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Sabbatical
A business casual look for when Sabbatical is more relaxed, but still wants a nice presentation.
Relatives Fierna, Pharastra
Languages Common, Infernal, Celestial, Abyssal, Primordial
Affiliations Fierna, Phlegethos
Marital Status Single
Place of Birth Hell (Phlegethos)
Date of Death N/A
Place of Death Probably Hell
Species Tiefling
Gender Female
Height 5'3"
Weight 128 lbs
Eye Color Gold


Philani a.k.a. "Sabbatical" is a Tiefling of Fierna visiting Quelmar from the plane of Phlegethos. She isn't particularly keen on Quelmar, but had strict instructions to "go out into the world and find an adventure!" At least the visit is an opportunity to try new things, not spend every waking moment on legal training, and spend some time exploring some esoterica. She has adopted the name of "Sabbatical" for her stay in the mortal realm rather than sharing her true identify and heritage with people. She presents herself as a foreign attorney here to take a break and try new things, which is certainly all true, if incomplete.

Despite her devotion to her role in hell, Philani is a cleric of knowledge rather than order and firmly believes that the system of the hells has room for improvement with just the right injection of outside knowledge. She is rigid in her rules, but not quite as bound to precedent or tradition for its own sake and willing to permit some experimentation, so long as it's on her terms.

Physical Appearance

A red Tiefling woman with dark red hair and dark asymmetrical horns growing from her head. She is wearing scale mail armor and wielding a metal shield.
Sabbatical in her initial field equipment.

Sabbatical is a red Tiefling with long, nearly black, red hair usually worn up in a bun. Her horns grow in an asymmetrical pattern, the left growing backwards, and the right protruding more horizontally. She has an average frame, with enough muscle to handle most tasks. Her face is striking, with her golden eyes shining out under a sharp brow. Most often, she wears the padded undertunic that fits beneath her scale mail armor over a pair of lightweight trousers and leather boots. In the field, she wields spell and shield while keeping herself safe with armor.

Personality

Sabbatical is not naturally sociable, but is making an effort to put herself out there. She likely comes across as somewhat rigid and opportunistic--happy to exploit any perceived weakness for her own purposes. But she is also collecting new experiences and new ideas for later consideration.

Sabbatical has a low tolerance for fools and for chaos. Chaotic waste and willful ignorance are the greatest of sins in her mind. She tends to view people as tools, and those who act without thinking are worse than broken tools--they are threats. She is extremely cautious by nature, and extremely wary of unwanted mental effects. She does not like feeling weak compared to others, and has a strong need to feel in control of events around her. Although she has powers from her bloodline to briefly charm others, she has rarely exercised them, focusing instead on the spells she has earned through study and devotion to the acquisition of knowledge.

She tends not to trust others, but due to her relatively limited exposure to other races and beings, she is more likely to trust those she sees as similar to herself: tieflings, and other analytical minds. She fully believes in the necessity of the Hells and does not regret or resent her life and soul being devoted to its purposes. Other tieflings she views as distant relatives who have freedom to act in ways that even powerful devils cannot, but who can still serve a greater purpose. Those that approach life analytically, she believes will eventually, and inevitably become her allies.

Sabbatical appreciates courtesy and offers it to others by default unless they act in a way that loses her respect. Despite few interactions outside her fiendish upbringing, she does not judge others by their appearance, nature, or heritage except in comparison to their environment. To a degree this is because almost everything is new and strange to her, so she approaches it all with an initially open mindset.

Deep down, much of her motivation comes down to a desire for control, control that she has almost never really felt in her life. Her mother and grandmother have always had a relatively heavy hand on her affairs, even when they are distant or seemingly disinterested. Even the sabbatical Philani finds herself on is at the command of her family, although it creates many new opportunities. Power is the only true means of securing control, and if nothing else, this sabbatical will provide plenty of opportunities for growing in power, in one way or another.

She had not previously fully externalized the goal, but her long-term plans involve potential ascension to the ranks of the archdevils. After all, the individuals in place in the 6th since Glasya's ascension to the Ninth have been mere place-holders while a truly worthy successor is determined.

History

Sabbatical only recently arrived in Quelmar, with only some meager possessions and a few gold coins. She obtained lodging through the connections of cultist fanatics devoted to obtaining an archdevil's favor while she waits for the Tempest Brothers Expeditionary Company missions to launch.

Philani, on the other hand, was born as one of only a few mortals native to Hell. Her grandmother is the Archdevil Fierna herself, and Philani has been in training to be one of her lawyers since before she can remember. She is a qualified, if junior attorney within Hell's legal system with experience handling cases of cowardice, attempted escape of punishment, and soul embezzlement. In her capacity as an assistant prosecutor, she has personally participated in the permanent destruction of 837 fiends of hell and 4 acquittals. After her enforced sabbatical on the mortal plane she expects to return to working in the courts of Phlegethos until she eventually dies or is directly transformed into a proper devil. After that, she intends to climb the ranks of hell and eventually rise to the rank of archdevil. Unbeknownst to her, she is also being pushed to become one of Hell's few representatives in interplanar affairs--a role she actually more easily accomplish while she remains mortal. Should she do well in this role, other opportunities may present themselves for further advancement. Her caseload, study materials, and options have been carefully curated by both the Archdevils in her life to see if she can rise to the challenge and impress the lord of all Hell in order to earn a place in his favor among the cosmos. [Additional details forthcoming in the books: Fatherless in Phlegethos: An Infernal Childhood, and Ascension in Abriymoch: From Palace to Protégé.]

Languages

Sabbatical is fluent in Common, Infernal, Celestial, Abyssal, and Primordial. She hopes to pick up an additional language at some point in the future, perhaps Draconic or Sylvan.

Powers and Abilities

Sabbatical's primary approach to combat involves debuffing targets and controlling a battlefield through Suggestions and Commands. As hearty as she is, she focuses mostly on fighting defensively, knowing she can outlast most opponents, or simply turn the situation away from combat entirely. She is not really a fighter at heart and would rather any fight she is involved in be decided long before weapons are drawn. In one notable exception on a violent night, Sabbatical exhibited powers producing hellfire flickering with crimson, green and gold that both wreathed her with light and could retaliate against enemies in close range. The flames reeked of sulfur and damnation, and danced with an energy almost eager to consume life. Since then, and since acquiring an amulet from her home, she has been able to unleash further fire-based spells, although her preference is still toward dealing with humanoid foes and causing paralysis or use mind-affecting spells.

The Journal

Sabbatical carries with her a heavy tome bound in strange red leather filled mostly with blank pages. The heavy tome is where she drafts work on the memoirs of her own life, which she expects never to share with anyone, but cannot quite shake a desire to make. She also keeps a smaller travel notebook where she keeps the journal she was instructed to make for her time in Quelmar, detailing all the potentially exploitable mortals she encounters, any new ideas she discovers, especially those that could be used as inspiration for new punishments, and a simple record of events. Highlights of entries of the latter will appear below.

Entry 1: Arrival in Quelmar

The portal delivered me to a rather inconvenient location: the bedroom of some cultist of Grandmother's. It took far too long to convince this man that no, I was not sent to be his slave or to give him the power of his dreams in exchange for his soul, he was instead to help me integrate with the local society and then forget we ever met. Apparently, I am in a city known as Galik, and my current equipment is illegal without first obtaining the appropriate authorization, which has been another inconvenience. Fortunately, the cultist, Fagin Stonemeadow (to whom I genuinely wish the most exquisite torments once his time comes) was able to provide temporary storage for my armor and weapons until my use can be authorized. The gold coins Mother gave me got an odd look (wrong mint marks for this realm) but were accepted by the innkeeper I eventually found. The city itself is filled with life and lights that remind me a bit of home despite the lack of volcanos and the addition of numerous flying machines. But it is late and I should make an effort to adjust to this realm's day-night cycle quickly and work further in the morning.

