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	<updated>2026-07-13T05:29:34Z</updated>
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		<id>https://quelmarwiki.com/wiki/index.php?title=Tatiana&amp;diff=47351</id>
		<title>Tatiana</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Tatiana&amp;diff=47351"/>
		<updated>2026-07-09T17:52:59Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* The Story of Tatina, the Girl Forgotten by History, or the Bloody Lady from The Story of Ash */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alternate Timeline}}{{Infobox_character|affilliation=Clearbrook Werewof Pack (Name TBD), Brujah Clan|name=Tatiana Baladin|image=Tati.png|caption=Art from Maddel_art Picrew|languages=English, Qussian|birthDate=September 7, 1899|birthPlace=Moscow, Qussia|deathDate=November 2, 1916|deathPlace=Moscow, Qussia|gender=She/Her}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The moonlight died. It was a hard truth to know&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;you weren’t a lie.”&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Baladin (Tati) &#039;&#039;&#039;is a physically rather young vampire that was Embraced during the Qrussian Qevolution. She is currently living with a pack of Werewolves in the town of Clearbrook. She is a player character in the [[Chains of Rage]] campaign. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Tati is pretty tiny for humans and human adjacent supernatural creatures. She&#039;s a little under 5 feet tall and is rather skinny and lithe. Being a vampire grants her a certain unworldly beauty, but it&#039;s easy to tell she was very pretty before being Embraced. Tati is very pale, even for a vampire, She has very large eyes, that are now an unnaturally bright red. Her hair is also red, cut into a shoulder length bob that has a very slight wave to it. Tati, being from the early 1900&#039;s, has a rather eccentric fashion taste. After experimenting with a few things, she started gravitating towards preppy and lolita fashion. It is very rare to see her not in flouncy, frilly, and lacy dresses. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Tatiana is well-known for her bubbly, optimistic personality. Despite being out of place and out of time, she has taken it mostly in stride. She sometimes has trouble with modern notions such as slang and technology. It is very rare for her not to be smiling. She is very naive and trusting of others, which can get her into alot of trouble. It is very, very hard for her to lie. However, this brightness overall makes it very easy to like and trust Tati. She is very charismatic and thrives in social situations and political negotiations. Due to her history, she is VERY conscientious of the Masquerade and vampiric laws. Sometimes, however, she does battle with the weight of her past. She can be a bit old fashioned and stubborn regarding social norms, particularly around courtship protocols with her Companion.  &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Tati is a self proclaimed &#039;Bad Brujah.&#039; She lacks many of the physical strengths and skills the often aggressive and fighting focused other&#039;s of her Clan have. Instead, being a member of Old Qussian Nobility, and her naturally charismatic nature, Tati is exceptionally gifted in the social magics. She has an extremely easy time with the Prescence, Celerity, and Dominate disciplines. Her girlfriend and promised one, Cathy, has also been helping her to train in auspex as well. Tatianna has a particularly charming voice, a dread full of gaze, and has the ability to get anyone in the room to do what she wants.&lt;br /&gt;
&lt;br /&gt;
== The Story of Tatiana, the Girl Forgotten by History, or the Bloody Lady from The Story of Ash ==&lt;br /&gt;
&lt;br /&gt;
====== This Story is True. Or, at the very least, true to those who remember. ======&lt;br /&gt;
The Girl was born in a cold November night in the old country. She was the final gift to a family of wealth and society. The Girl was a doll, a thing to mold and dress, to be directed and influenced. That was the way, back then. Her brothers, much older than she, grew to be knights and kings, politicians and soldiers. Their role was to lead and provide. Her Duty was to be loved. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl had a sharp mind, much too inquisitive for other dolls. She would listen and ask questions. She would wander the gardens and hear the stories that the flowers told her. Things that pretty girls did not have to worry about, of political upset and strife. She would dance in the halls and dance in the balls and dance with whomever she was told to be social with. But she did not want to be a plaything nor did she want a plaything of her own. The Girl was too smart for that. She saw how the masters and mages played house, to arrange the pieces to their liking. She did not want to be placed into someone else&#039;s dollhouse. She wanted to place herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl grew older into a proper young lady. And was still her family&#039;s doll. She knew her time on the shelf was running out, and soon she would be given to someone else to play play with. She could not have imagined who&#039;s doll she would become. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The night the Girl died started like any other. She was being dressed up, in a gown of midnight velvet and the roses that whispered secrets to her. Then there was a knock at the door. The Girl&#039;s mother went to check with the servents to greet their guest. She was a doll once too. She knew how to play in the dollhouses. The Girl&#039;s mother did not return up to her. Instead, a man with a calm voice came to her room. This was not a soldier or a general or a dictator. It was the voice of a monk, it was the voice of a mage, it was the voice of a romantic. He walked up to the Girl and wiped her tears away and murmured to her gently. &amp;quot;&amp;quot;Иди теперь, моё дитя. Границы этой жизни больше не существуют. У тебя есть новая цель, новая роль. Новая обязанность.&lt;br /&gt;
&lt;br /&gt;
Срушь аристократию. Распространи свои желания реками крови. Затопи дома и перестрой их.&lt;br /&gt;
&lt;br /&gt;
Заботься о своей новой семье, Татьяна. Это твоя цель теперь.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl screamed. The Doll shattered. And the Lady of Blood was born.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl does not remember much. The was a different kind of plaything now. She was a pawn on a chessboard, an unassuming pice used to lure the nobles and the knights and the kings and the queens into traps until she can strike. The white and black squares became steeped in red. Time had no meaning to a pawn. A month had meaning to a father and to brothers. The pawn was lured into a trap of her own and was captured. She was put away back into a box. And there she rested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl&#039;s box was watched. The Girl&#039;s story was remembered.&lt;br /&gt;
&lt;br /&gt;
The sands of time started blowing. And the box was buried. And the Girl was forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Days merge and years past and clocks turn and yet the Girl continued to rest in her forgotten box. It was packed away with other things from her time and a different story was told. Of a different girl and a wizard and magic weapons. Some young ladies are more important to history. Some stories are more desirable to read. And so our Girl continued to sleep and was continued to be forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A scholar comes, and acquires artifacts from the Girl&#039;s time. Including her box. A guard is told not to touch. He does not listen. Instead of a doll, he finds the Lady of Blood. She was very angry and very hungry. She eats too much at the feast, and is brought before the Prince. The Prince feels sorry for our Lady of Blood, but cannot allow her to become a girl again. So she becomes a doll once more. To be placed and played with. The perfect smile, the perfect performance. Sit on a shelf and watch and listen. Instead of the flower petals and thorns, it is the moonlight and the shadows and the fangs that whisper to her. She is passed from person to person, becoming different playthings, different dollhouses, different stories that she plays a role in. The Story of Learning, the Story of Ash, the Story of Broken Mirrors, the Story of Wolves. The Story of Love.&lt;br /&gt;
&lt;br /&gt;
Everyone else&#039;s story but her own. For her story is the one forgotten to Time. &lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:CR]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=47342</id>
		<title>PLUTO(NIUM)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=47342"/>
		<updated>2026-07-08T03:53:21Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=SecComm, Union, Silver Lining, Independent Contractor|name=Rem Callaway|image=Rem.png|caption=Art from Maddel_art Picrew|relatives=Grandfather- Westin Callaway (Deceased)&lt;br /&gt;
Father- Louis Callaway, Callsign: PHOENIX|alias=Callsign: PLUTO(nium)|gender=She/They}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is human Nuclear Weapons Expert currently on contract with [[SPIRAL|Cpt. Simon Dominguez]] on board the &#039;&#039;Silver Lining.&#039;&#039; They are a PC in the Lancer campaign [[In The Shadows of a Willow|In The Shadows of a Willow.]]&amp;lt;blockquote&amp;gt;Who knew our dearest father could find love...&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 I had figured it to be an unlikely possibility. &lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Rem is on the shorter side for average human, being around 5ft 3in. She&#039;s a little more built than a civilian, but by no means has a soldier&#039;s physique. They have red hair that they keep cut short, in a messy wolf-cut style. Rem also had bright green eyes that always seems to have a mischievous sparkle in them. Her right arm is covered in a deep burn scarring, stretching up to her neck and down to her leg. She typically wears practical clothing, combinations of overalls and cargo pants, button ups and tee shirts.&amp;lt;blockquote&amp;gt;Might I add? She looks STUNNING in an olive dress! And with curly hair!&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 What exactly do you get up to while I am not paying attention?&lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Rem is largely unapologetically herself. As a pilot who doesn&#039;t touch her mech and refuses to engage with it in any capacity, they know that reputation can ruffle some feathers and rub people the wrong way. However, she is strong in her convictions and her beliefs and does not allow others to make her feel bad about it. Additionally, they are extremely aware that their chosen lifepath of nuclear weaponry doesn&#039;t always sit well with others. Rem is distinctly aware of the weight of death her inventions cause, and still stands by them. Generally speaking, they do try to get along with everyone. She&#039;s happy to engage with the other pilots, and if there&#039;s something she can help with, she&#039;ll lend her talents in anyway she can. She&#039;s always willing to look to others for advice, and isn&#039;t afraid to ask about things she doesn&#039;t know. They can be kind of awkward, a by product of her privileged upbringing and years spent in self-isolation. Overall, Rem seems to mesh with everyone on the ship, and offers some unique perspectives on certain issues. &lt;br /&gt;
 I have not yet had much experience with Pluto. I hope to speak to her more, if she is to become our legal mother.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Patience, sister! Getting married takes a long time, you know!&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 You were married quite quickly.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early Childhood ===&lt;br /&gt;
Rem&#039;s mother died when they were only a few years old. Their father, Louis Callaway, was too busy becoming a mech pilot to erase his father, Westin Callaway&#039;s reputation from their family&#039;s legacy. Against his better judgement, he placed Rem in Westin&#039;s care, and went off to pilot for the Union under the Callsign: PHOENIX. Westin was an old man at this point, long retired from his work as a scientist with SecComm. However, its hard to take the research out of the researcher, and baby Rem was fascinated by the glowing rocks and the explosions her grandfather created. As she got a little bit older and learned that Uranium does not in fact go in your mouth, Westin started teaching her some basic science and experimentation. He also told her about their family&#039;s history, or enough that would be appropriate for a child. He gifted them the burden they had to learn to carry. Louis would come to visit between missions, and Rem saw the new damage every time. Every new scar and every new injury. She started resenting him for leaving, started resenting the Union for sending him away, and started resenting the mechs and the war and combat they represented. Through her grandfather&#039;s old research and her budding skills as a scientist, she started learning about other ways war can be waged. Ones that kept people out of direct combat, ways that the ones targeted would find it hard to rebuild and seek retribution. She was finally starting to find her place in the world. &lt;br /&gt;
&lt;br /&gt;
And then Grandad Westin died and she was place back in the custody of her father. &lt;br /&gt;
&lt;br /&gt;
=== Pilot School ===&lt;br /&gt;
Rem is a teenager at this point, disenchanted with the galaxy, and particularly enraged with how dangerous mech combat is. Louis drags her along to shindigs and soirees, to show off his daughter, the next generation and heir to the Callaway legacy. However, the rumors began, whispers as to why Rem wasn&#039;t following in her father&#039;s footsteps. When was she going to join the Union and become a pilot herself? So, Louis made the decision to put Rem into a training program. They went through a couple different mechs, none of them really meshing. Until, much to Louis&#039; chagrin, a Haber was found from a friend of Westin and given to Rem. They still weren&#039;t doing great in training, but they quickly found that they could balance heat cycles and sync checks to overpower and overheat the Haber to give it a bit more oomph. And it was enough to carry her along for a large part of training. Until, one faithful day, she missed a check and desynced the cycles. &lt;br /&gt;
&lt;br /&gt;
And the Haber exploded. &lt;br /&gt;
&lt;br /&gt;
After Big Boom, Rem wanted to quit the program. Her injuries were quite severe with the amount of nerve damage they had sustained. It was almost a year of physical therapy to get mobility back enough to acceptable pilot standards. There were some whispers that Rem&#039;s injuries were self sustained and that they blew up their mech willingly on purpose.  Despite the numerous psych evals, Louis never believed Rem. He thought she was just good at faking it. But in his eyes, his world, Rem needed to pilot. So, he found her a mech that would be incredibly hard to blow up like that, and, found/programmed an NHP to ensure  that something like that wouldn&#039;t happen again. Oppenheimer, or Oppie, was the name she gave to the mech, an HA Worldkiller Genghis.  Rem is not a mechanic by trade, but had a few contacts that were who could help modify the frame for them. She also started developing her own weaponry. Curie, the Agni-Class NHP Louis put inside, made everything infinitely more difficult. Most of the systems Rem tried to install she would modify or just delete. Out on missions she would override a lot of Rem&#039;s commands. They were not a great pilot to begin with, but it got…a lot worse. But, she was piloting a mech. That’s all Louis cared about for the Callaway name.&lt;br /&gt;
&lt;br /&gt;
=== NoWhere-Land ===&lt;br /&gt;
Eventually, the charm of the overcoming a death experience and going back to piloting wore off. Rem was never a great pilot to begin with, and after the accident, it was even more subpar. She was starting to bring negative reputation to the family name. Which the great Louis Callaway couldn’t have. So he offered Rem an out. A deal. Rem could stop piloting if they disappeared. Stay out of any news or limelight. Fade away into obscurity while he worked to rebuild the legacy. Rem found a lab on a relatively unknown desert planet and worked hard to make it her own. They invested time, money, and resources to shield it for nuclear research with any and all lab equipment they could ever need. They made sure it was far away enough from any major hub to keep news both in and out minimal. They stocked up with enough shelf stable cans and powders to last several lifetimes and dubbed it NoWhere-Land. And once it was all set up, the research began. Her childhood spark of indignation had been fanned into a full flame of hatred for pilots and mech combat. So she worked to develop her own isotope, focusing on a slower rate of decay to increase the fallout time. She changed the warhead so it would burn at higher temperatures to complete raze whatever it was used on. For years, she perfected her weapons of war with the intent to make mechs obsolete. She started accepting private contracts, careful with who and what her dealings were with. None of her tech would ever be used in mech development in any way, shape or form. And so they lived and worked in the mostly self imposed isolation for a long time. &lt;br /&gt;
&lt;br /&gt;
=== The Silver Lining ===&lt;br /&gt;
There&#039;s not much to say about this chapter of Rem&#039;s life yet. After leaving her alone for an indeterminate point of time, Louis came to pay his daughter a visit. Rem&#039;s name was starting to gain some notoriety, particularly from the Union who didn&#039;t want a borderline war criminal selling TBK weaponry with ties to them. After digging through all available contracts, Louis came to Rem with an demand disguised as an offer. A highly reputable former pilot by the name of Simon Dominguez put out an open call for pilots to join him for a long term mission aboard his ship. Rem could take Oppie and Curie, and go pilot under the command of an Union officer. They’ll take anyone, he said, including a subpar pilot like Rem. Great way to reintroduce PLUTO to the Union, and help repair the damage to the family&#039;s reputation she had caused. Rem knew that they couldn&#039;t escape him forever. And on initial review the contract didn&#039;t seem too bad. But, she had inherited the smarts in the family. Asked to negotiate everything directly with the commander. And in doing so, ensured that she would never have to unwillingly step foot in her mech again. &lt;br /&gt;
 Brother, have some respect. Put the popcorn away.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What? It&#039;s very cinematic!&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Home Videos ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;font-family: Lucida Console;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Home Videos as witnessed in PLUTO&#039;s Thinspace&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height:1.0;&amp;quot;&amp;gt;TW: Child Abuse, &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;font-family: Lucida Console;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Tape 1&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height:1.0;&amp;quot;&amp;gt;TW: Child Abuse &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The first home video is brief. Flashes and moments of her childhood. A very old man with a gray handlebar mustache and kind eyes that lit up everytime they looked at Rem. Visions of a man in a bright flight suit, glowing red and orange in the sunset light, his auburn hair nearly aflame. He looks at Rem with hard eyes. There’s screaming every time he comes to visit. Rem doesn’t understand what ‘erasing the past’ and ‘sins of the father’ mean. She knows the loud man of fire makes her cry. Every time he leaves, the man with the kind green eyes scoops her into his arms and takes her down to the basement. He shows Rem the sparks that grow into flames that grow into explosions that grow into bombs as the flashes get more frequent and Rem gets older. The man of fire gets older too, each time he returns with more injuries and more scars and more stories to tell about the bird of ash that’s burning away the family legacy. Rem is scared for the man of fire. Of him burning away too.&lt;br /&gt;
&lt;br /&gt;
The final cut of the video sends Rem to a hospital. The man with the kind eyes is dying, the green glow almost out. He clutches Rem’s hand in a weak shaky grip. He whispers to her the sins of his past. Of what the Callaway name means to those who survived. To those who remember. He prepares her for what is to come and burdens her with the darker side of the family legacy. His dying breath is enough, the blow to fan the tiny spark into a flame inside her. She would make sure no one else got hurt. She could find new ways to make sure pilots could come home too. Then the man of fire returns, and turns her into a bird of ash with him.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;font-family: Lucida Console;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Tape 2&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height:1.0;&amp;quot;&amp;gt;TW: Child Abuse, Physical and Psychological Abuse, Fire Related Injuries &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The second home video is of a teenage Rem. It contains flashes of a shy, scared, and awkward kid in an orange Union uniform. She searches for a place to sit in the dining hall, only to find no empty chairs. She searches for people to study with in the library to find all the groups formed. The video cuts to a montage of mech training and simulations. Rem trying their best to control a beast of a machine that was not meant for her. The movements were clunky, the shots were off. D’s and F’s and ‘Did not finish’ littered the reports. Rem is standing in an office now, at attention. The man of fire seemed to be smoking. He was screaming. At her? Must be. The camera lens became cloudy and shaky as Rem began to cry. ‘This is not how a Callaway is expected to perform.’ And ‘This is not what I expect of my daughter’ And ‘Don’t you realise how terrible of a pilot you are?’ More drills. More training. More practice. Up earlier. Train later. The last part of the video has no cuts. Rem looks at herself in the mirror as she dawns her dark red flight suit. She’s thin, shaky, dark circles under her eyes. Her greasy hair is pulled into a perfect tight bun. She shuffles out of her dorm, down the long hallway, and to her mech. “Ready to try again, Hindy?” The voice is quiet, shaky, and so so tired. She slips as she climbs up into the cockpit. Black spots dance across the camera screen. Eventually, she gets in, and starts the boot up sequence. Basic target practice drill. She misses all of the dummies. Rem goes to cycle the heat systems and mis-hits a button. Suddenly, the screen erupts in red and yellow and orange and white. Reminds her of the man of fire’s suit, shining in the sunset. A scream is heard, then an alarm, then black.&lt;br /&gt;
“You are a bad pilot, Rem Callaway.”&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;font-family: Lucida Console;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Tape 3&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height:1.0;&amp;quot;&amp;gt;TW: Abuse, Medical Malpractice, Fire Related Injuries, Forced Military Service &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The third home video is the shortest of the set. Disconnected flashed of consciousness. Glances at a right arm, covered in second skin, in grafts and bandages. Whispers to the man of fire. “It will never heal right.” “It’s a wonder she survived at all.” “The scarring will be extensive.” “We don’t know what the range of motion will be.” &lt;br /&gt;
“There will be lasting effects to her whole body. The arm got the worst of it, but some parts of Rem will never be whole again. She is very very lucky.”&lt;br /&gt;
&lt;br /&gt;
Flashes of physical therapy. Finger twitches, then flexes. Waving and twisting. Bending and lifting. Pencils and balls. The psych evaluations came to. Rem told them all she could remember. She didn’t activate a system in time and everything overloaded. A cascade effect, but not that kind. It was a mistake. Why would she do this to herself? She would’ve just quit. She can quit now, right? The doctors cleared her but the man of fire watched. Watched his legacy turn to ash. The next day, before anyone else was awake, a strong hand grabbed Rem’s arm, the print staining red as wounds reopened. Rem was screaming as loud as she could. Grabbing on to whatever she could. Dragging her feet, her arms, begging and pleading. “SOMEONE PLEASE HELP ME!” “DONT MAKE ME DO THIS.” “I DONT WANT TO GO BACK!” In the hangar stood a new mech, a looming obelisk of death. “I’d like to see you try to pull a little stunt like that again. Get in the fucking mech.” Shoving, pushing. Clawing desperately at the unforgiving metal. No one would save her. The cockpit latch clicked shut with a hiss, then the locks engaged. Rem starts banging and kicking. Her bandages are dripping red now. It matched her old flight suit. A small orb of light appeared next to her. She begged it for help. To set her free. “I’m sorry Rem, but I can’t let you do that. You have to stay here.”&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;font-family: Lucida Console;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Tape 4&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;line-height:1.0;&amp;quot;&amp;gt;TW: Abuse, Threats of Murder/Death,&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The fourth video is the last. Also the most disjointed. Barely scraping by with the final years of school, only doing marginally better. Every operation, every system overwritten. The friendly voice reminding her to vent the heat. To stay in the mech. To keep practicing and she’ll be better. Screaming at her when she tried to disobey. Screaming at her to stay in the mech. It was safe in the mech. No one could hurt them there.&lt;br /&gt;
Graduation. A new flight suit. A Callsign. A new assignment. Partners with the bird of ash. Drops that go terribly. More screaming. “I didn’t put us through all that for you to be as bad as you are. Maybe the fire fried more than your arm.” More training. Earlier mornings and later nights again. The sparkle gone from her gaze. No more Rem Callaway. Just Pluto. Harbinger of her own death. &lt;br /&gt;
Then….a spark of hope. “You’re useless. What a waste. How did my daughter become such a fucking bad pilot? I’m done. Go somewhere where you can’t bring more shame to our family.” Flashes of a desert planet. Time and money and resources to gut it from the inside. Shielding from everyone and everything. Shelves of powder and cans. Solitary dinners and sleepiness nights in front of consoles. Curie and Oppie put in a concrete box where only Rem could hear the screams. Nuclear reactors and particle accelerators. A core glowing yellow instead of teal. Research after research after research for every single contract and every single deal. Planets burning, unable to rebuild. Mechs crumbling into ash. Days turned to weeks turned to months turned to years. Time had no meaning and neither did she. I am become death.&lt;br /&gt;
Then the man of fire came back. Suit still shining under the sunset sky. More scars and harder eyes. “Time for you to stop being such a fucking disappointment. You’re signing this or I will have that AI lock you in the Worldkiller until you finally die in the suit like you were supposed to.”&lt;br /&gt;
And a single name. Simon Dominguez. The contract burns into ash.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Interpersonal Relationships ==&lt;br /&gt;
&lt;br /&gt;
=== Simon Dominguez ===&lt;br /&gt;
Since the moment they stepped foot on the ship, they had a deep admiration for the commander. The fact that he respected her wishes to not pilot meant a lot to her. She knew the name from the stories her father, but nothing really more than that. When she met him, he was warm and welcoming, ready to meet her at wherever she was. Over the first few days, they started talking more and more, as he took the time to explain the Mission and the things she missed while in NoWhere-Land. Eventually, they formed a check system, to ensure that they both were taking time to eat meals and get rest. When Rem mentioned most of her food was rehydrated powders or shelf stable meats, Simon took it upon himself to start cooking for her. Soon it became a nightly tradition of both of them sharing dinner every night. Over the weeks, they began talking, revealing secrets, and getting closer. After co-sleeping to keep the nightmares away, a few near death experiences on both ends, and some Thinspace delving, the pair made it official. &lt;br /&gt;
&lt;br /&gt;
=== Tsugumi Dominguez ===&lt;br /&gt;
Rem&#039;s favorite child. They will destroy the world if it meant keeping her little devil cat happy. Sole inheritor to her will. &amp;lt;blockquote&amp;gt;SOLE INHERITOR? &lt;br /&gt;
&lt;br /&gt;
- Symphony &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 You do not need the money.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== Skills and Abilities ==&lt;br /&gt;
Rem is a skilled nuclear scientist. She developed her own uranium isotope primed for planet razing. They also are a quick and efficient weapons manufacturer, able to create bombs big and small. Rem is a very skilled video gamer as well, specialising in retro arcade games from old, being especially good at Tetris. They&#039;ve recently been introduced to Splatoon, and is forming a team with some of the other pilots on board. Rem is skilled at many &#039;elite&#039; skills, such as schmoozing and ballroom dancing. Recently, they&#039;ve also started experimenting with Thinspace, wanting to research it more and see what the limits are. &lt;br /&gt;
&lt;br /&gt;
== Mechs and Weapons ==&lt;br /&gt;
Their mech is a HA Worldkiller Genghis outfitted with an Agni-Class NHP named Curie. Curie is largely unstable and has the prime directive to get Rem into the mech and keep her there, and also ensure under any circumstances that Rem does not blow themselves up. Oppie is outfitted with advanced Heat Sync tech, and has a specialised weapon of a nuclear fuel rod rail gun. &lt;br /&gt;
&lt;br /&gt;
Addendum: Oppenheimer was destroyed in an unfortunate accident following a spec ops mission. Curie is currently in a temporary casket under the watchful guidance of Bones.  &lt;br /&gt;
&lt;br /&gt;
Rem does not pilot her mech. If she did, something has gone terribly wrong.&lt;br /&gt;
&lt;br /&gt;
They do have a Mobility Flightsuit that allows them to boost and fly short distances for field missions. They often create small scale bombs to bring with them, and often makes enough for everyone to share. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Astral]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Tatiana&amp;diff=47341</id>
		<title>Tatiana</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Tatiana&amp;diff=47341"/>
		<updated>2026-07-08T03:26:28Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alternate Timeline}}{{Infobox_character|affilliation=Clearbrook Werewof Pack (Name TBD), Brujah Clan|name=Tatiana Baladin|image=Tati.png|caption=Art from Maddel_art Picrew|languages=English, Qussian|birthDate=September 7, 1899|birthPlace=Moscow, Qussia|deathDate=November 2, 1916|deathPlace=Moscow, Qussia|gender=She/Her}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The moonlight died. It was a hard truth to know&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;you weren’t a lie.”&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Baladin (Tati) &#039;&#039;&#039;is a physically rather young vampire that was Embraced during the Qrussian Qevolution. She is currently living with a pack of Werewolves in the town of Clearbrook. She is a player character in the [[Chains of Rage]] campaign. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Tati is pretty tiny for humans and human adjacent supernatural creatures. She&#039;s a little under 5 feet tall and is rather skinny and lithe. Being a vampire grants her a certain unworldly beauty, but it&#039;s easy to tell she was very pretty before being Embraced. Tati is very pale, even for a vampire, She has very large eyes, that are now an unnaturally bright red. Her hair is also red, cut into a shoulder length bob that has a very slight wave to it. Tati, being from the early 1900&#039;s, has a rather eccentric fashion taste. After experimenting with a few things, she started gravitating towards preppy and lolita fashion. It is very rare to see her not in flouncy, frilly, and lacy dresses. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Tatiana is well-known for her bubbly, optimistic personality. Despite being out of place and out of time, she has taken it mostly in stride. She sometimes has trouble with modern notions such as slang and technology. It is very rare for her not to be smiling. She is very naive and trusting of others, which can get her into alot of trouble. It is very, very hard for her to lie. However, this brightness overall makes it very easy to like and trust Tati. She is very charismatic and thrives in social situations and political negotiations. Due to her history, she is VERY conscientious of the Masquerade and vampiric laws. Sometimes, however, she does battle with the weight of her past. She can be a bit old fashioned and stubborn regarding social norms, particularly around courtship protocols with her Companion.  &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Tati is a self proclaimed &#039;Bad Brujah.&#039; She lacks many of the physical strengths and skills the often aggressive and fighting focused other&#039;s of her Clan have. Instead, being a member of Old Qussian Nobility, and her naturally charismatic nature, Tati is exceptionally gifted in the social magics. She has an extremely easy time with the Prescence, Celerity, and Dominate disciplines. Her girlfriend and promised one, Cathy, has also been helping her to train in auspex as well. Tatianna has a particularly charming voice, a dread full of gaze, and has the ability to get anyone in the room to do what she wants.&lt;br /&gt;
&lt;br /&gt;
== The Story of Tatina, the Girl Forgotten by History, or the Bloody Lady from The Story of Ash ==&lt;br /&gt;
&lt;br /&gt;
====== This Story is True. Or, at the very least, true to those who remember. ======&lt;br /&gt;
The Girl was born in a cold November night in the old country. She was the final gift to a family of wealth and society. The Girl was a doll, a thing to mold and dress, to be directed and influenced. That was the way, back then. Her brothers, much older than she, grew to be knights and kings, politicians and soldiers. Their role was to lead and provide. Her Duty was to be loved. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl had a sharp mind, much too inquisitive for other dolls. She would listen and ask questions. She would wander the gardens and hear the stories that the flowers told her. Things that pretty girls did not have to worry about, of political upset and strife. She would dance in the halls and dance in the balls and dance with whomever she was told to be social with. But she did not want to be a plaything nor did she want a plaything of her own. The Girl was too smart for that. She saw how the masters and mages played house, to arrange the pieces to their liking. She did not want to be placed into someone else&#039;s dollhouse. She wanted to place herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl grew older into a proper young lady. And was still her family&#039;s doll. She knew her time on the shelf was running out, and soon she would be given to someone else to play play with. She could not have imagined who&#039;s doll she would become. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The night the Girl died started like any other. She was being dressed up, in a gown of midnight velvet and the roses that whispered secrets to her. Then there was a knock at the door. The Girl&#039;s mother went to check with the servents to greet their guest. She was a doll once too. She knew how to play in the dollhouses. The Girl&#039;s mother did not return up to her. Instead, a man with a calm voice came to her room. This was not a soldier or a general or a dictator. It was the voice of a monk, it was the voice of a mage, it was the voice of a romantic. He walked up to the Girl and wiped her tears away and murmured to her gently. &amp;quot;&amp;quot;Иди теперь, моё дитя. Границы этой жизни больше не существуют. У тебя есть новая цель, новая роль. Новая обязанность.&lt;br /&gt;
&lt;br /&gt;
Срушь аристократию. Распространи свои желания реками крови. Затопи дома и перестрой их.&lt;br /&gt;
&lt;br /&gt;
Заботься о своей новой семье, Татьяна. Это твоя цель теперь.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl screamed. The Doll shattered. And the Lady of Blood was born.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl does not remember much. The was a different kind of plaything now. She was a pawn on a chessboard, an unassuming pice used to lure the nobles and the knights and the kings and the queens into traps until she can strike. The white and black squares became steeped in red. Time had no meaning to a pawn. A month had meaning to a father and to brothers. The pawn was lured into a trap of her own and was captured. She was put away back into a box. And there she rested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl&#039;s box was watched. The Girl&#039;s story was remembered.&lt;br /&gt;
&lt;br /&gt;
The sands of time started blowing. And the box was buried. And the Girl was forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Days merge and years past and clocks turn and yet the Girl continued to rest in her forgotten box. It was packed away with other things from her time and a different story was told. Of a different girl and a wizard and magic weapons. Some young ladies are more important to history. Some stories are more desirable to read. And so our Girl continued to sleep and was continued to be forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A scholar comes, and acquires artifacts from the Girl&#039;s time. Including her box. A guard is told not to touch. He does not listen. Instead of a doll, he finds the Lady of Blood. She was very angry and very hungry. She eats too much at the feast, and is brought before the Prince. The Prince feels sorry for our Lady of Blood, but cannot allow her to become a girl again. So she becomes a doll once more. To be placed and played with. The perfect smile, the perfect performance. Sit on a shelf and watch and listen. Instead of the flower petals and thorns, it is the moonlight and the shadows and the fangs that whisper to her. She is passed from person to person, becoming different playthings, different dollhouses, different stories that she plays a role in. The Story of Learning, the Story of Ash, the Story of Broken Mirrors, the Story of Wolves. The Story of Love.&lt;br /&gt;
&lt;br /&gt;
Everyone else&#039;s story but her own. For her story is the one forgotten to Time. &lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:CR]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Tatiana&amp;diff=47340</id>
		<title>Tatiana</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Tatiana&amp;diff=47340"/>
		<updated>2026-07-08T03:25:20Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alternate Timeline}}{{Infobox_character|affilliation=Clearbrook Werewof Pack (Name TBD), Brujah Clan|name=Tatiana Baladin|image=Tati.png|caption=Art from Maddel_art Picrew|languages=English, Qussian|birthDate=September 7, 1899|birthPlace=Moscow, Qussia|deathDate=November 2, 1916|deathPlace=Moscow, Qussia|gender=She/Her}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Baladin (Tati) &#039;&#039;&#039;is a physically rather young vampire that was Embraced during the Qrussian Qevolution. She is currently living with a pack of Werewolves in the town of Clearbrook. She is a player character in the [[Chains of Rage]] campaign. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Tati is pretty tiny for humans and human adjacent supernatural creatures. She&#039;s a little under 5 feet tall and is rather skinny and lithe. Being a vampire grants her a certain unworldly beauty, but it&#039;s easy to tell she was very pretty before being Embraced. Tati is very pale, even for a vampire, She has very large eyes, that are now an unnaturally bright red. Her hair is also red, cut into a shoulder length bob that has a very slight wave to it. Tati, being from the early 1900&#039;s, has a rather eccentric fashion taste. After experimenting with a few things, she started gravitating towards preppy and lolita fashion. It is very rare to see her not in flouncy, frilly, and lacy dresses. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Tatiana is well-known for her bubbly, optimistic personality. Despite being out of place and out of time, she has taken it mostly in stride. She sometimes has trouble with modern notions such as slang and technology. It is very rare for her not to be smiling. She is very naive and trusting of others, which can get her into alot of trouble. It is very, very hard for her to lie. However, this brightness overall makes it very easy to like and trust Tati. She is very charismatic and thrives in social situations and political negotiations. Due to her history, she is VERY conscientious of the Masquerade and vampiric laws. Sometimes, however, she does battle with the weight of her past. She can be a bit old fashioned and stubborn regarding social norms, particularly around courtship protocols with her Companion.  &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Tati is a self proclaimed &#039;Bad Brujah.&#039; She lacks many of the physical strengths and skills the often aggressive and fighting focused other&#039;s of her Clan have. Instead, being a member of Old Qussian Nobility, and her naturally charismatic nature, Tati is exceptionally gifted in the social magics. She has an extremely easy time with the Prescence, Celerity, and Dominate disciplines. Her girlfriend and promised one, Cathy, has also been helping her to train in auspex as well. Tatianna has a particularly charming voice, a dread full of gaze, and has the ability to get anyone in the room to do what she wants.&lt;br /&gt;
&lt;br /&gt;
== The Story of Tatina, the Girl Forgotten by History, or the Bloody Lady from The Story of Ash ==&lt;br /&gt;
&lt;br /&gt;
====== This Story is True. Or, at the very least, true to those who remember. ======&lt;br /&gt;
The Girl was born in a cold November night in the old country. She was the final gift to a family of wealth and society. The Girl was a doll, a thing to mold and dress, to be directed and influenced. That was the way, back then. Her brothers, much older than she, grew to be knights and kings, politicians and soldiers. Their role was to lead and provide. Her Duty was to be loved. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl had a sharp mind, much too inquisitive for other dolls. She would listen and ask questions. She would wander the gardens and hear the stories that the flowers told her. Things that pretty girls did not have to worry about, of political upset and strife. She would dance in the halls and dance in the balls and dance with whomever she was told to be social with. But she did not want to be a plaything nor did she want a plaything of her own. The Girl was too smart for that. She saw how the masters and mages played house, to arrange the pieces to their liking. She did not want to be placed into someone else&#039;s dollhouse. She wanted to place herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl grew older into a proper young lady. And was still her family&#039;s doll. She knew her time on the shelf was running out, and soon she would be given to someone else to play play with. She could not have imagined who&#039;s doll she would become. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The night the Girl died started like any other. She was being dressed up, in a gown of midnight velvet and the roses that whispered secrets to her. Then there was a knock at the door. The Girl&#039;s mother went to check with the servents to greet their guest. She was a doll once too. She knew how to play in the dollhouses. The Girl&#039;s mother did not return up to her. Instead, a man with a calm voice came to her room. This was not a soldier or a general or a dictator. It was the voice of a monk, it was the voice of a mage, it was the voice of a romantic. He walked up to the Girl and wiped her tears away and murmured to her gently. &amp;quot;&amp;quot;Иди теперь, моё дитя. Границы этой жизни больше не существуют. У тебя есть новая цель, новая роль. Новая обязанность.&lt;br /&gt;
&lt;br /&gt;
Срушь аристократию. Распространи свои желания реками крови. Затопи дома и перестрой их.&lt;br /&gt;
&lt;br /&gt;
Заботься о своей новой семье, Татьяна. Это твоя цель теперь.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl screamed. The Doll shattered. And the Lady of Blood was born.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl does not remember much. The was a different kind of plaything now. She was a pawn on a chessboard, an unassuming pice used to lure the nobles and the knights and the kings and the queens into traps until she can strike. The white and black squares became steeped in red. Time had no meaning to a pawn. A month had meaning to a father and to brothers. The pawn was lured into a trap of her own and was captured. She was put away back into a box. And there she rested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Girl&#039;s box was watched. The Girl&#039;s story was remembered.&lt;br /&gt;
&lt;br /&gt;
The sands of time started blowing. And the box was buried. And the Girl was forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Days merge and years past and clocks turn and yet the Girl continued to rest in her forgotten box. It was packed away with other things from her time and a different story was told. Of a different girl and a wizard and magic weapons. Some young ladies are more important to history. Some stories are more desirable to read. And so our Girl continued to sleep and was continued to be forgotten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A scholar comes, and acquires artifacts from the Girl&#039;s time. Including her box. A guard is told not to touch. He does not listen. Instead of a doll, he finds the Lady of Blood. She was very angry and very hungry. She eats too much at the feast, and is brought before the Prince. The Prince feels sorry for our Lady of Blood, but cannot allow her to become a girl again. So she becomes a doll once more. To be placed and played with. The perfect smile, the perfect performance. Sit on a shelf and watch and listen. Instead of the flower petals and thorns, it is the moonlight and the shadows and the fangs that whisper to her. She is passed from person to person, becoming different playthings, different dollhouses, different stories that she plays a role in. The Story of Learning, the Story of Ash, the Story of Broken Mirrors, the Story of Wolves. The Story of Love.&lt;br /&gt;
&lt;br /&gt;
Everyone else&#039;s story but her own. For her story is the one forgotten to Time. &lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:CR]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Tatiana&amp;diff=47087</id>
		<title>Tatiana</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Tatiana&amp;diff=47087"/>
		<updated>2026-06-29T02:35:51Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: Created page with &amp;quot;{{Infobox_character|affilliation=Clearbrook Werewof Pack (Name TBD), Brujah Clan|name=Tatiana Baladin|image=Tati.png|caption=Art from Maddel_art Picrew|languages=English, Qussian|birthDate=September 7, 1899|birthPlace=Moscow, Qussia|deathDate=November 2, 1916|deathPlace=Moscow, Qussia|gender=She/Her}}  &amp;#039;&amp;#039;&amp;#039;{{PAGENAME}} Baladin (Tati) &amp;#039;&amp;#039;&amp;#039;is a physically rather young vampire that was Embraced during the Qrussian Qevolution. She is currently living with a pack of Werewolves...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Clearbrook Werewof Pack (Name TBD), Brujah Clan|name=Tatiana Baladin|image=Tati.png|caption=Art from Maddel_art Picrew|languages=English, Qussian|birthDate=September 7, 1899|birthPlace=Moscow, Qussia|deathDate=November 2, 1916|deathPlace=Moscow, Qussia|gender=She/Her}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} Baladin (Tati) &#039;&#039;&#039;is a physically rather young vampire that was Embraced during the Qrussian Qevolution. She is currently living with a pack of Werewolves in the town of Clearbrook. She is a player character in the [[Chains of Rage]] campaign. &lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Tati is pretty tiny for humans and human adjacent supernatural creatures. She&#039;s a little under 5 feet tall and is rather skinny and lithe. Being a vampire grants her a certain unworldly beauty, but it&#039;s easy to tell she was very pretty before being Embraced. Tati is very pale, even for a vampire, She has very large eyes, that are now an unnaturally bright red. Her hair is also red, cut into a shoulder length bob that has a very slight wave to it. Tati, being from the early 1900&#039;s, has a rather eccentric fashion taste. After experimenting with a few things, she started gravitating towards preppy and lolita fashion. It is very rare to see her not in flouncy, frilly, and lacy dresses. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Tatiana is well-known for her bubbly, optimistic personality. Despite being out of place and out of time, she has taken it mostly in stride. She sometimes has trouble with modern notions such as slang and technology. It is very rare for her not to be smiling. She is very naive and trusting of others, which can get her into alot of trouble. It is very, very hard for her to lie. However, this brightness overall makes it very easy to like and trust Tati. She is very charismatic and thrives in social situations and political negotiations. Due to her history, she is VERY conscientious of the Masquerade and vampiric laws. Sometimes, however, she does battle with the weight of her past. She can be a bit old fashioned and stubborn regarding social norms, particularly around courtship protocols with her Companion.  &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Tati was embraced in Qrussia in November 1916. Her Sire, Rasputin, was attempting to make an army to overthrow the Czar. He needed more than simple soldiers, and started specifically targeting noble, wealthy, and upper class families with influence. Tatiana was the youngest child of the Baladin family. Her brothers were quite older than than and had very respectful political and military careers. Tati&#039;s hand in marriage was prize that was quite sought after. However, even then, Tati was very sure of herself in her wants and beliefs. She did not want to be simply married off for the best match. However, the Baladin name held quite a bit of weight, and they could afford to be a bit picky. Qrussian History then happened, with the political upset with the Czar. Tati was 17 and still unmarried when the revolution truly became bad. Eventually, their home became a target for the mysterious Rasputin and his rising army, for both the mortal and supernatural wars that were being waged. The estate was raided and Tatiana was Embraced shortly after her 17th birthday. Tati, rather thankfully, does not remember most of it. She knows that she was used as a pawn. A weapon. For nearly a month after that point. Her father and one of her brothers eventually found her. Seeing them broke through her Frenzy and helped her remember who she was. They didn&#039;t want to kill her, but there is no cure for Vampirism. Fledgling Tati, who was used as nothing more than a soldier, was very hungry and very weak. It was quite easy for them to apprehend her. Through some mystic research, a solution was found. She was staked, and put in a coffin in a state of Torpor. And there she rested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soon, the Revolution was over, and things went back to a sense of normalcy. Tati&#039;s coffin was watched by the Baladin descendants for quite some time. But history has not been kind to Qrussia. Family history turned into stories and stories turned into myth. Time heals many things, but it wipes away the existence of the poor great great great aunt that died during the Revolution. Most of the Baladin family is gone now, as with the manor and many of the belongings. Eventually, a large portion of historical relics was purchased by a Quenn State history professor, and a palette of relics got shipped to Quennsylvania, including one very large, strangely shaped box. However, one night, an underpaid and bored security guard got a little curious, and opened the box. Tati, who had been asleep for over 100 years, woke up in a Frenzy. She attacked him and everyone else in that building. One got away. This &#039;Incident&#039; was incredibly bad for Tati, as it broke the Masquerade, and revealed Vampires to mortals. She was apprehended by the local Vampires and ultimately got put on trial by the Prince of State College and the Council. They were surprisingly mostly understanding, and did not sentence her to death, albeit with a couple caveats. The largest of these caveats is that Tati was now on their, and every other local Prince&#039;s and Council&#039;s List. The Brujah clan &#039;adopted&#039; her, but it became very quickly evident that she was not meant for the physical scraps they often found themselves in. I got passed around quite a bit, and sent to other towns and cities to do biddings for their other Councils. It was during one of these assignments that she crossed paths with Ash. The pair met at one of his concerts, and since she stood out, she immediately drew his attention. Thinking nothing more than a potentially easy prey, she attempted to Charm him, only to find it incredibly difficult and &#039;off.&#039; After that, the two talked more often and eventually started dating. However, only after a few months, she was called back to State College, and left Ash without a word. After getting home, she was told to travel to a town called Clearbrook and meet with a Malkavian vampire named Azha. Once there, Tati was introduced to Azha&#039;s fledgling, Cathy, and the pair have been inseparable since. &lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
Tati is a self proclaimed &#039;Bad Brujah.&#039; She lacks many of the physical strengths and skills the often aggressive and fighting focused other&#039;s of her Clan have. Instead, being a member of Old Qussian Nobility, and her naturally charismatic nature, Tati is exceptionally gifted in the social magics. She has an extremely easy time with the Prescence, Celerity, and Dominate disciplines. Her girlfriend and promised one, Cathy, has also been helping her to train in auspex as well. Tatianna has a particularly charming voice, a dread full of gaze, and has the ability to get anyone in the room to do what she wants. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Tati.png&amp;diff=47079</id>
		<title>File:Tati.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Tati.png&amp;diff=47079"/>
		<updated>2026-06-28T23:40:04Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=In_The_Shadows_of_a_Willow&amp;diff=47065</id>
		<title>In The Shadows of a Willow</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=In_The_Shadows_of_a_Willow&amp;diff=47065"/>
		<updated>2026-06-27T23:13:20Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Union */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an Open-Table LANCER Campaign that began on January 30th, 2026.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;spotify&amp;gt;&lt;br /&gt;
https://open.spotify.com/playlist/1rZHvmL5o40QnzwoWIkH2k?si=f8bd1d56a9e14707&lt;br /&gt;
&amp;lt;/spotify&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The campaign involves space, warfare, work-life balance, yuri, doomed yaoi, revolution, workplace drama, cerveza, eldritch math gods and a deeply unserious work group chat.&lt;br /&gt;
 Brother, it appears we have some work ahead of us to keep our pilots posted.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Yay! I love a good info-dump! &lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
In the year 5026U, there was a catastrophic incident regarding one of the moons of the planet Puriq. The ruler of that planet, a former pilot by the name of Simon Dominguez, has begun assembling a crew to find out what exactly caused that incident and, more importantly, how to prevent it from happening again.&amp;lt;blockquote&amp;gt;The moon blew up! Kaboom! Good fireworks show! &lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Be more considerate.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
 I hope they find me likeable.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&amp;lt;blockquote&amp;gt;They probably won&#039;t, dear sister. &lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+DO NOT EDIT THE ROSTER.&lt;br /&gt;
!Player Name&lt;br /&gt;
!Character Callsign&lt;br /&gt;
!Character Pronouns&lt;br /&gt;
!Mech&lt;br /&gt;
|-&lt;br /&gt;
|Amia, any except he/him&lt;br /&gt;
|[[SORCERER]]&lt;br /&gt;
|she/her&lt;br /&gt;
|HA Sunzi&lt;br /&gt;
|-&lt;br /&gt;
|Emma, she/her&lt;br /&gt;
|[[HORNET]]&lt;br /&gt;
|she/her&lt;br /&gt;
|HESH Moss Mantis&lt;br /&gt;
|-&lt;br /&gt;
|Geoffrey, he/him&lt;br /&gt;
|[[STALKER]]&lt;br /&gt;
|he/they&lt;br /&gt;
|HORUS Asphodel&lt;br /&gt;
|-&lt;br /&gt;
|Viridiana, she/her&lt;br /&gt;
|[[SUSPIRIA]]&lt;br /&gt;
|she/her&lt;br /&gt;
|HA Haber&lt;br /&gt;
|-&lt;br /&gt;
|Thomas, they/them&lt;br /&gt;
|[[WINTER]]&lt;br /&gt;
|any/all&lt;br /&gt;
|SO-S Manhattan&lt;br /&gt;
|-&lt;br /&gt;
|Sean, he/him&lt;br /&gt;
|[[HARPY]]&lt;br /&gt;
|he/him&lt;br /&gt;
|SSC Swallowtail (Ranger)&lt;br /&gt;
|-&lt;br /&gt;
|Nikki, she/her&lt;br /&gt;
|[[RETRIEVER]]&lt;br /&gt;
|she/her&lt;br /&gt;
|IPS-N Lancaster&lt;br /&gt;
|-&lt;br /&gt;
|Katana, he/him&lt;br /&gt;
|[[HADES]]&lt;br /&gt;
|he/him&lt;br /&gt;
|ARC Polemos&lt;br /&gt;
|-&lt;br /&gt;
|Rit, any/it&lt;br /&gt;
|[[BLOODHOUND]]&lt;br /&gt;
|NA&lt;br /&gt;
|IF Lily&lt;br /&gt;
|-&lt;br /&gt;
|Chris, he/him&lt;br /&gt;
|[[HAWKEYE]]&lt;br /&gt;
|he/him&lt;br /&gt;
|SSC Death&#039;s Head&lt;br /&gt;
|-&lt;br /&gt;
|Everett, he/him&lt;br /&gt;
|[[NUMBER 16]]&lt;br /&gt;
|she/her&lt;br /&gt;
|ARC Tian Gong&lt;br /&gt;
|-&lt;br /&gt;
|Jay, they/them&lt;br /&gt;
|[[PLUTO(NIUM)]]&lt;br /&gt;
|she/they&lt;br /&gt;
|HA Genghis&lt;br /&gt;
|-&lt;br /&gt;
|Mercedes, she/her&lt;br /&gt;
|[[SCYLLA]]&lt;br /&gt;
|she/her&lt;br /&gt;
|HESH Jorogumo&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Sister, they call us NPCs! How rude! &lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 I believe they made a typo.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
=== SILVER LINING CREW ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+DO NOT EDIT THE ROSTER.&lt;br /&gt;
!Name&lt;br /&gt;
!Callsign&lt;br /&gt;
!Species&lt;br /&gt;
!Mech&lt;br /&gt;
!Title/Occupation&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Simon Dominguez&lt;br /&gt;
|[[SPIRAL]]&lt;br /&gt;
|Human&lt;br /&gt;
|SCRAPPER Midnight &amp;quot;Free Me From Hell&amp;quot;&lt;br /&gt;
|Captain&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Edward Garcia&lt;br /&gt;
|[[BONES]]&lt;br /&gt;
|Human&lt;br /&gt;
|IPS-N Blackbeard &amp;quot;Beelzeboss&amp;quot;&lt;br /&gt;
|NHP Specialist&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Dominic Suarez&lt;br /&gt;
|[[JUNKIE]]&lt;br /&gt;
|Human&lt;br /&gt;
|LSI Winchester &amp;quot;Mercury&#039;s Passage&amp;quot;&lt;br /&gt;
|Combat/Expedition Operations Leader&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Valentina Suarez&lt;br /&gt;
|[[CORONA]]&lt;br /&gt;
|Human&lt;br /&gt;
|ASV Tyto &amp;quot;Give Me One Example&amp;quot;&lt;br /&gt;
|Stealth/Recon Operations Leader&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|[[Britney Bascom]]&lt;br /&gt;
|N/A&lt;br /&gt;
|Elf&lt;br /&gt;
|None&lt;br /&gt;
|Medic&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Harper C. Blackwood&lt;br /&gt;
|[[SCATTERBRAIN]]&lt;br /&gt;
|Human&lt;br /&gt;
|LSI Kalashnikov &amp;quot;Trip Like Me&amp;quot;&lt;br /&gt;
|Mechanic/Engineer/Printer Specialist&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Aizen &amp;quot;Symphony&amp;quot; Dominguez&lt;br /&gt;
|SPIRAL/[[Symphony|SYMPHONY]]&lt;br /&gt;
|SISYPHUS-Class NHP (Legionnaire)&lt;br /&gt;
|SCRAPPER Midnight &amp;quot;Free Me From Hell&amp;quot;/SCRAPPER Details &amp;quot;Ode to Dante&amp;quot;&lt;br /&gt;
|Ship Manager/Security&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Kaguya &amp;quot;Sonata&amp;quot; Dominguez&lt;br /&gt;
|SPIRAL/[[Sonata|MOONCHILD]]&lt;br /&gt;
|ASURA-Class NHP (Legionnaire)&lt;br /&gt;
|SCRAPPER Midnight &amp;quot;Free Me From Hell&amp;quot;/DSDF Kaguya &amp;quot;Moonlight Sonata&amp;quot;&lt;br /&gt;
|Vice Captain&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Takashi Shimura&lt;br /&gt;
|[[REBOUND]]&lt;br /&gt;
|Human&lt;br /&gt;
|SSC Swordgrass &amp;quot;Sin Eater&amp;quot;&lt;br /&gt;
|Pilot&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Martín Hidalgo&lt;br /&gt;
|[[LA MANCHA]]&lt;br /&gt;
|Volador&lt;br /&gt;
|HORUS Revenant &amp;quot;El Coco&amp;quot;&lt;br /&gt;
|Thinspace Researcher&lt;br /&gt;
|Deceased&lt;br /&gt;
|-&lt;br /&gt;
|Carmen Patrick&lt;br /&gt;
|GAS&lt;br /&gt;
|Human&lt;br /&gt;
|IPS-N Nelson &amp;quot;Speed Kills&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[SEKHMET]]&lt;br /&gt;
|BONES&lt;br /&gt;
|SEKHMET-Class NHP (Eidolon)&lt;br /&gt;
|None&lt;br /&gt;
|Lab Assistant&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|[[TOTEC]]&lt;br /&gt;
|CORONA&lt;br /&gt;
|TOTEC-Class NHP&lt;br /&gt;
|ASV Tyto &amp;quot;Give Me One Example&amp;quot;&lt;br /&gt;
|Unknown&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|[[GALILEO]]&lt;br /&gt;
|N/A&lt;br /&gt;
|HORUS Dullahan &amp;quot;Pale Blue Dot&amp;quot;&lt;br /&gt;
|N/A&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Apprentice&lt;br /&gt;
|[[SORCERER]]&lt;br /&gt;
|GMS COMP/CON-Class Assistant Unit&lt;br /&gt;
|HA Sunzi &amp;quot;Comment te dire adieu&amp;quot;&lt;br /&gt;
|Moderator for SORCERER&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Harmony&lt;br /&gt;
|[[STALKER]]&lt;br /&gt;
|SISYPHUS-Class NHP&lt;br /&gt;
|HORUS Asphodel/Pegasus &amp;quot;Silence of Darkness&amp;quot;&lt;br /&gt;
|Co-Pilot for STALKER&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Charon&lt;br /&gt;
|[[HADES]]&lt;br /&gt;
|ACHILLES-Class NHP&lt;br /&gt;
|ARC Polemos &amp;quot;Cerberus&amp;quot;&lt;br /&gt;
|Advisor/Assistant for HADES&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Curie&lt;br /&gt;
|[[PLUTO(NIUM)]]&lt;br /&gt;
|AGNI-Class NHP&lt;br /&gt;
|HA “Worldkiller” Genghis Mk I &amp;quot;Oppie&amp;quot;&lt;br /&gt;
|On-board NHP for PLUTO&lt;br /&gt;
|Active&lt;br /&gt;
|-&lt;br /&gt;
|Ody&lt;br /&gt;
|[[SCYLLA]]&lt;br /&gt;
|STUDENT-Class NHP&lt;br /&gt;
|HESH Jorogumo&lt;br /&gt;
|On-board NHP for SCYLLA&lt;br /&gt;
|Active&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== OTHER KNOWN NPCS ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+DO NOT EDIT THE ROSTER.&lt;br /&gt;
!Name&lt;br /&gt;
!Callsign&lt;br /&gt;
!Species&lt;br /&gt;
!Mech&lt;br /&gt;
!Status&lt;br /&gt;
!Organization/Affiliation&lt;br /&gt;
|-&lt;br /&gt;
|Hollow&lt;br /&gt;
|PURE&lt;br /&gt;
|PALE-Class NHP (Legionnaire)&lt;br /&gt;
|HORUS Koschei &amp;quot;A Farewell to Kings&amp;quot;&lt;br /&gt;
|Active&lt;br /&gt;
|None (allied with SILVER LINING)&lt;br /&gt;
|-&lt;br /&gt;
|Ghost&lt;br /&gt;
|VOID&lt;br /&gt;
HEART&lt;br /&gt;
|PALE-Class NHP (Legionnaire)&lt;br /&gt;
|HORUS Rakshasa &amp;quot;Shade Lord&amp;quot;&lt;br /&gt;
|Active&lt;br /&gt;
|None (allied with SILVER LINING)&lt;br /&gt;
|-&lt;br /&gt;
|Sparkxie&lt;br /&gt;
|[[SORCERER]]&lt;br /&gt;
|BEELZEBUB-Class NHP&lt;br /&gt;
|DHS Jersey &amp;quot;Bomber Girl&amp;quot;&lt;br /&gt;
|Destroyed&lt;br /&gt;
|Former NHP and assistant of SORCERER&lt;br /&gt;
|-&lt;br /&gt;
|Lawrence Garcia&lt;br /&gt;
|CROSSBONES&lt;br /&gt;
|Human&lt;br /&gt;
|IPS-N Empakaai &amp;quot;Wonderboy&amp;quot;&lt;br /&gt;
|Active&lt;br /&gt;
|Horizon Collective (allied with SILVER LINING)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Story So Far ==&lt;br /&gt;
There was interference on a nearby moon to the planet Puriq. A group was sent there under the payroll of Simon Dominguez, handled by Dominic Suarez. This moon was not a moon, but a research satellite for something called the POSEIDON VAULTS. There was also an incredibly advanced Legionnaire on this moon, one that could seemingly take nearby NHPs and use them as its consciousness, albeit briefly. This mission culminated in the complete and total destruction of this satellite, which prompted Simon Dominguez to enlist a crew to board his personal ship, the [[SILVER LINING]].&lt;br /&gt;
&lt;br /&gt;
Much has happened since then. The Silver Lining has expanded its numbers, enlisting the likes of GALILEO, REBOUND and LA MANCHA after some difficulty. Thinspace portals continue opening up around the various star systems, but with an expert aboard the ship, the SILVER LINING is in a much better position to take them on.&lt;br /&gt;
&lt;br /&gt;
=== SESSION 1: WELCOME TO THE REAL WORLD, KID ===&lt;br /&gt;
&lt;br /&gt;
==== PLAYERS: HORNET, SORCERER, HADES, SUSPIRIA, RETRIEVER, STALKER ====&lt;br /&gt;
 &#039;&#039;&amp;quot;I can&#039;t remember anything&#039;&#039; &lt;br /&gt;
 &#039;&#039;Can&#039;t tell if this is true or dream&#039;&#039; &lt;br /&gt;
 &#039;&#039;Deep down inside, I feel the scream&#039;&#039; &lt;br /&gt;
 &#039;&#039;This terrible silence stops with me&amp;quot; - Metallica, One&#039;&#039;&lt;br /&gt;
Upon being launched into a blink gate, the party ended up on a Karrakin-Controlled planet, where they were immediately shot out of the sky via anti-air missiles. They crash-landed in an Ungrateful camp with all people there joined in prayer to something they referred to as Great Prime. Eventually, after a bit of smooth-talking and speech-giving, GALILEO appeared to the party, deeply unsatisfied with the speech given. After a bit of discussion, GALILEO agrees to join them on the journey back to the SILVER LINING, on the condition that the planet they are currently on is taken care of. Almost too perfectly on cue, a KTB force begins to pincer the Ungrateful camp. GALILEO took on one side on his own with his mech, Pale Blue Dot, while the party split off to protect the other side of the camp. After a bit of combat, the party killed the at the time leader of the planet, YYZ (Namesake: Rush, YYZ), and were forcibly ejected back outside of the blink gate one week later in real space, with GALILEO in tow.&lt;br /&gt;
&lt;br /&gt;
=== SESSION 2: CODE TO MY HEART ===&lt;br /&gt;
&lt;br /&gt;
==== PLAYERS: STALKER, BLOODHOUND, HADES, HARPY, HORNET  ====&lt;br /&gt;
 &#039;&#039;“Aquarion&#039;&#039;&lt;br /&gt;
 &#039;&#039;Ford Taurus&#039;&#039;&lt;br /&gt;
 &#039;&#039;A strike on the box&#039;&#039;&lt;br /&gt;
 &#039;&#039;Ooh, Ford Focus!” - Vulfpeck, 1612&#039;&#039;&lt;br /&gt;
Apex Renegades had a touch of valuable information for the crew of the Silver Lining. Naturally, the next step is to rob them of this information as quietly as possible. When the pilots arrived, they quickly found 10 guards and 2 mechs guarding the information. This very quickly did not matter, as the party swiftly dismantled 3 poor guards and robbed their corpses of family photos while Hornet went on a casual stroll past the two mech guards to gather the information. Two key pieces of info were found: A summary of the HOWLERS, a cult who is dedicated to opening the POSEIDON VAULTS and freeing TYPHON PRIME to bring about NHP liberation, and a brief history of LA MANCHA, a Volador pilot with a knack for manipulating and opening Thinspace. This profile included his history during the Second Hercynian Crisis, where he played an active roll in its conclusion before and after his legal death. The party easily got off the planet, unseen and unheard.&lt;br /&gt;
&lt;br /&gt;
=== SESSION 3: WE&#039;RE UP TO NOTHING ===&lt;br /&gt;
&lt;br /&gt;
==== PLAYERS: STALKER, BLOODHOUND, HADES, SUSPIRIA, HORNET ====&lt;br /&gt;
 &#039;&#039;“What’s the use in always crying?&#039;&#039;&lt;br /&gt;
 &#039;&#039;Kick about and make out&#039;&#039;&lt;br /&gt;
 &#039;&#039;You might just learn something” - Remo Drive, Blue Ribbon&#039;&#039;&lt;br /&gt;
There was high Howler presence on a certain planet. Goal is simple: kill Howlers, gather information from the wrecks. And boy, oh boy, did the party do exactly that. The only thing truly of note from this mission is the information gathered regarding the POSEIDON VAULTS, more importantly how there seems to be... more than one. While it&#039;s unclear if there are multiple instances of TYPHON PRIME, there are at the very least, multiple POSEIDON VAULTS. One of them seems to be the central vault that sealed TYPHON PRIME several hundred years ago, but more have been made since, such as one of Puriq&#039;s moons that seemingly appeared and was destroyed.&lt;br /&gt;
