The Old Lands - Session 10 - 5/19/2025

📜 The Weight of a Blank Soul

Date: 5/19/2025
Location: Qyn’ki → Sanctum Obscura
Session Theme: Revelation, Legacy, and the Gathering of Black Church Power

🧧 Rewards, Recognition, and the Black Church’s Favor

Upon returning to Qyn’ki, the party was welcomed not only with gold and gratitude but with full recognition by the Church’s shadow hierarchy. Their actions at Rosebridge and Stormvale had done more than kill a lich—they swayed a Goliath war-clan into permanent allegiance, preserved the secrecy of the Church’s involvement, and executed a bold, dangerous operation with elegance.

They received:

  • 10,000 gp for completed missions

  • 3500 GP for eliminating Tarrow Quin

  • 2,500 gp for eliminating Atoghul

  • 2,500 gp for eliminating Orthinal

  • A fortified estate—complete with a secret tunnel to the Black Doe and Qyn’ki’s sewer arteries

  • 25 loyal soldiers and full Black Church logistical support

  • The promise of an Indulgence—a legendary favor from the War Council to Morrigan for her leadership. This indulgence does not need to be spent right away. It can be used any time Morrigan and the party thinks is wise. The party opted to save the favor for another day.

Soon, they would meet Buddu’goliaeth, the Church’s War Master and the living blade of its wrath.

🏡 Bastion Building: The Dawn of a New Chapter

As a sign of their rising status, the party began developing Bastions—personal sanctuaries and strongholds within the estate.

  • Grim built a workshop and storeroom; his goals were practical: invention, wealth, and control.

  • Tim Patty focused on comforts and influence: a kitchen, library (staffed by the charming Abercrombie), and a garden for perfume and flowers.

  • Stevia cultivated a garden of poisons and mushrooms with the help of Billy, and her storehouse merged beautifully with Tim’s in a courtyard.

  • Morrigan turned her wing into a quiet holy fortress: a sanctuary staffed by the eerie druid Belora Thornbine, a sauna, and a reliquary-in-waiting.

  • Oberyn constructed an armory and smithy, training and outfitting 12 of their 25 troops with enchanted weapons and laying groundwork for a future pub.

Each Bastion reflected its owner’s philosophy—grit, grace, venom, faith, or vengeance.

📚 Research into Ruin: Taranvach and the Glasslands

Using Tim’s librarian, the party investigated two shattered lands the party will soon be traveling to.

TaranvachThe Broken Jaw

Summary:

  • Once known as the Mouth of the Ainheria, Taranvach was a harbor-temple of the Black Church.

  • It was annihilated during the final eclipse of the Age of Ruby by a meteor known as the Falling Heart, a Godseye Stone surrounded by Voidglass and summoned by cultists of a now-rumored Outer God.

  • Now known as “The Maw”, its reef is jagged obsidian, its tides whisper forgotten names, and its ruins are haunted by fused Ainheric aberrations and the Tide-Priest, a Lich who worships the Crawling Chaos.

  • Many Ainheria who died here never revived—a unique and terrifying anomaly.

  • The party learned this Lich may be a cast-out noble from Rhaglunieath—deepening the mystery and tying this region to the fabled city of Citragadda.

Etymology & Meaning:

  • Taran – Welsh for “thunder” or “strike”, symbolizing divine wrath or celestial impact.

  • Vach – An altered form of bach/fach, meaning “small” or “beloved,” but twisted here to evoke something once precious and holy, now fallen. The mutation gives it a harsher tone—fitting for a cursed ruin.

Lore Summary:

Taranvach was once the shimmering harbor-temple of the Black Church, its spires reaching like black thorns into the permanent mist that fills the region.   Once known as the Mouth of the Ainheria, it served as a ritual port and silent fortress where inquisitors ferried souls and secrets through shadowed waters while foiling the plans of the many cult strongholds also located here. But during the final eclipse of the Age of Ruby, it was struck by the Falling Heart, a meteor of screaming fire and eldritch stone.

