- “Previously…” and Campaign/Arc Summary
- The Bleak + The Pearl, Part 25. Hungry Trolls and Sea Nymphs
- Doug’s Commentary
- Credits
- Open Threads, Notes, Situations, and Complications
Previously, on The Bleak + The Pearl
Gryffin Grunkheart has lead the Lighthouse 6 back into the sea caves. After setting up a temporary camp, the party split up. The main party found a room full of illusory food that condemned the eater to desperate eat more and more until death by starvation and dehydration. The team left behind fell into trouble when Boris Loo — young and impetuous — tried a childish attempt to get a dangling necklace and not only collapsed an ancient, decaying dock but stirred up trouble. Now Gryffin worries about his two youngest members while also trying to talk to a man who was rescued from the room.
About The Bleak + The Pearl
The once great empire of Barthus has fallen as a corrupting force called The Bleak spreads from shore to shore. Pockets of humanity remain, and the greatest of these is the city of Grunce, long protected these three centuries by a Lighthouse designed to absorb The Bleak and use its own energy against it. However, the Lighthouse is fading. A group of four heroes risk life and sanity going further and further into the Bleak-ravaged Barthus to solve the mystery of ancient technology and stop The Bleak once and for all.
Joining them (in the second season) is a group of six new heroes who trying to help to complete the fuelstones to power the Lighthouse. These heroes represent the great houses that originally started the light all those years ago. Only, the great houses are not what they once were and the Lighthouse Six are little more than burnouts and vagabonds.
Content Warning: Fantasy levels of violence. Some strong moments of body horror. Some drinking. Some smoking. Language pretty tame but it’s a possibility. Moslty the violence and the weird horror, really.
This post is in the standard Doug Alone post style. See Anatomy of a Post for more details.
Attribution for the tools and materials used—including the splash art—can be found in the Credits below along with some details.
The Bleak + The Pearl, Part 25. Hungry Trolls and Sea Nymphs
What We Talk About When We Talk About Bernark
Bernark, the starved man in the Hall of Feasting, is the leader of the bandits the party met their first foray into the sea caves. During that encounter (Room 1, “Bandits’ Cave”), it is just mentioned that the old leader went missing and now the remaining bandits no longer explore the caves. Assuming Bernark would simply use the base stats of the Shadowdark bandit (page 197), then he wouldn’t be particularly intelligent or chatty and would have a self-serving, chaotic disposition. That being said, the party saved him from certain death, saved most of his crew, and Louis is good at making friends.
I think he would likely share some information and tag along with the promise of help getting out of the caves. No problem. The issue is how much did he explore the caves before he hit the room? I think a good way to determine this is a simple d10 roll → 2. Ok, so not much at all. He likely went almost straight to the Hall of Feasting.
Does Bernark know any information about the caves which would be helpful? (Disadvantage) → 6. No. He would just be another mouth to feed but could potentially fight some more once he rests up.
In this light, let’s do a SoloDark oracle check to see what his general approach to the situation will be then: → 25 Consume 41 Danger + 70 Win 63 Victory. Unlike the other bandits, Bernark is more into the lifestyle to get out and make something of himself. We’ll treat him as a Level 0 character. Rather than go with the above plan of giving him base stats, we’ll do a “3d6 down the line” for him.
Bernark Sigmond
[using the Nord Name tables from Cursed Scroll #3, result 15]. Background [from Nord Backgrounds]: 6 Livestock Farmer.
S: 9(-1), D: 9(-1), C: 9(-1), I: 9(-1), W: 5(-3), C: 11(0). This gives him 1 hit point. Yowza.
He should still have his leather armor and shield (12 AC with his penalty). Does he still have his weapon? → 19, Yes, but… it was left in the room.
His alignment will be Chaotic. We’ll leave him there just to find out what might come of him if he does make it.
Day 3 (Airwen 23). ROUND 24. Torchlight Remaining: N/A.
This will trigger another wandering monster check while they are gathered around the campfire. Result: 6. Negative.
Setting Out (with a new “friend”)
“Are you sure we can trust him, Gryff?,” asks Louis.
“Trust him?! By the ancients hells of course we can’t trust him, but we also can’t abandon him now that he knows our camp and I don’t feel like killing him,” Gryffin replies.
The two of them are back from the others a bit, still in the light of the campfire. Ronick — after tossing the body of the zombie into the lake to watch it slowly drift beneath the swirl of jellyfish — and Del have sat down with the rescued man to swap war stories. Ada is sitting a bit from the fire and staring over at Boris who is morose about the aftermath of his actions. Gryffin worries he took it out a bit too hard on the pair but life is dangerous down here in the dark.