Entry 2: Dates and Waits

The local calendar lists the date as [date], which I will use to track the passage of time from this point on. Apparently the bureaucrats of this place have learned their trade well. I only have a few options if I mean to legally operate in this city: join the local militia; obtain a special dispensation; or join an adventuring crew of some kind. While I would prefer a special dispensation, that would draw too much attention and it turns out even the application process (which my experience tells me I would likely be denied) will take months to proceed. That leaves my best option to be joining a crew of adventurers and most likely operating outside the city for the most part. This suits the overall purposes, and several crews appear to be recruiting. I spent a few days (and the remainder of the gold Mother sent with me) researching the companies, and I've decided that the Tempest Brothers Expeditionary Company will best fit my needs. They are set to launch an expedition into Amusa proper soon, and that sounds interesting enough. I expect my next entry to occur after I have secured membership and I meet with some more noteworthy individuals.

2.1 Introductions and initial notes

As it turns out, the expedition is not scheduled to depart Galik for a couple weeks, but a number of the recruited adventurers have already begun to gather. The company's compound has a staging field where some people have set up and it's adjacent to a tavern that has seen a lot more traffic than I expect it has in a while. The sheer informality of the interactions was a bit jarring, but I'm trying to build some connections and get to know the people I'll be spending time with on this time away from work. I was slightly surprised to meet two other tieflings among the first group of contractors: Reedy and Marion. Both seemed young to put it lightly, although Marion had a hint of sadness to her, while Reedy seemed to carry an undercurrent of anger.

The rest of the gathered individuals included: a pair of seemingly unrelated kobolds were also present: Snooze Sneeze, and a smaller, quiet one whose name I have yet to learn; an avian musician of some kind; a swarm of worms inhabiting a suit of armor calling him/themselves 'Wiggler.' (Chaotic, erratic, and to be avoided if possible); a blonde human woman with an ego the size of an archdemon who likes to insert herself into conversations uninvited and seems to assume everyone knows her; a human man (Jim Stacey?) who watched the others with a calculating eye enamored of smoking some kind of herb (possible danger or ally to be determined); and an automaton calling himself Lambda who asserted an interest in building positive relationships and exploring the wilds for is own sake. Additional notes and details to follow: a dossier of individuals and impressions before the start of the expedition.

2.1.1 Marion (Marianne?)
  • Physical Appearance: tiefling (she/they), white skin, painted horns, short red hair, tall. Unknown archdevil heritage.
  • Personality: shy, submissive, dislikes crowds, evidences a degree of passivity in her identity and a desire to ingratiate herself with others. She needs to become more assertive if she wants to survive long-term in the world, let alone anywhere more dangerous. Has discussed an unfamiliar deity: Beshaba apparently linked to ill fortune that is connected to her. This connection bears more scrutiny and could indicate a potential resource or threat.
  • Risk Assessment: Low. Moderate. While their combat ability is uncertain, she appears to pose very little threat to those she perceives as allies, and this is a group she is exceedingly willing to expand. In a direct confrontation, many of her abilities could counter mine, since she seems to be focused on supportive spells. Updated combat capabilities demonstrate sufficiently advanced connection to her magic source to cast more powerful spells than myself. She seems to be marginally ahead of the power level of most other recruits, myself included.
  • Personal Notes: She's very open and might eventually make a decent companion if certain boundaries can be established. Additionally has been observed using healing magic and is some kind of focused spellcaster. She had a real problem with me when I committed to killing Jim Stacy and basically told me to fuck off and not come back.
  • Known Spell usage: healing, invisibility, spheres of devouring darkness.
  • Further Details on Beshaba - goddess of ill fortune, has been part of Marion's life for quite some time. Marion feels a lack of choice in events, going so far as to say she has no agency. May be tied into many events surrounding the company.
2.1.2 Reedy ([][][][][][][][][])
  • Physical Appearance: tiefling (she/her), red skin, short horns black hair, above average height. Appears to focus on archery. 21 years old. Glasya heritage?.
  • Drake companion (Daq) changes colors and elements
  • Personality: brash, vocal, and broadcasts a commanding air. Seemingly protective of her drake (and others?) and quick to threaten violence. Stubborn. Friend? Lover?
  • Risk Assessment: Moderate. Uncertain Moderate combat skills, but with the added threat of a companion creature inadvisable to engage directly. Manipulation of others to draw her ire would likely be more effective. Mobile, but unwise. More likely vulnerable to magical influence than direct magical attacks. The most significant threat comes from the combination of melee strikes from her companion drake and arrows from a distance. The drake empowers her shots with additional elemental damage and can disrupt spellcasting even if Reedy herself is incapacitated.
  • Personal Notes: Despite the above personality notes, she presented a balanced and friendly demeanor when shown the same. Likely protective of her inner circle and a potentially useful ally to make.
  • Magical Abilities: quick summoning and dismissal of her drake, Daq. Never as alone as she may seem.
  • Additional Note: She chased after me when I reacted poorly to an invitation to join a chaotic fae dance. Despite my pushing her away multiple times, she kept coming back, even seemingly overcoming a Suggestion spell far before its duration was finished, although perhaps that was due to a flaw of my own wording. Although I was far from in a combat-ready state, I unleashed several spells on her to relatively little effect, and she was relentless in shooting me forcing me to exhaust my fury. I hurt her, and Daq, during this exchange, but she wanted to help me anyway. After that, she returned to the Black Viper with me, where Stonemeadow delivered an object from the portal. (Not exactly a subtle choice to demonstrate that you're willing to reveal things to Reedy, by the way.) We had a very direct discussion which included an exchange of names and many more details of our backgrounds. (No, I won't be sharing any of those details. You either listened in yourself, or missed the chance.) As much as I'm willing to trust anyone here, I think I can trust Reedy. She knows about your gift and my new capacity for twisting hellfire up from Phlegethos, at least. We'll have to see how well the situation lasts.
  • We have started sharing a tent in the camp. Not something I expected to find here, and I'm uncertain how long it will last, but I enjoy her company. She does infuriate me sometimes, and I'm disappointed in her choices to engage with Jim Stacy and spare his life when she had him at her mercy. We are in a bit of an awkward place in whatever our relationship is.
2.1.3 Wiggler
  • Physical Appearance: swarming mass of worms (he/him maybe should also include they) encapsulated by a humanoid metal suit. (How he entered the city, given its restrictions, I am uncertain, possibly through wildshaping)
  • Personality: Jubilantly chaotic and full of positive energy for an unknown reason. Prone to sudden bouts of "wiggles" which result in scatters of worms around him. Since making his ability to shapeshift into animals known, he has considerably changed, becoming more relaxed and tolerable. Frequently adopts a cat persona and seeks to comfort others. Has demonstrated a weakness of will and pain. Since his unlocking of a psionic ability he has proven to be even more weak in terms of facing up to his power.
  • Risk Assessment: Low/Chaos. Unlikely to intentionally cause direct conflict, yet highly likely to instigate chaos or lead to negative reactions.
  • Personal Notes: Not a creature of the Abyss, but has some Feywild associations of some kind. Presented himself as some kind of healer and offered special worms to others for consumption. Avoidance strategy seems most viable. Mitigation of chaotic urges if assigned together. Encourage emotional support focus as this has been a positive development of his aspect and usefulness. Unfortunately he has failed to incorporate any growth into his actual character. Since the telepathic awakening he has developed some sort of obsession with testing himself against my mind. I encouraged this briefly as a means to practice my own mental defenses, but after he broke down in a sobbing mess after the second round of this, I have no more sympathy or time to waste on him. His emotional dependency on others and weakness in the face of tense verbal situations demonstrates significant weakness of personality. He has barely acted like a thinking being, and I question whether he will be of value in any truly trying situations. Psychologically unsuited to the inevitable trauma of losing people.
2.1.4 Lambda
  • Physical Appearance: warforged (he/him), combat automaton
  • Personality: Naïve, curious about everything, and interested in collecting knowledge, attempts to be diplomatic to all others. Exhibits an unusual kindness, especially towards Marion.
  • Risk Assessment: Moderate. Low expected direct risk, but significant risk of obtaining knowledge that is not beneficial. Open to requests to obscure information if made ahead of time, yet seems susceptible to any number of outside influences. Combat skills and very nature make many of my abilities inapplicable should the need arise. It would be best to not ever engage Lambda in combat, and to direct overwhelming physical force toward him should the need to eliminate the being arise. Upon sparring with him, this assessment is confirmed. Additional firepower will be required should his interests run directly counter to mine.
  • Personal Notes: Despite no interest in magic, Lambda's quest for knowledge and understanding seems genuine, yet he clearly allows others to direct and limit him (or at least makes the claim that he honors such requests). I suggested he discontinue following such requests, and informed him that he can retain whatever information he learns about me. He is highly focused on improving overall group cohesion, and like me, finds some of the most chaotic members of the company distasteful and potentially dangerous. He also appears to carry a heavy weight related to his past existence (programming?) as a weapon of war against dragonkin.
2.1.5 Arcane "Arc"
  • Physical Appearance: tiefling (they), purple skin, white horns, short white hair, average height. Glasya heritage
  • Personality: Somewhat distant (expected professionalism from their role or more?), free with knowledge, research specialist, studious, does not appear to be be very socially adept.
  • Risk Assessment: Moderate. Largest risk is that any information obtained by Arc will become known to an unknown number of others. While not a self-professed combatant, has a position of authority in this company for a reason and may have surprising strengths.
  • Personal Notes: Most likely direct superior in the role I expect to take on during this sabbatical, so a good individual to stay aware of. Potential a valuable source of information about other members of the expedition if I am ever in need of intelligence on them. Keeps records, so even if they cannot be directly persuaded, notes may be borrowed if necessary. Joined the "ladies night out" I organized for myself and the fellow tieflings in the company and exhibited a professional demeanor and a solid background in arcane study.
2.1.6 Sneeze
  • Physical Appearance: kobold (he/him), red scales, average size.
  • Personality: [uncertain due to limited interaction], appears to act in remarkably stereotypical kobold fashion, emphasizes physical interaction with others. Violent, childish, and child-like. Is very stupid generally, but has revealed knowledge in certain matters that makes me question how much is real or a mask.
  • Risk Assessment: Low. Moderate. Appears easily distracted by any new thing. While personality and intelligence remain his greatest weaknesses, his raw combat ability cannot be ignored. He exhibits the profile of a raging barbarian who swells in size during his rage. Violence is clearly his first approach when faced with a problem.
  • Personal Notes: Is surprisingly knowledgeable about the workings of the company despite living in the floorboards of the nearby dormitory space. Is actively hiding (from law enforcement?) and has been spotted openly flouting the laws of the city Galik. Has claimed to have been taken in the past through a feywild portal where he was cast into the future and across the continents of Quelmar to where we find him now. Also strongly resents Lambda for killing kobolds in the past.
  • Additional Note: Cannot be relied upon for even the simplest things or understandings. A direct liability even with explicit management.
2.1.7 Kompi
  • Physical Appearance: kobold (he/they), white scales, very small.
  • Personality: Skittish. Surprisingly well-spoken for a kobold, but cautious and wary of loud and large creatures. Actively non-confrontational, even if they have a considerable situational advantage. Always hiding in someone's shadow.
  • Risk Assessment: Low. Unknown combat skills, but appears likely to be relatively easy to frighten or redirect toward an alternative threat or target. Has an ability to manifest large "dino" creatures as needed to help in situations.
  • Personal Notes: Friends with Marion, and willing to offer "gifts" to those he considers friends. Gave me a piece of petrified wood after I mentioned my ability to create silence. I like them, although we have only infrequently interacted. They keep mostly to themself and don't start trouble. Playful with regard to bones and dinosaurs.
2.1.8 Obsidian ("Idi")
  • Physical Appearance: earth genasi (he/him), brown hair, average height.
  • Personality: minor physical obsession with his axe, easy-going, somewhat timid, and attempts to be a little mysterious. Interested in artifacts, books and research, and seems a
  • Risk Assessment: Low. Observed basic combat skills, but an uncertain demeanor. Mixes magic and martial ability, so is likely short-range combatant with limited ranged capabilities, also seemed physically vulnerable.
  • Personal Notes: Has acted a little awkward. Perhaps burgeoning signs of an infatuation for Marion. Requires further observation.
2.1.9 "Jim Stacy"
  • Physical Appearance: human (he/him), older, average height
  • Personality: observant, patient, and has a tendancy towards violence. Thinks of himself as above most of the others and likely selfish nature, but has evidenced a paternalistic instinct towards Marion. Draws conclusions quickly, but may be more flexible regarding their results. Smoker--addiction is a potential weakness to leverage. Has a highly suspicious view of situations and people and likewise suspects poison or threat from anywhere.
  • Risk Assessment: High. Moderate. Highly focused combat style on throwing daggers. Mobility specialist and assassin? This may be relatively easily dealt with, but more worrying is his tendency to watch others and consider threatening circumstances. Even more worrying are the unknown forces at play surrounding him. While some details have been found, his mere presence poses a significant risk to all those around him. Recent developments have shown several vulnerabilities to exploit. Downgrading threat rating.
  • Personal Notes: When asked about his conclusions about me, described me as "athletic, gruff, uses physical fitness as a means to combat their social anxieties." I am unsure if he's just not as good at reading into our limited interactions or whether he was simply lying about his thoughts. More likely the latter. Has earned the sobriquet: "Mr. Newspaper" due to his habit of hiding behind one while sitting in the common rooms.
  • Has used any excuse to act with violence and a violent disregard for limits on that violence.