The blast annihilated the city, carving a cratered reef of obsidian teeth where once stood its cathedral-fleet and bone-lit docks. Survivors speak of still-burning cenotaphs and ink-black tides that whisper names no longer remembered.

🌊 Region Overview

  • Location: Along a broken stretch of the western coastline in the Abandoned Lands, where the land crumbles into a jagged cliffside sea.

  • Climate: Perpetual mists, sudden tempests, dark tides with unpredictable currents, and a wound in the earth that is seemingly bottomless from which the mist comes from.

  • Surroundings: east lies the Sea of Teeth, west lies Mount Tarr'nwyn, aka the Lonely Reach, the solitary peak cloaked in snow and starlight,  and to the northeast.

  • Former: Secret Black Church Stronghold.

  • Now: Cursed Meteor Wound, Pilgrimage Site for the Black Church, and an Abyssal Rift.

🕳️ The Crater & Obsidian Reef

Name: Locals call it “The Maw” or “God’s Teeth.”

  • Impact Zone: A vast crater of melted earth and fractured cathedral foundations now opens to the sea. The coastline has collapsed inward, forming a jagged crescent of obsidian reefs and Isles covered in Voidsand, glistening with cursed slicks and jagged spires like fangs.

  • Supernatural Effects:

    • Gravity anomalies: Weight shifts erratically—some pilgrims feel light as air, others collapse under sudden crushing force.

    • Temporal eddies: Hours pass as days for some. A dove released in the morning may turn to bone by nightfall.

    • Voice Echoes: The reef speaks in the voices of the dead or those yet to die. The whispers drive many mad or suicidal.

  • Monsters: Siren-like aberrations formed from fused Ainheria and inquisitors; black-eyed drowned pilgrims; reef-things made of barnacle and bone.

  • DM Lore Note:  The meteor that hit Taranvach is a Godseye Stone (a stone similar to a beherit or cipher but much more powerful) surrounded by large amounts of Voidglass. It was summoned by cultists of an outergod.  Fragments broken off from the Godseye are beherits and ciphers.  Some of the ciphers and beherits people are finding are from here while others are from other locations or times.

    • Godseyes are the source of almost all beherits or ciphers

    • Almost all gods have two Godseyes.  A very few have one Godseyes.  Even fewer have 3 or more.

 

🏚️ Ruins of the Harbor-Temple - The Devouring Choir

What remains of the city sprawls down from the broken cliffs into the churning waters. Streets are cracked, lined with charred statues and shrines that leak black saltwater. Part of the grand temple-keep, known as The Devouring Choir, leans into the ocean like a half-sunken throat.

  • Key Locales:

    • The Choir’s Bell – A shattered bell tower that rings once per month at midnight, though the bell was melted in the impact.

    • Vault of Shadowed Names – A half-submerged catacomb where inquisitor records and rites are still magically preserved… and guarded.

    • Tide of the Black Oath – A massive stone pier, now broken, where ritual executions and sea-burials were held.

 

🕯️ Sunken Temple-Dungeon: The Crushed Esophagus

  • Access: Through a submerged spiral stair beneath the reef or via flooded cavern offshoots.

  • Design: Warped by the meteor’s power. Its halls are both underwater and air-filled chambers, twisting in shape. It resists divination and mapping.

  • Themes:

    • Inversion of Light: Radiance is painful here; darkness calms.

    • Living Runes: Glyphs slither like barnacles on the walls.

    • Relics: Forbidden Ainheric artifacts, including black censers, soul-keys, and bound phylacteries.

  • Bosses/Threats:

    • Lost Ainheric Revenants – Once noble witches, now wailing, psalm-screaming horrors bound in obsidian.

    • The Tide-Priest – A once-mortal lich who believes the meteor was a divine judgment and now serves it. It should be implied that the lich received its powers from an outer god similar to Teàrrachar Analach/the Breathing Tar  called the Crawling Chaos.

      • Same Outer God that drow noble from Rhaglunieath worshipped!