Let’s do an opposed test. The highest WIS between Gryffin and Louis — which ludicrously is Gryffin’s 9/-1 — versus Bernark’s CHA (0). 19-1=18 vs 15+0=15. They spotted through his lies about just being a farmer who was interested in the caves. But they also get the sense that he isn’t immediately untrustworthy despite the lie.
“He lied about being a farmer. Did you notice the outfit and markings?,” Gryffin asks.
“Yeah, matches the group we gave a lift out of here. Another ruffian hiding out from some crime or another.”
“Maybe we can get him to his people.”
“We’ll keep careful watch. But ok, where do we go first?”
“These caves are all about these rivers and streams and this lake. I want to scout the water. Only it could be dangerous if we get into combat. Ada has already been knocked down twice since we entered. She won’t be able to dodge a whole lot on the boat. What do you think?”
{boat | land} → land
“I think with seven of us, it might be best to keep to the shore for now.”
Gryffin scratches his stubble on the way to growing into a blonde beard. “Ok, fair. Let’s tell the others we’ll go up this way.”
Moving East Through the Caves
Tracking up this beach area into the next numbered part of the caves takes about 120′ which is 4 rounds of moving through a new area. That’s a single wandering monster check — 4, negative — and not much but some flavor.
The zombie had a rusty handaxe. We’ll say Bernark is equipped with that for d6 damage.
For now, the marching order will be:
- [FRONT] Gryffin & Ronick
- Ada [holding torch]
- Boris & Bernark
- Del & Louis
We’ll pick up the main action just west of [and entering] Room #15: “Flotsam Caves.”
Day 3 (Airwen 23). ROUND 28.
Torchlight Remaining: 7 Rounds [held by Ada].
Many Piles of Trash and a Parasomniac Troll
Ada’s torchlight casts Gryffin and Ronick’s shadows like lean giants into the room before them. “Room.” Another natural cavern but wider. Over to Ronick’s right, the room slopes down. Either by design or by natural chance, this forms a kind of filter for the caves. Massive piles of debris have built up and choked the area. What is behind them is completely unknown.
Do the piles have a strong smell? → 19, Yes [quite strong] but… the smell isn’t necessarily rotting. Just like…the underside of a swampy dock in the middle of summer. Nothing that warns them away.
Ronick sniffs the air. “Hey, turtle, you want to go and check it out?”
Boris guffs, a bit louder than intended, “No, lizard, I don’t!” Most of the others are a little surprised by Boris’s retort, especially Ada, but the only person who laughs louder than Dhelia is Ronick himself.
“Less loud, please,” Gryffin reprimands. The torchlight does not pierce the shadows cast by the flotsam filling the caves so anything could be there. What if some ice giant was using the piles as a blanket? Silly, he knows, but still. Staying alive means working together. Grusk and the others have faced some rough battles and Gryffin wants his team to be able to do the same. Just not yet. They need more training. “All, the same, might be worth glancing at those to see if there is anything on the other side. Would be terrible to search this cave all over for the Mantel and have it be right here.”
I will not consider this a place for the mantel just yet.
Let’s roll a die for Ronick and Boris to see who wants to impress Gryffin more. Ronick gets a 2. Boris gets a 3. Hah, neither are quite thrilled with it but Boris — possibly due to the presence of the ring — is willing to push forward just a bit more.
Boris approaches the nearest pile — the density of them means it is mostly an academic debate between where one starts and where another ends — and as he moves further and further to the edge of the light, it makes it clear just how large they are. Boris, the second shortest member of the group, is absolutely dwarfed by the debris. It fills the cavern to the very near the top.
Day 3 (Airwen 23). ROUND 29.
Torchlight Remaining: 6 Rounds [held by Ada].
“I’m going to climb up it to see if I can see over,” Boris says in a voice he hopes carries back to the others without being too loud.
Room #15 says that any one who touches the piles needs a DC12 check or take 2d6 damage as it collapses.
Boris will need {1d3} → 3 Rounds to get to the top.
Check #1: 16+1 = 17DEX. The stuff shifts under his weight but does not fall.
This makes it Round 30 [5 rounds of torchlight] and needs another Wandering Monster check: 1. We get a monster. The piles of trash come down, as well. Ooo, lucky. He only takes 3 points of damage! Nimble little turtle dude.