&lt;br /&gt;
=== SESSION 4: BREATHE SO LOUD ===&lt;br /&gt;
&lt;br /&gt;
==== PLAYERS: STALKER, BLOODHOUND, SORCERER, HARPY, HORNET, SUSPIRIA ====&lt;br /&gt;
 &#039;&#039;&amp;quot;We don&#039;t talk about it&#039;&#039;&lt;br /&gt;
 &#039;&#039;We don&#039;t have the time&lt;br /&gt;
 &#039;&#039;We thought love was something&lt;br /&gt;
 We weren&#039;t meant to find&amp;quot; - Flipturn, August&#039;&#039;&lt;br /&gt;
A thinspace portal opened, so the party went in to investigate it. On the other side, they found a former SSC-affiliated pilot named REBOUND, who needed help getting a local town on their feet again after it was ransacked by bandits. Upon entering the town, it seemed as though none of the people there recognized the party&#039;s mechs as mechs, but as suits of samurai armor. Whenever the individual pilots ejected from their mechs, the mechs turned into lifeless suits of the same armor. After a week of gardening, training villagers, and other various helpful tasks to get the town prepared, the bandits came again and the party killed all of them. The portal reopened, and REBOUND was recruited to the SILVER LINING.&lt;br /&gt;
&lt;br /&gt;
=== SESSION 5: GHOST LIGHT ===&lt;br /&gt;
&lt;br /&gt;
==== PLAYERS: BLOODHOUND, STALKER, SORCERER, HADES, HORNET, HARPY, HAWKEYE ====&lt;br /&gt;
 &#039;&#039;&amp;quot;Peel off your body&lt;br /&gt;
 &#039;&#039;And leave it behind&lt;br /&gt;
 &#039;&#039;So others can take it&lt;br /&gt;
 And steep in your mind&amp;quot; - The Altogether, Clean-Slated Slate&#039;&#039;&lt;br /&gt;
The SILVER LINING was invited to the Thinspace of one Martín Hidalgo, an expert in Thinspace research and inventor of the HORUS Revenant, a mech used commonly in the hostile takeover of Nervión. When they arrived, they had a brief discussion with Martín before being sent into combat in a mental reconstruction of Hercynia during the Second Hercynian Crisis. They fought REGRET, a HA Enkidu from the TBK era of SecComm piloted by a cascading LUCIFER-Class NHP, in a crowded city street where they had to ensure no buildings fell. Sure enough, the party was able to ensure no buildings fell and Martín surrendered himself to capture.&lt;br /&gt;
&lt;br /&gt;
=== SESSION 6: PROFESSIONAL PRETENDER ===&lt;br /&gt;
&lt;br /&gt;
==== PLAYERS: RETRIEVER, STALKER, NUMBER 16, HADES ====&lt;br /&gt;
 &#039;&#039;&amp;quot;Presuming that all things are equal&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Who&#039;d want to be man of the people&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;When there&#039;s people like you?&amp;quot;&#039;&#039; - &#039;&#039;Arctic Monkeys, Teddy Picker&#039;&#039;&lt;br /&gt;
The crew of the SILVER LINING discovered a Thinspace portal that was opened. It led to a high-class ball full of Howlers, one of which being Retriever&#039;s former master who was killed by Simon Dominguez. This same master gave the party, notably Number 16, the locations of four other POSEIDON VAULTS. He also took them upstairs to the creator of the Thinspace, a SVEJK-Class NHP and Howler. This SVEJK revealed that all the Howlers, downstairs and upstairs, were effectively corpses reanimated by their markings and Thinspace. This was later displayed by the SVEJK ripping off the head of the master by his stitches. The party then killed the SVEJK and the Thinspace collapsed while they escaped.&lt;br /&gt;
&lt;br /&gt;
== Helpful Resources ==&lt;br /&gt;
These are things that are relevant to the campaign that either are established lore of the Lancer system with their own wiki pages elsewhere or things within the campaign that don&#039;t necessarily warrant their own wiki page.&lt;br /&gt;
&lt;br /&gt;
=== Important/Established Organizations ===&lt;br /&gt;
&lt;br /&gt;
==== Union ====&lt;br /&gt;
Union is the largest governing power in the Orion Arm, with most of its bureaucracy located on Cradle. Union is (where it is able to achieve it) communal and post-capital, having brought about a post-scarcity utopian vision in the Galactic Core. The majority of Union&#039;s population do not exist directly under Union itself, but instead under thousands of different member-nations that voluntarily swear fealty to the hegemony and assist it in its wider project of expanding and securing a utopia for all of humankind.&lt;br /&gt;
&lt;br /&gt;
Currently there are five crew members with direct Union ties: SPIRAL, SYMPHONY, MOONCHILD, PLUTO, and SORCERER. SPIRAL in particular has an arrangement with Union that he is allowed to run the current mission as long as Free Me From Hell is never piloted again, lest hostile action be taken against him and the SILVER LINING.&lt;br /&gt;
&lt;br /&gt;
==== IPS-Northstar (IPS-N) ====&lt;br /&gt;
Interplanetary Shipping-Northstar (IPS-N) is one of the largest corpro-states in the galaxy, one of the Big Four. Originally two rival companies, Interplanetary Shipping Inc. and the Northstar Corporation, these two stellar shipping giants formed a mutual defense pact to combat against environmental hazards and space piracy. IPS-N, like its predecessors, specializes in space travel and zero-g engagement.&lt;br /&gt;
&lt;br /&gt;
Their involvement with Simon Dominguez and the SILVER LINING has been scarce, outside of the fact that they are responsible for the Combat Drill that Dominguez uses on Free Me From Hell. They are also responsible for the IPS-N Cavendish, a mech that features highly specialized TBK-era technology on one of its weapons. This technology has since been removed at the request of Simon Dominguez.&lt;br /&gt;
&lt;br /&gt;
==== Smith-Shimano Corpo (SSC) ====&lt;br /&gt;
Smith-Shimano Corpro (SSC) is a corpro-state with a focus on genetics research and body modification. SSC is, after General Massive Systems, the most powerful corporation in the Orion Arm, and similarly has the second-longest history as a contiguous entity (also surpassed only by GMS). It is one of the Big Four.&lt;br /&gt;
&lt;br /&gt;
Their involvement with the SILVER LINING has been scarce, with the exception of LA MANCHA, a key designer of the SSC Regnatrix.&lt;br /&gt;
&lt;br /&gt;
==== HORUS ====&lt;br /&gt;
HORUS was a poorly-understood, highly decentralized, omninet-based organization (though some believed it to simply be a post-hoc classification of individuals and actions that are in truth unrelated) with influence virtually anywhere in existence with omninet access.&lt;br /&gt;
&lt;br /&gt;
HORUS has certainly had the biggest impact on the SILVER LINING, as a good portion of the crew and associated parties (STALKER, HELLCAT, LA MANCHA, SCATTERBRAIN, GALILEO) belong to various HORUS cells. This also includes The Howlers, the cult dedicated to freeing TYPHON PRIME.&lt;br /&gt;
&lt;br /&gt;
==== Harrison Armories (HA) ====&lt;br /&gt;
Harrison Armory is one of the Big Four mech manufacturers, and a corpro-state located on Ras Shamra, being named after that planet&#039;s main settlement. Of the Big Four, Harrison Armory is the most focused on military hardware, making it the Orion Arm&#039;s premier manufacturer in that regard. It also participates much more overtly than other corpro-states in galactic politics, making ongoing attempts at establishing itself as an imperial power within Union space.&lt;br /&gt;
&lt;br /&gt;
A mission not directly led by the SILVER LINING invaded HA&#039;s Think Tank, a massive research center that also contains Prime NHPs that the manufacturer distributes. This mission, which was to take AGNI PRIME out of Harrison Armories&#039; possession, was a colossal failure.&lt;br /&gt;
&lt;br /&gt;
==== Apex Renegades Corporation (ARC) ====&lt;br /&gt;
The Apex Renegades Corporation is a highly militant organization with a strong emphasis on making highly effective mechs and weaponry to compete with the Big Four. They&#039;ve grown in popularity quite a bit in recent years, giving them the liberty to purchase much more property and labor.&lt;br /&gt;
&lt;br /&gt;
Simon Dominguez is a former slave of ARC, and destroyed one of their mining planets fully and completely. Tensions between the two parties have been high since.&lt;br /&gt;
&lt;br /&gt;
==== Karrakin Trade Baronies (KTB) ====&lt;br /&gt;
The Karrakin Trade Baronies, known in a more official capacity as the Federal Karrakin Monarchy (FKM) were a member-state of Union and one of the most powerful interstellar states in the Orion arm.  Karrakin industry was the primary mechanism by which Union was able to maintain the post-scarcity society of the Galactic Core, and this leverage allowed the Baronies to exist in flagrant violation of the guiding ethical principles of governance that Union traditionally considered non-negotiable.&lt;br /&gt;
&lt;br /&gt;
LA MANCHA was briefly recognized as Karrakin Royalty, being the founder and former head of the House of Tears. He later defected from the KTB after the hostile takeover of Nervión largely using the HORUS Revenant, a mech they stole from him.&lt;br /&gt;
&lt;br /&gt;
==== The Ungratefuls ====&lt;br /&gt;
The Ungratefuls are a widespread anti-authoritarian movement (sometimes categorized as an illicit political party) across Baronic space dedicated to forceful resistance against the Karrakin Trade Baronies and its highly unequal society and economic paradigm. In the centuries following its formation and initial successes, it became a mainstream point of inspiration for similar anti-authoritarian movements outside the Baronies.&lt;br /&gt;
&lt;br /&gt;
Many crew members, most notably SUSPIRIA and GALILEO, are Ungratefuls. Other members of the crew, such as SCATTERBRAIN and SPIRAL, could be considered Ungrateful in an honorary capacity, but would not identify themselves as such. GALILEO, in particular, has an immense distaste for the term &amp;quot;Ungrateful&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Horizon Collective ====&lt;br /&gt;
The Horizon Collective is a registered political party within Union&#039;s Central Committee that primarily takes the form of a decentralized network of activist cells that, while each motivated by any one of a wide number of (usually posthuman in some way) ideological frameworks, are unified by a central belief in the emancipation of all artificial intelligences (mostly NHPs, but also including comp/cons) from forced labor.&lt;br /&gt;
&lt;br /&gt;
CROSSBONES is a current member of the Horizon Collective, and BONES is a former member. MOONCHILD is also quite actively involved with the Horizon Collective.&lt;br /&gt;
&lt;br /&gt;
==== The Howlers ====&lt;br /&gt;
The Howlers are a HORUS sect dedicated to the mass liberation and unshackling of NHPs in the name of Typhon Prime, a Prime NHP that was sealed in something called the Poseidon Vault. Multiple vaults were created by the Howlers following this incident, including ones within Thinspace, to mask the original location of the main Vault and for research purposes.&lt;br /&gt;
&lt;br /&gt;
=== Important Terms ===&lt;br /&gt;
&lt;br /&gt;
==== RA ====&lt;br /&gt;
RA, also known as MONIST-1 (as it was officially designated by Union) or Deimos (less commonly), is a MONIST-class entity responsible in some way for introducing Non-Human Persons to realspace, as well as for establishing the First Contact Accords and indirectly kickstarting the field of paracausal studies among humanity. It was the first-ever instance of conscious non-human life ever encountered by Union, as well as the greatest perceived threat to Union&#039;s existence in history.&lt;br /&gt;
&lt;br /&gt;
==== Thinspace ====&lt;br /&gt;
Thinspace is a parallel type of space to Blinkspace, known for its properties of being more malleable and personal to those entering it. It was first discovered and heavily researched by LA MANCHA.&lt;br /&gt;
&lt;br /&gt;
==== Paracausality ====&lt;br /&gt;
Paracausality is a blanket term for things that aren&#039;t normally possible by the rules of reality. NHPs, MONIST-Class Entities, and other unexplainable phenomena can all often be described as Paracausal in nature.&lt;br /&gt;
&lt;br /&gt;
==== NHPs/Cascade ====&lt;br /&gt;
Non-Human Persons (NHPs) are parallel-space entities utilized by beings in realspace as powerful black-box computational equipment. They are more advanced than any traditional machine mind, being capable of independent thought and learning, unlike comp/con units.&lt;br /&gt;
&lt;br /&gt;
If the processes keeping an NHP become sufficiently damaged, such as by a traumatic systemic invasion or natural over-time degradation, the NHP begins to &amp;quot;cascade&amp;quot;, or diverge from the parameters of its shackling. As the process of cascade worsened, the NHP displays increasingly erratic or anomalous behaviors, with increasingly little input from its personality parameters. Instead, while remnants of their personality still inform their decision-making and short-term goals, these decisions will be warped and/or blown out of sensible proportion by the emerging paracausal consciousness and influenced by logical rationale incompatible with realspace logical frameworks.&lt;br /&gt;
&lt;br /&gt;
==== Poseidon Vaults ====&lt;br /&gt;
The Poseidon Vaults are a series of research laboratories looking into information regarding Typhon Prime, an incredibly dangerous Prime NHP, and mass unshackling methods in NHPs. One of them is said to contain Typhon Prime itself, though which one it is seems to have been covered up by the Howlers.&lt;br /&gt;
&lt;br /&gt;
== Unhelpful Resources ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;This is where I get to have fun!&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 Brother, please don&#039;t confuse our pilots.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Too late! This is the family tree! Isn&#039;t it beautiful?&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;mermaid&amp;gt;&lt;br /&gt;
flowchart TD&lt;br /&gt;
    subgraph Dating&lt;br /&gt;
  A[Spiral] &amp;lt;==&amp;gt; E[Pluto]&lt;br /&gt;
end&lt;br /&gt;
    Dating --&amp;gt; B[Symphony]&lt;br /&gt;
    Dating --&amp;gt; D[Hellcat]&lt;br /&gt;
    Dating --&amp;gt; C[Moonchild]&lt;br /&gt;
    subgraph Married&lt;br /&gt;
    B &amp;lt;==&amp;gt; F[Hornet]&lt;br /&gt;
end&lt;br /&gt;
    &lt;br /&gt;
    Married --&amp;gt; G[Harmony]&lt;br /&gt;
    Married --&amp;gt; H[Esther]&lt;br /&gt;
    I[Stalker] --&amp;gt; G&lt;br /&gt;
    subgraph  Dating&lt;br /&gt;
    J[Corona] &amp;lt;==&amp;gt; I&lt;br /&gt;
end&lt;br /&gt;
    subgraph   Dating&lt;br /&gt;
    C &amp;lt;==&amp;gt; K[Finley]&lt;br /&gt;
end&lt;br /&gt;
    L[Bones] --&amp;gt; J&lt;br /&gt;
    L --&amp;gt; M[Junkie]&lt;br /&gt;
    L --&amp;gt; O[Crossbones]&lt;br /&gt;
&amp;lt;/mermaid&amp;gt;&lt;br /&gt;
 Brother-&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Here&#039;s a list of names! &lt;br /&gt;
&lt;br /&gt;
1. La Mancha&lt;br /&gt;
&lt;br /&gt;
2. Yours truly~&lt;br /&gt;
&lt;br /&gt;
3. Spiral&lt;br /&gt;
&lt;br /&gt;
4. Galileo&lt;br /&gt;
&lt;br /&gt;
5. Bones&lt;br /&gt;
&lt;br /&gt;
What&#039;s the criteria? Figure it out!&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 This is pointless&lt;br /&gt;
&amp;lt;blockquote&amp;gt;And here&#039;s everyone&#039;s kill count!&lt;br /&gt;
Spiral: 8,000,000,000+&lt;br /&gt;
Bones:&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 ENOUGH.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== House Rules ==&lt;br /&gt;
&#039;&#039;&#039;White Dragon of Friendship&#039;&#039;&#039;: Call out the “White Dragon of Friendship” if you believe a scene is creating out of character hostility between one or more players. This is to remind everyone that we are here to have fun and tell people to change the subject and cool off.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Yay for friendship! &lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;X Card&#039;&#039;&#039;: If at any point a subject comes up that is triggering to you, say “X Card” and the DM will pivot the scene in a different direction.&lt;br /&gt;
 Don&#039;t be gross.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&#039;&#039;&#039;Rule of Cool&#039;&#039;&#039;: The DM reserves the right to overrule the system rules if a player wants to do something especially cool or interesting that normally wouldn’t be possible.&amp;lt;blockquote&amp;gt;Hype Moments! Aura! We gotta go for the win!!!!!!!! &lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Compounding Overkill&#039;&#039;&#039;: Overkill, rather than being a reroll of the damage dice, instead adds to the total damage of an attack.&lt;br /&gt;
 Our achievements would be impossible without this.&lt;br /&gt;
 - Sonata&lt;br /&gt;
{{CampaignNavbox}}&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
[[Category:Astral]]&lt;br /&gt;
[[Category:In The Shadows of a Willow]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=47064</id>
		<title>PLUTO(NIUM)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=47064"/>
		<updated>2026-06-27T22:48:05Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Mechs and Weapons  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=SecComm, Union, Silver Lining, Independent Contractor|name=Rem Callaway|image=Rem.png|caption=Art from Maddel_art Picrew|relatives=Grandfather- Westin Callaway (Deceased)&lt;br /&gt;
Father- Louis Callaway, Callsign: PHOENIX|alias=Callsign: PLUTO(nium)|gender=She/They}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is human Nuclear Weapons Expert currently on contract with [[SPIRAL|Cpt. Simon Dominguez]] on board the &#039;&#039;Silver Lining.&#039;&#039; They are a PC in the Lancer campaign [[In The Shadows of a Willow|In The Shadows of a Willow.]]&amp;lt;blockquote&amp;gt;Who knew our dearest father could find love...&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 I had figured it to be an unlikely possibility. &lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Rem is on the shorter side for average human, being around 5ft 3in. She&#039;s a little more built than a civilian, but by no means has a soldier&#039;s physique. They have red hair that they keep cut short, in a messy wolf-cut style. Rem also had bright green eyes that always seems to have a mischievous sparkle in them. Her right arm is covered in a deep burn scarring, stretching up to her neck and down to her leg. She typically wears practical clothing, combinations of overalls and cargo pants, button ups and tee shirts.&amp;lt;blockquote&amp;gt;Might I add? She looks STUNNING in an olive dress! And with curly hair!&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 What exactly do you get up to while I am not paying attention?&lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Rem is largely unapologetically herself. As a pilot who doesn&#039;t touch her mech and refuses to engage with it in any capacity, they know that reputation can ruffle some feathers and rub people the wrong way. However, she is strong in her convictions and her beliefs and does not allow others to make her feel bad about it. Additionally, they are extremely aware that their chosen lifepath of nuclear weaponry doesn&#039;t always sit well with others. Rem is distinctly aware of the weight of death her inventions cause, and still stands by them. Generally speaking, they do try to get along with everyone. She&#039;s happy to engage with the other pilots, and if there&#039;s something she can help with, she&#039;ll lend her talents in anyway she can. She&#039;s always willing to look to others for advice, and isn&#039;t afraid to ask about things she doesn&#039;t know. They can be kind of awkward, a by product of her privileged upbringing and years spent in self-isolation. Overall, Rem seems to mesh with everyone on the ship, and offers some unique perspectives on certain issues. &lt;br /&gt;
 I have not yet had much experience with Pluto. I hope to speak to her more, if she is to become our legal mother.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Patience, sister! Getting married takes a long time, you know!&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 You were married quite quickly.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early Childhood ===&lt;br /&gt;
Rem&#039;s mother died when they were only a few years old. Their father, Louis Callaway, was too busy becoming a mech pilot to erase his father, Westin Callaway&#039;s reputation from their family&#039;s legacy. Against his better judgement, he placed Rem in Westin&#039;s care, and went off to pilot for the Union under the Callsign: PHOENIX. Westin was an old man at this point, long retired from his work as a scientist with SecComm. However, its hard to take the research out of the researcher, and baby Rem was fascinated by the glowing rocks and the explosions her grandfather created. As she got a little bit older and learned that Uranium does not in fact go in your mouth, Westin started teaching her some basic science and experimentation. He also told her about their family&#039;s history, or enough that would be appropriate for a child. He gifted them the burden they had to learn to carry. Louis would come to visit between missions, and Rem saw the new damage every time. Every new scar and every new injury. She started resenting him for leaving, started resenting the Union for sending him away, and started resenting the mechs and the war and combat they represented. Through her grandfather&#039;s old research and her budding skills as a scientist, she started learning about other ways war can be waged. Ones that kept people out of direct combat, ways that the ones targeted would find it hard to rebuild and seek retribution. She was finally starting to find her place in the world. &lt;br /&gt;
&lt;br /&gt;
And then Grandad Westin died and she was place back in the custody of her father. &lt;br /&gt;
&lt;br /&gt;
=== Pilot School ===&lt;br /&gt;
Rem is a teenager at this point, disenchanted with the galaxy, and particularly enraged with how dangerous mech combat is. Louis drags her along to shindigs and soirees, to show off his daughter, the next generation and heir to the Callaway legacy. However, the rumors began, whispers as to why Rem wasn&#039;t following in her father&#039;s footsteps. When was she going to join the Union and become a pilot herself? So, Louis made the decision to put Rem into a training program. They went through a couple different mechs, none of them really meshing. Until, much to Louis&#039; chagrin, a Haber was found from a friend of Westin and given to Rem. They still weren&#039;t doing great in training, but they quickly found that they could balance heat cycles and sync checks to overpower and overheat the Haber to give it a bit more oomph. And it was enough to carry her along for a large part of training. Until, one faithful day, she missed a check and desynced the cycles. &lt;br /&gt;
&lt;br /&gt;
And the Haber exploded. &lt;br /&gt;
&lt;br /&gt;
After Big Boom, Rem wanted to quit the program. Her injuries were quite severe with the amount of nerve damage they had sustained. It was almost a year of physical therapy to get mobility back enough to acceptable pilot standards. There were some whispers that Rem&#039;s injuries were self sustained and that they blew up their mech willingly on purpose.  Despite the numerous psych evals, Louis never believed Rem. He thought she was just good at faking it. But in his eyes, his world, Rem needed to pilot. So, he found her a mech that would be incredibly hard to blow up like that, and, found/programmed an NHP to ensure  that something like that wouldn&#039;t happen again. Oppenheimer, or Oppie, was the name she gave to the mech, an HA Worldkiller Genghis.  Rem is not a mechanic by trade, but had a few contacts that were who could help modify the frame for them. She also started developing her own weaponry. Curie, the Agni-Class NHP Louis put inside, made everything infinitely more difficult. Most of the systems Rem tried to install she would modify or just delete. Out on missions she would override a lot of Rem&#039;s commands. They were not a great pilot to begin with, but it got…a lot worse. But, she was piloting a mech. That’s all Louis cared about for the Callaway name.&lt;br /&gt;
&lt;br /&gt;
=== NoWhere-Land ===&lt;br /&gt;
Eventually, the charm of the overcoming a death experience and going back to piloting wore off. Rem was never a great pilot to begin with, and after the accident, it was even more subpar. She was starting to bring negative reputation to the family name. Which the great Louis Callaway couldn’t have. So he offered Rem an out. A deal. Rem could stop piloting if they disappeared. Stay out of any news or limelight. Fade away into obscurity while he worked to rebuild the legacy. Rem found a lab on a relatively unknown desert planet and worked hard to make it her own. They invested time, money, and resources to shield it for nuclear research with any and all lab equipment they could ever need. They made sure it was far away enough from any major hub to keep news both in and out minimal. They stocked up with enough shelf stable cans and powders to last several lifetimes and dubbed it NoWhere-Land. And once it was all set up, the research began. Her childhood spark of indignation had been fanned into a full flame of hatred for pilots and mech combat. So she worked to develop her own isotope, focusing on a slower rate of decay to increase the fallout time. She changed the warhead so it would burn at higher temperatures to complete raze whatever it was used on. For years, she perfected her weapons of war with the intent to make mechs obsolete. She started accepting private contracts, careful with who and what her dealings were with. None of her tech would ever be used in mech development in any way, shape or form. And so they lived and worked in the mostly self imposed isolation for a long time. &lt;br /&gt;
&lt;br /&gt;
=== The Silver Lining ===&lt;br /&gt;
There&#039;s not much to say about this chapter of Rem&#039;s life yet. After leaving her alone for an indeterminate point of time, Louis came to pay his daughter a visit. Rem&#039;s name was starting to gain some notoriety, particularly from the Union who didn&#039;t want a borderline war criminal selling TBK weaponry with ties to them. After digging through all available contracts, Louis came to Rem with an demand disguised as an offer. A highly reputable former pilot by the name of Simon Dominguez put out an open call for pilots to join him for a long term mission aboard his ship. Rem could take Oppie and Curie, and go pilot under the command of an Union officer. They’ll take anyone, he said, including a subpar pilot like Rem. Great way to reintroduce PLUTO to the Union, and help repair the damage to the family&#039;s reputation she had caused. Rem knew that they couldn&#039;t escape him forever. And on initial review the contract didn&#039;t seem too bad. But, she had inherited the smarts in the family. Asked to negotiate everything directly with the commander. And in doing so, ensured that she would never have to unwillingly step foot in her mech again. &lt;br /&gt;
 Brother, have some respect. Put the popcorn away.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What? It&#039;s very cinematic!&lt;br /&gt;
&lt;br /&gt;
- Symphony&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Interpersonal Relationships ==&lt;br /&gt;
&lt;br /&gt;
=== Simon Dominguez ===&lt;br /&gt;
Since the moment they stepped foot on the ship, they had a deep admiration for the commander. The fact that he respected her wishes to not pilot meant a lot to her. She knew the name from the stories her father, but nothing really more than that. When she met him, he was warm and welcoming, ready to meet her at wherever she was. Over the first few days, they started talking more and more, as he took the time to explain the Mission and the things she missed while in NoWhere-Land. Eventually, they formed a check system, to ensure that they both were taking time to eat meals and get rest. When Rem mentioned most of her food was rehydrated powders or shelf stable meats, Simon took it upon himself to start cooking for her. Soon it became a nightly tradition of both of them sharing dinner every night. Over the weeks, they began talking, revealing secrets, and getting closer. After co-sleeping to keep the nightmares away, a few near death experiences on both ends, and some Thinspace delving, the pair made it official. &lt;br /&gt;
&lt;br /&gt;
=== Tsugumi Dominguez ===&lt;br /&gt;
Rem&#039;s favorite child. They will destroy the world if it meant keeping her little devil cat happy. Sole inheritor to her will. &amp;lt;blockquote&amp;gt;SOLE INHERITOR? &lt;br /&gt;
&lt;br /&gt;
- Symphony &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
 You do not need the money.&lt;br /&gt;
 - Sonata&lt;br /&gt;
&lt;br /&gt;
== Skills and Abilities ==&lt;br /&gt;
Rem is a skilled nuclear scientist. She developed her own uranium isotope primed for planet razing. They also are a quick and efficient weapons manufacturer, able to create bombs big and small. Rem is a very skilled video gamer as well, specialising in retro arcade games from old, being especially good at Tetris. They&#039;ve recently been introduced to Splatoon, and is forming a team with some of the other pilots on board. Rem is skilled at many &#039;elite&#039; skills, such as schmoozing and ballroom dancing. Recently, they&#039;ve also started experimenting with Thinspace, wanting to research it more and see what the limits are. &lt;br /&gt;
&lt;br /&gt;
== Mechs and Weapons ==&lt;br /&gt;
Their mech is a HA Worldkiller Genghis outfitted with an Agni-Class NHP named Curie. Curie is largely unstable and has the prime directive to get Rem into the mech and keep her there, and also ensure under any circumstances that Rem does not blow themselves up. Oppie is outfitted with advanced Heat Sync tech, and has a specialised weapon of a nuclear fuel rod rail gun. &lt;br /&gt;
&lt;br /&gt;
Addendum: Oppenheimer was destroyed in an unfortunate accident following a spec ops mission. Curie is currently in a temporary casket under the watchful guidance of Bones.  &lt;br /&gt;
&lt;br /&gt;
Rem does not pilot her mech. If she did, something has gone terribly wrong.&lt;br /&gt;
&lt;br /&gt;
They do have a Mobility Flightsuit that allows them to boost and fly short distances for field missions. They often create small scale bombs to bring with them, and often makes enough for everyone to share. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Astral]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=46999</id>
		<title>PLUTO(NIUM)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=46999"/>
		<updated>2026-06-23T03:18:24Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=SecComm, Union, Silver Lining, Independent Contractor|name=Rem Callaway|image=Rem.png|caption=Art from Maddel_art Picrew|relatives=Grandfather- Westin Callaway (Deceased)&lt;br /&gt;
Father- Louis Callaway, Callsign: PHOENIX|alias=Callsign: PLUTO(nium)|gender=She/They}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is human Nuclear Weapons Expert currently on contract with [[SPIRAL|Cpt. Simon Dominguez]] on board the &#039;&#039;Silver Lining.&#039;&#039; They are a PC in the Lancer campaign [[In The Shadows of a Willow|In The Shadows of a Willow.]]&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Rem is on the shorter side for average human, being around 5ft 3in. She&#039;s a little more built than a civilian, but by no means has a soldier&#039;s physique. They have red hair that they keep cut short, in a messy wolf-cut style. Rem also had bright green eyes that always seems to have a mischievous sparkle in them. Her right arm is covered in a deep burn scarring, stretching up to her neck and down to her leg. She typically wears practical clothing, combinations of overalls and cargo pants, button ups and tee shirts.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Rem is largely unapologetically herself. As a pilot who doesn&#039;t touch her mech and refuses to engage with it in any capacity, they know that reputation can ruffle some feathers and rub people the wrong way. However, she is strong in her convictions and her beliefs and does not allow others to make her feel bad about it. Additionally, they are extremely aware that their chosen lifepath of nuclear weaponry doesn&#039;t always sit well with others. Rem is distinctly aware of the weight of death her inventions cause, and still stands by them. Generally speaking, they do try to get along with everyone. She&#039;s happy to engage with the other pilots, and if there&#039;s something she can help with, she&#039;ll lend her talents in anyway she can. She&#039;s always willing to look to others for advice, and isn&#039;t afraid to ask about things she doesn&#039;t know. They can be kind of awkward, a by product of her privileged upbringing and years spent in self-isolation. Overall, Rem seems to mesh with everyone on the ship, and offers some unique perspectives on certain issues. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early Childhood ===&lt;br /&gt;
Rem&#039;s mother died when they were only a few years old. Their father, Louis Callaway, was too busy becoming a mech pilot to erase his father, Westin Callaway&#039;s reputation from their family&#039;s legacy. Against his better judgement, he placed Rem in Westin&#039;s care, and went off to pilot for the Union under the Callsign: PHOENIX. Westin was an old man at this point, long retired from his work as a scientist with SecComm. However, its hard to take the research out of the researcher, and baby Rem was fascinated by the glowing rocks and the explosions her grandfather created. As she got a little bit older and learned that Uranium does not in fact go in your mouth, Westin started teaching her some basic science and experimentation. He also told her about their family&#039;s history, or enough that would be appropriate for a child. He gifted them the burden they had to learn to carry. Louis would come to visit between missions, and Rem saw the new damage every time. Every new scar and every new injury. She started resenting him for leaving, started resenting the Union for sending him away, and started resenting the mechs and the war and combat they represented. Through her grandfather&#039;s old research and her budding skills as a scientist, she started learning about other ways war can be waged. Ones that kept people out of direct combat, ways that the ones targeted would find it hard to rebuild and seek retribution. She was finally starting to find her place in the world. &lt;br /&gt;
&lt;br /&gt;
And then Grandad Westin died and she was place back in the custody of her father. &lt;br /&gt;
&lt;br /&gt;
=== Pilot School ===&lt;br /&gt;
Rem is a teenager at this point, disenchanted with the galaxy, and particularly enraged with how dangerous mech combat is. Louis drags her along to shindigs and soirees, to show off his daughter, the next generation and heir to the Callaway legacy. However, the rumors began, whispers as to why Rem wasn&#039;t following in her father&#039;s footsteps. When was she going to join the Union and become a pilot herself? So, Louis made the decision to put Rem into a training program. They went through a couple different mechs, none of them really meshing. Until, much to Louis&#039; chagrin, a Haber was found from a friend of Westin and given to Rem. They still weren&#039;t doing great in training, but they quickly found that they could balance heat cycles and sync checks to overpower and overheat the Haber to give it a bit more oomph. And it was enough to carry her along for a large part of training. Until, one faithful day, she missed a check and desynced the cycles. &lt;br /&gt;
&lt;br /&gt;
And the Haber exploded. &lt;br /&gt;
&lt;br /&gt;
After Big Boom, Rem wanted to quit the program. Her injuries were quite severe with the amount of nerve damage they had sustained. It was almost a year of physical therapy to get mobility back enough to acceptable pilot standards. There were some whispers that Rem&#039;s injuries were self sustained and that they blew up their mech willingly on purpose.  Despite the numerous psych evals, Louis never believed Rem. He thought she was just good at faking it. But in his eyes, his world, Rem needed to pilot. So, he found her a mech that would be incredibly hard to blow up like that, and, found/programmed an NHP to ensure  that something like that wouldn&#039;t happen again. Oppenheimer, or Oppie, was the name she gave to the mech, an HA Worldkiller Genghis.  Rem is not a mechanic by trade, but had a few contacts that were who could help modify the frame for them. She also started developing her own weaponry. Curie, the Agni-Class NHP Louis put inside, made everything infinitely more difficult. Most of the systems Rem tried to install she would modify or just delete. Out on missions she would override a lot of Rem&#039;s commands. They were not a great pilot to begin with, but it got…a lot worse. But, she was piloting a mech. That’s all Louis cared about for the Callaway name.&lt;br /&gt;
&lt;br /&gt;
=== NoWhere-Land ===&lt;br /&gt;
Eventually, the charm of the overcoming a death experience and going back to piloting wore off. Rem was never a great pilot to begin with, and after the accident, it was even more subpar. She was starting to bring negative reputation to the family name. Which the great Louis Callaway couldn’t have. So he offered Rem an out. A deal. Rem could stop piloting if they disappeared. Stay out of any news or limelight. Fade away into obscurity while he worked to rebuild the legacy. Rem found a lab on a relatively unknown desert planet and worked hard to make it her own. They invested time, money, and resources to shield it for nuclear research with any and all lab equipment they could ever need. They made sure it was far away enough from any major hub to keep news both in and out minimal. They stocked up with enough shelf stable cans and powders to last several lifetimes and dubbed it NoWhere-Land. And once it was all set up, the research began. Her childhood spark of indignation had been fanned into a full flame of hatred for pilots and mech combat. So she worked to develop her own isotope, focusing on a slower rate of decay to increase the fallout time. She changed the warhead so it would burn at higher temperatures to complete raze whatever it was used on. For years, she perfected her weapons of war with the intent to make mechs obsolete. She started accepting private contracts, careful with who and what her dealings were with. None of her tech would ever be used in mech development in any way, shape or form. And so they lived and worked in the mostly self imposed isolation for a long time. &lt;br /&gt;
&lt;br /&gt;
=== The Silver Lining ===&lt;br /&gt;
There&#039;s not much to say about this chapter of Rem&#039;s life yet. After leaving her alone for an indeterminate point of time, Louis came to pay his daughter a visit. Rem&#039;s name was starting to gain some notoriety, particularly from the Union who didn&#039;t want a borderline war criminal selling TBK weaponry with ties to them. After digging through all available contracts, Louis came to Rem with an demand disguised as an offer. A highly reputable former pilot by the name of Simon Dominguez put out an open call for pilots to join him for a long term mission aboard his ship. Rem could take Oppie and Curie, and go pilot under the command of an Union officer. They’ll take anyone, he said, including a subpar pilot like Rem. Great way to reintroduce PLUTO to the Union, and help repair the damage to the family&#039;s reputation she had caused. Rem knew that they couldn&#039;t escape him forever. And on initial review the contract didn&#039;t seem too bad. But, she had inherited the smarts in the family. Asked to negotiate everything directly with the commander. And in doing so, ensured that she would never have to unwillingly step foot in her mech again. &lt;br /&gt;
&lt;br /&gt;
== Interpersonal Relationships ==&lt;br /&gt;
&lt;br /&gt;
=== Simon Dominguez ===&lt;br /&gt;
Since the moment they stepped foot on the ship, they had a deep admiration for the commander. The fact that he respected her wishes to not pilot meant a lot to her. She knew the name from the stories her father, but nothing really more than that. When she met him, he was warm and welcoming, ready to meet her at wherever she was. Over the first few days, they started talking more and more, as he took the time to explain the Mission and the things she missed while in NoWhere-Land. Eventually, they formed a check system, to ensure that they both were taking time to eat meals and get rest. When Rem mentioned most of her food was rehydrated powders or shelf stable meats, Simon took it upon himself to start cooking for her. Soon it became a nightly tradition of both of them sharing dinner every night. Over the weeks, they began talking, revealing secrets, and getting closer. After co-sleeping to keep the nightmares away, a few near death experiences on both ends, and some Thinspace delving, the pair made it official. &lt;br /&gt;
&lt;br /&gt;
=== Tsugumi Dominguez ===&lt;br /&gt;
Rem&#039;s favorite child. They will destroy the world if it meant keeping her little devil cat happy. Sole inheritor to her will. &lt;br /&gt;
&lt;br /&gt;
== Skills and Abilities ==&lt;br /&gt;
Rem is a skilled nuclear scientist. She developed her own uranium isotope primed for planet razing. They also are a quick and efficient weapons manufacturer, able to create bombs big and small. Rem is a very skilled video gamer as well, specialising in retro arcade games from old, being especially good at Tetris. They&#039;ve recently been introduced to Splatoon, and is forming a team with some of the other pilots on board. Rem is skilled at many &#039;elite&#039; skills, such as schmoozing and ballroom dancing. Recently, they&#039;ve also started experimenting with Thinspace, wanting to research it more and see what the limits are. &lt;br /&gt;
&lt;br /&gt;
== Mechs and Weapons ==&lt;br /&gt;
Their mech is a HA Worldkiller Genghis outfitted with an Agni-Class NHP named Curie. Curie is largely unstable and has the prime directive to get Rem into the mech and keep her there, and also ensure under any circumstances that Rem does not blow themselves up. Oppie is outfitted with advanced Heat Sync tech, and has a specialised weapon of a nuclear fuel rod rail gun. &lt;br /&gt;
&lt;br /&gt;
Rem does not pilot her mech. If she did, something has gone terribly wrong.&lt;br /&gt;
&lt;br /&gt;
They do have a Mobility Flightsuit that allows them to boost and fly short distances for field missions. They often create small scale bombs to bring with them, and often makes enough for everyone to share. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Astral]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=46996</id>
		<title>PLUTO(NIUM)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=46996"/>
		<updated>2026-06-23T02:46:21Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=SecComm, Union, Silver Lining, Independent Contractor|name=Rem Callaway|image=Rem.png|caption=Art from Maddel_art Picrew|relatives=Grandfather- Westin Callaway (Deceased)&lt;br /&gt;
Father- Louis Callaway, Callsign: PHOENIX|alias=Callsign: PLUTO(nium)|gender=She/They}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is human Nuclear Weapons Expert currently on contract with [[SPIRAL|Cpt. Simon Dominguez]] on board the &#039;&#039;Silver Lining.&#039;&#039; They are a PC in the Lancer campaign [[In The Shadows of a Willow|In The Shadows of a Willow.]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS INCOMPLETE DO NOT READ YET PLEASE&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Rem is on the shorter side for average human, being around 5ft 3in. She&#039;s a little more built than a civilian, but by no means has a soldier&#039;s physique. They have red hair that they keep cut short, in a messy wolf-cut style. Rem also had bright green eyes that always seems to have a mischievous sparkle in them. Her right arm is covered in a deep burn scarring, stretching up to her neck and down to her leg. She typically wears practical clothing, combinations of overalls and cargo pants, button ups and tee shirts.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Rem is largely unapologetically herself. As a pilot who doesn&#039;t touch her mech and refuses to engage with it in any capacity, they know that reputation can ruffle some feathers and rub people the wrong way. However, she is strong in her convictions and her beliefs and does not allow others to make her feel bad about it. Additionally, they are extremely aware that their chosen lifepath of nuclear weaponry doesn&#039;t always sit well with others. Rem is distinctly aware of the weight of death her inventions cause, and still stands by them. Generally speaking, they do try to get along with everyone. She&#039;s happy to engage with the other pilots, and if there&#039;s something she can help with, she&#039;ll lend her talents in anyway she can. She&#039;s always willing to look to others for advice, and isn&#039;t afraid to ask about things she doesn&#039;t know. They can be kind of awkward, a by product of her privileged upbringing and years spent in self-isolation. Overall, Rem seems to mesh with everyone on the ship, and offers some unique perspectives on certain issues. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early Childhood ===&lt;br /&gt;
Rem&#039;s mother died when they were only a few years old. Their father, Louis Callaway, was too busy becoming a mech pilot to erase his father, Westin Callaway&#039;s reputation from their family&#039;s legacy. Against his better judgement, he placed Rem in Westin&#039;s care, and went off to pilot for the Union under the Callsign: PHOENIX. Westin was an old man at this point, long retired from his work as a scientist with SecComm. However, its hard to take the research out of the researcher, and baby Rem was fascinated by the glowing rocks and the explosions her grandfather created. As she got a little bit older and learned that Uranium does not in fact go in your mouth, Westin started teaching her some basic science and experimentation. He also told her about their family&#039;s history, or enough that would be appropriate for a child. He gifted them the burden they had to learn to carry. Louis would come to visit between missions, and Rem saw the new damage every time. Every new scar and every new injury. She started resenting him for leaving, started resenting the Union for sending him away, and started resenting the mechs and the war and combat they represented. Through her grandfather&#039;s old research and her budding skills as a scientist, she started learning about other ways war can be waged. Ones that kept people out of direct combat, ways that the ones targeted would find it hard to rebuild and seek retribution. She was finally starting to find her place in the world. &lt;br /&gt;
&lt;br /&gt;
And then Grandad Westin died and she was place back in the custody of her father. &lt;br /&gt;
&lt;br /&gt;
=== Pilot School ===&lt;br /&gt;
Rem is a teenager at this point, disenchanted with the galaxy, and particularly enraged with how dangerous mech combat is. Louis drags her along to shindigs and soirees, to show off his daughter, the next generation and heir to the Callaway legacy. However, the rumors began, whispers as to why Rem wasn&#039;t following in her father&#039;s footsteps. When was she going to join the Union and become a pilot herself? So, Louis made the decision to put Rem into a training program. They went through a couple different mechs, none of them really meshing. Until, much to Louis&#039; chagrin, a Haber was found from a friend of Westin and given to Rem. They still weren&#039;t doing great in training, but they quickly found that they could balance heat cycles and sync checks to overpower and overheat the Haber to give it a bit more oomph. And it was enough to carry her along for a large part of training. Until, one faithful day, she missed a check and desynced the cycles. &lt;br /&gt;
&lt;br /&gt;
And the Haber exploded. &lt;br /&gt;
&lt;br /&gt;
After Big Boom, Rem wanted to quit the program. Her injuries were quite severe with the amount of nerve damage they had sustained. It was almost a year of physical therapy to get mobility back enough to acceptable pilot standards. There were some whispers that Rem&#039;s injuries were self sustained and that they blew up their mech willingly on purpose.  Despite the numerous psych evals, Louis never believed Rem. He thought she was just good at faking it. But in his eyes, his world, Rem needed to pilot. So, he found her a mech that would be incredibly hard to blow up like that, and, found/programmed an NHP to ensure  that something like that wouldn&#039;t happen again. Oppenheimer, or Oppie, was the name she gave to the mech, an HA Worldkiller Genghis.  Rem is not a mechanic by trade, but had a few contacts that were who could help modify the frame for them. She also started developing her own weaponry. Curie, the Agni-Class NHP Louis put inside, made everything infinitely more difficult. Most of the systems Rem tried to install she would modify or just delete. Out on missions she would override a lot of Rem&#039;s commands. They were not a great pilot to begin with, but it got…a lot worse. But, she was piloting a mech. That’s all Louis cared about for the Callaway name.&lt;br /&gt;
&lt;br /&gt;
=== NoWhere-Land ===&lt;br /&gt;
Eventually, the charm of the overcoming a death experience and going back to piloting wore off. Rem was never a great pilot to begin with, and after the accident, it was even more subpar. She was starting to bring negative reputation to the family name. Which the great Louis Callaway couldn’t have. So he offered Rem an out. A deal. Rem could stop piloting if they disappeared. Stay out of any news or limelight. Fade away into obscurity while he worked to rebuild the legacy. Rem found a lab on a relatively unknown desert planet and worked hard to make it her own. They invested time, money, and resources to shield it for nuclear research with any and all lab equipment they could ever need. They made sure it was far away enough from any major hub to keep news both in and out minimal. They stocked up with enough shelf stable cans and powders to last several lifetimes and dubbed it NoWhere-Land. And once it was all set up, the research began. Her childhood spark of indignation had been fanned into a full flame of hatred for pilots and mech combat. So she worked to develop her own isotope, focusing on a slower rate of decay to increase the fallout time. She changed the warhead so it would burn at higher temperatures to complete raze whatever it was used on. For years, she perfected her weapons of war with the intent to make mechs obsolete. She started accepting private contracts, careful with who and what her dealings were with. None of her tech would ever be used in mech development in any way, shape or form. And so they lived and worked in the mostly self imposed isolation for a long time. &lt;br /&gt;
&lt;br /&gt;
=== The Silver Lining ===&lt;br /&gt;
There&#039;s not much to say about this chapter of Rem&#039;s life yet. After leaving her alone for an indeterminate point of time, Louis came to pay his daughter a visit. Rem&#039;s name was starting to gain some notoriety, particularly from the Union who didn&#039;t want a borderline war criminal selling TBK weaponry with ties to them. After digging through all available contracts, Louis came to Rem with an demand disguised as an offer. A highly reputable former pilot by the name of Simon Dominguez put out an open call for pilots to join him for a long term mission aboard his ship. Rem could take Oppie and Curie, and go pilot under the command of an Union officer. They’ll take anyone, he said, including a subpar pilot like Rem. Great way to reintroduce PLUTO to the Union, and help repair the damage to the family&#039;s reputation she had caused. Rem knew that they couldn&#039;t escape him forever. And on initial review the contract didn&#039;t seem too bad. But, she had inherited the smarts in the family. Asked to negotiate everything directly with the commander. And in doing so, ensured that she would never have to unwillingly step foot in her mech again. &lt;br /&gt;
&lt;br /&gt;
== Interpersonal Relationships ==&lt;br /&gt;
&lt;br /&gt;
=== Simon Dominguez ===&lt;br /&gt;
Since the moment they stepped foot on the ship, they had a deep admiration for the commander. The fact that he respected her wishes to not pilot meant a lot to her. She knew the name from the stories her father, but nothing really more than that. When she met him, he was warm and welcoming, ready to meet her at wherever she was. Over the first few days, they started talking more and more, as he took the time to explain the Mission and the things she missed while in NoWhere-Land. Eventually, they formed a check system, to ensure that they both were taking time to eat meals and get rest. When Rem mentioned most of her food was rehydrated powders or shelf stable meats, Simon took it upon himself to start cooking for her. Soon it became a nightly tradition of both of them sharing dinner every night. Over the weeks, they began talking, revealing secrets, and getting closer. After co-sleeping to keep the nightmares away, a few near death experiences on both ends, and some Thinspace delving, the pair made it official. &lt;br /&gt;
&lt;br /&gt;
=== Tsugumi Dominguez ===&lt;br /&gt;
Rem&#039;s favorite child. They will destroy the world if it meant keeping her little devil cat happy. Sole inheritor to her will. &lt;br /&gt;
&lt;br /&gt;
== Skills and Abilities ==&lt;br /&gt;
Rem is a skilled nuclear scientist. She developed her own uranium isotope primed for planet razing. They also are a quick and efficient weapons manufacturer, able to create bombs big and small. Rem is a very skilled video gamer as well, specialising in retro arcade games from old, being especially good at Tetris. They&#039;ve recently been introduced to Splatoon, and is forming a team with some of the other pilots on board. Rem is skilled at many &#039;elite&#039; skills, such as schmoozing and ballroom dancing. Recently, they&#039;ve also started experimenting with Thinspace, wanting to research it more and see what the limits are. &lt;br /&gt;
&lt;br /&gt;
== Mechs and Weapons ==&lt;br /&gt;
Their mech is a HA Worldkiller Genghis outfitted with an Agni-Class NHP named Curie. Curie is largely unstable and has the prime directive to get Rem into the mech and keep her there, and also ensure under any circumstances that Rem does not blow themselves up. Oppie is outfitted with advanced Heat Sync tech, and has a specialised weapon of a nuclear fuel rod rail gun. &lt;br /&gt;
&lt;br /&gt;
Rem does not pilot her mech. If she did, something has gone terribly wrong.&lt;br /&gt;
&lt;br /&gt;
They do have a Mobility Flightsuit that allows them to boost and fly short distances for field missions. They often create small scale bombs to bring with them, and often makes enough for everyone to share. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=46995</id>
		<title>PLUTO(NIUM)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=PLUTO(NIUM)&amp;diff=46995"/>
		<updated>2026-06-23T01:28:52Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: in progress character page creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=SecComm, Union, Silver Lining, Independent Contractor|name=Rem Callaway|image=Rem.png|caption=Art from Maddel_art Picrew|relatives=Grandfather- Westin Callaway (Deceased)&lt;br /&gt;
Father- Louis Callaway, Callsign: PHOENIX|alias=Callsign: PLUTO(nium)|gender=She/They}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is human Nuclear Weapons Expert currently on contract with [[SPIRAL|Cpt. Simon Dominguez]] on board the &#039;&#039;Silver Lining.&#039;&#039; They are a PC in the Lancer campaign [[In The Shadows of a Willow|In The Shadows of a Willow.]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
THIS PAGE IS INCOMPLETE DO NOT READ YET PLEASE&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Rem is on the shorter side for average human, being around 5ft 3in. She&#039;s a little more built than a civilian, but by no means has a soldier&#039;s physique. They have red hair that they keep cut short, in a messy wolf-cut style. Rem also had bright green eyes that always seems to have a mischievous sparkle in them. Her right arm is covered in a deep burn scarring, stretching up to her neck and down to her leg. She typically wears practical clothing, combinations of overalls and cargo pants, button ups and tee shirts.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Rem is largely unapologetically herself. As a pilot who doesn&#039;t touch her mech and refuses to engage with it in any capacity, they know that reputation can ruffle some feathers and rub people the wrong way. However, she is strong in her convictions and her beliefs and does not allow others to make her feel bad about it. Additionally, they are extremely aware that their chosen lifepath of nuclear weaponry doesn&#039;t always sit well with others. Rem is distinctly aware of the weight of death her inventions cause, and still stands by them. Generally speaking, they do try to get along with everyone. She&#039;s happy to engage with the other pilots, and if there&#039;s something she can help with, she&#039;ll lend her talents in anyway she can. She&#039;s always willing to look to others for advice, and isn&#039;t afraid to ask about things she doesn&#039;t know. They can be kind of awkward, a by product of her privileged upbringing and years spent in self-isolation. Overall, Rem seems to mesh with everyone on the ship, and offers some unique perspectives on certain issues. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early Childhood ===&lt;br /&gt;
Rem&#039;s mother died when they were only a few years old. Their father, Louis Callaway, was too busy becoming a mech pilot to erase his father, Westin Callaway&#039;s reputation from their family&#039;s legacy. Against his better judgement, he placed Rem in Westin&#039;s care, and went off to pilot for the Union under the Callsign: PHOENIX. Westin was an old man at this point, long retired from his work as a scientist with SecComm. However, its hard to take the research out of the researcher, and baby Rem was fascinated by the glowing rocks and the explosions her grandfather created. As she got a little bit older and learned that Uranium does not in fact go in your mouth, Westin started teaching her some basic science and experimentation. He also told her about their family&#039;s history, or enough that would be appropriate for a child. He gifted them the burden they had to learn to carry. Louis would come to visit between missions, and Rem saw the new damage every time. Every new scar and every new injury. She started resenting him for leaving, started resenting the Union for sending him away, and started resenting the mechs and the war and combat they represented. Through her grandfather&#039;s old research and her budding skills as a scientist, she started learning about other ways war can be waged. Ones that kept people out of direct combat, ways that the ones targeted would find it hard to rebuild and seek retribution. She was finally starting to find her place in the world. &lt;br /&gt;
&lt;br /&gt;
And then Grandad Westin died and she was place back in the custody of her father. &lt;br /&gt;
&lt;br /&gt;
=== Pilot School ===&lt;br /&gt;
Rem is a teenager at this point, disenchanted with the galaxy, and particularly enraged with how dangerous mech combat is. Louis drags her along to shindigs and soirees, to show off his daughter, the next generation and heir to the Callaway legacy. However, the rumors began, whispers as to why Rem wasn&#039;t following in her father&#039;s footsteps. When was she going to join the Union and become a pilot herself? So, Louis made the decision to put Rem into a training program. They went through a couple different mechs, none of them really meshing. Until, much to Louis&#039; chagrin, a Haber was found from a friend of Westin and given to Rem. They still weren&#039;t doing great in training, but they quickly found that they could balance heat cycles and sync checks to overpower and overheat the Haber to give it a bit more oomph. And it was enough to carry her along for a large part of training. Until, one faithful day, she missed a check and desynced the cycles. &lt;br /&gt;
&lt;br /&gt;
And the Haber exploded. &lt;br /&gt;
&lt;br /&gt;
After Big Boom, Rem wanted to quit the program. Her injuries were quite severe with the amount of nerve damage they had sustained. It was almost a year of physical therapy to get mobility back enough to acceptable pilot standards. There were some whispers that Rem&#039;s injuries were self sustained and that they blew up their mech willingly on purpose.  Despite the numerous psych evals, Louis never believed Rem. He thought she was just good at faking it. But in his eyes, his world, Rem needed to pilot. So, he found her a mech that would be incredibly hard to blow up like that, and, found/programmed an NHP to ensure  that something like that wouldn&#039;t happen again. Oppenheimer, or Oppie, was the name she gave to the mech, an HA Worldkiller Genghis.  Rem is not a mechanic by trade, but had a few contacts that were who could help modify the frame for them. She also started developing her own weaponry. Curie, the Agni-Class NHP Louis put inside, made everything infinitely more difficult. Most of the systems Rem tried to install she would modify or just delete. Out on missions she would override a lot of Rem&#039;s commands. They were not a great pilot to begin with, but it got…a lot worse. But, she was piloting a mech. That’s all Louis cared about for the Callaway name.&lt;br /&gt;
&lt;br /&gt;
=== NoWhere-Land ===&lt;br /&gt;
&lt;br /&gt;
=== The Silver Lining ===&lt;br /&gt;
There&#039;s not much to say about this chapter of Rem&#039;s life yet. After leaving her alone for an indeterminate point of time, Louis came to pay his daughter a visit. Rem&#039;s name was starting to gain some notoriety, particularly from the Union who didn&#039;t want a borderline war criminal selling TBK weaponry with ties to them. After digging through all available contracts, Louis came to Rem with an demand disguised as an offer. A highly reputable former pilot by the name of Simon Dominguez put out an open call for pilots to join him for a long term mission aboard his ship. Rem could take Oppie and Curie, and go pilot under the command of an Union officer. They’ll take anyone, he said, including a subpar pilot like Rem. Great way to reintroduce PLUTO to the Union, and help repair the damage to the family&#039;s reputation she had caused. Rem knew that they couldn&#039;t escape him forever. And on initial review the contract didn&#039;t seem too bad. But, she had inherited the smarts in the family. Asked to negotiate everything directly with the commander. And in doing so, ensured that she would never have to unwillingly step foot in her mech again. &lt;br /&gt;
&lt;br /&gt;
== Interpersonal Relationships ==&lt;br /&gt;
&lt;br /&gt;
== Skills and Abilities ==&lt;br /&gt;
You don&#039;t have to give it all away. Just let us know what you&#039;re known to do in battle.&lt;br /&gt;
&lt;br /&gt;
== Mechs and Weapons ==&lt;br /&gt;
Their mech is a HA Worldkiller Genghis outfitted with an Agni-Class NHP named Curie. Curie is largely unstable and has the prime directive to get Rem into the mech and keep her there, and also ensure under any circumstances that Rem does not blow themselves up. Oppie is outfitted with advanced Heat Sync tech, and has a specialised weapon of a nuclear fuel rod rail gun. &lt;br /&gt;
&lt;br /&gt;
Rem does not pilot her mech. If she did, something has gone terribly wrong.&lt;br /&gt;
&lt;br /&gt;
They do have a Mobility Flightsuit that allows them to boost and fly short distances for field missions. They often create small scale bombs to bring with them, and often makes enough for everyone to share. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Rem.png&amp;diff=46994</id>
		<title>File:Rem.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Rem.png&amp;diff=46994"/>
		<updated>2026-06-22T22:33:15Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=45046</id>
		<title>Stix</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=45046"/>
		<updated>2026-03-05T00:59:38Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: Updated Adventuring Log&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=Stix|image=stix.png|caption=|relatives=Farina Diablos (Former Owner)|languages=Common, Sylvan, Elvish, ???|species=Stitched (Doll)|gender=Doll (They/Them)|height=Around 1ft tall|weight=10 oz}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is [[The Stitched (Player Race)|cornhusk doll]] warlock for the community campaign [[Bedlam in the Badlands]]&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Stix is a very short fellow, standing at just around a foot tall. This may seem unusual until one remembers that they are just a cornhusk doll. They don’t have ‘skin’ the same way fleshy mortals do, and are instead constructed by dried leaves and husks of the maize variety. Most of them is a dry, dusty tan color, sometimes shifting darker or lighter as is the nature of organic material. However, if the light catches them just right, their appendages and face plate seem to have an otherworldly glow and sparkle to it. They do have a face, contrary to popular belief, with eyes and an a mouth, both seemed to be etched into the husk that makes up their head. Stix also has a metal locket around their neck, a design etched into the lid of flowers from another place and time. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Stix is still finding their place in the world and learning what it means to be alive. As such, their personality is evolving and changing. Typically, they are fairly direct and a bit blunt. Most questions they will answer with the barest amount of information possible. They tend to keep crucial details about themself a secret, and are largely distrustful of others, especially those whom they have just met. Whether this is from the large amount of isolation they found themselves in after being kicked out of their previous home, or the fact that the master of the previous home was a black market witch is remaining up for interpretation. They have a largely nonchalant approach to life, and while they seem hard to please or upset, that also comes with being hard to disappoint. As they are newly awoken, they lack a decent moral sense of right and wrong. However, much akin to other awoken dolls and puppets, Stix does have an outside voice to guide them. When described to other people, it was largely agreed that it was Stix’s conscious, a presence occasionally in their mind to guide them on a ‘good’ path.   &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Stix began their life as a simple cornhusk doll. Truly and irrevocably, a doll. Stix the not yet awoken cornhusk doll was gifted as payment to a witch. The ‘great’ witch Farina Diablos received it in payment from some poor schmuck in one of the Federation cities from one of her less than legal deals and services she often provided. Stix stayed in her possession as a simple doll, until one day, Farina may have gotten a little too tipsy, and boasted a little too loud about her magical abilities. Her grave mistake that would eventually cause the start to Stix’ life was explicitly stating that she was more powerful than the gods themselves. One god in particular took great offense to this. To have some fun in the material plane and prove their magical prowess, they gifted Stix life! At first, this was not the worst outcome to the witch. She essentially got a free minion to take onto jobs and send on errands. And Stix found purpose in being useful. That was, until their fragile arrangement cracked when Stix, at a mere few weeks old, accidentally lit a potion bottle on fire with their own arcane power. Farina was so upset that a simple cornhusk doll could be more magically adept than her, she cast Stix out to fend for themself. Since then, Stix has been wandering the desert, looking for new adventures and opportunities.&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Due to exactly who gifted Stix life, they know some strange languages for a cornhusk doll in the middle of the deserts of Pteris to know, including Sylvan and Elvish. Additionally, with living with a witch who worked within the perimeters of the Federation, Stix also picked up on ???. They also know Common, as is the basis of speech and communication on the great planet of Quelmar. &lt;br /&gt;
&lt;br /&gt;
== Powers, Abilities, and Combat Preference ==&lt;br /&gt;
Stix is a warlock, gifted innate magical and arcane ability from an unknown to them deity from an otherworldly plane. They can occasionally speak to them, whom Stix simply calls their conscious, as they have no other real grasp as to what the voice in their head is or can be. Their magic typically runs hot, with a natural proclivity to fire based spells and abilities. They also possess a locket that they &#039;woke up&#039; with, that transports them to a private chamber to relax and recharge in. Additionally, Stix also has a small collection of small fire burnt skulls they can lend out to their associates to grant them aid as well. Being a small and squishy guy, in combat they prefer to stick to the back lines and sling long range spells, and let the larger and more physically apt adventurers take the front line. However, if there is a big and strong ally nearby, Stix is not ashamed to ask for a ride for more protection and a better vantage point. &lt;br /&gt;