      • Is this the outergod ultimately responsible for the meteor

 

📿 Black Church Pilgrimages

Despite its ruin, the Black Church sends faithful to seek a way to recover some of the Ainheria who died here and are unable to revive, rescue lost relics, commune with the fallen, or learn more about the mechanics/cause of the disaster itself. Almost none return.

  • Frequency: Once a season, a new group departs.

  • Rituals:

    • Burning the skin with salt ash.

    • Singing the Ainheria names backward while fasting.

  • Failure Rate: 95%—most die, go mad, or vanish. Those who return are usually altered—physically, spiritually, or both. Some speak in languages not known on Kol. Others glow faintly when in darkness.

 

🏔️ Mount Tarr'nwyn, the Lonely Spire

  • Location: Two days' travel inland from Taranvach’s crater edge. Always visible, even in thick fog and despite being constantly shrouded in snowfall and night.

  • Aura: Pulsates with divine and conjuration magic. A haven of sorts—unusually untouched by the corruption of the crater. Snow and night always falls upon Mount Tarr'nwyn.

  • Secrets:

    • Said to contain a sealed Waygate, buried at its peak.

    • Used historically as a summoning place—perhaps even to call the meteor.

    • Some believe the peak is a bastion of Drahk's last mortal echoes before he left for his great Star Pilgrimage (an exodus that saved hundreds of thousands from disaster on Kol before returning, this journey also resulted in Drakh's ascension to godhood)  —a beacon of still-living hope, watching from the peaks

  • Creatures: flying celestial creatures, time-touched deer, an absolutely gigantic silent spirit known as The Harrowed Sphinx, who guides or misleads pilgrims.

    • There are also legends of strange lights in the clouds that are not beast or creature like.

      • Hints that these are a robotic sentient race called the Modrons. 

The Glasslands & Kalé’s ChasmThe Glass Crater

Summary:

  • A divine extinction zone, created when Kalé hurled the flying city of Ca’nip into the dwarven city of Delvahrum using a titanic Godseye.

  • The resulting voidglass terrain—filled with Echo Winds, Glasswalkers, Glass Gators, and Drowned Titans—was the epicenter of Kol’s greatest extinction event.

  • Kalé’s fall brought Outer Gods into contact with Kol’s surface, piercing reality itself.

  • The site is sealed, cracked, and warping—but something within is still awake.

⚫ The Chasm of Kalé

A World-Cleft of Forgotten Ash and Voidglass

📍 Location:

North of Taranvach along the upper western coastline of the Abandoned Lands, the Chasm of Kalé defines the northwestern horizon. It yawns like a god’s wound, where the sea dives into a boiling trench of ruin and reflective blackness. Part coastal trench, part inland crater, part broken tectonic rift—it is the site of Kol's oldest divine extinction event and led to a war between the gods and their mortal creations.

 

🪐 The First Fall – The Kalé  Impact

  • Event Name: The First Fall (also called Kalé's Maw, The Crowns That Shattered, or The City Star)

  • Timeframe: Late Nigredo Age, predating the current divine courts.

  • Meteor Type: A Godseye Stone, massive in scale—50× larger than the Falling Heart that struck Taranvach. Kalé  created the stone through some sort of great summoning ritual. He then threw the stone…and the whole flying city into the ground below. This impact destroyed the dwarve and gnome empire below it. It also summoned a swarm of Godseyes. These Godseyes were as large as the Godseye that hit Ca’nip and Delvahrum, but also many more in quantity. Approximately two dozen such Godseyes struck the paradise continent of the first Pantheon of Kol. This meteor strike not only destroyed the home of the first gods, but completely obliterated it - leaving only a giant hole on the surface of Kol. This hole is the size of the now missing continent, covered in a strange fog, and seemingly bottomless. Some legends say this pit is not just bottomless, but a break in reality itself. Others say this chasm is the heart of the Abyss and the stronghold of Renji.

  • Aftermath to the immediate region:

    • Created the Kalé  Crater and Trench, splitting Kol’s crust and birthing a visible fault line that curves inland.