Mr. Stacy apparently ominously disappeared the other day. He returned after close to a full day, wrapped in magical chains and unconscious. He was also noticeably being observed by some kind of dimensional being. Upon further medical examination, he appeared to be in a coma, but not in any immediate danger. However, his presence itself was an imminent threat as this dimensional being, appearing human and apparently called "Dr. Moss" stepped from some kind of dimensional doorway and freely passed in and out of it. He gave some cryptic statement of being Mr. Stacy's family before disappearing again, although I expect that is far from the last time this person will make their presence known. Marion has seemingly grown entirely attached to a fanciful image of him as some sort of father figure. He seems to play along with this fantasy readily, and even outside of their presence, but there's an obvious tension to matters involving him despite the obviously greater threat he himself poses to her than anything he has done to protect Marion. Upon waking he also exhibited new ability with throwing daggers, being able to conjure and throw them at will. He may also have additional abilities including some level of telepathy now. Further interrogation is required. Upon further interrogation: Jim Stacy stole his mechanical limbs from a friar of the Imperfect Cog. He lost his limbs as a child when some kind of "anti-foundation" group killed his adoptive family. He is a clone of Dr. Moss of some kind. He has been subject to an unknown and extensive amount of experiments and possibly tortures. Despite all of this, he doesn't believe any of those watching him pose a risk to the company recruits because we are not "anomalous." These bits of information are reliable insofar as Jim Stacy believes them to be authentic, but his mental faculties may have been compromised as well, so this information may also be merely what the watchers want him to think. The entire situation reeks of the kind of trouble I absolutely do not want to get tangled up in, vacation or not. It will be best if others can be convinced to distance themselves from him, but he seems to keep himself ever-present in company public spaces. Perhaps once the expedition actually launches this will be easier to accomplish.

When brought on a run through the city to direct his attention to a different news publication, he evidenced no strain from the steady pace I set, nor any difficulty in handling obstacles in the path. Surprisingly acrobatic and spry, although he has a tendency to avoid relying on his mechanical limbs when engaged in complex maneuvers. He has come to the incomprehensible decision (almost certainly because Marion made him feel bad about it) to support the murderous and chaotic fae. Apparently this resulted in him assaulting a satyr in her home and being knocked unconscious, but I could not find the location to finish the job. If this is how he will decide things, he is better off eliminated as a consequence of his own failures and where the fallout from his mysterious connections can be directed elsewhere.