&lt;br /&gt;
== Adventure Log==&lt;br /&gt;
9/6-  Sparkburn, Smash, &amp;amp; Cleave (MegaGame Table 1, DM Mercedes) &lt;br /&gt;
&lt;br /&gt;
Stix, still a relative newcomer to the Arboretum without too much to do, looked for at least one familiar face when trying to figure out what mission they wanted to set out on. Seeing Delaiah make a beeline for the scrap yard, Stix decided to tag along and head out that way. On the not so long walk, Stix didn’t understand why everyone was so fascinated with them. They were just a simple cornhusk doll after all. Alas, many of the other adventurers, namely Cae, took a particular interest in them. After most definitely not avoiding questions by answering in half truths and being carried most of the way, Stix, along with the other adventurers, made it to the scrap yard. Raegina was waiting there with three of her goons, with a task for the group- to test three of her new battle golems, particularly in their combat skills. Fortunately for the group, however unfortunate for the junker queen, the initial test was over fairly quickly, the ragtag party victorious over the constructs. Raegina, supremely displeased with her minions, then pits the party against each other and them with a battle to build off. Stix got separated from their friends, and got put on a team with Himo and Raazdrog. However, this proved to be advantageous, and their bot, re christened as Sparkburn, came out victorious! The high of the win was short lived though, as word quickly spread that there was an attack on the Arboretum. &lt;br /&gt;
&lt;br /&gt;
9/6- Addressing the Olliphant in the Rig (MegaGame Table 2, DM Mercedes) &lt;br /&gt;
&lt;br /&gt;
The party rushed toward one of the major entrance ways for the Arboretum, nestled in the roots of the giant tree. However, they were stopped in their tracks by a large undead Olliphant, who t-boned the war rig, completely turning it over and causing quite a bit of damage. Raegina beheaded the olliphant in retaliation. She then ordered the  crew to fight the demons and create safe passage to the Arboretum. According to the great voice in the sky, the fought against Pustuloids, Capra demons, Incultis and Lesser Rage demons. After the coast was clear, the adeventurers worked together to clear the entrance of the olliphant carcass. They then spent some time practicing their new harvesting skills on the fresh demonic corpses. Not all good things last, however, as a resounding boom is heard from the Arboretum. In the fray, the conservatory housing the arcane was destroyed, sending out a wave of wild magic, and causing a last bit of chaos for the fight.&lt;br /&gt;
&lt;br /&gt;
9/24- WereVultures by Night (DM Chris)&lt;br /&gt;
&lt;br /&gt;
Stix was summoned along with Delaiah, Davin, Dee, and two other familiar faces, Raazdrog and Leonard by Suki, who identified herself as a healer for the Arboretum, and also runs the Casino in the Federation. She introduced the crew to an escaped Shend prisoner named Brandran who was driven to madness from his imprisonment, mumbling about bugs and bats. Suki assigned the mission of escorting Brandran to the Federation HQ and delivering him to Hektor, the leader of the Federation himself. She also provided two horses with carts, one filled with water for the 7 day trek and one to help transport Brandran. For the most part, the first 3 days went fine. The group hunted for food and kept an ample look out. However, on night 3, during watch, some vultures were noticed circling camp. In the morning they were still there, and Delaiah pointed out that it might signal to other caravans that we were also out in the deserts. Davin managed to shoot them both out of the sky, and the party continued on the way towards the mountains. In the middle of the fourth night, the camp was attacked by several more vultures, two large vulture creatures, and four foul smelling sand worms. Stix immediately shoved Brandran into their locket to keep him safe from the adversaries. It succeeded in that goal, but caused most of the enemies to then hone in on the doll.  The crew fought quite well, warding off pecks and scratches from the vultures and the larger bird creatures, and withstanding the  poisonous gas from the worms. However, Stix did eventually go down, and Brandtran was expelled from the necklace. At that point, the two larger vultures shifted into personoid forms, revealing their nature as werevultures. They claimed Brandran as theirs, and tried to take him back. They were stopped by multiple grapples and attacks from the party, downing them and the rest of the creatures. It was also revealed that Brandran is a shifter as well, and all three perpetually heal themselves. In the end, the crew tied all three of them up, and brought them to Hektor for questioning. He thanked the group, and arranged for a safe caravan back to the Arboretum. &lt;br /&gt;
&lt;br /&gt;
10/14- Tracking Demons 102 (DM Mercedes) &lt;br /&gt;
&lt;br /&gt;
Stix heard about a new mission headed up by Baftzmyr and showed up to the Junkyard. They met up with some familiar faces, Himo and Raazdrog there, as well as Steady Wind. There were two new faces as well- Ozmir, who Stix hadn’t seen around the Arboretum at all, and Koro, whose path always seemed to just miss the doll. The six of us get to the Junkyard, where Baft was waiting for us. She explained that there is a very large demon creature that’s stuck in the sand someplace west of the Junkyard. Shortly after, the party headed out into the desert. They were adventuring out for a couple of hours before Baft spotted some rippling in the sand. It became appearant fairly quickly that it was another kind of dretch, which were the sand swimmer creatures Stix fought with the WereVultures. However, these ones looked different and were mutated in some way. Stix was the first who realised this when Sparkburn punched one, and the fire damage the bot was enhanced with healed the dretch instead. Koro rushed up and dispatched it pretty easily, and Raazdrog and Stix noticed the rest of the dretches running away. The group followed them to find a rather large crater in the ground. Baft then offered the group a large oragami pig bomb, who Stix then volunteered to carry it to the edge, drop the bomb in, and run away. The bomb went off, causing a large wall of force and sand to push over the party. After the dust settled, a few rushed up to the edge, to see in the middle of the crater a large demonic creature. Baft informs the party that this was the Baron of Filth. It used the lantern on his chest to shoot coils of magic and energy at us with differing effects and As the fighting really got started, the ‘Baron’  summoned more of those mutated Dretch things to just cause more complications to the fight. Additionally, anytime the Baron struggled or tried to free himself, the sands shifted, causing a sandslide down the crater to the large monster. Most of the fight consisted of the group attempting to hurt the Baron while picking off the dretches and doing their best to avoid falling into the crater. However, some of the group decided to willingly slide down into the pit and face him head on. Unfortunately, this caused Koro and Dee to both get knocked unconscious and Himo to get buried in the sand. The adventurers did manage to hit the Baron enough to down him, however, that caused the lantern in his chest to overload, causing a massive fireball explosion, which resulted in some of the party being hit with both flames and sand. It took a few minutes to recover everyone and heal back up to standing.  The group then took some time to scrap the Baron for some components before making the way back to the Junkyard and Arboretum to report about the mission. &lt;br /&gt;
&lt;br /&gt;
10/22- The Ballad of Sandra Sanderson &lt;br /&gt;
&lt;br /&gt;
After a week of little excitement, a new face came to the Arboretum. A pretty pink yuan-ti named Sandra Sanderson had come to both sell her textiles and wares, and find some big strong adventurers to help her. She explained that some a Gnoll and pack of hyenas had attacked her encampment. Stix, who had nothing better to do, met up with Ollie, Razzadrog, Delaiah, Himo, and Leonard, and let Sandra lead them west of the Arboretum to her tent. When the party ambushed the adversaries, something strange happened. After dispatching the hyenas, they vanished into thin air. The more magically adept members of the party were able to discern that it was the result of a spell. Mostly undisturbed, it took the party little time and effort to finish off the rest of the adversaries, and much to Sandra’s chagrin, skinned the gnoll and gave her the hide for her textile business. Sandra then gifted everyone in the party a clothing or accessory of their choice. Sandra, so enamored by Stix and so impressed with their performance in battle, asks if they want to be her apprentice for the weekend. Stix, who frankly had nothing better to do, agreed. The others had their suspicions about her, and actually found a cache nearby filled with her allegedly stolen and ruined textiles. The party then splits, with Stix staying with Sandra, Leonard and Himo staying behind in the cache to keep watch, and the other three going back to give their report in the Arboretum. When they arrived, they realised that the Junkers were attacked by gnolls, and presumably have taken Cilvdy and Jitcwal hostage. However, upon closer investigation, it was discovered that the tracks were more closely resembling Lizardfolk and Yuan-Ti than Gnolls. Himo and Leonard watched as a band of reptilian folk called the Shabby Scales came to pick up Sandra, and take Stix hostage as well.&lt;br /&gt;
&lt;br /&gt;
Post 10/22 Supplemental- &lt;br /&gt;
&lt;br /&gt;
Stix awakes in a cage with Cilvdy and Jictwal. It is quickly discovered that it is an anti-magic cage and Stix’ locket was missing. Jictwal was a little singed, but Cilvdy was in pieces with missing limbs. Stix did their best to comfort them, and actually bonded quite well with Cilvdy, on account of neither of them needing to breathe, or able to bleed, and they both can lose limbs and be fine! Eventually, Sandra revealed what this was all about- the Baroness of Filth wanted her revenge on those who killed, or had a part in the killing of her beau. &lt;br /&gt;
&lt;br /&gt;
Eventually the trio was rescued and brought back to the Arboretum to be ‘fixed.’ &lt;br /&gt;
&lt;br /&gt;
11/09- Give Jewelspar the Weapon. Or: A Prophecy Deferred (DM Cat)&lt;br /&gt;
&lt;br /&gt;
Newly unkidnapped and rescued Stix gets immediately recruited for a new mission. The day after they are returned to the Arboretum, another group of newcomers come, asking for help. A large and elaborate sand ship clad in colorful sails sail in, and disembarking were three nobly dressed elves. The leader introduced himself as Erland Nimz of the city of Jewelspar. Traveling with him were two others, Lirezel who was introduced as Erland’s second in command, and Alinar, who deemed themself as Erland’s protector and guardian. Erland spoke with Sir Anthony of the Arboretum, informing him and the party of the mission at hand- venture deep into the desert wilds to retrieve a secret weapon hidden there that would help protect the Arboretum against the demon incursion. Stix, who had nothing better to do and who isn’t afraid of desert expeditions due to their disneed to eat or sleep, was happy to go, along with Ollie, Avel, Grymos, Ozmir, and Polvo. The party then embarks the elven vessel, christened with the name Shimmerwing, and journeyed on it for about a full day and a full night. On the dawn of the second day, the party reaches their destination, which was a hidden entrance tucked into the wide of a rather large mesa deep in the desert. It took a bit of time and clever navigation for the party to make their way through the tunnels, finally emerging in a large chamber, full of portraits and metallic dragonoid sculptures. When the party enters and starts poking around and investigating, they trigger some sort of trap. They cause the paintings to come alive and attack and attempt to grab them, and the dragonoid constructs to animate and fly around, attacking them. It takes some serious combat prowess, but through that and some clever thinking, the party is able to defeat all the adversaries. Then, through some perceptive investigation, they find a door. Avel uses his magic to force the door open, only to reveal a strange long and dark metal hallway. To everyone but Stix it seemed just that, long, dark, strangely metal. However, at the end of the hall, Stix gets blinded by a sheer wall of energy. Again through some investigation and scraping every ounce of arcane knowledge the group possesses, it is figured out that there is an anti magic cube surrounded by Prismatic magic. This is deemed to be a problem for another day and another team that is more aptly suited for the task. Stix and the other members decide to leave, but are still gifted some gold and a selection of magic items, of which the doll chooses a Lantern that allows them to track monstrosities.&lt;br /&gt;
&lt;br /&gt;
12/3- Buried in the Sands (DM Chris)&lt;br /&gt;
&lt;br /&gt;
This mission was much of a blur. Stix remembers being recruited along with Mezzi, whom Stix has only heard of and never really interacted with until this quest, Koro, Demir, Polvo, and Ollie. They were tasked by *SOMEONE* to go investigate a long abandoned ghost town in the middle of the desert wilds. It was believed that the town was once home to a thriving vulpine community, but they have since disappeared or gone missing or died. The party, through some perceptive investigation and general knowledge of the barren desert, manages to find the city in less than a days travel. There the group finds old decrepit and run down buildings surrounding a town square slowly being covered up by the sands of time. The party splits, checking in the buildings. Eventually, the bones of a long dead Vulpine were found, along with a mysterious bracer that was emitting powerful arcane energy. If they’re remembering correctly, which may strongly not be the case, Stix believes that Demir put it on, and a blue magical gem floated out of the jewelry, pointing in the direction of something. Shortly after the bracer was found, a group of masked individuals appeared in the town and confronted the adventuring party. The leader, who identified themselves as *SOMEONE BUT NOT THE SAME SOMEONE* informed the group that they were looking for a buried library that held knowledge beyond compare. The vulpines that used to inhabit this town were the keepers or protectors of the library and they had a way to locate it in the sands of the desert. After checking the intentions of the masked individuals, it was determined that both groups would probably work better together than separate, and decided to continue on the quest together. Eventually, they all make it to the spot they suspect the library to be buried in. Taking shifts over several days and nights, with only a handful of shovels for the groups, everyone works together to uncover the top dome of the highest point of the library and the topmost layer of windows, allowing access into the library itself. Through some careful climbing the party eventually enters, and is intercepted by a sphinx named *CHECK WITH CHRIS ABOUT SPHYNX’S NAME AT SOME POINT.* The Sphinx tells the party to leave, however, they realised one of the members sent by the Arboretum had run off. They ask for permission to find her and assure the guardian that they will not take or touch anything. The sphinx agrees hesitantly and leaves the group alone to instead track down the masked individuals who scattered into the lower levels . The main group of heroes find their companion, who is enthralled by the knowledge hidden, and asks the sphinx if she could remain as a servant of the library. Before the phone could agree there was a great rumbling. The sphinx grew angry, accusing the group of taking or stealing something from the building. They all rush down deeper and deeper to find a grand chamber with a pedestal with an ancient tome or spell book upon it. The masked individuals then ambush the main party, and combat ensues. Most of the masked individuals are apprehended, however the leader escaped with the book. The sphinx banishes the rest of the party out of the library, and it is once again buried, covered by the sands of time. &lt;br /&gt;
&lt;br /&gt;
Or so Stix thinks, recounted to the best of their memory. &lt;br /&gt;
&lt;br /&gt;
12/20- Holly Jolly Sparklemas (DM: Mercedes)&lt;br /&gt;
&lt;br /&gt;
Raegina summons the help of several members of the Arboretum to help her solve a problem in the Junkyard. Stix, who had nothing better to do, decides to answer the call, and arrives there with Delaiah, Ozmir, Ollie, Avel, and Mezzi. When the group gets to the Junkyard, they notice it looking a little different than normal. There were stockings for Cilvdy, Baftzmyr, Kicyr and Jitcwal outside of their tents and residences, trees adorned with ornaments and garland, and notably, a large pile of coal sitting at the base of Raegina&#039;s watchtower. Stix, being very confused, asks what’s going on and why the junkyard is decorated in such a way. Delaiah excitedly explains that it is a Sparklemas tradition, a gnomish holiday celebrating the birth of Garl Glittergold, and it is typically celebrated by gift giving and carol singing….and covering every inch of everything in glitter and sparkles. Raegina is less than thrilled about the whole thing, and suspects that the current redecoration of the Junkyard is due to a previously dismissed member of the junkers- Janglehop, a gnome who was absolutely fond of Sparklemas. As the group started their investigation to prove or disprove this theory, Janglehop himself appeared and ambushed the Junkyard with some of his new creations. He had build a sleigh in the form of a large mecha vehicle, and adapted some common toys into weapons of not so mass destructions. He created a Teddy Squeezum which was based off a southern Pteris legend of a bear that squeezed people to death, a clockwork dragon which Stix was thrilled to face again, an a small army of tin soldiers. Through dividing and conquering, and playing off each other’s strengths, the party was able to defeat the toyish creations and disable the sleigh. Janglehop, seeing the situation he was in, admitted defeat and surrendered. However, he didn’t go down without a verbal fight, and explained that things wouldn’t have reached this point if Raegina actually let him celebrate the holiday. The Cambrian explained that she was annoyed by his laziness the rest of the year and that he only used Sparklemas as an excuse to work and put in the initiative and effort. She reluctantly offers him a place back in the Junkers if he can promise that level of work all year round. Janglehop, grateful for another chance, gave each of the party members a Sparklemas gift. Stix got a special pirate looking hat with a large decorative feather to replace the one that Sandra ‘gifted’ him. &lt;br /&gt;
&lt;br /&gt;
2/14- Glare of the Gargoyle (Guest DM: Keller)&lt;br /&gt;
&lt;br /&gt;
A new face appeared at the Arboretum asking for help. Stix, who had nothing better to do, decided to listen to see if they could be of help. A half orc warrior by the name of Sazni explained that the Arboretum as a whole was looking to expand their trade routes and have been sending groups out to survey the surrounding lands and make treaties with the other groups that reside in the desert. She had sent three diplomats to a place called Wyrm’s Rock Pass which is under the current control of a ruthless warmonger known as “The Gargoyle.” That was nearly three weeks ago, and the diplomats had not returned, so she needs a new group to go and find out what happened to them. Stix decides to go, as they don’t mind desert travel due to their construct adjacent nature, and meets up with Razzadrog, Leonard, and Himo, as well as two new faces to the doll- Dallas, a mouse folk and Kamon, a tortle. The party travels through the desert and finds the pass, a sheer cliff with a cave entrance and a large monastery at the top. It was guarded by two underlings of the Gargoyle, which the party made quick work of. They used the very unsafe and sketchy pulley elevator to make their way up to the monastery, aptly named Scholars Rest Monastery. They were greeted at the doors by a tiefling individual calling themselves San Fortune, as well as two guards named Griff and Gruff. As the three led the party deeper into the monastery to meet with the Gargoyle,  they pass by some monks with unusually bright and brilliant green eyes who seemed to leave unusual green beetles trailing behind them and swarming in places they’ve been. As they were led into the main meeting chambers, the party encounters two other noteable individuals. A fairly renown and infamous bounty hunter named Barr Kett and a Goliath bard named Sandchèz that Dallas owed money to. Stix helped to soothe over the disagreement and paid off Dallas’ debt to Sandchèz, and even offered him a place in the Arboretum. After a bit of time passed, a very large and muscularly built earth genasi entered and addressed the party. He offered each of them 200 gold to simply leave without the diplomats and to sweeten the deal, would even allow the Arboretum passage freely through the pass. However, when pressed harder about what happened to the diplomats, the Gargoyle relents and reveals the secret of the monastery. There was a great demon that lived in the pit like basement that had already taken control of the monks when his band found the place. The Gargoyle realised that the demon sought humanoid fleshy folk to fill with its abyssal insect spawn and turn them into mindless hosts for its children to feed up and control. The Gargoyles men managed to trap the mother demon in a large pit like chamber under the monastery. However, it was also discovered the demons ooze like secretions could be transmutated with the right alchemical compounds that made it nearly indistinguishable from real gold. The Gargoyle decided then that the risk was worth the gain, the ends justified the means, and that a few sacrifices here and there were enough to warrant a nearly endless supply of gold. The party of heroes who believe in the good of the realm were not pleased by his explanation and attempted to attack him, only for the Gargoyle to open a hidden door, causing some of the party to fall down into the demon pit. A large epic battle occurred with the party split, some fighting the Brood Beetle, and some fighting the Gargoyle and his lackeys. It was long and hard but eventually the Gargoyle and the Brood Beetle was defeated. After the fight, the party convinces Sandchèz to go back to the Arboretum for work as well as the bounty hunter Bar Kett. They then return to the Arboretum with the exciting news that Wyrm’s Rock Pass was free and open for trade routes. &lt;br /&gt;
&lt;br /&gt;
2/28- The New Residents of Gryylwcul (DM: Mercedes)&lt;br /&gt;
&lt;br /&gt;
In the wake of a recent battle for the rights to a water mining town, and some negotiations behind closed doors between Hektor of the Federation and Raegina of the Junkers, Raegina comes out on top with the deed to the town. However, the formalities took some time to finalize, and as such, the town was not properly vetted. Raegina calls for some able bodied adventurers to help her clear out the previous residents and check out the mines. Stix, who frankly still had nothing better to do, and because they heard Cilvdy was going, decides to help out. They meet up with Delaiah, Ollie, Abel, Ozmir, and Dallas, and head down to the new city of Gryylwcul. Once actually in the town, the group decides to split up and check out different buildings. Ozmir finds Mad Dog, the former maybe self appointed leader of the town, who immediately caved and swore allegiance upon actually seeing the Cambrian. Ollie finds a rat folk named Feral Fast Fingers Freddie, whom they immediately befriend with their ranger abilities and gets him permanently bonded to her as a new animal ish companion. Avel finds an Alchemist plasmoid who panics upon seeing him, throws a transmutation potion, and turns him into a rather large grey frog. Stix finds a lovely musician, whom they tell about the Arboretum and their new musician friend Sandchèz, encouraging them to leave and find him to make a new band! Eventually the party sans Avel but plus Feral Fast Fingers Freddie meet back up with Raegina to go check the actual water mines. Stix finds the strange grey frog that’s definitely not a transmutated Avel, and declares it to be their friend and named it Stones. They go into the water mines, where Raegina teaches them an infernal chant to purify the water from the poison. The party then splits once more, this time into pairs to tackle each of the wells. While most of the parties fare well, some of the wells have shadow demons that spawn up from them. The party makes very quick work, especially with the help of Raegina and Cilvdy. After that, the town of Gryylwcul with some of its new miners and residents, begin water distribution for the Junkers and the Arboretum. &lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Bedlam in the Badlands]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Myconid_(Player_Race)&amp;diff=44810</id>
		<title>Myconid (Player Race)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Myconid_(Player_Race)&amp;diff=44810"/>
		<updated>2026-02-18T03:26:41Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Myconids are a [[race]] of small or medium sized plant based creatures resembling sentient mushroom folk ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase:&#039;&#039;&#039; +2 to WIS and +1 to CON, or increase one ability score by 2 and increase a different score by 1, or increase any three scores by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; There is no recorded lifespan of myconids, the oldest known being at least a few hundred years old. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Depends on the individual and the environment, but most myconids are neutral leaning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Choose between small or medium size&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; Myconids have a movement speed of 30 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Almost a Plant:&#039;&#039;&#039; You have proficiency in the Nature and Stealth skills&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spore Cloud:&#039;&#039;&#039; After you are hit with a melee attack, you can use your reaction to release a cloud of spores. Every creature within 5 feet of you takes 1d6 poison damage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mycelial Network:&#039;&#039;&#039; You can telepathically speak to other Myconids. Additionally, you may cast Speak With Plants once per day for free.&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Myconid_(Player_Race)&amp;diff=44809</id>
		<title>Myconid (Player Race)</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Myconid_(Player_Race)&amp;diff=44809"/>
		<updated>2026-02-18T03:24:54Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: A playable race for 5e inspired by fungrils and myconids&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Myconids are a race of small or medium sized plant based creatures resembling sentient mushroom folk&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 to WIS and +1 to CON, or increase one ability score by 2 and increase a different score by 1, or increase any three scores by 1.&lt;br /&gt;
&lt;br /&gt;
Age: There is no recorded lifespan of myconids, the oldest known being at least a few hundred years old. &lt;br /&gt;
&lt;br /&gt;
Alignment: Depends on the individual and the environment, but most myconids are neutral leaning.&lt;br /&gt;
&lt;br /&gt;
Size: Choose between small or medium size&lt;br /&gt;
&lt;br /&gt;
Speed: Myconids have a movement speed of 30 feet.&lt;br /&gt;
&lt;br /&gt;
Almost a Plant. You have proficiency in the Nature and Stealth skills&lt;br /&gt;
&lt;br /&gt;
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
Spore Cloud. After you are hit with a melee attack, you can use your reaction to release a cloud of spores. Every creature within 5 feet of you takes 1d6 poison damage&lt;br /&gt;
&lt;br /&gt;
Mycelial Network. You can telepathically speak to other Myconids. Additionally, you may cast Speak With Plants once per day for free.&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=First_Light&amp;diff=43939</id>
		<title>First Light</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=First_Light&amp;diff=43939"/>
		<updated>2026-01-02T03:31:20Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: Created page with &amp;quot;First Light is a CR holiday, primarily celebrated in Osugboan cities. It is a celebration of the new calendar year, where companies or influential individuals sponsor parties and galas.   === About: === First Light is celebrated on the last day of the calendar year, past midnight, and into the first day of the new calendar year. It is celebrated fairly widely across Quelmar, but the largest celebrations are in Osugbo, with the most famous in Newfaire. It is celebrated wi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First Light is a CR holiday, primarily celebrated in Osugboan cities. It is a celebration of the new calendar year, where companies or influential individuals sponsor parties and galas. &lt;br /&gt;
&lt;br /&gt;
=== About: ===&lt;br /&gt;
First Light is celebrated on the last day of the calendar year, past midnight, and into the first day of the new calendar year. It is celebrated fairly widely across Quelmar, but the largest celebrations are in Osugbo, with the most famous in Newfaire. It is celebrated with a night of partying, with large elaborate galas. Corportations, companies, or wealthy individuals will sponsor these galas, typically reserving large buildings, manors, or event spaces around the cities. They are filled with food, alcohol, and live entertainment. At some of the more prominent parties, people of importance, such as celebrities or government officials will make appearances or speeches. Attendees typically wear nice formal wear, prioritizing shine and sparkle. During the night, normally around midnight, everyone gathers outside to witness ‘First Light’ - an Aurora Borealis like phenomenon that lights up the sky. It’s often followed by fireworks, noisemakers, and other celebratory instruments.&lt;br /&gt;
&lt;br /&gt;
=== History: ===&lt;br /&gt;
The ocular aberrations were first observed in early PR era, and was later scientifically explained as a result of the Fracturing of the Weave. The resulting magic manifests once a year when the remnants between the planes are the thinnest, resulting in the arcane energies manifesting in the visual borealis in the sky. Most people interested it as a symbol of rebirth, and going into the New Year as a ‘new person’ with different goals and motivations to work towards.&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Rowan&amp;diff=42879</id>
		<title>Rowan</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Rowan&amp;diff=42879"/>
		<updated>2025-11-09T03:27:58Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: Created page with &amp;quot;{{Infobox_character|affilliation=affiliation|name={{PAGENAME}}|image=image.jpg|caption=caption|relatives=relatives|languages=languages|alias=“Wowan”|marital=marital status|birthPlace=birthplace|deathDate=deathdate|deathPlace=deathplace|species=Faun|gender=|height=height|weight=weight|eyes=eyes}}  &amp;#039;&amp;#039;&amp;#039;{{PAGENAME}} &amp;#039;&amp;#039;&amp;#039;is Faun Executioner Assasin in the Daggerheart Campaign Red Rranos.  == Physical Appearance == Describe your appearance. Eye color, height, weight, hair c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=affiliation|name={{PAGENAME}}|image=image.jpg|caption=caption|relatives=relatives|languages=languages|alias=“Wowan”|marital=marital status|birthPlace=birthplace|deathDate=deathdate|deathPlace=deathplace|species=Faun|gender=|height=height|weight=weight|eyes=eyes}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is Faun Executioner Assasin in the Daggerheart Campaign Red Rranos.&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Describe your appearance. Eye color, height, weight, hair color, particular clothing items, scars, tattoos, etc.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Is your character social? A drunk? Laid back? &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
A brief history of your character&#039;s life.&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Examples include Common, Elvish, TwitchTalk, Thieves Cant, or French&lt;br /&gt;
&lt;br /&gt;
== Powers and Abilities ==&lt;br /&gt;
You don&#039;t have to give it all away. Just let us know what you&#039;re known to do in battle.&lt;br /&gt;
&lt;br /&gt;
== Attacks and Weapons ==&lt;br /&gt;
Your favorite weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=42279</id>
		<title>Stix</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=42279"/>
		<updated>2025-10-14T20:14:19Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Adventure Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=Stix|image=stix.png|caption=|relatives=Farina Diablos (Former Owner)|languages=Common, Sylvan, Elvish, ???|species=Stitched (Doll)|gender=Doll (They/Them)|height=Around 1ft tall|weight=10 oz}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is [[The Stitched (Player Race)|cornhusk doll]] warlock for the community campaign [[Bedlam in the Badlands]]&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Stix is a very short fellow, standing at just around a foot tall. This may seem unusual until one remembers that they are just a cornhusk doll. They don’t have ‘skin’ the same way fleshy mortals do, and are instead constructed by dried leaves and husks of the maize variety. Most of them is a dry, dusty tan color, sometimes shifting darker or lighter as is the nature of organic material. However, if the light catches them just right, their appendages and face plate seem to have an otherworldly glow and sparkle to it. They do have a face, contrary to popular belief, with eyes and an a mouth, both seemed to be etched into the husk that makes up their head. Stix also has a metal locket around their neck, a design etched into the lid of flowers from another place and time. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Stix is still finding their place in the world and learning what it means to be alive. As such, their personality is evolving and changing. Typically, they are fairly direct and a bit blunt. Most questions they will answer with the barest amount of information possible. They tend to keep crucial details about themself a secret, and are largely distrustful of others, especially those whom they have just met. Whether this is from the large amount of isolation they found themselves in after being kicked out of their previous home, or the fact that the master of the previous home was a black market witch is remaining up for interpretation. They have a largely nonchalant approach to life, and while they seem hard to please or upset, that also comes with being hard to disappoint. As they are newly awoken, they lack a decent moral sense of right and wrong. However, much akin to other awoken dolls and puppets, Stix does have an outside voice to guide them. When described to other people, it was largely agreed that it was Stix’s conscious, a presence occasionally in their mind to guide them on a ‘good’ path.   &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Stix began their life as a simple cornhusk doll. Truly and irrevocably, a doll. Stix the not yet awoken cornhusk doll was gifted as payment to a witch. The ‘great’ witch Farina Diablos received it in payment from some poor schmuck in one of the Federation cities from one of her less than legal deals and services she often provided. Stix stayed in her possession as a simple doll, until one day, Farina may have gotten a little too tipsy, and boasted a little too loud about her magical abilities. Her grave mistake that would eventually cause the start to Stix’ life was explicitly stating that she was more powerful than the gods themselves. One god in particular took great offense to this. To have some fun in the material plane and prove their magical prowess, they gifted Stix life! At first, this was not the worst outcome to the witch. She essentially got a free minion to take onto jobs and send on errands. And Stix found purpose in being useful. That was, until their fragile arrangement cracked when Stix, at a mere few weeks old, accidentally lit a potion bottle on fire with their own arcane power. Farina was so upset that a simple cornhusk doll could be more magically adept than her, she cast Stix out to fend for themself. Since then, Stix has been wandering the desert, looking for new adventures and opportunities.&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Due to exactly who gifted Stix life, they know some strange languages for a cornhusk doll in the middle of the deserts of Pteris to know, including Sylvan and Elvish. Additionally, with living with a witch who worked within the perimeters of the Federation, Stix also picked up on ???. They also know Common, as is the basis of speech and communication on the great planet of Quelmar. &lt;br /&gt;
&lt;br /&gt;
== Powers, Abilities, and Combat Preference ==&lt;br /&gt;
Stix is a warlock, gifted innate magical and arcane ability from an unknown to them deity from an otherworldly plane. They can occasionally speak to them, whom Stix simply calls their conscious, as they have no other real grasp as to what the voice in their head is or can be. Their magic typically runs hot, with a natural proclivity to fire based spells and abilities. They also possess a locket that they &#039;woke up&#039; with, that transports them to a private chamber to relax and recharge in. Additionally, Stix also has a small collection of small fire burnt skulls they can lend out to their associates to grant them aid as well. Being a small and squishy guy, in combat they prefer to stick to the back lines and sling long range spells, and let the larger and more physically apt adventurers take the front line. However, if there is a big and strong ally nearby, Stix is not ashamed to ask for a ride for more protection and a better vantage point. &lt;br /&gt;
&lt;br /&gt;
== Adventure Log==&lt;br /&gt;
9/6-  Sparkburn, Smash, &amp;amp; Cleave (MegaGame Table 1, DM Mercedes) &lt;br /&gt;
&lt;br /&gt;
Stix, still a relative newcomer to the Arboretum without too much to do, looked for at least one familiar face when trying to figure out what mission they wanted to set out on. Seeing Delaiah make a beeline for the scrap yard, Stix decided to tag along and head out that way. On the not so long walk, Stix didn’t understand why everyone was so fascinated with them. They were just a simple cornhusk doll after all. Alas, many of the other adventurers, namely Cae, took a particular interest in them. After most definitely not avoiding questions by answering in half truths and being carried most of the way, Stix, along with the other adventurers, made it to the scrap yard. Raegina was waiting there with three of her goons, with a task for the group- to test three of her new battle golems, particularly in their combat skills. Fortunately for the group, however unfortunate for the junker queen, the initial test was over fairly quickly, the ragtag party victorious over the constructs. Raegina, supremely displeased with her minions, then pits the party against each other and them with a battle to build off. Stix got separated from their friends, and got put on a team with Himo and Raazdrog. However, this proved to be advantageous, and their bot, re christened as Sparkburn, came out victorious! The high of the win was short lived though, as word quickly spread that there was an attack on the Arboretum. &lt;br /&gt;
&lt;br /&gt;
9/6- Addressing the Olliphant in the Rig (MegaGame Table 2, DM Mercedes) &lt;br /&gt;
&lt;br /&gt;
The party rushed toward one of the major entrance ways for the Arboretum, nestled in the roots of the giant tree. However, they were stopped in their tracks by a large undead Olliphant, who t-boned the war rig, completely turning it over and causing quite a bit of damage. Raegina beheaded the olliphant in retaliation. She then ordered the  crew to fight the demons and create safe passage to the Arboretum. According to the great voice in the sky, the fought against Pustuloids, Capra demons, Incultis and Lesser Rage demons. After the coast was clear, the adeventurers worked together to clear the entrance of the olliphant carcass. They then spent some time practicing their new harvesting skills on the fresh demonic corpses. Not all good things last, however, as a resounding boom is heard from the Arboretum. In the fray, the conservatory housing the arcane was destroyed, sending out a wave of wild magic, and causing a last bit of chaos for the fight.&lt;br /&gt;
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9/24- WereVultures by Night (DM Chris)&lt;br /&gt;
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Stix was summoned along with Delaiah, Davin, Dee, and two other familiar faces, Raazdrog and Leonard by Suki, who identified herself as a healer for the Arboretum, and also runs the Casino in the Federation. She introduced the crew to an escaped Shend prisoner named Brandran who was driven to madness from his imprisonment, mumbling about bugs and bats. Suki assigned the mission of escorting Brandran to the Federation HQ and delivering him to Hektor, the leader of the Federation himself. She also provided two horses with carts, one filled with water for the 7 day trek and one to help transport Brandran. For the most part, the first 3 days went fine. The group hunted for food and kept an ample look out. However, on night 3, during watch, some vultures were noticed circling camp. In the morning they were still there, and Delaiah pointed out that it might signal to other caravans that we were also out in the deserts. Davin managed to shoot them both out of the sky, and the party continued on the way towards the mountains. In the middle of the fourth night, the camp was attacked by several more vultures, two large vulture creatures, and four foul smelling sand worms. Stix immediately shoved Brandran into their locket to keep him safe from the adversaries. It succeeded in that goal, but caused most of the enemies to then hone in on the doll.  The crew fought quite well, warding off pecks and scratches from the vultures and the larger bird creatures, and withstanding the  poisonous gas from the worms. However, Stix did eventually go down, and Brandtran was expelled from the necklace. At that point, the two larger vultures shifted into personoid forms, revealing their nature as werevultures. They claimed Brandran as theirs, and tried to take him back. They were stopped by multiple grapples and attacks from the party, downing them and the rest of the creatures. It was also revealed that Brandran is a shifter as well, and all three perpetually heal themselves. In the end, the crew tied all three of them up, and brought them to Hektor for questioning. He thanked the group, and arranged for a safe caravan back to the Arboretum. &lt;br /&gt;
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10/14- Tracking Demons 102 (DM Mercedes) &lt;br /&gt;
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Stix heard about a new mission headed up by Baftzmyr and showed up to the Junkyard. They met up with some familiar faces, Himo and Raazdrog there, as well as Steady Wind. There were two new faces as well- Ozmir, who Stix hadn’t seen around the Arboretum at all, and Koro, whose path always seemed to just miss the doll. The six of us get to the Junkyard, where Baft was waiting for us. She explained that there is a very large demon creature that’s stuck in the sand someplace west of the Junkyard. Shortly after, the party headed out into the desert. They were adventuring out for a couple of hours before Baft spotted some rippling in the sand. It became appearant fairly quickly that it was another kind of dretch, which were the sand swimmer creatures Stix fought with the WereVultures. However, these ones looked different and were mutated in some way. Stix was the first who realised this when Sparkburn punched one, and the fire damage the bot was enhanced with healed the dretch instead. Koro rushed up and dispatched it pretty easily, and Raazdrog and Stix noticed the rest of the dretches running away. The group followed them to find a rather large crater in the ground. Baft then offered the group a large oragami pig bomb, who Stix then volunteered to carry it to the edge, drop the bomb in, and run away. The bomb went off, causing a large wall of force and sand to push over the party. After the dust settled, a few rushed up to the edge, to see in the middle of the crater a large demonic creature. Baft informs the party that this was the Baron of Filth. It used the lantern on his chest to shoot coils of magic and energy at us with differing effects and As the fighting really got started, the ‘Baron’  summoned more of those mutated Dretch things to just cause more complications to the fight. Additionally, anytime the Baron struggled or tried to free himself, the sands shifted, causing a sandslide down the crater to the large monster. Most of the fight consisted of the group attempting to hurt the Baron while picking off the dretches and doing their best to avoid falling into the crater. However, some of the group decided to willingly slide down into the pit and face him head on. Unfortunately, this caused Koro and Dee to both get knocked unconscious and Himo to get buried in the sand. The adventurers did manage to hit the Baron enough to down him, however, that caused the lantern in his chest to overload, causing a massive fireball explosion, which resulted in some of the party being hit with both flames and sand. It took a few minutes to recover everyone and heal back up to standing.  The group then took some time to scrap the Baron for some components before making the way back to the Junkyard and Arboretum to report about the mission. &lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Bedlam_in_the_Badlands/Player_Recaps&amp;diff=42278</id>
		<title>Bedlam in the Badlands/Player Recaps</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Bedlam_in_the_Badlands/Player_Recaps&amp;diff=42278"/>
		<updated>2025-10-14T19:58:49Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: Summer of Session 10/14 by Stix&lt;/p&gt;
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&lt;div&gt;{{Worldbuilders}}&lt;br /&gt;
Players document their characters&#039; experiences in the Badlands here.&lt;br /&gt;
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&amp;lt;small&amp;gt;Please remember to link significant people and places to their associated wiki pages when appropriate. (The visual editor tries to do this automatically.)&amp;lt;/small&amp;gt;&lt;br /&gt;
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See [[Bedlam in the Badlands/The Story So Far|The Story So Far]] for the DMs&#039; session overviews.&lt;br /&gt;
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=== Session 1: Kickoff Megagame - New Place, New Identity, and New Dream with an old scar of redemption  ===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;PCs: [[Himo Nilo]],[[Raazdrog]], [[Stix]], [[Delaia]], [[Demir]], [[Caesana]], [[Jynx]], [[Leonard]]&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;NPCs:[[Bedlam in the Badlands/NPCs|Raegina]],Baftzmyr, Kicyr, Cilvdywutc&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Significant events:&#039;&#039;&#039; [[Himo Nilo]] has just arrived at the junkyard. It has been months of traveling alone with the hope of improving himself. Sweat constantly drips off his forehead as he is not used to this area. He received a letter from his contact arboretum asking for new hires and who goes by the name, &amp;quot;The Chairman.&amp;quot; He left for the Arboretum, has been on the road since, and doesn&#039;t know anything. After all, he was given only a description of [[Bedlam in the Badlands/NPCs#Raegina|Raegina]], her cohorts, and had no tools. He scraped the money he could and went over to the junkyard putting everything he could on the line just for the security of a little bit of breathing room. He watched Grind,Smash, &amp;amp; Cleave with great intent because he has never seen functioning robots, but sharpened himself when he realized he was fighting them. Attacking the robots, he realized they explode on death. He let instinctual training kick in and just kept throwing his dagger at Grind, Smash then Cleave. Adrenaline still rushing, he learned how to scrap creatures, but not that he was good at it. At least now he could possibly gather parts he needed to jerryrig what he wants. When he got the chance to improve Grind, he attempted two things to make it better. The first is he tried to increase the accuracy of the attacks, but as he worked on it, he got really nervous and fumbled with arm, almost removing it entirely. He barely improved it and attempted to improve the armor but proved impossible since he had no effect means of attaching parts wile casting mending. [[Stix]]  meanwhile, made the saw light ablaze whenever it swung to attack, and [[Raazdrog]] managed to add a ranged weapon to it. He did have two really great ideas that both of them liked. The first is he renamed Grind to Sparkburn. The second is he built off of Raazdrog&#039;s idea to give a voice. Raazdrog gave it &amp;quot;I am fire. I am death.&amp;quot; to repeat while fighting enemies. Himo added to that by having it also repeat &amp;quot;Feel the Spark. Feel the Burn!&amp;quot; When [[Bedlam in the Badlands/NPCs#Raegina|Raegina]] offered a wager for the best bot created, she gave everyone 10 additional GP and Himo bet seven of that ten on Sparkburn, and the other three went to Cleave. Sparkburn ended coming out on top and he made 31 GP out of that and Raazdrog&#039;s got 35 GP. Raazdrog&#039;s managed to convince Himo to give Stix 10 GP from both of us since they helped improve Sparkburn, to which Himo agreed and almost seemed relieved that Raazdrog&#039;s prompted him to do it. When the horn was blasted, Himo immediately got on the war rig and started repairing Sparkburn. When they got to an entrance of the Arboretum the war rig was flipped onto its side by an Oliphaunt. He managed to catch himself landing and immediately tried to help others up but it wasn&#039;t enough with his one hand. While fighting, Himo climbed on the war rig while it was on its side to get a clear vantage point, and saw the scale of this invastion for the first time. He focused hard on the Capra hard and got off the war rig when he was told by [[Bedlam in the Badlands/NPCs#Raegina|Raegina]] to get off. After cleaning up the Pustuloids, Capra Demons and Lesser Rage demons, a massive wave of wild magic energy was released. When the fight had ended, all spellcasters were spent including Leonard who saw the Rig get rammed into its side and decided to help out. [[Delaia]] and [[Raazdrog]]&#039;s defender were severly injured, and realization dawned on Himo when he knew that the conservatory was desroyed.  A few more demons were picked off while they were trying to flee, and while people were talking about uniting, Himo only thought of one thing. Using the very tool that turned his life into a living nightmare; Explosives&#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
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===Session 1: Kickoff Megagame - Trading Route Troubles + Aggression From Above: Koro&#039;s Account===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Amanda&lt;br /&gt;
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&#039;&#039;&#039;PCs:&#039;&#039;&#039; [[Pryderi]], [[Silgr Þyrikk]], [[Chanterelle Viscaryn]], [[Davin Dunefoot]], [[Rhogar Dreel]], [[Rimsa Pavdad]], [[Koro]], [[Demir Malchan]], [[Lincoln &amp;quot;Toots&amp;quot; Whiterock]], [[Pearl Dust]], [[Larry]]&lt;br /&gt;
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&#039;&#039;&#039;NPCs:&#039;&#039;&#039; Lord Pavan, Swordmaster Krispin, Tradesman Kareek, Stanley the monitor lizard&lt;br /&gt;
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&#039;&#039;&#039;Significant events:&#039;&#039;&#039; Jeez...this place is insane. I guess the multiple sulfurous explosions originating from Hell Circles should&#039;ve maybe tipped me off to that, but I figured I could avoid all that craziness if I just did what I&#039;ve &#039;&#039;been&#039;&#039; doing this whole time! Simple job got served up on a silver platter from Duke Solon: escort duty of some goods and traders heading into Fed territory, easy peasy; been doing that type of thing for a while before coming to the Arboretum and never ran into any trouble that couldn&#039;t have been solved by standing around and looking tough. I assumed it would be more of the same this time around, just with more company than usual, and certainly better than getting served up as a punching bag against the Scrappers&#039; war machines. It was a fairly sized convoy: couple camel-drawn carts and some horses to carry the lord Pavan and his bodyguard Krispin, the trade envoys at the head of the small group. There was one cart that seemed more important than the others though. Drawn by a large monitor lizard named Stanley, the mystery cargo remained covered by thick tarps at all times, and the driver, Kareek, was not forthcoming about its contents either, despite Pryderi&#039;s inquiry. With the last thing that, at the time I thought, would make the job somewhat interesting firmly drowned in secrecy, I decided to settle in for the long haul...but that&#039;s when it all went to hell.&lt;br /&gt;
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Davin, a bow wielding halfling draped in the garb of one experienced in desert living, extended his senses into the distance searching for threats...and pinpointed a group of shadowy figures ahead of us. He was able to ascertain that the figures were no ordinary desert travelers, nor normal animals native to the dunes, and so we decided on a defensive approach. Unloading the carts of the wooden barrels and boxes, we fashioned a rough defensive perimeter of carts and containers, keeping what traders and animals we could within the circle. They were upon us not long after we finished setting up...these...&#039;&#039;things&#039;&#039;, they looked like dogs but ones that had been...&#039;&#039;&#039;melted&#039;&#039;&#039;. They flung themselves at us, tearing apart the animals first, but swiftly moving on to the traders if they had an opening. It seemed like they barely felt the impact of our attacks, I&#039;m not convinced they could even feel pain. I was struggling to even hit them with my sword...probably because it was too...uh, short! Yeah, it wasn&#039;t a longer blade like the ones I was used to wielding, just the one I was able to steal from back east...yeah that&#039;s probably it, probably should&#039;ve gotten around to replacing it sooner. I saw Pavan&#039;s bodyguard, Krispin, struggling to hit with his sword as well. His blade wasn&#039;t curved like the ones I preferred, but the length was right, I wondered if there was a way I could get it from him...but that would have to come after the battle. There was a larger hound leading the pack, cloaked in shadow and radiating heat, and it spewed a great beam of lava across Rhogar&#039;s body and many of the containers behind him; seemed like it nearly killed him on the spot. Oh, also forgot to mention that Stanley and the cart he was hitched to took off into the desert as soon as the hounds appeared, some help he was! A couple of the other animals got spooked too, but some members from our little troupe were able to round some of them up in the middle of the battle so we wouldn&#039;t be stranded if we survived. It was anything but easy, but eventually we were finally able to take out all the hounds. The traders had taken some casualties despite our efforts, but we didn&#039;t even have a second to catch our breaths before a flare shot over the horizon from the direction we had come from: [[the Arboretum]] was under attack. Pavan told us to forget the goods and to immediately hop on a cart and head back to assist. We did as we were told and were swiftly pulled back towards where we came. (Was able to convince Krispin to trade swords though with Pryderi&#039;s assistance, score! Not actually sure if the sword I gave him will serve him well, but I&#039;m certainly happy to be rid of it. Only wish the old man could&#039;ve been here so I could look him in the eye as I discarded it, good riddance).&lt;br /&gt;
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Arriving at the Arboretum we saw a nightmare: demons flooding every inch of the place, inside and out. Everywhere you looked you could see a battle; metal hitting metal, claws rending flesh, it was chaos all over...except for one place. Above the very top of the massive tree was seemingly a dark cloud that upon closer inspection, was revealed to actually be a swarm of countless flying demons, seemingly targeting the defenses mounted atop the Arboretum. Pavan urged us to be the ones to rush to meet the swarm and keep them from assisting their grounded allies. My mind immediately told me it was impossible, but for some reason my feet followed after the group. Our druid, Rimsa, ran off to join another part of the battle, and a tiefling named Demir joined up with us during our ascent. At the top, we split up to try and cover more ground, and at the start it seemed like it was going to be alright. A large, feathered demon seemed to be leading its brethren up there, but Silgr was able to send it careening down the side of the tree by somehow freezing it in midair with a flash of one of his runes. He and Rhogar were able to get Pavan and Krispin to one of the ballistae while Chanterelle, Pryderi, Demir, Davin, and I were able to start carving a path towards the double shot ballista...but our success didn&#039;t last. The smaller demons would come in waves; they could swoop and slash at us and be repositioned in the air before we could get a swing on them. I found myself wishing for a bow in my hands again, but it seemed even our allies with ranged abilities were being torn up. Even worse, the feathered demon had seemingly broken free of Silgr&#039;s rune before it hit the ground and was rapidly ascending back up the side of the tree. One by one we began to get knocked unconscious, I myself would&#039;ve likely fallen from the tree after a particular claw strike hit me hard if it wasn&#039;t for Chanterelle and Pryderi...it wasn&#039;t looking good. Additionally, a loud boom rang out from below us, and a violent quake shook the tree. Soon after, the cloud of demons above us began to dissipate, seemingly having completed the objective they came for (which I later learned was the destruction of the Arboretum&#039;s magical forge), but it seemed like the ones engaging us were still keen on wiping us out. I&#039;ll admit, I wasn&#039;t sure how we were going to make it out of there, but then, from the southernmost side of the tree, two literal bears that had scaled the entire height of the Arbotetum, one bearing a lizardfolk in wizard robes on its back, crested the top of the battlements and began laying into the demons. After realizing the new arrivals were on our side, our group was also able to rally and wipe out the demons before they could destroy the two remaining ballistae. The feathered demon appeared briefly, but it too followed its departing brethren away from the Arboretum.&lt;br /&gt;
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The rest of the day was a blur. I remember bits and pieces of a big speech about the three factions banding together to restore the Arboretum and defend its denizens from the demonic forces that had made themselves known, but my body&#039;s aches seemed to distract my mind from fully comprehending it. And while this was a victory, I was left to wonder just what on [[Quelmar]] I had gotten myself into...&lt;br /&gt;
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=== Session 3: WereVultures by Night (As Told by Stix)  ===&lt;br /&gt;
&#039;&#039;&#039;DM: Chris&#039;&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;PCs: Davin Dewfoot ,[[Raazdrog]], [[Stix]], [[Delaia]], Steady Wind,  [[Leonard]]&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;NPCs: Suki, Brandran, Hektor&#039;&#039;&#039;&lt;br /&gt;
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I’m not really sure what I’m supposed to write here. I was told to keep a log of the missions we’re sent on, so that’s what this is, I guess. I (Hi, I’m Stix) was summoned along with Delaiah (I really can’t seem to escape her), Davin, Dee, and two other familiar faces, Raazdrog and Leonard. We were taken before Suki, who said she’s the de facto healer for the Arboretum, and also claims she runs the Casino in the Federation? I heard of people ~~and she who mustn’t be named~~ talking about this ‘Casino’ concept and gambling. Suki said she’d teach me, so I guess I’m going to learn how to gamble at some point. She also gave us our mission- to escort an escaped Shend prisoner named Brandran to the Federation HQ and deliver him to Hektor himself. I brought up the fact that it might be unsafe and the whole madness thing might be an act and he might be a double agent. The rest of the party was mostly concerned about getting paid and what to name our horse companions (A and B, Incase whoever is reading this is wondering.) We were told it would be a 7 day trek if we paced ourselves accordingly. And the first 3 days went fine. On night 3, as I kept watch, I noticed some vultures circling our camp. In the morning they were still there, so I pointed them out to the crew. Delaiah actually said something smart, and pointed out that it might signal to other caravans that we were also out in the deserts. Davin managed to shoot them both out of the sky, and we continued on our way. And everything was fine. Until the evening. In the middle of the night, we were attacked by several more vultures, two large kinda vultures, and four foul smelling sand worms. Thanks to Delaiah knowing some weird hell’s language, we were able to figure out that they were after Brandran. I immediately shoved him in my locket to keep him safe, which was both a great and terrible idea. It kept him safe for several rounds of combat, but caused most of the adversaries to target me, and, being just a doll, it didn’t take much to get me out of the fight. From what I was told, the two larger vultures turned out to be were shapeshifter vultures, and Brandran is one of them as well. From what my party members could surmise, they wanted to take him back to the Shend? Maybe? At some point, I was woken up, and we finished off everything that was left. However, the were vultures kept healing themselves no matter what we tried. In the end, we tied all three of them up, and brought them to Hektor for questioning. He thanked us, and arranged for a safe caravan back to the Arboretum. &lt;br /&gt;
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===Session 5: Bombs (and how not to make them) 101: Koro&#039;s Account===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Mercedes&lt;br /&gt;
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&#039;&#039;&#039;PCs:&#039;&#039;&#039; [[Syl]], [[Ollie Ollivine]], [[Glorivesh]], [[Koro]], [[Mizuka]], [[Avel]]&lt;br /&gt;
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&#039;&#039;&#039;NPCs:&#039;&#039;&#039; [[Bedlam in the Badlands/NPCs|Raegina]], Baftzmyr, Kicyr, Cilvdywutc&lt;br /&gt;
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...I really should listen to my gut when it gives me a bad feeling about something. I mean, I guess I was for a while; I knew doing jobs for the Scrappers was a death wish more often than not, but after that fight on top of the Arboretum, after needing to be saved from certain death by others because I couldn&#039;t keep up with those demons...somehow all the &amp;quot;training&amp;quot; I suffered through wasn&#039;t enough. I thought I needed to be challenged more, I know I have what it takes I-I&#039;m probably just rusty after all this time...yeah, that&#039;s probably it. For some reason I thought the best way to shake the rust off was to take a job for the Scrappers. Apparently their home base, the Junkyard, was infested with pests, seemingly some demons that retreated from the battle at the Arboretum. I figured this would be a great way to get my groove back: fighting some lower strength demons who can&#039;t just fly away after they get their cheap shots (still need to find a longbow somewhere), sounded like a cakewalk...and that, of course, is where I was mistaken.&lt;br /&gt;
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Not only did we have to walk hours through the desert on foot just to get to the Junkyard, exhausting half of us before any fighting even began, but after arriving we were &amp;quot;recruited&amp;quot; by a woman named Cilvdy to make some...questionably designed explosives that would apparently draw the demons out of their hiding places within the piles of junk. Oh, I guess I should also mention who else was on this job. Syl was the only one I was previously acquainted with; they were apparently cleared for this mission by their boss, so we didn&#039;t have to worry about any demotions...hopefully. There was an elf named Ollie who had a giant frog companion, a scarred and tattooed elf named Avel, a vulpine performer named Mizuka, and a sorcerer named Gloria who&#039;s human...I think. Cilvdy set us up in a crude assembly line and we got to work, seemingly not really having a choice. Even though I was exhausted from travel, I was able to pick up the presence of someone watching us from afar; Raegina was here, and she was observing our group&#039;s progress. The only other people present for the show that was about to commence were Baftzmyr; a masked figure with an ornate headdress, and Kicyr; a half elf with a boisterous personality, both of whom seemed to be slightly antagonistic towards Cilvdy, though it seemed that she herself was none the wiser to this.&lt;br /&gt;
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There really isn&#039;t any other way to say this: we couldn&#039;t stop blowing ourselves up. Or more specifically, we couldn&#039;t stop blowing up whoever was unfortunate enough to be at the end of the assembly line. I was at the first step, folding the origami that would act as the casing for the explosive, so I was out of harm&#039;s way, and I was perfectly fine to stay there until we were done, as some of our group sustained some substantial damage from these misfires. I was convinced that more harm would be done to us doing this process than during the actual combat with the demon pests, but as is seemingly becoming more and more common these days, I was incorrect.&lt;br /&gt;
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After equipping us with the bombs that we were able to successfully construct, we were finally allowed to head out into the Junkyard to clear out the demons. As we were fanning out trying to find suitable locations to throw our bombs, I climbed to the top of a junk pile to try and get a better look at the surroundings, and that&#039;s when this demon...chicken...&#039;&#039;thing&#039;&#039; jumped out at me. It didn&#039;t have a head, but instead it&#039;s neck just ended in this huge mouth, I&#039;m not even sure it had eyes so I don&#039;t even know how it could see me...it was disgusting. I scarcely had a chance to draw my blade to retaliate before the chaos erupted. I heard explosions as the rest of the group began throwing their bombs, drawing out more of these poultry-like creatures, but also these huge writing leeches that accompanied them. I saw one take a chunk out of Syl&#039;s hood and just, &#039;&#039;dig&#039;&#039; into them. From my high vantage point, I could see this same thing happening to many other people in the group as well. Even when the leeches were killed the wounds they left would just &#039;&#039;gush&#039;&#039; blood uncontrollably, it was a scene out of a nightmare. Just like at the Arboretum, I had no focus when faced with these monsters; there was no calm threat assessment or confident show of force, panicked instinct took over. I remember rushing to Syl and trying to carve a path through the demons to give them some breathing room. I remember sprinting over towards Avel and Gloria and all I could see was red, just...blood everywhere. I remember slashing away at a group of three leeches that were latched onto Ollie and her frog, as well as Mizuka, our only healer. I think that was when it went quiet, and my senses returned to me. I heard no more otherworldly screeches or growls, only the soft hum of Mizuka&#039;s harmonica as she used her healing magic to stop the wounds of those who were still bleeding, it was over.&lt;br /&gt;