    • The coastal strike turned hundreds of square miles into solid voidglass—transparent-black desert terrain that shifts reflection and orientation.

    • Strange and mutated creatures fill the Voidglass Coast and the underground labirynths.

      • E.G. Glass Gators.

    • Tectonic Instability: New mountain ranges, sunken plateaus, and ocean rifts formed.

    • The sea over the trench boils unnaturally at its depths, and storms never cease above it.

    • The continent the first Pantheon of Kol resided on was hit by dozens of Godseyes and completely oblitarated. This is likened to the destruction of paradise or heaven. These events led directly to the fall of the pantheon, the ascension of Arevay and Mekhila, and the creation of the Eldritch Crown.

    • Two enormous, golden age cities were lost in a minute and soon after, two great empires.

      • Ca’nip = The Crown of Mankind

      • Delvahrum = The Buried Throne.

      • The ruins of Ca’nip and Delvahrum are literal fallen cities bored deep into the ground due to their falls. Ruins should be inspired heavily by ruins of Aeor and Avalir.

 

👑 Extinct Civilizations

🏛️ Ca'nip – The Crown of Mankind

  • Once the largest human city on Kol—gleaming citadel and arcane capital.

  • Kalé created the city by lifting a literal mountain top into the sky and flipping it.  The city was built upon the flat inverted top of the mountain.

  • A tall hive city with great, complicated buildings, known for vast skybridges and floating spires.

  • The city itself could move and travel.  It had, however, remained in a stable position for its final 100 years when it enjoyed an alliance with the Dwarven and Gnomish Empire and its gem, Delvahrum, below.

  • Their most powerful wizard-kings worshiped celestial law and alchemical deities.

  • Inspired by the Netherese Empire from Forgotten Realms and the cities of Aoe and Avalir from Critical Roll.  A high point in magic that went well beyond the limits of today. Everyone was at minimum a capable wizard and could cast spells. High technology and magic everywhere.

  • Most powerful artifacts were great divine fed engines created by Kalé and his closest followers. These engines accomplished many miracles, including the constant flight of the city.

    • Engines were later captured by the Pantheon of Kol in a great war. These engines were taken apart and used to create the Eldritch Crown - an artifact of unmatched power and renown.

  • In its fall: three-fourths of the city was instantly vaporized, the rest melted into glass and shadow. The city crashed and burned through miles and miles of solid earth, destroying their sister city below. Three-fourths of the dwarves and gnomes were also killed in an instant. Delavhrum and Ca’nip were basically destroyed in an instant.  All survivors fought against horrific aberrations and monstrosities. Forces focused on finding survivors, regrouping, recapturing as many key relics, magic items, and resources as possible before migrating to re-establish a new home.

  • The city's name is now forbidden in arcane records; its symbols are still sometimes found deep in voidglass, or reflected in mirrors of the dead.

 

⛏️ Delvahrum – The Buried Throne

  • A titanic dwarven + gnomish underground city beneath Ca’nip .

  • Inspired by Moria: Vaulted chambers, endless bridges, rune-lit cisterns, and mechanical wonders now shattered and buried in glass and magma.

  • Also inspired by Aeor and Avalir from Critical Role: A golden age megacity and the pinnacle of technology.

  • Home of the Deep Gear Accord, a rare dwarven-gnomish fusion of technomancy and spiritual engineering.

  • The meteor collapsed the upper vaults and opened the Deep Abyss, now known as the Breathless Spiral, swallowing generations.

  • The beginnings of the Black Church started here.  Arevay and her sister Mekhila were outcasts of Ca’nip who eventually returned with a secret cult hidden in Delvahrum.  Among many accomplishments, the twin sister witches convinced the nobility of Delvahrum to create a remarkably powerful crown born of great divine origins and sacrifice. 

    • Arevay and Mekhila would be many of the ancient Araphellons to fuel a war between the gods and the mortals born from their creation.

    • Arevay and Mekhila slew Zarius & Det, and then ascended to godhood.