Wandering monster = 5, Ruggamort the Troll [eek] sleepwalks into the room.
That might be a bad coincidence. Does the sound of trash falling wake him up? (note, the encounter description just says “if touched”) → 16. Yes. Ok, let’s break out of this and take a look at him.
Ruggamort the Troll
He is sleepy and very cranky if woken up. Can be appeased with food and hears that human finger bones are tasty.
Stat-wise, seems to be a normal troll (not a frost troll) but that’s still a L5 encounter. Which will be rough for the team.
However, the team does know of a place with “interesting food” [assuming Ruggamort doesn’t make his saving throw].
Boris is half way up the pile when he hears a strange shuffling sound and has the sense that something is going on behind him. Turning around, he sees a large green creature half-way between a boil on his grandmother’s ass and a old piece of driftwood shuffling around with its eyes closed. Mumbling something. The other six, are frozen nearly still — Ronick pulling his great sword out as Gryffin notches an arrow — and Boris tries to catch their attention to figure out what to do. Right at this moment, the pile of debris to which he is clinging lets go and comes crashing down. Boris does the best he can to catch himself but it’s like riding a landslide. There’s only so much control you can have. He slams into his shell at the bottom and a year’s worth of washed up sundry pours over his head.
Which means he does not see what happens next. Which is that the troll opens its eyes and looks around confusedly. Angrily. What was that damned noise? He glances to the pile and then quickly turns to face the other little things standing there staring at him. He sees their weapons. Their terrible torchlight fire. Are they sneaking up on him in his own bedroom? Well, not his bedroom. Wherever this is? Ah, the place with all the trash and the flotsam.
“A night time snack, eh? I am hungry,” he says to them in giant-tongue…
Louis does speak Giant, which is good because he is also the most likely to talk their way out of this.
We’ll have him intervene. He knows of the room with the illusory food. I’ll make a CHA roll for him and give him a DC15. If he succeeds, he cuts through sleepy anger of Ruggamort and gets some bonus to the reaction roll. If not…eh, he can try convincing the others to flee.
18+1 = 19CHA. Excellent. Now to do a reaction, we’ll give him +5 total. 5+5 = 10. “Curious.”
“A snack? Us. Scrawny and underfed and full of tough scales,” Louis pipes up in Giant — to the others seeming like loud grunts and rather large vowels — “No, no. However, we do know a place full of food. So much. We were just there! It was frankly too fine of a food as little mites like us. Terribly unworthy we were of it…”
“Lou, what are you doing?,” Gryffin asks in a low voice without turning his head or taking his eyes off the…
Gryffin has done some adventuring. Let’s let him do a DC15 INT check to see if he knows about trolls. 13+2 = 15INT. He does!
…troll. Trolls have been in Barthus since before the Crossing. Used to harass some of the travellers in the South Barthic plains. Not necessarily the kind of creature you want to grunt at without careful consideration.
But Louis is good at using his voice as a kind of weapon in its own right so in Barthic he simply says, “Hush, making friends,” and then goes back into Giant: “What do you say, my sleepy fellow. Would you like to see the food that so above us? It might not be fully worth your time but I hope it can only go a way to appease your mighty hunger?”
Ruggamort is a bit surprised that one so small and frail — and yes, scrawny and below his own stature — can speak so fluently in such a large language, but is also curious about the feast being offered.
Does Ruggamort know about the illusory food? → DC12 INT = 8-1 = 7INT. If he does, he has forgotten.
Also, behind him, Boris is pulling himself out of the wreckage and is sneaking around. He gets advantage on that. We’ll do a Ruggamort WIS (+0) vs Boris’s DEX (+1, ADV) = 4+0 = 4WIS vs 19+1 = 20DEX. Boris is well hidden from Ruggamort’s attention. The promise of food is too strong.
“Well, scrawny one, let’s go,” Ruggamort says and waits for Louis to inform the others they are leading the troll back to the feast. Gryffin spots Boris sneaking at the edge of the shadows but shakes his head to indicate holding tight and not attacking. For now, Boris listens.
It will take them 2 Rounds to get back (31 and 32). That brings us to…
Day 3 (Airwen 23). ROUND 33.
Torchlight Remaining: 2 Rounds [held by Ada].
Wandering monster check → 3, negative.
Tricking the Hungry, Sleepy Ruggamort
Let’s get this out of the way, DC18 WIS check on Ruggamort. 17+0 = 17WIS. Wooo, close. 2d4 days = 6 days. Though the PCs have no way of how long it will last.