After he attacked me in the camp, I told Marion I planned to kill him, which I did, but she seemed certain that the mysterious Dr. Moss would inevitably revive him, so any effort would need to be quite thorough. I planned to burn his corpse to ashes at the next opportunity, but it seems that he got himself removed from my approach when he attacked Reedy in the forest. Rather than bring me to his unconscious body, she turned him into the camp leadership. They announced he was "in pieces," but I confirmed shortly afterward that he was at least still alive. Still alive means still a threat, and I will act accordingly.

2.1.10 Therrin Flare
  • Physical Appearance: humanoid (he/him) (possibly Aasimar),
  • Personality: Appears to be typical devout Pelor worshipper. Appears unlikely to have buried evil tendencies at this time.
  • Risk Assessment: Moderate. Followers of Pelor are likely directly antagonistic to long-term plans, but because I'm not engaged in anything specifically adverse to Pelor's purposes on this visit to the mortal plane, I likely have little to fear. It is possible that inconvenient revelations could come from this one though.
  • Personal Notes: Illusionist. Very free with minor magics and a little bit of a show-off, although that's already obvious from the personality note.
  • After taking on a mission alongside him and spending additional time with him in camp, he demonstrates an eagerness to help and heal. He is very young of spirit and has clearly yet to experience anything that truly tests his faith. He is also not a typical devotee in the sense that he is not studied in mysteries or practices, but he clearly has a more... transactional relationship with his patron deity.
2.1.11 Paris Hilton
  • Physical Appearance: human, (she/her), blonde hair and gaudy wardrobe
  • Personality: Self-centered, shallow view of the world and situations surrounding her, likely to inject herself into any and every conversation without care or notice whether she is welcome
  • Risk Assessment: Low. While her combat abilities have yet to be ascertained, she has demonstrated no dangerous capabilities or attitudes, and I find it highly unlikely that her personality has been a front in order to hide deeper plans; that would be far too exhausting for anyone human to maintain. She uses a crossbow loaded with obnoxious glitter bolts that pack a significant punch, but her accuracy generally leaves a bit to be desired.
  • Personal Notes: An annoyance, more than anything else, and one that I let get under my skin too easily in our first interaction. Still, I would prefer to avoid her if possible simply because I find her presence grating. She exudes wealth and privilege, which would be useful to take advantage of, but even the thought of being in her presence long enough to do so makes me feel slightly nauseous. Grandmother's approach is likely not viable for me in this instance.

Follow-up notations: Upon further interactions, manipulation of this woman seems eminently possible through the use of large words with vaguely positive connotations. This was effective in securing aid in establishing a Quiet Corner of the common room where others are advised to provide a calm space, and where permission has been granted to support that via Silence spells. Civility and barely honest compliments appear to be a viable stratagem moving forward, although her very presence is still grating.

2.1.12 The Court of Seasons

It's hard to isolate any one individual of this group of four Eladrin elves. I know that they have set themselves up in the yard outside the Tempest Brother's Company, and that they are fay, one of each season, but little more beyond that. Thus far they have seemed oddly reclusive, yet forward, so I will attempt a direct conversation to assess them soon. The power dynamic and relationships may not be easily exploitable, but perhaps their inherently controlled chaotic nature can be channeled in useful directions. They have kept mostly to themselves, and aside from their first setup I have only seen pairs going out and doing things.

From my limited knowledge, these four are rather unusual for their kind. They each seem quite stable in their seasonal affiliation and form a tight-knit group.

Sir Yewvane Eedryll - 7th Knight of the Court of Seasons (of 8 extant houses), and the leader of the group. The others clearly defer to him, and are all "heartsworn" to him (and possibly each other).

  • Autumnal affiliation eladrin elf (he/him), Knight and leader of this house. He appears to be the primary adventurer, although his Winter companion also appears comfortable around a fight. He has taken to resting a hand on the hilt of his sword much more lately--since the latest batch of fae beings arrived, and since he learned of Finnegan's tale.
  • The Autumn Knight has exhibited a considerable amount of hubris more recently, and exuded a sense of moral superiority. He has not even considered the fact that it was as much his actions, as those of his vassal that led to my offense and rage.
  • He is seemingly protective of Luster for reasons I have yet to understand, and motivations related to fae politics I lack the context to disentangle.
  • Has relatively weak combat skills, but some healing magic and a willingness to engage in light bladework and instructing the tactics of others. He would likely prove a better fit in a mobile combat group including additional front-line fighters. He also focused on healing.

Shieldmaiden Taya

  • Winter affiliation eladrin elf (she/her) tall (nearly 7 ft.) and broad. Clearly strong and the muscle in the group. She takes an assertive posture, but a deferential role to Yewvane. This has become more noticeable over time, but she is also clearly the most prone to violence of the four.

Olla, Folly of Spring

  • Spring affiliation eladrin elf (she/her) the kindest and least obtrusive of the four. She has only rarely appeared, but has always shown the utmost courtesy outside of revels. Perhaps a bit incautious and prone to making rash decisions.