    • The Araphellons would ultimately lose and Arevay + Mekhila would be minimized on the Divine Council by their new celestial brethren. The pantheon of Kol would also take the Crown forged by Delvahrum and fuse it with divine engines created by Kalé and Ca’nip.

    • There is a theory that Arevay and Mekhila manipulated Kalé to create the divine engines, Delvahrum to create the crown, and even the gods into making the Eldritch Crown.

    • Arevay personally fought alongside some of the primordial Ainheria at Delvahrum to contain something "horrific" that came from the meteor. 

      • Malar was there as a primordial Ainheria.  The Ainheria followed the now dead feygoddess, Velka.

        • Many of the primordial Ainheria did not rise after falling and remain dead to this day.

      • Great starborne threat was ultimately imprisoned by the sacrifice of a half-orc hero who worshipped Farkyl, a now dead god whose pantheon overlaps heavily with the Church of Grod from present times. Surely this is not a coincidence.

  • Survivors of Delvahrum's fall migrated top-side and founded the Freeholds—new hybrid cities of dwarf and gnome culture. Most of the freeholds have fallen since the arrival of the Patriciate.

 

Geography and Terrain

 

🌌 The Kalé's Fault, Glasslands, and the Glass Coast

  • Voidglass Expanse: A jagged plain of obsidian mirror-glass and frozen shadow. Walking across it distorts time and location. Reflections move independently. Parties risk psychic exhaustion or hallucination.

  • The Fault Line: A mile-wide trench running inland. Exposed leyline energy pulses in shattered veins of radiant magma. Aberrations crawl up from the fault during blood moons.

  • The Shattercoil Range: Mountains birthed by the earth’s fracture. Contain highly active conjuration zones, and the bones of colossal titans caught in the shockwave.

  • The Crownlight Anomaly: A flickering golden aurora above the trench. Impossible to measure. Believed to be fragments of divine essence still trying to reconstruct Ca’nip’s fall.

 

🕳️ Dungeon Option: The Submerged Vaults of Delvahrum

  • Entry Points: Ancient dwarven tunnels collapsed near the glass basin. One known entrance: The Emerald Gate, buried in shifting basalt near the faultline.

  • Dangers:

    • Golem remnants with shattered protocols.

    • Unstable soulforges—forge-spirits trapped in time loops.

    • Echoes of the Deep Accord: ghost-engineers reliving their final moments.

    • Voidglass devils: sentient shadows that believe they are real dwarves.

  • Ancient danger:  Astaroth was an ancient green dragon who was the confidant and mount of Kalé the Frenzied.  He was never seen again after the cities fell, but to this day, green dragons are seen frequently roaming the lands near the Glass Coast and Glasslands. Some suspect they make the lost city of Delvahrum their home.

  • Key Feature: The Heart-Furnace, a still-glowing molten engine that may be able to re-temper voidglass or reforge ancient god-metal (campaign hook).

 

💀 Known Hazards

  • Echo Winds: Psychic tempests sweep the region. Wisdom saves or confusion-like effects.

  • Glasswalkers: Creatures partially fused with voidglass. Appear humanoid, but have fragmented reflections. Can phase through mirrored surfaces.

  • Glass Gators: Near-transparent crocodilian creatures that are centipede like. They live in the swamps and underground territories of the region.

  • Green Dragons:  Descendants of the ancient green dragon, Astaroth, are in the area

  • Drowned Titans: Aberrant, hill-sized beings sleeping beneath the trench—worshiped by cults.

  • The Vaulted Monstrosity:  Whatever remains imprisoned in the throne room of Delvahrum is something similar to the horrendous Great Beasts and Armageddon Beasts. These are legendary monsters from the Outer Realms beyond the universe of Kol.

🕯 Revelation in the Sanctum Obscura

The party was summoned beneath Qyn’ki, to the Sanctum Obscura—a hidden Black Church chamber of war. There, they encountered the elite of the Church.