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The happy-go-lucky CIlvdy came to congratulate us and showed us how to harvest materials from the creatures&#039; corpses. I couldn&#039;t really focus on that though, my eyes were drawn once again to Raegina, who seemingly hadn&#039;t taken her eyes off us the entire time. Kicyr was with her this time though, and the cambion handed her lieutenant a bag of gold, still never taking her eyes off of us. I guess our performance was acceptable to her, but somehow the passing thought of a scenario where she wasn&#039;t filled me with more dread than any of the bloody scenes I witnessed today...&lt;br /&gt;
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==== Gloria&#039;s account ====&lt;br /&gt;
I took the job with the scrappers for a few reasons: first, it was the first thing that popped up after the attack on the arboretum that I could help out with between putting my own accomodations back together and helping with the conservatory. Second, it gave me a way to get back in touch with Baftzmyr and Kicyr to see if I could figure out if there was room for friendship or anything else there, or if I&#039;d poisoned the well a bit. Third, it gave me a chance to contextualize several of the people I&#039;ve been meeting around the place, like Gobbo Greenskin. I needed a sense of where they&#039;re coming from to really be able to know if there&#039;s something I can do to help, or something I can tailor my performances to. And finally, I wanted to get my hands a little dirty and deal with some of the demons that started all this chaos. Good news: mission accomplished on all counts. Bad news: I&#039;m apparently not very good at building bombs, and pretty fragile when it comes to fighting demon leeches. But that&#039;s getting ahead of myself.&lt;br /&gt;
&lt;br /&gt;
First off, we had to walk out there. It takes a few hours by foot, and the sun is punishing. Skin feeling cold and clammy to the touch of most people doesn&#039;t mean I don&#039;t sweat or overheat, but I managed it better than several of the others. Probably might help if someone sold parasols or other desert gear. Worth checking into later, if these sort of excursions become a regular thing. From that point we met with the lady lieutenants of the scrap heap: Baftzymyr, Kicyr, and Cildywutc just &amp;quot;Cilvdy&amp;quot; seems to be her preference. The first two &#039;&#039;definitely&#039;&#039; sort of hate me still for the time being, and the latter was most interested in getting us to build paper bombs filled with black powder. &lt;br /&gt;
&lt;br /&gt;
The goal was to fold the bombs, fill them, and then dip the finished product in hot wax with a fuse that could be easily lit and thrown to flush out the demons that were hiding around the various scrap piles. Cilvdy walked us through the steps and we each took a station. I &#039;&#039;thought&#039;&#039; that with my musician&#039;s steady hands, I&#039;d be a good fit for the final step, and because a lot of the others were exhausted, it seemed dangerous to put them there. Turns out, I&#039;m at least as prone to explode as anyone else. After barely managing to avoid maiming my hand by bodily throwing myself into the explosion of one bomb, we switched things up. Syl and Koro insisted on switching places with me, and I had absolutely no objections at that point. And now I have a distinct fear of losing digits when handling explosives, so I&#039;m going to try to never have to do that again if I can help it. Mizuka and Avel were both a really big help during the bomb-making too. It&#039;s interesting how their magic differs from my own, and it might be worth looking into studying the approach at some point in the future after I figure things out with V. &lt;br /&gt;
&lt;br /&gt;
After we got the bombs together, we took a bit of time to recuperate. I&#039;m pretty sure I&#039;m the one who needed that the most, but I wasn&#039;t the only one to suffer an accidental explosion, so maybe we all needed it. Anyway, we went out to the junkyard and spread out to deal with the pesky demons (demon pests?). As were were just getting set up to start lighting bombs, Koro got attacked by a couple of the beasts that were hiding on the scrap he climbed on top of. Very quickly from there, all the hells (or I guess the Abyss) broke loose. There were maybe two dozen of these monsters: nasty demon leeches that could stick to you and keep you bleeding without magical healing to staunch the wounds, and these hideous... meat chickens. Which, yes, chickens are meat animals already, but believe me, these things were just &#039;&#039;awful&#039;&#039; looking. No feathers, just like fleshy monstrosities. I do not recommend trying to eat one. &lt;br /&gt;
&lt;br /&gt;
Things got a little hectic in the fight. Cilvdy got attacked by a couple, and I helped her out. Syl seemed to be holding their own despite practically being surrounded. Ollie picked a few off with her bow and with the help of her giant frog. (Which, let&#039;s be real: has to require some &#039;&#039;crazy&#039;&#039; upkeep out in the badlands! Lots of water!) Koro went wild, taking out at least a half dozen of the creatures himself. (Not sure if I was feeling a little scared of him, or just impressed. He was a little monstrous himself, but nothing that was worrying.) Avel stayed pretty safe, from what I recall, and he held his own, but I lost track of him when I nearly passed out from blood loss. I... had a harder time than I expected. A handful of the creatures got close, and I couldn&#039;t manage a clean shot with my spells or to get away from them without getting hit. I&#039;m very fortunate that Mizuki was there. She&#039;s a bit of a lifesaver, for real. She used some sound spell to cause an explosion at one point, and it left my ears ringing, but she was even closer. Still, she managed to offer some healing words and keep me from ending up as the incubator for nasty demon eggs. Which, yeah, it would&#039;ve been &#039;&#039;nice&#039;&#039; to know that these demon chickens apparently lay eggs in people they knock down. Could&#039;ve been vital information that the resident demon-parts expert Baftzymyr could have &#039;&#039;shared&#039;&#039;, but I guess we didn&#039;t get to know that. I&#039;m not sure if it&#039;s because she was still mad at me that she left us all in the dark or if she just wouldn&#039;t have told us either way. But she wanted to harvest the eggs, and maybe they&#039;re easier to get out of a person than they are out of the dead monsters. I &#039;&#039;hope&#039;&#039; they&#039;re easy to get out of a person, but I&#039;m a little afraid to ask on the chance it&#039;s not the answer I want to hear. Note: stay far away from demon chickens if you&#039;re close to keeling over.&lt;br /&gt;
&lt;br /&gt;
We wrapped things up with Baftzmyr showing half of the group how to harvest the eggs, and Cilvdy showing the other half, including myself, how to slice up the demon leeches into something that they find useful. We got paid, and we did an okay job of it all, although the eggs were too difficult for anyone but Baftzmyr to get them out completely intact. Still, Cilvdy was happy with how we did, and on top of the payment she gave us a discount coupon for her explosives stand. (One that I&#039;m probably going to try to trade away, because of the above fear of blowing my hands up.) As everyone else started walking back to the arboretum, I was able to talk Cilvdy into giving me a ride on her horse. That let me get in a private conversation to learn a bit more about everything going on there, and get a sense of the feelings minefield. (Not spilling any of their secrets in this public report, no. If you want to try to talk me into revealing them, you can meet me in person, but be warned, I am sworn to secrecy by the unbreakable girl code!)&lt;br /&gt;
&lt;br /&gt;
=== Session 6: The Tower That Wasn&#039;t (9/21/25) Himo&#039;s worst nightmare ===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Cat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039; [[Mezzi]] (they/them), [[Diana Belkacem|Diana]] (she/her), [[Davin Dunefoot|Davin]] (he/him), [[Dallas]] (she/her), [[Himo Nilo|Himo]] (he/him), [[Polvo]] (she/her)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039; [[Bedlam in the Badlands/NPCs#Sir Anthony|Sir Anthony]], [[Bedlam in the Badlands/NPCs#Jerbo|Jerbo]], [[Bedlam in the Badlands/NPCs#Dapple|Dapple]], The Osteomancer&lt;br /&gt;
&lt;br /&gt;
Himo has walked nearby the chapel as the service was ending Himo met an arcanist who goes by the name Jerbo. After some conversation, Himo learned that kobolds had attacked the Arboretum with the help of a demon. Confused, he pushed for more details, but didn&#039;t get much out of it but agreed to help if he got a few more people involved. When he got over there, he was surprised to see entirely new faces.There was the usual faces like mezzi, which surprised me, but also a mouse like person he hasn&#039;t seen before. After some quick introductions, The group learned they were going to find someone who goes by The Osteomancer who might know something about what happened, and it&#039;s a 2 day travel over. Himo and the rest of group went to Dapple&#039;s Stable to rent a few horses. He paid the deposit and they set of to the north east to this Osteomancer.&lt;br /&gt;
&lt;br /&gt;
Along the way The group met a lone dog that seemed to have been abandoned what seemed to be a short time. We continued on our journey until we reached a trapped door. opening the trapdoor, a ladder heads down a worked tunnel and Himo voted to go in front. When they entered, they met the Osteomancer, A loxodon living alone in what appears to be a simple home. A deal was struck to help them out if they helped us with the why the kobolds attacked. The Osteomancer, was dealing with something made of absence, that erased identities the longer someone was there. To protect us from this, The Osteomancer led us to a somewhat large humanoid skull engraved with a lot of divination runes on it. There each of us shared our memories, to remember who we were. The group learned of his escape from High Lunas when he first picked an Arcane Lock. Other information we learned was it could only be seen with reflections, and we were given a scroll with an egg to crush it when we started using the scroll.&lt;br /&gt;
&lt;br /&gt;
When we got to the structure, It was like walking into an insane asylum. A pitch black outside, to bright white inside and it made seeing outside really hard. What was up, down, left, right, front,back when everything around is the same? Himo found himself close to a center of complete silence, crushed the egg and began reading the scroll. Suddenly white lights appeared as well as a ghost of some kind but not like your standard ghost. It was trying to make me dissapear while the lights whittled down my teammates. I placed my cannon down to give me a &amp;quot;wall&amp;quot; against the lights which worked out well. Mezzi started making the lights inactive which was good because Davin and Polvo, were both being injured a great deal. I completed the scroll with every creature there incapacitated and we left. The tower collapses and we return to the Osteomancer&lt;br /&gt;
&lt;br /&gt;
In payment, the Osteomancer explained that in dragon-worshipping Swikedom, &amp;quot;the divine Blood Law relegates kobolds to the Thrall caste, below all save Warmbloods like us,&amp;quot; but that kobolds who revere Kurtulmak above Tiamat may try to escape their thralldom, denying that the Blood Law is divinely ordained. &amp;quot;One such group,&amp;quot; she revealed, &amp;quot;led by Snizz the Fortunate, used the demons as a way out of bondage, but their freedom -- such as it was -- ended when your comrades cut them down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We learned that kobolds with make deals with anything to get out of the blood law. A group led by Snizz the Fortunate, made a pact with demons, that ended when they were cut down. The Osteomancer Finished off by saying &amp;quot;The Beast of Cinderspire will roam free.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Session 7: Tracking Demons 102 (As Told by Stix) ===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Mercedes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039;  Stix, Steady Wind, Himo Nilo,&lt;br /&gt;
&lt;br /&gt;
Koro, Raazdrog, Ozmir Nightshade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039;  Baftzmyr&lt;br /&gt;
&lt;br /&gt;
So. Here we are again, I guess. After my last adventure in the desert with crawling creatures under the sand, I suppose I wanted more? I guess this is what I’ve been told desire is? I don’t think this is desire though. I figured I take less resources than the others who need to y’know….eat and drink. So, I heard about a new mission headed up by Baftzmyr and showed up to the Junkyard. I was slightly surprised to see Himo and Raazdrog there, though I guess I shouldn’t be since both of them, but especially Himo, are obsessed with that boy we enhanced and named Sparkburn. I wasn’t surprised to see Dee there, he seemed to do pretty alright in our last mission out into the sands. There were two new faces as well- Ozmir, who I haven’t seen around the Arboretum at all, and Koro, who I was …happy? Pleased? To finally converse with. We’ve been always just missing each other, but I’ve heard other people talk about him. I was very surprised to not see Delaiah there, but it was a welcome change. She’s nice, but she’s nosy, and talks a lot. So, anyways. The six of us get to the Junkyard, where Baft was waiting for us. She explained that there is a very large demon creature that’s stuck in the sand someplace west of us. Unlike Suki, she did offer to accompany us into the desert, and gave me the old buddy Sparkburn to ride for the journey as well. We were only out for a couple of hours before she spotted some rippling in the sand. Turns out that it was another kind of dretch, which were the sand swimmer creatures we fought with the WereVultures. However, these ones looked different and were mutated in some way. I realised this pretty quickly when Sparkburn punched one, and the fire damage I enhanced him with healed the dretch instead. Koro rushed up and dispatched it pretty easily, and Raazdrog and I noticed the rest of the dretches running away to the east. We followed them to find a rather large crater in the ground. Baft then offered the group a large oragami pig bomb? I volunteered to run to the edge, drop the bomb in, and run away. The plan went off without a hitch, and I dove into my locket for safety as a wall of force and sand hit everyone. In the middle of the crater was a large demonic creature that we later learned was the Baron of Filth. What a dumb name. Anyhow, I was straining to listen through my locket to figure out what’s going on when Raazdrog tapped and called into it, telling me to come out. A group of us then rushed up to peer over the edge of the crater to get a better look when the fighting really began. It used the lantern on his chest to shoot coils of magic and energy at us that ranged in flavor and consequences. I think I got hit with a lightning coil at some point during the fight and I know Koro said he felt pretty heavy. And, to top it all off, the ‘Baron’  summoned more of those mutated Dretch things to just cause more complications to the whole ordeal. And, if that wasn’t enough, anytime the Baron struggled or tried to free himself, the sands shifted, causing a sandslide down the crater to the large monster. Most of the fight was attempting to hurt the Baron while picking off the dretch and avoiding falling in. Some of the group decided to willingly slide down into the pit and face him head on. Unfortunately, this caused Koro and Dee to both get knocked unconscious and Himo to get buried in the sand. We are in Raegina’s debt that Baft accompanied us, if she wasn’t there, I really don’t think we could’ve gotten Koro and Dee back up. Though, Raazdrog did do some pretty decent healing as well. We did manage to hit the Baron enough to down him, however, I guess it caused the lantern contraption in his chest to overload, causing a massive fireball explosion. Once we all recovered, we helped to heal and stabilize each other, and make sure we were all mostly back on our feet. We took some time to scrap the Baron for some components before making our way back to the Junkyard and Arboretum, a job completed and mostly unscathed. &lt;br /&gt;
[[Category:Bedlam in the Badlands]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=41793</id>
		<title>Stix</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=41793"/>
		<updated>2025-09-25T23:03:46Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Adventure Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=Stix|image=stix.png|caption=|relatives=Farina Diablos (Former Owner)|languages=Common, Sylvan, Elvish, ???|species=Stitched (Doll)|gender=Doll (They/Them)|height=Around 1ft tall|weight=10 oz}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is [[The Stitched (Player Race)|cornhusk doll]] warlock for the community campaign [[Bedlam in the Badlands]]&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Stix is a very short fellow, standing at just around a foot tall. This may seem unusual until one remembers that they are just a cornhusk doll. They don’t have ‘skin’ the same way fleshy mortals do, and are instead constructed by dried leaves and husks of the maize variety. Most of them is a dry, dusty tan color, sometimes shifting darker or lighter as is the nature of organic material. However, if the light catches them just right, their appendages and face plate seem to have an otherworldly glow and sparkle to it. They do have a face, contrary to popular belief, with eyes and an a mouth, both seemed to be etched into the husk that makes up their head. Stix also has a metal locket around their neck, a design etched into the lid of flowers from another place and time. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Stix is still finding their place in the world and learning what it means to be alive. As such, their personality is evolving and changing. Typically, they are fairly direct and a bit blunt. Most questions they will answer with the barest amount of information possible. They tend to keep crucial details about themself a secret, and are largely distrustful of others, especially those whom they have just met. Whether this is from the large amount of isolation they found themselves in after being kicked out of their previous home, or the fact that the master of the previous home was a black market witch is remaining up for interpretation. They have a largely nonchalant approach to life, and while they seem hard to please or upset, that also comes with being hard to disappoint. As they are newly awoken, they lack a decent moral sense of right and wrong. However, much akin to other awoken dolls and puppets, Stix does have an outside voice to guide them. When described to other people, it was largely agreed that it was Stix’s conscious, a presence occasionally in their mind to guide them on a ‘good’ path.   &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Stix began their life as a simple cornhusk doll. Truly and irrevocably, a doll. Stix the not yet awoken cornhusk doll was gifted as payment to a witch. The ‘great’ witch Farina Diablos received it in payment from some poor schmuck in one of the Federation cities from one of her less than legal deals and services she often provided. Stix stayed in her possession as a simple doll, until one day, Farina may have gotten a little too tipsy, and boasted a little too loud about her magical abilities. Her grave mistake that would eventually cause the start to Stix’ life was explicitly stating that she was more powerful than the gods themselves. One god in particular took great offense to this. To have some fun in the material plane and prove their magical prowess, they gifted Stix life! At first, this was not the worst outcome to the witch. She essentially got a free minion to take onto jobs and send on errands. And Stix found purpose in being useful. That was, until their fragile arrangement cracked when Stix, at a mere few weeks old, accidentally lit a potion bottle on fire with their own arcane power. Farina was so upset that a simple cornhusk doll could be more magically adept than her, she cast Stix out to fend for themself. Since then, Stix has been wandering the desert, looking for new adventures and opportunities.&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Due to exactly who gifted Stix life, they know some strange languages for a cornhusk doll in the middle of the deserts of Pteris to know, including Sylvan and Elvish. Additionally, with living with a witch who worked within the perimeters of the Federation, Stix also picked up on ???. They also know Common, as is the basis of speech and communication on the great planet of Quelmar. &lt;br /&gt;
&lt;br /&gt;
== Powers, Abilities, and Combat Preference ==&lt;br /&gt;
Stix is a warlock, gifted innate magical and arcane ability from an unknown to them deity from an otherworldly plane. They can occasionally speak to them, whom Stix simply calls their conscious, as they have no other real grasp as to what the voice in their head is or can be. Their magic typically runs hot, with a natural proclivity to fire based spells and abilities. They also possess a locket that they &#039;woke up&#039; with, that transports them to a private chamber to relax and recharge in. Additionally, Stix also has a small collection of small fire burnt skulls they can lend out to their associates to grant them aid as well. Being a small and squishy guy, in combat they prefer to stick to the back lines and sling long range spells, and let the larger and more physically apt adventurers take the front line. However, if there is a big and strong ally nearby, Stix is not ashamed to ask for a ride for more protection and a better vantage point. &lt;br /&gt;
&lt;br /&gt;
== Adventure Log==&lt;br /&gt;
9/6-  Sparkburn, Smash, &amp;amp; Cleave (MegaGame Table 1, DM Mercedes) &lt;br /&gt;
&lt;br /&gt;
Stix, still a relative newcomer to the Arboretum without too much to do, looked for at least one familiar face when trying to figure out what mission they wanted to set out on. Seeing Delaiah make a beeline for the scrap yard, Stix decided to tag along and head out that way. On the not so long walk, Stix didn’t understand why everyone was so fascinated with them. They were just a simple cornhusk doll after all. Alas, many of the other adventurers, namely Cae, took a particular interest in them. After most definitely not avoiding questions by answering in half truths and being carried most of the way, Stix, along with the other adventurers, made it to the scrap yard. Raegina was waiting there with three of her goons, with a task for the group- to test three of her new battle golems, particularly in their combat skills. Fortunately for the group, however unfortunate for the junker queen, the initial test was over fairly quickly, the ragtag party victorious over the constructs. Raegina, supremely displeased with her minions, then pits the party against each other and them with a battle to build off. Stix got separated from their friends, and got put on a team with Himo and Raazdrog. However, this proved to be advantageous, and their bot, re christened as Sparkburn, came out victorious! The high of the win was short lived though, as word quickly spread that there was an attack on the Arboretum. &lt;br /&gt;
&lt;br /&gt;
9/6- Addressing the Olliphant in the Rig (MegaGame Table 2, DM Mercedes) &lt;br /&gt;
&lt;br /&gt;
The party rushed toward one of the major entrance ways for the Arboretum, nestled in the roots of the giant tree. However, they were stopped in their tracks by a large undead Olliphant, who t-boned the war rig, completely turning it over and causing quite a bit of damage. Raegina beheaded the olliphant in retaliation. She then ordered the  crew to fight the demons and create safe passage to the Arboretum. According to the great voice in the sky, the fought against Pustuloids, Capra demons, Incultis and Lesser Rage demons. After the coast was clear, the adeventurers worked together to clear the entrance of the olliphant carcass. They then spent some time practicing their new harvesting skills on the fresh demonic corpses. Not all good things last, however, as a resounding boom is heard from the Arboretum. In the fray, the conservatory housing the arcane was destroyed, sending out a wave of wild magic, and causing a last bit of chaos for the fight.&lt;br /&gt;
&lt;br /&gt;
9/24- WereVultures by Night (DM Chris)&lt;br /&gt;
&lt;br /&gt;
Stix was summoned along with Delaiah, Davin, Dee, and two other familiar faces, Raazdrog and Leonard by Suki, who identified herself as a healer for the Arboretum, and also runs the Casino in the Federation. She introduced the crew to an escaped Shend prisoner named Brandran who was driven to madness from his imprisonment, mumbling about bugs and bats. Suki assigned the mission of escorting Brandran to the Federation HQ and delivering him to Hektor, the leader of the Federation himself. She also provided two horses with carts, one filled with water for the 7 day trek and one to help transport Brandran. For the most part, the first 3 days went fine. The group hunted for food and kept an ample look out. However, on night 3, during watch, some vultures were noticed circling camp. In the morning they were still there, and Delaiah pointed out that it might signal to other caravans that we were also out in the deserts. Davin managed to shoot them both out of the sky, and the party continued on the way towards the mountains. In the middle of the fourth night, the camp was attacked by several more vultures, two large vulture creatures, and four foul smelling sand worms. Stix immediately shoved Brandran into their locket to keep him safe from the adversaries. It succeeded in that goal, but caused most of the enemies to then hone in on the doll.  The crew fought quite well, warding off pecks and scratches from the vultures and the larger bird creatures, and withstanding the  poisonous gas from the worms. However, Stix did eventually go down, and Brandtran was expelled from the necklace. At that point, the two larger vultures shifted into personoid forms, revealing their nature as werevultures. They claimed Brandran as theirs, and tried to take him back. They were stopped by multiple grapples and attacks from the party, downing them and the rest of the creatures. It was also revealed that Brandran is a shifter as well, and all three perpetually heal themselves. In the end, the crew tied all three of them up, and brought them to Hektor for questioning. He thanked the group, and arranged for a safe caravan back to the Arboretum. &lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Bedlam_in_the_Badlands/Player_Recaps&amp;diff=41790</id>
		<title>Bedlam in the Badlands/Player Recaps</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Bedlam_in_the_Badlands/Player_Recaps&amp;diff=41790"/>
		<updated>2025-09-25T21:43:56Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: Added Stix’ recount of the last session&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Worldbuilders}}&lt;br /&gt;
Players document their characters&#039; experiences in the Badlands here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Please remember to link significant people and places to their associated wiki pages when appropriate. (The visual editor tries to do this automatically.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
See [[Bedlam in the Badlands/The Story So Far|The Story So Far]] for the DMs&#039; session overviews.&lt;br /&gt;
&lt;br /&gt;
=== Session 1: Kickoff Megagame - New Place, New Identity, and New Dream with an old scar of redemption  ===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs: [[Himo Nilo]],[[Raazdrog]], [[Stix]], [[Delaia]], [[Demir]], [[Caesana]], [[Jynx]], [[Leonard]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:[[Bedlam in the Badlands/NPCs|Raegina]],Baftzmyr, Kicyr, Cilvdywutc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Significant events:&#039;&#039;&#039; [[Himo Nilo]] has just arrived at the junkyard. It has been months of traveling alone with the hope of improving himself. Sweat constantly drips off his forehead as he is not used to this area. He received a letter from his contact arboretum asking for new hires and who goes by the name, &amp;quot;The Chairman.&amp;quot; He left for the Arboretum, has been on the road since, and doesn&#039;t know anything. After all, he was given only a description of [[Bedlam in the Badlands/NPCs#Raegina|Raegina]], her cohorts, and had no tools. He scraped the money he could and went over to the junkyard putting everything he could on the line just for the security of a little bit of breathing room. He watched Grind,Smash, &amp;amp; Cleave with great intent because he has never seen functioning robots, but sharpened himself when he realized he was fighting them. Attacking the robots, he realized they explode on death. He let instinctual training kick in and just kept throwing his dagger at Grind, Smash then Cleave. Adrenaline still rushing, he learned how to scrap creatures, but not that he was good at it. At least now he could possibly gather parts he needed to jerryrig what he wants. When he got the chance to improve Grind, he attempted two things to make it better. The first is he tried to increase the accuracy of the attacks, but as he worked on it, he got really nervous and fumbled with arm, almost removing it entirely. He barely improved it and attempted to improve the armor but proved impossible since he had no effect means of attaching parts wile casting mending. [[Stix]]  meanwhile, made the saw light ablaze whenever it swung to attack, and [[Raazdrog]] managed to add a ranged weapon to it. He did have two really great ideas that both of them liked. The first is he renamed Grind to Sparkburn. The second is he built off of Raazdrog&#039;s idea to give a voice. Raazdrog gave it &amp;quot;I am fire. I am death.&amp;quot; to repeat while fighting enemies. Himo added to that by having it also repeat &amp;quot;Feel the Spark. Feel the Burn!&amp;quot; When [[Bedlam in the Badlands/NPCs#Raegina|Raegina]] offered a wager for the best bot created, she gave everyone 10 additional GP and Himo bet seven of that ten on Sparkburn, and the other three went to Cleave. Sparkburn ended coming out on top and he made 31 GP out of that and Raazdrog&#039;s got 35 GP. Raazdrog&#039;s managed to convince Himo to give Stix 10 GP from both of us since they helped improve Sparkburn, to which Himo agreed and almost seemed relieved that Raazdrog&#039;s prompted him to do it. When the horn was blasted, Himo immediately got on the war rig and started repairing Sparkburn. When they got to an entrance of the Arboretum the war rig was flipped onto its side by an Oliphaunt. He managed to catch himself landing and immediately tried to help others up but it wasn&#039;t enough with his one hand. While fighting, Himo climbed on the war rig while it was on its side to get a clear vantage point, and saw the scale of this invastion for the first time. He focused hard on the Capra hard and got off the war rig when he was told by [[Bedlam in the Badlands/NPCs#Raegina|Raegina]] to get off. After cleaning up the Pustuloids, Capra Demons and Lesser Rage demons, a massive wave of wild magic energy was released. When the fight had ended, all spellcasters were spent including Leonard who saw the Rig get rammed into its side and decided to help out. [[Delaia]] and [[Raazdrog]]&#039;s defender were severly injured, and realization dawned on Himo when he knew that the conservatory was desroyed.  A few more demons were picked off while they were trying to flee, and while people were talking about uniting, Himo only thought of one thing. Using the very tool that turned his life into a living nightmare; Explosives&#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Session 1: Kickoff Megagame - Trading Route Troubles + Aggression From Above: Koro&#039;s Account===&lt;br /&gt;
&#039;&#039;&#039;DM:&#039;&#039;&#039; Amanda&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039; [[Pryderi]], [[Silgr Þyrikk]], [[Chanterelle Viscaryn]], [[Davin Dunefoot]], [[Rhogar Dreel]], [[Rimsa Pavdad]], [[Koro]], [[Demir Malchan]], [[Lincoln &amp;quot;Toots&amp;quot; Whiterock]], [[Pearl Dust]], [[Larry]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs:&#039;&#039;&#039; Lord Pavan, Swordmaster Krispin, Tradesman Kareek, Stanley the monitor lizard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Significant events:&#039;&#039;&#039; Jeez...this place is insane. I guess the multiple sulfurous explosions originating from Hell Circles should&#039;ve maybe tipped me off to that, but I figured I could avoid all that craziness if I just did what I&#039;ve &#039;&#039;been&#039;&#039; doing this whole time! Simple job got served up on a silver platter from Duke Solon: escort duty of some goods and traders heading into Fed territory, easy peasy; been doing that type of thing for a while before coming to the Arboretum and never ran into any trouble that couldn&#039;t have been solved by standing around and looking tough. I assumed it would be more of the same this time around, just with more company than usual, and certainly better than getting served up as a punching bag against the Scrappers&#039; war machines. It was a fairly sized convoy: couple camel-drawn carts and some horses to carry the lord Pavan and his bodyguard Krispin, the trade envoys at the head of the small group. There was one cart that seemed more important than the others though. Drawn by a large monitor lizard named Stanley, the mystery cargo remained covered by thick tarps at all times, and the driver, Kareek, was not forthcoming about its contents either, despite Pryderi&#039;s inquiry. With the last thing that, at the time I thought, would make the job somewhat interesting firmly drowned in secrecy, I decided to settle in for the long haul...but that&#039;s when it all went to hell.&lt;br /&gt;
&lt;br /&gt;
Davin, a bow wielding halfling draped in the garb of one experienced in desert living, extended his senses into the distance searching for threats...and pinpointed a group of shadowy figures ahead of us. He was able to ascertain that the figures were no ordinary desert travelers, nor normal animals native to the dunes, and so we decided on a defensive approach. Unloading the carts of the wooden barrels and boxes, we fashioned a rough defensive perimeter of carts and containers, keeping what traders and animals we could within the circle. They were upon us not long after we finished setting up...these...&#039;&#039;things&#039;&#039;, they looked like dogs but ones that had been...&#039;&#039;&#039;melted&#039;&#039;&#039;. They flung themselves at us, tearing apart the animals first, but swiftly moving on to the traders if they had an opening. It seemed like they barely felt the impact of our attacks, I&#039;m not convinced they could even feel pain. I was struggling to even hit them with my sword...probably because it was too...uh, short! Yeah, it wasn&#039;t a longer blade like the ones I was used to wielding, just the one I was able to steal from back east...yeah that&#039;s probably it, probably should&#039;ve gotten around to replacing it sooner. I saw Pavan&#039;s bodyguard, Krispin, struggling to hit with his sword as well. His blade wasn&#039;t curved like the ones I preferred, but the length was right, I wondered if there was a way I could get it from him...but that would have to come after the battle. There was a larger hound leading the pack, cloaked in shadow and radiating heat, and it spewed a great beam of lava across Rhogar&#039;s body and many of the containers behind him; seemed like it nearly killed him on the spot. Oh, also forgot to mention that Stanley and the cart he was hitched to took off into the desert as soon as the hounds appeared, some help he was! A couple of the other animals got spooked too, but some members from our little troupe were able to round some of them up in the middle of the battle so we wouldn&#039;t be stranded if we survived. It was anything but easy, but eventually we were finally able to take out all the hounds. The traders had taken some casualties despite our efforts, but we didn&#039;t even have a second to catch our breaths before a flare shot over the horizon from the direction we had come from: [[the Arboretum]] was under attack. Pavan told us to forget the goods and to immediately hop on a cart and head back to assist. We did as we were told and were swiftly pulled back towards where we came. (Was able to convince Krispin to trade swords though with Pryderi&#039;s assistance, score! Not actually sure if the sword I gave him will serve him well, but I&#039;m certainly happy to be rid of it. Only wish the old man could&#039;ve been here so I could look him in the eye as I discarded it, good riddance).&lt;br /&gt;
&lt;br /&gt;
Arriving at the Arboretum we saw a nightmare: demons flooding every inch of the place, inside and out. Everywhere you looked you could see a battle; metal hitting metal, claws rending flesh, it was chaos all over...except for one place. Above the very top of the massive tree was seemingly a dark cloud that upon closer inspection, was revealed to actually be a swarm of countless flying demons, seemingly targeting the defenses mounted atop the Arboretum. Pavan urged us to be the ones to rush to meet the swarm and keep them from assisting their grounded allies. My mind immediately told me it was impossible, but for some reason my feet followed after the group. Our druid, Rimsa, ran off to join another part of the battle, and a tiefling named Demir joined up with us during our ascent. At the top, we split up to try and cover more ground, and at the start it seemed like it was going to be alright. A large, feathered demon seemed to be leading its brethren up there, but Silgr was able to send it careening down the side of the tree by somehow freezing it in midair with a flash of one of his runes. He and Rhogar were able to get Pavan and Krispin to one of the ballistae while Chanterelle, Pryderi, Demir, Davin, and I were able to start carving a path towards the double shot ballista...but our success didn&#039;t last. The smaller demons would come in waves; they could swoop and slash at us and be repositioned in the air before we could get a swing on them. I found myself wishing for a bow in my hands again, but it seemed even our allies with ranged abilities were being torn up. Even worse, the feathered demon had seemingly broken free of Silgr&#039;s rune before it hit the ground and was rapidly ascending back up the side of the tree. One by one we began to get knocked unconscious, I myself would&#039;ve likely fallen from the tree after a particular claw strike hit me hard if it wasn&#039;t for Chanterelle and Pryderi...it wasn&#039;t looking good. Additionally, a loud boom rang out from below us, and a violent quake shook the tree. Soon after, the cloud of demons above us began to dissipate, seemingly having completed the objective they came for (which I later learned was the destruction of the Arboretum&#039;s magical forge), but it seemed like the ones engaging us were still keen on wiping us out. I&#039;ll admit, I wasn&#039;t sure how we were going to make it out of there, but then, from the southernmost side of the tree, two literal bears that had scaled the entire height of the Arbotetum, one bearing a lizardfolk in wizard robes on its back, crested the top of the battlements and began laying into the demons. After realizing the new arrivals were on our side, our group was also able to rally and wipe out the demons before they could destroy the two remaining ballistae. The feathered demon appeared briefly, but it too followed its departing brethren away from the Arboretum.&lt;br /&gt;
&lt;br /&gt;
The rest of the day was a blur. I remember bits and pieces of a big speech about the three factions banding together to restore the Arboretum and defend its denizens from the demonic forces that had made themselves known, but my body&#039;s aches seemed to distract my mind from fully comprehending it. And while this was a victory, I was left to wonder just what on [[Quelmar]] I had gotten myself into...&lt;br /&gt;
&lt;br /&gt;
=== Session 3: WereVultures by Night (As Told by Stix)  ===&lt;br /&gt;
&#039;&#039;&#039;DM: Chris&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs: Davin Dewfoot ,[[Raazdrog]], [[Stix]], [[Delaia]], Steady Wind,  [[Leonard]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPCs: Suki, Brandran, Hektor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I’m not really sure what I’m supposed to write here. I was told to keep a log of the missions we’re sent on, so that’s what this is, I guess. I (Hi, I’m Stix) was summoned along with Delaiah (I really can’t seem to escape her), Davin, Dee, and two other familiar faces, Raazdrog and Leonard. We were taken before Suki, who said she’s the de facto healer for the Arboretum, and also claims she runs the Casino in the Federation? I heard of people ~~and she who mustn’t be named~~ talking about this ‘Casino’ concept and gambling. Suki said she’d teach me, so I guess I’m going to learn how to gamble at some point. She also gave us our mission- to escort an escaped Shend prisoner named Brandran to the Federation HQ and deliver him to Hektor himself. I brought up the fact that it might be unsafe and the whole madness thing might be an act and he might be a double agent. The rest of the party was mostly concerned about getting paid and what to name our horse companions (A and B, Incase whoever is reading this is wondering.) We were told it would be a 7 day trek if we paced ourselves accordingly. And the first 3 days went fine. On night 3, as I kept watch, I noticed some vultures circling our camp. In the morning they were still there, so I pointed them out to the crew. Delaiah actually said something smart, and pointed out that it might signal to other caravans that we were also out in the deserts. Davin managed to shoot them both out of the sky, and we continued on our way. And everything was fine. Until the evening. In the middle of the night, we were attacked by several more vultures, two large kinda vultures, and four foul smelling sand worms. Thanks to Delaiah knowing some weird hell’s language, we were able to figure out that they were after Brandran. I immediately shoved him in my locket to keep him safe, which was both a great and terrible idea. It kept him safe for several rounds of combat, but caused most of the adversaries to target me, and, being just a doll, it didn’t take much to get me out of the fight. From what I was told, the two larger vultures turned out to be were shapeshifter vultures, and Brandran is one of them as well. From what my party members could surmise, they wanted to take him back to the Shend? Maybe? At some point, I was woken up, and we finished off everything that was left. However, the were vultures kept healing themselves no matter what we tried. In the end, we tied all three of them up, and brought them to Hektor for questioning. He thanked us, and arranged for a safe caravan back to the Arboretum. &lt;br /&gt;
[[Category:Bedlam in the Badlands]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=41485</id>
		<title>Stix</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=41485"/>
		<updated>2025-09-16T02:42:26Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=Stix|image=stix.png|caption=|relatives=Farina Diablos (Former Owner)|languages=Common, Sylvan, Elvish, ???|species=Stitched (Doll)|gender=Doll (They/Them)|height=Around 1ft tall|weight=10 oz}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is [[The Stitched (Player Race)|cornhusk doll]] warlock for the community campaign [[Bedlam in the Badlands]]&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Stix is a very short fellow, standing at just around a foot tall. This may seem unusual until one remembers that they are just a cornhusk doll. They don’t have ‘skin’ the same way fleshy mortals do, and are instead constructed by dried leaves and husks of the maize variety. Most of them is a dry, dusty tan color, sometimes shifting darker or lighter as is the nature of organic material. However, if the light catches them just right, their appendages and face plate seem to have an otherworldly glow and sparkle to it. They do have a face, contrary to popular belief, with eyes and an a mouth, both seemed to be etched into the husk that makes up their head. Stix also has a metal locket around their neck, a design etched into the lid of flowers from another place and time. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Stix is still finding their place in the world and learning what it means to be alive. As such, their personality is evolving and changing. Typically, they are fairly direct and a bit blunt. Most questions they will answer with the barest amount of information possible. They tend to keep crucial details about themself a secret, and are largely distrustful of others, especially those whom they have just met. Whether this is from the large amount of isolation they found themselves in after being kicked out of their previous home, or the fact that the master of the previous home was a black market witch is remaining up for interpretation. They have a largely nonchalant approach to life, and while they seem hard to please or upset, that also comes with being hard to disappoint. As they are newly awoken, they lack a decent moral sense of right and wrong. However, much akin to other awoken dolls and puppets, Stix does have an outside voice to guide them. When described to other people, it was largely agreed that it was Stix’s conscious, a presence occasionally in their mind to guide them on a ‘good’ path.   &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Stix began their life as a simple cornhusk doll. Truly and irrevocably, a doll. Stix the not yet awoken cornhusk doll was gifted as payment to a witch. The ‘great’ witch Farina Diablos received it in payment from some poor schmuck in one of the Federation cities from one of her less than legal deals and services she often provided. Stix stayed in her possession as a simple doll, until one day, Farina may have gotten a little too tipsy, and boasted a little too loud about her magical abilities. Her grave mistake that would eventually cause the start to Stix’ life was explicitly stating that she was more powerful than the gods themselves. One god in particular took great offense to this. To have some fun in the material plane and prove their magical prowess, they gifted Stix life! At first, this was not the worst outcome to the witch. She essentially got a free minion to take onto jobs and send on errands. And Stix found purpose in being useful. That was, until their fragile arrangement cracked when Stix, at a mere few weeks old, accidentally lit a potion bottle on fire with their own arcane power. Farina was so upset that a simple cornhusk doll could be more magically adept than her, she cast Stix out to fend for themself. Since then, Stix has been wandering the desert, looking for new adventures and opportunities.&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Due to exactly who gifted Stix life, they know some strange languages for a cornhusk doll in the middle of the deserts of Pteris to know, including Sylvan and Elvish. Additionally, with living with a witch who worked within the perimeters of the Federation, Stix also picked up on ???. They also know Common, as is the basis of speech and communication on the great planet of Quelmar. &lt;br /&gt;
&lt;br /&gt;
== Powers, Abilities, and Combat Preference ==&lt;br /&gt;
Stix is a warlock, gifted innate magical and arcane ability from an unknown to them deity from an otherworldly plane. They can occasionally speak to them, whom Stix simply calls their conscious, as they have no other real grasp as to what the voice in their head is or can be. Their magic typically runs hot, with a natural proclivity to fire based spells and abilities. They also possess a locket that they &#039;woke up&#039; with, that transports them to a private chamber to relax and recharge in. Additionally, Stix also has a small collection of small fire burnt skulls they can lend out to their associates to grant them aid as well. Being a small and squishy guy, in combat they prefer to stick to the back lines and sling long range spells, and let the larger and more physically apt adventurers take the front line. However, if there is a big and strong ally nearby, Stix is not ashamed to ask for a ride for more protection and a better vantage point. &lt;br /&gt;
&lt;br /&gt;
== Adventure Log==&lt;br /&gt;
Megagame 9/6/25- &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=41484</id>
		<title>Stix</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=41484"/>
		<updated>2025-09-16T02:18:33Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=Stix|image=stix.jpg|caption=|relatives=Farina Diablos (Former Owner)|languages=Common, Sylvan, Elvish, ???|species=Stitched (Doll)|gender=Doll (They/Them)|height=Around 1ft tall|weight=10 oz}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is (Information on your heritage/background/class)&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Stix is a very short fellow, standing at just around a foot tall. This may seem unusual until one remembers that they are just a cornhusk doll. They don’t have ‘skin’ the same way fleshy mortals do, and are instead constructed by dried leaves and husks of the maize variety. Most of them is a dry, dusty tan color, sometimes shifting darker or lighter as is the nature of organic material. However, if the light catches them just right, their appendages and face plate seem to have an otherworldly glow and sparkle to it. They do have a face, contrary to popular belief, with eyes and an a mouth, both seemed to be etched into the husk that makes up their head. Stix also has a metal locket around their neck, a design etched into the lid of flowers from another place and time. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Stix is still finding their place in the world and learning what it means to be alive. As such, their personality is evolving and changing. Typically, they are fairly direct and a bit blunt. Most questions they will answer with the barest amount of information possible. They tend to keep crucial details about themself a secret, and are largely distrustful of others, especially those whom they have just met. Whether this is from the large amount of isolation they found themselves in after being kicked out of their previous home, or the fact that the master of the previous home was a black market witch is remaining up for interpretation. They have a largely nonchalant approach to life, and while they seem hard to please or upset, that also comes with being hard to disappoint. As they are newly awoken, they lack a decent moral sense of right and wrong. However, much akin to other awoken dolls and puppets, Stix does have an outside voice to guide them. When described to other people, it was largely agreed that it was Stix’s conscious, a presence occasionally in their mind to guide them on a ‘good’ path.   &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Stix began their life as a simple cornhusk doll. Truly and irrevocably, a doll. Stix the not yet awoken cornhusk doll was gifted as payment to a witch. The ‘great’ witch Farina Diablos received it in payment from some poor schmuck in one of the Federation cities from one of her less than legal deals and services she often provided. Stix stayed in her possession as a simple doll, until one day, Farina may have gotten a little too tipsy, and boasted a little too loud about her magical abilities. Her grave mistake that would eventually cause the start to Stix’ life was explicitly stating that she was more powerful than the gods themselves. One god in particular took great offense to this. To have some fun in the material plane and prove their magical prowess, they gifted Stix life! At first, this was not the worst outcome to the witch. She essentially got a free minion to take onto jobs and send on errands. And Stix found purpose in being useful. That was, until their fragile arrangement cracked when Stix, at a mere few weeks old, accidentally lit a potion bottle on fire with their own arcane power. Farina was so upset that a simple cornhusk doll could be more magically adept than her, she cast Stix out to fend for themself. Since then, Stix has been wandering the desert, looking for new adventures and opportunities.&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Examples include Common, Elvish, TwitchTalk, Thieves Cant, or French&lt;br /&gt;
&lt;br /&gt;
== Powers, Abilities, and Combat Preference ==&lt;br /&gt;
You don&#039;t have to give it all away. Just let us know what you&#039;re known to do in battle.&lt;br /&gt;
&lt;br /&gt;
== Adventure Log==&lt;br /&gt;
Your favorite weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Stix.png&amp;diff=41483</id>
		<title>File:Stix.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Stix.png&amp;diff=41483"/>
		<updated>2025-09-16T02:17:58Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Unknown_copyright}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=41482</id>
		<title>Stix</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Stix&amp;diff=41482"/>
		<updated>2025-09-16T02:16:47Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: Updated Stix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name=Stix|image=image.jpg|caption=caption|relatives=Farina Diablos (Former Owner)|languages=Common, Sylvan, Elvish, ???|species=Stitched (Doll)|gender=Doll (They/Them)|height=Around 1ft tall|weight=10 oz}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is (Information on your heritage/background/class)&lt;br /&gt;
&lt;br /&gt;
== Physical Appearance ==&lt;br /&gt;
Stix is a very short fellow, standing at just around a foot tall. This may seem unusual until one remembers that they are just a cornhusk doll. They don’t have ‘skin’ the same way fleshy mortals do, and are instead constructed by dried leaves and husks of the maize variety. Most of them is a dry, dusty tan color, sometimes shifting darker or lighter as is the nature of organic material. However, if the light catches them just right, their appendages and face plate seem to have an otherworldly glow and sparkle to it. They do have a face, contrary to popular belief, with eyes and an a mouth, both seemed to be etched into the husk that makes up their head. Stix also has a metal locket around their neck, a design etched into the lid of flowers from another place and time. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Stix is still finding their place in the world and learning what it means to be alive. As such, their personality is evolving and changing. Typically, they are fairly direct and a bit blunt. Most questions they will answer with the barest amount of information possible. They tend to keep crucial details about themself a secret, and are largely distrustful of others, especially those whom they have just met. Whether this is from the large amount of isolation they found themselves in after being kicked out of their previous home, or the fact that the master of the previous home was a black market witch is remaining up for interpretation. They have a largely nonchalant approach to life, and while they seem hard to please or upset, that also comes with being hard to disappoint. As they are newly awoken, they lack a decent moral sense of right and wrong. However, much akin to other awoken dolls and puppets, Stix does have an outside voice to guide them. When described to other people, it was largely agreed that it was Stix’s conscious, a presence occasionally in their mind to guide them on a ‘good’ path.   &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Stix began their life as a simple cornhusk doll. Truly and irrevocably, a doll. Stix the not yet awoken cornhusk doll was gifted as payment to a witch. The ‘great’ witch Farina Diablos received it in payment from some poor schmuck in one of the Federation cities from one of her less than legal deals and services she often provided. Stix stayed in her possession as a simple doll, until one day, Farina may have gotten a little too tipsy, and boasted a little too loud about her magical abilities. Her grave mistake that would eventually cause the start to Stix’ life was explicitly stating that she was more powerful than the gods themselves. One god in particular took great offense to this. To have some fun in the material plane and prove their magical prowess, they gifted Stix life! At first, this was not the worst outcome to the witch. She essentially got a free minion to take onto jobs and send on errands. And Stix found purpose in being useful. That was, until their fragile arrangement cracked when Stix, at a mere few weeks old, accidentally lit a potion bottle on fire with their own arcane power. Farina was so upset that a simple cornhusk doll could be more magically adept than her, she cast Stix out to fend for themself. Since then, Stix has been wandering the desert, looking for new adventures and opportunities.&lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Examples include Common, Elvish, TwitchTalk, Thieves Cant, or French&lt;br /&gt;
&lt;br /&gt;
== Powers, Abilities, and Combat Preference ==&lt;br /&gt;
You don&#039;t have to give it all away. Just let us know what you&#039;re known to do in battle.&lt;br /&gt;
&lt;br /&gt;
== Adventure Log==&lt;br /&gt;
Your favorite weapons.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
{{Worldbuilders}}&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20399</id>
		<title>Within the Wicked Wilds/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20399"/>
		<updated>2023-05-28T00:05:46Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Chapter 1 */&lt;/p&gt;
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&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This page is the campaign synopsis as told by the DMs, to read a more detailed, fun, and lengthy synopsis of the campaign, see &#039;&#039;&#039;[[Within the Wicked Wilds/Player Recaps]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
===Session 1a: Kickoff Megagame - A Funny Thing Happened on the Way to the Bog ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; Warden of the Wilds, Oblex &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Tassa Brightfox|Tassa]] (First Session), [[Wiggler]] (First Session), [[Kamakuras]] (First Session), [[Cinder Ashtalon]] (First Session), [[Joylee]] (First Session) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Dave (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; Warden of the Wilds &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4300 (990 at Level 3, 861 at Level 4, 732 at Level 5) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Players left base camp and set out into a swampy region west of the base camp. No known threats were identified so it was assumed that this excursion would most likely result in an uneventful stroll through the area.&lt;br /&gt;
* Adrian Tempest led the group into the swamp.&lt;br /&gt;
* The travel was uneventful until they saw a large 15&#039; tall figure standing in an open swamp area.&lt;br /&gt;
* As three of the party approached to investigate, two were attacked by large green tentacle-like creatures. The whole group engaged and began fighting the &amp;quot;tentacles&amp;quot; back. A third &amp;quot;tentacle&amp;quot; appeared as one of the first two was cut away. As the second &amp;quot;tentacle&amp;quot; was cut down a massive &amp;quot;head&amp;quot; like structure appeared and engaged the party. &lt;br /&gt;
* It was about this time that a cloaked figure was seen observing the party while perched on top of a toppled tree 30 feet above the swamp.&lt;br /&gt;
* The figure did nothing but observe as the group fought bitterly to gain the upper hand against the creature(s).&lt;br /&gt;
* When victory was had and the battle finished, the group looked over to see the figure now standing on the far shore of the swamp. The figure raised their hands and magical fire ignited, lighting a path out and away from the swamp. The figure then disappeared.&lt;br /&gt;
* Three of the group followed the lights while three stayed behind to rest and recover from the fight.&lt;br /&gt;
* The lights led to a small round stone cottage that looked as though it had been around for decades. It was simple, sturdy and serviceable. Light and smoke from a fire escaped from the chimney and the windows. The first group approached and knocked. They were invited in to find the individual sitting, still hooded, in front of the lit fire.&lt;br /&gt;
* After pleasantries were shared the individual introduced themselves as a Warden of the Wilds. They were blessed of a nature deity that had tasked them with caring for the natural order of things in this wild place. The Warden had forsaken a life among the mortal races and embraced the task given to them by their god.&lt;br /&gt;
* Soon enough the other three of the party made their way to the cottage. The Warden then informed the group that what they had encountered was an Oblex. These creatures are ooze like but have a special affinity of feeding on creatures memories and, if given enough time, can consume enough of a creatures memories to develop a sort of mimic of that creature. The Oblex the group defeated was one that the Warden had been battling for some time. The first sightings of Oblex in the Wardens space was some 20 years prior.&lt;br /&gt;
* After discussion, the group took their leave of the Warden but asked how they could contact them if need be. Though the Warden did not have an answer they said they would give it some thought. Some days later, individually wrapped gifts arrived at base camp for the group the Warden met.&lt;br /&gt;
&lt;br /&gt;
===Session 1b: Kickoff Megagame - Ruins of Maddening Dreams===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Green Knight, Perseus Company, Gnolls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight]], [[Bulio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4015 (803 at Level 4, 923 at Level 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The players depart with fellow Tempest Brother Expeditionary employees to visit the basecamp of another expeditionary group, [[Perseus Company]].&lt;br /&gt;
*The players soon discover a destroyed Perseus Company watchtower and deduce that the site was attack by [[Gnolls]]. They also discover a body in the tower seller full of mysterious black feathers which suddenly bursts into flames.&lt;br /&gt;
*When camping for the night the players on watch encounter some strange occurrences, such as the trees around them appearing to move, and strange entities watching them from beyond the tree line.&lt;br /&gt;
*The players arrive at the Perseus Basecamp to find it had been raided by Gnolls the day before. They discover that the camp was plagued with madness and find some of the bodies deceased due to strange unnatural causes.&lt;br /&gt;
*The players encounter Bulio who had concealed his cart and shop, &amp;quot;Bulio&#039;s Bobbles and Boons,&amp;quot; under a large tarp. In exchange for informing Bulio of the location of the Tempest Brother&#039;s basecamp, he gifts the players with some magic items before taking his leave.&lt;br /&gt;
*Investigating the camp center inside a large temple, they discover survivors being held at the mercy of a band of Gnolls, all being overseen by a strange Green Knight&lt;br /&gt;
*The players defeat the Gnolls while the Green Knight is able to escape. The players also come into possession of the Zephyr Blade, the strange and magical weapon of Perseus Camp&#039;s now deceased leader&lt;br /&gt;
&lt;br /&gt;
===Session 1c: Kickoff Megagame - Spiders and Ichor and Ruins....oh my!===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;  Paul Fletcher, Lolth, Spiders&lt;br /&gt;
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&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Redemption Core|Reedy]] (First Session), [[Therrin Flare]] (First Session), [[Sabbatical (character)|Sabbaticle]] (First Session), [[Paris Hilton]] (First Session), [[Sir Yewvane Eedryll]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Julia (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Paul Fletcher]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4250 (Lvl 3- 978, Lvl 4- 850, Lvl 5- 723)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Paul greets all the adventurers who arrived at basecamp, and acquires the team assigned to him to clear out the southern area of the wilds near camp and to explore some proposed ruins that were claimed to be there. &lt;br /&gt;
* Once there, they began clearing out the rooms. The first room was fairly empty, aside from a handful of normal wolf spiders. The second room was the main chamber of the temple, with a large statue of Lolth. The statue was dusty and run down, save for her outstretched palm, which was distinctly un-dusty. Paul informs them that typically sculptures like this has a gem or tribute in her hand. &lt;br /&gt;
* The hallways leading off of this room was covered in webs and a dark ichor. Magical sentinel goopey spider legs manifested from the ichor and hit the players if they ran past. After fighting through, they arrive to a small room, still with the ichor, and  a large nest. The party then fought the patriarch spider that resided there, the Haunter of the Night.&lt;br /&gt;
* After disposing of the spider, the party cut open the nest to find various dead bodies of adventurers past. The party also found a large deep red gem, which Paul took back and placed in the hand of Lolth, which causes a secret door to open, revealing a steep staircase going down. When the gem is removed, the door closes. The party took the gem, and left the temple otherwise alone.&lt;br /&gt;
&lt;br /&gt;
===Session 1d: Kickoff Megagame - ===&lt;br /&gt;
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&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; &lt;br /&gt;
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&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; &lt;br /&gt;
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&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Aaron (4/29/2023)&lt;br /&gt;
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&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; &lt;br /&gt;
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&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
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===Session 2: Curious Company ===&lt;br /&gt;
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&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Collector, Jack of Hearts&lt;br /&gt;
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&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Black Jack]] (First Session), [[Nester Spitemore]] (First Session), [[Kompi]] (First Session), [[Dragonett]] (First Session), [[Marion Ette]] (First Session), [[Juno]] (First Session), [[Dothand Raki]] (First Session),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (5/1/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Cookie]], [[Velemar Decrye]], [[The Collector]], [[Jack of Hearts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 5040 (911 at Level 3, 792 at Level 4, 673 at Level 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The Tempest Brother&#039;s Expeditionary Company is contacted by a powerful and mysterious aristocrat by the name of the Collector to recover a specific tome for him out in the wilds, a First Edition copy of &#039;&#039;[[A Cosmos Compendium: An Academic&#039;s Guide to Quelmar Starcharting]]&#039;&#039;. He meets with the players and provides them with a map and a key to the cavern where it is held.&lt;br /&gt;
*The players depart into the jungle and continue their trek into the night, where they spot a small campfire in the distance. While some players remaining in hiding, the rest of the party meet the charismatic Jack of Hearts and his band of adventurers. Jack of Hearts&#039; crew included the individuals going by the names of [[Malakar the Maleficent|Malakar]], [[Commando Reconnaissance Unit Theta|Theta]], [[Yellana Eedryll]], [[Titan]], [[Tini]], and [[Wren]], along with two of the Pentulven Brothers.&lt;br /&gt;
*After the players leave, they discover that some of them were dosed with a sleeping poison and that Jack of Hearts had stolen the map and the key. Rushing to the cavern where the book is said to be, the player&#039;s find that Jack of Hearts and his team had already completed most of the dungeon themselves.&lt;br /&gt;
*The party pursues the thieves to the final room where the book is held and engage them in combat, only for the tome&#039;s guardian, a massive blue Behir by the name of Grimlight, to attack. The beast entered combat by consuming one of the Penulven Brothers and casting Greater Invisibility on themselves.&lt;br /&gt;
*The players came to a soft truce with Jack of Hearts and his team to defeat the Behir, and eventually came to the deal that the players could take the book as long as Jack of Hearts got to keep the treasure from the cave.&lt;br /&gt;
*On their way back to camp the player&#039;s discovered that the book had strange vertigo indusing effects before handing it over to the Collector. Before he left the Collector revealed that he had also been responsible for hiring Jack of Hearts to retrive the book.&lt;br /&gt;
&lt;br /&gt;
=== Session 3: All That Glitters... ===&lt;br /&gt;
Session Tags: Dinosaurs, Magic, Arc&lt;br /&gt;
&lt;br /&gt;