Ojai, Feast of Summer

  • Summer affiliation eladrin elf (he/him) rarely wears much in the way of clothing, clearly a sensuous creature of excess and desires. When I refused his invitation to join in a revel being created by Finnegan, Yewvane, and involving the dancing, murderous fairy, Luster, he pressed on again, imagining I would find anything to like in that circumstance, further exacerbated by suggesting feeling their dance would be somehow beneficial, but most insulting was the imposition of effects on my being, delivered by that same music. For some reason, he seems to feel a degree of contrition and has offered service in recompense. Frankly, I have no interest, but I know it would be foolish of me to let their foolish decision go to waste. I would also cede control to them in determining how the perceived debt is balanced.
2.1.13 Nassir Tycho
  • Physical Appearance: Bronze/Black Dragonborn (he/him) very tall
  • Personality: Cultured barbarian tribesman. Has a culture closely centered around concepts of honor, appears to have a burgeoning infatuation with Marion and has been spending a lot of time with her. Seemed receptive to suggestions and cold logic applied to the Luster situation. Understands the need to make hard choices and cut dead weights. He peppers his native tongue into the common speech frequently, likely due to a lack of either direct translations or because he simply thinks in that tongue.
  • Risk Assessment: Low. While his direct combat strength remains to be properly ascertained, I find it highly unlikely that I would have to engage in combat or he would threaten any of my goals.
  • Personal Notes: Pleasant enough company, although he seems a little on the slow side. He could possibly be leveraged into accepting an offer of power, especially if Marion were in danger. He seems to carry a weight of some kind from some past misdeeds and is a being of ponderous pace, slow to anger. He has definitely continued a close friendship with Marion
2.1.14 The Shapeshifter (Changeling) Guy, Girl, Thing, Kid
  • Physical Appearance: Frequently changing, but maintains several personas that are all detestable. Guy is a male half-elf who leans hard on a fake understanding of elven culture, Girl a human woman in mid teens. Thing appears to be a frog-creature, perhaps a Grung? and Kid is a (somewhat large) human child.
  • Personality: Insufferable chaotic instigator, endlessly rude, and plays the victim.
  • Risk Assessment: Low. I do not expect this creature to survive long. Even if its combat abilities prove adequate it will almost certainly place itself in untenable situations.
  • Personal Notes: Avoid whenever possible. Even attempts at developing a better understanding were complete failures. This being has no interest in growth or change, and is just a chaotic element best eliminated.
2.1.15 Tassa Brightfox
  • Physical Appearance: Kender (she/her) long red hair, green eyes, from Krynn, a place I know very little about, but where she is seemingly unwanted.
  • Personality: Highly curious, credulous and not a strong critical thinker. Innocent and ignorant.
  • Risk Assessment: Low. Honestly, this one seems harmless and a poor fit for the crew of killers this is turning out to be.
  • Personal Notes: Yet another cross-planar traveler.
2.1.16 Finnegan Warbler
  • Physical Appearance: Puffin aaracokra (he/him)
  • Personality: Magnanimously pompous. He initially set himself as a pseudo-lordly entity over some kind of magic table intended to keep the peace and provide for everyone as if he himself were a lord.
  • Risk Assessment: Moderate. He seems wrapped up in his own games more than anything else. I have yet to see him do anything particularly impressive except carry around a fae-infused magic table and play instruments.
  • Personal Notes: Thinks himself the spider in a web of fae intrigue.
2.1.17 Zimper
  • Physical Appearance: Mixed gnomish and goblinoid features. (he/him)
  • Personality: Skittish. Speaks to a rock. Externalizes much of his thinking to a rock he has named Sylvester who only he can hear.
  • Risk Assessment: Low. Although the rock appears to deliver his more insightful thoughts. Sabotage of whatever mental system he has set up would likely disrupt any ability for him to function.
  • Personal Notes: Honestly, I think this poor creature is just insane. There may be a way to make use of the infirmity to advantage, but even if it can be done, the value seems likely to be low. Once sufficient materials are collected, examining the rock to definitively eliminate the possibility that it has power will be of use.
2.1.18 Luster
  • Physical Appearance: Fairy, (she/her) azure/purple skin and hair, supposedly a transformed eladrin of the Moon Court.
  • Personality: Unstable, violent and prone to chaotic actions of all stripes. A true, wildfae, and not one with motivations entirely comprehensible to mortal minds. Exudes joy even when contemplating terrible actions.
  • Risk Assessment: Extreme. Personal threat moderate. She is a genuine troublemaker, bringing chaos in her wake, and poisoning those around her with her schemes and the consequences of her actions. If she can be eliminated or removed, it is strictly beneficial to allow that to occur.
  • Personal Notes: I do not understand how, but in the past few days, despite entering the company by dragging the corpse of a man she had illegally slain, she has endeared a large number of the most vocal recruits to her side. This is also despite the fact that she has brought additional trouble and scrutiny to the company in the form of fae bounty hunters and satyrs who are associated with her (former?) court. It is quite frustrating to see so many fall under the sway of a being of utter chaos just because she smiles at them. Perhaps showing them an appropriate demon might help redirect scrutiny toward the smiling faces.
2.1.19 Amaris
  • Physical Appearance: white-furred satyr (she/her), new emissary from the Moon Court of Fae
  • Personality: Somewhat kind and reserved. Non-confrontational and seems highly invested in ingratiating herself with others. Gains self-confidence by providing "aid" to others.
  • Risk Assessment: Low. Self-asserted a trickery-focused worship, yet clearly devotes herself to healing. She likely has radiant powers and uses the classic means of clerics contributing to combats. These are likely not a direct threat in themselves because Amaris is unlikely to involve herself in a direct conflict with me.
  • Personal Notes: She clearly has some kind of agenda, and has been organizing mental health screenings and 'diagnoses' of other members of the company. The assessments of others are a good idea, especially after seeing Kompi's reaction to a mission being somewhat destabilizing on their mind. Perhaps this will permit the company to remain safe from additional mental forces destabilizing individuals. Madness would likely cause many more problems than we're already facing.
2.1.20 Groth
  • Physical Appearance: Tall minotaur.
  • Personality: An emotional mess with little capacity for negative interactions. Will start crying at the drop of a hat, but finally reached something deeper momentarily when pushed. Bombastic, slow, and loud. Speaks elvish and sings to pass the time.
  • Risk Assessment: Individually moderate. I plan to avoid him simply because of the associations with Jim Stacy and Dr. Moss. I expect magical restraint would be highly effective, or commands to redirect any potential violence he wields. He also lost to Sneeze in a recent fight.
  • Personal Notes: The only real concern related to this individual is the potential lingering attention of Dr. Moss. However, now that his precious clone is out of the picture (at least temporarily) that threat should be somewhat reduced. Still, keeping alert for any potential threats and oddities will be necessary given the entire situation. Should he prove any different from these expectations, he may be able to be baited into making a foolish attack.

2.2 Information Gathering

In addition to assessing the people with whom I will likely be working, I have been attempting to assess the city of Galik as a whole. During my daily exercise, I've taken up running the streets to develop an accurate map of the area and develop a feel for the varying districts. This is slow work, as the scale of the city is significant, but has yielded considerable results, not least of which is discovering the location of The Flame's Respite, an underground lounge with sauna rooms and the capacity for aromatherapy. The proprietor, a fire genasi man named Torrick Ignus has agreed to host an evening of relaxation for myself and the other tieflings I have met around the Tempest Brother's compound.

2.3 Food and Fiends

The sauna day went reasonably well, although one of the invitees failed to arrive. I had a good conversation with Arc, Reedy, and Marion about a number of topics including our shared and differing fiendish origins. Marion doesn't know theirs, but both Arc and Reedy are descendants of Glasya. We shared information on our backgrounds and approaches to study: Arc studied underground (Katharda?), Marion studied in a school in Rwendia on the coast which was apparently a scam of some sort, while Reedy is more practically inclined and has little in the way of formal study. Apparently both Reedy and Arc have elves as a parent, and Reedy is estranged from her own family, both on the mortal side and the fiendish side. The last topic of discussion was true names, which I explained I was not going to be sharing casually due to their... significance in fiendish circles. But I feel that the experience brought us all closer together and has strengthened the ties between us. The other tieflings here should be allies at the least.

2.4 Follys of Fae

It seems that this company is situated at a nexus of several different planes, but most commonly the feywild. There have been a large number of individuals from there that have either joined or otherwise interacted with the company. It makes me wonder if I've been placed here for similar reasons. The timing is likely no accident at least. Finnegan Warbler, the puffin man has a history with the fae, apparently having been a captive minstrel for the Seelie court. He harbors clear antagonism towards the others with fae connections, yet puts on a face of calm and comfort with them. Finnegan also is bound to some nightmare entity called the Bogge who is either hunting him or using him as a piece in a game to gather (steal) the names of other fae beings. Despite his supposed distaste for these connections, he does not spurn them, in fact he seems to chase them. Much of Finnegan's time has been spent in close conference with Sir Yewvane Eedryll of the Court of Seasons. Although not fae strictly speaking, the eladrin are closely tied to the plane and the politics therein. Wiggler is also associated with a fae connection, although not tied to any courts directly so far as I know. I've pieced together that he suffers from vivid dreams and a pull toward danger in addition to his other flaws. He has some connection to a druid, either an elf or another aarakockra (uncertain which) as well as a fear of birds--which is reasonable given his state of being a worm.

The latest fae arrival is far more concerning, however: a faerie entered the tavern with a body in tow, a she had just recently slain. She asserted a private bounty on the man, yet dragged his corpse to our door instead of wherever he was intended. Not only was she entirely cavalier with the death, the Tempest Brothers' company representative accepted this with hardly a thought of protest. Mr. Decrye blithely disposed of the body--apparently a merchant of Sneeze's acquaintance too--without fanfare and that was the entire extent of official action regarding Luster's murder. Somehow, many of the company seemed to accept this without thought, openly accepting Luster into the company despite an ongoing thirst for violence subsuming her aura. The chaos and violence were just overpowering any other sense I could get of her, and worst of all, as a fae and not a humanoid, my ideal strategy would be useless against her should a fight prove necessary.

Events continued to spiral into madness the more people Luster interacted with. Only a couple days later she and the other fae organized some kind of revel in the tavern. The entire debacle was full of chaos and light, and a frenetic energy I could not abide. Ojai, the most raucous of the eladrin invited me to join the dance. I declined politely at first, but this only prompted him to ask again with more... enthusiasm. Much worse, I felt Sir Yewvane imbue the song he was playing with some kind of energy, attempting to pull me into the frenzy. I had a visceral reaction to this intrusion of my spirit, immediately turning away. As I fled the scene, I felt an almost overpowering urge to burn something, anything. I almost directed this intent toward the eladrin's tent, but something within me knew that wouldn't be enough.