I’m not going to have others check again.
The party has spread out a bit to either side of Ruggamort in a rough wall the troll will have to fight through. Boris remains furthest back — and struggling a bit with the sense that he should start the fight — but the others each take a “corner” with Ada a bit back holding up torchlight. For the past several minutes, the team has avoided going for their weapons but still have kept their hands in range for as ready reach as they can manage.
As they approach the room, Louis goes back into all smiles and giant-tongue speech. “Here, look at this great food. I told you we were not worthy!”
Ruggamort peers into the room and right as his troll face is sliding into anger it instead slides into a troll-smile. The two emotions are indistinguishable to non-trolls. He walks in and smashes through one table making a seat for his oversized frame. After a moment he picks up silver plates and starts dropping absolutely nothing into his mouth.
Bernark, standing about half as far as Boris, watches the display. “Is that what I looked like?”
Gryffin nods. “Yeah, pretty much.”
Louis asks if leaving the troll to such a fate is cruel.
“Not exactly. Trolls can heal themselves far beyond the rest of us. Sure, he’ll eventually snap out of it half-starved and probably very confused but he should be fine if no one sets the place on fire.”
“I still feel a bit bad,” Louis says.
“We could feed him Bernark,” Ronick suggests.
As Bernark goes pale the draconian laughs and slaps him hard enough on the back the semi-ex-bandit has to walk it off.
There and Back Again, Again
This dang thing playing out like a fetch quest.
Ok, 2 Rounds to get back to the debris filled room [#15: Flotsam Cave]. Ada lights another torch.
Before we get to that, since I forgot to check that last time, I am going to give the “sneakiest” person in the group [which frankly is probably Boris] a check versus his…INT? To see how well he hid their supply chest and boat. He does get advantage for “sneaking” and I’m willing to give it to him. 19+1 = 20INT. Very well. If we get evidence of anyone searching the area they have to beat that score. For now, we’ll hold that he put it in the rubble of the dock.
They did not search the piles of flotsam and debris for treasure but since Boris dropped a sizeable stack on himself, let’s roll twice on the “search random loot” table for that room. We get… 7 “A chipped longsword” and 10 “Potion of Healing”. Bernark would prefer {long sword | axe} → axe. They will leave the long sword and he’ll keep the axe for now. Boris will pocket the potion of healing.
Gryffin: “Anything back there we could use?”
Boris: “I didn’t get high enough up to see but what I did see was just more trash like this.” Kicks picks up a chipped longsword and gives it a swing. Offers it to Bernark who shakes his head. Boris tosses it back into the trash.
Del: “It’s not all bad, Snaps. You did uncover this.” Tosses him a Potion of Healing.
I should actually check to see if…Ada, I suppose…would recognize it. 16+1 = 17INT. Sure.
Boris: “What is it?”
Ada: “A potion of healing. The way this adventure has been going, we could use it.”
Boris: “Nice!”
Gryffin: “Well, if we can’t go that way,” gesturing behind the piles of debris, “Then we have one way forward. Don’t want to dally. Louis’s troll friend is liable to break out of that trap any time, now.”
This is Round 36 so let’s do a wandering monster test → 3, negative.
Will pick this up in the next full scene as we enter the next area.
Setting the Scene, Sea Nymph Den.
This takes our adventurers to Room #13: “Sea Nymph Den”. There’s a 3:6 chance they are “home” when the party arrives. Let’s start with that. 2, yes.
There is Sashir (older and more cautious), Pareem (thin and curious), and Manit (stern and regal). We’ll put Sashir more directly facing the party while the other two are near the underground river where the nests are.
There is also a gray ooze in one of the pools of water. It seems to stay partially hidden and just vibes. Do the sea nymphs care for the ooze? → 1. Absolutely not. They consider sticky and icky. It doesn’t bother them but they also don’t like having it around just they haven’t wanted to bother with leading it off.
For the Gray Ooze, we’ll use Cathelineau’s “Transparent Slime” icon and just fade it out until it shows up. For the Sea Nymphs, since they are described as elf relations, we’ll use Delapouite’s “Female Elf” icon and mark them as “neutral” blue with green skin to suggest a hint of “nautical”.
Are the sea nymphs aware of the adventuring party? → 11. Yes, but… they have largely been apathetic to their travails. They don’t take any particular stance upon them.
Day 3 (Airwen 23). ROUND 37.
