The World Eaters




Visions of the past

Date: 27/05/2023
Entry: #1
Who was present

- Thermaine Xyrris
- Tuvix
- Azaka Tonnerre

  1. They take a rest in the inn, getting their own house across the street for privacy.
The village is rather happy, and the partying goes on well through the night.

In the morning Hamish is talking to two dwarves that came by.
After which the group gets some time to awaken.
The dwarves knock on the door again and ask Hamish to please join them back to Thellemur for a serious matter with house Kundarak. They give the group a pyramid-shaped lodestone to keep with them.
After Hamish leaves the party decides to take a large morning breakfast back in the inn, before they hit the road going by the request of Hamish to head to Du'kuhl.

  1. As they trek northward they hear the sounds of wings, something high up in the air. To play it safe the party hits the floor. Right above them they see a large light-blue dragon. An adult, flying right over them, seemingly not noticing the party. Azaka notices the dragon has some sort of leather straps around its belly and neck.
After the scare the dragon seems to be disappearing in the distance and the party feels safe again to trek more northernbound.

The group walks along a road, now a little colder than before. They encounter a lush pine-forest. A sudden static fills the air, and in the distance in the forest lightning strikes, not once but thrice at the same spot.
There are no clouds in the sky, the day is clear so this seems peculier and requires further investigation.
Wary, the party approaches the impact zone of the strikes where they find a clearing in the forest.
The clearing is in the form of a circle, there's a large stone-laid circular plateau in the middle with pillars surrounding it. ‌In the middle is a small altar, a place of worship perhaps? The air here is a little warmer too, pleasant even.
But the party is still wary and they approach the plateau with caution, uncertain where that lightning came from. The three of them fiddle around for a while, investigating the place before Azaka and Tuvix decide to step on the stones and walk onto the plateau, still not going for the central altar.
Something compels Thermaine to approach the center while Azaka senses a magic coming from it.

Thermaine approaches the altar and freezes. Her body entirely paralyzed, she can no longer move.
The sky turns black and all three of them suddenly only see darkness behind the pillars. It is as if the world has become small, contained to this plateau only now. A sound of voices in the distance flares up.
Between two of the pillars, an image arises:
- They see Therion again, sitting at his desk frantically working on some papers. Another man steps through the door and gives him a small green piece of a rock.
While all the rest of the memory is in washed tints of color, the green stone is fully bright. The man handing it to him is a Wizard they have met before, the one that lived in Sloh.
The memory vanishes, and between two different pillars a new memory shows. This happens every time a memory shifts.
- The memory shifts into showing Therion casting his spell for the first time. A green orb of light in his hands as he reads the incantation which seems to last forever.
Eventually he twists his hands slightly and pulls them apart slowly, making the orb of light in his hands grow. He seems to have control of the spell perfectly.
That is until a sudden beam of light hits the orb from the outside. Therion doesn´t notice, and it only happens for a split second. The memory is paused for this second.
The group investigates, looking through the window, and see a slender shadowy and blurry figure in the distance from which the beam of light originates.
- The memory shifts again. This time they see a scrawny little man walk along a path of rubble in an old town at evening. The man has a large backpack on with several masks hanging off of it.
A hand reaches out, handing him another mask. The scrawny man seems unsurprised, but all the more thrilled to receive this mask. This person seems as slender as the one before.
Something inaudible is said, and the man´s attention is directed at a larger building in the distance. A museum of sorts.
- More of the memory is shifted, until we are on a dark night. A larger creature with a devilish appearance is consulting a map, holding a peculier device with a hanging crystal above it. Suddenly the crystal points right to Old Holden on the map and the fiendish creature grins, looks up, and nods to an unseen individual.
- They then see themselves, and the timekeeper taking Therion into custody. They see themselves receive the clockwork eye shaped trinket and then as the timekeeper walks off with Therion they see the portal close from the other side.
The memory fades for a second, a few seconds are skipped, Therion lies on the floor bleeding. His throat slashed deep, arms still bound. The timekeeper is nowhere to be seen.
- In the next memory, a figure that looks like a dwarf is shown pointing at a map in front of a group of Orcs in an old building. His fingers moving from A'athrion, towards Thellemur where a vault is drawn.
- Then they see the same dwarf handing a bag of coin to a familiar female Orc who is serving a platter of meat on a table. She looks kind of wary, but accepts the coin anyway.
The dwarf walks around the corner and seems to get a lot taller and more slender before the memory vanishes.
- Therafter they only see a birds-eye view of Thellemur as the battle party follows them out of the town, to the Orcish battlefield that they have just been on. They can see that about half the regular population is left behind.
- The last thing they see is a ship, sailing through a dark night, uninhabited. The stench and feeling of death is palpable. It is the Dawn Greeter.

Then all becomes clear again and the normal world is reinstated as it once was.
The clockwork eye is opened and there is a green glow coming from it, but the iris slowly closes once more.
Azaka wastes no time sending a message to Hamish, wanting to go back immediately himself.
The response comes immediate:
¨Items are stolen, No alarms triggered, We were fooled, No traces left.
This clarifies things. Will join you soon again, keep hold of the lodestone¨

  1. They decide to move onwards until they pass by a calming river stream with a small house in the distance. The house has a large waterwheel and an older gentleman sits on the porch waving at the players.
As the party approaches the gentleman seems to know Azaka, but apparently mistakes him with his father, Zen-ros.
Azaka is of course interested, asking questions about how he knows his father, if he knows where he is now and what he is doing. The man explains that Zen-ros always seemed a little paranoid and scared something was following him. Like he was possessed by something, and that this was a few decades ago. They both worked on the docks in Du'kuhl for a while for a fishery together with another Aasimar as well. Tuvix asks some questions and it becomes apparant that this Aasimar is from his same homeworld, and had nearly equal motivations of finding the substance Tuvix is looking for. The man has seen about five Aasimar overtime, usually friendly.
Zen-ros always talked about wanting to go back home, but not wanting to risk the danger to his family and friends.

  1. After the conversation, with renewed vigor the party treks on northwards and encounters a small quaint looking village, Divur.
The village is particularly green and the buildings around are made from more natural resources. It's fairly warm, and the party walks past a large glass-covered area called 'The green'. There are quite a lot of middle-aged women in gardener-garb gathered around it, chanting some kinds of druidic spells. The floor is grassy and covered in flowers and flowerbeds. The magic in question is druidic by influence of A'athrion.
They walk on to the town square where they find a small market. But they pay little attention to it.
They find a bookstore though, where Azaka wants to buy something. With the help of Tuvix they manage to acquire the book for free. Azaka pretends he knew the writer of the book, and Tuvix joins in backing this statement up.
Tuvis also wants a book on substances and their connection to the planes.
After a while, a man approaches them with a request. He asks if they are trekking to Du'kuhl and if so, if they could join him and his smaller caravan as protection.
It's a small family that's selling luxury products. Three men, a woman and a young boy.
They decide to take them up on the offer and trek further now. The cold is getting a little more intense, and with some friendly conversations they make the journey fairly easily before in the distance they see a large tower.

  1. The huge structure looks like a construction made from all kinds of materials. Several different types of planks, slabs, wood, metal and nets hold it together and it reaches quite high. There is a door at the base.
The party decides to stop and investigate, knocking on the door and getting greeted by an erratic old man.
The man offers them to visit the top of the tower, giving them a cape-like suit to wear as they agree. After which they are instructed to stand on a plate in the center of the tower, one by one, someone else is instructed to pull a lever after which the person on the plate gets blasted upwards at a very high speed.
From up in the air, they can all see the city of Du'kuhl in the distance. The suit they have on allows them to move forwards freely and if they wished they could make it to the city from here. The city itself has a sort of dome covering it, the dome shows different brighter colors.
They land again, the other people in the cart amused, and they press on.