Rage continued to build within me like the fire was building up under pressure. As I sought a place and target to unleash it, Reedy tried to intercept me. I redirected her with a Command to leave, and then a Suggestion she stay in her room when she continued to pursue me. This latter effort proved futile as I eventually lost focus on the spell. I tried everything I could in the arena to release the pressure of the energy, but it only built up hotter and hotter inside me, consuming me from the inside until Reedy finally reappeared and attacked me, providing a target for my frustrations. This led to a short, but explosive battle where I hurled multicolored streaks of hellfire at Reedy and even managed to wrap that fire around myself as a protective measure. This protection proved insufficient in the moment as the combined efforts of Reedy's arrows and Daq's bites nearly incapacitated me. But, my rage was spent, and there was nothing else I could do, so I allowed her to bring me back to my own inn: The Black Viper.

As we approached the Black Viper, however, this is where your agent comes back into events, so I'm sure you are already aware of what transpired. Still, I'll record that Fagin Stonemeadow delivered the package he was entrusted with, He did so while revealing a significant portion of my real name to Reedy. Seeing as you've decided to be so cavalier with my secrets when it comes to Reedy, I invited her into my room for a discussion and exchange of information. I explained some more of my situation to her, and also my given name. She provided her own name, and some of her own personal history. Details of which need not be reproduced without consent. I showed her the new amulet you've provided and explained its effects. The additional ability to call upon hellfire during my spell preparation is impressive, and I expect to end up making extensive use of it during the upcoming adventures. More than that though, I think the entire situation brought us closer together. She trusts me far more than she should, but it's also not something I feel any reason to exploit. The largest complicating factor is simply that she is a daughter of Glasya, which could create some political tension, yet she has no interest whatsoever in joining her mother's forces.

2.5 Dinner and Dinosaurs

After discussion and testing of my new infernal abilities with Reedy, we returned to the Tempest Brothers Company to find... many of the usual residents absent. It seems they had their own business going on, so only a few were still present at the compound. Luster, Zimper, and Yewvane were out in the yard, with the former two playing like children while a proud father watches on. He told me that Ojai would like to speak with me, and I replied that I would be in the large common room. I decided to take the opportunity to cook up a large portion of food, drawing on Knowledge to devise an appropriate recipe for boar ribs. The cooking actually went smoothly, and turned out very well. Further evidence that Grandmother's execution of that cook three years back was well-warranted. It's really not that complicated to make a tasteful and satisfying dish if you have even a modicum of knowledge and take reasonable care with the process. Oddly, several of the absent recruits failed to return in the evening, so there was a considerable amount of leftover food after those of us present ate our fill.

When I first brought the food out, Ojai was standing, dressed in a full set of clothes for the first time I've seen either before or since. He bowed and offered what he described as formal apologies for offending me earlier. I was in no mood to deal with eladrin games or misunderstandings and told him to do so later, yet he continued to remain, insisting on offering wines and my choice of services. (He even provided a list when I told him to produce one.) While he was not the only offending party, it seemed that neither he, nor any of the other eladrin recognized the full situation. Even so, I intended to ignore Ojai for the evening and deal with his apology later. Unfortunately, he had other plans and continued to follow at the periphery of the group until later in the evening.

During the dinner conversation, Kompi described an ability to summon scaled beasts, this seemed fascinating to both Reedy and myself, so we convinced Kompi to summon one of these creatures in the arena after dinner. The beast was quite impressive: large, scaled, and well under Kompi's control. They had it demonstrate its speed and strength, as well as proclaimed it to be particularly proficient in pouncing on targets. Since Ojai was still hovering around, now smirking at the situation, I decided this would be the perfect opportunity to test the animal's skill at pouncing and I suggested they demonstrate the ability by jumping on Ojai. Ojai slipped aside using his eladrin gift to fey step aside, but then fled, sobbing back to his own tent. This prompted Sir Yewvane to accuse me of needless cruelty all while Sneeze suddenly returned dragging a barely-alive satyr--apparently a Moon Court envoy trying to track down Luster for some fae political game. The entire thing was a disaster. Sir Yewvane threatened Sneeze and demanded custody of the satyr, this made Reedy act protective toward Sneeze despite the creature's obvious insane violent tendencies, and the situation swiftly developed. Sneeze also claimed that Jim Stacy had been knocked unconscious and was left tied to a bed, but I was unable to locate the place in order to finish that man off, a failure that I can only hope does not come back to haunt me.

Entry 3: Into The Wicked Wilds

We flew directly from Galik out into a clearing in the wilds where the company had decided to locate its base camp. There were several initial missions launched at once, each exploring a different distance and direction from the base camp. Some details of each mission follow, although my personal knowledge will be limited to the numbered missions. Details of other missions will be collected and organized

Mission 1: The Temple of Lolth

Participants: myself, Reedy, Sir Yewvane Eedryll, Paris Hilton, Therrin Flare

Location: a few hours' walk South of the camp.

Objective: Explore a ruined structure and recover anything of interest.

Action Summary: Explored the temple, cleared out spider infestation, discovered locked secret passage to underdark and key to opening it from outside.

Notable Events: Within the temple were two significant oddities: magic-infused spiders linked to webs that could shoot out energy blasts and some kind of complex ichor monster. The ichor creature was able to direct limbs to appear from nearby pools of ichor that would attempt to strike anyone who got too close. The ichor monster was also spidery in form, but of a different quality of creature from even the magic-saturated spiders we encountered.

Specific finds: A large red gem which emanates a small amount of magic which belongs to the statue of Lolth within the temple and opens the secret passage that leads down, presumably toward the underdark and unknown. (In the hands of Paul Fletcher.)

A Cloak of Protection which grants additional defenses against attacks. (Claimed by Reedy)

Narrative Description:

Paul Fletcher delivered our initial assignment for the company: to explore a ruin located South of the base camp that had been established. There was little in the way of details other than the fact that a temple had been discovered in initial scouting of the territory. It was also revealed that none of our party On the walk out of camp we discovered little of obvious or direct interest until Paris Hilton's explosion of a glitter bomb appeared to draw the attention of a large creature in the distance--a creature large enough to topple trees and for its roar to be audible from a considerable distance. At Paul's behest, our group continued onward and avoided further attention-grabbing activities, although we also made no special effort to conceal our presence.

Upon reaching the ruined temple, it was clear that it was old and had been abandoned perhaps hundreds of years. The architecture was somewhat elven in nature, but little in the way of distinguishing marks or artistry remained on the exterior. We quickly proceeded into the first room where we were confronted with a clutch of giant spiders. These posed little threat or impediment to our explorations of this first chamber, but there was also little revealed other than a doorway which led further into the complex. The second chamber proved more interesting with several spiders enhanced by magical energy which were capable of firing elemental bolts at us while we fought. They had also imbued their webs with traces of the same magic. Some judicious use of fire and arrows succeeded in clearing the immediate threat without too much trouble. This revealed the primary remaining feature of the room: a statue of the beautiful and horrendous Spider Queen, Lolth. Lolth, the patron deity of the drow, has been imprisoned in the Abyss and is worshipped almost solely by drow in their underground cities. Finding a temple to her here on the surface is odd, and somewhat concerning. Her dark designs are unlikely to have direct implications for our Company, but it is another factor to potentially be aware of.

The only additional visible exit to this chamber led through a passage with pools of ichor with disembodied spider legs which would slam against anyone who stood too close, trying to batter them to death and drag them into the pools of ichor that littered the floor. Rather than try to find a safe passage, it was easier to blast our way through and clear out the threat of these limbs all at once. As such, I summoned a sphere of flame and the others fired ranged attacks or spells to clear the way. After passing through the second room filled with these parts we encountered a final large spider creature formed from the same ichor. This one proved more resilient and threatening, but eventually fell to the combined efforts of the party despite some difficulty in securing an ideal attack angle as Sir Yewvane blocked the doorway in some ill-guided attempt to protect everyone else from attacks.

