystery Elements

  • Why does his room look unused if it was assigned to him?
  • Where was he actually staying?
  • Who were the elderly humans he met with?
  • Why did he disappear at the exact same time as Perrin?
  • Was the trap that hit Perrin part of his design or sabotage?

Social Challenges

  • Kassian may be withholding information
  • Investigating too aggressively might disrupt Aurora Vein business
  • Elderly contacts may be hard to locate or unwilling to talk

Information & Clues

What the Party Knows

  • Renvar designed the Adventurer's Gambit
  • He disappeared at the exact same time as Perrin Slatevein
  • His assigned room at Aurora Vein appeared unused
  • The room was immaculate with nothing touched
  • He had meetings with two elderly humans (in their 60s)
  • Without him, the Gambit cannot be reset
  • Maids and Lady Vassara had no information about him
  • His disappearance was not witnessed by anyone

What They Need to Learn

  • Where did Renvar go?
  • Where was he actually staying (if not in his assigned room)?
  • Who were the elderly humans he met with?
  • What was the purpose of those meetings?
  • Is his disappearance connected to Perrin's?
  • Did he leave voluntarily or was he taken?
  • What is his true purpose at the Aurora Vein?
  • Did he design the trap that "killed" Perrin?

How to Find It

  • Track down the elderly humans who met with Renvar
  • Magical detection/divination to locate him
  • Investigate his background before coming to Aurora Vein
  • Search for magical traces in the Gambit dungeon
  • Question other Aurora Vein staff more thoroughly
  • Investigate his illusion magic techniques for clues

Timeline & Urgency

Time Limit

No explicit deadline, but:

  • Aurora Vein losing business without functional Gambit
  • Kassian's patience may wear thin
  • Trail grows colder with time
  • Connection to Perrin's disappearance suggests time-sensitive situation

Consequences of Delay

  • Renvar could be moved further away or harmed
  • Kassian may hire other investigators
  • Connection to Perrin's case may become obscured
  • Other teams or factions may find him first
  • Business impact on Aurora Vein increases

Branching Paths & Choices

Decision Points

  • Work with Kassian openly or investigate independently?
  • Prioritize finding Renvar or focus on Perrin?
  • Share information about connection to Perrin's disappearance?
  • Track down elderly contacts or search for Renvar directly?

Alternate Solutions

  • Magical divination to locate Renvar
  • Recreate his movements through Aurora Vein
  • Find and question his elderly contacts
  • Investigate the trap mechanism for clues to his involvement
  • Research Renvar's background and previous work

Consequences

  • [To be determined based on party choices]

Connected Content

Related Quests

  • Find Perrin Slatevein - Simultaneous disappearance strongly suggests connection
  • Adventurer's Gambit - Renvar designed this challenge

Ties to Main Plot

  • [Unknown] - Dual disappearances may tie to larger campaign arc

Faction Involvement

  • Aurora Vein management - Kassian and Vassara
  • Renvar's unknown affiliations [TBD]
  • Elderly contacts' faction/organization [unknown]

Quest Progression

Introduced

Session 2 - Renvar disappeared at the exact same time Perrin Slatevein vanished during the Stonebell Slammers' Gambit attempt

Progress Log

  • Session 2 - Renvar disappeared (exact moment unknown, no witnesses)
  • Session 2 - Party investigated his assigned room at Aurora Vein
  • Session 2 - Room found immaculate, appeared unused
  • Session 2 - Questioned Lady Vassara (no information provided)
  • Session 2 - Questioned maids (no information about Renvar)
  • Session 2 - Learned Renvar had meetings with two elderly humans
  • Session 2 - Discovered Gambit cannot be reset without him
  • Session 5 - Learned Renvar (a cloaked figure) personally recruited Perrin Slatevein into the Gambit
  • Session 6 - Earl reveals Renvar bought mining permits for Blackroot Hollow
  • Session 7 - Confronted Renvar at Blackroot Hollow mid-torture of Perrin; Renvar cast Time Stop and vanished; party seized his research notes and parasite specimens
  • Session 8 - Evidence (research notes, subject records, parasite jars, remains) turned over to the Earl (Caspian Cross) for formal investigation; the Earl sent guards to secure the mine and revoked Renvar's permit officially; matter to be reported to the Duke and possibly the capital; Perrin Slatevein confirmed Renvar coached him before the Gambit and specifically encouraged him to bring the Cloak of the Archmage; party suspects Renvar's magic-draining work may connect to the Whitethorn blight (unconfirmed)

Completion/Failure

Renvar located and confronted (Session 7) but escaped. Quest remains active.

Outcomes

Success State

  • Renvar found and returned to Aurora Vein
  • Gambit can be reset
  • Mystery of dual disappearances solved
  • Reward from Kassian Dewlight
  • Understanding of larger plot (if connected)

Failure State

  • Renvar remains missing
  • Gambit permanently broken
  • Kassian's business suffers
  • Connection to Perrin's case unsolved
  • Potential larger threat remains unknown

Partial Success

  • Renvar's fate discovered but not recovered
  • Some mysteries solved but larger questions remain
  • Gambit remains broken but reason understood
  • Partial reward or political complication

Party Assumptions

By End of Session 3:

  • The party assumes Renvar has something to do with Perrin's disappearance - timing too convenient
  • Likely involved in the kidnapping or staged the trap malfunction
  • His unused room suggests deception from the start
  • Elderly contacts may be accomplices or employers

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The Whitethorn Blight

active

Quick Reference

Quest Summary

Whitethorn's vineyards are failing in a way no one understands: grape clusters look healthy outside but are empty or rotting inside. The city's witches - central to its survival and long responsible for blessing the harvests - are being blamed. Anti-witch propaganda is spreading, stalls have been abandoned or burned, and talk of burning witches is in the air. The Duke requested Lysander specifically for "problems that require more of an investigative touch."

Objectives

  • Determine the true cause of the vineyard blight
  • Identify who is organizing the anti-witch agitation and propaganda
  • Protect the licensed witches from escalating violence
  • Investigate the missing persons (posters in Whitethorn; disappearances along the road south)
  • Report to / meet with the Duke

Complications

  • Nearly all vineyards use magical support, so detecting magic cannot easily distinguish normal vineyard magic from malicious work.
  • The anti-witch movement is organized enough to produce written propaganda, but no one (including Iris Mothpot) can name its leader.
  • The Duke's edict protecting licensed witches has drawn angry public backlash.
  • Renvar Ilthis remains at large; the party has not ruled out a connection.