  1. They get close to the city now, but something is digging under the snow. Something wormlike called "Burrowers".
Thermaine and Azaka slowly clear the snow, Thermaine hurting herself in the process but they do eventually make it through. Together they use fire and wind magic to create what is essentially a flamethrower.
They move past the wall of the dome. This gives them a weird feeling, as if tasting many different things separate from each other. The party members have a faint and colorful glow around them, and a light feeling of nausea. And a man approaches the cart to give them a folder about the city. Welcome to Du'kuhl!

The records of Tuvix

Tuvix - Chapter XXXII, Restored A’athrion
As the village has returned to its former glory we want to take a rest in the Inn.
The village is in a festive mood. When drinking we get a room provided.
A man wearing a cross on his wrist joins us. He tells us that he heard our story as expected, he has a job for us if we want it. The rest of it I do not follow as the dwarf walks away with that man.
They talk a long time as we eventually go to bed.

When we wake up, the Dwarf is still talking with people. We see our new house, but can’t enjoy it for long since we have to go North.
Someone knocks on the door, they need the Dwarf. He needs to go.
The man leaves us with a Pyramid shaped thing so, after visiting the Inn to eat we head North. The Dwarf tells us he will catch up.

The first thing we see flying over us is a light-blue dragon. It’s flying in a diagonal line over us.
We lay still on the ground, the Firbolg has spotted something which he describes as leather straps around the beast. “Maybe a rider?”

Tuvix - Chapter XXXIII, Further North
The Dragon has passed. We see a pine forest where lightning suddenly strikes 3 times.
There are no clouds in sight. When we get close to the impact zone there is a green clearing with pillars.
It feels safe and warm. It feels like a place of worship.

Me and the Firbolg go to the middle, but we stay weary for the center. Which has a Magical source.
But the Druid suddenly starts to feel compelled to walk to the center she says. She goes there.
We quickly follow and as we all enter the stone circle the outside starts to turn black. The Druid is paralyzed.

We suddenly start to hear voices and see an image of Therion at his desk between two pillars.
Someone enters his room as he gives Therion a green orb. We know the other person as well.
We keep seeing versions of Therion, like him doing an incantation which we can hear. Using a green Orb like light.
It is growing. Therion seems to know what he is doing. The image stops moving.
We can see a small white line of light coming through Therion’s window. Hitting the ball.
We can walk around inside the image and we can see more. There is a person standing beneath a tree in the distance, badly visible, it seems to be the source of this line of light.

Then next to me a new image appears. This is of an old dilapidated city in the evening. A weird small figure walks around.
It is the mask salesman. The person from the other image buys a mask and is happy. This guy walks towards an old museum we have seen before. Then the projection stops.

Another scene we see is a night scene with a long red figure that is watching over a map.
He has a purple pendant, that now hangs above Old Holden. The person laughs evilly as he instructs a person next to him whom then walks away.
It gets warmer now. The images now are showing us in the recent past. In this we see Therion and the timekeeper walk away from us through a portal. Then it is as if a few seconds are skipped. We see a dead Therion laying on the floor, decapitated.

Another image is that of an Orc at a table painting a map of Thellemur and a vault. This goes to an image of a female Orc we know serving food. She hesitantly takes someone’s money.
The Dwarf that gave her the money walks away and starts growing taller.
We see a large army of Dwarves leaving Thellemur. Thellemur ends up looking quite empty now.
We think it has actually been abandoned for a day.

This all ends with a vision of a dark ship on a dark sea with only death around. The thing is that we are going towards a ship.

The light returns around the altar we are standing on. All is calm again.
The Firbolg wants to warn the Dwarf of impending doom. We use the spell ‘sending’ to do so.

We leave the place and continue.

Tuvix - Chapter XXXIV, Even further North
At the village we get to a river with a house that has a watermill. An old friendly man waves at us.
He seems to know us but is mistaking us with someone else. He tells us these people, a Firbolg and Aasimar went out on a fishing vessel, never to come back again.
They seemed frightened about something though. The other Aasimar also never found the dust.
He calls it “Angel Dust” or “Stardust” and he saw five of me.

After continuing our journey we get to a particularly green village called “Divur”.
It is quite warm here. We walk past an area called ‘The green’. Many middle aged women are gathered around glass cases, calling some kind of spells.
There are many flowers here too.

We get to the town square. It is very clean here. There is a market going on.
They don’t write in common much. The prices are very high and the goods strange.
I help the Firbolg get a book for free by bluffing. I myself can’t get a book for free. It’s called “The mysteries of true form.”
It is about irregular solids and their connections to the planes.

The rest of the market is not too interesting because of the high prices.
But a man approaches us and asks us to travel with them on a cart to the big city. This in order to protect them. They are a small family.

During traveling we encounter a very high tower where an old man lives. Seems to be built out of scrap.
We decide to visit. An old man indeed answers the door.
We enter the house and he offers us to one-by-one visit the top of the tower.
We need to wear a cape. He then tells us to stand on a platform in the middle and launches us high into the sky, from there we can see the city that seems to have a green-blue-pink-ish dome like field around it.
The people in the cart are rooting for us.

Tuvix - Chapter XXXV, Du’kuhl
When we approach the city we see something digging underneath the snow. The driver calls them ‘Burrowers’.
Large worm like things. The Firbolg and Druid try to clear the snow. The first attempt fails and the Druid shoots herself.
The second attempt is very successful. As both their forces combined they create a flamethrower.

We then enter the city dome. We just go through it. It is as if eating something that has many ingredients but we taste all of them apart of each other.
A green-pink-purple aura comes off a lot of people including us. It makes us a little nauseous.
Then a man asks us to come hither and gives us a folder.

Who was present

- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]

  1. They take a rest in the inn, getting their own house across the street for privacy.
The village is rather happy, and the partying goes on well through the night.

In the morning Hamish is talking to two dwarves that came by.
After which the group gets some time to awaken.
The dwarves knock on the door again and ask Hamish to please join them back to [Nation]Thellemur[/Nation] for a serious matter with house Kundarak. They give the group a pyramid-shaped lodestone to keep with them.
After Hamish leaves the party decides to take a large morning breakfast back in the inn, before they hit the road going by the request of Hamish to head to Du'kuhl.

  1. As they trek northward they hear the sounds of wings, something high up in the air. To play it safe the party hits the floor. Right above them they see a large light-blue dragon. An adult, flying right over them, seemingly not noticing the party. Azaka notices the dragon has some sort of leather straps around its belly and neck.
After the scare the dragon seems to be disappearing in the distance and the party feels safe again to trek more northernbound.

The group walks along a road, now a little colder than before. They encounter a lush pine-forest. A sudden static fills the air, and in the distance in the forest lightning strikes, not once but thrice at the same spot.
There are no clouds in the sky, the day is clear so this seems peculier and requires further investigation.
Wary, the party approaches the impact zone of the strikes where they find a clearing in the forest.
The clearing is in the form of a circle, there's a large stone-laid circular plateau in the middle with pillars surrounding it. ‌In the middle is a small altar, a place of worship perhaps? The air here is a little warmer too, pleasant even.
But the party is still wary and they approach the plateau with caution, uncertain where that lightning came from. The three of them fiddle around for a while, investigating the place before Azaka and Tuvix decide to step on the stones and walk onto the plateau, still not going for the central altar.
Something compels Thermaine to approach the center while Azaka senses a magic coming from it.

