Session 101: Animaesus and Tarrasques: The world is a soup, and I am a fork. Merging Legends Pt. 1
General Summary
Two days of rest and travel go forth. During this time, Kaly rests and reflects on how her past and clockwork magic has come to catch up with her, and thus this group.
Tenebris leaves Kaly and the others to their own devices, where Jhir, Grary, Aether, his children and siblings Iron Maiden, Scorpions, and White Snake wait patiently, enjoying the rest after a tough fight with strange constructs. However, Tenebris travels by conjuration to the far east, to the lands of Drakthir, so he can find rare potions that these native Animaesus Lands will not have. He finds a willing vendor, one with vitality potion, and many others. He takes the lot, spending more than 5000 gold and thus allowing for this vendor to retire for a time.
Amu spends time listening to the winds, and on the end of the second day of rest, there is a wind storm, one full of whispers. He hears, more than sees, imagery of stories and how this lands will now change because of Bar'Mak's arrival, this red dragon. The fires will rise in the towns, villages, and some cities. The people will run from the roar's bellow. Fear, yes, but it allows change, for new starts, new venues, new farms, villages, towns, and even cities. Not only that, he hears a war, and sees through his mind's eye, a red drake, Bar'Mark, in golden armor, ready to challenge, ready to fight. A war ensues, the elements at charge, the dragons at bay. Amu is satisfied.
Birdman spends the time, not only traveling west with the Tarrasque, but also getting used to how this beast is, now that it is awake and in his charge. He attempts to harvest some spinal fluid, while the beast sleeps, but he does not succeed. He indeed needs to figure out how to make use of what resources he already has. He tries again, and he is able to focus the control of his raiment to cover and protect his body, so he does not get squashed by the pressure and weight, nor consumed by the tarrasque's immune system. He is able to gain 5 vials of fluid to use for future projects.
Kaly and Tenebris, with their entourage, have found a trail for some dwarves, some scouts it seems. They quickly decide to waylay them, and they attempt to sneak toward them. However, Jhir and White Snake are seen, and a volley of shots are sent towards them. They begin to charge, both sides, and more volleys are sent along the way.
Amu works with Gorgmongr to use his staff to grow another tree, and with that the moustelin, Amu, decides to travel back to the swamps in order to find Swampur, his Archdruid of Spores, whom Amu gave a collection of spinal fluid from the tarrasque to research. He traverses to the group of rocks, and finds new alchemic and druidic magics strewn about, filled with different versions of the viscous spinal liquid of the tarrasque. Amu asks what has occured, and Swampur directs Amu to investigate the broken, possibly stolen, alchemic glass. He sees a boil that will not boil, a wrapping of odd mush, seeping with blood. The beasts own fluids resist the elements. Cold seems somewhat more effective, but fire seems to have no effect, as with acid.
Once this is shared, Amu and Swampur discuss the effects of the archdruid, and how Amu could take this position and Swampur would submit. They also talk of the lack of involvement from the most powerful Walkers. Some are involved, some want to stop these Jourvian dwarves, but not all. He returns to Gorgmongr afterwards, and when he does, Amu and Pio set out with Gorgmongr to find the trail of these Jourvian dwarves. They soon find a small trio of scouts, and they take them out, bind them, tie them up above a fire, and interrogate. Amu finds they have two days before they catch up. The last dwarf was set free, but Pio couldn't trust this action, and removes the complication.
Gorgmongr transforms into an elk to allow the other two a quicker pace through the lands.
Tenebris leaves Kaly and the others to their own devices, where Jhir, Grary, Aether, his children and siblings Iron Maiden, Scorpions, and White Snake wait patiently, enjoying the rest after a tough fight with strange constructs. However, Tenebris travels by conjuration to the far east, to the lands of Drakthir, so he can find rare potions that these native Animaesus Lands will not have. He finds a willing vendor, one with vitality potion, and many others. He takes the lot, spending more than 5000 gold and thus allowing for this vendor to retire for a time.
Amu spends time listening to the winds, and on the end of the second day of rest, there is a wind storm, one full of whispers. He hears, more than sees, imagery of stories and how this lands will now change because of Bar'Mak's arrival, this red dragon. The fires will rise in the towns, villages, and some cities. The people will run from the roar's bellow. Fear, yes, but it allows change, for new starts, new venues, new farms, villages, towns, and even cities. Not only that, he hears a war, and sees through his mind's eye, a red drake, Bar'Mark, in golden armor, ready to challenge, ready to fight. A war ensues, the elements at charge, the dragons at bay. Amu is satisfied.
Birdman spends the time, not only traveling west with the Tarrasque, but also getting used to how this beast is, now that it is awake and in his charge. He attempts to harvest some spinal fluid, while the beast sleeps, but he does not succeed. He indeed needs to figure out how to make use of what resources he already has. He tries again, and he is able to focus the control of his raiment to cover and protect his body, so he does not get squashed by the pressure and weight, nor consumed by the tarrasque's immune system. He is able to gain 5 vials of fluid to use for future projects.
Kaly and Tenebris, with their entourage, have found a trail for some dwarves, some scouts it seems. They quickly decide to waylay them, and they attempt to sneak toward them. However, Jhir and White Snake are seen, and a volley of shots are sent towards them. They begin to charge, both sides, and more volleys are sent along the way.
Amu works with Gorgmongr to use his staff to grow another tree, and with that the moustelin, Amu, decides to travel back to the swamps in order to find Swampur, his Archdruid of Spores, whom Amu gave a collection of spinal fluid from the tarrasque to research. He traverses to the group of rocks, and finds new alchemic and druidic magics strewn about, filled with different versions of the viscous spinal liquid of the tarrasque. Amu asks what has occured, and Swampur directs Amu to investigate the broken, possibly stolen, alchemic glass. He sees a boil that will not boil, a wrapping of odd mush, seeping with blood. The beasts own fluids resist the elements. Cold seems somewhat more effective, but fire seems to have no effect, as with acid.
Once this is shared, Amu and Swampur discuss the effects of the archdruid, and how Amu could take this position and Swampur would submit. They also talk of the lack of involvement from the most powerful Walkers. Some are involved, some want to stop these Jourvian dwarves, but not all. He returns to Gorgmongr afterwards, and when he does, Amu and Pio set out with Gorgmongr to find the trail of these Jourvian dwarves. They soon find a small trio of scouts, and they take them out, bind them, tie them up above a fire, and interrogate. Amu finds they have two days before they catch up. The last dwarf was set free, but Pio couldn't trust this action, and removes the complication.
Gorgmongr transforms into an elk to allow the other two a quicker pace through the lands.
Report Date
31 May 2025
Primary Location
Secondary Location
Related Plots
Related Characters
- Aether, Guardian of Vear
- Amu
- Birdman
- Eember
- Gorgmongr
- Grary, Tracker of the Walkers
- Iron Maiden, Daughter of Tenebris
- Jhir, Druid of the Walkers
- Kaly Frier
- Piorvani, Binder-Lord of the 10th House: Drunken Master
- Scorpions, Son of Tenebris
- The Tarrasque
- Venator Tenebris of House Bellator
- White Snake, Daughter of Tenebris
Comments