Information & Clues

  • Notice board (Kessia Brightpage / Thistle): Blight warning (empty grape clusters, seeking information); missing-person posters; "beware of magic users" propaganda directing reports to the vineyard watch; the Duke's edict; hand-penned "THEY ARE LYING TO YOU" notice.
  • Merchant Guild Hall (Marva Ironfist): Some shipments missing; the bigger issue is Whitethorn's vineyard underproduction disrupting trade.
  • Willow: The witches have no reason to harm the city they live in and support; fear is making people foolish and dangerous.
  • Iris Mothpot: Threats against witches increasing; a booth was burned; non-magic users seem to drive the agitation; organizer unknown.
  • The road south: Animals (via Ellowen's intelligence potions) report small dark frightening shapes, more active at night - more of the desiccated hand things; an abandoned farmhouse was found intact but strangely empty, food left behind, no usable tracks.

Quest Progression

Introduced

Session 8 - The Earl passed Lysander the letter requesting his help; the party traveled three weeks south and began investigating the Witches Market

Progress Log

  • Session 8 - Arrived in Whitethorn; gathered initial information from Willow, Iris, the notice board, and the Merchant Guild Hall

Connected Content

  • The Blackroot Hollow Experiments - The desiccated creatures on the road match Renvar's parasite experiments
  • Locate Renvar Ilthis - Renvar not ruled out as an influence

Quest Giver: The Duke of Whitethorn

Location: Whitethorn

Related NPCs: Willow, Iris Mothpot, Loriel Cross, Lysander Cross

Related Quests: Locate Renvar Ilthis

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Completed Quests

Adventurer's Gambit

completed

Quick Reference

Quest Summary

Kassian Dewlight has opened an arena-esque area within the Aurora Vein casino called "The Adventurer's Gambit," similar to Waterdeep's famous Yawning Portal. Adventuring teams compete in challenges designed by illusionist Renvar Ilthis, with Lady Vassara leading the effort.

Quest Details

The Request

Kassian Dewlight opened The Adventurer's Gambit, an arena area within the Aurora Vein casino, similar to Waterdeep's Yawning Portal. The challenge features obstacles and encounters designed by the illusionist Renvar Ilthis, with Lady Vassara leading the operational effort. Multiple adventuring teams were invited to compete.

Party Formation:

1. Lysander Cross (Lyre) jumped at the chance to enter

2. Varyn Starwhisper followed suit

3. Varyn hired Ellowen Moonthorn to join

4. Ellowen talked Marva Ironfist into participating

5. This forced Taliesin Briarmane (Thistle) to join out of responsibility

6. Thistle coaxed Raeve Nyaxia to come along as an opportunity to release some of her rage

Objectives

  • Primary objective
  • Optional objective
  • Hidden objective

Complications

-

Quest Giver

Who

Kassian Dewlight - Human proprietor of the Aurora Vein casino in Viekryss

Why

Their motivation for offering this quest:

Trust Level

Can they be trusted? Hidden agendas?

Rewards

Hidden Benefits

-

Key NPCs

Allies

  • NPC Name - How they help

-

Antagonists

  • Rival teams competing in the Gambit

-

Other Involved Parties

  • Renvar Ilthis - Illusionist who designed the Adventurer's Gambit challenge
  • Lady Vassara - Co-manager of the Aurora Vein, assists Kassian

Competing Teams

Six teams competed in the opening event:

Locations

Primary Location

Aurora Vein - The casino where the Gambit challenge takes place. A high-class gambling establishment run by Kassian Dewlight and Lady Vassara.

Other Locations

  • Viekryss - The city where the Aurora Vein is located

-

Challenges & Obstacles

Combat Encounters

  • Mechanical Owlbear - Construct guardian in the dungeon
  • Floating Fiery Skulls - Flaming undead or magical skulls
  • Giant Rats - Dispensed from a mechanical trap/spawner
  • Various other dungeon challenges and traps

Puzzles & Obstacles

  • The Gambit challenge itself - designed by illusionist Renvar Ilthis
  • Various traps and mechanical obstacles throughout the dungeon
  • Navigation and problem-solving challenges

Reward Room

  • Lavish Banquet Room - The finale of the dungeon: a room filled with warmth, light, and quiet luxury
  • Immediate sense of calm upon entering
  • Food on the table magically heals the party
  • Mirrors clean off grime and dirt from adventurers
  • Safe haven and reward for completing the challenge

Social Challenges

-

Information & Clues

What the Party Knows

-

What They Need to Learn

-

How to Find It

-

Timeline & Urgency

Time Limit

Is there a deadline? What happens if they fail to meet it?

Consequences of Delay

-

Branching Paths & Choices

Decision Points

-

Alternate Solutions

-

Consequences

-

Connected Content

Related Quests

  • Quest Name - Connection

-

Ties to Main Plot

-

Faction Involvement

  • Faction Name - How they're involved

-

Quest Progression

Introduced

Session 1 - Kassian Dewlight opened The Adventurer's Gambit arena at Aurora Vein

Progress Log

  • Session 1 - The Adventurer's Gambit arena opens; Lady Vassara leads the effort; Toil & Trouble party forms organically when Lyre jumps at the opportunity, Varyn follows, Varyn hires Ellowen, Ellowen convinces Marva, Thistle joins out of responsibility, and Thistle coaxes Raeve to participate as a way to release her rage
  • Session 1 - Toil & Trouble were the first group to take on the dungeon; successfully traversed all traps and defeated multiple encounters including a mechanical owlbear, floating fiery skulls, a dispenser of giant rats, and various other challenges; emerged victorious with treasure
  • Session 2 - Quest completed: Toil & Trouble finishes the remaining portion of the event and discovers a lavish banquet room as the finale - filled with warmth, light, and quiet luxury that brings an immediate sense of calm; the food on the table magically heals the party; mirrors clean the grime from their bodies; Taliesin Briarmane (Thistle) ensures everyone is fed and pockets a whole mess of biscuits

-

Completion/Failure

Session 2 - Successfully completed: The party finished the dungeon and was rewarded with entry to a magical banquet room that healed them, cleansed them, and provided sustenance. All rewards claimed.