Characters: [[Helli Aliosh|Helli]], [[Sabbatical (character)|Sabbatical]], [[Marion Ette|Marion]], [[Hermes Purrnes|Hermes]], Neru, [[p&#039;Rahp]]&lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/10/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Arc&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4,370 (lvl 3- 838, lvl 4- 728, lvl 5- 619)&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
&lt;br /&gt;
* Arc summoned several of the hired adventurers to discuss their current mission. They previously sent three teams of their personal research assistants also employed by the Tempest Brothers over the last few weeks. They have not returned, thus they&#039;re now sending more capable adventurers.&lt;br /&gt;
* Their research showed that the base came and surrounding areas are on a prominent area of a layline. The local wildlife and animals can be affected by it. Arc wanted to note the effects that this could have.&lt;br /&gt;
* The party started exploring the jungle, looking for any sign of the teams, or anything that may be useful to Arc&#039;s research. Eventually the party splits in two, with Sabbatical, Helli, and p&#039;Rahp started looking for bodies in the general area, while Hermes, Neru, and Marion investigated a clearing up ahead.&lt;br /&gt;
* The group looking for (non) survivors found several bodies, some of which had interesting damage marks on them, such as branching fractal patterns and burn marks. they looted the bodies for money, notebooks, and took the partial plate armor off of one of them.&lt;br /&gt;
* The other group entered a clearing with quartz crystalline gravel. In the middle of the clearing was a strange glowing tree, with unknown flowers and fruit. The group decided to harvest some of the flowers and fruit. Marion decided to saw off a branch of the tree, causing the glowing to pulsate.&lt;br /&gt;
* The pulsing summoned an arcane dinosaur who could shoot poison quills. The other half of the party came back and decided to fight. As the fighting went on, another arcane creature appeared, this one being able to summon and call lightning. Once they killed the poison dinosaur, a flying fire engulfed one came to the fight, and started attacking both the party and the remaining lightning dinosaur. &lt;br /&gt;
* Hermes decided to run back to camp. Eventually, the party fled away from the clearing, waited for the fire dinosaur to fly away, and then went back to the clearing to harvest the dinosaur parts. they took a short rest before making it back to camp.&lt;br /&gt;
&lt;br /&gt;
=== Session 4: River Me Timbers  ===&lt;br /&gt;
Session Tags: river, crocodiles &lt;br /&gt;
&lt;br /&gt;
Characters: [[Dickweedus]], [[Lysvan]], [[Finnegan (Finny) Warbler|Finny]], [[Sir Yewvane Eedryll|Yewvane]], [[Twilsby Pendergras|Twilsby]], [[Millar]] &lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/20/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Billiam&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4700 ( lvl 3 -976 lvl 4 -848 lvl 5 -721 ) &lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
&lt;br /&gt;
- Players were enlisted in the camp by [[Lyowyn Mossbringer|Lyowyns]] assistant, Billiam. He informs the players that much of the leadership was busy with thier own tasks and he was tasked with investigating this problem. &lt;br /&gt;
&lt;br /&gt;
-One of the main rivers that provided fresh water to camp was highly polluted with half eaten fish, chum, and bones. The party was assigned with going up river and finding the cause, and solving it.&lt;br /&gt;
&lt;br /&gt;
-Along the bank of the river, some of the players observe orangey-red glowing mushrooms along the bank. Finny flies off and gathers some in his pack. The mushrooms are extremely warm to touch. Lysvan used their innate knowledge of the wilds to note that they may be connected with Hellfire in some way.&lt;br /&gt;
&lt;br /&gt;
-The players eventually row up to a large, wide, still water area. They pull the boat ashore, and notice some creatures in the water. They throw pebbles and two mutant sea snakes with humanoid faces pop up and attack them. Two normal crocodiles come soon after, attracted by the noise and commotion.&lt;br /&gt;
&lt;br /&gt;
-After contending with both the snakes and the crocodiles, the patriarch of the clan, a large crocodile with humanoid arms. It attempts to grapple several members of the party, before getting a steady hold on Ratchet and tries to drag him into the water. Lysvan uses their fire spirit to teleport Rachet out of the gators mouth and onto the boat, where Millar was waiting. The Gator makes a lunge at Millar, while its tail smacks Ratchet, ultimately killing him.&lt;br /&gt;
&lt;br /&gt;
-They players do remain triumphant, killing all the creatures and resetting the river back to its natural state. &lt;br /&gt;
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&lt;br /&gt;
=== Session 5: Slim Pickins&#039; ===&lt;br /&gt;
Session Tags: &lt;br /&gt;
&lt;br /&gt;
Characters: [[Chrysaor]], [[Nassir Tycho]], [[Obsidian]], [[Felix Francis Fitzgerald]] (First Sesssion), [[Amaris Luanach]], [[Lowkey]] (First Session)&lt;br /&gt;
&lt;br /&gt;
DM: Keller (5/21/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[Adeline Hatchic]]&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4,000 (lvl 3- 767, lvl 4- 667, lvl 5- 567)&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
*The players are called together by the Head of Mechanics at the [[Tempest Brothers Expeditionary Company]], [[Adeline Hatchic]], to interview potential applicants to serve as the crew of The Red Macaw, one of the company&#039;s two main airships. In return for vouchers at Nettle&#039;s Soup Stand, the players would have to interview all potential applicants for each position, and decide on a Captain, First Mate, Engineer, navigator, and a Cook for the ship.&lt;br /&gt;
*As the player&#039;s met with the applicants at a location outside the basecamp, they were met with an array of colorful, quirky, and strange individuals all interested in working for the company. This included such strange individuals as a blind ship captain with two eyepatches, two hook hands, and two peg legs, a [[Nothic]] who carried with them a bag of magical trinkets, a snooty and angry world class chef, and a blue octopus king who had a immense hatred of any creatures wearing pants...&lt;br /&gt;
*After long interviews and much deliberation, the players decided on a crew.&lt;br /&gt;
**For the cook they hired Bob, a large and clumsy [[Ogre]] chef with a heart of gold.&lt;br /&gt;
**For the navigator they hired Bink, a curious and bright [[Kenku]] whose only limitation was the fact that she could only speak by mimicking words and voices she had recently heard.&lt;br /&gt;
**For the engineer they hired David who was a down on his luck depressed and divorced dad who had lost his job in Galik and had his home repossessed.&lt;br /&gt;
**For the First mate they hired Tiki-Ti, a strange telepathic [[Thri-Kreen]] who was was kind and understanding, with both great experience as a leader and warrior.&lt;br /&gt;
**For the captain, they hired none other then Hawthorne Voss, famed high seas captain and experienced airship piolet with a charismatic demeanor and a face that made even married women swoon. Hawthorne was then murdered by his former first mate who had also applied to be captain, and who was also promptly murdered. The players promoted Tiki-Ti to ship captain and hired Polly the Seagull [[Aarakocra]] with an unnatural obsession with food to first mate.&lt;br /&gt;
**In general hires they also hired Klerica, a young an naïve recent college graduate dragonborn, Rome Holiday, the heir to a large tavern empire, and Snoot, a [[Kobold]] with a gun.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Session 6: A Penguins Problem&#039;&#039;&#039; ===&lt;br /&gt;
Session Tags: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters: Kompi, Hunk, [[Commando Reconnaissance Unit Lambda|Lambda]], [[Therrin Flare|Therrin]], Nester, [[Paris Hilton]], [[Sabbatical (character)|Sabbatical]] &lt;br /&gt;
&lt;br /&gt;
DM: Aaron 24May2023&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[Pennysworth]], [[Jim Stacy]]?!&lt;br /&gt;
&lt;br /&gt;
EXP:  11,625 (lvl 3 1671, lvl4 1453, lvl 5 1235)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important things that happened&lt;br /&gt;
&lt;br /&gt;
* The players were tasked by Bjorn with finding Cpt Pennyworth&#039;s downed air ship to the east and help him and his crew get to base camp. After a searching they found the ship billowing smoke and the crew attempting to fix it.&lt;br /&gt;
* Pennysworth fired a warning shot at the players as they arrived and explained the area was dangerous and they were already attacked and suffered a casualty. As the players got close to the airship they realized the ground seemed to be covered in a thick spongey layer of moss and all the trees were covered in strange fungal growths. Pennyworth asked for their help in repairing the ships engine and mast so that they could leave. The ship got damaged when several of the crew began to fight one another in an attempt to kill the other as they flew over the scar of Amusa. &lt;br /&gt;
* Not long after the conversation began humanoid monsters began to appear from the ground as well as the trees. These monsters were covered in fungal growths as well as pustules and sores. These monsters also were speaking a guttural language and chanting different things. Sabbatical was able to recognize the language as Abyssal. The chants were of some menacing Mothers love and of her embrace. &lt;br /&gt;
* During the combat Sabbatical was able to hear what seemed like Jim Stacy&#039;s voice amongst the throng of enemies. This voice voice seemed to state that it would be back for revenge. After this comment was made a giant four armed monster appeared from the ground as well. This beast almost ripped Kompi to pieces. eventually the players were able to kill off the monsters and repair the ship. As the remaining monsters were wiped out a shrill voice was heard screaming in Abyssal &amp;quot;MY CHILDREN!&amp;quot; The players immediately left the area &lt;br /&gt;
&lt;br /&gt;
=== Session 7: Winds of Change ===&lt;br /&gt;
Session Tags:&lt;br /&gt;
&lt;br /&gt;
Characters:&lt;br /&gt;
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DM: Julia (5/26/2023)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[The Thistlebrook Conclave|Thistlebrook Conclave]], Billiam&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4100 &lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: [TBD]&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20398</id>
		<title>Within the Wicked Wilds/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20398"/>
		<updated>2023-05-28T00:00:53Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Session 4: River Me Timbers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This page is the campaign synopsis as told by the DMs, to read a more detailed, fun, and lengthy synopsis of the campaign, see &#039;&#039;&#039;[[Within the Wicked Wilds/Player Recaps]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
===Session 1a: Kickoff Megagame - A Funny Thing Happened on the Way to the Bog ===&lt;br /&gt;
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&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; Warden of the Wilds, Oblex &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Tassa Brightfox|Tassa]] (First Session), [[Wiggler]] (First Session), [[Kamakuras]] (First Session), [[Cinder Ashtalon]] (First Session), [[Joylee]] (First Session) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Dave (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; Warden of the Wilds &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4300 (990 at Level 3, 861 at Level 4, 732 at Level 5) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Players left base camp and set out into a swampy region west of the base camp. No known threats were identified so it was assumed that this excursion would most likely result in an uneventful stroll through the area.&lt;br /&gt;
* Adrian Tempest led the group into the swamp.&lt;br /&gt;
* The travel was uneventful until they saw a large 15&#039; tall figure standing in an open swamp area.&lt;br /&gt;
* As three of the party approached to investigate, two were attacked by large green tentacle-like creatures. The whole group engaged and began fighting the &amp;quot;tentacles&amp;quot; back. A third &amp;quot;tentacle&amp;quot; appeared as one of the first two was cut away. As the second &amp;quot;tentacle&amp;quot; was cut down a massive &amp;quot;head&amp;quot; like structure appeared and engaged the party. &lt;br /&gt;
* It was about this time that a cloaked figure was seen observing the party while perched on top of a toppled tree 30 feet above the swamp.&lt;br /&gt;
* The figure did nothing but observe as the group fought bitterly to gain the upper hand against the creature(s).&lt;br /&gt;
* When victory was had and the battle finished, the group looked over to see the figure now standing on the far shore of the swamp. The figure raised their hands and magical fire ignited, lighting a path out and away from the swamp. The figure then disappeared.&lt;br /&gt;
* Three of the group followed the lights while three stayed behind to rest and recover from the fight.&lt;br /&gt;
* The lights led to a small round stone cottage that looked as though it had been around for decades. It was simple, sturdy and serviceable. Light and smoke from a fire escaped from the chimney and the windows. The first group approached and knocked. They were invited in to find the individual sitting, still hooded, in front of the lit fire.&lt;br /&gt;
* After pleasantries were shared the individual introduced themselves as a Warden of the Wilds. They were blessed of a nature deity that had tasked them with caring for the natural order of things in this wild place. The Warden had forsaken a life among the mortal races and embraced the task given to them by their god.&lt;br /&gt;
* Soon enough the other three of the party made their way to the cottage. The Warden then informed the group that what they had encountered was an Oblex. These creatures are ooze like but have a special affinity of feeding on creatures memories and, if given enough time, can consume enough of a creatures memories to develop a sort of mimic of that creature. The Oblex the group defeated was one that the Warden had been battling for some time. The first sightings of Oblex in the Wardens space was some 20 years prior.&lt;br /&gt;
* After discussion, the group took their leave of the Warden but asked how they could contact them if need be. Though the Warden did not have an answer they said they would give it some thought. Some days later, individually wrapped gifts arrived at base camp for the group the Warden met.&lt;br /&gt;
&lt;br /&gt;
===Session 1b: Kickoff Megagame - Ruins of Maddening Dreams===&lt;br /&gt;
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&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Green Knight, Perseus Company, Gnolls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight]], [[Bulio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4015 (803 at Level 4, 923 at Level 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The players depart with fellow Tempest Brother Expeditionary employees to visit the basecamp of another expeditionary group, [[Perseus Company]].&lt;br /&gt;
*The players soon discover a destroyed Perseus Company watchtower and deduce that the site was attack by [[Gnolls]]. They also discover a body in the tower seller full of mysterious black feathers which suddenly bursts into flames.&lt;br /&gt;
*When camping for the night the players on watch encounter some strange occurrences, such as the trees around them appearing to move, and strange entities watching them from beyond the tree line.&lt;br /&gt;
*The players arrive at the Perseus Basecamp to find it had been raided by Gnolls the day before. They discover that the camp was plagued with madness and find some of the bodies deceased due to strange unnatural causes.&lt;br /&gt;
*The players encounter Bulio who had concealed his cart and shop, &amp;quot;Bulio&#039;s Bobbles and Boons,&amp;quot; under a large tarp. In exchange for informing Bulio of the location of the Tempest Brother&#039;s basecamp, he gifts the players with some magic items before taking his leave.&lt;br /&gt;
*Investigating the camp center inside a large temple, they discover survivors being held at the mercy of a band of Gnolls, all being overseen by a strange Green Knight&lt;br /&gt;
*The players defeat the Gnolls while the Green Knight is able to escape. The players also come into possession of the Zephyr Blade, the strange and magical weapon of Perseus Camp&#039;s now deceased leader&lt;br /&gt;
&lt;br /&gt;
===Session 1c: Kickoff Megagame - Spiders and Ichor and Ruins....oh my!===&lt;br /&gt;
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&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;  Paul Fletcher, Lolth, Spiders&lt;br /&gt;
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&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Redemption Core|Reedy]] (First Session), [[Therrin Flare]] (First Session), [[Sabbatical (character)|Sabbaticle]] (First Session), [[Paris Hilton]] (First Session), [[Sir Yewvane Eedryll]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Julia (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Paul Fletcher]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4250 (Lvl 3- 978, Lvl 4- 850, Lvl 5- 723)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Paul greets all the adventurers who arrived at basecamp, and acquires the team assigned to him to clear out the southern area of the wilds near camp and to explore some proposed ruins that were claimed to be there. &lt;br /&gt;
* Once there, they began clearing out the rooms. The first room was fairly empty, aside from a handful of normal wolf spiders. The second room was the main chamber of the temple, with a large statue of Lolth. The statue was dusty and run down, save for her outstretched palm, which was distinctly un-dusty. Paul informs them that typically sculptures like this has a gem or tribute in her hand. &lt;br /&gt;
* The hallways leading off of this room was covered in webs and a dark ichor. Magical sentinel goopey spider legs manifested from the ichor and hit the players if they ran past. After fighting through, they arrive to a small room, still with the ichor, and  a large nest. The party then fought the patriarch spider that resided there, the Haunter of the Night.&lt;br /&gt;
* After disposing of the spider, the party cut open the nest to find various dead bodies of adventurers past. The party also found a large deep red gem, which Paul took back and placed in the hand of Lolth, which causes a secret door to open, revealing a steep staircase going down. When the gem is removed, the door closes. The party took the gem, and left the temple otherwise alone.&lt;br /&gt;
&lt;br /&gt;
===Session 1d: Kickoff Megagame - ===&lt;br /&gt;
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&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; &lt;br /&gt;
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&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; &lt;br /&gt;
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&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Aaron (4/29/2023)&lt;br /&gt;
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&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; &lt;br /&gt;
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&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 2: Curious Company ===&lt;br /&gt;
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&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Collector, Jack of Hearts&lt;br /&gt;
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&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Black Jack]] (First Session), [[Nester Spitemore]] (First Session), [[Kompi]] (First Session), [[Dragonett]] (First Session), [[Marion Ette]] (First Session), [[Juno]] (First Session), [[Dothand Raki]] (First Session),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (5/1/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Cookie]], [[Velemar Decrye]], [[The Collector]], [[Jack of Hearts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 5040 (911 at Level 3, 792 at Level 4, 673 at Level 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The Tempest Brother&#039;s Expeditionary Company is contacted by a powerful and mysterious aristocrat by the name of the Collector to recover a specific tome for him out in the wilds, a First Edition copy of &#039;&#039;[[A Cosmos Compendium: An Academic&#039;s Guide to Quelmar Starcharting]]&#039;&#039;. He meets with the players and provides them with a map and a key to the cavern where it is held.&lt;br /&gt;
*The players depart into the jungle and continue their trek into the night, where they spot a small campfire in the distance. While some players remaining in hiding, the rest of the party meet the charismatic Jack of Hearts and his band of adventurers. Jack of Hearts&#039; crew included the individuals going by the names of [[Malakar the Maleficent|Malakar]], [[Commando Reconnaissance Unit Theta|Theta]], [[Yellana Eedryll]], [[Titan]], [[Tini]], and [[Wren]], along with two of the Pentulven Brothers.&lt;br /&gt;
*After the players leave, they discover that some of them were dosed with a sleeping poison and that Jack of Hearts had stolen the map and the key. Rushing to the cavern where the book is said to be, the player&#039;s find that Jack of Hearts and his team had already completed most of the dungeon themselves.&lt;br /&gt;
*The party pursues the thieves to the final room where the book is held and engage them in combat, only for the tome&#039;s guardian, a massive blue Behir by the name of Grimlight, to attack. The beast entered combat by consuming one of the Penulven Brothers and casting Greater Invisibility on themselves.&lt;br /&gt;
*The players came to a soft truce with Jack of Hearts and his team to defeat the Behir, and eventually came to the deal that the players could take the book as long as Jack of Hearts got to keep the treasure from the cave.&lt;br /&gt;
*On their way back to camp the player&#039;s discovered that the book had strange vertigo indusing effects before handing it over to the Collector. Before he left the Collector revealed that he had also been responsible for hiring Jack of Hearts to retrive the book.&lt;br /&gt;
&lt;br /&gt;
=== Session 3: All That Glitters... ===&lt;br /&gt;
Session Tags: Dinosaurs, Magic, Arc&lt;br /&gt;
&lt;br /&gt;
Characters: [[Helli Aliosh|Helli]], [[Sabbatical (character)|Sabbatical]], [[Marion Ette|Marion]], [[Hermes Purrnes|Hermes]], Neru, [[p&#039;Rahp]]&lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/10/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Arc&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4,370 (lvl 3- 838, lvl 4- 728, lvl 5- 619)&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
&lt;br /&gt;
* Arc summoned several of the hired adventurers to discuss their current mission. They previously sent three teams of their personal research assistants also employed by the Tempest Brothers over the last few weeks. They have not returned, thus they&#039;re now sending more capable adventurers.&lt;br /&gt;
* Their research showed that the base came and surrounding areas are on a prominent area of a layline. The local wildlife and animals can be affected by it. Arc wanted to note the effects that this could have.&lt;br /&gt;
* The party started exploring the jungle, looking for any sign of the teams, or anything that may be useful to Arc&#039;s research. Eventually the party splits in two, with Sabbatical, Helli, and p&#039;Rahp started looking for bodies in the general area, while Hermes, Neru, and Marion investigated a clearing up ahead.&lt;br /&gt;
* The group looking for (non) survivors found several bodies, some of which had interesting damage marks on them, such as branching fractal patterns and burn marks. they looted the bodies for money, notebooks, and took the partial plate armor off of one of them.&lt;br /&gt;
* The other group entered a clearing with quartz crystalline gravel. In the middle of the clearing was a strange glowing tree, with unknown flowers and fruit. The group decided to harvest some of the flowers and fruit. Marion decided to saw off a branch of the tree, causing the glowing to pulsate.&lt;br /&gt;
* The pulsing summoned an arcane dinosaur who could shoot poison quills. The other half of the party came back and decided to fight. As the fighting went on, another arcane creature appeared, this one being able to summon and call lightning. Once they killed the poison dinosaur, a flying fire engulfed one came to the fight, and started attacking both the party and the remaining lightning dinosaur. &lt;br /&gt;
* Hermes decided to run back to camp. Eventually, the party fled away from the clearing, waited for the fire dinosaur to fly away, and then went back to the clearing to harvest the dinosaur parts. they took a short rest before making it back to camp.&lt;br /&gt;
&lt;br /&gt;
=== Session 4: River Me Timbers  ===&lt;br /&gt;
Session Tags: river, crocodiles &lt;br /&gt;
&lt;br /&gt;
Characters: [[Dickweedus]], [[Lysvan]], [[Finnegan (Finny) Warbler|Finny]], [[Sir Yewvane Eedryll|Yewvane]], [[Twilsby Pendergras|Twilsby]], [[Millar]] &lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/20/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Billiam&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4700 ( lvl 3 -976 lvl 4 -848 lvl 5 -721 ) &lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
&lt;br /&gt;
- Players were enlisted in the camp by [[Lyowyn Mossbringer|Lyowyns]] assistant, Billiam. He informs the players that much of the leadership was busy with thier own tasks and he was tasked with investigating this problem. &lt;br /&gt;
&lt;br /&gt;
-One of the main rivers that provided fresh water to camp was highly polluted with half eaten fish, chum, and bones. The party was assigned with going up river and finding the cause, and solving it.&lt;br /&gt;
&lt;br /&gt;
-Along the bank of the river, some of the players observe orangey-red glowing mushrooms along the bank. Finny flies off and gathers some in his pack. The mushrooms are extremely warm to touch. Lysvan used their innate knowledge of the wilds to note that they may be connected with Hellfire in some way.&lt;br /&gt;
&lt;br /&gt;
-The players eventually row up to a large, wide, still water area. They pull the boat ashore, and notice some creatures in the water. They throw pebbles and two mutant sea snakes with humanoid faces pop up and attack them. Two normal crocodiles come soon after, attracted by the noise and commotion.&lt;br /&gt;
&lt;br /&gt;
-After contending with both the snakes and the crocodiles, the patriarch of the clan, a large crocodile with humanoid arms. It attempts to grapple several members of the party, before getting a steady hold on Ratchet and tries to drag him into the water. Lysvan uses their fire spirit to teleport Rachet out of the gators mouth and onto the boat, where Millar was waiting. The Gator makes a lunge at Millar, while its tail smacks Ratchet, ultimately killing him.&lt;br /&gt;
&lt;br /&gt;
-They players do remain triumphant, killing all the creatures and resetting the river back to its natural state. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 5: Slim Pickins&#039; ===&lt;br /&gt;
Session Tags: &lt;br /&gt;
&lt;br /&gt;
Characters: [[Chrysaor]], [[Nassir Tycho]], [[Obsidian]], [[Felix Francis Fitzgerald]] (First Sesssion), [[Amaris Luanach]], [[Lowkey]] (First Session)&lt;br /&gt;
&lt;br /&gt;
DM: Keller (5/21/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[Adeline Hatchic]]&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4,000 (lvl 3- 767, lvl 4- 667, lvl 5- 567)&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
*The players are called together by the Head of Mechanics at the [[Tempest Brothers Expeditionary Company]], [[Adeline Hatchic]], to interview potential applicants to serve as the crew of The Red Macaw, one of the company&#039;s two main airships. In return for vouchers at Nettle&#039;s Soup Stand, the players would have to interview all potential applicants for each position, and decide on a Captain, First Mate, Engineer, navigator, and a Cook for the ship.&lt;br /&gt;
*As the player&#039;s met with the applicants at a location outside the basecamp, they were met with an array of colorful, quirky, and strange individuals all interested in working for the company. This included such strange individuals as a blind ship captain with two eyepatches, two hook hands, and two peg legs, a [[Nothic]] who carried with them a bag of magical trinkets, a snooty and angry world class chef, and a blue octopus king who had a immense hatred of any creatures wearing pants...&lt;br /&gt;
*After long interviews and much deliberation, the players decided on a crew.&lt;br /&gt;
**For the cook they hired Bob, a large and clumsy [[Ogre]] chef with a heart of gold.&lt;br /&gt;
**For the navigator they hired Bink, a curious and bright [[Kenku]] whose only limitation was the fact that she could only speak by mimicking words and voices she had recently heard.&lt;br /&gt;
**For the engineer they hired David who was a down on his luck depressed and divorced dad who had lost his job in Galik and had his home repossessed.&lt;br /&gt;
**For the First mate they hired Tiki-Ti, a strange telepathic [[Thri-Kreen]] who was was kind and understanding, with both great experience as a leader and warrior.&lt;br /&gt;
**For the captain, they hired none other then Hawthorne Voss, famed high seas captain and experienced airship piolet with a charismatic demeanor and a face that made even married women swoon. Hawthorne was then murdered by his former first mate who had also applied to be captain, and who was also promptly murdered. The players promoted Tiki-Ti to ship captain and hired Polly the Seagull [[Aarakocra]] with an unnatural obsession with food to first mate.&lt;br /&gt;
**In general hires they also hired Klerica, a young an naïve recent college graduate dragonborn, Rome Holiday, the heir to a large tavern empire, and Snoot, a [[Kobold]] with a gun.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Session 6: A Penguins Problem&#039;&#039;&#039; ===&lt;br /&gt;
Session Tags: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters: Kompi, Hunk, [[Commando Reconnaissance Unit Lambda|Lambda]], [[Therrin Flare|Therrin]], Nester, [[Paris Hilton]], [[Sabbatical (character)|Sabbatical]] &lt;br /&gt;
&lt;br /&gt;
DM: Aaron 24May2023&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[Pennysworth]], [[Jim Stacy]]?!&lt;br /&gt;
&lt;br /&gt;
EXP:  11,625 (lvl 3 1671, lvl4 1453, lvl 5 1235)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important things that happened&lt;br /&gt;
&lt;br /&gt;
* The players were tasked by Bjorn with finding Cpt Pennyworth&#039;s downed air ship to the east and help him and his crew get to base camp. After a searching they found the ship billowing smoke and the crew attempting to fix it.&lt;br /&gt;
* Pennysworth fired a warning shot at the players as they arrived and explained the area was dangerous and they were already attacked and suffered a casualty. As the players got close to the airship they realized the ground seemed to be covered in a thick spongey layer of moss and all the trees were covered in strange fungal growths. Pennyworth asked for their help in repairing the ships engine and mast so that they could leave. The ship got damaged when several of the crew began to fight one another in an attempt to kill the other as they flew over the scar of Amusa. &lt;br /&gt;
* Not long after the conversation began humanoid monsters began to appear from the ground as well as the trees. These monsters were covered in fungal growths as well as pustules and sores. These monsters also were speaking a guttural language and chanting different things. Sabbatical was able to recognize the language as Abyssal. The chants were of some menacing Mothers love and of her embrace. &lt;br /&gt;
* During the combat Sabbatical was able to hear what seemed like Jim Stacy&#039;s voice amongst the throng of enemies. This voice voice seemed to state that it would be back for revenge. After this comment was made a giant four armed monster appeared from the ground as well. This beast almost ripped Kompi to pieces. eventually the players were able to kill off the monsters and repair the ship. As the remaining monsters were wiped out a shrill voice was heard screaming in Abyssal &amp;quot;MY CHILDREN!&amp;quot; The players immediately left the area &lt;br /&gt;
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----------------&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20397</id>
		<title>Within the Wicked Wilds/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20397"/>
		<updated>2023-05-27T23:56:13Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Session 4: River Me Timbers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This page is the campaign synopsis as told by the DMs, to read a more detailed, fun, and lengthy synopsis of the campaign, see &#039;&#039;&#039;[[Within the Wicked Wilds/Player Recaps]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
===Session 1a: Kickoff Megagame - A Funny Thing Happened on the Way to the Bog ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; Warden of the Wilds, Oblex &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Tassa Brightfox|Tassa]] (First Session), [[Wiggler]] (First Session), [[Kamakuras]] (First Session), [[Cinder Ashtalon]] (First Session), [[Joylee]] (First Session) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Dave (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; Warden of the Wilds &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4300 (990 at Level 3, 861 at Level 4, 732 at Level 5) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Players left base camp and set out into a swampy region west of the base camp. No known threats were identified so it was assumed that this excursion would most likely result in an uneventful stroll through the area.&lt;br /&gt;
* Adrian Tempest led the group into the swamp.&lt;br /&gt;
* The travel was uneventful until they saw a large 15&#039; tall figure standing in an open swamp area.&lt;br /&gt;
* As three of the party approached to investigate, two were attacked by large green tentacle-like creatures. The whole group engaged and began fighting the &amp;quot;tentacles&amp;quot; back. A third &amp;quot;tentacle&amp;quot; appeared as one of the first two was cut away. As the second &amp;quot;tentacle&amp;quot; was cut down a massive &amp;quot;head&amp;quot; like structure appeared and engaged the party. &lt;br /&gt;
* It was about this time that a cloaked figure was seen observing the party while perched on top of a toppled tree 30 feet above the swamp.&lt;br /&gt;
* The figure did nothing but observe as the group fought bitterly to gain the upper hand against the creature(s).&lt;br /&gt;
* When victory was had and the battle finished, the group looked over to see the figure now standing on the far shore of the swamp. The figure raised their hands and magical fire ignited, lighting a path out and away from the swamp. The figure then disappeared.&lt;br /&gt;
* Three of the group followed the lights while three stayed behind to rest and recover from the fight.&lt;br /&gt;
* The lights led to a small round stone cottage that looked as though it had been around for decades. It was simple, sturdy and serviceable. Light and smoke from a fire escaped from the chimney and the windows. The first group approached and knocked. They were invited in to find the individual sitting, still hooded, in front of the lit fire.&lt;br /&gt;
* After pleasantries were shared the individual introduced themselves as a Warden of the Wilds. They were blessed of a nature deity that had tasked them with caring for the natural order of things in this wild place. The Warden had forsaken a life among the mortal races and embraced the task given to them by their god.&lt;br /&gt;
* Soon enough the other three of the party made their way to the cottage. The Warden then informed the group that what they had encountered was an Oblex. These creatures are ooze like but have a special affinity of feeding on creatures memories and, if given enough time, can consume enough of a creatures memories to develop a sort of mimic of that creature. The Oblex the group defeated was one that the Warden had been battling for some time. The first sightings of Oblex in the Wardens space was some 20 years prior.&lt;br /&gt;
* After discussion, the group took their leave of the Warden but asked how they could contact them if need be. Though the Warden did not have an answer they said they would give it some thought. Some days later, individually wrapped gifts arrived at base camp for the group the Warden met.&lt;br /&gt;
&lt;br /&gt;
===Session 1b: Kickoff Megagame - Ruins of Maddening Dreams===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Green Knight, Perseus Company, Gnolls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight]], [[Bulio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4015 (803 at Level 4, 923 at Level 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The players depart with fellow Tempest Brother Expeditionary employees to visit the basecamp of another expeditionary group, [[Perseus Company]].&lt;br /&gt;
*The players soon discover a destroyed Perseus Company watchtower and deduce that the site was attack by [[Gnolls]]. They also discover a body in the tower seller full of mysterious black feathers which suddenly bursts into flames.&lt;br /&gt;
*When camping for the night the players on watch encounter some strange occurrences, such as the trees around them appearing to move, and strange entities watching them from beyond the tree line.&lt;br /&gt;
*The players arrive at the Perseus Basecamp to find it had been raided by Gnolls the day before. They discover that the camp was plagued with madness and find some of the bodies deceased due to strange unnatural causes.&lt;br /&gt;
*The players encounter Bulio who had concealed his cart and shop, &amp;quot;Bulio&#039;s Bobbles and Boons,&amp;quot; under a large tarp. In exchange for informing Bulio of the location of the Tempest Brother&#039;s basecamp, he gifts the players with some magic items before taking his leave.&lt;br /&gt;
*Investigating the camp center inside a large temple, they discover survivors being held at the mercy of a band of Gnolls, all being overseen by a strange Green Knight&lt;br /&gt;
*The players defeat the Gnolls while the Green Knight is able to escape. The players also come into possession of the Zephyr Blade, the strange and magical weapon of Perseus Camp&#039;s now deceased leader&lt;br /&gt;
&lt;br /&gt;
===Session 1c: Kickoff Megagame - Spiders and Ichor and Ruins....oh my!===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;  Paul Fletcher, Lolth, Spiders&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Redemption Core|Reedy]] (First Session), [[Therrin Flare]] (First Session), [[Sabbatical (character)|Sabbaticle]] (First Session), [[Paris Hilton]] (First Session), [[Sir Yewvane Eedryll]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Julia (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Paul Fletcher]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4250 (Lvl 3- 978, Lvl 4- 850, Lvl 5- 723)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Paul greets all the adventurers who arrived at basecamp, and acquires the team assigned to him to clear out the southern area of the wilds near camp and to explore some proposed ruins that were claimed to be there. &lt;br /&gt;
* Once there, they began clearing out the rooms. The first room was fairly empty, aside from a handful of normal wolf spiders. The second room was the main chamber of the temple, with a large statue of Lolth. The statue was dusty and run down, save for her outstretched palm, which was distinctly un-dusty. Paul informs them that typically sculptures like this has a gem or tribute in her hand. &lt;br /&gt;
* The hallways leading off of this room was covered in webs and a dark ichor. Magical sentinel goopey spider legs manifested from the ichor and hit the players if they ran past. After fighting through, they arrive to a small room, still with the ichor, and  a large nest. The party then fought the patriarch spider that resided there, the Haunter of the Night.&lt;br /&gt;
* After disposing of the spider, the party cut open the nest to find various dead bodies of adventurers past. The party also found a large deep red gem, which Paul took back and placed in the hand of Lolth, which causes a secret door to open, revealing a steep staircase going down. When the gem is removed, the door closes. The party took the gem, and left the temple otherwise alone.&lt;br /&gt;
&lt;br /&gt;
===Session 1d: Kickoff Megagame - ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Aaron (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 2: Curious Company ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Collector, Jack of Hearts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Black Jack]] (First Session), [[Nester Spitemore]] (First Session), [[Kompi]] (First Session), [[Dragonett]] (First Session), [[Marion Ette]] (First Session), [[Juno]] (First Session), [[Dothand Raki]] (First Session),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (5/1/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Cookie]], [[Velemar Decrye]], [[The Collector]], [[Jack of Hearts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 5040 (911 at Level 3, 792 at Level 4, 673 at Level 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The Tempest Brother&#039;s Expeditionary Company is contacted by a powerful and mysterious aristocrat by the name of the Collector to recover a specific tome for him out in the wilds, a First Edition copy of &#039;&#039;[[A Cosmos Compendium: An Academic&#039;s Guide to Quelmar Starcharting]]&#039;&#039;. He meets with the players and provides them with a map and a key to the cavern where it is held.&lt;br /&gt;
*The players depart into the jungle and continue their trek into the night, where they spot a small campfire in the distance. While some players remaining in hiding, the rest of the party meet the charismatic Jack of Hearts and his band of adventurers. Jack of Hearts&#039; crew included the individuals going by the names of [[Malakar the Maleficent|Malakar]], [[Commando Reconnaissance Unit Theta|Theta]], [[Yellana Eedryll]], [[Titan]], [[Tini]], and [[Wren]], along with two of the Pentulven Brothers.&lt;br /&gt;
*After the players leave, they discover that some of them were dosed with a sleeping poison and that Jack of Hearts had stolen the map and the key. Rushing to the cavern where the book is said to be, the player&#039;s find that Jack of Hearts and his team had already completed most of the dungeon themselves.&lt;br /&gt;
*The party pursues the thieves to the final room where the book is held and engage them in combat, only for the tome&#039;s guardian, a massive blue Behir by the name of Grimlight, to attack. The beast entered combat by consuming one of the Penulven Brothers and casting Greater Invisibility on themselves.&lt;br /&gt;
*The players came to a soft truce with Jack of Hearts and his team to defeat the Behir, and eventually came to the deal that the players could take the book as long as Jack of Hearts got to keep the treasure from the cave.&lt;br /&gt;
*On their way back to camp the player&#039;s discovered that the book had strange vertigo indusing effects before handing it over to the Collector. Before he left the Collector revealed that he had also been responsible for hiring Jack of Hearts to retrive the book.&lt;br /&gt;
&lt;br /&gt;
=== Session 3: All That Glitters... ===&lt;br /&gt;
Session Tags: Dinosaurs, Magic, Arc&lt;br /&gt;
&lt;br /&gt;
Characters: [[Helli Aliosh|Helli]], [[Sabbatical (character)|Sabbatical]], [[Marion Ette|Marion]], [[Hermes Purrnes|Hermes]], Neru, [[p&#039;Rahp]]&lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/10/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Arc&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4,370 (lvl 3- 838, lvl 4- 728, lvl 5- 619)&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
&lt;br /&gt;
* Arc summoned several of the hired adventurers to discuss their current mission. They previously sent three teams of their personal research assistants also employed by the Tempest Brothers over the last few weeks. They have not returned, thus they&#039;re now sending more capable adventurers.&lt;br /&gt;
* Their research showed that the base came and surrounding areas are on a prominent area of a layline. The local wildlife and animals can be affected by it. Arc wanted to note the effects that this could have.&lt;br /&gt;
* The party started exploring the jungle, looking for any sign of the teams, or anything that may be useful to Arc&#039;s research. Eventually the party splits in two, with Sabbatical, Helli, and p&#039;Rahp started looking for bodies in the general area, while Hermes, Neru, and Marion investigated a clearing up ahead.&lt;br /&gt;
* The group looking for (non) survivors found several bodies, some of which had interesting damage marks on them, such as branching fractal patterns and burn marks. they looted the bodies for money, notebooks, and took the partial plate armor off of one of them.&lt;br /&gt;
* The other group entered a clearing with quartz crystalline gravel. In the middle of the clearing was a strange glowing tree, with unknown flowers and fruit. The group decided to harvest some of the flowers and fruit. Marion decided to saw off a branch of the tree, causing the glowing to pulsate.&lt;br /&gt;
* The pulsing summoned an arcane dinosaur who could shoot poison quills. The other half of the party came back and decided to fight. As the fighting went on, another arcane creature appeared, this one being able to summon and call lightning. Once they killed the poison dinosaur, a flying fire engulfed one came to the fight, and started attacking both the party and the remaining lightning dinosaur. &lt;br /&gt;
* Hermes decided to run back to camp. Eventually, the party fled away from the clearing, waited for the fire dinosaur to fly away, and then went back to the clearing to harvest the dinosaur parts. they took a short rest before making it back to camp.&lt;br /&gt;
&lt;br /&gt;
=== Session 4: River Me Timbers  ===&lt;br /&gt;
Session Tags: river, crocodiles &lt;br /&gt;
&lt;br /&gt;
Characters: [[Dickweedus]], [[Lysvan]], [[Finnegan (Finny) Warbler|Finny]], [[Sir Yewvane Eedryll|Yewvane]], [[Twilsby Pendergras|Twilsby]], [[Millar]] &lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/20/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Billiam&lt;br /&gt;
&lt;br /&gt;
XP Gained: &lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
&lt;br /&gt;
- Players were enlisted in the camp by [[Lyowyn Mossbringer|Lyowyns]] assistant, Billiam. He informs the players that much of the leadership was busy with thier own tasks and he was tasked with investigating this problem. &lt;br /&gt;
&lt;br /&gt;
-One of the main rivers that provided fresh water to camp was highly polluted with half eaten fish, chum, and bones. The party was assigned with going up river and finding the cause, and solving it.&lt;br /&gt;
&lt;br /&gt;
-Along the bank of the river, some of the players observe orangey-red glowing mushrooms along the bank. Finny flies off and gathers some in his pack. The mushrooms are extremely warm to touch. Lysvan used their innate knowledge of the wilds to note that they may be connected with Hellfire in some way.&lt;br /&gt;
&lt;br /&gt;
-The players eventually row up to a large, wide, still water area. They pull the boat ashore, and notice some creatures in the water. They throw pebbles and two mutant sea snakes with humanoid faces pop up and attack them. Two normal crocodiles come soon after, attracted by the noise and commotion.&lt;br /&gt;
&lt;br /&gt;
-After contending with both the snakes and the crocodiles, the patriarch of the clan, a large crocodile with humanoid arms. It attempts to grapple several members of the party, before getting a steady hold on Ratchet and tries to drag him into the water. Lysvan uses their fire spirit to teleport Rachet out of the gators mouth and onto the boat, where Millar was waiting. The Gator makes a lunge at Millar, while its tail smacks Ratchet, ultimately killing him.&lt;br /&gt;
&lt;br /&gt;
-They players do remain triumphant, killing all the creatures and resetting the river back to its natural state. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 5: Slim Pickins&#039; ===&lt;br /&gt;
Session Tags: &lt;br /&gt;
&lt;br /&gt;
Characters: [[Chrysaor]], [[Nassir Tycho]], [[Obsidian]], [[Felix Francis Fitzgerald]] (First Sesssion), [[Amaris Luanach]], [[Lowkey]] (First Session)&lt;br /&gt;
&lt;br /&gt;
DM: Keller (5/21/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[Adeline Hatchic]]&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4,000 (lvl 3- 767, lvl 4- 667, lvl 5- 567)&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
*The players are called together by the Head of Mechanics at the [[Tempest Brothers Expeditionary Company]], [[Adeline Hatchic]], to interview potential applicants to serve as the crew of The Red Macaw, one of the company&#039;s two main airships. In return for vouchers at Nettle&#039;s Soup Stand, the players would have to interview all potential applicants for each position, and decide on a Captain, First Mate, Engineer, navigator, and a Cook for the ship.&lt;br /&gt;
*As the player&#039;s met with the applicants at a location outside the basecamp, they were met with an array of colorful, quirky, and strange individuals all interested in working for the company. This included such strange individuals as a blind ship captain with two eyepatches, two hook hands, and two peg legs, a [[Nothic]] who carried with them a bag of magical trinkets, a snooty and angry world class chef, and a blue octopus king who had a immense hatred of any creatures wearing pants...&lt;br /&gt;
*After long interviews and much deliberation, the players decided on a crew.&lt;br /&gt;
**For the cook they hired Bob, a large and clumsy [[Ogre]] chef with a heart of gold.&lt;br /&gt;
**For the navigator they hired Bink, a curious and bright [[Kenku]] whose only limitation was the fact that she could only speak by mimicking words and voices she had recently heard.&lt;br /&gt;
**For the engineer they hired David who was a down on his luck depressed and divorced dad who had lost his job in Galik and had his home repossessed.&lt;br /&gt;
**For the First mate they hired Tiki-Ti, a strange telepathic [[Thri-Kreen]] who was was kind and understanding, with both great experience as a leader and warrior.&lt;br /&gt;
**For the captain, they hired none other then Hawthorne Voss, famed high seas captain and experienced airship piolet with a charismatic demeanor and a face that made even married women swoon. Hawthorne was then murdered by his former first mate who had also applied to be captain, and who was also promptly murdered. The players promoted Tiki-Ti to ship captain and hired Polly the Seagull [[Aarakocra]] with an unnatural obsession with food to first mate.&lt;br /&gt;
**In general hires they also hired Klerica, a young an naïve recent college graduate dragonborn, Rome Holiday, the heir to a large tavern empire, and Snoot, a [[Kobold]] with a gun.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Session 6: A Penguins Problem&#039;&#039;&#039; ===&lt;br /&gt;
Session Tags: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters: Kompi, Hunk, [[Commando Reconnaissance Unit Lambda|Lambda]], [[Therrin Flare|Therrin]], Nester, [[Paris Hilton]], [[Sabbatical (character)|Sabbatical]] &lt;br /&gt;
&lt;br /&gt;
DM: Aaron 24May2023&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[Pennysworth]], [[Jim Stacy]]?!&lt;br /&gt;
&lt;br /&gt;
EXP:  11,625 (lvl 3 1671, lvl4 1453, lvl 5 1235)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important things that happened&lt;br /&gt;
&lt;br /&gt;
* The players were tasked by Bjorn with finding Cpt Pennyworth&#039;s downed air ship to the east and help him and his crew get to base camp. After a searching they found the ship billowing smoke and the crew attempting to fix it.&lt;br /&gt;
* Pennysworth fired a warning shot at the players as they arrived and explained the area was dangerous and they were already attacked and suffered a casualty. As the players got close to the airship they realized the ground seemed to be covered in a thick spongey layer of moss and all the trees were covered in strange fungal growths. Pennyworth asked for their help in repairing the ships engine and mast so that they could leave. The ship got damaged when several of the crew began to fight one another in an attempt to kill the other as they flew over the scar of Amusa. &lt;br /&gt;
* Not long after the conversation began humanoid monsters began to appear from the ground as well as the trees. These monsters were covered in fungal growths as well as pustules and sores. These monsters also were speaking a guttural language and chanting different things. Sabbatical was able to recognize the language as Abyssal. The chants were of some menacing Mothers love and of her embrace. &lt;br /&gt;
* During the combat Sabbatical was able to hear what seemed like Jim Stacy&#039;s voice amongst the throng of enemies. This voice voice seemed to state that it would be back for revenge. After this comment was made a giant four armed monster appeared from the ground as well. This beast almost ripped Kompi to pieces. eventually the players were able to kill off the monsters and repair the ship. As the remaining monsters were wiped out a shrill voice was heard screaming in Abyssal &amp;quot;MY CHILDREN!&amp;quot; The players immediately left the area &lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20396</id>
		<title>Within the Wicked Wilds/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20396"/>
		<updated>2023-05-27T23:54:25Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Session 4: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This page is the campaign synopsis as told by the DMs, to read a more detailed, fun, and lengthy synopsis of the campaign, see &#039;&#039;&#039;[[Within the Wicked Wilds/Player Recaps]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
===Session 1a: Kickoff Megagame - A Funny Thing Happened on the Way to the Bog ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; Warden of the Wilds, Oblex &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Tassa Brightfox|Tassa]] (First Session), [[Wiggler]] (First Session), [[Kamakuras]] (First Session), [[Cinder Ashtalon]] (First Session), [[Joylee]] (First Session) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Dave (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; Warden of the Wilds &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4300 (990 at Level 3, 861 at Level 4, 732 at Level 5) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Players left base camp and set out into a swampy region west of the base camp. No known threats were identified so it was assumed that this excursion would most likely result in an uneventful stroll through the area.&lt;br /&gt;
* Adrian Tempest led the group into the swamp.&lt;br /&gt;
* The travel was uneventful until they saw a large 15&#039; tall figure standing in an open swamp area.&lt;br /&gt;
* As three of the party approached to investigate, two were attacked by large green tentacle-like creatures. The whole group engaged and began fighting the &amp;quot;tentacles&amp;quot; back. A third &amp;quot;tentacle&amp;quot; appeared as one of the first two was cut away. As the second &amp;quot;tentacle&amp;quot; was cut down a massive &amp;quot;head&amp;quot; like structure appeared and engaged the party. &lt;br /&gt;
* It was about this time that a cloaked figure was seen observing the party while perched on top of a toppled tree 30 feet above the swamp.&lt;br /&gt;
* The figure did nothing but observe as the group fought bitterly to gain the upper hand against the creature(s).&lt;br /&gt;
* When victory was had and the battle finished, the group looked over to see the figure now standing on the far shore of the swamp. The figure raised their hands and magical fire ignited, lighting a path out and away from the swamp. The figure then disappeared.&lt;br /&gt;
* Three of the group followed the lights while three stayed behind to rest and recover from the fight.&lt;br /&gt;
* The lights led to a small round stone cottage that looked as though it had been around for decades. It was simple, sturdy and serviceable. Light and smoke from a fire escaped from the chimney and the windows. The first group approached and knocked. They were invited in to find the individual sitting, still hooded, in front of the lit fire.&lt;br /&gt;
* After pleasantries were shared the individual introduced themselves as a Warden of the Wilds. They were blessed of a nature deity that had tasked them with caring for the natural order of things in this wild place. The Warden had forsaken a life among the mortal races and embraced the task given to them by their god.&lt;br /&gt;
* Soon enough the other three of the party made their way to the cottage. The Warden then informed the group that what they had encountered was an Oblex. These creatures are ooze like but have a special affinity of feeding on creatures memories and, if given enough time, can consume enough of a creatures memories to develop a sort of mimic of that creature. The Oblex the group defeated was one that the Warden had been battling for some time. The first sightings of Oblex in the Wardens space was some 20 years prior.&lt;br /&gt;
* After discussion, the group took their leave of the Warden but asked how they could contact them if need be. Though the Warden did not have an answer they said they would give it some thought. Some days later, individually wrapped gifts arrived at base camp for the group the Warden met.&lt;br /&gt;
&lt;br /&gt;
===Session 1b: Kickoff Megagame - Ruins of Maddening Dreams===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Green Knight, Perseus Company, Gnolls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight]], [[Bulio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4015 (803 at Level 4, 923 at Level 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The players depart with fellow Tempest Brother Expeditionary employees to visit the basecamp of another expeditionary group, [[Perseus Company]].&lt;br /&gt;
*The players soon discover a destroyed Perseus Company watchtower and deduce that the site was attack by [[Gnolls]]. They also discover a body in the tower seller full of mysterious black feathers which suddenly bursts into flames.&lt;br /&gt;
*When camping for the night the players on watch encounter some strange occurrences, such as the trees around them appearing to move, and strange entities watching them from beyond the tree line.&lt;br /&gt;
*The players arrive at the Perseus Basecamp to find it had been raided by Gnolls the day before. They discover that the camp was plagued with madness and find some of the bodies deceased due to strange unnatural causes.&lt;br /&gt;
*The players encounter Bulio who had concealed his cart and shop, &amp;quot;Bulio&#039;s Bobbles and Boons,&amp;quot; under a large tarp. In exchange for informing Bulio of the location of the Tempest Brother&#039;s basecamp, he gifts the players with some magic items before taking his leave.&lt;br /&gt;
*Investigating the camp center inside a large temple, they discover survivors being held at the mercy of a band of Gnolls, all being overseen by a strange Green Knight&lt;br /&gt;
*The players defeat the Gnolls while the Green Knight is able to escape. The players also come into possession of the Zephyr Blade, the strange and magical weapon of Perseus Camp&#039;s now deceased leader&lt;br /&gt;
&lt;br /&gt;
===Session 1c: Kickoff Megagame - Spiders and Ichor and Ruins....oh my!===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;  Paul Fletcher, Lolth, Spiders&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Redemption Core|Reedy]] (First Session), [[Therrin Flare]] (First Session), [[Sabbatical (character)|Sabbaticle]] (First Session), [[Paris Hilton]] (First Session), [[Sir Yewvane Eedryll]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Julia (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Paul Fletcher]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4250 (Lvl 3- 978, Lvl 4- 850, Lvl 5- 723)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Paul greets all the adventurers who arrived at basecamp, and acquires the team assigned to him to clear out the southern area of the wilds near camp and to explore some proposed ruins that were claimed to be there. &lt;br /&gt;
* Once there, they began clearing out the rooms. The first room was fairly empty, aside from a handful of normal wolf spiders. The second room was the main chamber of the temple, with a large statue of Lolth. The statue was dusty and run down, save for her outstretched palm, which was distinctly un-dusty. Paul informs them that typically sculptures like this has a gem or tribute in her hand. &lt;br /&gt;
* The hallways leading off of this room was covered in webs and a dark ichor. Magical sentinel goopey spider legs manifested from the ichor and hit the players if they ran past. After fighting through, they arrive to a small room, still with the ichor, and  a large nest. The party then fought the patriarch spider that resided there, the Haunter of the Night.&lt;br /&gt;
* After disposing of the spider, the party cut open the nest to find various dead bodies of adventurers past. The party also found a large deep red gem, which Paul took back and placed in the hand of Lolth, which causes a secret door to open, revealing a steep staircase going down. When the gem is removed, the door closes. The party took the gem, and left the temple otherwise alone.&lt;br /&gt;
&lt;br /&gt;
===Session 1d: Kickoff Megagame - ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Aaron (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 2: Curious Company ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Collector, Jack of Hearts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Black Jack]] (First Session), [[Nester Spitemore]] (First Session), [[Kompi]] (First Session), [[Dragonett]] (First Session), [[Marion Ette]] (First Session), [[Juno]] (First Session), [[Dothand Raki]] (First Session),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (5/1/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Cookie]], [[Velemar Decrye]], [[The Collector]], [[Jack of Hearts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 5040 (911 at Level 3, 792 at Level 4, 673 at Level 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The Tempest Brother&#039;s Expeditionary Company is contacted by a powerful and mysterious aristocrat by the name of the Collector to recover a specific tome for him out in the wilds, a First Edition copy of &#039;&#039;[[A Cosmos Compendium: An Academic&#039;s Guide to Quelmar Starcharting]]&#039;&#039;. He meets with the players and provides them with a map and a key to the cavern where it is held.&lt;br /&gt;
*The players depart into the jungle and continue their trek into the night, where they spot a small campfire in the distance. While some players remaining in hiding, the rest of the party meet the charismatic Jack of Hearts and his band of adventurers. Jack of Hearts&#039; crew included the individuals going by the names of [[Malakar the Maleficent|Malakar]], [[Commando Reconnaissance Unit Theta|Theta]], [[Yellana Eedryll]], [[Titan]], [[Tini]], and [[Wren]], along with two of the Pentulven Brothers.&lt;br /&gt;
*After the players leave, they discover that some of them were dosed with a sleeping poison and that Jack of Hearts had stolen the map and the key. Rushing to the cavern where the book is said to be, the player&#039;s find that Jack of Hearts and his team had already completed most of the dungeon themselves.&lt;br /&gt;
*The party pursues the thieves to the final room where the book is held and engage them in combat, only for the tome&#039;s guardian, a massive blue Behir by the name of Grimlight, to attack. The beast entered combat by consuming one of the Penulven Brothers and casting Greater Invisibility on themselves.&lt;br /&gt;
*The players came to a soft truce with Jack of Hearts and his team to defeat the Behir, and eventually came to the deal that the players could take the book as long as Jack of Hearts got to keep the treasure from the cave.&lt;br /&gt;
*On their way back to camp the player&#039;s discovered that the book had strange vertigo indusing effects before handing it over to the Collector. Before he left the Collector revealed that he had also been responsible for hiring Jack of Hearts to retrive the book.&lt;br /&gt;
&lt;br /&gt;
=== Session 3: All That Glitters... ===&lt;br /&gt;
Session Tags: Dinosaurs, Magic, Arc&lt;br /&gt;
&lt;br /&gt;
Characters: [[Helli Aliosh|Helli]], [[Sabbatical (character)|Sabbatical]], [[Marion Ette|Marion]], [[Hermes Purrnes|Hermes]], Neru, [[p&#039;Rahp]]&lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/10/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Arc&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4,370 (lvl 3- 838, lvl 4- 728, lvl 5- 619)&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
&lt;br /&gt;
* Arc summoned several of the hired adventurers to discuss their current mission. They previously sent three teams of their personal research assistants also employed by the Tempest Brothers over the last few weeks. They have not returned, thus they&#039;re now sending more capable adventurers.&lt;br /&gt;
* Their research showed that the base came and surrounding areas are on a prominent area of a layline. The local wildlife and animals can be affected by it. Arc wanted to note the effects that this could have.&lt;br /&gt;
* The party started exploring the jungle, looking for any sign of the teams, or anything that may be useful to Arc&#039;s research. Eventually the party splits in two, with Sabbatical, Helli, and p&#039;Rahp started looking for bodies in the general area, while Hermes, Neru, and Marion investigated a clearing up ahead.&lt;br /&gt;
* The group looking for (non) survivors found several bodies, some of which had interesting damage marks on them, such as branching fractal patterns and burn marks. they looted the bodies for money, notebooks, and took the partial plate armor off of one of them.&lt;br /&gt;
* The other group entered a clearing with quartz crystalline gravel. In the middle of the clearing was a strange glowing tree, with unknown flowers and fruit. The group decided to harvest some of the flowers and fruit. Marion decided to saw off a branch of the tree, causing the glowing to pulsate.&lt;br /&gt;
* The pulsing summoned an arcane dinosaur who could shoot poison quills. The other half of the party came back and decided to fight. As the fighting went on, another arcane creature appeared, this one being able to summon and call lightning. Once they killed the poison dinosaur, a flying fire engulfed one came to the fight, and started attacking both the party and the remaining lightning dinosaur. &lt;br /&gt;
* Hermes decided to run back to camp. Eventually, the party fled away from the clearing, waited for the fire dinosaur to fly away, and then went back to the clearing to harvest the dinosaur parts. they took a short rest before making it back to camp.&lt;br /&gt;
&lt;br /&gt;
=== Session 4: River Me Timbers  ===&lt;br /&gt;
Session Tags: river, crocodiles &lt;br /&gt;
&lt;br /&gt;
Characters: [[Dickweedus]], [[Lysvan]], [[Finnegan (Finny) Warbler|Finny]], [[Sir Yewvane Eedryll|Yewvane]], [[Twilsby Pendergras|Twilsby]], [[Millar]] &lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/20/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Billiam&lt;br /&gt;
&lt;br /&gt;
XP Gained: &lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Session 5: Slim Pickins&#039; ===&lt;br /&gt;
Session Tags: &lt;br /&gt;
&lt;br /&gt;
Characters: [[Chrysaor]], [[Nassir Tycho]], [[Obsidian]], [[Felix Francis Fitzgerald]] (First Sesssion), [[Amaris Luanach]], [[Lowkey]] (First Session)&lt;br /&gt;
&lt;br /&gt;
DM: Keller (5/21/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[Adeline Hatchic]]&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4,000 (lvl 3- 767, lvl 4- 667, lvl 5- 567)&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
*The players are called together by the Head of Mechanics at the [[Tempest Brothers Expeditionary Company]], [[Adeline Hatchic]], to interview potential applicants to serve as the crew of The Red Macaw, one of the company&#039;s two main airships. In return for vouchers at Nettle&#039;s Soup Stand, the players would have to interview all potential applicants for each position, and decide on a Captain, First Mate, Engineer, navigator, and a Cook for the ship.&lt;br /&gt;
*As the player&#039;s met with the applicants at a location outside the basecamp, they were met with an array of colorful, quirky, and strange individuals all interested in working for the company. This included such strange individuals as a blind ship captain with two eyepatches, two hook hands, and two peg legs, a [[Nothic]] who carried with them a bag of magical trinkets, a snooty and angry world class chef, and a blue octopus king who had a immense hatred of any creatures wearing pants...&lt;br /&gt;