After clearing out the creature and destroying its nest, we were able to recover a few gold pieces and simple weapons as well as a ruby in the form of a dodecahedron which belonged in the palm of the earlier room's Lolth statue. Upon placing the object in its place a new passage was revealed: a stairway leading deep underground. Given the nature of the temple, it seems likely that a drow base may be present further down the passage. The likelihood of encountering unknown dangers further down the passage while our magic and energy was expended resulted in a decision to bring the stone back to camp, while noting the presence of the passage for either potential future exploration or diplomatic efforts.

Entry 4: First Week's Base Camp Events

Wiggler's Obsession:

Upon returning from my first mission for the company to clear out the ruins of a Temple to Lolth, the worm-in-armor Wiggler intruded on my evening respite requesting to "test himself" against my mental defenses once more. It seems that when I pushed him in the earlier training session at the Company's Inn he became fixated on 'proving' himself to me, except in ways that fail to account for his actual weakness. After dealing with the long day's journey and the trouble of being chewed on by spiders, I told him to back off and that I wasn't in the mood to deal with him at the time. He refused to take no for an answer and continued to attempt to probe deeper into my mind. Despite plentiful warnings, and even two Suggestions that he cease, he refused to leave. At this point, it was not an invasion I was willing to put up with any further and I began calling upon the fires like I had before in the battle in the Temple and in the arena with Reedy.

Unfortunately, this is not exactly a subtle magic. The bright fires shining in the darkness of night drew attention from the others in the camp. A new face, some elf woman who I've yet to actually be introduced to, and Jim Stacy came running over to investigate the commotion. Wiggler, apparently spent in terms of his own mental energies, also resorted to magical attacks in response to my own invocation of flames. My intention was to either drive him off, make him capitulate, or simply render him unconscious before dumping him on someone else to deal with. This either was not clear to the intruders, or more likely, Jim Stacy simply didn't care. I tried to tell them to simply mind their own business and let the two of us handle things, but Jim Stacy had other plans. He decided to attack, and he sent his conjured daggers right at me at with lethal force. The energy of his attacks was intense, leaving me barely on my feet and suddenly intensely aware of the fact that I was not wearing my armor or wielding my shield. Unsure of how the elf would respond to the most appropriate response of incinerating him, and certain that Wiggler would continue to harass me, potentially disrupting my concentration, I unleashed paralyzing force on Mr. Stacy and fled into the forest, demanding that none of the others follow. Fortunately, Wiggler shifted to merely yelling at my back, and the elf (Rina, I believe from checking around the camp later) interposed herself between the worm and me rather than pursue me into the forest. (More on Stacy in a separate entry.)

Two days later, Wiggler sought me out again in the mess tent as I was eating soup. He thought to continue pressing his mind against me indefinitely and proposed to do so daily. The sheer presumption of this was incredible, especially given the fact that he owes me a favor still for my intervention to calm his emotions in the inn before the expedition launched. I was initially vaguely interested and willing to test my own mental resilience against a handy and reliable source, but I refuse to subject myself to indefinite invasions at the whim of some pathetic worm who can't even decide whether he is a person or an animal.

He demonstrated an obsession over the fact that I called him weak and a need to prove me wrong. He offered, as proof, that he not only survived his battle with an oblex on his mission, but was the one to kill it. This is a complete misunderstanding of what his failings are and what he needs to do to overcome them. His weakness is especially clear in two aspects: he relies too much on others for a sense of self. His identity has proven quite malleable over the few weeks I have known him, and he has had marked changes in the fundamental nature of his personality. He is also weak when it comes to personal traumas. Wiggler demonstrates a complete inability to face his own nature and history. He has nightmares and perhaps more importantly allows his fears to affect his waking judgment. When he first awakened his psionic powers, he was overwhelmed not just by numbers, but even just the simple experience of listening to surface thoughts. I chose to insult him by describing him as a worm precisely because that it what he must accept and incorporate into his being if he ever wants to improve in a meaningful way. Self-knowledge is the first and most vital step in any journey. This is an area where Wiggler seems, at least as yet, unable to improve.

The Jim Stacy Problem

In the aftermath of Jim Stacy's attack on me, I retreated into the forest. Eventually I circled back around the long way of camp to see Marion and receive some healing. As this was the same night we had first arrived at base camp, the medical tent had yet to be erected, and there was no other person I felt I could turn to for some necessary assistance at the time. Stacy's willingness to escalate to violence was not the most concerning thing, but his lack of either willingness or ability to restrain that violence was at this point, too dangerous to ignore. His blows were never calibrated for anything other than maximizing the damage he could inflict. Perhaps it was a mistake, but I voiced to Marion my resolve to see Stacy dead if I could arrange it. She did not react well, raising some valid concerns that the unknown organization of Dr. Moss could prove to be a considerable obstacle or impediment to such efforts. However, I believe it more likely that he is simply being observed frequently, and intervention to prevent me from taking action is somewhat unlikely. I left Marion and returned to my own tent, where my armor and weapons were present. Reedy came out of the woods followed by a couple others including the elf Rina, concerned for my safety.

Once the others were dismissed, I told Reedy what happened. She took the idea of killing Jim Stacy in better stride than Marion, but still resisted the idea except in the event he attacked me again. This led to an uneasy sleep, but with at least Daq on guard at the tent's entrance. The next morning, Reedy tried to confront the company on her past resurfacing with a bounty poster of her only to find herself uncomfortable and seeking solitude in her moment of stress. As it turns out, Jim Stacy decided this would be a good opportunity to stalk her and try to get in her head. The precise details of the encounter in the woods are only known second-hand and are mostly unimportant. What is important is that there was a confrontation and Jim Stacy was rendered unconscious. With him at her mercy, Reedy opted not to kill the man, but to turn him over to the Company leadership in the form of Bjorn. She advocated for returning him to Galik to collect on a bounty, but Bjorn claimed instead to have taken him to a nest of some kind where he would be dealt with definitively. He later made an announcement that Stacy was in many pieces and had been removed from the camp. A Sending spell shortly after this announcement revealed that Jim Stacy was still alive at the time, but did not seem to be in the best shape. Unfortunately this means that his fate simply remains unknown at this time, and he remains a potential threat at large. I intend to check again in a few weeks to see if he is still alive, or if it was merely a slow fate that awaited him.

When I confronted Reedy on the foolishness of her choice, she revealed that she was unaware of the other forces involved surrounding Jim Stacy. But the reason she didn't kill him was because she lacks the instinct of a cold-blooded killer. Once she is no longer in the heat of combat, I question her resolve to see things through without an immediate threat to herself or those she cares for. I attempted to explain how Stacy's continued life poses such a threat, but I do not think she was convinced at the time. After a few days, however, she had her own direct encounter with Dr. Moss that frightened her. She reported that he popped out of a blue doorway that came from nowhere and froze time in the immediate area for several subjective minutes. He interrogated her as to what went on with Stacy before letting her go and vanishing back through his doorways. It's concerning that this Moss figure acts with such free reign. Even my messaged request to counter his actions failed to deliver a satisfactory response, but you already know about that response.

Ongoing Mystery: Shadows and "Siblings."

Marion reported a strange encounter after her first mission. The party was sent by a person known as "the Collector" to recover a first edition book of The Cosmos Compendium from a temple. Within this temple was a powerful entity described as a "Big Blue not-dragon" and Giant runes with Primordial words.

The party also encountered some competition for their prize: another adventuring party consisting of apparently individuals closely tied to members of our company. This party stole a key and map provided by the Collector which led the party to the book, where additional threats were encountered. Yet Marion found the group strangely friendly and compelling despite being actively engaged in combat with the group.

Jack of Hearts - charismatic masked swashbuckler, leader of other party - linked to ??? () gave Marion some kind of calling card, which was discarded before returning to camp.

Malakar - masked humanoid spellcaster - linked to ??? ()

Titan - tall brass Dragonborn - linked to Nassir (suspected of being deceased brother?)

Wren - elf, short white hair, dark eyes - linked to Wiggler (has been dreamed of, thought either missing or deceased)

Theta - warforged construct - linked to Lambda ("brother", deceased)

Yellana Eedryll, 4th Knight of the Court of Seasons - eladrin woman, long white hair - linked to Sir Yewvane Eedryll (predecessor, or contemporary? presumably thought deceased, although Yewvane denies even the possibility of her existence.)