Outcomes

Success State

What happens if the party succeeds:

Failure State

What happens if the party fails:

Partial Success

What happens if they partially complete it:

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Find Perrin Slatevein

completed

Quick Reference

  • Type: Main Quest (Mystery)
  • Status: Completed (Session 8)
  • Difficulty: [TBD]
  • Level Range: [TBD]
  • Quest Giver: Self-initiated (party investigation)
  • Location: Aurora Vein, Viekryss

Quest Summary

Perrin Slatevein, the only son of merchant lord Tryvenis Slatevein, disappeared during the Stonebell Slammers' attempt at the Adventurer's Gambit. He was hit by a deadly trap and vanished into smoky tendrils. He did not appear in the infirmary afterward, and his disappearance coincided with Renvar Ilthis's vanishing.

> Status update (Session 7): Perrin was found alive but magically incapacitated at Blackroot Hollow, where Renvar Ilthis had been torturing him as "Subject 25" in parasite experiments. Renvar escaped via Time Stop. Quest remains active — Perrin is recovered but not yet healed or safely returned, and Renvar is at large.

> COMPLETED (Session 8): Perrin was returned to his family at the Slatevein estate in Davin. Master healer Amber Ters confirmed his soul is intact and his body healthy, but his magical presence is gone (recovery unknown). He awoke, recovered physically, and chose to retire from adventuring for the family business. Tryvenis Slatevein paid the party 300g (Lysander refused his share). Renvar's escape and the wider experiments continue under Locate Renvar Ilthis and The Blackroot Hollow Experiments.

Quest Details

The Request

No formal quest giver - the party witnessed Perrin's disappearance during Session 3 and chose to investigate.

What Happened:

  • Stonebell Slammers were attempting the Adventurer's Gambit
  • Toil & Trouble was watching from a private booth
  • Perrin was hit by a deadly trap
  • He disappeared into smoky tendrils
  • Lysander Cross (Lyre) immediately rushed to the infirmary
  • Perrin was not there
  • At the same time, Renvar Ilthis (the Gambit's designer) also disappeared

Objectives

  • Find where Perrin disappeared to
  • Determine if the trap malfunction was genuine or staged
  • Investigate connection to Renvar Ilthis's simultaneous disappearance
  • Discover why Lyre considers Perrin a "Person of Interest"
  • Notify Lord Tryveris Slatevein (or determine if he already knows)

Complications

  • Perrin's father is a powerful merchant lord
  • Kara Feldron (Perrin's cousin) will be in trouble with her parents if Perrin is hurt
  • Perrin and Kara's families didn't know they were competing in the dangerous Gambit
  • The Adventurer's Gambit cannot be reset without Renvar
  • Two disappearances at once suggest a connection

Quest Giver

Who

Self-initiated investigation by Toil & Trouble after witnessing the disappearance

Why

  • Lyre has identified Perrin as a "Person of Interest" (connection to "Antiquities" work)
  • The party witnessed the disappearance firsthand
  • Coincidental timing with Renvar's vanishing suggests foul play
  • Political implications with merchant lord's son missing

Trust Level

N/A - No quest giver

Rewards

Promised Rewards

  • XP: [Unknown]
  • Gold: [Unknown]
  • Items: [Unknown]
  • Other: Potentially gain favor with Lord Tryveris Slatevein

Actual Rewards

[To be determined upon completion]

Hidden Benefits

  • Understanding Lyre's "Person of Interest" connection
  • Potential relationship with merchant lord family
  • Solving mystery may lead to bigger plot threads

Key NPCs

Missing Person

  • Perrin Slatevein - Merchant lord's only son, sorcerer, disappeared into smoky tendrils

Allies

  • Kara Feldron - Perrin's cousin, distressed about his disappearance, can provide information
  • Lysander Cross (Lyre) - Has special interest in Perrin as "Person of Interest"
  • Toren Veil - Invited Perrin to join Stonebell Slammers, may have background info

Antagonists

  • [Unknown] - Whoever caused the disappearance (if intentional)

Other Involved Parties

Locations

Primary Location

Aurora Vein - Where Perrin disappeared during the Adventurer's Gambit challenge

Other Locations

Challenges & Obstacles

Investigation Challenges

  • Renvar's unused room - Investigated, found immaculate but appeared no one was staying there
  • Maids have no information about Renvar
  • Nurse in infirmary had no information about either disappearance
  • Lady Vassara questioned - no leads provided
  • Elderly humans - Renvar had meetings with "a couple of humans in their 60s" (identities unknown)

Social Challenges

  • Lord Tryveris Slatevein's reaction - How will the powerful merchant lord respond when he learns his son is missing?
  • Kara's family - Will they blame Kara for not protecting Perrin?
  • Family deception - Perrin and Kara's families believed they were just visiting town, not competing in dangerous challenge

Information & Clues

What the Party Knows

  • Perrin disappeared into smoky tendrils after being hit by a trap
  • He did not appear in the infirmary
  • Renvar Ilthis disappeared at the exact same time
  • Perrin is the only son of merchant lord Lord Tryveris Slatevein
  • Perrin was wearing a very high quality magic cloak
  • He is Kara Feldron's cousin
  • Lyre considers him a "Person of Interest" (connection to "Antiquities")
  • Lyre is also interested in Perrin's father for unknown reasons
  • Renvar's room was immaculate and appeared unused
  • Renvar met with two elderly humans
  • Perrin and Kara's families didn't know about the Gambit participation

What They Need to Learn

  • Where did Perrin go?
  • Was the trap malfunction genuine or staged?
  • Why did Renvar disappear at the same time?
  • Who were the elderly humans meeting with Renvar?
  • Why is Perrin a Person of Interest for Lyre?
  • Why is Lyre interested in Lord Tryveris?
  • What was special about Perrin's magic cloak?
  • Where was Renvar actually staying?

How to Find It

  • Continue investigating Aurora Vein and Renvar's connections
  • Track down the elderly humans who met with Renvar
  • Question Stonebell Slammers members more thoroughly
  • Investigate Perrin's background and family
  • Follow Lyre's "Antiquities" connection
  • Search for magical traces from the trap/disappearance

Timeline & Urgency

Time Limit

No explicit deadline, but:

  • The longer Perrin is missing, the more danger he may be in
  • Lord Tryveris will eventually learn his son is missing (political pressure)
  • Trail grows colder with time

Consequences of Delay

  • Perrin could be harmed or moved further away
  • Lord Tryveris may take matters into his own hands
  • Kara faces family consequences
  • Connection to Renvar's disappearance may become harder to trace

Branching Paths & Choices

Decision Points

  • Notify Lord Tryveris immediately or investigate first?
  • Work with Kara or keep her at distance?
  • Share information with Kassian/Vassara or investigate independently?
  • Follow Lyre's lead or pursue own theories?