*After long interviews and much deliberation, the players decided on a crew.&lt;br /&gt;
**For the cook they hired Bob, a large and clumsy [[Ogre]] chef with a heart of gold.&lt;br /&gt;
**For the navigator they hired Bink, a curious and bright [[Kenku]] whose only limitation was the fact that she could only speak by mimicking words and voices she had recently heard.&lt;br /&gt;
**For the engineer they hired David who was a down on his luck depressed and divorced dad who had lost his job in Galik and had his home repossessed.&lt;br /&gt;
**For the First mate they hired Tiki-Ti, a strange telepathic [[Thri-Kreen]] who was was kind and understanding, with both great experience as a leader and warrior.&lt;br /&gt;
**For the captain, they hired none other then Hawthorne Voss, famed high seas captain and experienced airship piolet with a charismatic demeanor and a face that made even married women swoon. Hawthorne was then murdered by his former first mate who had also applied to be captain, and who was also promptly murdered. The players promoted Tiki-Ti to ship captain and hired Polly the Seagull [[Aarakocra]] with an unnatural obsession with food to first mate.&lt;br /&gt;
**In general hires they also hired Klerica, a young an naïve recent college graduate dragonborn, Rome Holiday, the heir to a large tavern empire, and Snoot, a [[Kobold]] with a gun.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Session 6: A Penguins Problem&#039;&#039;&#039; ===&lt;br /&gt;
Session Tags: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Characters: Kompi, Hunk, [[Commando Reconnaissance Unit Lambda|Lambda]], [[Therrin Flare|Therrin]], Nester, [[Paris Hilton]], [[Sabbatical (character)|Sabbatical]] &lt;br /&gt;
&lt;br /&gt;
DM: Aaron 24May2023&lt;br /&gt;
&lt;br /&gt;
Important NPCs: [[Pennysworth]], [[Jim Stacy]]?!&lt;br /&gt;
&lt;br /&gt;
EXP:  11,625 (lvl 3 1671, lvl4 1453, lvl 5 1235)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Important things that happened&lt;br /&gt;
&lt;br /&gt;
* The players were tasked by Bjorn with finding Cpt Pennyworth&#039;s downed air ship to the east and help him and his crew get to base camp. After a searching they found the ship billowing smoke and the crew attempting to fix it.&lt;br /&gt;
* Pennysworth fired a warning shot at the players as they arrived and explained the area was dangerous and they were already attacked and suffered a casualty. As the players got close to the airship they realized the ground seemed to be covered in a thick spongey layer of moss and all the trees were covered in strange fungal growths. Pennyworth asked for their help in repairing the ships engine and mast so that they could leave. The ship got damaged when several of the crew began to fight one another in an attempt to kill the other as they flew over the scar of Amusa. &lt;br /&gt;
* Not long after the conversation began humanoid monsters began to appear from the ground as well as the trees. These monsters were covered in fungal growths as well as pustules and sores. These monsters also were speaking a guttural language and chanting different things. Sabbatical was able to recognize the language as Abyssal. The chants were of some menacing Mothers love and of her embrace. &lt;br /&gt;
* During the combat Sabbatical was able to hear what seemed like Jim Stacy&#039;s voice amongst the throng of enemies. This voice voice seemed to state that it would be back for revenge. After this comment was made a giant four armed monster appeared from the ground as well. This beast almost ripped Kompi to pieces. eventually the players were able to kill off the monsters and repair the ship. As the remaining monsters were wiped out a shrill voice was heard screaming in Abyssal &amp;quot;MY CHILDREN!&amp;quot; The players immediately left the area &lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20226</id>
		<title>Within the Wicked Wilds/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=20226"/>
		<updated>2023-05-19T20:29:48Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This page is the campaign synopsis as told by the DMs, to read a more detailed, fun, and lengthy synopsis of the campaign, see &#039;&#039;&#039;[[Within the Wicked Wilds/Player Recaps]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
===Session 1a: Kickoff Megagame - A Funny Thing Happened on the Way to the Bog ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; Warden of the Wilds, Oblex &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Tassa Brightfox|Tassa]] (First Session), [[Wiggler]] (First Session), [[Kamakuras]] (First Session), [[Cinder Ashtalon]] (First Session), [[Joylee]] (First Session) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Dave (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; Warden of the Wilds &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4300 (990 at Level 3, 861 at Level 4, 732 at Level 5) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Players left base camp and set out into a swampy region west of the base camp. No known threats were identified so it was assumed that this excursion would most likely result in an uneventful stroll through the area.&lt;br /&gt;
* Adrian Tempest led the group into the swamp.&lt;br /&gt;
* The travel was uneventful until they saw a large 15&#039; tall figure standing in an open swamp area.&lt;br /&gt;
* As three of the party approached to investigate, two were attacked by large green tentacle-like creatures. The whole group engaged and began fighting the &amp;quot;tentacles&amp;quot; back. A third &amp;quot;tentacle&amp;quot; appeared as one of the first two was cut away. As the second &amp;quot;tentacle&amp;quot; was cut down a massive &amp;quot;head&amp;quot; like structure appeared and engaged the party. &lt;br /&gt;
* It was about this time that a cloaked figure was seen observing the party while perched on top of a toppled tree 30 feet above the swamp.&lt;br /&gt;
* The figure did nothing but observe as the group fought bitterly to gain the upper hand against the creature(s).&lt;br /&gt;
* When victory was had and the battle finished, the group looked over to see the figure now standing on the far shore of the swamp. The figure raised their hands and magical fire ignited, lighting a path out and away from the swamp. The figure then disappeared.&lt;br /&gt;
* Three of the group followed the lights while three stayed behind to rest and recover from the fight.&lt;br /&gt;
* The lights led to a small round stone cottage that looked as though it had been around for decades. It was simple, sturdy and serviceable. Light and smoke from a fire escaped from the chimney and the windows. The first group approached and knocked. They were invited in to find the individual sitting, still hooded, in front of the lit fire.&lt;br /&gt;
* After pleasantries were shared the individual introduced themselves as a Warden of the Wilds. They were blessed of a nature deity that had tasked them with caring for the natural order of things in this wild place. The Warden had forsaken a life among the mortal races and embraced the task given to them by their god.&lt;br /&gt;
* Soon enough the other three of the party made their way to the cottage. The Warden then informed the group that what they had encountered was an Oblex. These creatures are ooze like but have a special affinity of feeding on creatures memories and, if given enough time, can consume enough of a creatures memories to develop a sort of mimic of that creature. The Oblex the group defeated was one that the Warden had been battling for some time. The first sightings of Oblex in the Wardens space was some 20 years prior.&lt;br /&gt;
* After discussion, the group took their leave of the Warden but asked how they could contact them if need be. Though the Warden did not have an answer they said they would give it some thought. Some days later, individually wrapped gifts arrived at base camp for the group the Warden met.&lt;br /&gt;
&lt;br /&gt;
===Session 1b: Kickoff Megagame - Ruins of Maddening Dreams===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Green Knight, Perseus Company, Gnolls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight]], [[Bulio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4015 (803 at Level 4, 923 at Level 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The players depart with fellow Tempest Brother Expeditionary employees to visit the basecamp of another expeditionary group, [[Perseus Company]].&lt;br /&gt;
*The players soon discover a destroyed Perseus Company watchtower and deduce that the site was attack by [[Gnolls]]. They also discover a body in the tower seller full of mysterious black feathers which suddenly bursts into flames.&lt;br /&gt;
*When camping for the night the players on watch encounter some strange occurrences, such as the trees around them appearing to move, and strange entities watching them from beyond the tree line.&lt;br /&gt;
*The players arrive at the Perseus Basecamp to find it had been raided by Gnolls the day before. They discover that the camp was plagued with madness and find some of the bodies deceased due to strange unnatural causes.&lt;br /&gt;
*The players encounter Bulio who had concealed his cart and shop, &amp;quot;Bulio&#039;s Bobbles and Boons,&amp;quot; under a large tarp. In exchange for informing Bulio of the location of the Tempest Brother&#039;s basecamp, he gifts the players with some magic items before taking his leave.&lt;br /&gt;
*Investigating the camp center inside a large temple, they discover survivors being held at the mercy of a band of Gnolls, all being overseen by a strange Green Knight&lt;br /&gt;
*The players defeat the Gnolls while the Green Knight is able to escape. The players also come into possession of the Zephyr Blade, the strange and magical weapon of Perseus Camp&#039;s now deceased leader&lt;br /&gt;
&lt;br /&gt;
===Session 1c: Kickoff Megagame - Spiders and Ichor and Ruins....oh my!===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;  Paul Fletcher, Lolth, Spiders&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Redemption Core|Reedy]] (First Session), [[Therrin Flare]] (First Session), [[Sabbatical (character)|Sabbaticle]] (First Session), [[Paris Hilton]] (First Session), [[Sir Yewvane Eedryll]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Julia (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Paul Fletcher]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4250 (Lvl 3- 978, Lvl 4- 850, Lvl 5- 723)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Paul greets all the adventurers who arrived at basecamp, and acquires the team assigned to him to clear out the southern area of the wilds near camp and to explore some proposed ruins that were claimed to be there. &lt;br /&gt;
* Once there, they began clearing out the rooms. The first room was fairly empty, aside from a handful of normal wolf spiders. The second room was the main chamber of the temple, with a large statue of Lolth. The statue was dusty and run down, save for her outstretched palm, which was distinctly un-dusty. Paul informs them that typically sculptures like this has a gem or tribute in her hand. &lt;br /&gt;
* The hallways leading off of this room was covered in webs and a dark ichor. Magical sentinel goopey spider legs manifested from the ichor and hit the players if they ran past. After fighting through, they arrive to a small room, still with the ichor, and  a large nest. The party then fought the patriarch spider that resided there, the Haunter of the Night.&lt;br /&gt;
* After disposing of the spider, the party cut open the nest to find various dead bodies of adventurers past. The party also found a large deep red gem, which Paul took back and placed in the hand of Lolth, which causes a secret door to open, revealing a steep staircase going down. When the gem is removed, the door closes. The party took the gem, and left the temple otherwise alone.&lt;br /&gt;
&lt;br /&gt;
===Session 1d: Kickoff Megagame - ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Aaron (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 2: Curious Company ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Collector, Jack of Hearts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Black Jack]] (First Session), [[Nester Spitemore]] (First Session), [[Kompi]] (First Session), [[Dragonett]] (First Session), [[Marion Ette]] (First Session), [[Juno]] (First Session), [[Dothand Raki]] (First Session),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (5/1/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Cookie]], [[Velemar Decrye]], [[The Collector]], [[Jack of Hearts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 5040 (911 at Level 3, 792 at Level 4, 673 at Level 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The Tempest Brother&#039;s Expeditionary Company is contacted by a powerful and mysterious aristocrat by the name of the Collector to recover a specific tome for him out in the wilds, a First Edition copy of &#039;&#039;[[A Cosmos Compendium: An Academic&#039;s Guide to Quelmar Starcharting]]&#039;&#039;. He meets with the players and provides them with a map and a key to the cavern where it is held.&lt;br /&gt;
*The players depart into the jungle and continue their trek into the night, where they spot a small campfire in the distance. While some players remaining in hiding, the rest of the party meet the charismatic Jack of Hearts and his band of adventurers. Jack of Hearts&#039; crew included the individuals going by the names of [[Malakar the Maleficent|Malakar]], [[Commando Reconnaissance Unit Theta|Theta]], [[Yellana Eedryll]], [[Titan]], [[Tini]], and [[Wren]], along with two of the Pentulven Brothers.&lt;br /&gt;
*After the players leave, they discover that some of them were dosed with a sleeping poison and that Jack of Hearts had stolen the map and the key. Rushing to the cavern where the book is said to be, the player&#039;s find that Jack of Hearts and his team had already completed most of the dungeon themselves.&lt;br /&gt;
*The party pursues the thieves to the final room where the book is held and engage them in combat, only for the tome&#039;s guardian, a massive blue Behir by the name of Grimlight, to attack. The beast entered combat by consuming one of the Penulven Brothers and casting Greater Invisibility on themselves.&lt;br /&gt;
*The players came to a soft truce with Jack of Hearts and his team to defeat the Behir, and eventually came to the deal that the players could take the book as long as Jack of Hearts got to keep the treasure from the cave.&lt;br /&gt;
*On their way back to camp the player&#039;s discovered that the book had strange vertigo indusing effects before handing it over to the Collector. Before he left the Collector revealed that he had also been responsible for hiring Jack of Hearts to retrive the book.&lt;br /&gt;
&lt;br /&gt;
=== Session 3: All That Glitters... ===&lt;br /&gt;
Session Tags: Dinosaurs, Magic, Arc&lt;br /&gt;
&lt;br /&gt;
Characters: [[Helli Aliosh|Helli]], [[Sabbatical (character)|Sabbatical]], [[Marion Ette|Marion]], [[Hermes Purrnes|Hermes]], Neru, [[p&#039;Rahp]]&lt;br /&gt;
&lt;br /&gt;
DM: Julia (5/10/23)&lt;br /&gt;
&lt;br /&gt;
Important NPCs: Arc&lt;br /&gt;
&lt;br /&gt;
XP Gained: 4,370 (lvl 3- 838, lvl 4- 728, lvl 5- 619)&lt;br /&gt;
&lt;br /&gt;
Important Things that Happened: &lt;br /&gt;
&lt;br /&gt;
* Arc summoned several of the hired adventurers to discuss their current mission. They previously sent three teams of their personal research assistants also employed by the Tempest Brothers over the last few weeks. They have not returned, thus they&#039;re now sending more capable adventurers.&lt;br /&gt;
* Their research showed that the base came and surrounding areas are on a prominent area of a layline. The local wildlife and animals can be affected by it. Arc wanted to note the effects that this could have.&lt;br /&gt;
* The party started exploring the jungle, looking for any sign of the teams, or anything that may be useful to Arc&#039;s research. Eventually the party splits in two, with Sabbatical, Helli, and p&#039;Rahp started looking for bodies in the general area, while Hermes, Neru, and Marion investigated a clearing up ahead.&lt;br /&gt;
* The group looking for (non) survivors found several bodies, some of which had interesting damage marks on them, such as branching fractal patterns and burn marks. they looted the bodies for money, notebooks, and took the partial plate armor off of one of them.&lt;br /&gt;
* The other group entered a clearing with quartz crystalline gravel. In the middle of the clearing was a strange glowing tree, with unknown flowers and fruit. The group decided to harvest some of the flowers and fruit. Marion decided to saw off a branch of the tree, causing the glowing to pulsate.&lt;br /&gt;
* The pulsing summoned an arcane dinosaur who could shoot poison quills. The other half of the party came back and decided to fight. As the fighting went on, another arcane creature appeared, this one being able to summon and call lightning. Once they killed the poison dinosaur, a flying fire engulfed one came to the fight, and started attacking both the party and the remaining lightning dinosaur. &lt;br /&gt;
* Hermes decided to run back to camp. Eventually, the party fled away from the clearing, waited for the fire dino to fly away, and then went back to the clearing to harvest the dinosaur parts. they took a short rest before making it back to camp.&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=19837</id>
		<title>Within the Wicked Wilds/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=19837"/>
		<updated>2023-05-02T14:57:47Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Session 1c: Kickoff Megagame - Spiders and Ichor and Ruins....oh my! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This page is the campaign synopsis as told by the DMs, to read a more detailed, fun, and lengthy synopsis of the campaign, see &#039;&#039;&#039;[[Within the Wicked Wilds/Player Recaps]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
===Session 1a: Kickoff Megagame - A Funny Thing Happened on the Way to the Bog ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; Warden of the Wilds, Oblex &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Tassa Brightfox|Tassa]] (First Session), [[Wiggler]] (First Session), [[Kamakuras]] (First Session), [[Cinder Ashtalon]] (First Session), [[Joylee]] (First Session) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Dave (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; Warden of the Wilds &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4300 (990 at Level 3, 861 at Level 4, 732 at Level 5) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 1b: Kickoff Megagame - Ruins of Maddening Dreams===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Green Knight, Perseus Company, Gnolls&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight]], [[Bulio]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4015 (803 at Level 4, 923 at Level 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The players depart with fellow Tempest Brother Expeditionary employees to visit the basecamp of another expeditionary group, [[Perseus Company]].&lt;br /&gt;
*The players soon discover a destroyed Perseus Company watchtower and deduce that the site was attack by [[Gnolls]]. They also discover a body in the tower seller full of mysterious black feathers which suddenly bursts into flames.&lt;br /&gt;
*When camping for the night the players on watch encounter some strange occurrences, such as the trees around them appearing to move, and strange entities watching them from beyond the tree line.&lt;br /&gt;
*The players arrive at the Perseus Basecamp to find it had been raided by Gnolls the day before. They discover that the camp was plagued with madness and find some of the bodies deceased due to strange unnatural causes.&lt;br /&gt;
*The players encounter Bulio who had concealed his cart and shop, &amp;quot;Bulio&#039;s Bobbles and Boons,&amp;quot; under a large tarp. In exchange for informing Bulio of the location of the Tempest Brother&#039;s basecamp, he gifts the players with some magic items before taking his leave.&lt;br /&gt;
*Investigating the camp center inside a large temple, they discover survivors being held at the mercy of a band of Gnolls, all being overseen by a strange Green Knight&lt;br /&gt;
*The players defeat the Gnolls while the Green Knight is able to escape. The players also come into possession of the Zephyr Blade, the strange and magical weapon of Perseus Camp&#039;s now deceased leader&lt;br /&gt;
&lt;br /&gt;
===Session 1c: Kickoff Megagame - Spiders and Ichor and Ruins....oh my!===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;  Paul Fletcher, Lolth, Spiders&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Redemption Core|Reedy]] (First Session), [[Therrin Flare]] (First Session), [[Sabbatical (character)|Sabbaticle]] (First Session), [[Paris Hilton]] (First Session), [[Sir Yewvane Eedryll]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Julia (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Paul Fletcher]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4250 (Lvl 3- 978, Lvl 4- 850, Lvl 5- 723)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Paul greets all the adventurers who arrived at basecamp, and acquires the team assigned to him to clear out the southern area of the wilds near camp and to explore some proposed ruins that were claimed to be there. &lt;br /&gt;
* Once there, they began clearing out the rooms. The first room was fairly empty, aside from a handful of normal wolf spiders. The second room was the main chamber of the temple, with a large statue of Lolth. The statue was dusty and run down, save for her outstretched palm, which was distinctly un-dusty. Paul informs them that typically sculptures like this has a gem or tribute in her hand. &lt;br /&gt;
* The hallways leading off of this room was covered in webs and a dark ichor. Magical sentinel goopey spider legs manifested from the ichor and hit the players if they ran past. After fighting through, they arrive to a small room, still with the ichor, and  a large nest. The party then fought the patriarch spider that resided there, the Haunter of the Night.&lt;br /&gt;
* After disposing of the spider, the party cut open the nest to find various dead bodies of adventurers past. The party also found a large deep red gem, which Paul took back and placed in the hand of Lolth, which causes a secret door to open, revealing a steep staircase going down. When the gem is removed, the door closes. The party took the gem, and left the temple otherwise alone.&lt;br /&gt;
&lt;br /&gt;
===Session 1d: Kickoff Megagame - ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Aaron (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 2: Curious Company ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt; The Collector, Jack of Hearts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Black Jack]] (First Session), [[Nester Spitemore]] (First Session), [[Kompi]] (First Session), [[Dragonett]] (First Session), [[Marion Ette]] (First Session), [[Juno]] (First Session), [[Dothand Raki]] (First Session),&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (5/1/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Cookie]], [[Velemar Decrye]], [[The Collector]], [[Jack of Hearts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 5040 (911 at Level 3, 792 at Level 4, 673 at Level 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
*The Tempest Brother&#039;s Expeditionary Company is contacted by a powerful and mysterious aristocrat by the name of the Collector to recover a specific tome for him out in the wilds, a First Edition copy of &#039;&#039;[[A Cosmos Compendium: An Academic&#039;s Guide to Quelmar Starcharting]]&#039;&#039;. He meets with the players and provides them with a map and a key to the cavern where it is held.&lt;br /&gt;
*The players depart into the jungle and continue their trek into the night, where they spot a small campfire in the distance. While some players remaining in hiding, the rest of the party meet the charismatic Jack of Hearts and his band of adventurers. Jack of Hearts&#039; crew included the individuals going by the names of [[Malakar the Maleficent|Malakar]], [[Commando Reconnaissance Unit Theta|Theta]], [[Yellana Eedryll]], [[Titan]], [[Tini]], and [[Wren]], along with two of the Pentulven Brothers.&lt;br /&gt;
*After the players leave, they discover that some of them were dosed with a sleeping poison and that Jack of Hearts had stolen the map and the key. Rushing to the cavern where the book is said to be, the player&#039;s find that Jack of Hearts and his team had already completed most of the dungeon themselves.&lt;br /&gt;
*The party pursues the thieves to the final room where the book is held and engage them in combat, only for the tome&#039;s guardian, a massive blue Behir by the name of Grimlight, to attack. The beast entered combat by consuming one of the Penulven Brothers and casting Greater Invisibility on themselves.&lt;br /&gt;
*The players came to a soft truce with Jack of Hearts and his team to defeat the Behir, and eventually came to the deal that the players could take the book as long as Jack of Hearts got to keep the treasure from the cave.&lt;br /&gt;
*On their way back to camp the player&#039;s discovered that the book had strange vertigo indusing effects before handing it over to the Collector. Before he left the Collector revealed that he had also been responsible for hiring Jack of Hearts to retrive the book.&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=19757</id>
		<title>Within the Wicked Wilds/The Story So Far</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Within_the_Wicked_Wilds/The_Story_So_Far&amp;diff=19757"/>
		<updated>2023-04-30T13:47:53Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;This page is the campaign synopsis as told by the DMs, to read a more detailed, fun, and lengthy synopsis of the campaign, see &#039;&#039;&#039;[[Within the Wicked Wilds/Player Recaps]]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter 1==&lt;br /&gt;
===Session 1b: Kickoff Megagame - Perseus Company===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Lysvan]] (First Session), [[Obsidian]] (First Session), [[Amaris Luanach]] (First Session), [[Chrysaor|Chrysaor Purosis]] (First Session), [[Deralickt Dadwarf, Low Priest of the Order of Cucullin, of the Reformed Church of Bajayzus, Hisself.|Deralickt Dadwarf]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Keller (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Lucinda Grimfold]], [[Lyowyn Mossbringer]], [[Cookie]], [[The Green Knight]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4015 (803 at Level 4, 923 at Level 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
===Session 1C: Kickoff Megagame - Spiders and Ichor and Ruins....oh my!===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Session Tags:&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Characters:&amp;lt;/u&amp;gt; [[Redemption Core|Reedy]] (First Session), [[Therrin Flare]] (First Session), [[Sabbatical (character)|Sabbaticle]] (First Session), [[Paris Hilton]] (First Session), [[Sir Yewvane Eedryll]] (First Session)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DM:&amp;lt;/u&amp;gt; Julia (4/29/2023)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important NPCs:&amp;lt;/u&amp;gt; [[Paul Fletcher]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;XP Gained:&amp;lt;/u&amp;gt; 4250 (Lvl 3- 978, Lvl 4- 850, Lvl 5- 723)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Important Things that Happened:&amp;lt;/u&amp;gt;&lt;br /&gt;
[TBD]&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Paul_Fletcher&amp;diff=19104</id>
		<title>Paul Fletcher</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Paul_Fletcher&amp;diff=19104"/>
		<updated>2023-03-31T02:24:54Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: Created page with &amp;quot;{{Infobox_character|affilliation=Tempest Brother&amp;#039;s Expeditionary Company|name={{PAGENAME}}|image=Paul.png|relatives=Mother (Marideth), Father (Crowley) , Sister (Saralynn), Br...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Infobox_character|affilliation=Tempest Brother&#039;s Expeditionary Company|name={{PAGENAME}}|image=Paul.png|relatives=Mother (Marideth), Father (Crowley) , Sister (Saralynn), Brother (Balthazar)|languages=Common, Elvish, Sylvan, Deep Speech, Primordial|marital=marital status|birthPlace=Galick, Amusa|species=Human|gender=Male}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paul Fletcher&#039;&#039;&#039; is an NPC from the [[Within the Wicked Wilds]] Community Campaign. He is an anthropology and ancient cultures researcher from [[Galik|The City of Galik]] working with the [[Tempest Brothers Expeditionary Company]].&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Paul is a relatively, even surprisingly, young human male, late 20’s to early 30’s. He is rather lanky, but does have some muscle. He has big round metal glasses and shaggy, dirty blonde hair. He dresses rather simply, focusing more on quick maneuverability and adapted to whatever climate he’s currently adventuring in.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Paul is a nerd, plain and simple. In his younger days, he was very timid, shy, and nervous, but has since outgrown that. While he is still not the most outgoing character, he has come into his own since venturing out on his field research. He is confident in his abilities, but tries to help others understand along the way. He is very sympathetic to others, and does not judge or hold ill will until given a reason to.   &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Paul Fletcher was born as the middle child to the esteemed Fletcher Family. His elder brother was naturally gifted in the family business- the building of projectile weapons, particularly Bows and other long ranged projectiles. Paul could never live up to the legacy his father and brother left for him. So, instead of going to Cauldomo Institute of Technology to learn the craft as they did, he instead left to follow the path he wanted. &lt;br /&gt;
&lt;br /&gt;
While Paul was not gifted in artifice, he was gifted in fields such as anthropology and history and religions. So he packed up what little he had and decided to travel the work doing his own independent research. He made a small name for himself in the academic community as a rogue researcher. During one such of these adventures he met a particular Druid in a swamp, for whom he became absolutely smitten for. However, as neither of them had any particular social skills, neither of them know for certain as to whether the other shared the romantic spark, creating the most painfully awkward romance anyone had ever seen. &lt;br /&gt;
&lt;br /&gt;
When Paul saw the job listing for the new Tempest Brothers Company and approached the titular siblings with his skill set- though he wasn’t very good combat wise, he was very good at exploring and unearthing things that many would overlook. He also pointed out that having someone like him around might be useful if they discovered anything such as ruins, old civilizations, or even cults. They hired him on, and he’s been with them ever since.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Due to his knowledge of many obscure and ancient cultures, and being relatively well read, Paul can speak Common, Elvish, Sylvan, Deep Speech, Primordial, as well as a smothering of others. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Paul.png&amp;diff=19103</id>
		<title>File:Paul.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Paul.png&amp;diff=19103"/>
		<updated>2023-03-31T01:57:59Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=18564</id>
		<title>Delphi</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=18564"/>
		<updated>2023-02-19T17:14:58Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Attacks and Weapons  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Jadenhill|name={{PAGENAME}}|image=Delphi.png|caption=Delphi, as her HeroForge model|relatives=None Alive|languages=Common, Draconic, Celestial, Infernal|alias=None|marital=Single|birthPlace=Astrakhan|deathDate=N/A|deathPlace=N/A|species=Dragonborn (Gemstone: Topaz)|gender=Female|height=6ft 2in|weight=213 lb|eyes=Bright Orange}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a soothsayer, a medium that helps those come to terms with life and death, and commune with those beyond the veil. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Delphi is a rather slim [[Dragonborn]], especially compared to others in [[Jadenhill]]. She is one of the  very few in the community that is of Gem Ancestry. Her scales reflect the Topaz variety, appearing in shades of gold, yellow, and bronze. She has more spikes than most, especially on her very ridged tail. She has shockingly bright orange eyes that almost seem to glow, especially when she uses her powers to summon spirits and talk to the dead.  &lt;br /&gt;
&lt;br /&gt;
Delphi is often clad in looser, brighter clothing, often favoring shades of purple, gold, and black.  She is also not one to shy away from accessories, and often will have bangles, earrings, and other jewelry. She will wear leathers and light armor when going into battle, but she is not a warrior at heart. She prefers to stay within her brighter, more casual attire.  &lt;br /&gt;
&lt;br /&gt;
It is often very rare that Delphi is seen without her staff. Atop it sits a strange crystalline sphere that both seems to absorb and reflect light. When she is not traveling or adventuring with newfound friends, the orb can detach from her staff and be used as a crystal ball, an object to help focus her magic and summon spirits and ghosts to commune with.   &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Delphi is rather quiet, though it would be a mistake to assume her shyness for incompetence. She is rather insightful and diplomatic, but favors to listen to others and all aspects of a conversation before weighing in. She also prefers to talk to and through those she knows in a group to express her ideas, instead of garnering attention and speaking out that way. Though, she is often the voice of neutral reason in a group. While others will respond and react in extremes, Delphi will try to remain level headed and come to the most fair solution for everyone. She will also often default to whomever is formally in charge, and who enacts the local laws of the land. None of this is to say that Delphi is devoid of opinion. Rather, she instead tries to hear everyone out and give the benefit of the doubt. however, she is very loyal and protective to those whom she feels earns it, and will do everything in her power to keep them safe.    &lt;br /&gt;
&lt;br /&gt;
Delphi, like most other people, does have her limits however. She is often misconstrued for being a performative or persuasive bard, and if often encouraged to be the &#039;talker&#039; of the group. She often gets flustered and overwhelmed when she is responsible for conversing for the group. This can cause her to ramble on and &#039;talk too much.&#039; Though, she does always try her best, and often either succeeds, as with what happened in [[Yggwilv&#039;s Hut]], or at least maintains the status quo of a situation, as what happened with convincing Uhlm. Along with her minor fright of speaking, Delphi can also grow frustrated in combat scenarios. She can be unsure and unconfident in her abilities, and often feels that she can run out of steam faster than some of her companions. This is amplified towards the end of high intensity combat, when the enemy is close to defeat. Since &#039;befriending&#039; Silent, she has tried to become more aggressive, but often feels that no matter how much she performs in battle, she is always just out of reach of getting the final blow in, or healing her companions just a few points of health too little.     &lt;br /&gt;
&lt;br /&gt;
Some of her more recent experiences, mostly the siege upon the Green Stag and the subsequent adventures spent in Yggwilv&#039;s  Hut, has started to alter Delphi&#039;s rather neutral altruism. Her driving goal is still to help her allies and protect her friends however she can. However, rather than remaining fairly unbiased in groups, Delphi has found a new voice within herself. She has started to make choices and decisions that may sometimes only benefit her, or help only herself in some way, rather than thinking for the good of an overall party or group.    &lt;br /&gt;
&lt;br /&gt;
However, experiencing some harrowing and impactful adventures as of late, has changed Delphi. Witnessing Elric&#039;s death to Echamus and the Lunarens, the hunt and eventual defeat of Kennandra, the Darkness and shadow consuming Isonhound, and, Silent&#039;s deal with [[Markoth]] and Towie. These are all events that hardened Delphi and strengthened her resolve. She has found herself standing her ground more often, as well as acting a bit more brashly, allowing all of her emotions consume her and dictate her decisions. Through her losses, and watching her friends be harmed or killed, and others abandoning her completely, Delphi is fatally loyal and protective of the few of the friends she has left, particularly those who are part of the guilds she aligns herself with. With everything that has happened, she will do everything in her power to preserve the family she has found, and keep those close to her alive.     &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Delphi was born in a rather secluded Dragonborn community called Astrakhan. The residents kept to themselves, living primarily on mining and hunting. However, there was a small warrior culture within the community. Magic was known about, though it wasn&#039;t very common or widely practiced, with the more physical skills being favored over the intellectual or arcane. As such, Delphi, who was smaller than the other children, and magically inclined, already stood out from a young age. She was also unique in being the only gem ancestry Dragonborn in the entirety of Astrakahn. The origins of her gem ancestry were unknown, and still unknown to this day. Other than her quirks, Delphi had a relatively normal childhood.    &lt;br /&gt;
&lt;br /&gt;
When Delphi was around 10, a  red dragon attacked Astrakahn. (Through later conversations with [[Vadath]] and comparing descriptions and timetables, the pair believes it to be the same one that was responsible for killing Vadath&#039;s parents.)  Because of her lack of physical prowess, she ran and hid during the attack. Astrakahn was completely destroyed, and left with minimal survivors. An injured, scared, and alone Delphi managed to survive and travel for a few days before stumbling on the community of Jadenhill. There, she was offered sanctuary and refuge, and given a new place to call home. Still distraught by the loss of her family and community, Delphi focused on her budding arcane abilities. She tuned and mastered them to summon the spirits of those who have passed, and commune with them. As she got older, she helped use her gifts to help others mourn and grieve their own losses, as she had learned to do so. Delphi also used her telepathic and psychic abilities to help give a voice to those who may not have it, and listen to those who may otherwise never be heard.    &lt;br /&gt;
&lt;br /&gt;
After living in Jadenhill for several years, and beginning her career as a budding adventurer, Delphi joined a hunting party to take down an infamous green dragon known as the Green Stag. During the siege, Delphi befriended a formidable goliath known as [[Vadath]]. When their adventure ended, he kept tabs on her, and ultimately offered for her to join and become a founding member of the [[Band of the Iron Hawk|Band of the Iron Hawk.]] There, she was given the title of Lieutenant, and put under the direct command of [[Ensign]], and continues to aid him in his medical field hospital. Delphi remains a loyal and active member of the Band, doing her best to aid them in whatever ways she can.       &lt;br /&gt;
&lt;br /&gt;
Delphi worked very closely with Vadath in the Hawks, often passing on the healing duties with Ensign to go on expeditions with him instead. She often proved herself a valuable asset, both in combat and whatever negotiation based shenanigans the Hawks tended to get up to. After fighting with him during the Asar Ogalas Festival, particularly with the break out of the darkness and the final stand against Kennandra, Vadath had a conversation with Percy, and it was decided to promote her as second in command, First Lieutenant of the Iron Hawks. Vadath also sponsored her nomination in having a seat on the Council of Seven for the Lightsworn, a continent wide guild to help pool resources and information in fighting the Darkness.          &lt;br /&gt;
&lt;br /&gt;
== Ongoing Adventures ==&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&#039;&#039;&#039;[[Durian]]-&#039;&#039;&#039; Durian and Delphi met when she first came to Jadenhill. As the son of the high sorcerer of the Temple in Jadenhill, part of his duties is to meet the new folk and help them settle, even from a younger age. The two bonded quite quickly over their natural arcane talents, and the fact that they are the only two known Gem Dragonborn in Isonhound. Delphi listens to Durian as one of the leaders in Jadenhill, and will often adventure with him at his request. She often default to his judgement, but also will not hesitate to voice her concerns, and will often offer additions or alternatives to his ideas and plans. After the recent events in Yggwilv&#039;s where their differing motives, outlooks, and morals were drawn out to a more obvious state, a small rift formed between the two, with Durian&#039;s stronger more good aligned ideals sometimes seemed at odds with Delphi&#039;s slightly darker leaning ones. They are still amicable, and Durian is still one of the leaders of Jadenhill, which Delphi will still defer to and respect. As they were leaving the hut, Durian remarked, &#039;I should&#039;ve expected this, you talk to dead people.&#039; with a small smile on his face. After some time adventuring apart, the two reconvened when Durian asked for her help in locating an important historical and familial item. Delphi suggested going to Vadath and the Hawks for help. Upon doing so, Durian was convinced to eventually join the guild, and with some coaxing from Delphi, is slowly opening up to everyone.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ensign]]-&#039;&#039;&#039; Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi&#039;s psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A&#039;s to test out for purely scientific purposes. Their friendship was only strengthened over their time spent in Yggwilv&#039;s Hut. It was there that Ensign discovered much about himself and his people from the witch, and though he didn&#039;t have a wish, he left with rewards of his own, including materials to experiment with and to start experiment with his technology. Ensign was also approached by Vadath to be part of the &#039;founding members&#039; of the Hawks, where he was promptly given command of the field hospital and all the medical needs. Delphi was asked to be second in command to him, and help him in the hospital. She tries her best to aid him as much as she can, and though she&#039;s good at some basic healing, lately her thoughts and desires have been pulling her away to explore other avenues.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vadath]]&#039;&#039;&#039;- Vadath and Delphi met during the Green Fang expedition. Though they didn&#039;t initially interact much with each other, mainly due to the differences in fighting preferences, moral codes, and general personality, it was after the death of the dragon that the two began to bond. They made a mutual agreement that since they were the lone conscious survivors of the fight, that they would take the head and accept the reward together. On the journey to Yggwilv&#039;s, the two talked and exchanged many stories of their lives and adventures. Unfortunately, Vadath received an  urgent message from his friend Dancer and had to go to her, leaving Delphi with the dragon&#039;s head and his request for the bounty reward. Delphi kept her side of the agreement, successfully making his wish to Yggwilv on their first night in the Hut. Because of this, Vadath swore himself to Delphi, and promised his sword to her aid whenever she may need it. Shortly after the events in the Hut, Vadath approached Delphi with an offer- to join a band of adventurers called the [[Band of the Iron Hawk|Iron Hawk.]] She was extremely hesitant at first, feeling as if she was not of the same caliber as some of the other proposed members. Ultimately though, she agreed, and was given the title of First Lieutenant under the Medical and Healing Division, being Ensign&#039;s second in command. Since then, Vadath and Delphi&#039;s friendship grew through their comradery with the Band, along with shared past ties with one particular red dragon. Eventually, they tracked down Kennandra’s location to Kiston, the island hub of alot of the dragon activity on Quelmar. During their expedition there, the managed to kill her son instead, which caused her to go on a vengeance filled rampage on Isonhound during the Festival. The pair chased her around through many different parts of the continent, before Vadath managed to get a killing blow. After everything that happened, and Delphi proving herself, she got promoted to second in command of the Hawks. Also, after the Darkness came, prominent members of many of the guilds and factions across Isonhound came together to make a new guild, to share resources and information to help all of people kind in the new world they’ve found themselves in. 3 members of the Hawks were chosen to be on the council, with Vadath putting in Delphi’s name for one of the seats.     &lt;br /&gt;
&lt;br /&gt;
[[Linden Rue|&#039;&#039;&#039;Linden&#039;&#039;&#039;]]- Delphi and Linden met while both were attending a festival at Seglock that quickly turned into a siege against the University there. Both of them responded to the chaos and distress and panic that was emininating from the same gate. From there, the two worked with a larger group of adventurers who also responded to the crisis- including Vadath and Tristram.  During the fight, one of the civilians that were caught in the whole mess was a professor, hiding underneath a construct. Through some careful questioning, it was revealed that he may not be entirely innocent, particularly with his involvement with Horatio Cheshire, and after the fighting was over, Vadath and Delphi decided to take him back to the Eyrie for further investigation. The pair offered for Linden and Tristram to join them, and the two joined the Hawks shortly after. After joining the guild, Linden offered her clerical services to aid Ensign in his field hospital, along with Delphi. The two started becoming fast friends after that point. Linden was also part of the group of Hawks that went into the Shadow Forge to confront Horatio, and the pair often formed a support team during much of the fighting. After Horatio&#039;s defeat, and the quietness that followed, an idea was struck within the two based on some...constructive criticism that came to the guild stemming solely from Tristram&#039;s love of talking. The two decided to open a small shop run out of the Eyrie known as The Gag Order. There, they sell various gags and muzzles &#039;to help keep your bards quiet.&#039; Linden is also a member of the party that Vadath and Delphi put together to go hunt down a red dragon known as Kinnandra.     &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tristram Caniedydd|Tristram]]&#039;&#039;&#039;-  Tristam and Delphi&#039;s paths crossed while he was also attending the festival turned University siege at Seglock. He also responded to the chaos and distress and panic that was emininating from the same gate that Delphi, Vadath, and Linden did. Tristram proved crucial  with the careful questioning with the suspicious professor, helping to lure out the connection he had with Horatio Cheshire. Tristram was invited with Linden by Vadath and Delphi back to the Eyrie to help with questioning the professor further. Tristram&#039;s way with words proved particularly useful when the Mayor of Seglock came to the Hawks to ask them to release the professor. Delphi views him as a mentor of sorts, as, even though she is a bard, isn&#039;t the best with public speaking, or being particularly assertive. She admires his ability to command a crowd and manipulate conversations to go in his favor. As a result, she spends time around his theater, to the point where he offered her some roles in his productions. When the initial concern was brought up about Silent&#039;s intention&#039;s, Tristram came to Delphi with a deal. If anything happened, whether Silent died, or turned out to be evil, or Delphi simply wanted &#039;out,&#039; he would help her to make a pact instead with the Archfey Matron of his clan in the Feywilds. Delphi appreciated the offer, and always kept the deal in mind. When the news of Silent&#039;s betrayal came to light, with her choosing Markoth and Towie over Delphi and the other followers, she approached the bard and forged a new pact with the Fae. She and Tristram are also working very closely with one another, as he holds the seat for the IPUPA in the Council of Seven for the Lightsworn.     &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elric]]&#039;&#039;&#039;- Delphi met Elric when they both took a public mission request for a member of the Order of the Watchful Eye, that involved hunting down some Drakkoths and other Cheshire monsters. She had heard of the character that was Elric from some of her other companions and members of the Band, but it wasn&#039;t until she met him that she truly understood what everyone said about them. Delphi as a whole is less likely to be annoyed and has a higher tolerance for people who would. During their adventures, she mildly impressed him by recounting how she freed Silent, the arbiter of Death, which won her &#039;edge points&#039; with the Yuan-Ti. She also used her telepathic abilities to impersonate his sword, the Slaat, and convinced him to trust her. The pair met again during the quest to go to Uhm&#039;s dimension to obtain the keys to enter the Shadow Forge to defeat Horatio. It was several months before they met again, but eventually crossed paths in the Snowy Mountains to help deal with some local wildlife. During this endeavor, Echamus made a reappearance, completely mad out of his mind and attacking those trying to help. A plan was made to kill Echamus, both for protection and to put him out of his misery. However, the Lunarens, who were sworn to protect him even if he harms them, retaliated, and ended up killing Elric. Delphi took his death particularly hard, and vowed to avenge her friend.     &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Delphi knows Common and Draconic. Through her involvement in communing with the dead, as well as living around the temples of [[Jadenhill]], she has also picked up Celestial and Infernal.&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Delphi focuses rather heavily on her arcane abilities. She has the innate ability to commune with the dead, and uses the stories they tell her to help bolster her friends in various ways. She also uses this gift to both make a bit of show  and earn some coin, as well as helping those grieve and come to terms with the death they have witnessed and experienced in their lives. Outside of her abilities, she also has a wide range of spells that she utilises, though it&#039;s mostly in a support role too help her teammates and debuff and incapacitate her enemies. &lt;br /&gt;
&lt;br /&gt;
After the defeat of the Green Stag, an adversarial and dangerous dragon, Delphi was emblazoned with the Mark of Inspiration. This mark grants her the ability to help embolden her companions, lead them in their endeavors, and grant them with inspiration in their times of need. It also helped her find her own self-confidence and bolster herself whenever she needs the extra push.  &lt;br /&gt;
&lt;br /&gt;
During the covert mission to Kiston, hunting Kennandra, the group defeated several young chromatic dragons. Because of this, Delphi was also emblazoned with the Gift of the Chromatic Dragon. This allows her to help her friends, and enchant their weapons with the elemental magic associated with the different types of the chromatic dragons. It can also allow her to help herself if needed, by granting her resistance to the same elementals that the various  dragons can control.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Since freeing Silent and entering a patron pact with them, she as gained a whole new slew of arcane abilities. Because of the arbiter&#039;s unique relationship with dead, and particularly undead, Delphi as a result is rather resilient against them. She also gained access to a wider range of spells, particularly offensive ones,, in order to both help to protect her friends and allies better, and get more souls for Silent to feed upon.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During the events of the  Asar Ogalas festival, a strange darkness overtook most of the lands, emanating from the Northern Snowy Mountains. Silent and Ensign took up near permanent guard here, helping adventurers. During these battles, many shadow versions of previously vanished or slain allies. There, Silent encountered Markoth, who was perceived to be working with Towie. She decided to make some sort of deal with the entities, and allowed herself to be consumed by the darkness, leaving the rest of her followers behind and alone. Delphi felt incredibly hurt and betrayed by this, as she has been by Silent the longest. Additionally, she didn’t want to be aligned with Towie in any form. So, she made the painful decision to break her pact with Silent, and due to her close bonds with Tristram and Linden, began the process of making a pact with Tristram’s Archfey Matriarch instead.    &lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Delphi isn&#039;t particularly trained in martial weapons. As such, she leans heavily on her magiks and arcane abilities instead. Though she prefers to focus her spells on buffing or healing her team mates, Delphi does occasionally wield offensive magic. Much of this is focused on long range spells, or those that affect other&#039;s minds and makes them easier adversaries. However, she has been dabbling into more directly damaging spells since unlocking new abilities and powers from Silent. As her powers have been developing, she&#039;s been favoring the damaging spells more and more, particularly with cantrips such as Eldritch Blast. Through her adventuring, she often found herself in close combat with little  ways to protect herself of get at a safer distance. As a result, she acquired a Spellsword, to help defend herself when there is no other options. As a dragonborn, Delphi also possesses the ability to utilize a breath attack, though she really only does this when absolutely needed. She does carry a quarterstaff with her to be used incase someone or something gets too close to her. This staff is adorned with a crystal ball- her spiritual focus. When she&#039;s not adventuring, the ball can be removed from her staff and used as a traditional crystal ball for her business. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Into the Greedy Green]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=18563</id>
		<title>Delphi</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=18563"/>
		<updated>2023-02-18T17:23:13Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Friends and Allies */&lt;/p&gt;
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&lt;div&gt;{{Infobox_character|affilliation=Jadenhill|name={{PAGENAME}}|image=Delphi.png|caption=Delphi, as her HeroForge model|relatives=None Alive|languages=Common, Draconic, Celestial, Infernal|alias=None|marital=Single|birthPlace=Astrakhan|deathDate=N/A|deathPlace=N/A|species=Dragonborn (Gemstone: Topaz)|gender=Female|height=6ft 2in|weight=213 lb|eyes=Bright Orange}}&lt;br /&gt;
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&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a soothsayer, a medium that helps those come to terms with life and death, and commune with those beyond the veil. &lt;br /&gt;
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==Physical Appearance==&lt;br /&gt;
Delphi is a rather slim [[Dragonborn]], especially compared to others in [[Jadenhill]]. She is one of the  very few in the community that is of Gem Ancestry. Her scales reflect the Topaz variety, appearing in shades of gold, yellow, and bronze. She has more spikes than most, especially on her very ridged tail. She has shockingly bright orange eyes that almost seem to glow, especially when she uses her powers to summon spirits and talk to the dead.  &lt;br /&gt;
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Delphi is often clad in looser, brighter clothing, often favoring shades of purple, gold, and black.  She is also not one to shy away from accessories, and often will have bangles, earrings, and other jewelry. She will wear leathers and light armor when going into battle, but she is not a warrior at heart. She prefers to stay within her brighter, more casual attire.  &lt;br /&gt;
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It is often very rare that Delphi is seen without her staff. Atop it sits a strange crystalline sphere that both seems to absorb and reflect light. When she is not traveling or adventuring with newfound friends, the orb can detach from her staff and be used as a crystal ball, an object to help focus her magic and summon spirits and ghosts to commune with.   &lt;br /&gt;
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==Personality==&lt;br /&gt;
Delphi is rather quiet, though it would be a mistake to assume her shyness for incompetence. She is rather insightful and diplomatic, but favors to listen to others and all aspects of a conversation before weighing in. She also prefers to talk to and through those she knows in a group to express her ideas, instead of garnering attention and speaking out that way. Though, she is often the voice of neutral reason in a group. While others will respond and react in extremes, Delphi will try to remain level headed and come to the most fair solution for everyone. She will also often default to whomever is formally in charge, and who enacts the local laws of the land. None of this is to say that Delphi is devoid of opinion. Rather, she instead tries to hear everyone out and give the benefit of the doubt. however, she is very loyal and protective to those whom she feels earns it, and will do everything in her power to keep them safe.    &lt;br /&gt;
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Delphi, like most other people, does have her limits however. She is often misconstrued for being a performative or persuasive bard, and if often encouraged to be the &#039;talker&#039; of the group. She often gets flustered and overwhelmed when she is responsible for conversing for the group. This can cause her to ramble on and &#039;talk too much.&#039; Though, she does always try her best, and often either succeeds, as with what happened in [[Yggwilv&#039;s Hut]], or at least maintains the status quo of a situation, as what happened with convincing Uhlm. Along with her minor fright of speaking, Delphi can also grow frustrated in combat scenarios. She can be unsure and unconfident in her abilities, and often feels that she can run out of steam faster than some of her companions. This is amplified towards the end of high intensity combat, when the enemy is close to defeat. Since &#039;befriending&#039; Silent, she has tried to become more aggressive, but often feels that no matter how much she performs in battle, she is always just out of reach of getting the final blow in, or healing her companions just a few points of health too little.     &lt;br /&gt;
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Some of her more recent experiences, mostly the siege upon the Green Stag and the subsequent adventures spent in Yggwilv&#039;s  Hut, has started to alter Delphi&#039;s rather neutral altruism. Her driving goal is still to help her allies and protect her friends however she can. However, rather than remaining fairly unbiased in groups, Delphi has found a new voice within herself. She has started to make choices and decisions that may sometimes only benefit her, or help only herself in some way, rather than thinking for the good of an overall party or group.    &lt;br /&gt;
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However, experiencing some harrowing and impactful adventures as of late, has changed Delphi. Witnessing Elric&#039;s death to Echamus and the Lunarens, the hunt and eventual defeat of Kennandra, the Darkness and shadow consuming Isonhound, and, Silent&#039;s deal with [[Markoth]] and Towie. These are all events that hardened Delphi and strengthened her resolve. She has found herself standing her ground more often, as well as acting a bit more brashly, allowing all of her emotions consume her and dictate her decisions. Through her losses, and watching her friends be harmed or killed, and others abandoning her completely, Delphi is fatally loyal and protective of the few of the friends she has left, particularly those who are part of the guilds she aligns herself with. With everything that has happened, she will do everything in her power to preserve the family she has found, and keep those close to her alive.     &lt;br /&gt;
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==History==&lt;br /&gt;
Delphi was born in a rather secluded Dragonborn community called Astrakhan. The residents kept to themselves, living primarily on mining and hunting. However, there was a small warrior culture within the community. Magic was known about, though it wasn&#039;t very common or widely practiced, with the more physical skills being favored over the intellectual or arcane. As such, Delphi, who was smaller than the other children, and magically inclined, already stood out from a young age. She was also unique in being the only gem ancestry Dragonborn in the entirety of Astrakahn. The origins of her gem ancestry were unknown, and still unknown to this day. Other than her quirks, Delphi had a relatively normal childhood.    &lt;br /&gt;
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When Delphi was around 10, a  red dragon attacked Astrakahn. (Through later conversations with [[Vadath]] and comparing descriptions and timetables, the pair believes it to be the same one that was responsible for killing Vadath&#039;s parents.)  Because of her lack of physical prowess, she ran and hid during the attack. Astrakahn was completely destroyed, and left with minimal survivors. An injured, scared, and alone Delphi managed to survive and travel for a few days before stumbling on the community of Jadenhill. There, she was offered sanctuary and refuge, and given a new place to call home. Still distraught by the loss of her family and community, Delphi focused on her budding arcane abilities. She tuned and mastered them to summon the spirits of those who have passed, and commune with them. As she got older, she helped use her gifts to help others mourn and grieve their own losses, as she had learned to do so. Delphi also used her telepathic and psychic abilities to help give a voice to those who may not have it, and listen to those who may otherwise never be heard.    &lt;br /&gt;
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After living in Jadenhill for several years, and beginning her career as a budding adventurer, Delphi joined a hunting party to take down an infamous green dragon known as the Green Stag. During the siege, Delphi befriended a formidable goliath known as [[Vadath]]. When their adventure ended, he kept tabs on her, and ultimately offered for her to join and become a founding member of the [[Band of the Iron Hawk|Band of the Iron Hawk.]] There, she was given the title of Lieutenant, and put under the direct command of [[Ensign]], and continues to aid him in his medical field hospital. Delphi remains a loyal and active member of the Band, doing her best to aid them in whatever ways she can.       &lt;br /&gt;
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Delphi worked very closely with Vadath in the Hawks, often passing on the healing duties with Ensign to go on expeditions with him instead. She often proved herself a valuable asset, both in combat and whatever negotiation based shenanigans the Hawks tended to get up to. After fighting with him during the Asar Ogalas Festival, particularly with the break out of the darkness and the final stand against Kennandra, Vadath had a conversation with Percy, and it was decided to promote her as second in command, First Lieutenant of the Iron Hawks.         &lt;br /&gt;
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== Ongoing Adventures ==&lt;br /&gt;
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== Friends and Allies ==&lt;br /&gt;
&#039;&#039;&#039;[[Durian]]-&#039;&#039;&#039; Durian and Delphi met when she first came to Jadenhill. As the son of the high sorcerer of the Temple in Jadenhill, part of his duties is to meet the new folk and help them settle, even from a younger age. The two bonded quite quickly over their natural arcane talents, and the fact that they are the only two known Gem Dragonborn in Isonhound. Delphi listens to Durian as one of the leaders in Jadenhill, and will often adventure with him at his request. She often default to his judgement, but also will not hesitate to voice her concerns, and will often offer additions or alternatives to his ideas and plans. After the recent events in Yggwilv&#039;s where their differing motives, outlooks, and morals were drawn out to a more obvious state, a small rift formed between the two, with Durian&#039;s stronger more good aligned ideals sometimes seemed at odds with Delphi&#039;s slightly darker leaning ones. They are still amicable, and Durian is still one of the leaders of Jadenhill, which Delphi will still defer to and respect. As they were leaving the hut, Durian remarked, &#039;I should&#039;ve expected this, you talk to dead people.&#039; with a small smile on his face. After some time adventuring apart, the two reconvened when Durian asked for her help in locating an important historical and familial item. Delphi suggested going to Vadath and the Hawks for help. Upon doing so, Durian was convinced to eventually join the guild, and with some coaxing from Delphi, is slowly opening up to everyone.   &lt;br /&gt;
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&#039;&#039;&#039;[[Ensign]]-&#039;&#039;&#039; Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi&#039;s psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A&#039;s to test out for purely scientific purposes. Their friendship was only strengthened over their time spent in Yggwilv&#039;s Hut. It was there that Ensign discovered much about himself and his people from the witch, and though he didn&#039;t have a wish, he left with rewards of his own, including materials to experiment with and to start experiment with his technology. Ensign was also approached by Vadath to be part of the &#039;founding members&#039; of the Hawks, where he was promptly given command of the field hospital and all the medical needs. Delphi was asked to be second in command to him, and help him in the hospital. She tries her best to aid him as much as she can, and though she&#039;s good at some basic healing, lately her thoughts and desires have been pulling her away to explore other avenues.   &lt;br /&gt;
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&#039;&#039;&#039;[[Vadath]]&#039;&#039;&#039;- Vadath and Delphi met during the Green Fang expedition. Though they didn&#039;t initially interact much with each other, mainly due to the differences in fighting preferences, moral codes, and general personality, it was after the death of the dragon that the two began to bond. They made a mutual agreement that since they were the lone conscious survivors of the fight, that they would take the head and accept the reward together. On the journey to Yggwilv&#039;s, the two talked and exchanged many stories of their lives and adventures. Unfortunately, Vadath received an  urgent message from his friend Dancer and had to go to her, leaving Delphi with the dragon&#039;s head and his request for the bounty reward. Delphi kept her side of the agreement, successfully making his wish to Yggwilv on their first night in the Hut. Because of this, Vadath swore himself to Delphi, and promised his sword to her aid whenever she may need it. Shortly after the events in the Hut, Vadath approached Delphi with an offer- to join a band of adventurers called the [[Band of the Iron Hawk|Iron Hawk.]] She was extremely hesitant at first, feeling as if she was not of the same caliber as some of the other proposed members. Ultimately though, she agreed, and was given the title of First Lieutenant under the Medical and Healing Division, being Ensign&#039;s second in command. Since then, Vadath and Delphi&#039;s friendship grew through their comradery with the Band, along with shared past ties with one particular red dragon. Eventually, they tracked down Kennandra’s location to Kiston, the island hub of alot of the dragon activity on Quelmar. During their expedition there, the managed to kill her son instead, which caused her to go on a vengeance filled rampage on Isonhound during the Festival. The pair chased her around through many different parts of the continent, before Vadath managed to get a killing blow. After everything that happened, and Delphi proving herself, she got promoted to second in command of the Hawks. Also, after the Darkness came, prominent members of many of the guilds and factions across Isonhound came together to make a new guild, to share resources and information to help all of people kind in the new world they’ve found themselves in. 3 members of the Hawks were chosen to be on the council, with Vadath putting in Delphi’s name for one of the seats.     &lt;br /&gt;