Thermaine approaches the altar and freezes. Her body entirely paralyzed, she can no longer move.
The sky turns black and all three of them suddenly only see darkness behind the pillars. It is as if the world has become small, contained to this plateau only now. A sound of voices in the distance flares up.
Between two of the pillars, an image arises:
- They see Therion again, sitting at his desk frantically working on some papers. Another man steps through the door and gives him a small green piece of a rock.
While all the rest of the memory is in washed tints of color, the green stone is fully bright. The man handing it to him is a Wizard they have met before, the one that lived in Sloh.
The memory vanishes, and between two different pillars a new memory shows. This happens every time a memory shifts.
- The memory shifts into showing Therion casting his spell for the first time. A green orb of light in his hands as he reads the incantation which seems to last forever.
Eventually he twists his hands slightly and pulls them apart slowly, making the orb of light in his hands grow. He seems to have control of the spell perfectly.
That is until a sudden beam of light hits the orb from the outside. Therion doesn´t notice, and it only happens for a split second. The memory is paused for this second.
The group investigates, looking through the window, and see a slender shadowy and blurry figure in the distance from which the beam of light originates.
- The memory shifts again. This time they see a scrawny little man walk along a path of rubble in an old town at evening. The man has a large backpack on with several masks hanging off of it.
A hand reaches out, handing him another mask. The scrawny man seems unsurprised, but all the more thrilled to receive this mask. This person seems as slender as the one before.
Something inaudible is said, and the man´s attention is directed at a larger building in the distance. A museum of sorts.
- More of the memory is shifted, until we are on a dark night. A larger creature with a devilish appearance is consulting a map, holding a peculier device with a hanging crystal above it. Suddenly the crystal points right to Old Holden on the map and the fiendish creature grins, looks up, and nods to an unseen individual.
- They then see themselves, and the timekeeper taking Therion into custody. They see themselves receive the clockwork eye shaped trinket and then as the timekeeper walks off with Therion they see the portal close from the other side.
The memory fades for a second, a few seconds are skipped, Therion lies on the floor bleeding. His throat slashed deep, arms still bound. The timekeeper is nowhere to be seen.
- In the next memory, a figure that looks like a dwarf is shown pointing at a map in front of a group of Orcs in an old building. His fingers moving from [Nation]A'athrion[/Nation], towards [Nation]Thellemur[/Nation] where a vault is drawn.
- Then they see the same dwarf handing a bag of coin to a familiar female Orc who is serving a platter of meat on a table. She looks kind of wary, but accepts the coin anyway.
The dwarf walks around the corner and seems to get a lot taller and more slender before the memory vanishes.
- Therafter they only see a birds-eye view of [Nation]Thellemur[/Nation] as the battle party follows them out of the town, to the Orcish battlefield that they have just been on. They can see that about half the regular population is left behind.
- The last thing they see is a ship, sailing through a dark night, uninhabited. The stench and feeling of death is palpable. It is the Dawn Greeter.

Then all becomes clear again and the normal world is reinstated as it once was.
The clockwork eye is opened and there is a green glow coming from it, but the iris slowly closes once more.
Azaka wastes no time sending a message to Hamish, wanting to go back immediately himself.
The response comes immediate:
¨Items are stolen, No alarms triggered, We were fooled, No traces left.
This clarifies things. Will join you soon again, keep hold of the lodestone¨

  1. They decide to move onwards until they pass by a calming river stream with a small house in the distance. The house has a large waterwheel and an older gentleman sits on the porch waving at the players.
As the party approaches the gentleman seems to know Azaka, but apparently mistakes him with his father, Zen-ros.
Azaka is of course interested, asking questions about how he knows his father, if he knows where he is now and what he is doing. The man explains that Zen-ros always seemed a little paranoid and scared something was following him. Like he was possessed by something, and that this was a few decades ago. They both worked on the docks in Du'kuhl for a while for a fishery together with another Aasimar as well. Tuvix asks some questions and it becomes apparant that this Aasimar is from his same homeworld, and had nearly equal motivations of finding the substance Tuvix is looking for. The man has seen about five Aasimar overtime, usually friendly.
Zen-ros always talked about wanting to go back home, but not wanting to risk the danger to his family and friends.

  1. After the conversation, with renewed vigor the party treks on northwards and encounters a small quaint looking village, Divur.
The village is particularly green and the buildings around are made from more natural resources. It's fairly warm, and the party walks past a large glass-covered area called 'The green'. There are quite a lot of middle-aged women in gardener-garb gathered around it, chanting some kinds of druidic spells. The floor is grassy and covered in flowers and flowerbeds. The magic in question is druidic by influence of [Nation]A'athrion[/Nation].
They walk on to the town square where they find a small market. But they pay little attention to it.
They find a bookstore though, where Azaka wants to buy something. With the help of Tuvix they manage to acquire the book for free. Azaka pretends he knew the writer of the book, and Tuvix joins in backing this statement up.
Tuvis also wants a book on substances and their connection to the planes.
After a while, a man approaches them with a request. He asks if they are trekking to [Nation]Du'kuhl[/Nation] and if so, if they could join him and his smaller caravan as protection.
It's a small family that's selling luxury products. Three men, a woman and a young boy.
They decide to take them up on the offer and trek further now. The cold is getting a little more intense, and with some friendly conversations they make the journey fairly easily before in the distance they see a large tower.

  1. The huge structure looks like a construction made from all kinds of materials. Several different types of planks, slabs, wood, metal and nets hold it together and it reaches quite high. There is a door at the base.
The party decides to stop and investigate, knocking on the door and getting greeted by an erratic old man.
The man offers them to visit the top of the tower, giving them a cape-like suit to wear as they agree. After which they are instructed to stand on a plate in the center of the tower, one by one, someone else is instructed to pull a lever after which the person on the plate gets blasted upwards at a very high speed.
From up in the air, they can all see the city of [Nation]Du'kuhl[/Nation] in the distance. The suit they have on allows them to move forwards freely and if they wished they could make it to the city from here. The city itself has a sort of dome covering it, the dome shows different brighter colors.
They land again, the other people in the cart amused, and they press on.

  1. They get close to the city now, but something is digging under the snow. Something wormlike called "Burrowers".
Thermaine and Azaka slowly clear the snow, Thermaine hurting herself in the process but they do eventually make it through. Together they use fire and wind magic to create what is essentially a flamethrower.
They move past the wall of the dome. This gives them a weird feeling, as if tasting many different things separate from each other. The party members have a faint and colorful glow around them, and a light feeling of nausea. And a man approaches the cart to give them a folder about the city. Welcome to Du'kuhl!

The records of Tuvix

Tuvix - Chapter XXXII, Restored A’athrion
As the village has returned to its former glory we want to take a rest in the Inn.
The village is in a festive mood. When drinking we get a room provided.
A man wearing a cross on his wrist joins us. He tells us that he heard our story as expected, he has a job for us if we want it. The rest of it I do not follow as the dwarf walks away with that man.
They talk a long time as we eventually go to bed.

When we wake up, the Dwarf is still talking with people. We see our new house, but can’t enjoy it for long since we have to go North.
Someone knocks on the door, they need the Dwarf. He needs to go.
The man leaves us with a Pyramid shaped thing so, after visiting the Inn to eat we head North. The Dwarf tells us he will catch up.