Alternate Solutions

  • Magical detection/divination to locate Perrin
  • Interrogate Renvar's contacts
  • Investigate the trap mechanism itself
  • Track magical signature from the smoky tendrils

Consequences

  • [To be determined based on party choices]

Connected Content

Related Quests

  • Locate Renvar Ilthis - Simultaneous disappearance suggests connection
  • Adventurer's Gambit - Context for disappearance

Ties to Main Plot

  • [Unknown] - Mystery may tie to larger campaign arc

Faction Involvement

  • Stonebell Slammers - Perrin's team, witnesses
  • Lord Tryveris's merchant organization [faction unknown]
  • Lyre's "Antiquities" organization [faction unknown]

Quest Progression

Introduced

Session 2 - Perrin disappeared during Stonebell Slammers' Gambit attempt; party witnessed it from private booth

Progress Log

  • Session 2 - Perrin hit by deadly trap, vanished into smoky tendrils
  • Session 2 - Lyre rushed to infirmary but Perrin not there
  • Session 2 - Party investigated Renvar's room (immaculate, unused)
  • Session 2 - Questioned Lady Vassara and infirmary nurse (no leads)
  • Session 2 - Learned Renvar met with two elderly humans
  • Session 2 - Discovered Perrin is Lord Tryveris's only son
  • Session 2 - Learned Perrin and Kara's families didn't know about Gambit
  • Session 2 - Lyre used Perrin's status to convince Kassian to reconsider stopping the Gambit
  • Session 4 - Party travels toward Davin; attacked by tree-spider creatures; finds Perigrine LeCroix's ring
  • Session 5 - In Davin, learned at the Goblin's Fire that Renvar Ilthis recruited Perrin into the Gambit; Perrin known locally as a troublemaker running with Gregor
  • Session 6 - Mirabelle Slatevein (Perrin's mother) gives the party a coin purse; reference to Perrin's diary; the Earl reveals Renvar holds permits for Blackroot Hollow; party heads there
  • Session 7 - Perrin found alive but magically incapacitated at Blackroot Hollow ("Subject 25"); rescued after Renvar fled via Time Stop; drained Cloak of the Archmage recovered
  • Session 8 - Perrin returned home; examined by Amber Ters (soul present, body inexplicably alive, no magical presence); awoke and recovered physically but lost his magic; recounted the mark lighting up, smoke, waking in the cave, chanting, and pain "ripped from every core of his body"; confirmed Renvar coached him at the Goblin's Fire and told him to bring his favorite cloak; declined Lysander's sword and retired from adventuring; Tryvenis Slatevein paid the party 300g

Completion/Failure

Completed Session 8: Perrin rescued, returned to his family, and physically recovered - though his magic is gone and the Cloak of the Archmage was destroyed (turned to dust). The perpetrator remains at large (Locate Renvar Ilthis).

Outcomes

Success State

  • Perrin found alive and returned to family
  • Mystery of disappearance solved
  • Gained favor with Lord Tryveris Slatevein
  • Understanding of Lyre's "Person of Interest" connection
  • Potentially uncovered larger plot

Failure State

  • Perrin remains missing or is found dead
  • Lord Tryveris's wrath
  • Kara faces severe family consequences
  • Mystery unsolved, potential larger threat unknown

Partial Success

  • Perrin found but circumstances remain mysterious
  • Some questions answered but larger plot still unclear
  • Complicated relationship with Lord Tryveris

Party Assumptions

By End of Session 3:

  • The party assumes Perrin was kidnapped - the trap didn't kill him, someone took him
  • The party assumes Renvar has something to do with it - too convenient that both disappeared simultaneously
  • Lyre's interest in Perrin relates to "Antiquities" work (nature unclear)

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Lore & Factions

Bloodletters

active

Quick Reference

  • Type: Unknown (criminal? adventuring guild? dark organization?)
  • Alignment: Unknown (suspect darker tendencies)
  • Headquarters: Unknown
  • Leader: Unknown
  • Territory/Influence: Viekryss
  • Status: Active
  • Reputation: Dark, associated with murders

Overview

The Bloodletters are a faction operating in Viekryss with a dark reputation, likely connected to the Bloodletter's Revelry - a historical event where two girls were murdered in Viekryss.

They fielded a team called "Bloodletters' Best" that competed in the Adventurer's Gambit at the Aurora Vein casino during Session 2, but they failed the challenge and were recovering in the infirmary.

History

Connection to Bloodletter's Revelry

The faction's name appears to reference the Bloodletter's Revelry, a dark event in Viekryss's history where two girls were murdered. The exact connection remains unclear - were they the perpetrators, named in remembrance, or something else entirely?

Recent Activities

  • Session 2: Their team "Bloodletters' Best" attempted the Adventurer's Gambit but failed and ended up in the infirmary

Leadership & Structure

Known Leaders

  • Unknown

Hierarchy

  • Unknown

Notable Members

  • Emmeriss - Ellowen Moonthorn's troubled son; may have joined the Bloodletters (possibly as part of Bloodletters' Best team)

Adventuring Teams

Bloodletters' Best

Type: Adventuring Team

Status: Active (failed the Gambit)

Notable For: First confirmed team to fail Adventurer's Gambit

Overview:

Bloodletters' Best is an adventuring team fielded by the Bloodletters faction. They competed in the Adventurer's Gambit challenge at Aurora Vein casino but failed their attempt and were recovering in the infirmary during Session 2.

Members: [To be determined] - Possibly includes Emmeriss

History:

  • Session 1: Listed as one of six competing teams; featured on promotional flyers with betting lines
  • Session 2: Failed the Adventurer's Gambit; team members recovering in infirmary where Ellowen Moonthorn encountered Emmeriss

Rival Teams in Gambit:

Goals & Activities

Known Goals

  • Unknown

Methods

  • Unknown

Territory

-

Relationships

Allies

  • Unknown

Rivals

  • Possibly other adventuring groups in Viekryss
  • Other Adventurer's Gambit competing teams

Neutral Parties

-

Reputation

Public Perception

  • Dark reputation
  • Associated with the Bloodletter's Revelry murders
  • Seen as dangerous or unsavory

Truth

  • True nature and goals unknown
  • May be recruiting troubled youth like Emmeriss

Resources & Power

Military Strength

  • At least one adventuring team (Bloodletters' Best)
  • Failed at the Adventurer's Gambit, suggesting moderate power level

Financial Resources

  • Unknown

Magical Resources

  • Unknown

Intelligence Network

  • Unknown

Story Significance

Role in Campaign

  • Connection to historical murders (Bloodletter's Revelry)
  • May have recruited Emmeriss, Ellowen's troubled son
  • Competing faction in Viekryss adventuring scene

Party Connections

  • Ellowen Moonthorn - Her son Emmeriss may have joined the faction
  • Party witnessed the Bloodletters' Best team's failure at the Gambit

Mysteries

  • What is their true purpose?
  • Did they commit the Bloodletter's Revelry murders?
  • Why that name?
  • What do they want with troubled youth like Emmeriss?
  • Are they recruiting or corrupting members?