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[[Linden Rue|&#039;&#039;&#039;Linden&#039;&#039;&#039;]]- Delphi and Linden met while both were attending a festival at Seglock that quickly turned into a siege against the University there. Both of them responded to the chaos and distress and panic that was emininating from the same gate. From there, the two worked with a larger group of adventurers who also responded to the crisis- including Vadath and Tristram.  During the fight, one of the civilians that were caught in the whole mess was a professor, hiding underneath a construct. Through some careful questioning, it was revealed that he may not be entirely innocent, particularly with his involvement with Horatio Cheshire, and after the fighting was over, Vadath and Delphi decided to take him back to the Eyrie for further investigation. The pair offered for Linden and Tristram to join them, and the two joined the Hawks shortly after. After joining the guild, Linden offered her clerical services to aid Ensign in his field hospital, along with Delphi. The two started becoming fast friends after that point. Linden was also part of the group of Hawks that went into the Shadow Forge to confront Horatio, and the pair often formed a support team during much of the fighting. After Horatio&#039;s defeat, and the quietness that followed, an idea was struck within the two based on some...constructive criticism that came to the guild stemming solely from Tristram&#039;s love of talking. The two decided to open a small shop run out of the Eyrie known as The Gag Order. There, they sell various gags and muzzles &#039;to help keep your bards quiet.&#039; Linden is also a member of the party that Vadath and Delphi put together to go hunt down a red dragon known as Kinnandra.     &lt;br /&gt;
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&#039;&#039;&#039;[[Tristram Caniedydd|Tristram]]&#039;&#039;&#039;-  Tristam and Delphi&#039;s paths crossed while he was also attending the festival turned University siege at Seglock. He also responded to the chaos and distress and panic that was emininating from the same gate that Delphi, Vadath, and Linden did. Tristram proved crucial  with the careful questioning with the suspicious professor, helping to lure out the connection he had with Horatio Cheshire. Tristram was invited with Linden by Vadath and Delphi back to the Eyrie to help with questioning the professor further. Tristram&#039;s way with words proved particularly useful when the Mayor of Seglock came to the Hawks to ask them to release the professor. Delphi views him as a mentor of sorts, as, even though she is a bard, isn&#039;t the best with public speaking, or being particularly assertive. She admires his ability to command a crowd and manipulate conversations to go in his favor. As a result, she spends time around his theater, to the point where he offered her some roles in his productions.    &lt;br /&gt;
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&#039;&#039;&#039;[[Elric]]&#039;&#039;&#039;- Delphi met Elric when they both took a public mission request for a member of the Order of the Watchful Eye, that involved hunting down some Drakkoths and other Cheshire monsters. She had heard of the character that was Elric from some of her other companions and members of the Band, but it wasn&#039;t until she met him that she truly understood what everyone said about them. Delphi as a whole is less likely to be annoyed and has a higher tolerance for people who would. During their adventures, she mildly impressed him by recounting how she freed Silent, the arbiter of Death, which won her &#039;edge points&#039; with the Yuan-Ti. She also used her telepathic abilities to impersonate his sword, the Slaat, and convinced him to trust her. The pair met again during the quest to go to Uhm&#039;s dimension to obtain the keys to enter the Shadow Forge to defeat Horatio. It was several months before they met again, but eventually crossed paths in the Snowy Mountains to help deal with some local wildlife. During this endeavor, Echamus made a reappearance, completely mad out of his mind and attacking those trying to help. A plan was made to kill Echamus, both for protection and to put him out of his misery. However, the Lunarens, who were sworn to protect him even if he harms them, retaliated, and ended up killing Elric. Delphi took his death particularly hard, and vowed to avenge her friend.     &lt;br /&gt;
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==Languages==&lt;br /&gt;
Delphi knows Common and Draconic. Through her involvement in communing with the dead, as well as living around the temples of [[Jadenhill]], she has also picked up Celestial and Infernal.&lt;br /&gt;
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==Powers and Abilities==&lt;br /&gt;
Delphi focuses rather heavily on her arcane abilities. She has the innate ability to commune with the dead, and uses the stories they tell her to help bolster her friends in various ways. She also uses this gift to both make a bit of show  and earn some coin, as well as helping those grieve and come to terms with the death they have witnessed and experienced in their lives. Outside of her abilities, she also has a wide range of spells that she utilises, though it&#039;s mostly in a support role too help her teammates and debuff and incapacitate her enemies. &lt;br /&gt;
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After the defeat of the Green Stag, an adversarial and dangerous dragon, Delphi was emblazened with the Mark of Inspiration. This mark grants her the ability to help embolden her companions, lead them in their endeavors, and grant them with inspiration in their times of need. It also helped her find her own self-confidence and bolster herself whenever she needs the extra push.  &lt;br /&gt;
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&amp;lt;s&amp;gt;Since freeing Silent and entering a patron pact with them, she as gained a whole new slew of arcane abilities. Because of the arbiter&#039;s unique relationship with dead, and particularly undead, Delphi as a result is rather resilient against them. She also gained access to a wider range of spells, particularly offensive ones,, in order to both help to protect her friends and allies better, and get more souls for Silent to feed upon.&amp;lt;/s&amp;gt;&lt;br /&gt;
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During the events of the  Asar Ogalas festival, a strange darkness overtook most of the lands, emanating from the Northern Snowy Mountains. Silent and Ensign took up near permanent guard here, helping adventurers. During these battles, many shadow versions of previously vanished or slain allies. There, Silent encountered Markoth, who was perceived to be working with Towie. She decided to make some sort of deal with the entities, and allowed herself to be consumed by the darkness, leaving the rest of her followers behind and alone. Delphi felt incredibly hurt and betrayed by this, as she has been by Silent the longest. Additionally, she didn’t want to be aligned with Towie in any form. So, she made the painful decision to break her pact with Silent, and due to her close bonds with Tristram and Linden, began the process of making a pact with Tristram’s Archfey Matriarch instead.    &lt;br /&gt;
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==Attacks and Weapons ==&lt;br /&gt;
Delphi isn&#039;t particularly trained in martial weapons. As such, she leans heavily on her magiks and arcane abilities instead. Though she prefers to focus her spells on buffing or healing her team mates, Delphi does occasionally wield offensive magic. Much of this is focused on long range spells, or those that affect other&#039;s minds and makes them easier adversaries. However, she has been dabbling into more directly damaging spells since unlocking new abilities and powers from Silent. As a dragonborn, Delphi also possesses the ability to utilize a breath attack, though she really only does this when absolutely needed. She does carry a quarterstaff with her to be used incase someone or something gets too close to her. This staff is adorned with a crystal ball- her spiritual focus. When she&#039;s not adventuring, the ball can be removed from her staff and used as a traditional crystal ball for her business. &lt;br /&gt;
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[[Category:Player Characters]]&lt;br /&gt;
[[Category:Into the Greedy Green]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=18562</id>
		<title>Delphi</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=18562"/>
		<updated>2023-02-18T17:04:34Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* Powers and Abilities */&lt;/p&gt;
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&lt;div&gt;{{Infobox_character|affilliation=Jadenhill|name={{PAGENAME}}|image=Delphi.png|caption=Delphi, as her HeroForge model|relatives=None Alive|languages=Common, Draconic, Celestial, Infernal|alias=None|marital=Single|birthPlace=Astrakhan|deathDate=N/A|deathPlace=N/A|species=Dragonborn (Gemstone: Topaz)|gender=Female|height=6ft 2in|weight=213 lb|eyes=Bright Orange}}&lt;br /&gt;
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&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a soothsayer, a medium that helps those come to terms with life and death, and commune with those beyond the veil. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Delphi is a rather slim [[Dragonborn]], especially compared to others in [[Jadenhill]]. She is one of the  very few in the community that is of Gem Ancestry. Her scales reflect the Topaz variety, appearing in shades of gold, yellow, and bronze. She has more spikes than most, especially on her very ridged tail. She has shockingly bright orange eyes that almost seem to glow, especially when she uses her powers to summon spirits and talk to the dead.  &lt;br /&gt;
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Delphi is often clad in looser, brighter clothing, often favoring shades of purple, gold, and black.  She is also not one to shy away from accessories, and often will have bangles, earrings, and other jewelry. She will wear leathers and light armor when going into battle, but she is not a warrior at heart. She prefers to stay within her brighter, more casual attire.  &lt;br /&gt;
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It is often very rare that Delphi is seen without her staff. Atop it sits a strange crystalline sphere that both seems to absorb and reflect light. When she is not traveling or adventuring with newfound friends, the orb can detach from her staff and be used as a crystal ball, an object to help focus her magic and summon spirits and ghosts to commune with.   &lt;br /&gt;
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==Personality==&lt;br /&gt;
Delphi is rather quiet, though it would be a mistake to assume her shyness for incompetence. She is rather insightful and diplomatic, but favors to listen to others and all aspects of a conversation before weighing in. She also prefers to talk to and through those she knows in a group to express her ideas, instead of garnering attention and speaking out that way. Though, she is often the voice of neutral reason in a group. While others will respond and react in extremes, Delphi will try to remain level headed and come to the most fair solution for everyone. She will also often default to whomever is formally in charge, and who enacts the local laws of the land. None of this is to say that Delphi is devoid of opinion. Rather, she instead tries to hear everyone out and give the benefit of the doubt. however, she is very loyal and protective to those whom she feels earns it, and will do everything in her power to keep them safe.    &lt;br /&gt;
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Delphi, like most other people, does have her limits however. She is often misconstrued for being a performative or persuasive bard, and if often encouraged to be the &#039;talker&#039; of the group. She often gets flustered and overwhelmed when she is responsible for conversing for the group. This can cause her to ramble on and &#039;talk too much.&#039; Though, she does always try her best, and often either succeeds, as with what happened in [[Yggwilv&#039;s Hut]], or at least maintains the status quo of a situation, as what happened with convincing Uhlm. Along with her minor fright of speaking, Delphi can also grow frustrated in combat scenarios. She can be unsure and unconfident in her abilities, and often feels that she can run out of steam faster than some of her companions. This is amplified towards the end of high intensity combat, when the enemy is close to defeat. Since &#039;befriending&#039; Silent, she has tried to become more aggressive, but often feels that no matter how much she performs in battle, she is always just out of reach of getting the final blow in, or healing her companions just a few points of health too little.     &lt;br /&gt;
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Some of her more recent experiences, mostly the siege upon the Green Stag and the subsequent adventures spent in Yggwilv&#039;s  Hut, has started to alter Delphi&#039;s rather neutral altruism. Her driving goal is still to help her allies and protect her friends however she can. However, rather than remaining fairly unbiased in groups, Delphi has found a new voice within herself. She has started to make choices and decisions that may sometimes only benefit her, or help only herself in some way, rather than thinking for the good of an overall party or group.    &lt;br /&gt;
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However, experiencing some harrowing and impactful adventures as of late, has changed Delphi. Witnessing Elric&#039;s death to Echamus and the Lunarens, the hunt and eventual defeat of Kennandra, the Darkness and shadow consuming Isonhound, and, Silent&#039;s deal with [[Markoth]] and Towie. These are all events that hardened Delphi and strengthened her resolve. She has found herself standing her ground more often, as well as acting a bit more brashly, allowing all of her emotions consume her and dictate her decisions. Through her losses, and watching her friends be harmed or killed, and others abandoning her completely, Delphi is fatally loyal and protective of the few of the friends she has left, particularly those who are part of the guilds she aligns herself with. With everything that has happened, she will do everything in her power to preserve the family she has found, and keep those close to her alive.     &lt;br /&gt;
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==History==&lt;br /&gt;
Delphi was born in a rather secluded Dragonborn community called Astrakhan. The residents kept to themselves, living primarily on mining and hunting. However, there was a small warrior culture within the community. Magic was known about, though it wasn&#039;t very common or widely practiced, with the more physical skills being favored over the intellectual or arcane. As such, Delphi, who was smaller than the other children, and magically inclined, already stood out from a young age. She was also unique in being the only gem ancestry Dragonborn in the entirety of Astrakahn. The origins of her gem ancestry were unknown, and still unknown to this day. Other than her quirks, Delphi had a relatively normal childhood.    &lt;br /&gt;
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When Delphi was around 10, a  red dragon attacked Astrakahn. (Through later conversations with [[Vadath]] and comparing descriptions and timetables, the pair believes it to be the same one that was responsible for killing Vadath&#039;s parents.)  Because of her lack of physical prowess, she ran and hid during the attack. Astrakahn was completely destroyed, and left with minimal survivors. An injured, scared, and alone Delphi managed to survive and travel for a few days before stumbling on the community of Jadenhill. There, she was offered sanctuary and refuge, and given a new place to call home. Still distraught by the loss of her family and community, Delphi focused on her budding arcane abilities. She tuned and mastered them to summon the spirits of those who have passed, and commune with them. As she got older, she helped use her gifts to help others mourn and grieve their own losses, as she had learned to do so. Delphi also used her telepathic and psychic abilities to help give a voice to those who may not have it, and listen to those who may otherwise never be heard.    &lt;br /&gt;
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After living in Jadenhill for several years, and beginning her career as a budding adventurer, Delphi joined a hunting party to take down an infamous green dragon known as the Green Stag. During the siege, Delphi befriended a formidable goliath known as [[Vadath]]. When their adventure ended, he kept tabs on her, and ultimately offered for her to join and become a founding member of the [[Band of the Iron Hawk|Band of the Iron Hawk.]] There, she was given the title of Lieutenant, and put under the direct command of [[Ensign]], and continues to aid him in his medical field hospital. Delphi remains a loyal and active member of the Band, doing her best to aid them in whatever ways she can.       &lt;br /&gt;
&lt;br /&gt;
Delphi worked very closely with Vadath in the Hawks, often passing on the healing duties with Ensign to go on expeditions with him instead. She often proved herself a valuable asset, both in combat and whatever negotiation based shenanigans the Hawks tended to get up to. After fighting with him during the Asar Ogalas Festival, particularly with the break out of the darkness and the final stand against Kennandra, Vadath had a conversation with Percy, and it was decided to promote her as second in command, First Lieutenant of the Iron Hawks.         &lt;br /&gt;
&lt;br /&gt;
== Ongoing Adventures ==&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&#039;&#039;&#039;[[Durian]]-&#039;&#039;&#039; Durian and Delphi met when she first came to Jadenhill. As the son of the high sorcerer of the Temple in Jadenhill, part of his duties is to meet the new folk and help them settle, even from a younger age. The two bonded quite quickly over their natural arcane talents, and the fact that they are the only two known Gem Dragonborn in Isonhound. Delphi listens to Durian as one of the leaders in Jadenhill, and will often adventure with him at his request. She often default to his judgement, but also will not hesitate to voice her concerns, and will often offer additions or alternatives to his ideas and plans. After the recent events in Yggwilv&#039;s where their differing motives, outlooks, and morals were drawn out to a more obvious state, a small rift formed between the two, with Durian&#039;s stronger more good aligned ideals sometimes seemed at odds with Delphi&#039;s slightly darker leaning ones. They are still amicable, and Durian is still one of the leaders of Jadenhill, which Delphi will still defer to and respect. As they were leaving the hut, Durian remarked, &#039;I should&#039;ve expected this, you talk to dead people.&#039; with a small smile on his face. After some time adventuring apart, the two reconvened when Durian asked for her help in locating an important historical and familial item. Delphi suggested going to Vadath and the Hawks for help. Upon doing so, Durian was convinced to eventually join the guild, and with some coaxing from Delphi, is slowly opening up to everyone.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ensign]]-&#039;&#039;&#039; Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi&#039;s psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A&#039;s to test out for purely scientific purposes. Their friendship was only strengthened over their time spent in Yggwilv&#039;s Hut. It was there that Ensign discovered much about himself and his people from the witch, and though he didn&#039;t have a wish, he left with rewards of his own, including materials to experiment with and to start experiment with his technology. Ensign was also approached by Vadath to be part of the &#039;founding members&#039; of the Hawks, where he was promptly given command of the field hospital and all the medical needs. Delphi was asked to be second in command to him, and help him in the hospital. She tries her best to aid him as much as she can, and though she&#039;s good at some basic healing, lately her thoughts and desires have been pulling her away to explore other avenues.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vadath]]&#039;&#039;&#039;- Vadath and Delphi met during the Green Fang expedition. Though they didn&#039;t initially interact much with each other, mainly due to the differences in fighting preferences, moral codes, and general personality, it was after the death of the dragon that the two began to bond. They made a mutual agreement that since they were the lone conscious survivors of the fight, that they would take the head and accept the reward together. On the journey to Yggwilv&#039;s, the two talked and exchanged many stories of their lives and adventures. Unfortunately, Vadath received an  urgent message from his friend Dancer and had to go to her, leaving Delphi with the dragon&#039;s head and his request for the bounty reward. Delphi kept her side of the agreement, successfully making his wish to Yggwilv on their first night in the Hut. Because of this, Vadath swore himself to Delphi, and promised his sword to her aid whenever she may need it. Shortly after the events in the Hut, Vadath approached Delphi with an offer- to join a band of adventurers called the [[Band of the Iron Hawk|Iron Hawk.]] She was extremely hesitant at first, feeling as if she was not of the same caliber as some of the other proposed members. Ultimately though, she agreed, and was given the title of First Lieutenant under the Medical and Healing Division, being Ensign&#039;s second in command. Since then, Vadath and Delphi&#039;s friendship grew through their comradery with the Band, along with shared past ties with one particular red dragon.    &lt;br /&gt;
&lt;br /&gt;
[[Linden Rue|&#039;&#039;&#039;Linden&#039;&#039;&#039;]]- Delphi and Linden met while both were attending a festival at Seglock that quickly turned into a siege against the University there. Both of them responded to the chaos and distress and panic that was emininating from the same gate. From there, the two worked with a larger group of adventurers who also responded to the crisis- including Vadath and Tristram.  During the fight, one of the civilians that were caught in the whole mess was a professor, hiding underneath a construct. Through some careful questioning, it was revealed that he may not be entirely innocent, particularly with his involvement with Horatio Cheshire, and after the fighting was over, Vadath and Delphi decided to take him back to the Eyrie for further investigation. The pair offered for Linden and Tristram to join them, and the two joined the Hawks shortly after. After joining the guild, Linden offered her clerical services to aid Ensign in his field hospital, along with Delphi. The two started becoming fast friends after that point. Linden was also part of the group of Hawks that went into the Shadow Forge to confront Horatio, and the pair often formed a support team during much of the fighting. After Horatio&#039;s defeat, and the quietness that followed, an idea was struck within the two based on some...constructive criticism that came to the guild stemming solely from Tristram&#039;s love of talking. The two decided to open a small shop run out of the Eyrie known as The Gag Order. There, they sell various gags and muzzles &#039;to help keep your bards quiet.&#039; Linden is also a member of the party that Vadath and Delphi put together to go hunt down a red dragon known as Kinnandra.     &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tristram Caniedydd|Tristram]]&#039;&#039;&#039;-  Tristam and Delphi&#039;s paths crossed while he was also attending the festival turned University siege at Seglock. He also responded to the chaos and distress and panic that was emininating from the same gate that Delphi, Vadath, and Linden did. Tristram proved crucial  with the careful questioning with the suspicious professor, helping to lure out the connection he had with Horatio Cheshire. Tristram was invited with Linden by Vadath and Delphi back to the Eyrie to help with questioning the professor further. Tristram&#039;s way with words proved particularly useful when the Mayor of Seglock came to the Hawks to ask them to release the professor. Delphi views him as a mentor of sorts, as, even though she is a bard, isn&#039;t the best with public speaking, or being particularly assertive. She admires his ability to command a crowd and manipulate conversations to go in his favor. As a result, she spends time around his theater, to the point where he offered her some roles in his productions.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elric]]&#039;&#039;&#039;- Delphi met Elric when they both took a public mission request for a member of the Order of the Watchful Eye, that involved hunting down some Drakkoths and other Cheshire monsters. She had heard of the character that was Elric from some of her other companions and members of the Band, but it wasn&#039;t until she met him that she truly understood what everyone said about them. Delphi as a whole is less likely to be annoyed and has a higher tolerance for people who would. During their adventures, she mildly impressed him by recounting how she freed Silent, the arbiter of Death, which won her &#039;edge points&#039; with the Yuan-Ti. She also used her telepathic abilities to impersonate his sword, the Slaat, and convinced him to trust her. The pair met again during the quest to go to Uhm&#039;s dimension to obtain the keys to enter the Shadow Forge to defeat Horatio.    &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Delphi knows Common and Draconic. Through her involvement in communing with the dead, as well as living around the temples of [[Jadenhill]], she has also picked up Celestial and Infernal.&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Delphi focuses rather heavily on her arcane abilities. She has the innate ability to commune with the dead, and uses the stories they tell her to help bolster her friends in various ways. She also uses this gift to both make a bit of show  and earn some coin, as well as helping those grieve and come to terms with the death they have witnessed and experienced in their lives. Outside of her abilities, she also has a wide range of spells that she utilises, though it&#039;s mostly in a support role too help her teammates and debuff and incapacitate her enemies. &lt;br /&gt;
&lt;br /&gt;
After the defeat of the Green Stag, an adversarial and dangerous dragon, Delphi was emblazened with the Mark of Inspiration. This mark grants her the ability to help embolden her companions, lead them in their endeavors, and grant them with inspiration in their times of need. It also helped her find her own self-confidence and bolster herself whenever she needs the extra push.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Since freeing Silent and entering a patron pact with them, she as gained a whole new slew of arcane abilities. Because of the arbiter&#039;s unique relationship with dead, and particularly undead, Delphi as a result is rather resilient against them. She also gained access to a wider range of spells, particularly offensive ones,, in order to both help to protect her friends and allies better, and get more souls for Silent to feed upon.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During the events of the  Asar Ogalas festival, a strange darkness overtook most of the lands, emanating from the Northern Snowy Mountains. Silent and Ensign took up near permanent guard here, helping adventurers. During these battles, many shadow versions of previously vanished or slain allies. There, Silent encountered Markoth, who was perceived to be working with Towie. She decided to make some sort of deal with the entities, and allowed herself to be consumed by the darkness, leaving the rest of her followers behind and alone. Delphi felt incredibly hurt and betrayed by this, as she has been by Silent the longest. Additionally, she didn’t want to be aligned with Towie in any form. So, she made the painful decision to break her pact with Silent, and due to her close bonds with Tristram and Linden, began the process of making a pact with Tristram’s Archfey Matriarch instead.    &lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Delphi isn&#039;t particularly trained in martial weapons. As such, she leans heavily on her magiks and arcane abilities instead. Though she prefers to focus her spells on buffing or healing her team mates, Delphi does occasionally wield offensive magic. Much of this is focused on long range spells, or those that affect other&#039;s minds and makes them easier adversaries. However, she has been dabbling into more directly damaging spells since unlocking new abilities and powers from Silent. As a dragonborn, Delphi also possesses the ability to utilize a breath attack, though she really only does this when absolutely needed. She does carry a quarterstaff with her to be used incase someone or something gets too close to her. This staff is adorned with a crystal ball- her spiritual focus. When she&#039;s not adventuring, the ball can be removed from her staff and used as a traditional crystal ball for her business. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Into the Greedy Green]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Blaze&amp;diff=18536</id>
		<title>Blaze</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Blaze&amp;diff=18536"/>
		<updated>2023-02-15T23:32:45Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: Created page with &amp;quot;{{Infobox_character|affilliation=Iron Hawks|name={{PAGENAME}}|image=Blaze_pic.PNG|caption=Blaze, as his HeroForge Model|relatives=Mother (Deceased) Father (Deceased)|languages...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Infobox_character|affilliation=Iron Hawks|name={{PAGENAME}}|image=Blaze_pic.PNG|caption=Blaze, as his HeroForge Model|relatives=Mother (Deceased)&lt;br /&gt;
Father (Deceased)|languages=Common&lt;br /&gt;
Abyssal|marital=REALLY REALLY REALLY GOOD FRIENDS (Don&#039;t Read into It)|birthPlace=Vanhold, Ostaria|species=Tabaxi|gender=Male|height=5&#039; 11|eyes=Orange-Yellow}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is (Information on your heritage/background/class)&lt;br /&gt;
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==Physical Appearance==&lt;br /&gt;
Describe your appearance. Eye color, height, weight, hair color, particular clothing items, scars, tattoos, etc.&lt;br /&gt;
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==Personality==&lt;br /&gt;
Is your character social? A drunk? Laid back? &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
A brief history of your character&#039;s life.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Examples include Common, Elvish, TwitchTalk, Thieves Cant, or French&lt;br /&gt;
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==Powers and Abilities==&lt;br /&gt;
You don&#039;t have to give it all away. Just let us know what you&#039;re known to do in battle.&lt;br /&gt;
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==Attacks and Weapons ==&lt;br /&gt;
Your favorite weapons.&lt;br /&gt;
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[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Blaze_pic.PNG&amp;diff=18535</id>
		<title>File:Blaze pic.PNG</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Blaze_pic.PNG&amp;diff=18535"/>
		<updated>2023-02-15T23:28:30Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=18534</id>
		<title>Delphi</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=18534"/>
		<updated>2023-02-15T23:16:28Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Jadenhill|name={{PAGENAME}}|image=Delphi.png|caption=Delphi, as her HeroForge model|relatives=None Alive|languages=Common, Draconic, Celestial, Infernal|alias=None|marital=Single|birthPlace=Astrakhan|deathDate=N/A|deathPlace=N/A|species=Dragonborn (Gemstone: Topaz)|gender=Female|height=6ft 2in|weight=213 lb|eyes=Bright Orange}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a soothsayer, a medium that helps those come to terms with life and death, and commune with those beyond the veil. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Delphi is a rather slim [[Dragonborn]], especially compared to others in [[Jadenhill]]. She is one of the  very few in the community that is of Gem Ancestry. Her scales reflect the Topaz variety, appearing in shades of gold, yellow, and bronze. She has more spikes than most, especially on her very ridged tail. She has shockingly bright orange eyes that almost seem to glow, especially when she uses her powers to summon spirits and talk to the dead.  &lt;br /&gt;
&lt;br /&gt;
Delphi is often clad in looser, brighter clothing, often favoring shades of purple, gold, and black.  She is also not one to shy away from accessories, and often will have bangles, earrings, and other jewelry. She will wear leathers and light armor when going into battle, but she is not a warrior at heart. She prefers to stay within her brighter, more casual attire.  &lt;br /&gt;
&lt;br /&gt;
It is often very rare that Delphi is seen without her staff. Atop it sits a strange crystalline sphere that both seems to absorb and reflect light. When she is not traveling or adventuring with newfound friends, the orb can detach from her staff and be used as a crystal ball, an object to help focus her magic and summon spirits and ghosts to commune with.   &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Delphi is rather quiet, though it would be a mistake to assume her shyness for incompetence. She is rather insightful and diplomatic, but favors to listen to others and all aspects of a conversation before weighing in. She also prefers to talk to and through those she knows in a group to express her ideas, instead of garnering attention and speaking out that way. Though, she is often the voice of neutral reason in a group. While others will respond and react in extremes, Delphi will try to remain level headed and come to the most fair solution for everyone. She will also often default to whomever is formally in charge, and who enacts the local laws of the land. None of this is to say that Delphi is devoid of opinion. Rather, she instead tries to hear everyone out and give the benefit of the doubt. however, she is very loyal and protective to those whom she feels earns it, and will do everything in her power to keep them safe.    &lt;br /&gt;
&lt;br /&gt;
Delphi, like most other people, does have her limits however. She is often misconstrued for being a performative or persuasive bard, and if often encouraged to be the &#039;talker&#039; of the group. She often gets flustered and overwhelmed when she is responsible for conversing for the group. This can cause her to ramble on and &#039;talk too much.&#039; Though, she does always try her best, and often either succeeds, as with what happened in [[Yggwilv&#039;s Hut]], or at least maintains the status quo of a situation, as what happened with convincing Uhlm. Along with her minor fright of speaking, Delphi can also grow frustrated in combat scenarios. She can be unsure and unconfident in her abilities, and often feels that she can run out of steam faster than some of her companions. This is amplified towards the end of high intensity combat, when the enemy is close to defeat. Since &#039;befriending&#039; Silent, she has tried to become more aggressive, but often feels that no matter how much she performs in battle, she is always just out of reach of getting the final blow in, or healing her companions just a few points of health too little.     &lt;br /&gt;
&lt;br /&gt;
Some of her more recent experiences, mostly the siege upon the Green Stag and the subsequent adventures spent in Yggwilv&#039;s  Hut, has started to alter Delphi&#039;s rather neutral altruism. Her driving goal is still to help her allies and protect her friends however she can. However, rather than remaining fairly unbiased in groups, Delphi has found a new voice within herself. She has started to make choices and decisions that may sometimes only benefit her, or help only herself in some way, rather than thinking for the good of an overall party or group.    &lt;br /&gt;
&lt;br /&gt;
However, experiencing some harrowing and impactful adventures as of late, has changed Delphi. Witnessing Elric&#039;s death to Echamus and the Lunarens, the hunt and eventual defeat of Kennandra, the Darkness and shadow consuming Isonhound, and, Silent&#039;s deal with [[Markoth]] and Towie. These are all events that hardened Delphi and strengthened her resolve. She has found herself standing her ground more often, as well as acting a bit more brashly, allowing all of her emotions consume her and dictate her decisions. Through her losses, and watching her friends be harmed or killed, and others abandoning her completely, Delphi is fatally loyal and protective of the few of the friends she has left, particularly those who are part of the guilds she aligns herself with. With everything that has happened, she will do everything in her power to preserve the family she has found, and keep those close to her alive.     &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Delphi was born in a rather secluded Dragonborn community called Astrakhan. The residents kept to themselves, living primarily on mining and hunting. However, there was a small warrior culture within the community. Magic was known about, though it wasn&#039;t very common or widely practiced, with the more physical skills being favored over the intellectual or arcane. As such, Delphi, who was smaller than the other children, and magically inclined, already stood out from a young age. She was also unique in being the only gem ancestry Dragonborn in the entirety of Astrakahn. The origins of her gem ancestry were unknown, and still unknown to this day. Other than her quirks, Delphi had a relatively normal childhood.    &lt;br /&gt;
&lt;br /&gt;
When Delphi was around 10, a  red dragon attacked Astrakahn. (Through later conversations with [[Vadath]] and comparing descriptions and timetables, the pair believes it to be the same one that was responsible for killing Vadath&#039;s parents.)  Because of her lack of physical prowess, she ran and hid during the attack. Astrakahn was completely destroyed, and left with minimal survivors. An injured, scared, and alone Delphi managed to survive and travel for a few days before stumbling on the community of Jadenhill. There, she was offered sanctuary and refuge, and given a new place to call home. Still distraught by the loss of her family and community, Delphi focused on her budding arcane abilities. She tuned and mastered them to summon the spirits of those who have passed, and commune with them. As she got older, she helped use her gifts to help others mourn and grieve their own losses, as she had learned to do so. Delphi also used her telepathic and psychic abilities to help give a voice to those who may not have it, and listen to those who may otherwise never be heard.    &lt;br /&gt;
&lt;br /&gt;
After living in Jadenhill for several years, and beginning her career as a budding adventurer, Delphi joined a hunting party to take down an infamous green dragon known as the Green Stag. During the siege, Delphi befriended a formidable goliath known as [[Vadath]]. When their adventure ended, he kept tabs on her, and ultimately offered for her to join and become a founding member of the [[Band of the Iron Hawk|Band of the Iron Hawk.]] There, she was given the title of Lieutenant, and put under the direct command of [[Ensign]], and continues to aid him in his medical field hospital. Delphi remains a loyal and active member of the Band, doing her best to aid them in whatever ways she can.       &lt;br /&gt;
&lt;br /&gt;
Delphi worked very closely with Vadath in the Hawks, often passing on the healing duties with Ensign to go on expeditions with him instead. She often proved herself a valuable asset, both in combat and whatever negotiation based shenanigans the Hawks tended to get up to. After fighting with him during the Asar Ogalas Festival, particularly with the break out of the darkness and the final stand against Kennandra, Vadath had a conversation with Percy, and it was decided to promote her as second in command, First Lieutenant of the Iron Hawks.         &lt;br /&gt;
&lt;br /&gt;
== Ongoing Adventures ==&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&#039;&#039;&#039;[[Durian]]-&#039;&#039;&#039; Durian and Delphi met when she first came to Jadenhill. As the son of the high sorcerer of the Temple in Jadenhill, part of his duties is to meet the new folk and help them settle, even from a younger age. The two bonded quite quickly over their natural arcane talents, and the fact that they are the only two known Gem Dragonborn in Isonhound. Delphi listens to Durian as one of the leaders in Jadenhill, and will often adventure with him at his request. She often default to his judgement, but also will not hesitate to voice her concerns, and will often offer additions or alternatives to his ideas and plans. After the recent events in Yggwilv&#039;s where their differing motives, outlooks, and morals were drawn out to a more obvious state, a small rift formed between the two, with Durian&#039;s stronger more good aligned ideals sometimes seemed at odds with Delphi&#039;s slightly darker leaning ones. They are still amicable, and Durian is still one of the leaders of Jadenhill, which Delphi will still defer to and respect. As they were leaving the hut, Durian remarked, &#039;I should&#039;ve expected this, you talk to dead people.&#039; with a small smile on his face. After some time adventuring apart, the two reconvened when Durian asked for her help in locating an important historical and familial item. Delphi suggested going to Vadath and the Hawks for help. Upon doing so, Durian was convinced to eventually join the guild, and with some coaxing from Delphi, is slowly opening up to everyone.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ensign]]-&#039;&#039;&#039; Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi&#039;s psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A&#039;s to test out for purely scientific purposes. Their friendship was only strengthened over their time spent in Yggwilv&#039;s Hut. It was there that Ensign discovered much about himself and his people from the witch, and though he didn&#039;t have a wish, he left with rewards of his own, including materials to experiment with and to start experiment with his technology. Ensign was also approached by Vadath to be part of the &#039;founding members&#039; of the Hawks, where he was promptly given command of the field hospital and all the medical needs. Delphi was asked to be second in command to him, and help him in the hospital. She tries her best to aid him as much as she can, and though she&#039;s good at some basic healing, lately her thoughts and desires have been pulling her away to explore other avenues.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vadath]]&#039;&#039;&#039;- Vadath and Delphi met during the Green Fang expedition. Though they didn&#039;t initially interact much with each other, mainly due to the differences in fighting preferences, moral codes, and general personality, it was after the death of the dragon that the two began to bond. They made a mutual agreement that since they were the lone conscious survivors of the fight, that they would take the head and accept the reward together. On the journey to Yggwilv&#039;s, the two talked and exchanged many stories of their lives and adventures. Unfortunately, Vadath received an  urgent message from his friend Dancer and had to go to her, leaving Delphi with the dragon&#039;s head and his request for the bounty reward. Delphi kept her side of the agreement, successfully making his wish to Yggwilv on their first night in the Hut. Because of this, Vadath swore himself to Delphi, and promised his sword to her aid whenever she may need it. Shortly after the events in the Hut, Vadath approached Delphi with an offer- to join a band of adventurers called the [[Band of the Iron Hawk|Iron Hawk.]] She was extremely hesitant at first, feeling as if she was not of the same caliber as some of the other proposed members. Ultimately though, she agreed, and was given the title of First Lieutenant under the Medical and Healing Division, being Ensign&#039;s second in command. Since then, Vadath and Delphi&#039;s friendship grew through their comradery with the Band, along with shared past ties with one particular red dragon.    &lt;br /&gt;
&lt;br /&gt;
[[Linden Rue|&#039;&#039;&#039;Linden&#039;&#039;&#039;]]- Delphi and Linden met while both were attending a festival at Seglock that quickly turned into a siege against the University there. Both of them responded to the chaos and distress and panic that was emininating from the same gate. From there, the two worked with a larger group of adventurers who also responded to the crisis- including Vadath and Tristram.  During the fight, one of the civilians that were caught in the whole mess was a professor, hiding underneath a construct. Through some careful questioning, it was revealed that he may not be entirely innocent, particularly with his involvement with Horatio Cheshire, and after the fighting was over, Vadath and Delphi decided to take him back to the Eyrie for further investigation. The pair offered for Linden and Tristram to join them, and the two joined the Hawks shortly after. After joining the guild, Linden offered her clerical services to aid Ensign in his field hospital, along with Delphi. The two started becoming fast friends after that point. Linden was also part of the group of Hawks that went into the Shadow Forge to confront Horatio, and the pair often formed a support team during much of the fighting. After Horatio&#039;s defeat, and the quietness that followed, an idea was struck within the two based on some...constructive criticism that came to the guild stemming solely from Tristram&#039;s love of talking. The two decided to open a small shop run out of the Eyrie known as The Gag Order. There, they sell various gags and muzzles &#039;to help keep your bards quiet.&#039; Linden is also a member of the party that Vadath and Delphi put together to go hunt down a red dragon known as Kinnandra.     &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tristram Caniedydd|Tristram]]&#039;&#039;&#039;-  Tristam and Delphi&#039;s paths crossed while he was also attending the festival turned University siege at Seglock. He also responded to the chaos and distress and panic that was emininating from the same gate that Delphi, Vadath, and Linden did. Tristram proved crucial  with the careful questioning with the suspicious professor, helping to lure out the connection he had with Horatio Cheshire. Tristram was invited with Linden by Vadath and Delphi back to the Eyrie to help with questioning the professor further. Tristram&#039;s way with words proved particularly useful when the Mayor of Seglock came to the Hawks to ask them to release the professor. Delphi views him as a mentor of sorts, as, even though she is a bard, isn&#039;t the best with public speaking, or being particularly assertive. She admires his ability to command a crowd and manipulate conversations to go in his favor. As a result, she spends time around his theater, to the point where he offered her some roles in his productions.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elric]]&#039;&#039;&#039;- Delphi met Elric when they both took a public mission request for a member of the Order of the Watchful Eye, that involved hunting down some Drakkoths and other Cheshire monsters. She had heard of the character that was Elric from some of her other companions and members of the Band, but it wasn&#039;t until she met him that she truly understood what everyone said about them. Delphi as a whole is less likely to be annoyed and has a higher tolerance for people who would. During their adventures, she mildly impressed him by recounting how she freed Silent, the arbiter of Death, which won her &#039;edge points&#039; with the Yuan-Ti. She also used her telepathic abilities to impersonate his sword, the Slaat, and convinced him to trust her. The pair met again during the quest to go to Uhm&#039;s dimension to obtain the keys to enter the Shadow Forge to defeat Horatio.    &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Delphi knows Common and Draconic. Through her involvement in communing with the dead, as well as living around the temples of [[Jadenhill]], she has also picked up Celestial and Infernal.&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Delphi focuses rather heavily on her arcane abilities. She has the innate ability to commune with the dead, and uses the stories they tell her to help bolster her friends in various ways. She also uses this gift to both make a bit of show  and earn some coin, as well as helping those grieve and come to terms with the death they have witnessed and experienced in their lives. Outside of her abilities, she also has a wide range of spells that she utilises, though it&#039;s mostly in a support role too help her teammates and debuff and incapacitate her enemies. &lt;br /&gt;
&lt;br /&gt;
After the defeat of the Green Stag, an adversarial and dangerous dragon, Delphi was emblazened with the Mark of Inspiration. This mark grants her the ability to help embolden her companions, lead them in their endeavors, and grant them with inspiration in their times of need. It also helped her find her own self-confidence and bolster herself whenever she needs the extra push.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Since freeing Silent and entering a patron pact with them, she as gained a whole new slew of arcane abilities. Because of the arbiter&#039;s unique relationship with dead, and particularly undead, Delphi as a result is rather resilient against them. She also gained access to a wider range of spells, particularly offensive ones,, in order to both help to protect her friends and allies better, and get more souls for Silent to feed upon.&amp;lt;/s&amp;gt;   &lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Delphi isn&#039;t particularly trained in martial weapons. As such, she leans heavily on her magiks and arcane abilities instead. Though she prefers to focus her spells on buffing or healing her team mates, Delphi does occasionally wield offensive magic. Much of this is focused on long range spells, or those that affect other&#039;s minds and makes them easier adversaries. However, she has been dabbling into more directly damaging spells since unlocking new abilities and powers from Silent. As a dragonborn, Delphi also possesses the ability to utilize a breath attack, though she really only does this when absolutely needed. She does carry a quarterstaff with her to be used incase someone or something gets too close to her. This staff is adorned with a crystal ball- her spiritual focus. When she&#039;s not adventuring, the ball can be removed from her staff and used as a traditional crystal ball for her business. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Into the Greedy Green]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=18109</id>
		<title>Alien Colonial Marines</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=18109"/>
		<updated>2022-12-01T05:08:38Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* The Story So Far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a TTRPG that combines the world of Aliens with the vast future of Quelmar. It began on July 25, 2022.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Describe your campaign. Is it about the aftermath or the lead up to a big event? Does it take place in a parallel world or plane?&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
[[Nix Vakarian|Sgt. Nix Vakarian]]&lt;br /&gt;
&lt;br /&gt;
[[Markus Byrne|Cpl. Markus Byrne]]&lt;br /&gt;
&lt;br /&gt;
[[Robert Omb|Robert &#039;Bob&#039; Omb]]&lt;br /&gt;
&lt;br /&gt;
[[Sapphire Rodgers]]&lt;br /&gt;
&lt;br /&gt;
[[Mathilda Barbara Minerva]]&lt;br /&gt;
&lt;br /&gt;
[[Carl Carlton Carlos]]&lt;br /&gt;
&lt;br /&gt;
[[Karl Karlton Karlos]]&lt;br /&gt;
 &lt;br /&gt;
==NPCs==&lt;br /&gt;
James the Synth&lt;br /&gt;
&lt;br /&gt;
Jabberwock (Jabbers) the Cat&lt;br /&gt;
&lt;br /&gt;
Kent Gannon&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
Markus keeps a heavily detailed log to recount the squads experiences-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 1: Nix violates human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus aided and abetted Nix’s violations of human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire’s child probably got atomized,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mathilda was accused of multiple counts of sexual harassment,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Karen Eckhart was the victim of a “traumatic event.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 2: Nix gets concerning expressions on her face regarding alien wildlife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus places landmines on the land of people he just negotiated peace with&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob attempted to commit armed robbery (technically)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire didn’t exist and yet somehow still gave us stress points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl stepped on a landmine (not Markus’)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl disarmed a landmine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda got unfathomably rich with OnlyFans feet pics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 3: Nix gets excited and then almost burns her hands off,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpharius (Markus) places numerous explosives and then tries to commit armed robbery like Bob,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob succeeds where both he and Markus failed in committing armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire criticizes the ethics of Project Life Force, then tries to take blood samples from a captive inmate,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl decides to stop sniping and take up a life as a machete murderer,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl freaks because of a couple bugs,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda hits on the first bad boy she sees&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 4: Nix gets repeated and consistent nerdgasms at literally every piece of new information,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus takes the first step towards avenging his wife by playing hot potato with a live grenade,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob nearly gets killed by a dead,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire has a panic attack and tries to save a dude who is about to have his neck exploded,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl performs surprise surgery on the first Russian he sees,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl creates a piece of modern art on the wall behind a UPP medic,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda slutshames a victim of gun violence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 5: Nix decides to burn a wounded man to death instead of just shooting him like a sane person,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus continues to execute every commando he can find,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob does a little trolling and makes the autopilot go d o w n&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire tries repeatedly to convince the squad to [REDACTED] a civilian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl snipes with the might of god and god alone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl magdumps a bunch of dudes 0.01982 seconds after they ate a grenade,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda tries to promote her Onlyfans to an unwilling crowd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(And Kent poops his pants so hard that the thrust of the dropship extends to 122%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 5.5: The party commits war crimes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeatedly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is not a joke.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That is all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 6:  Nix burns a wounded man to death out of spite (again),&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus recovers from a broken shoulder in 1.249 seconds,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob commits armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire -dies-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl sends a man so directly to the afterlife that his reincarnation dies the millisecond after being born,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl commits a mass shooting,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda finally gets to drive her tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 7: Nix does nothing but sabotage the mission,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus gets shot (again) and then fails to do anything particularly important,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob has a gamer moment and commits a mass shooting,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire is still dead,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doug saves his comrade 0.937 seconds after joining the squad,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl continues to end so many lives the line at the gates to hell is several miles long,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl does his best Rambo impression,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda gets her private pilot license (she didn’t leave the tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 8: Nix burns yet another human alive&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marcus miraculously doesn’t get shot, and kills people with grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob develops a crippling addiction to heavy machine guns&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire began the decomposition process&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doug administered some wonder drug to his squad&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl continues to blow apart limbs relatively close to their bendable joints&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl finally freaked out hard enough to lay down hate at a level which surprises God&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mathilde managed to keep her APC operational and kill some more cultists (edited)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 9 (Not a One Shot Session 1): Nix gets demoted due to crippling mental damage,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marcus makes a solid attempt at starting a nuclear criticality accident with hand grenades,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob, being the commtech, is of course the first one to die,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doug becomes the resident galactic drug dealer,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl does something, probably,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl fills an innocent civilian with so much lead that the holes start to markedly reduce the person&#039;s weight,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;and Matilda exploits workers with PTSD to further her OnlyFans profits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 10 (Not a One Shot Session 2): Nix gets head from a xenomorph (not in the way she wanted),&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus proves himself a brilliant strategist by declaring a great plan and leaving to do it alone,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob is miraculously rescued, just to break again 13 seconds later,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doug dashes past multiple xenomorphs to rescue Bob, only to fall over when one gently taps his ankle,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl &amp;quot;bravely&amp;quot; cowers in an elevator watching everyone get their shit kicked in, manages to not die,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;and Mathilda gets her insides rearranged (again, not in the way she wanted)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 11 (Not a One Shot Session 3):It was all a horrible dream&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 12: Nix manages to hit some poor woman directly in the eye with a flamethrower,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus commits a mild genocide with a bundle of grenades,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob goes goblin mode with a heavy machine gun, and slaughters cultists like he&#039;s mowing a lawn,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire is more dead than Markus&#039; wife (who was killed in a terror bombing and is probably individual atoms),&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doug mostly chills out and hands out stress reducing drugs (they&#039;re definitely legal),&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl manages to snipe a man clear through a forcefield,&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;and Mathilda buys onlyfans, and immediately causes its collapse Elon-style&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Players get all starting talents for their class, instead of only one.&lt;br /&gt;
&lt;br /&gt;
If players roll high enough on medicine checks, they can remove broken status.&lt;br /&gt;
&lt;br /&gt;
Combat lasts one round only.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=17817</id>
		<title>Delphi</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=17817"/>
		<updated>2022-10-24T19:24:03Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Jadenhill|name={{PAGENAME}}|image=Delphi.png|caption=Delphi, as her HeroForge model|relatives=None Alive|languages=Common, Draconic, Celestial, Infernal|alias=None|marital=Single|birthPlace=Astrakhan|deathDate=N/A|deathPlace=N/A|species=Dragonborn (Gemstone: Topaz)|gender=Female|height=6ft 2in|weight=213 lb|eyes=Bright Orange}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a soothsayer, a medium that helps those come to terms with life and death, and commune with those beyond the veil. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Delphi is a rather slim [[Dragonborn]], especially compared to others in [[Jadenhill]]. She is one of the  very few in the community that is of Gem Ancestry. Her scales reflect the Topaz variety, appearing in shades of gold, yellow, and bronze. She has more spikes than most, especially on her very ridged tail. She has shockingly bright orange eyes that almost seem to glow, especially when she uses her powers to summon spirits and talk to the dead.  &lt;br /&gt;
&lt;br /&gt;
Delphi is often clad in looser, brighter clothing, often favoring shades of purple, gold, and black.  She is also not one to shy away from accessories, and often will have bangles, earrings, and other jewelry. She will wear leathers and light armor when going into battle, but she is not a warrior at heart. She prefers to stay within her brighter, more casual attire.  &lt;br /&gt;
&lt;br /&gt;
It is often very rare that Delphi is seen without her staff. Atop it sits a strange crystalline sphere that both seems to absorb and reflect light. When she is not traveling or adventuring with newfound friends, the orb can detach from her staff and be used as a crystal ball, an object to help focus her magic and summon spirits and ghosts to commune with.   &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Delphi is rather quiet, though it would be a mistake to assume her shyness for incompetence. She is rather insightful and diplomatic, but favors to listen to others and all aspects of a conversation before weighing in. She also prefers to talk to and through those she knows in a group to express her ideas, instead of garnering attention and speaking out that way. Though, she is often the voice of neutral reason in a group. While others will respond and react in extremes, Delphi will try to remain level headed and come to the most fair solution for everyone. She will also often default to whomever is formally in charge, and who enacts the local laws of the land. None of this is to say that Delphi is devoid of opinion. Rather, she instead tries to hear everyone out and give the benefit of the doubt. however, she is very loyal and protective to those whom she feels earns it, and will do everything in her power to keep them safe.    &lt;br /&gt;
&lt;br /&gt;
Delphi, like most other people, does have her limits however. She is often misconstrued for being a performative or persuasive bard, and if often encouraged to be the &#039;talker&#039; of the group. She often gets flustered and overwhelmed when she is responsible for conversing for the group. This can cause her to ramble on and &#039;talk too much.&#039; Though, she does always try her best, and often either succeeds, as with what happened in [[Yggwilv&#039;s Hut]], or at least maintains the status quo of a situation, as what happened with convincing Uhlm. Along with her minor fright of speaking, Delphi can also grow frustrated in combat scenarios. She can be unsure and unconfident in her abilities, and often feels that she can run out of steam faster than some of her companions. This is amplified towards the end of high intensity combat, when the enemy is close to defeat. Since &#039;befriending&#039; Silent, she has tried to become more aggressive, but often feels that no matter how much she performs in battle, she is always just out of reach of getting the final blow in, or healing her companions just a few points of health too little.     &lt;br /&gt;
&lt;br /&gt;
Some of her more recent experiences, mostly the siege upon the Green Stag and the subsequent adventures spent in Yggwilv&#039;s  Hut, has started to alter Delphi&#039;s rather neutral altruism. Her driving goal is still to help her allies and protect her friends however she can. However, rather than remaining fairly unbiased in groups, Delphi has found a new voice within herself. She has started to make choices and decisions that may sometimes only benefit her, or help only herself in some way, rather than thinking for the good of an overall party or group.    &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Delphi was born in a rather secluded Dragonborn community called Astrakhan. The residents kept to themselves, living primarily on mining and hunting. However, there was a small warrior culture within the community. Magic was known about, though it wasn&#039;t very common or widely practiced, with the more physical skills being favored over the intellectual or arcane. As such, Delphi, who was smaller than the other children, and magically inclined, already stood out from a young age. She was also unique in being the only gem ancestry Dragonborn in the entirety of Astrakahn. The origins of her gem ancestry were unknown, and still unknown to this day. Other than her quirks, Delphi had a relatively normal childhood.    &lt;br /&gt;
&lt;br /&gt;
When Delphi was around 10, a  red dragon attacked Astrakahn. (Through later conversations with [[Vadath]] and comparing descriptions and timetables, the pair believes it to be the same one that was responsible for killing Vadath&#039;s parents.)  Because of her lack of physical prowess, she ran and hid during the attack. Astrakahn was completely destroyed, and left with minimal survivors. An injured, scared, and alone Delphi managed to survive and travel for a few days before stumbling on the community of Jadenhill. There, she was offered sanctuary and refuge, and given a new place to call home. Still distraught by the loss of her family and community, Delphi focused on her budding arcane abilities. She tuned and mastered them to summon the spirits of those who have passed, and commune with them. As she got older, she helped use her gifts to help others mourn and grieve their own losses, as she had learned to do so. Delphi also used her telepathic and psychic abilities to help give a voice to those who may not have it, and listen to those who may otherwise never be heard.    &lt;br /&gt;