Location:

The Sanctum Obscura, a vast obsidian hall buried beneath Qyn’ki, reachable only by a whispered name and a gate of salt-crusted brass. The walls are lit with floating soulflames—white, blue, and deep red—each one singing in a language only the dead remember. This is the first time the PCs have ever experienced the unnerving ordeal of teleportation.

An enormous table of blackstone floats above a shallow pit of ink-like water. Chairs are carved with symbols of Ainheria, dominions, and divine names thought lost.

 

🎭 Present Council Members

  • Arevay, the Pale Flame — Once a goddess, now returned in weakened Blank form. Her beauty is otherworldly but flickers like candlelight.

  • Malar, the Black Thorn — Primordial Ainheria and Morrigan’s unseen mentor. Clad in bone-hung armor, a scythe rests at his back.

  • Bast the Untethered — Silver-winged, sharp-eyed, with a grin like a dagger. Stevia’s secret watcher.

  • Zadkiel, Great Arcanist — Elf wizard, tall, angular, humor-lined. Always smiling, never fully trusted, beloved by Arevay, from another universe and arrived here by accident. 

  • Buddo’goliaeth, Somnuria’s Warmaster — Though a small halfing, she is a towering presence of steel and fury, voice like a collapsing mountain.

  • Other Ainheria and BC Commanders, veiled and silent.

 

🗣️ Opening Scene Dialogue

The players are ushered in. The table quiets. Arevay stands—barefoot, her long coat drifting like smoke.

Arevay

"You’ve felt it, haven’t you? That tremble when a prayer reaches your skin, but not your soul. That itch when someone tries to divine your path, and all they find is fog."

(She steps closer, eyes glowing faintly.)

"You are Blanks. Every one of you. Untouchables.

Souls that cannot be unwillingly chained… nor devoured."

A hush spreads. The soulflames dim. Malar rises behind Morrigan.

 

Malar (to Morrigan, voice like falling stones)

"You were never unseen. You were watched. Always.

You carry her fire—Arevay’s blood—and my hopes."

(He opens a scroll of black leather, inked in bloodsilver.)

“Hear your thread, Grave-Witch of the Crater’s Eye.”

(He recites the prophecy — see your earlier version.)

“And through you… the dead shall remember purpose.”

"When I stood in Delvahrum as it cracked open, I saw your shadow on the wall, Morrigan. Ages before you were born. It is your scythe that must sever what no god dared."

Opportunity for Morrigan to question Malar, react to prophecy, or reflect on her family, mentor, or divine callings.

 

Bast (rising, lounging like a cat at attention)

"Stevia. My favorite chaotic little comet."

(Winks.)

"You thought I just liked your music and your sense of humor. I did. But I also saw something… old. Older than Kol’s laughter and something I failed to bring about."

(A parchment unfolds itself midair, shimmering in Ceslida’s sigils.)

"This is yours."

“Three born of one breath… but only one shall laugh at the end of all things…”

“From her hand shall come the Opus Unchained—not as prayer, but as punchline.”

"Ceslida used to say joy was the most sacred kind of rebellion. You, my dear, are rebellion incarnate."

Opportunity for Stevia to ask about her siblings, Ceslida’s last music, or her role in the coming war. Maybe she even hears the first chord of her Opus in her mind...

 

Zadkiel (grinning, waving a glass orb that glows with three colors)

"Ah, and the rest of you! Don’t think you’re off the hook.

You’re Blanks too. All different. All unstable. All beautiful. Just like me (as he winks and laughs in good nature)"

(His tone darkens briefly.)

"Kol makes very few Blanks. But when it does, they become…

Problems for empires. Solutions for gods."

(He turns to Grim, Oberyn, or another PC with deep roots.)

"What you’ve already survived? That was foreplay."

Arevay steps forward again, eyes narrowed.

"There are two wars approaching. One with Rhaglunieath, and the Crawling Chaos. One with Ahriman, and his Patriciate empire. We cannot win both if we fight Ansil and I fight like mortals"

"That is why you will go on a pilgrimage to Taranvach.