Quest Hooks

  • Investigate the connection between the faction and the Bloodletter's Revelry
  • Help Ellowen with her son Emmeriss and his involvement with the Bloodletters
  • Discover the faction's true goals
  • Uncover why the Bloodletters' Best failed at the Gambit
  • Investigate their activities in Viekryss

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Deepstone Delvers

active

Quick Reference

  • Type: Adventuring Team
  • Status: Active
  • Influence: Local (Viekryss area)
  • Notable For: Competing in Adventurer's Gambit

Overview

The Deepstone Delvers is one of the adventuring teams that competed in the Adventurer's Gambit challenge at the Aurora Vein casino. They were one of five teams competing against Toil & Trouble for the prize.

The name "Deepstone" suggests possible connections to mining, underground exploration, or dwarven heritage - fitting for Viekryss, a mining town.

Members

[To be determined]

Goals & Activities

  • Competed in the Adventurer's Gambit challenge
  • [Other activities to be determined]
  • Possibly specialized in underground/mining expeditions

Relationships

Rival Teams

Locations

  • Aurora Vein - Site of Adventurer's Gambit competition
  • Viekryss - Operating region (mining town)

History

Session 1

  • Listed as one of five teams competing in the Adventurer's Gambit
  • Promotional flyers featured all teams with betting lines

Status

[Current status after Adventurer's Gambit to be determined]

Type: Adventuring Team

Competed In: Adventurer's Gambit

Result: Did not complete first (lost to Toil & Trouble)

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Frostbite Brigade

active

Quick Reference

  • Type: Adventuring Team
  • Status: Active
  • Influence: Local (Viekryss area)
  • Notable For: Competing in Adventurer's Gambit

Overview

The Frostbite Brigade is one of the adventuring teams that competed in the Adventurer's Gambit challenge at the Aurora Vein casino. They were one of five teams competing against Toil & Trouble for the prize.

Members

[To be determined]

Goals & Activities

  • Competed in the Adventurer's Gambit challenge
  • [Other activities to be determined]

Relationships

Rival Teams

Locations

History

Session 1

  • Listed as one of five teams competing in the Adventurer's Gambit
  • Promotional flyers featured all teams with betting lines

Status

[Current status after Adventurer's Gambit to be determined]

Type: Adventuring Team

Competed In: Adventurer's Gambit

Result: Did not complete first (lost to Toil & Trouble)

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Mercantile Guild

active

Quick Reference

  • Type: Trade Organization / Guild
  • Headquarters: Riverspan Building, Viekryss
  • Status: Active
  • Influence: Regional (controls trade in Viekryss area)
  • Alignment: Neutral (business-focused)

Overview

The Mercantile Guild is a trade organization headquartered in the Riverspan Building in Viekryss. The guild coordinates trade and commerce in the mining and gambling town, regulating merchants, facilitating business deals, and protecting the interests of its merchant members.

As Viekryss is both a mining town and gambling destination, the Mercantile Guild likely has significant influence over:

  • Mining equipment and supply trade
  • Gemstone and ore commerce
  • Casino supply chains
  • Import/export through the region

Leadership

Guild Master: [Unknown]

Guild Officers: [To be determined]

Notable Members:

  • Tryvenis Slatevein - Merchant lord (likely influential guild member)
  • Other merchant families [To be determined]

Goals & Activities

Primary Functions

  • Trade coordination and regulation in Viekryss
  • Merchant registration and licensing
  • Contract enforcement between merchants
  • Price stabilization and fair trade practices
  • Protection of merchant interests

Economic Influence

  • Controls much of the legitimate trade in Viekryss
  • Regulates market access
  • Sets trade standards and practices
  • May have connections to mining operations

Membership

Requirements: [To be determined]

  • Likely requires business ownership or merchant status
  • Membership fees
  • Good standing in the community

Benefits:

  • Trade protections
  • Access to guild contracts
  • Legal representation
  • Business connections
  • Market information

Relationships

Member Families

  • Tryvenis Slatevein's family - Merchant lord family, likely prominent members
  • Other merchant families in Viekryss

Business Connections

Other Organizations

  • Mining operations in Viekryss
  • Other trade guilds in the region

Headquarters: Riverspan Building

The guild operates from the Riverspan Building in Viekryss, which houses:

  • Administrative offices
  • Meeting spaces for guild members
  • Contract archives
  • Trade regulation offices

Role in Campaign

Story Significance

  • Connection to Tryvenis Slatevein, whose son Perrin Slatevein disappeared
  • Potential source of information about merchant families
  • Economic power in Viekryss
  • May have information about trade, travelers, or suspicious activities

Potential Involvement

  • Lord Tryveris likely has influence through the guild
  • Guild may pressure Kassian Dewlight about Perrin's disappearance
  • Could be source of quests or information
  • Economic leverage in town politics

Mysteries & Questions

  • Who leads the Mercantile Guild?
  • How powerful is Lord Tryveris within the guild?
  • Are any of the party's businesses (Three Threads, Stonebell Gym, Thistle and Pine) guild members?
  • What influence does the guild have over Tywan Goss (Viekryss ruler)?
  • Does the guild know about Perrin's disappearance yet?
  • What will the guild's response be to a merchant lord's son going missing?

