They say when mortals grow proud, the gods strike them down. But what happens when the gods grow too proud?The~ Daruq Od Anslem
The entire history of Raan is quite a long one.
A dark time that remains shrouded in mystery.
They say when mortals grow proud, the gods strike them down. But what happens when the gods grow too proud?The~ Daruq Od Anslem
With the Shattering of the World, the Cataclysmic Era came to an end and the Shattered Era began.
In the wake of the Shattering of the World that defined the beginning of the Shattered Era, the world had to deal with the aftereffects.
As the Worldbreaker touches down smack dab in the center of the Kingdom of Amalthea, the entire world of Raan groans and shifts. What was once the single, large landmass has been shattered into four disctinct pieces:
With the coming together of a strange mix of an adorable warlock girl, her protective bee friend, an owl hunter, a time-lost lionkin, a fleeing eldritch knight, and a nihilistic tiefling monk, a strange new journey began that will take brave souls into the heart of darkness.
Beset upon by bandits, the Solitar Souls and the Phantom Blackbird meet as their paths cross. What does the convergence of their purposes portend?
The group arrived at the ruins they were hired to clear, facing the undead and a necromancer residing there. The Fight ended with the necromancers using bloodmagic to escape. Could he be from the Nation of NIght?
With the ruins cleared, the aftermath of the fight meant that both Amaryllis and Phantom Blackbird were out of commission, suffering from a contagious curse cast upon them by the vile Nations of the Night caster. To make matters worse, Riot had run afoul of ruffians in low town. What will the group do now?
With thoughts toward the restoration of Amaryllis, Phantom, and Chroma, Lady Matoya Bailey sent the still-conscious members of the Solitar Souls on a mission to not only uncover a way to remove the curse, but also to restore the capacity of a nearby mine. What dangers would it hold?
After an attempted assassination by the Thieve's Guild, the Solitar Souls decided to go after them to end the threat they posed, with the help of Darkie and Carter.
Having conquered the Thieves Guild and found proof of the existence of a convocation of Succubi, the Solitar Souls sought them out to end their danger once and for all.
In the small hours of the morning in the Lowtown of Fisz, a convocation of supernatural forces converged to create an explosive supernatural explosion that took out a chunk of uninhabited harbor, but resulted in the restoration of life to hundreds who had been killed by the Succubi and Thieves Guild, including the son of prominent Seneschal Matoya Bailey.
The Solitar Souls took possession of the hideout of the Thieves Guild, turning it into a base of operations with both hidden and magical paths in and out. In addition, they completed work on setting up an Arcane Forge and a War Room to better plan out future campaigns.
Heading out in a magical sleigh that can hold many people in comfort for the trip, the Solitar Souls set out to the Canyon of Lost Souls, encountering an Annis Hag and destroying her before releasing the souls of the children she'd enslaved. Finally making it to the Eastern Watchtower, the group stopped to resupply and investigate a cursed soldier.
Resupplied and with both greater and fewer friends, the Solitar Souls made their way through the canyon, and by the normally-hidden abode of a powerful enchantress whom Amaryllis had befriended through their shared dreams. And then it was on to the Western Watchtower where it was discovered the entire tower had been slaughtered to a man. With relations already strained between some members of the Souls, Darla Nevaldbash volunteered to stay behind and man the outpost.
Traveling beyond the Canyon of Lost Souls, the Solitar Souls finally made it within spitting distance of Frostfire Tower, only to be nearly destroyed by a projectile launched from its side. Finding that the projectile was actually a demiplane portal, the Solitar Souls plumbed its depths, fighting through elementals and oozes to the heart of it, where the legendary cat folk hero Squiffles had been imprisoned. Channeling his power into the Solitar Souls, including its newest member Eivyss, were drafted in a desperate battle against the nightmarishly powerful Adamantine Dragon Abersortiforax; a battle that ended with the dragon driven into the ground, the Solitar Souls triumphant, and Squiffles unconscious from the effort of channeling.
Fresh from the victory against Abersortifax, the Solitar Souls made their way into the Frostfire Towers in time for a horrible catastrophe to cause the upper levels of the tower to be consumed by a terrifying planar extrusion which required all of Amaryllis' focus to stabilize while the rest of the group went in and through to fight the creatures within. Destroying the Ceremorph within and collecting its weapon to be used against evil, the Solitar Souls collapsed the breach and restored the normal structure of the towers, and things began to get back to normal, or as close as they were going to be with people as powerful as the Solitar Souls running around. Of course, there wasn't all that occurred, as their trip back required a detour through the Feywild which caused a changing of the guard in most literal fashion, as the previous head of the guard was propelled ten years forward for their trespasses. Beyond such silliness and time-bending shenanigans, the group also facilitated the repeated destruction of Azkedelia Distribution's head office at their own request. It is said that the smell of charnel is now permanently emanating from their walls, and numerous employees have quit to take up less dangerous trades such as explosive fishing or naked barracuda baiting.
The Solitar Souls received no rest on the trip from Frostfire Towers to Cat's Park, for the vaunted Zoomie was infiltrated by a trio of Manticores! Most of the passengers were lost, but the party was successful in stopping the Zoomie before it plowed right through the end of the line at Cat's Park.
Finally arriving in Cat's Park, the Solitar Souls only had a few moments to rest before they needed to chase off after a group of marauders who had sacked the town and taken over half of the town's population. Taking only a moment to take out a dangerous group of Land Sharks, the Solitar Souls rescued those who had been kidnapped, including the elemental who provided Cat's Park with most of its power and defense. This was helped, of course, by the fact that the kidnappers ignored the warnings of the denizens and got themselves attacked by horrid worm abominations. The rescue complete, Quar'es being released into its place in town was the only remaining task, but this was interrupted by the Nations of the Night coming back to attack with a storm of Nightmares. Though under siege, neither Cat's Park nor the Solitar Souls faltered, and while most of the Solitar Souls returned to the Zoomie to head back to Frostfire Towers, Eivyss and her friend stayed in Cat's Park to improve its infrastructure. Now possessed of powerful fortifications and battlements, Cat's Park is now ready to defend itself against the Nations of the Night!
With the task of returning the kittens to Cat's Park finally accomplished, it was time for the Solitar Souls to make their weary way home. They picked up a powerful Skull Crab who was once the familiar of a wizard but was now a Cleric of Fluff. They helped members of the towers as the passed back through the Canyon of Lost Souls, and upon leaving it, ran into a powerful Water Primordial who was recruited to aid in the Defense of Cat's Park. They were once again accosted by the Nations of the Night who ripped a landmass to use as a floating island on which to trap and destroy the Solitar Souls, but this only ended up incurring the wrath of the hags of the canyon. They found pockets of Firedamp and Creeping Death which may or may not have been accidentally detonated. They befriended a group of owls who traveled with them for a time.
Finally back home from almost two months of travel and combat, the Solitar Souls are taking a well deserved rest while Matoya confers with her patrons and compatriots to put an ambitious plan into place: creating a Mythal to defend the main tundra of Estrella against the Nations of the Night. Crafting and resting, planning and scheming and learning, the Solitar Souls are preparing to get going again.