To uncover the secrets of the Falling Heart,

And if fate wills it… to stop what stirs beneath Delvahrum.

Awaken the mysteries of the god silencing meteors

And free the lost souls of our sisters there"

Buddo’goliaeth (slamming a steel gauntlet on the table)

"The seals under the Buried Throne are breaking.

If that thing awakens before we’re ready,

We lose more than Crusades —we lose Kol or worst."

"Find out what’s causing it. Stop it if you can.

And bring me back anything big enough to kill a god.

War comes soon."

🔥 The Revelation of the Blanks

The deities spoke plainly: the party are Blanks.

“Not all gods are Blanks… but all Blanks may become gods.”

Blanks are souls untethered to the Source. They:

  • Do not assimilate with the Source. This prevents Blanks from naturally becoming Outsiders or their souls moving on to other planes, including the Immaterium.

  • Go through reincarnation cycles instead of participating in the natural cycle of the Source and Immaterium.

  • Cannot be fully read by prophecy or divination

  • Cannot be forcibly bound, resurrected, or manipulated by divine power

  • Cause miracles and calamities to form around them naturally

  • Are rare and destabilizing to gods, empires, and even time itself

Most gods were once Blanks. But most Blanks never rise.

🔮 Prophecies Revealed

Morrigan was given the Prophecy of the Grave-Witch by Malar:

She is tied to Arevay’s divine blood and may be the one to awaken or destroy what sleeps in the Vaulted Monstrosity below Delvahrum.

Stevia was given the Prophecy of the Laughing Note by Bast:




She is rebellion made joy, and her music will shape reality in defiance of despair.

Grim received a Star Compass—once held by his father, Bert Davidson, a legendary explorer who mapped the Godseye fall zones before vanishing into the Abyss. His father is presumed to be beyond even Kol now.

 ITEM: Star Compass

Wondrous Item, Rare

An artifact built by Bert using dwarven gyroscope parts and celestial ley tracking shards. It always points to the nearest active Godseye fragment.

Effects:

  • Works as a magical compass in wild zones and voidglass terrain.

  • Has 3 charges per long rest. Spend a charge to:

    • Locate the nearest Godseye shard, Beherit, or Cipher within 1 mile.

    • Grant advantage on survival checks to navigate crater-altered terrain.

    • Temporarily stabilize leyline turbulence, preventing teleportation misfires or reality tears for 1 minute.

Zadkiel: “Your old man didn’t just walk into the Abyss. He mapped it first.”

Oberyn was confronted by Arevay, who saw in him the final ember of a bloodline untouched by the Source.

“You still carry it. The vengeance. The silence.”
“The sky remembers you.”

His blade, Tooth of the Laughing Prophet, is a divine weapon in waiting—awaiting fusion with more divine stones and Oberyn’s Blank Soul to awaken fully.

⛵ The Stormbreaker Sets Sail

The party chose to travel by sea to reach the western ruin sites. Though the ocean teems with Krakens and cultic dangers, they seek speed and surprise.

They now sail aboard The Stormbreaker, a ship from Oberyn’s homeland. They hope to seek investors for Qyn’ki’s more significant infrastructure, such as the plantation that is available for purchase for over 100,000 GP.

The party will then make a pilgrimage to the Glass Crater followed by Taranvach.

Bastion Actions (4 turns)

Grim: NPC with Bastion Sending Stone: Narf Spittleshiv

  1. 2 cycles of buy and sell = +100 GP,

  2. make 4 vials = 4 GP,

 Stevia: NPC with Bastion Sending Stone: Billy

  1. 2 cycles of buy and sell = +100 GP,

  2. garden = 2 vials of antitoxins, 3 vials of basic poison,

 Tim: NPC with a Bastion Sending Stone: Abercrombie

  1. Research Lore on Taranvach,

  2. (Decorative) Garden Action: 10 vials of Perfume.,

  3. (Decorative) Garden Actions: 3 actions to make 30 bouquets of flowers. Sell them and use them for gifts/influence amongst people in the town. +150 GP,