The first thing we see flying over us is a light-blue dragon. It’s flying in a diagonal line over us.
We lay still on the ground, the Firbolg has spotted something which he describes as leather straps around the beast. “Maybe a rider?”

Tuvix - Chapter XXXIII, Further North
The Dragon has passed. We see a pine forest where lightning suddenly strikes 3 times.
There are no clouds in sight. When we get close to the impact zone there is a green clearing with pillars.
It feels safe and warm. It feels like a place of worship.

Me and the Firbolg go to the middle, but we stay weary for the center. Which has a Magical source.
But the Druid suddenly starts to feel compelled to walk to the center she says. She goes there.
We quickly follow and as we all enter the stone circle the outside starts to turn black. The Druid is paralyzed.

We suddenly start to hear voices and see an image of Therion at his desk between two pillars.
Someone enters his room as he gives Therion a green orb. We know the other person as well.
We keep seeing versions of Therion, like him doing an incantation which we can hear. Using a green Orb like light.
It is growing. Therion seems to know what he is doing. The image stops moving.
We can see a small white line of light coming through Therion’s window. Hitting the ball.
We can walk around inside the image and we can see more. There is a person standing beneath a tree in the distance, badly visible, it seems to be the source of this line of light.

Then next to me a new image appears. This is of an old dilapidated city in the evening. A weird small figure walks around.
It is the mask salesman. The person from the other image buys a mask and is happy. This guy walks towards an old museum we have seen before. Then the projection stops.

Another scene we see is a night scene with a long red figure that is watching over a map.
He has a purple pendant, that now hangs above Old Holden. The person laughs evilly as he instructs a person next to him whom then walks away.
It gets warmer now. The images now are showing us in the recent past. In this we see Therion and the timekeeper walk away from us through a portal. Then it is as if a few seconds are skipped. We see a dead Therion laying on the floor, decapitated.

Another image is that of an Orc at a table painting a map of Thellemur and a vault. This goes to an image of a female Orc we know serving food. She hesitantly takes someone’s money.
The Dwarf that gave her the money walks away and starts growing taller.
We see a large army of Dwarves leaving Thellemur. Thellemur ends up looking quite empty now.
We think it has actually been abandoned for a day.

This all ends with a vision of a dark ship on a dark sea with only death around. The thing is that we are going towards a ship.

The light returns around the altar we are standing on. All is calm again.
The Firbolg wants to warn the Dwarf of impending doom. We use the spell ‘sending’ to do so.

We leave the place and continue.

Tuvix - Chapter XXXIV, Even further North
At the village we get to a river with a house that has a watermill. An old friendly man waves at us.
He seems to know us but is mistaking us with someone else. He tells us these people, a Firbolg and Aasimar went out on a fishing vessel, never to come back again.
They seemed frightened about something though. The other Aasimar also never found the dust.
He calls it “Angel Dust” or “Stardust” and he saw five of me.

After continuing our journey we get to a particularly green village called “Divur”.
It is quite warm here. We walk past an area called ‘The green’. Many middle aged women are gathered around glass cases, calling some kind of spells.
There are many flowers here too.

We get to the town square. It is very clean here. There is a market going on.
They don’t write in common much. The prices are very high and the goods strange.
I help the Firbolg get a book for free by bluffing. I myself can’t get a book for free. It’s called “The mysteries of true form.”
It is about irregular solids and their connections to the planes.

The rest of the market is not too interesting because of the high prices.
But a man approaches us and asks us to travel with them on a cart to the big city. This in order to protect them. They are a small family.

During traveling we encounter a very high tower where an old man lives. Seems to be built out of scrap.
We decide to visit. An old man indeed answers the door.
We enter the house and he offers us to one-by-one visit the top of the tower.
We need to wear a cape. He then tells us to stand on a platform in the middle and launches us high into the sky, from there we can see the city that seems to have a green-blue-pink-ish dome like field around it.
The people in the cart are rooting for us.

Tuvix - Chapter XXXV, Du’kuhl
When we approach the city we see something digging underneath the snow. The driver calls them ‘Burrowers’.
Large worm like things. The Firbolg and Druid try to clear the snow. The first attempt fails and the Druid shoots herself.
The second attempt is very successful. As both their forces combined they create a flamethrower.

We then enter the city dome. We just go through it. It is as if eating something that has many ingredients but we taste all of them apart of each other.
A green-pink-purple aura comes off a lot of people including us. It makes us a little nauseous.
Then a man asks us to come hither and gives us a folder.


Return of the Dawn Greeter

Date: 02/09/2023
Entry: #2

14-5-615-1 NC / 14-5-2874-1 PW
- Enter the city
- Wait for the return of Hamish
- Learn about the magic
- Learn about ODM
- Go look for the man they had to meet
- Go to the tavern
- Learn about Azaka´s past, and the man staying here a while ago being his father
- Hamish goes to find the inventor
- Talk to the boat-man in the tavern
- Introduction of El Schwerz
- El Schwerz picks up info about Azaka
- Finding and following the fisherman´s guild leader
- Walking at night
- Thieves
- Murdering said thieves
- Going to bed
- Nightly investigation for Azaka´s father
- Failed interrogation
- Information sharing
- Onwards to the ship
- Return of the Dawn Greeter questline

The records of Tuvix

Tuvix - Chapter XXXV, Du’kuhl
We decide to go to a tavern to find the one we need. These travelers are still with us as they too will go to this tavern.
They thank us as they give us 20 gold and some luxury wine.

The tavern itself is more like a hotel. We have to wait for Hamish so we can talk to this person.
When asked, the inventor’s house and militia are interesting spots.
When outside of the dome we hear a very loud bang as a very dusty Hamish appears next to us.

We now go to the same tavern again. There is a sound, a cable like sound and something is flying over us all the time. This seems a normal transportation for the city guard as magic does not work in the dome.
We get in the crystal square with a crystal that creates the non-magic dome. There is also a small one that does seem to allow magic around it.

We then enter the second area with a huge and very fancy tavern Inn. It is very busy with tourists. So to find this person we split up and meet later.
I decide to eat, but find a human in a room which I talk to. This seems to be our guy.
So I gather the party and we eat. Hamish will join later. I tell them someone is waiting for us.
He gives us a shot of a drink he got. We go back to the man, now saying he is called ‘Walt’.
He has a message and a job about a valuable Item.

He wants to know what happened to the ship that is now on a sort of lockdown. He rewards us if we know what happened.
The man knows from the ships log, it seems that there is something off about the ship.
A ‘lingering feeling of death.’ An investigator by the name of eL Schwertz steps into the room, a bird like person. With blue clothing and a shield with a black stick for a weapon.

He is being followed by his ‘Human assistant’, ‘Kark’. That is a mute (at least now)
There is a package delivery which contains a little box, which again contains a pocket watch engraved with a human skull.
It cannot be opened and is engraved on the back with ‘Old-common’.

Walt asks us to stay overnight to get all documentations ready. We will meet again tomorrow. We will later go for a night sleep arranged by Hamish.
We also see another dragon passing by. We go to the docks. It then seems Kark does speak, albeit very raspy.

Tuvix - Chapter XXXVI, The Docks and Processing
At the docks we at first do not see much of interest. We do encounter a wizard that provides stickers with shielding.
Also there is only one ship and a lot of fresh fish here.
eL continues to keep his distance as we go for the fisherman’s guild.