&lt;br /&gt;
After living in Jadenhill for several years, and beginning her career as a budding adventurer, Delphi joined a hunting party to take down an infamous green dragon known as the Green Stag. During the siege, Delphi befriended a formidable goliath known as [[Vadath]]. When their adventure ended, he kept tabs on her, and ultimately offered for her to join and become a founding member of the [[Band of the Iron Hawk|Band of the Iron Hawk.]] There, she was given the title of Lieutenant, and put under the direct command of [[Ensign]], and continues to aid him in his medical field hospital. Delphi remains a loyal and active member of the Band, doing her best to aid them in whatever ways she can.       &lt;br /&gt;
&lt;br /&gt;
== Ongoing Adventures ==&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&#039;&#039;&#039;[[Durian]]-&#039;&#039;&#039; Durian and Delphi met when she first came to Jadenhill. As the son of the high sorcerer of the Temple in Jadenhill, part of his duties is to meet the new folk and help them settle, even from a younger age. The two bonded quite quickly over their natural arcane talents, and the fact that they are the only two known Gem Dragonborn in Isonhound. Delphi listens to Durian as one of the leaders in Jadenhill, and will often adventure with him at his request. She often default to his judgement, but also will not hesitate to voice her concerns, and will often offer additions or alternatives to his ideas and plans. After the recent events in Yggwilv&#039;s where their differing motives, outlooks, and morals were drawn out to a more obvious state, a small rift formed between the two, with Durian&#039;s stronger more good aligned ideals sometimes seemed at odds with Delphi&#039;s slightly darker leaning ones. They are still amicable, and Durian is still one of the leaders of Jadenhill, which Delphi will still defer to and respect. As they were leaving the hut, Durian remarked, &#039;I should&#039;ve expected this, you talk to dead people.&#039; with a small smile on his face. After some time adventuring apart, the two reconvened when Durian asked for her help in locating an important historical and familial item. Delphi suggested going to Vadath and the Hawks for help. Upon doing so, Durian was convinced to eventually join the guild, and with some coaxing from Delphi, is slowly opening up to everyone.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ensign]]-&#039;&#039;&#039; Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi&#039;s psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A&#039;s to test out for purely scientific purposes. Their friendship was only strengthened over their time spent in Yggwilv&#039;s Hut. It was there that Ensign discovered much about himself and his people from the witch, and though he didn&#039;t have a wish, he left with rewards of his own, including materials to experiment with and to start experiment with his technology. Ensign was also approached by Vadath to be part of the &#039;founding members&#039; of the Hawks, where he was promptly given command of the field hospital and all the medical needs. Delphi was asked to be second in command to him, and help him in the hospital. She tries her best to aid him as much as she can, and though she&#039;s good at some basic healing, lately her thoughts and desires have been pulling her away to explore other avenues.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vadath]]&#039;&#039;&#039;- Vadath and Delphi met during the Green Fang expedition. Though they didn&#039;t initially interact much with each other, mainly due to the differences in fighting preferences, moral codes, and general personality, it was after the death of the dragon that the two began to bond. They made a mutual agreement that since they were the lone conscious survivors of the fight, that they would take the head and accept the reward together. On the journey to Yggwilv&#039;s, the two talked and exchanged many stories of their lives and adventures. Unfortunately, Vadath received an  urgent message from his friend Dancer and had to go to her, leaving Delphi with the dragon&#039;s head and his request for the bounty reward. Delphi kept her side of the agreement, successfully making his wish to Yggwilv on their first night in the Hut. Because of this, Vadath swore himself to Delphi, and promised his sword to her aid whenever she may need it. Shortly after the events in the Hut, Vadath approached Delphi with an offer- to join a band of adventurers called the [[Band of the Iron Hawk|Iron Hawk.]] She was extremely hesitant at first, feeling as if she was not of the same caliber as some of the other proposed members. Ultimately though, she agreed, and was given the title of First Lieutenant under the Medical and Healing Division, being Ensign&#039;s second in command. Since then, Vadath and Delphi&#039;s friendship grew through their comradery with the Band, along with shared past ties with one particular red dragon.    &lt;br /&gt;
&lt;br /&gt;
[[Linden Rue|&#039;&#039;&#039;Linden&#039;&#039;&#039;]]- Delphi and Linden met while both were attending a festival at Seglock that quickly turned into a siege against the University there. Both of them responded to the chaos and distress and panic that was emininating from the same gate. From there, the two worked with a larger group of adventurers who also responded to the crisis- including Vadath and Tristram.  During the fight, one of the civilians that were caught in the whole mess was a professor, hiding underneath a construct. Through some careful questioning, it was revealed that he may not be entirely innocent, particularly with his involvement with Horatio Cheshire, and after the fighting was over, Vadath and Delphi decided to take him back to the Eyrie for further investigation. The pair offered for Linden and Tristram to join them, and the two joined the Hawks shortly after. After joining the guild, Linden offered her clerical services to aid Ensign in his field hospital, along with Delphi. The two started becoming fast friends after that point. Linden was also part of the group of Hawks that went into the Shadow Forge to confront Horatio, and the pair often formed a support team during much of the fighting. After Horatio&#039;s defeat, and the quietness that followed, an idea was struck within the two based on some...constructive criticism that came to the guild stemming solely from Tristram&#039;s love of talking. The two decided to open a small shop run out of the Eyrie known as The Gag Order. There, they sell various gags and muzzles &#039;to help keep your bards quiet.&#039; Linden is also a member of the party that Vadath and Delphi put together to go hunt down a red dragon known as Kinnandra.     &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tristram Caniedydd|Tristram]]&#039;&#039;&#039;-  Tristam and Delphi&#039;s paths crossed while he was also attending the festival turned University siege at Seglock. He also responded to the chaos and distress and panic that was emininating from the same gate that Delphi, Vadath, and Linden did. Tristram proved crucial  with the careful questioning with the suspicious professor, helping to lure out the connection he had with Horatio Cheshire. Tristram was invited with Linden by Vadath and Delphi back to the Eyrie to help with questioning the professor further. Tristram&#039;s way with words proved particularly useful when the Mayor of Seglock came to the Hawks to ask them to release the professor. Delphi views him as a mentor of sorts, as, even though she is a bard, isn&#039;t the best with public speaking, or being particularly assertive. She admires his ability to command a crowd and manipulate conversations to go in his favor. As a result, she spends time around his theater, to the point where he offered her some roles in his productions.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elric]]&#039;&#039;&#039;- Delphi met Elric when they both took a public mission request for a member of the Order of the Watchful Eye, that involved hunting down some Drakkoths and other Cheshire monsters. She had heard of the character that was Elric from some of her other companions and members of the Band, but it wasn&#039;t until she met him that she truly understood what everyone said about them. Delphi as a whole is less likely to be annoyed and has a higher tolerance for people who would. During their adventures, she mildly impressed him by recounting how she freed Silent, the arbiter of Death, which won her &#039;edge points&#039; with the Yuan-Ti. She also used her telepathic abilities to impersonate his sword, the Slaat, and convinced him to trust her. The pair met again during the quest to go to Uhm&#039;s dimension to obtain the keys to enter the Shadow Forge to defeat Horatio.    &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Delphi knows Common and Draconic. Through her involvement in communing with the dead, as well as living around the temples of [[Jadenhill]], she has also picked up Celestial and Infernal.&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Delphi focuses rather heavily on her arcane abilities. She has the innate ability to commune with the dead, and uses the stories they tell her to help bolster her friends in various ways. She also uses this gift to both make a bit of show  and earn some coin, as well as helping those grieve and come to terms with the death they have witnessed and experienced in their lives. Outside of her abilities, she also has a wide range of spells that she utilises, though it&#039;s mostly in a support role too help her teammates and debuff and incapacitate her enemies. &lt;br /&gt;
&lt;br /&gt;
After the defeat of the Green Stag, an adversarial and dangerous dragon, Delphi was emblazened with the Mark of Inspiration. This mark grants her the ability to help embolden her companions, lead them in their endeavors, and grant them with inspiration in their times of need. It also helped her find her own self-confidence and bolster herself whenever she needs the extra push.  &lt;br /&gt;
&lt;br /&gt;
Since freeing Silent and entering a patron pact with them, she as gained a whole new slew of arcane abilities. Because of the arbiter&#039;s unique relationship with dead, and particularly undead, Delphi as a result is rather resilient against them. She also gained access to a wider range of spells, particularly offensive ones,, in order to both help to protect her friends and allies better, and get more souls for Silent to feed upon.   &lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Delphi isn&#039;t particularly trained in martial weapons. As such, she leans heavily on her magiks and arcane abilities instead. Though she prefers to focus her spells on buffing or healing her team mates, Delphi does occasionally wield offensive magic. Much of this is focused on long range spells, or those that affect other&#039;s minds and makes them easier adversaries. However, she has been dabbling into more directly damaging spells since unlocking new abilities and powers from Silent. As a dragonborn, Delphi also possesses the ability to utilize a breath attack, though she really only does this when absolutely needed. She does carry a quarterstaff with her to be used incase someone or something gets too close to her. This staff is adorned with a crystal ball- her spiritual focus. When she&#039;s not adventuring, the ball can be removed from her staff and used as a traditional crystal ball for her business. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Into the Greedy Green]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17591</id>
		<title>Alien Colonial Marines</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17591"/>
		<updated>2022-10-08T03:41:15Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a TTRPG that combines the world of Aliens with the vast future of Quelmar. It began on July 25, 2022.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Describe your campaign. Is it about the aftermath or the lead up to a big event? Does it take place in a parallel world or plane?&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
[[Nix Vakarian|Sgt. Nix Vakarian]]&lt;br /&gt;
&lt;br /&gt;
[[Markus Byrne|Cpl. Markus Byrne]]&lt;br /&gt;
&lt;br /&gt;
[[Robert Omb|Robert &#039;Bob&#039; Omb]]&lt;br /&gt;
&lt;br /&gt;
[[Sapphire Rodgers]]&lt;br /&gt;
&lt;br /&gt;
[[Mathilda Barbara Minerva]]&lt;br /&gt;
&lt;br /&gt;
[[Carl Carlton Carlos]]&lt;br /&gt;
&lt;br /&gt;
[[Karl Karlton Karlos]]&lt;br /&gt;
 &lt;br /&gt;
==NPCs==&lt;br /&gt;
James the Synth&lt;br /&gt;
&lt;br /&gt;
Jabberwock (Jabbers) the Cat&lt;br /&gt;
&lt;br /&gt;
Kent Gannon&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
Markus keeps a heavily detailed log to recount the squads experiences-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 1: Nix violates human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus aided and abetted Nix’s violations of human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire’s child probably got atomized,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mathilda was accused of multiple counts of sexual harassment,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Karen Eckhart was the victim of a “traumatic event.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 2: Nix gets concerning expressions on her face regarding alien wildlife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus places landmines on the land of people he just negotiated peace with&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob attempted to commit armed robbery (technically)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire didn’t exist and yet somehow still gave us stress points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl stepped on a landmine (not Markus’)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl disarmed a landmine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda got unfathomably rich with OnlyFans feet pics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 3: Nix gets excited and then almost burns her hands off,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpharius (Markus) places numerous explosives and then tries to commit armed robbery like Bob,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob succeeds where both he and Markus failed in committing armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire criticizes the ethics of Project Life Force, then tries to take blood samples from a captive inmate,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl decides to stop sniping and take up a life as a machete murderer,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl freaks because of a couple bugs,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda hits on the first bad boy she sees&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 4: Nix gets repeated and consistent nerdgasms at literally every piece of new information,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus takes the first step towards avenging his wife by playing hot potato with a live grenade,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob nearly gets killed by a dead,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire has a panic attack and tries to save a dude who is about to have his neck exploded,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl performs surprise surgery on the first Russian he sees,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl creates a piece of modern art on the wall behind a UPP medic,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda slutshames a victim of gun violence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 5: Nix decides to burn a wounded man to death instead of just shooting him like a sane person,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus continues to execute every commando he can find,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob does a little trolling and makes the autopilot go d o w n&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire tries repeatedly to convince the squad to [REDACTED] a civilian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl snipes with the might of god and god alone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl magdumps a bunch of dudes 0.01982 seconds after they ate a grenade,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda tries to promote her Onlyfans to an unwilling crowd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(And Kent poops his pants so hard that the thrust of the dropship extends to 122%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 5.5: The party commits war crimes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeatedly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is not a joke.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That is all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 6:  Nix burns a wounded man to death out of spite (again),&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus recovers from a broken shoulder in 1.249 seconds,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob commits armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire -dies-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl sends a man so directly to the afterlife that his reincarnation dies the millisecond after being born,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl commits a mass shooting,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda finally gets to drive her tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Players get all starting talents for their class, instead of only one.&lt;br /&gt;
&lt;br /&gt;
If players roll high enough on medicine checks, they can remove broken status.&lt;br /&gt;
&lt;br /&gt;
Combat lasts one round only.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17590</id>
		<title>Alien Colonial Marines</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17590"/>
		<updated>2022-10-08T03:40:32Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a TTRPG that combines the world of Aliens with the vast future of Quelmar. It began on July 25, 2022.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Describe your campaign. Is it about the aftermath or the lead up to a big event? Does it take place in a parallel world or plane?&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
[[Nix Vakarian|Sgt. Nix Vakarian]]&lt;br /&gt;
&lt;br /&gt;
[[Markus Byrne|Cpl. Markus Byrne]]&lt;br /&gt;
&lt;br /&gt;
[[Robert Omb|Robert &#039;Bob&#039; Omb]]&lt;br /&gt;
&lt;br /&gt;
[[Sapphire Rodgers]]&lt;br /&gt;
&lt;br /&gt;
[[Mathilda Barbara Minerva]]&lt;br /&gt;
&lt;br /&gt;
[[Carl Carlton Carlos]]&lt;br /&gt;
&lt;br /&gt;
[[Karl Karlton Karlos]]&lt;br /&gt;
 &lt;br /&gt;
==NPCs==&lt;br /&gt;
James the Synth&lt;br /&gt;
&lt;br /&gt;
Jabberwock (Jabbers) the Cat&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
Markus keeps a heavily detailed log to recount the squads experiences-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 1: Nix violates human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus aided and abetted Nix’s violations of human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire’s child probably got atomized,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mathilda was accused of multiple counts of sexual harassment,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Karen Eckhart was the victim of a “traumatic event.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 2: Nix gets concerning expressions on her face regarding alien wildlife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus places landmines on the land of people he just negotiated peace with&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob attempted to commit armed robbery (technically)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire didn’t exist and yet somehow still gave us stress points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl stepped on a landmine (not Markus’)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl disarmed a landmine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda got unfathomably rich with OnlyFans feet pics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 3: Nix gets excited and then almost burns her hands off,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpharius (Markus) places numerous explosives and then tries to commit armed robbery like Bob,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob succeeds where both he and Markus failed in committing armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire criticizes the ethics of Project Life Force, then tries to take blood samples from a captive inmate,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl decides to stop sniping and take up a life as a machete murderer,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl freaks because of a couple bugs,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda hits on the first bad boy she sees&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 4: Nix gets repeated and consistent nerdgasms at literally every piece of new information,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus takes the first step towards avenging his wife by playing hot potato with a live grenade,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob nearly gets killed by a dead,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire has a panic attack and tries to save a dude who is about to have his neck exploded,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl performs surprise surgery on the first Russian he sees,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl creates a piece of modern art on the wall behind a UPP medic,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda slutshames a victim of gun violence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 5: Nix decides to burn a wounded man to death instead of just shooting him like a sane person,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus continues to execute every commando he can find,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob does a little trolling and makes the autopilot go d o w n&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire tries repeatedly to convince the squad to [REDACTED] a civilian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl snipes with the might of god and god alone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl magdumps a bunch of dudes 0.01982 seconds after they ate a grenade,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda tries to promote her Onlyfans to an unwilling crowd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(And Kent poops his pants so hard that the thrust of the dropship extends to 122%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 5.5: The party commits war crimes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeatedly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is not a joke.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That is all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 6:  Nix burns a wounded man to death out of spite (again),&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus recovers from a broken shoulder in 1.249 seconds,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob commits armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire -dies-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl sends a man so directly to the afterlife that his reincarnation dies the millisecond after being born,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl commits a mass shooting,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda finally gets to drive her tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Players get all starting talents for their class, instead of only one.&lt;br /&gt;
&lt;br /&gt;
If players roll high enough on medicine checks, they can remove broken status.&lt;br /&gt;
&lt;br /&gt;
Combat lasts one round only.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17589</id>
		<title>Alien Colonial Marines</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17589"/>
		<updated>2022-10-08T03:34:55Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* The Story So Far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a TTRPG that combines the world of Aliens with the vast future of Quelmar. It began on July 25, 2022.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Describe your campaign. Is it about the aftermath or the lead up to a big event? Does it take place in a parallel world or plane?&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
[[Nix Vakarian|Sgt. Nix Vakarian]]&lt;br /&gt;
&lt;br /&gt;
[[Markus Byrne|Cpl. Markus Byrne]]&lt;br /&gt;
&lt;br /&gt;
[[Robert Omb|Robert &#039;Bob&#039; Omb]]&lt;br /&gt;
&lt;br /&gt;
[[Sapphire Rodgers]]&lt;br /&gt;
&lt;br /&gt;
[[Mathilda Barbara Minerva]]&lt;br /&gt;
&lt;br /&gt;
[[Carl Carlton Carlos]]&lt;br /&gt;
&lt;br /&gt;
[[Karl Karlton Karlos]]&lt;br /&gt;
 &lt;br /&gt;
==NPCs==&lt;br /&gt;
James the Synth&lt;br /&gt;
&lt;br /&gt;
Jabberwock (Jabbers) the Cat&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
Markus keeps a heavily detailed log to recount the squads experiences-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 1: Nix violates human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus aided and abetted Nix’s violations of human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire’s child probably got atomized,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mathilda was accused of multiple counts of sexual harassment,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Karen Eckhart was the victim of a “traumatic event.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 2: Nix gets concerning expressions on her face regarding alien wildlife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus places landmines on the land of people he just negotiated peace with&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob attempted to commit armed robbery (technically)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire didn’t exist and yet somehow still gave us stress points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl stepped on a landmine (not Markus’)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl disarmed a landmine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda got unfathomably rich with OnlyFans feet pics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 3: Nix gets excited and then almost burns her hands off,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpharius (Markus) places numerous explosives and then tries to commit armed robbery like Bob,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob succeeds where both he and Markus failed in committing armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire criticizes the ethics of Project Life Force, then tries to take blood samples from a captive inmate,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl decides to stop sniping and take up a life as a machete murderer,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl freaks because of a couple bugs,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda hits on the first bad boy she sees&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 4: Nix gets repeated and consistent nerdgasms at literally every piece of new information,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus takes the first step towards avenging his wife by playing hot potato with a live grenade,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob nearly gets killed by a dead,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire has a panic attack and tries to save a dude who is about to have his neck exploded,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl performs surprise surgery on the first Russian he sees,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl creates a piece of modern art on the wall behind a UPP medic,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda slutshames a victim of gun violence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 5: Nix decides to burn a wounded man to death instead of just shooting him like a sane person,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus continues to execute every commando he can find,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob does a little trolling and makes the autopilot go d o w n&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire tries repeatedly to convince the squad to [REDACTED] a civilian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl snipes with the might of god and god alone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl magdumps a bunch of dudes 0.01982 seconds after they ate a grenade,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda tries to promote her Onlyfans to an unwilling crowd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(And Kent poops his pants so hard that the thrust of the dropship extends to 122%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 5.5: The party commits war crimes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeatedly.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is not a joke.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That is all.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 6:  Nix burns a wounded man to death out of spite (again),&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus recovers from a broken shoulder in 1.249 seconds,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob commits armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire -dies-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl sends a man so directly to the afterlife that his reincarnation dies the millisecond after being born,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl commits a mass shooting,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda finally gets to drive her tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Especially if you&#039;re running a Community Campaign, it&#039;s important to let your players know what special rules you have in play for them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=17240</id>
		<title>Delphi</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=17240"/>
		<updated>2022-09-23T01:36:29Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Jadenhill|name={{PAGENAME}}|image=Delphi.png|caption=Delphi, as her HeroForge model|relatives=None Alive|languages=Common, Draconic, Celestial, Infernal|alias=None|marital=Single|birthPlace=Astrakhan|deathDate=N/A|deathPlace=N/A|species=Dragonborn (Gemstone: Topaz)|gender=Female|height=6ft 2in|weight=213 lb|eyes=Bright Orange}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a soothsayer, a medium that helps those come to terms with life and death, and commune with those beyond the veil. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Delphi is a rather slim [[Dragonborn]], especially compared to others in [[Jadenhill]]. She is one of the  very few in the community that is of Gem Ancestry. Her scales reflect the Topaz variety, appearing in shades of gold, yellow, and bronze. She has more spikes than most, especially on her very ridged tail. She has shockingly bright orange eyes that almost seem to glow, especially when she uses her powers to summon spirits and talk to the dead.  &lt;br /&gt;
&lt;br /&gt;
Delphi is often clad in looser, brighter clothing, often favoring shades of purple, gold, and black.  She is also not one to shy away from accessories, and often will have bangles, earrings, and other jewelry. She will wear leathers and light armor when going into battle, but she is not a warrior at heart. She prefers to stay within her brighter, more casual attire.  &lt;br /&gt;
&lt;br /&gt;
It is often very rare that Delphi is seen without her staff. Atop it sits a strange crystalline sphere that both seems to absorb and reflect light. When she is not traveling or adventuring with newfound friends, the orb can detach from her staff and be used as a crystal ball, an object to help focus her magic and summon spirits and ghosts to commune with.   &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Delphi is rather quiet, though it would be a mistake to assume her shyness for incompetence. She is rather insightful and diplomatic, but favors to listen to others and all aspects of a conversation before weighing in. She also prefers to talk to and through those she knows in a group to express her ideas, instead of garnering attention and speaking out that way. Though, she is often the voice of neutral reason in a group. While others will respond and react in extremes, Delphi will try to remain level headed and come to the most fair solution for everyone. She will also often default to whomever is formally in charge, and who enacts the local laws of the land. None of this is to say that Delphi is devoid of opinion. Rather, she instead tries to hear everyone out and give the benefit of the doubt. however, she is very loyal and protective to those whom she feels earns it, and will do everything in her power to keep them safe.    &lt;br /&gt;
&lt;br /&gt;
Delphi, like most other people, does have her limits however. She is often misconstrued for being a performative or persuasive bard, and if often encouraged to be the &#039;talker&#039; of the group. She often gets flustered and overwhelmed when she is responsible for conversing for the group. This can cause her to ramble on and &#039;talk too much.&#039; Though, she does always try her best, and often either succeeds, as with what happened in [[Yggwilv&#039;s Hut]], or at least maintains the status quo of a situation, as what happened with convincing Uhlm. Along with her minor fright of speaking, Delphi can also grow frustrated in combat scenarios. She can be unsure and unconfident in her abilities, and often feels that she can run out of steam faster than some of her companions. This is amplified towards the end of high intensity combat, when the enemy is close to defeat. Since &#039;befriending&#039; Silent, she has tried to become more aggressive, but often feels that no matter how much she performs in battle, she is always just out of reach of getting the final blow in, or healing her companions just a few points of health too little.     &lt;br /&gt;
&lt;br /&gt;
Some of her more recent experiences, mostly the siege upon the Green Stag and the subsequent adventures spent in Yggwilv&#039;s  Hut, has started to alter Delphi&#039;s rather neutral altruism. Her driving goal is still to help her allies and protect her friends however she can. However, rather than remaining fairly unbiased in groups, Delphi has found a new voice within herself. She has started to make choices and decisions that may sometimes only benefit her, or help only herself in some way, rather than thinking for the good of an overall party or group.    &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Delphi was born in a rather secluded Dragonborn community called Astrakhan. The residents kept to themselves, living primarily on mining and hunting. However, there was a small warrior culture within the community. Magic was known about, though it wasn&#039;t very common or widely practiced, with the more physical skills being favored over the intellectual or arcane. As such, Delphi, who was smaller than the other children, and magically inclined, already stood out from a young age. She was also unique in being the only gem ancestry Dragonborn in the entirety of Astrakahn. The origins of her gem ancestry were unknown, and still unknown to this day. Other than her quirks, Delphi had a relatively normal childhood.    &lt;br /&gt;
&lt;br /&gt;
When Delphi was around 10, a  red dragon attacked Astrakahn. (Through later conversations with [[Vadath]] and comparing descriptions and timetables, the pair believes it to be the same one that was responsible for killing Vadath&#039;s parents.)  Because of her lack of physical prowess, she ran and hid during the attack. Astrakahn was completely destroyed, and left with minimal survivors. An injured, scared, and alone Delphi managed to survive and travel for a few days before stumbling on the community of Jadenhill. There, she was offered sanctuary and refuge, and given a new place to call home. Still distraught by the loss of her family and community, Delphi focused on her budding arcane abilities. She tuned and mastered them to summon the spirits of those who have passed, and commune with them. As she got older, she helped use her gifts to help others mourn and grieve their own losses, as she had learned to do so. Delphi also used her telepathic and psychic abilities to help give a voice to those who may not have it, and listen to those who may otherwise never be heard.    &lt;br /&gt;
&lt;br /&gt;
After living in Jadenhill for several years, and beginning her career as a budding adventurer, Delphi joined a hunting party to take down an infamous green dragon known as the Green Stag. During the siege, Delphi befriended a formidable goliath known as [[Vadath]]. When their adventure ended, he kept tabs on her, and ultimately offered for her to join and become a founding member of the [[Band of the Iron Hawk|Band of the Iron Hawk.]] There, she was given the title of Lieutenant, and put under the direct command of [[Ensign]], and continues to aid him in his medical field hospital. Delphi remains a loyal and active member of the Band, doing her best to aid them in whatever ways she can.       &lt;br /&gt;
&lt;br /&gt;
== Ongoing Adventures ==&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&#039;&#039;&#039;[[Durian]]-&#039;&#039;&#039; Durian and Delphi met when she first came to Jadenhill. As the son of the high sorcerer of the Temple in Jadenhill, part of his duties is to meet the new folk and help them settle, even from a younger age. The two bonded quite quickly over their natural arcane talents, and the fact that they are the only two known Gem Dragonborn in Isonhound. Delphi listens to Durian as one of the leaders in Jadenhill, and will often adventure with him at his request. She often default to his judgement, but also will not hesitate to voice her concerns, and will often offer additions or alternatives to his ideas and plans. After the recent events in Yggwilv&#039;s where their differing motives, outlooks, and morals were drawn out to a more obvious state, a small rift formed between the two, with Durian&#039;s stronger more good aligned ideals sometimes seemed at odds with Delphi&#039;s slightly darker leaning ones. They are still amicable, and Durian is still one of the leaders of Jadenhill, which Delphi will still defer to and respect. As they were leaving the hut, Durian remarked, &#039;I should&#039;ve expected this, you talk to dead people.&#039; with a small smile on his face.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ensign]]-&#039;&#039;&#039; Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi&#039;s psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A&#039;s to test out for purely scientific purposes. Their friendship was only strengthened over their time spent in Yggwilv&#039;s Hut. It was there that Ensign discovered much about himself and his people from the witch, and though he didn&#039;t have a wish, he left with rewards of his own, including materials to experiment with and to start experiment with his technology.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vadath]]&#039;&#039;&#039;- Vadath and Delphi met during the Green Fang expedition. Though they didn&#039;t initially interact much with each other, mainly due to the differences in fighting preferences, moral codes, and general personality, it was after the death of the dragon that the two began to bond. They made a mutual agreement that since they were the lone conscious survivors of the fight, that they would take the head and accept the reward together. On the journey to Yggwilv&#039;s, the two talked and exchanged many stories of their lives and adventures. Unfortunately, Vadath received an  urgent message from his friend Dancer and had to go to her, leaving Delphi with the dragon&#039;s head and his request for the bounty reward. Delphi kept her side of the agreement, successfully making his wish to Yggwilv on their first night in the Hut. Because of this, Vadath swore himself to Delphi, and promised his sword to her aid whenever she may need it. Shortly after the events in the Hut, Vadath approached Delphi with an offer- to join a band of adventurers called the [[Band of the Iron Hawk|Iron Hawk.]] She was extremely hesitant at first, feeling as if she was not of the same caliber as some of the other proposed members. Ultimately though, she agreed, and was given the title of First Lieutenant under the Medical and Healing Division, being Ensign&#039;s second in command. Since then, Vadath and Delphi&#039;s friendship grew through their comradery with the Band, along with shared past ties with one particular red dragon.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elric]]&#039;&#039;&#039;- Delphi met Elric when they both took a public mission request for a member of the Order of the Watchful Eye, that involved hunting down some Drakkoths and other Cheshire monsters. She had heard of the character that was Elric from some of her other companions and members of the Band, but it wasn&#039;t until she met him that she truly understood what everyone said about them. Delphi as a whole is less likely to be annoyed and has a higher tolerance for people who would. During their adventures, she mildly impressed him by recounting how she freed Silent, the arbiter of Death, which won her &#039;edge points&#039; with the Yuan-Ti. She also used her telepathic abilities to impersonate his sword, the Slaat, and convinced him to trust her. The pair met again during the quest to go to Ona&#039;s dimension to obtain the keys to enter the Shadow Forge to defeat Horatio.    &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Delphi knows Common and Draconic. Through her involvement in communing with the dead, as well as living around the temples of [[Jadenhill]], she has also picked up Celestial and Infernal.&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Delphi focuses rather heavily on her arcane abilities. She has the innate ability to commune with the dead, and uses the stories they tell her to help bolster her friends in various ways. She also uses this gift to both make a bit of show  and earn some coin, as well as helping those grieve and come to terms with the death they have witnessed and experienced in their lives. Outside of her abilities, she also has a wide range of spells that she utilises, though it&#039;s mostly in a support role too help her teammates and debuff and incapacitate her enemies. &lt;br /&gt;
&lt;br /&gt;
After the defeat of the Green Stag, an adversarial and dangerous dragon, Delphi was emblazened with the Mark of Inspiration. This mark grants her the ability to help embolden her companions, lead them in their endeavors, and grant them with inspiration in their times of need. It also helped her find her own self-confidence and bolster herself whenever she needs the extra push.  &lt;br /&gt;
&lt;br /&gt;
Since freeing Silent and entering a patron pact with them, she as gained a whole new slew of arcane abilities. Because of the arbiter&#039;s unique relationship with dead, and particularly undead, Delphi as a result is rather resilient against them. She also gained access to a wider range of spells, particularly offensive ones,, in order to both help to protect her friends and allies better, and get more souls for Silent to feed upon.   &lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Delphi isn&#039;t particularly trained in martial weapons. As such, she leans heavily on her magiks and arcane abilities instead. Though she prefers to focus her spells on buffing or healing her team mates, Delphi does occasionally wield offensive magic. Much of this is focused on long range spells, or those that affect other&#039;s minds and makes them easier adversaries. However, she has been dabbling into more directly damaging spells since unlocking new abilities and powers from Silent. As a dragonborn, Delphi also possesses the ability to utilize a breath attack, though she really only does this when absolutely needed. She does carry a quarterstaff with her to be used incase someone or something gets too close to her. This staff is adorned with a crystal ball- her spiritual focus. When she&#039;s not adventuring, the ball can be removed from her staff and used as a traditional crystal ball for her business. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Into the Greedy Green]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17117</id>
		<title>Alien Colonial Marines</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17117"/>
		<updated>2022-09-09T03:43:53Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* The Story So Far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a TTRPG that combines the world of Aliens with the vast future of Quelmar. It began on July 25, 2022.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Describe your campaign. Is it about the aftermath or the lead up to a big event? Does it take place in a parallel world or plane?&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
[[Nix Vakarian|Sgt. Nix Vakarian]]&lt;br /&gt;
&lt;br /&gt;
[[Markus Byrne|Cpl. Markus Byrne]]&lt;br /&gt;
&lt;br /&gt;
[[Robert Omb|Robert &#039;Bob&#039; Omb]]&lt;br /&gt;
&lt;br /&gt;
[[Sapphire Rodgers]]&lt;br /&gt;
&lt;br /&gt;
[[Mathilda Barbara Minerva]]&lt;br /&gt;
&lt;br /&gt;
[[Carl Carlton Carlos]]&lt;br /&gt;
&lt;br /&gt;
[[Karl Karlton Karlos]]&lt;br /&gt;
 &lt;br /&gt;
==NPCs==&lt;br /&gt;
James the Synth&lt;br /&gt;
&lt;br /&gt;
Jabberwock (Jabbers) the Cat&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
Markus keeps a heavily detailed log to recount the squads experiences-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 1: Nix violates human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus aided and abetted Nix’s violations of human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire’s child probably got atomized,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mathilda was accused of multiple counts of sexual harassment,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Karen Eckhart was the victim of a “traumatic event.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 2: Nix gets concerning expressions on her face regarding alien wildlife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus places landmines on the land of people he just negotiated peace with&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob attempted to commit armed robbery (technically)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire didn’t exist and yet somehow still gave us stress points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl stepped on a landmine (not Markus’)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl disarmed a landmine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda got unfathomably rich with OnlyFans feet pics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 3: Nix gets excited and then almost burns her hands off,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpharius (Markus) places numerous explosives and then tries to commit armed robbery like Bob,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob succeeds where both he and Markus failed in committing armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire criticizes the ethics of Project Life Force, then tries to take blood samples from a captive inmate,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl decides to stop sniping and take up a life as a machete murderer,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl freaks because of a couple bugs,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda hits on the first bad boy she sees&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 4: Nix gets repeated and consistent nerdgasms at literally every piece of new information,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus takes the first step towards avenging his wife by playing hot potato with a live grenade,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob nearly gets killed by a dead,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire has a panic attack and tries to save a dude who is about to have his neck exploded,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl performs surprise surgery on the first Russian he sees,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl creates a piece of modern art on the wall behind a UPP medic,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda slutshames a victim of gun violence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Especially if you&#039;re running a Community Campaign, it&#039;s important to let your players know what special rules you have in play for them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=17018</id>
		<title>Delphi</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Delphi&amp;diff=17018"/>
		<updated>2022-08-31T16:41:40Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Jadenhill|name={{PAGENAME}}|image=Delphi.png|caption=Delphi, as her HeroForge model|relatives=None Alive|languages=Common, Draconic, Celestial, Infernal|alias=None|marital=Single|birthPlace=Astrakhan|deathDate=N/A|deathPlace=N/A|species=Dragonborn (Gemstone: Topaz)|gender=Female|height=6ft 2in|weight=213 lb|eyes=Bright Orange}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a soothsayer, a medium that helps those come to terms with life and death, and commune with those beyond the veil. &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Delphi is a rather slim [[Dragonborn]], especially compared to others in [[Jadenhill]]. She is one of the  very few in the community that is of Gem Ancestry. Her scales reflect the Topaz variety, appearing in shades of gold, yellow, and bronze. She has more spikes than most, especially on her very ridged tail. She has shockingly bright orange eyes that almost seem to glow, especially when she uses her powers to summon spirits and talk to the dead.  &lt;br /&gt;
&lt;br /&gt;
Delphi is often clad in looser, brighter clothing, often favoring shades of purple, gold, and black.  She is also not one to shy away from accessories, and often will have bangles, earrings, and other jewelry. She will wear leathers and light armor when going into battle, but she is not a warrior at heart. She prefers to stay within her brighter, more casual attire.  &lt;br /&gt;
&lt;br /&gt;
It is often very rare that Delphi is seen without her staff. Atop it sits a strange crystalline sphere that both seems to absorb and reflect light. When she is not traveling or adventuring with newfound friends, the orb can detach from her staff and be used as a crystal ball, an object to help focus her magic and summon spirits and ghosts to commune with.   &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Delphi is rather quiet, though it would be a mistake to assume her shyness for incompetence. She is rather insightful and diplomatic, but favors to listen to others and all aspects of a conversation before weighing in. She also prefers to talk to and through those she knows in a group to express her ideas, instead of garnering attention and speaking out that way. Though, she is often the voice of neutral reason in a group. While others will respond and react in extremes, Delphi will try to remain level headed and come to the most fair solution for everyone. She will also often default to whomever is formally in charge, and who enacts the local laws of the land. None of this is to say that Delphi is devoid of opinion. Rather, she instead tries to hear everyone out and give the benefit of the doubt. however, she is very loyal and protective to those whom she feels earns it, and will do everything in her power to keep them safe.    &lt;br /&gt;
&lt;br /&gt;
Delphi, like most other people, does have her limits however. She is often misconstrued for being a performative or persuasive bard, and if often encouraged to be the &#039;talker&#039; of the group. She often gets flustered and overwhelmed when she is responsible for conversing for the group. This can cause her to ramble on and &#039;talk too much.&#039; Though, she does always try her best, and often either succeeds, as with what happened in [[Yggwilv&#039;s Hut]], or at least maintains the status quo of a situation, as what happened with convincing Uhlm. Along with her minor fright of speaking, Delphi can also grow frustrated in combat scenarios. She can be unsure and unconfident in her abilities, and often feels that she can run out of steam faster than some of her companions. This is amplified towards the end of high intensity combat, when the enemy is close to defeat. Since &#039;befriending&#039; Silent, she has tried to become more aggressive, but often feels that no matter how much she performs in battle, she is always just out of reach of getting the final blow in, or healing her companions just a few points of health too little.     &lt;br /&gt;
&lt;br /&gt;
Some of her more recent experiences, mostly the siege upon the Green Stag and the subsequent adventures spent in Yggwilv&#039;s  Hut, has started to alter Delphi&#039;s rather neutral altruism. Her driving goal is still to help her allies and protect her friends however she can. However, rather than remaining fairly unbiased in groups, Delphi has found a new voice within herself. She has started to make choices and decisions that may sometimes only benefit her, or help only herself in some way, rather than thinking for the good of an overall party or group.    &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Delphi was born in a rather secluded Dragonborn community called Astrakhan. The residents kept to themselves, living primarily on mining and hunting. However, there was a small warrior culture within the community. Magic was known about, though it wasn&#039;t very common or widely practiced, with the more physical skills being favored over the intellectual or arcane. As such, Delphi, who was smaller than the other children, and magically inclined, already stood out from a young age. She was also unique in being the only gem ancestry Dragonborn in the entirety of Astrakahn. The origins of her gem ancestry were unknown, and still unknown to this day. Other than her quirks, Delphi had a relatively normal childhood.    &lt;br /&gt;
&lt;br /&gt;
When Delphi was around 10, a  red dragon attacked Astrakahn. (Through later conversations with [[Vadath]] and comparing descriptions and timetables, the pair believes it to be the same one that was responsible for killing Vadath&#039;s parents.)  Because of her lack of physical prowess, she ran and hid during the attack. Astrakahn was completely destroyed, and left with minimal survivors. An injured, scared, and alone Delphi managed to survive and travel for a few days before stumbling on the community of Jadenhill. There, she was offered sanctuary and refuge, and given a new place to call home. Still distraught by the loss of her family and community, Delphi focused on her budding arcane abilities. She tuned and mastered them to summon the spirits of those who have passed, and commune with them. As she got older, she helped use her gifts to help others mourn and grieve their own losses, as she had learned to do so. Delphi also used her telepathic and psychic abilities to help give a voice to those who may not have it, and listen to those who may otherwise never be heard.    &lt;br /&gt;
&lt;br /&gt;
After living in Jadenhill for several years, and beginning her career as a budding adventurer, Delphi joined a hunting party to take down an infamous green dragon known as the Green Stag. During the siege, Delphi befriended a formidable goliath known as [[Vadath]]. When their adventure ended, he kept tabs on her, and ultimately offered for her to join and become a founding member of the [[Band of the Iron Hawk|Band of the Iron Hawk.]] There, she was given the title of Lieutenant, and put under the direct command of [[Ensign]], and continues to aid him in his medical field hospital. Delphi remains a loyal and active member of the Band, doing her best to aid them in whatever ways she can.       &lt;br /&gt;
&lt;br /&gt;
== Ongoing Adventures ==&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&#039;&#039;&#039;[[Durian]]-&#039;&#039;&#039; Durian and Delphi met when she first came to Jadenhill. As the son of the high sorcerer of the Temple in Jadenhill, part of his duties is to meet the new folk and help them settle, even from a younger age. The two bonded quite quickly over their natural arcane talents, and the fact that they are the only two known Gem Dragonborn in Isonhound. Delphi listens to Durian as one of the leaders in Jadenhill, and will often adventure with him at his request. She often default to his judgement, but also will not hesitate to voice her concerns, and will often offer additions or alternatives to his ideas and plans. After the recent events in Yggwilv&#039;s where their differing motives, outlooks, and morals were drawn out to a more obvious state, a small rift formed between the two, with Durian&#039;s stronger more good aligned ideals sometimes seemed at odds with Delphi&#039;s slightly darker leaning ones. They are still amicable, and Durian is still one of the leaders of Jadenhill, which Delphi will still defer to and respect. As they were leaving the hut, Durian remarked, &#039;I should&#039;ve expected this, you talk to dead people.&#039; with a small smile on his face.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ensign]]-&#039;&#039;&#039; Ensign and Delphi met when they stumbled upon Jadenhill in their early travels in Isonhound. They formed a rather unlikely friendship, however, Delphi&#039;s psychic and telepathic abilities helped her communicate with Ensign, who at the time knew very little Common and had difficulty talking to others. Since their first meeting, the two have run into each other from time to time throughout their respective quests and adventures. Ensign will also sometimes give Delphi one of his E.M.A&#039;s to test out for purely scientific purposes. Their friendship was only strengthened over their time spent in Yggwilv&#039;s Hut. It was there that Ensign discovered much about himself and his people from the witch, and though he didn&#039;t have a wish, he left with rewards of his own, including materials to experiment with and to start experiment with his technology.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vadath]]&#039;&#039;&#039;- Vadath and Delphi met during the Green Fang expedition. Though they didn&#039;t initially interact much with each other, mainly due to the differences in fighting preferences, moral codes, and general personality, it was after the death of the dragon that the two began to bond. They made a mutual agreement that since they were the lone conscious survivors of the fight, that they would take the head and accept the reward together. On the journey to Yggwilv&#039;s, the two talked and exchanged many stories of their lives and adventures. Unfortunately, Vadath received an  urgent message from his friend Dancer and had to go to her, leaving Delphi with the dragon&#039;s head and his request for the bounty reward. Delphi kept her side of the agreement, successfully making his wish to Yggwilv on their first night in the Hut. Because of this, Vadath swore himself to Delphi, and promised his sword to her aid whenever she may need it. Shortly after the events in the Hut, Vadath approached Delphi with an offer- to join a band of adventurers called the [[Band of the Iron Hawk|Iron Hawk.]] She was extremely hesitant at first, feeling as if she was not of the same caliber as some of the other proposed members. Ultimately though, she agreed, and was given the title of First Lieutenant under the Medical and Healing Division, being Ensign&#039;s second in command. Since then, Vadath and Delphi&#039;s friendship grew through their comradery with the Band, along with shared past ties with one particular red dragon.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Elric]]&#039;&#039;&#039;- Delphi met Elric when they both took a public mission request for a member of the Order of the Watchful Eye, that involved hunting down some Drakkoths and other Cheshire monsters. She had heard of the character that was Elric from some of her other companions and members of the Band, but it wasn&#039;t until she met him that she truly understood what everyone said about them. Delphi as a whole is less likely to be annoyed and has a higher tolerance for people who would. During their adventures, she mildly impressed him by recounting how she freed Silent, the arbiter of Death, which won her &#039;edge points&#039; with the Yuan-Ti. She also used her telepathic abilities to impersonate his sword, the Slaat, and convinced him to trust her. The pair met again during the quest to go to Ona&#039;s dimension to obtain the keys to enter the Shadow Forge to defeat Horatio.    &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Delphi knows Common and Draconic. Through her involvement in communing with the dead, as well as living around the temples of [[Jadenhill]], she has also picked up Celestial and Infernal.&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Delphi focuses rather heavily on her arcane abilities. She has the innate ability to commune with the dead, and uses the stories they tell her to help bolster her friends in various ways. She also uses this gift to both make a bit of show  and earn some coin, as well as helping those grieve and come to terms with the death they have witnessed and experienced in their lives. Outside of her abilities, she also has a wide range of spells that she utilises, though it&#039;s mostly in a support role too help her teammates and debuff and incapacitate her enemies. &lt;br /&gt;
&lt;br /&gt;
After the defeat of the Green Stag, an adversarial and dangerous dragon, Delphi was emblazened with the Mark of Inspiration. This mark grants her the ability to help embolden her companions, lead them in their endeavors, and grant them with inspiration in their times of need. It also helped her find her own self-confidence and bolster herself whenever she needs the extra push.  &lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Delphi isn&#039;t particularly trained in martial weapons. As such, she leans heavily on her magiks and arcane abilities instead. Though she prefers to focus her spells on buffing or healing her team mates, Delphi does occasionally wield offensive magic. Much of this is focused on long range spells, or those that affect other&#039;s minds and makes them easier adversaries. She does carry a quarterstaff with her to be used incase someone or something gets too close to her. This staff is adorned with a crystal ball- her spiritual focus. When she&#039;s not adventuring, the ball can be removed from her staff and used as a traditional crystal ball for her business. &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Into the Greedy Green]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17008</id>
		<title>Alien Colonial Marines</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=17008"/>
		<updated>2022-08-30T15:02:24Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* The Story So Far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a TTRPG that combines the world of Aliens with the vast future of Quelmar. It began on July 25, 2022.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Describe your campaign. Is it about the aftermath or the lead up to a big event? Does it take place in a parallel world or plane?&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
[[Nix Vakarian|Sgt. Nix Vakarian]]&lt;br /&gt;
&lt;br /&gt;
[[Markus Byrne|Cpl. Markus Byrne]]&lt;br /&gt;
&lt;br /&gt;
[[Robert Omb|Robert &#039;Bob&#039; Omb]]&lt;br /&gt;
&lt;br /&gt;
[[Sapphire Rodgers]]&lt;br /&gt;
&lt;br /&gt;
[[Mathilda Barbara Minerva]]&lt;br /&gt;
&lt;br /&gt;
[[Carl Carlton Carlos]]&lt;br /&gt;
&lt;br /&gt;
[[Karl Karlton Karlos]]&lt;br /&gt;
 &lt;br /&gt;
==NPCs==&lt;br /&gt;
James the Synth&lt;br /&gt;
&lt;br /&gt;
Jabberwock (Jabbers) the Cat&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
Markus keeps a heavily detailed log to recount the squads experiences-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 1: Nix violates human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus aided and abetted Nix’s violations of human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire’s child probably got atomized,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mathilda was accused of multiple counts of sexual harassment,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Karen Eckhart was the victim of a “traumatic event.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 2: Nix gets concerning expressions on her face regarding alien wildlife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus places landmines on the land of people he just negotiated peace with&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob attempted to commit armed robbery (technically)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire didn’t exist and yet somehow still gave us stress points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl stepped on a landmine (not Markus’)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl disarmed a landmine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda got unfathomably rich with OnlyFans feet pics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 3: Nix gets excited and then almost burns her hands off,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpharius (Markus) places numerous explosives and then tries to commit armed robbery like Bob,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob succeeds where both he and Markus failed in committing armed robbery,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire criticizes the ethics of Project Life Force, then tries to take blood samples from a captive inmate,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl decides to stop sniping and take up a life as a machete murderer,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl freaks because of a couple bugs,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda hits on the first bad boy she sees&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Especially if you&#039;re running a Community Campaign, it&#039;s important to let your players know what special rules you have in play for them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=16866</id>
		<title>Alien Colonial Marines</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Alien_Colonial_Marines&amp;diff=16866"/>
		<updated>2022-08-23T15:33:10Z</updated>

		<summary type="html">&lt;p&gt;Lunadix: /* The Story So Far */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a TTRPG that combines the world of Aliens with the vast future of Quelmar. It began on July 25, 2022.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
Describe your campaign. Is it about the aftermath or the lead up to a big event? Does it take place in a parallel world or plane?&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
[[Nix Vakarian|Sgt. Nix Vakarian]]&lt;br /&gt;
&lt;br /&gt;
[[Markus Byrne|Cpl. Markus Byrne]]&lt;br /&gt;
&lt;br /&gt;
[[Robert Omb|Robert &#039;Bob&#039; Omb]]&lt;br /&gt;
&lt;br /&gt;
[[Sapphire Rodgers]]&lt;br /&gt;
&lt;br /&gt;
[[Mathilda Barbara Minerva]]&lt;br /&gt;
&lt;br /&gt;
[[Carl Carlton Carlos]]&lt;br /&gt;
&lt;br /&gt;
[[Karl Karlton Karlos]]&lt;br /&gt;
 &lt;br /&gt;
==NPCs==&lt;br /&gt;
James the Synth&lt;br /&gt;
&lt;br /&gt;
Jabberwock (Jabbers) the Cat&lt;br /&gt;
&lt;br /&gt;
==The Story So Far==&lt;br /&gt;
Markus keeps a heavily detailed log to recount the squads experiences-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 1: Nix violates human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus aided and abetted Nix’s violations of human rights,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire’s child probably got atomized,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mathilda was accused of multiple counts of sexual harassment,&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Karen Eckhart was the victim of a “traumatic event.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SESSION 2: Nix gets concerning expressions on her face regarding alien wildlife&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus places landmines on the land of people he just negotiated peace with&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bob attempted to commit armed robbery (technically)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapphire didn’t exist and yet somehow still gave us stress points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carl stepped on a landmine (not Markus’)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karl disarmed a landmine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;And Mathilda got unfathomably rich with OnlyFans feet pics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Especially if you&#039;re running a Community Campaign, it&#039;s important to let your players know what special rules you have in play for them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Lunadix</name></author>
	</entry>
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