  4. Research Glasslands,

  5. Research Lich,

  6. Research of the Vaulted Monstrosity,

 Oberyn: NPC with Bastion Sending Stone: Senji

  1. 2 cycles of buy and sell = +100 GP,

  2. 12 troops of the 25 have +1 swords = 50 x 12 = -600 GP,

 Morrigan: NPC with Bastion Sending Stone: Valora Thornvine (druid like lady)

  1. Valora is creating druidic focuses and attending to the place. 4 focuses

🧪 Final Notes

  • New NPCs introduced: Velora Thornvine (Morrigan’s druid caretaker), Abercrombie (Tim’s gardener), Senji (Oberyn’s smith), Narf Spittleshiv (Grim’s shopkeep), and Billy (Stevia’s Shopkeep)

  • Black Church strategy: A coming crusade against the Patriciate and the Empire of Rhaglunieath. The party will travel to the Glass Crater to release the souls of the Ainhera trapped there and kill what is responsible for the region’s twisting. It is implied Stevia will discover a miracle called a Magum Opus that will free these trapped souls. They will then travel to Taranvach to discover the secrets of a lost Ainhera artifact called the Falling Heart and free the souls of the Ainhera and Black Church members trapped there. Supposedly the Falling Heart can be used to activate a great portal created by Drahk within Mount Tarr’nwyn.

  • A Stargate-like Waygate hidden atop Mount Tarr’nwyn may become central to the two impending Crusades.

  • The Church believes the rise of blanks and cultists is tied to how Outer Gods are escaping their prisons.

Quest LOG


1. Side Mission: Go back to Kartotem to find investors for the 100,000 GP plantation in Qyn'ki (that comes with an army of 100)

2. Main Mission: Travel to the Glass Crater and discover what mysteries wait below the ruined cities of Ca'nip and Delvahrum. There you must free the trapped souls of the Ainhera there as well as kill whatever entity is corrupting the area.

3. Main Mission: Travel to Taranvach to free the trapped souls of the Ainhera + Black Church there as well as recover an artifact called the Falling Heart. This artifact can supposedly empower a beyond legendary artifact within Mount Tarr'nwyn. This artifact is a great portal made by Drahk that would be critical in the Two Crusades.

4. Side Mission: Arevay revealed lore about the Immaterium, the Source, and Blanks. She, like other gods and goddesses, are Blanks. Blanks do not return to the Source or Immaterium so therefore do not go through the same cycle of life and death as most souls. Blanks tend to be incarnated after 100s of years or even longer. Arevay and Ansil are both blanks recently returned and strangly inhibitted. This limitation imposed on them might be related to what kept all gods from being reincarnated and stopped the natural cycles on Kol. Given there are other souls of Blanks not properly reincarnating in these two areas, it is hoped you might discover something new and helpful.

5. Side Mission: Dungeon Delving and Spelunking. There are many powerful items, weapons, and divine stones in these areas that have been long lost to time. Be on the look out for these priceless treasures

6. Side Mission: Waaaaaaaaaaaagh! The Black Church is soon initiating two crusades. One to destroy the Patriciate Empire and another to retake Rhaglunieath. Report on anything that could help the war effort. This includes not just weapons of war and lore, but alliances and other political assets. Kartotem has been thoroughly secured. Drowsbridge could be reinforced. Other alliances are strongly desired.

7. Side Mission: Beau Abernathy is still at large. It's been discovered he has acculmulated many divine stones, including a godseyes from the Stormveil Clan. Find Beau and thwart his plans

8. Side Mission: The party believes a creature called a "False Hydra" is responsible for some of the anomolies near Qyn'ki. They should find out more and bring an end to this creature.

9. Side Mission: Leadership in Qyn'ki continues to weaken. Anything to weaken the Patriciate's hold here or increase the Black Church's will be rewarded.

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The Old Lands - Session 11 - 6/16/2025

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The Old Lands - Session 9 - 5/12/2025