We ask about a Tabaxi catwoman and after much hassle she provides us with a lead. Later we get to know this person.
The Firbolg’s dad was schizophrenic. We decide to go to processing, an area we have been warned about.
Another part of the city. Something gets stolen. It is my money. I run after that thing.
It gets into the warehouse, he whistles to his accomplices and disappears. It gets darker inside.
It seems we can use spells. One big fella appears. A fight ensues.
But it all seems that the enemies are just apparitions. However the thief appears again when the spot he disappeared in has been hit.

We won, but right after the police drop in through the window and magic is gone again.
They know eL, who explains what was going on. He helps us stay out of trouble.
I get my money back. I talk to one of the enemies, almost threatening him, then turn away and leave.

We go back to get food and go to bed. I pay for the party. The Firbolg talks to the innkeep for a long time but I don’t listen or engage.

Tuvix - Chapter XXXVII, The Ship
The party wakes up, after someone knocks on the door. It is Walt that gives us a box, he’ll meet us at the docks.
eL tells us he did some investigation last night. He found some disturbing text and an infinity sign. He wants to help the Firbolg.
The infinity sigh came from a group of my students.

On the way to the docks I see a small ship. I get in there. It is small and empty.
A warforged gives me a knife and shushes me. I walk outside. The others cannot get in, a very strange experience indeed.

At the docks we see Walt and he tells us he gives us the key when we’re on the water. So then we can open the box.

After rowing we get to the abandoned ship which is creepy, strange and has a skeleton on it.
The wooden box has all information about what the ship was. Walt won’t follow and tells us to keep that pocket watch close.

A strange circle is on the deck with another strange symbol and runes we cannot read.
There are also scorch marks. The pocket watch starts trembling near the bones.
It can be opened now, and as we open it, it shows 08:36.

All goes dark, we hear an incantation and the sound of Hell and screaming. The Incantation stops and we suddenly see.
We see a dead person and again this circle. There is a blob of flesh with 3 human heads and a portal where some otherworldly creature is trying to come out. Time is stopped though, and we cannot see very far.
In this ‘memory’ we can walk around freely. We then recognize the faces as these are the seamen in the documents we got.
Around there seems to be another body.
I investigate the portal and the body but don’t find anything.

The Dwarf opens the watch again near the new body, and it says 08:29.
Then we hear a voice again shouting at the men that they need the Captain. Followed by panting and pulling stuff.
We are now back on the main deck within another ‘still image’.
The Captain is dead here too. The blob is not there yet.
A dead and bruised body is carried away. We find that the Captain is poisoned.
Another crew member seemingly by a demon.

At the dead body we see 08:25.
We hear a gunshot. A whisper and ropes, about someone that needs to be lowered.
A woman screams and someone talking about an ironic death followed by an explosion.
We are now on the Helm. It seems they tried to escape here. It contains two ladies in wealthy clothing. (In the escape boat).

Again we shift but now we are back in the normal world and time.
We find a small boat that does not belong here, indicating that something is going on here.
All signs of struggle are gone. We decide to enter different rooms and I enter one filled with ripped clothing.

We go downstairs to the crew quarters. Find a dead body, open the watch and get 07:54.
We hear a soft voice and dull thumping sound. This is on the Gunner Deck. The two people here are dead.
These are Dwarves. There is a pitch black creature here that is spider-ish with tentacles.

One of the dead bodies shows 07:52.
We hear Thunder and a lot of screaming, clinging iron.
We see that someone is fried by a lightning strike and outside on the deck a huge monster resides. One of the dwarves is crushed by a cage that had been thrown down the stairs.
Two giant tentacles have ripped an Orc in two. So we click open the watch at the Orc.

It shows 07:51
Another pure panic moment. The ship is making sounds and someone is being ripped apart by the beast. It is a horrific scene and it is rainy.

We find another body, 17:48.
Normal sounds this time, nothing out of the ordinary yet except for a splash. A female voice calls out and something heavy is thrown, it seems to be the first attack, it is not yet rainy.
Then the watch doesn’t show any time or direction anymore.

We are back again in the real world, looking for more clues.
I step in the Dwarf’s room and find a carpenter’s kit but except from an old saw, nothing else.
The Orlop Deck is not so strange, but the Cargo Deck seems to seep evil.
All chests here are closed, and it smells.

Suddenly I get sucked into that weird timeframe again and here I hear screaming. We are on the Crew’s Deck. A bloodthirsty person is standing in the hallway and a body that is oozing darkness in his hands.

At the body in the hands the watch shows 06:40.
We hear a knife, and a sort of ritual chant. The bloodthirsty person did it, but it is still not sure who that is.

Once again we go back to the normal time. We search the cargo bay further. There is a small chest oozing something.
It seems to trigger the watch again. After further trying, we find it is another chest with bodies in them.

We go to 12:13
There is a short scream and a feeling of pushing.
The feeling is different here. Here we come to a point where we knew the culprit.
But we also did not know, because their fate was unknown. The watch feels attracted to a dropped chest.
So this is investigated. It brings us to 16:27.
We hear a falling thing and gurgling. Something has fallen and pierced someone.
Because of a spear. It seems to be an accident. The clues are to be found.

When we get back in the normal world we go all the way into the bottom deck and open a trap door there that was hidden.

Who was present

- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]
- [Character]eL Schwerz[/Character]

14-5-615-1 NC / 14-5-2874-1 PW
- Enter the city
- Wait for the return of Hamish
- Learn about the magic
- Learn about ODM
- Go look for the man they had to meet
- Go to the tavern
- Learn about Azaka´s past, and the man staying here a while ago being his father
- Hamish goes to find the inventor
- Talk to the boat-man in the tavern
- Introduction of El Schwerz
- El Schwerz picks up info about Azaka
- Finding and following the fisherman´s guild leader
- Walking at night
- Thieves
- Murdering said thieves
- Going to bed
- Nightly investigation for Azaka´s father
- Failed interrogation
- Information sharing
- Onwards to the ship
- Return of the Dawn Greeter questline

The records of Tuvix

Tuvix - Chapter XXXV, Du’kuhl
We decide to go to a tavern to find the one we need. These travelers are still with us as they too will go to this tavern.
They thank us as they give us 20 gold and some luxury wine.

The tavern itself is more like a hotel. We have to wait for Hamish so we can talk to this person.
When asked, the inventor’s house and militia are interesting spots.
When outside of the dome we hear a very loud bang as a very dusty Hamish appears next to us.

We now go to the same tavern again. There is a sound, a cable like sound and something is flying over us all the time. This seems a normal transportation for the city guard as magic does not work in the dome.
We get in the crystal square with a crystal that creates the non-magic dome. There is also a small one that does seem to allow magic around it.

We then enter the second area with a huge and very fancy tavern Inn. It is very busy with tourists. So to find this person we split up and meet later.
I decide to eat, but find a human in a room which I talk to. This seems to be our guy.
So I gather the party and we eat. Hamish will join later. I tell them someone is waiting for us.
He gives us a shot of a drink he got. We go back to the man, now saying he is called ‘Walt’.
He has a message and a job about a valuable Item.

He wants to know what happened to the ship that is now on a sort of lockdown. He rewards us if we know what happened.
The man knows from the ships log, it seems that there is something off about the ship.
A ‘lingering feeling of death.’ An investigator by the name of eL Schwertz steps into the room, a bird like person. With blue clothing and a shield with a black stick for a weapon.

He is being followed by his ‘Human assistant’, ‘Kark’. That is a mute (at least now)
There is a package delivery which contains a little box, which again contains a pocket watch engraved with a human skull.
It cannot be opened and is engraved on the back with ‘Old-common’.