Torchlight Remaining: 8 Rounds [held by Ada].
The Sea Nymphs
As Gryffin and Ronick step forward, Gryffin notices two things. Well, four things. The first thing is that they are once again leaving the natural stone of the sea caves. The area here is in even greater disrepair than before. The tiles sunken down and pools of water with grit and slime litter the floor. A couple of the pools are wide enough, and possibly deep enough, that Gryffin could take a bath as long as “long-decayed-sea-water” was the scent he was going for.
The remaining three things he noticed was tall, elfin women. In the nude. Their skin is a sea-green color and scales mark their necks and arms. One of them is standing a dozen feet away and watching the party, the other two are near another underground river, playing in the frigid water like it was a summer bath.
Near them piles of sea weed and drift wood are set up in what appears to be some variation of a bird’s nest.
The one nearest to them has claws extended towards them and her face reads not so much a threat but a willingness to act upon one.
REACTION TIME! I’ll say they speak Merran, which only Boris speaks.
Reaction = 9 + 1 (Boris’s CHA) = 10. Curious.
The woman standing before Gryffin says something in a language that sounds somewhere between whale song and crashing waves. After a second, Boris clears his throught and says something back though his chelonian beak makes the sounds seem more…childish. The woman makes only the slightest change to her stance, mostly putting her clawed hands down, but Gryffin takes it as her welcoming the group inside. She doesn’t back up so they can enter too far, but enough so she can see all of them.
We’ll check to see if Gryffin, the closest to the ooze, notices it.
13+2 = 15INT. I’d say so.
As he walks in, he makes it five things. The pool of water nearest his feet is not just water. At the moment it just seems to be…digesting…something. He takes a wide berth around it after pointing it to the others. Seeing this, the woman let’s out a laugh that sounds like summer rain off the coast.
“Terrible rodent that ershiiel,” she says in partial Barthic.
“Rodent?,” Gryffin asks.
“Ah, no. Ah, slime. Stink. Annoying.”
“Is it dangerous?,”
“Of course.”
Gryffin only nods at this. “Boris, tell her we are searching for the Mantel.”
Boris tries to convey the context of their search to the three women. Another of the three, the thinnest and seemingly youngest though Gryffin suspects this is a very relative term, has come close and is currently checking out the scaled musculature of Ronick. The dragonborn seems delighted to have a naked woman so close even as Del rolls her eyes. The third has entered into one of the strange bird nests and is sitting like a queen might sit upon a throne.
Boris gets 13+1 = 14INT. That is good enough to get the basics across.
Do the Sea Nymphs know where the mantel is? I’m going to say it is likely they know more about the caves than most, since the water flows throughout. 14. Yes.
Partially to avoid this going in some odd circles, going to glance at the map and pick out labels that haven’t been explored yet [that seem likely]:
- A statue is marked in Room #14
- There are Nords/Berserker marked in Room #11
- A Draugr in “Room” #17
- A Dverg in Room #8
- Troll [likely the only already encountered, but we’ll see] in Room #6
- Then Room #4 [unlabeled] looks sizeable
Rolling 1d6 we get → 2. Nords/Berserker.
Fun…
There is another Sea Nymph in Room #12 which might offer something of a backdoor to that encounter for a surprise attack. Would the Sea Nymphs offer such a thing? → 19. Yes [a lot], but… they have a price. Since it says they like song, they will demand a song for it.
“People like…some you. They have found the unliatsa you seek. Mean people.”
“We can deal with mean people,” Boris says in Barthic. Again, that summer rain laughter.
“Maybe. Maybe.”
“How do we find them?,” Gryffin asks.
“South until you see their…illkri…um…their fire.”
“Unless…” the queen-like woman speaks for the first time.
“Yes, Manit?,” the main speaker prompts.
“We can show them another way.” Manit’s Barthic is cleaner than the first speaker.
“Ah,” laughs the third, now full on flirting mode with Ronick and her then nude body is fully leaning against him. The normally brutish Ronick seems nervous to handle something so…pretty. “Manit wish a song.”
Louis finally speaks. “A song to show us a better way to find these mean people?” And Manit nods. Louis beams and pulls for this guitar. “Then, let’s…”
Louis rolls a 18+3 = 21CHA. He plays very well. The sea nymphs are very delighted.
Day 3 (Airwen 23). ROUND 39.
Torchlight Remaining: 6 Rounds [held by Ada].
Wandering monster check = 3, negative.