Session History

Session 0

  • Riverspan Building mentioned as housing the Mercantile Guild
  • Established as present in Viekryss

Session 2

  • Relevance increased with Perrin Slatevein's disappearance
  • Lord Tryveris Slatevein (merchant lord) is father of missing Perrin
  • Guild likely unaware that Perrin was competing in Adventurer's Gambit

Quest Hooks

  • Guild may hire party to investigate Perrin's disappearance
  • Lord Tryveris may use guild influence to pressure for answers
  • Guild may have information on unusual trade activities (connected to disappearances?)
  • Business registration for party-owned establishments
  • Trade disputes requiring neutral party resolution

Type: Trade Organization

Headquarters: Riverspan Building, Viekryss

Key Member: Tryvenis Slatevein (merchant lord)

Influence: Regional trade control

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Peacemakers Coalition

active

Quick Reference

  • Type: Organization/Coalition
  • Size:
  • Influence:
  • Symbol:
  • Leader:
  • Status: Active
  • Notable Members:

Overview

The Peacemakers Coalition is an organization operating in the region. [Further details to be determined]

Symbols & Identity

Symbol/Emblem

-

Colors

-

Motto/Creed

-

Purpose & Philosophy

Core Mission

What do the Peacemakers do? The name suggests peacekeeping or conflict resolution.

-

Values

  • Peace
  • Diplomacy?
  • Justice?
  • Order?

-

Methods

  • Mediation?
  • Enforcement?
  • Education?

-

Structure & Organization

Leadership

  • Leader/Founder:
  • Council:
  • Structure:

Hierarchy

-

Membership

  • How to Join:
  • Requirements:
  • Duties:

Activities & Operations

Known Activities

-

Areas of Influence

-

Resources

-

Members

Known Members

-

Member Demographics

-

Relationships

Allies

-

Rivals

-

Enemies

  • Groups that oppose peace?

-

Neutral Parties

-

Territory & Influence

Headquarters

-

Regional Presence

-

History

Founding

-

Major Events

-

Goals & Agenda

Public Goals

-

Hidden Agenda (if any)

-

Current Priorities

-

Plot Hooks & Story Threads

Potential Storylines

-

Connection to Campaign

-

Quest Opportunities

-

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Silvershard Syndicate

active

Quick Reference

  • Type: Adventuring Team
  • Status: Active
  • Influence: Local (Viekryss area)
  • Notable For: Competing in Adventurer's Gambit

Overview

The Silvershard Syndicate is one of the adventuring teams that competed in the Adventurer's Gambit challenge at the Aurora Vein casino. They were one of five teams competing against Toil & Trouble for the prize.

Members

[To be determined]

Goals & Activities

  • Competed in the Adventurer's Gambit challenge
  • [Other activities to be determined]

Relationships

Rival Teams

Locations

History

Session 1

  • Listed as one of five teams competing in the Adventurer's Gambit
  • Promotional flyers featured all teams with betting lines

Status

[Current status after Adventurer's Gambit to be determined]

Type: Adventuring Team

Competed In: Adventurer's Gambit

Result: Did not complete first (lost to Toil & Trouble)

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Stonebell Slammers

active

Quick Reference

  • Type: Adventuring Party / Team
  • Size: 6 members
  • Influence: Local (Viekryss)
  • Home Base: Viekryss, trains at Stonebell Gym
  • Leader/Captain:
  • Status: Active
  • Notable For: Competing in the Adventurer's Gambit at Aurora Vein

Overview

The Stonebell Slammers are an adventuring team based in Viekryss. Named after the renowned Stonebell Gym where they train, the team is known for their strength, combat prowess, and tactical coordination. They gained prominence by competing in the Adventurer's Gambit challenge at the Aurora Vein casino.

Members

Active Roster

1. Milo - Barbarian

  • Role: Frontline fighter, heavy hitter
  • Nickname suggests immense strength and determination

2. Toren Veil "Tectonic" - Fighter

  • Role: Tactical frontline combatant
  • "Tectonic" nickname suggests earth-shaking power

3. Pexlii - Fighter

  • Role: Frontline combatant
  • Second fighter providing tactical versatility

4. Brana - Barbarian

  • Role: Frontline fighter, raw power
  • Second barbarian ensures strong frontline

5. Perrin Slatevein - Sorcerer (MISSING)

  • Role: Magical damage and control
  • Only son of Tryvenis Slatevein (merchant lord)
  • Unknown kid invited by Toren
  • Wore very high quality magic cloak
  • Disappeared during Session 3 - hit by deadly trap, vanished into smoky tendrils
  • Person of Interest for Lysander Cross (Lyre)
  • Status: MISSING

6. Kara Feldron - Artificer

  • Role: Support, utility, magical items
  • Cousin of Perrin Slatevein
  • Will be in trouble with her parents if Perrin is hurt
  • Came to the Gambit with Perrin

Former Members

-

Structure & Hierarchy

Leadership

  • Leader/Captain:
  • Second-in-Command:
  • Decision Making: Likely democratic or merit-based

Roles

  • Frontline: Milo, Toren, Pexlii, Brana (heavy combat focus)
  • Magical Support: Perrin (sorcerous power)
  • Utility/Support: Kara (artificer versatility)

Philosophy & Goals

Core Values

  • Strength through training
  • Team coordination
  • Combat excellence

Primary Goals

  • Prove their skills in competitions like the Adventurer's Gambit
  • Build their reputation as a formidable adventuring team
  • Represent the Stonebell Gym with honor

Long-term Ambitions

-

Territory & Influence

Base of Operations

Stonebell Gym in Viekryss

  • Train regularly under Marva Ironfist
  • Known as the premier team from the gym
  • The team name references their training grounds

Area of Influence

  • Local to Viekryss
  • Known in the adventuring and competitive combat circles
  • Reputation growing through competitions

Resources

  • Access to Stonebell Gym facilities
  • Training from Marva Ironfist
  • Equipment and supplies from Viekryss establishments

Activities & Operations

Known Activities

  • Regular training at Stonebell Gym
  • Participation in the Adventurer's Gambit competition
  • Likely take on adventuring contracts and quests

Specializations

  • Combat and martial prowess
  • Team-based tactical fighting
  • Balanced party composition for various challenges

Methods

  • Direct confrontation with overwhelming force (4 martial classes)
  • Magical support from Perrin's sorcery
  • Tactical versatility from Kara's artifice

Relationships

Allies

-

Rivals

  • Other teams in the Adventurer's Gambit:
  • Silvershard Syndicate
  • Frostbite Brigade
  • Deepstone Delvers
  • Bloodletters' Best
  • Toil & Trouble
  • Possibly the player party

Enemies

-

Neutral Parties

-

History

Founding

How and when the Stonebell Slammers formed:

Major Events

  • Participation in the Adventurer's Gambit at Aurora Vein
  • Session 2: Team attempted the Adventurer's Gambit with Toil & Trouble watching from a private booth
  • Perrin Slatevein was hit by a deadly trap and disappeared into smoky tendrils
  • Perrin not found in infirmary afterward
  • Renvar Ilthis (Gambit designer) also disappeared at the same time
  • Cannot reset the Gambit without Renvar
  • Team's status uncertain after losing their sorcerer

-

Reputation Evolution

-

Symbols & Identity

Team Colors

-

Emblem/Symbol

Likely incorporates imagery of:

  • A bell (from "Stonebell")
  • Stone/earth motifs
  • Strength symbols

Motto/Catchphrase

-

Recognition

  • Known for their connection to Stonebell Gym
  • "Slammers" suggests powerful, decisive strikes
  • Earth/stone thematic naming (Mountainheart, Tectonic, Slatevein)

Strengths & Weaknesses

Strengths

  • Heavy Frontline: Four martial combatants (2 Barbarians, 2 Fighters)
  • Magical Firepower: Perrin's sorcery provides damage and control
  • Versatility: Kara's artificer abilities add utility and support
  • Training: Regular access to Stonebell Gym and Marva Ironfist
  • Balanced Composition: Can handle various challenges
  • Team Coordination: Train together regularly

Weaknesses

  • Limited Healing: No dedicated healer (cleric, druid, etc.)
  • Melee-Heavy: Only one ranged spellcaster
  • Reconnaissance: Limited stealth/infiltration capabilities
  • Social Situations: Heavy combat focus may leave gaps

-

Plot Hooks & Story Threads

Potential Interactions with Party

  • Rivalry from Adventurer's Gambit competition
  • Potential allies for difficult quests
  • Competition for jobs and contracts
  • Friendly sparring matches
  • Team-up for major threats

Story Possibilities

  • One member might leave or be recruited by the party
  • The team could be hired as antagonists by an enemy
  • Friendly competition pushes both groups to improve
  • The team discovers something important and needs help
  • Member of the team has a personal quest that intersects with party

Current Situation

  • Recently competed in the Adventurer's Gambit
  • Status in the competition: [To be determined]

-

Session History

  • Session 0 - Team announced as competitors in the Adventurer's Gambit at Aurora Vein
  • Session 2 - Attempted the Adventurer's Gambit with Toil & Trouble watching; Perrin Slatevein disappeared after being hit by deadly trap; Renvar Ilthis also vanished; team's future uncertain

-

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The Compass

active

Quick Reference

  • Type: Organization
  • Size: Medium
  • Influence: Regional
  • Symbol: Compass (metal type indicates rank)
  • Leader:
  • Status: Active
  • Notable Members: Varyn Starwhisper (legacy member)

Overview

The Compass is an organization whose members carry compasses as symbols of their membership. The organization has a hierarchical structure denoted by the metal type of each member's compass, with different metals representing different ranks within the faction.

The organization accepts legacy members - those born into families with Compass membership - such as Varyn Starwhisper, who is a legacy member and part of Toil & Trouble.

Symbols & Identity

The Compass Symbol

  • Primary Symbol: Compass
  • Rank System: Metal type of compass indicates rank
  • Identification: Members carry their compasses as proof of membership

Rank Structure (by Compass Metal)

Highest Ranks:

  • [Metal Type]: [Rank Name/Title]
  • [Metal Type]: [Rank Name/Title]

Middle Ranks:

  • [Metal Type]: [Rank Name/Title]
  • [Metal Type]: [Rank Name/Title]

Lower Ranks:

  • [Metal Type]: [Rank Name/Title] - Entry level
  • [Metal Type]: [Rank Name/Title]

Special Designations:

  • Legacy Members: Born into Compass families (like Varyn Starwhisper)
  • Initiated Members: Recruited or earned membership

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Colors/Appearance

-

Motto/Creed

-

Purpose & Philosophy

Core Mission

What does The Compass do? What are they trying to achieve?

-

Values

  • Navigation/Direction (thematic connection to compass?)
  • Guidance?
  • Exploration?
  • Order?

-

Methods

How do they operate?

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Structure & Organization

Leadership

  • Leader/Founder:
  • Council/Governing Body:
  • Regional Leaders:

Hierarchy

  • Rank structure based on compass metal
  • How members advance in rank
  • Responsibilities at each level

Membership

  • How to Join:
  • Legacy members (born into it)
  • Recruitment
  • Initiation
  • Requirements:
  • Privileges:
  • Obligations:

Legacy System

  • Legacy Members: Like Varyn Starwhisper
  • Family Lines:
  • Advantages/Disadvantages:
  • Expectations:

Activities & Operations

Known Activities

-

Areas of Influence

-

Resources

  • Financial
  • Political
  • Magical

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Members

Known Members

  • Varyn Starwhisper - Legacy member, Monk, member of Toil & Trouble
  • Compass Type: [Metal]
  • Rank: [Title]
  • Status: Active

Notable Historical Members

-

Member Demographics

  • Who typically joins?
  • Class/race/background distribution

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Relationships

Allies

  • Faction Name - Nature of alliance

-

Rivals

-

Enemies

-

Neutral Parties

-

Territory & Influence

Headquarters/Base

-

Regional Presence

  • Which cities/towns have Compass presence?
  • Viekryss - Present? Varyn is based here

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Controlled Assets

-

History

Founding

  • When was The Compass established?
  • Who founded it?
  • Why?

Major Events

-

Evolution Over Time

-

Goals & Agenda

Public Goals

What The Compass claims to do:

-

Hidden Agenda

What they're really working toward (if different):

-

Current Priorities

-

Plot Hooks & Story Threads

Current Activities

-

Potential Conflicts

  • Internal power struggles?
  • External threats?
  • Conflicting goals with other factions?

Connection to Campaign

  • Varyn's legacy membership
  • Family expectations vs. adventuring life
  • Compass missions that involve the party

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Quest Opportunities

  • Compass sends Varyn (and party) on mission
  • Rival faction targets Compass members
  • Legacy family drama
  • Advancement ceremony/trial

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The Compass & Varyn Starwhisper

Family Legacy

  • Which family member(s) were Compass members?
  • How many generations?
  • Family reputation within The Compass

Expectations

  • What does The Compass expect from Varyn?
  • Does adventuring interfere with duties?
  • Pressure to advance in rank?

Advantages

  • Resources available to Varyn
  • Connections through The Compass
  • Training or knowledge access

Complications

  • Duties that conflict with party goals?
  • Family pressure?
  • Compass politics affecting the party?