Walt asks us to stay overnight to get all documentations ready. We will meet again tomorrow. We will later go for a night sleep arranged by Hamish.
We also see another dragon passing by. We go to the docks. It then seems Kark does speak, albeit very raspy.

Tuvix - Chapter XXXVI, The Docks and Processing
At the docks we at first do not see much of interest. We do encounter a wizard that provides stickers with shielding.
Also there is only one ship and a lot of fresh fish here.
eL continues to keep his distance as we go for the fisherman’s guild.

We ask about a Tabaxi catwoman and after much hassle she provides us with a lead. Later we get to know this person.
The Firbolg’s dad was schizophrenic. We decide to go to processing, an area we have been warned about.
Another part of the city. Something gets stolen. It is my money. I run after that thing.
It gets into the warehouse, he whistles to his accomplices and disappears. It gets darker inside.
It seems we can use spells. One big fella appears. A fight ensues.
But it all seems that the enemies are just apparitions. However the thief appears again when the spot he disappeared in has been hit.

We won, but right after the police drop in through the window and magic is gone again.
They know eL, who explains what was going on. He helps us stay out of trouble.
I get my money back. I talk to one of the enemies, almost threatening him, then turn away and leave.

We go back to get food and go to bed. I pay for the party. The Firbolg talks to the innkeep for a long time but I don’t listen or engage.

Tuvix - Chapter XXXVII, The Ship
The party wakes up, after someone knocks on the door. It is Walt that gives us a box, he’ll meet us at the docks.
eL tells us he did some investigation last night. He found some disturbing text and an infinity sign. He wants to help the Firbolg.
The infinity sigh came from a group of my students.

On the way to the docks I see a small ship. I get in there. It is small and empty.
A warforged gives me a knife and shushes me. I walk outside. The others cannot get in, a very strange experience indeed.

At the docks we see Walt and he tells us he gives us the key when we’re on the water. So then we can open the box.

After rowing we get to the abandoned ship which is creepy, strange and has a skeleton on it.
The wooden box has all information about what the ship was. Walt won’t follow and tells us to keep that pocket watch close.

A strange circle is on the deck with another strange symbol and runes we cannot read.
There are also scorch marks. The pocket watch starts trembling near the bones.
It can be opened now, and as we open it, it shows 08:36.

All goes dark, we hear an incantation and the sound of Hell and screaming. The Incantation stops and we suddenly see.
We see a dead person and again this circle. There is a blob of flesh with 3 human heads and a portal where some otherworldly creature is trying to come out. Time is stopped though, and we cannot see very far.
In this ‘memory’ we can walk around freely. We then recognize the faces as these are the seamen in the documents we got.
Around there seems to be another body.
I investigate the portal and the body but don’t find anything.

The Dwarf opens the watch again near the new body, and it says 08:29.
Then we hear a voice again shouting at the men that they need the Captain. Followed by panting and pulling stuff.
We are now back on the main deck within another ‘still image’.
The Captain is dead here too. The blob is not there yet.
A dead and bruised body is carried away. We find that the Captain is poisoned.
Another crew member seemingly by a demon.

At the dead body we see 08:25.
We hear a gunshot. A whisper and ropes, about someone that needs to be lowered.
A woman screams and someone talking about an ironic death followed by an explosion.
We are now on the Helm. It seems they tried to escape here. It contains two ladies in wealthy clothing. (In the escape boat).

Again we shift but now we are back in the normal world and time.
We find a small boat that does not belong here, indicating that something is going on here.
All signs of struggle are gone. We decide to enter different rooms and I enter one filled with ripped clothing.

We go downstairs to the crew quarters. Find a dead body, open the watch and get 07:54.
We hear a soft voice and dull thumping sound. This is on the Gunner Deck. The two people here are dead.
These are Dwarves. There is a pitch black creature here that is spider-ish with tentacles.

One of the dead bodies shows 07:52.
We hear Thunder and a lot of screaming, clinging iron.
We see that someone is fried by a lightning strike and outside on the deck a huge monster resides. One of the dwarves is crushed by a cage that had been thrown down the stairs.
Two giant tentacles have ripped an Orc in two. So we click open the watch at the Orc.

It shows 07:51
Another pure panic moment. The ship is making sounds and someone is being ripped apart by the beast. It is a horrific scene and it is rainy.

We find another body, 17:48.
Normal sounds this time, nothing out of the ordinary yet except for a splash. A female voice calls out and something heavy is thrown, it seems to be the first attack, it is not yet rainy.
Then the watch doesn’t show any time or direction anymore.

We are back again in the real world, looking for more clues.
I step in the Dwarf’s room and find a carpenter’s kit but except from an old saw, nothing else.
The Orlop Deck is not so strange, but the Cargo Deck seems to seep evil.
All chests here are closed, and it smells.

Suddenly I get sucked into that weird timeframe again and here I hear screaming. We are on the Crew’s Deck. A bloodthirsty person is standing in the hallway and a body that is oozing darkness in his hands.

At the body in the hands the watch shows 06:40.
We hear a knife, and a sort of ritual chant. The bloodthirsty person did it, but it is still not sure who that is.

Once again we go back to the normal time. We search the cargo bay further. There is a small chest oozing something.
It seems to trigger the watch again. After further trying, we find it is another chest with bodies in them.

We go to 12:13
There is a short scream and a feeling of pushing.
The feeling is different here. Here we come to a point where we knew the culprit.
But we also did not know, because their fate was unknown. The watch feels attracted to a dropped chest.
So this is investigated. It brings us to 16:27.
We hear a falling thing and gurgling. Something has fallen and pierced someone.
Because of a spear. It seems to be an accident. The clues are to be found.

When we get back in the normal world we go all the way into the bottom deck and open a trap door there that was hidden.


The Interviews

Date: 25/11/2023
Entry: #3

15-5-615-1 NC / 15-5-2874-1 PW
The party turned in the quest and learned who the propietor was.
They took the reward, and bought the ship as offered.

They then went on to some old storage to check it out to see if anything about Azaka´s father had come to light.
Something in there disappeared, and there were some shenanigans with turning into a spider and finding a back door.

They proceeded to the fighting rink where Hamish was disrespected.
It almost all went wrong because the party they fought against was a good match.

In the end they went on to hire a new crew.
The following people were hired as crew:
Helmsman:
Kui´kha Izu / 1gp / Kobold - A red kobold with an impressive stature. He´s very friendly and very subservient. Not the kind of guy who ignores an order, he is also very skilled in steering. (+7 Evasion, +5 Landing)

Seamen:
Eniatuvo Kash´ua / 4sp / Sea Elf - Doesn´t take no shit and has many seamiles under his name. He listens well, knows how to control a ship and he can even fight. (+5 Flying, +4 Boating, Fighter)
Aluco Kundarak / 4sp / Dwarf - Yes he is a Kundarak, no he doesn´t associate with them. He has always loved the technological marvel of airships and has therefor made it his lifes calling to work on one. (+6 Flying, +5 Boating, No fighting)

Gunner:
Procurghin Saseri / 5sp / Dragonborn - A man that likes to grunt, and likes to let loose whenever he can. While he can be lazy he has no issue manning and shooting cannons. (+3 Firing, +3 Accuracy, Fighter, 2 sp restock)
Zigruth / 1gp / Bugbear - A calm but very large gentleman that loves to read in his spare time. He knows how gunpowder works and can make it from its simple materials. He doesn´t need much space, but he pull cannons on his own. (+5 Firing, +5 Accuracy, Gun support, 1sp restock)