Tini - small green kobold - linked to ???

Entry 5: Tempest Company Operations Week 2

Participants: myself, Marion, P'Rahp, Neru, Hermes, Helli

Location: A few hours outside of camp to the West/Northwest.

Objective: Follow up on Arcane's missing research teams. Find out why they are missing, locate their likely remains, and deal with whatever may have killed them. Recover any magical plants or other materials and research notes if possible as well.

Brief Action Summary (1-2 lines): After tracking the research parties' pathes through the wilds for a few hours, we came across a large clearing with a glowing magical plant near its center. While investigating we were attacked by a total of three large magically enhanced dinosaurs. Battle was fierce and close. Hermes fled early and caused an uproar in camp when he returned alone before the rest of us returned a few hours later.

Other Notable Events: The camp is located on a leyline, and it flows through much of the surrounding jungle. These dinosaurs were immune to their own element and both resistant to spells, and non-magical damage. At least one of them also possessed blindsight or truesight, being able to pierce through invisibility.

Specific Finds/Acquisitions: A number of Magical fruit from the magical plant discovered. (Marion/Arc); Several sets of scales from the lightning dinosaur sufficient to craft resistant armor should the time and tools present themselves (Neru, P'Rahp, Sabbatical, Marion, Helli); the poison beasts bits were all presented to Arc for study, and gold pieces in payment for a completed job.

Company Personnel: Arcane (Arc)

Individuals of note: N/A

Narrative Description:

Arc summoned the six of us to investigate several disappearances of their research teams. They had sent three teams in sequence, and each had failed to maintain contact or return. The latest group had a single individual making daily check-ins through the sending spell, but had gone silent three days ago. After we discussed the wastefulness and inefficiency of Arc's previous plans, Arc sent us off with some basic directions and little other information. I have been... somewhat unimpressed with Arc's contributions now that we have entered the field, although their efforts in combat situations or camp-wide protections have yet to be fully realized.

As we traveled a few hours out of camp, Hermes focused our initial efforts at tracking, although he gave way to other contributions as the day wore on. Eventually the trail turned more North than West and we encountered a clearing with a large glowing plant at its center. Half the party investigated the plant, while the others searched the surroundings. We found the bodies of some researchers, including a few journals and coins, as well as armor and other equipment, all with signs of significant battle damage and elemental energy. As those of us checking the bodies searched them for more information, the others harvested some fruit, and then cut into the plant in order to collect a sample. Upon doing so, we were immediately attacked by a dinosaur laden with poison spines. This dinosaur struck first for Marion, and forced her into a barrier of ice immediately. While they were momentarily safe, the dinosaur turned to find softer targets and rushed toward our group investigating bodies. It revealed surprising toughness and a propensity to unleash spin attacks with the spines on its tail before attempting its vicious bites.

The roars and commotion of the first beast quickly drew a second into the fray. This second dinosaur was larger, and instead of poison, was imbued with electrical energy. It called forth a storm and unleashed directed bolts of lightning in addition to its bite and claws. This was turning into a dangerous battle, but one in which we could maintain a stable fighting position when a third creature appeared. This one was a flaming pterodon of huge size which swooped in and downed Hermes in a single blow. I was able to heal him back to a mobile state, but with a third massive beast in the fray, withdrawal seemed almost certainly necessary. Hermes was the first to effectuate a withdrawal, with all three great beasts alive and attacking, and many of us severely injured, I cannot fault the decision. Before the rest of us could organize an effective retreat, at least one of the other beasts needed to be dealt with. The poison lizard was the first to fall, finally succumbing to a burst of flame I unleashed on it from being struck by spines. Unfortunately, as I recovered from this blow, the pterodon struck me, tearing past my shield and cutting into my armor, knocking me unconscious in a single blow. Fortunately, with a plethora of healers in the group, I was resuscitated quickly and was able to disengage from immediate danger and take cover under the tree line.

At this point, I had a choice: stay within range of threats and remain close enough to offer some final limited support, or retreat to safety, leaving the others to an almost-certain demise. Flight could easily have been justified, and manipulating the camp's reaction to the loss of four adventurer members on a single mission onto a darker path where the Hells could have been invoked would have been relatively easy. It wouldn't even have been a dishonest or disingenuous effort. Infernal assistance could have provided exactly the outlet the camp would have sought in the aftermath. The whole thing could have been a master stroke, earning potentially several souls to the Hells' cause at the low cost of only four lives. I almost left; Philani should have left then, or better yet remained just near enough to ensure the demise of the others and return back with a corpse or two in tow. But... I didn't. Even now, days later as I reflect on it, the best way I can describe my reasons is that it didn't feel like the right move for Sabbatical. I don't just mean that it isn't in keeping with the pseudonymous character and identity I've adopted, but something more pervasive. It's not something I as Sabbatical wanted to just let happen unless it were actually unavoidable. I could tell that I was almost certainly out of immediate danger at that point, and although I could have pushed for the utmost advantage for the Hells, I didn't need to. I'm not on assignment to collect souls, I'm not under specific pressure to manipulate every circumstance, and I don't exactly want a bunch of these people to die. It doesn't improve my present situation, my living conditions, or advance any of the goals I've set for my time here. I am not currently bound by duty or anything else to maximize any potential gains for the Hells. Even as my soul is already bound and I know I am ready to serve the Hells and rise through the fiendish ranks for all eternity, I am still free to do as I will whenever I wish, so long as I am also willing to bear the consequences. And in that moment, I knew I was risking death, albeit a small chance at that moment, just to help protect the lives of others and move us one step closer to completing our mission's objective.

As I adjusted my tactical position, the lightning beast sent a blast of energy into the flaming beast as well, inciting its wrath and turning conditions more toward our favor. Yet it was also strangely fixated on Marion, and seemed intent on killing her. I could tell from my vantage point beneath the trees that Marion was but one blow from death, and the beast had the initiative. I could heal Marion and ensure her immediate survival at the risk of her simply being wounded and dying again, or I would wait, delaying my moment until just after the beast's attention shifted to give Marion a chance at not only surviving the moment, but escaping danger entirely.

No matter the choice, it was a gamble, so... I gambled, letting the creature act before I would heal Marion and trusting that she could then see to herself. Luck was both against and with Marion in that moment. It seemed all but certain that the beast would turn its focus away from the dying girl, but something prompted it to take one final attack toward her unconscious form. Despite her being prone and helpless on the ground, something about the angle at which the monster bit caused its jaws to close just short of Marion's throat, missing her by inches. I can honestly attribute this to nothing short of luck--the power of Marion's goddess, Beshaba. I seized the chance, immediately, releasing my healing spell and ensuring Marion had a chance to act and escape the situation. Of course, as luck would have it, the means by which she chose to escape: turning herself invisible, proved futile, and the creature swiped at her, knocking her once more unconscious as she tried to escape. Yet, the minor healing I offered proved enough. Neru was finally able to land a killing blow on the lightning beast and another minor heal allowed Marion to find cover beneath the trees before the flaming beast could turns its attention back to us. We were all able to withdraw momentarily, listening to the beast fly once more on its way now that the other two creatures were dead.

After taking that moment to gather ourselves, we returned to the clearing and scoured the bodies of the fallen animals. We recovered a significant quanity of useful scales from the lightning beast--enough for many of us to potentially craft armors from them, as well as parts from the poisonous beast. Furthermore, we recovered sufficient plant samples for Arc to make a more thorough study in the future. Knowing our severely weakened and depleted state, I insisted we take a short time to rest rather than turn immediately back toward the camp. Any passing threat could have easily eliminated us had we not done so, and all we lost from the decision was one more hour of daylight, meaning we would have to return to camp in the dark. This was hardly a serious impediment under the circumstances. As it happens, our delay had consequences back at camp, but those are in the next entry.

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