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Toil & Trouble

active

Quick Reference

  • Type: Adventuring Party (Player Party)
  • Size: 7 members
  • Influence: Local (Viekryss), Growing
  • Home Base: Viekryss
  • Leader/Captain:
  • Status: Active
  • Notable For: Competing in the Adventurer's Gambit at Aurora Vein

Overview

Toil & Trouble is the name of the player party adventuring group based in Viekryss. The group is notable for having three members who own and operate local businesses in the city: Ellowen Moonthorn runs Thistle and Pine general store, Taliesin Briarmane (alias "Thistle") operates Three Threads Tavern, and Marva Ironfist owns Stonebell Gym. This gives the party deep roots in the community and multiple sources of income and information.

The party competed in the Adventurer's Gambit challenge at the Aurora Vein casino, one of several teams vying for victory.

Members

Active Roster

1. Ellowen Moonthorn - Druid (High-Elf)

  • Player: Ciara
  • Role: Nature magic, healing, versatility
  • Business: Proprietor of Thistle and Pine (General Store)

2. Taliesin Briarmane "Thistle" - Paladin (Firbolg)

  • Player: Jeremy
  • Role: Frontline tank, healing, divine magic
  • Business: Proprietor of Three Threads Tavern
  • Special: Has prophetic visions (see Thistle's Vision)

3. Kessia Brightpage - Rogue (Half-Elf)

  • Player: Chelsea
  • Role: Stealth, skills, sneak attack damage

4. Marva Ironfist - Barbarian (Goblin)

5. Raeve Nyaxia - Warlock (Half-Elf)

  • Player: Liane
  • Role: Magical damage, eldritch powers
  • Patron: [To be determined]

6. Varyn Starwhisper - Monk (Owlin)

  • Player: Sirwen
  • Role: Mobility, martial arts, versatility

7. Lysander Cross "Lyre" - Bard (Dhampir)

  • Player: [To be determined]
  • Role: Support, inspiration, face, skills
  • Alias: "Lyre"

Former Members

-

Structure & Hierarchy

Leadership

  • Leader/Captain:
  • Decision Making: Likely democratic or collaborative

Roles

  • Frontline: Taliesin (Paladin), Marva (Barbarian)
  • Damage Dealers: Kessia (Rogue), Raeve (Warlock), Marva (Barbarian)
  • Support/Healing: Ellowen (Druid), Taliesin (Paladin), Lysander (Bard)
  • Utility/Skills: Kessia (Rogue), Lysander (Bard), Varyn (Monk)
  • Face/Social: Lysander (Bard), likely others with high CHA

Philosophy & Goals

Core Values

  • Community roots (three members own businesses)
  • [To be determined through play]

Primary Goals

  • Win the Adventurer's Gambit competition
  • Protect Viekryss and its people
  • Investigate Thistle's Vision and prevent catastrophe

Long-term Ambitions

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Territory & Influence

Base of Operations

Viekryss - Multiple establishments:

Area of Influence

  • Strong presence in Viekryss through business ownership
  • Local reputation growing through competitions
  • Access to city information through business contacts

Resources

  • Three operating businesses providing income
  • Training facilities at Stonebell Gym
  • Supplies from Thistle and Pine
  • Information network through tavern patrons
  • Community connections and reputation

Activities & Operations

Known Activities

  • Competing in the Adventurer's Gambit
  • Operating three local businesses
  • Taking on quests and contracts
  • Investigating prophetic visions

Specializations

  • Well-rounded party composition
  • Strong in both combat and social situations
  • Diverse magical abilities (divine, arcane, primal, pact)
  • Community integration and information gathering

Methods

  • Balanced approach with multiple tactical options
  • Strong healing and support
  • Frontline durability with Paladin and Barbarian
  • Stealth and infiltration capabilities

Relationships

Allies

-

Rivals

  • Other teams in the Adventurer's Gambit:
  • Silvershard Syndicate
  • Frostbite Brigade
  • Stonebell Slammers
  • Deepstone Delvers
  • Bloodletters' Best

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Enemies

-

Neutral Parties

-

History

Founding

How and when Toil & Trouble formed:

Major Events

-

Reputation Evolution

-

Symbols & Identity

Team Colors

-

Emblem/Symbol

-

Motto/Catchphrase

"Toil & Trouble" - reference to the famous witches' chant from Macbeth

Recognition

  • Known for their business ownership in Viekryss
  • Three members are established community figures
  • Eclectic and diverse party composition

Strengths & Weaknesses

Strengths

  • Excellent Party Composition: Well-balanced with tanks, damage, healing, and support
  • Diverse Magic: Divine (Paladin), Primal (Druid), Arcane (Bard), Pact (Warlock)
  • Community Integration: Three business owners with deep local ties
  • Information Network: Tavern, store, and gym provide access to rumors and news
  • Financial Resources: Three businesses provide steady income
  • Healing: Multiple sources (Druid, Paladin, Bard)
  • Skills: Rogue and Bard provide excellent skill coverage
  • Versatility: Can handle combat, social, exploration, and investigation

Weaknesses

  • Business Obligations: Three members have responsibilities in Viekryss
  • Divided Attention: Running businesses may limit adventuring time
  • [To be discovered through play]

Plot Hooks & Story Threads

Current Mysteries

  • Thistle's Vision and The Portal to the Sky
  • Why does Taliesin have prophetic visions?
  • What is the true nature of the Aurora Vein gemstone?
  • Raeve's patron and warlock pact details

Story Possibilities

  • Businesses could be targeted by rivals or criminals
  • Community connections draw party into local conflicts
  • Prophetic visions drive main plot
  • Competition results affect reputation and opportunities
  • Business success or failure impacts party resources

Current Situation

  • Recently competed in the Adventurer's Gambit
  • Establishing themselves in Viekryss
  • Building reputation as adventurers

Session History

  • Session 0 - Party formation and campaign start

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Vykris Ledger

active

Quick Reference

  • Type: Organization (apparent news/reporting outlet)
  • Status: Active
  • Notable Members: Kessia Brightpage (reporter)

Overview

The Vykris Ledger is the organization that Kessia Brightpage works for. Kessia is a reporter (covering events such as the Adventurer's Gambit with magic-detection glasses), so the Ledger appears to be a news or publishing outlet.

Session 6: Kessia's employment with the Vykris Ledger was revealed.

Members

Members: Kessia Brightpage

Type: Organization

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