Cook:
Log Of Barubar / 5sp / Orc - A simple orc with a passion for food. He will make food that looks disgusting but tastes amazing. Do not ever disturb him during cooking or butchering though. (Fulfilling, Morale, Happiness)
Jane Lin / 7sp / Human - A somewhat odd woman who seems to be a bit troubled but a true food artisan. The meals she creates are very providing and can only be described as cuisine. She weirdly knows every language. (Fulfilling, Morale, Happiness, Information gain)

Maid:
Cogwheel / 2sp / Warforged - As a warforged he needs very little to live. Is impeccible at following orders and can defend himself too, has the added benefit of night sentry. (Sentry´s Rest, Defensive, Precision)
Garden Pond / 2sp / Tabaxi - A female tabaxi who is subservient to a master. She´s not expressively feline and behaves like a human would. Very pleasing personality. (Helpful, Agile and Quick, Pleasant)
Glynberis Deferon / 2sp / Half-harengon - A Human/Harengon mixed woman that´s expressed by a human appearance with harengon ears and arm/leg fur. She´s friendly but fiesty and quite skilled in her work. She´s also very perceptive. (Nimble, Clean, Information gathering)
Sasselin / 4sp / Yuan-ti - A seductive female Yuan-ti pureblood. She´s quick and can move through tight spaces. She has a seductive personality but also a high strength. (Hypermobile, Seductive, Fighter)

Craftsman:
Rhel / 4sp / Aarakocra - A no nonsense Aarakocra with the ability to gather materials quickly, easily, and use them to repair both the ships and equipment where needed. Very reliable. (Repairs easy and free)

The records of Tuvix

Tuvix - Chapter XXXVII, The Ship
There is a letter that needs to go to house Kundarak with blood on it. We open the watch again.

S-18
07:06
We hear a weird language. It does sound happy. Something ringing and a rat is heard, and we see two familiar people with a dead rat beneath them. One has a chain with a vial on it.
Walking around we now see that colour fades and then anything else fades too.
There is a card on a table that says ‘Velurebi’.
A line is drawn from that. It seems that the line starts at the Firbolg’s village.
The Firbolgs reminds the Dwarf of that devil he has once slain.
This prevented the Firbolg to speak with it.

He tells the Dwarf that those two said “We only need the light of the sun.” and we go back to the normal Time again.
The vials, however, seem to be for a ritual. They can create a portal or a tear in reality. eL tells us this. There also seems to be a pendulant that can find relatives. We decide to disembark.

Tuvix - Chapter XXXVIII, The new gift
Before taking off, we try to solve every mysterious death by connecting their identities with their fates and culprits, spending some time on board to connect all the dots.

We get back on the small boat where Walt is still waiting.
He invites us to his place to discuss everything and claim our reward.

The house is filled with books and paper and smells even like the latter.
There he offers us the ship for 400 gold in return for our investigation. Another 2 stays at the hotel for free and 1125 gold as well.

Now we have to try to find an income and a crew for the ship. For that we are going to some places that can provide this. We first went to a warehouse that we have been wanting to visit due to some clues eL and the Firbolg dug up.
It is said to be abandoned, however, still owned. Our Druid sneaks in as a spider and finds fruit, nuts and peanut crates.
Completely fresh. Although Hamish loses it over this warehouse. He fails to understand our visit.
eL gets us in via another door. Inside we see someone running. This hides in the office, so we go there.

We open the door and enter the office.
There suddenly is nobody, so there must be some magic. But nothing leads to this.
Our own magic does not work. The papers lying around are shipping manifests.
The incoming ones are as one would expect. The outgoing lack information on them.
We find two one-year contracts which are peculiar because they have some interesting names on them.

We try to use the Firbolg’s purple crystal. That suddenly won’t work so I use my shocking grasp.
Only gives off a brief light, that is all. It seems ticking or knocking on it does something.
The more force, the more effect, so now we have a small radius that we can use magic in.
There seems to be an extremely faint signature of a portal, a tear in reality, when we finally get the whole room with the crystal we investigate. It all seems normal.
So Hamish again loses it over the warehouse. We decide to keep an eye out and go to an arena we’d like to take over.
It is getting way busier here. We are going in, it looks like a circus.
There are many fights going on. There are a lot of healing posts.

The first attempt on buying this place fails so we decide to go fight in the arena and I bet on it.
It takes them some work. I give them information and they win.

As we head back, we decide to go past the warehouse again. It is the middle of the night and thus dark.
We also pass a Missing Artifact board, here it is a lot busier compared to the warehouse. The city has an active nightlife.
We decide to visit Inns to interview some people about that warehouse and get a boat crew.
We go for a sea-elf and a house Kundarak person.
To go for a Helmsman we go elsewhere, we go for a Kobold, he is very friendly.
We do the same for the gunner and the craftsman. We take 2 gunmen.

The craftsman is another type of bird. We also get a sassy woman for Hamish.
We also get cooks and some more mates. I hire my own cook and eL quickly hires an Orc cook as well.

Tuvix - Chapter XXXIX, Registering the ship.
After waking up we receive a letter to go to the fishing guild to register the crew.
I decide to go for a fishing competition. After buying 5 gold worth of barrels and crates, when fishing we get to a cave.
Alas, I didn’t win, the other party members did. After that I gave my special arrows to Hamish.

We go to ‘processing’ for a smith. A strange place to decide it but we name the ship “Red Beard’s Revenge” and the crew “The World Eaters”. Which registers us, so we then stock the ship.

In the evening we see minotaurs feasting. They ask us to join, they seem familiar. They have food, drinks and more.
Their food makes us happy. All seems to be a rhythm. I feel at home.
When going home a man approaches us with a nice treat. Our money seems to be replaced with electrum.
But then I remember waking up in the hotel. The Druid and bird are not. We have a fierce headache.

Kark is waiting for us to collect us as he claims to know where the other two are.
To our surprise we get to the jail. Where the rest is held for open use of dangerous substances.
The bail is 5 gold. The Electrum is gone it seems, normal money is back.

The Bird wants to investigate what happened.
We enter a door with an old garage that contains random junk. But that investigating fails hard and they give up.
But the Bird gets some flashbacks he says.
And with that, we decide to continue shopping. Then a sort of Devil approaches the Firbolg.
This claims to be an assassin but he doesn’t want to. He is panting.
And he has not all the information. He also is being followed himself and tells us about some 800 year old Elf that can tell us more.
But most is in Infernal and I cannot understand this.
After this it is time to board the ship.

Who was present

- [Character]Thermaine Xyrris[/Character]
- [Character]Tuvix[/Character]
- [Character]Azaka Tonnerre[/Character]
- [Character]Hamish Macleod[/Character]
- [Character]eL Schwerz[/Character]

15-5-615-1 NC / 15-5-2874-1 PW
The party turned in the quest and learned who the propietor was.
They took the reward, and bought the ship as offered.

They then went on to some old storage to check it out to see if anything about Azaka´s father had come to light.
Something in there disappeared, and there were some shenanigans with turning into a spider and finding a back door.

They proceeded to the fighting rink where Hamish was disrespected.
It almost all went wrong because the party they fought against was a good match.

In the end they went on to hire a new crew.
The following people were hired as crew:
Helmsman:
Kui´kha Izu / 1gp / Kobold - A red kobold with an impressive stature. He´s very friendly and very subservient. Not the kind of guy who ignores an order, he is also very skilled in steering. (+7 Evasion, +5 Landing)

Seamen:
Eniatuvo Kash´ua / 4sp / Sea Elf - Doesn´t take no shit and has many seamiles under his name. He listens well, knows how to control a ship and he can even fight. (+5 Flying, +4 Boating, Fighter)
Aluco Kundarak / 4sp / Dwarf - Yes he is a Kundarak, no he doesn´t associate with them. He has always loved the technological marvel of airships and has therefor made it his lifes calling to work on one. (+6 Flying, +5 Boating, No fighting)

Gunner:
Procurghin Saseri / 5sp / Dragonborn - A man that likes to grunt, and likes to let loose whenever he can. While he can be lazy he has no issue manning and shooting cannons. (+3 Firing, +3 Accuracy, Fighter, 2 sp restock)
Zigruth / 1gp / Bugbear - A calm but very large gentleman that loves to read in his spare time. He knows how gunpowder works and can make it from its simple materials. He doesn´t need much space, but he pull cannons on his own. (+5 Firing, +5 Accuracy, Gun support, 1sp restock)

Cook:
Log Of Barubar / 5sp / Orc - A simple orc with a passion for food. He will make food that looks disgusting but tastes amazing. Do not ever disturb him during cooking or butchering though. (Fulfilling, Morale, Happiness)
Jane Lin / 7sp / Human - A somewhat odd woman who seems to be a bit troubled but a true food artisan. The meals she creates are very providing and can only be described as cuisine. She weirdly knows every language. (Fulfilling, Morale, Happiness, Information gain)

Maid:
Cogwheel / 2sp / Warforged - As a warforged he needs very little to live. Is impeccible at following orders and can defend himself too, has the added benefit of night sentry. (Sentry´s Rest, Defensive, Precision)
Garden Pond / 2sp / Tabaxi - A female tabaxi who is subservient to a master. She´s not expressively feline and behaves like a human would. Very pleasing personality. (Helpful, Agile and Quick, Pleasant)
Glynberis Deferon / 2sp / Half-harengon - A Human/Harengon mixed woman that´s expressed by a human appearance with harengon ears and arm/leg fur. She´s friendly but fiesty and quite skilled in her work. She´s also very perceptive. (Nimble, Clean, Information gathering)
Sasselin / 4sp / Yuan-ti - A seductive female Yuan-ti pureblood. She´s quick and can move through tight spaces. She has a seductive personality but also a high strength. (Hypermobile, Seductive, Fighter)

Craftsman:
Rhel / 4sp / Aarakocra - A no nonsense Aarakocra with the ability to gather materials quickly, easily, and use them to repair both the ships and equipment where needed. Very reliable. (Repairs easy and free)

The records of Tuvix

Tuvix - Chapter XXXVII, The Ship
There is a letter that needs to go to house Kundarak with blood on it. We open the watch again.

S-18
07:06
We hear a weird language. It does sound happy. Something ringing and a rat is heard, and we see two familiar people with a dead rat beneath them. One has a chain with a vial on it.
Walking around we now see that colour fades and then anything else fades too.
There is a card on a table that says ‘Velurebi’.
A line is drawn from that. It seems that the line starts at the Firbolg’s village.
The Firbolgs reminds the Dwarf of that devil he has once slain.
This prevented the Firbolg to speak with it.

He tells the Dwarf that those two said “We only need the light of the sun.” and we go back to the normal Time again.
The vials, however, seem to be for a ritual. They can create a portal or a tear in reality. eL tells us this. There also seems to be a pendulant that can find relatives. We decide to disembark.

Tuvix - Chapter XXXVIII, The new gift
Before taking off, we try to solve every mysterious death by connecting their identities with their fates and culprits, spending some time on board to connect all the dots.

We get back on the small boat where Walt is still waiting.
He invites us to his place to discuss everything and claim our reward.

The house is filled with books and paper and smells even like the latter.
There he offers us the ship for 400 gold in return for our investigation. Another 2 stays at the hotel for free and 1125 gold as well.

Now we have to try to find an income and a crew for the ship. For that we are going to some places that can provide this. We first went to a warehouse that we have been wanting to visit due to some clues eL and the Firbolg dug up.
It is said to be abandoned, however, still owned. Our Druid sneaks in as a spider and finds fruit, nuts and peanut crates.
Completely fresh. Although Hamish loses it over this warehouse. He fails to understand our visit.
eL gets us in via another door. Inside we see someone running. This hides in the office, so we go there.

We open the door and enter the office.
There suddenly is nobody, so there must be some magic. But nothing leads to this.
Our own magic does not work. The papers lying around are shipping manifests.
The incoming ones are as one would expect. The outgoing lack information on them.
We find two one-year contracts which are peculiar because they have some interesting names on them.

We try to use the Firbolg’s purple crystal. That suddenly won’t work so I use my shocking grasp.
Only gives off a brief light, that is all. It seems ticking or knocking on it does something.
The more force, the more effect, so now we have a small radius that we can use magic in.
There seems to be an extremely faint signature of a portal, a tear in reality, when we finally get the whole room with the crystal we investigate. It all seems normal.
So Hamish again loses it over the warehouse. We decide to keep an eye out and go to an arena we’d like to take over.
It is getting way busier here. We are going in, it looks like a circus.
There are many fights going on. There are a lot of healing posts.

The first attempt on buying this place fails so we decide to go fight in the arena and I bet on it.
It takes them some work. I give them information and they win.

As we head back, we decide to go past the warehouse again. It is the middle of the night and thus dark.
We also pass a Missing Artifact board, here it is a lot busier compared to the warehouse. The city has an active nightlife.
We decide to visit Inns to interview some people about that warehouse and get a boat crew.
We go for a sea-elf and a house Kundarak person.
To go for a Helmsman we go elsewhere, we go for a Kobold, he is very friendly.
We do the same for the gunner and the craftsman. We take 2 gunmen.

The craftsman is another type of bird. We also get a sassy woman for Hamish.
We also get cooks and some more mates. I hire my own cook and eL quickly hires an Orc cook as well.

Tuvix - Chapter XXXIX, Registering the ship.
After waking up we receive a letter to go to the fishing guild to register the crew.
I decide to go for a fishing competition. After buying 5 gold worth of barrels and crates, when fishing we get to a cave.
Alas, I didn’t win, the other party members did. After that I gave my special arrows to Hamish.

We go to ‘processing’ for a smith. A strange place to decide it but we name the ship “Red Beard’s Revenge” and the crew “The World Eaters”. Which registers us, so we then stock the ship.

In the evening we see minotaurs feasting. They ask us to join, they seem familiar. They have food, drinks and more.
Their food makes us happy. All seems to be a rhythm. I feel at home.
When going home a man approaches us with a nice treat. Our money seems to be replaced with electrum.
But then I remember waking up in the hotel. The Druid and bird are not. We have a fierce headache.

Kark is waiting for us to collect us as he claims to know where the other two are.
To our surprise we get to the jail. Where the rest is held for open use of dangerous substances.
The bail is 5 gold. The Electrum is gone it seems, normal money is back.

The Bird wants to investigate what happened.
We enter a door with an old garage that contains random junk. But that investigating fails hard and they give up.
But the Bird gets some flashbacks he says.
And with that, we decide to continue shopping. Then a sort of Devil approaches the Firbolg.
This claims to be an assassin but he doesn’t want to. He is panting.
And he has not all the information. He also is being followed himself and tells us about some 800 year old Elf that can tell us more.
But most is in Infernal and I cannot understand this.
After this it is time to board the ship.