“Very good, land folk. Beautiful. We will help you. But first, take these…” From the edge of water Manit and the younger one — she introduces herself as Pareem and the first speaker as Sashir — pull forth small blobs of sea moss that glitter in a strange way. “Eat these, you can breathe like us…in there. Do that, and then we’ll take you.”
“How?,” asks Del, looking around for a boat.
“Through there,” Shashir points. At the dark underground water. Flowing east into more darkness.
DOUG’S COMMENTARY
I am essentially out of time to play any more today and it is unsure if I will have any time to play until after the move so this might be it for couple weeks to a month. There’s a part of me that was really hoping that the mantel would have been in Room #14 since I could have played it out and gotten to a stopping spot but that’s ok. It’s nice to get to explore some more.
When I come back — likely August — we’ll run what will likely be the final battle for this dungeon and then work on getting out. I’m not sure how many of the current characters will survive. We’ll have to find out.
CREDITS
At it’s core, the Bleak + The Pearl is a ShadowDark (by Kelsey Dionne and Arcane Library) and SoloDark game. More information is available at The Arcane Library.
This session is played using materials from Cursed Scroll #3: Midnight Sun including the Sea Caves map used for the main adventure, the text from the “Hoard of the Sea Wolf King” adventure, and the Isles of Andrek used for the hex crawl. “The Hoard of the Sea Wolf King” and all maps used in it are by Kelsey Dionne. Used here for personal use. The hex crawl, including Valthis (etc), are also creations of Dionne. The hex map cartography is by Cameron Maas.
Tokens are from Game-Icons.Net‘s various artists and used here CC-BY 3.0. I’ll try to start shouting to artists and link to particular icons as I introduce them.
Other sources that have been used in this campaign include (those in bold are especially well used):
- Zach Best’s Universal NPC Emulator.
- Paul Bimler’s The Solo Adventurer’s Toolkit One & Two.
- Cesar Capacle’s Random Realities.
- Atelier Clandestin’s Sandbox Generator.
- Kevin Crawford’s Worlds Without Number and Scarlet Heroes.
- Xane & Bunnie Daniels’ (et al) Unnatural Selection.
- Matt Davis and dicegeeks’ Books of Random Tables. Various ones but especially the The Great Book [Fantasy] and Quests series.
- Various maps by Dyson Logos.
- Ben Milton’s Knave, 2nd Edition.
- Chris Powell’s Letters from the Dark series of supplements.
- Raging Swan Press’s GM Miscellany series, especially Dungeon Dressing and Wilderness Dressing.
- Skerples’ The Monster Overhaul.
ART CREDIT AND EXPLANATION
“Nymph by a Stream” by Pierre-Auguste Renoir. Provided by The National Gallery of London via Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International license.
Open Threads, Notes, Situations, and Complications
- Possible XP [Unclaimed]
- Ring of Ramlaat +1
- [Primary] Finding the fuelstone activators:
- The [Mad Del] Marius Diadem [Found, Returned, Activated]
- The [Elude] Harucam Mantle
- The Bittermold Mask
- The Mistamere Lens
- The Grunkheart “Eye”
- Gryffin’s doubt about Boris and Ada’s abilities to help
- Attacking the Nords to get the Mantel back
- Boris is being slightly (for now) manipulated by the Ring of Ramlaat
- Gryffin is under a Great Oath of Odin to help Signe [Valthis] vs Jarl Karsgald. He has until Pyngode 1 when Karsgard launches his winter campaign.
- Exploring Jonias’s Grunkheart’s lab and the Everburning Forest to harness its powers.
- Jonias’s pocket dimension
- Working with the Librarian [the Grunkheart Golem] to take control of the monolith
- Grunce Drama:
- House Marr [who manages the marketplace] vs
- House Allocius [who manages the shipyard] vs
- Free Merchants [those who do not wish to align with the current two great houses]
- Currently the plot by Marr to sabotage the Free Merchants has been anti-climatic.
- Lady Moreena Grunkheart [Gryffin’s mom and Cal’s Aunt]: Current leader of House Grunkheart
- Lady Varren Marius [Del’s cousin]: Current leader of House Marius
- The Bleak:
- Other Characters:
- Blkalkkbl [aka, “Blick”]: A mutated slime who has been living in the Monolith for decades or centuries, currently helping out research in the Lighthouse.
- The Lighthouse Keepers who work with Cal Grunkheart to keep the Lighthouse from Fading
- Father Marnit: a priest.
- Nelf and Terk Haskins: Lighthouse keepers. Senior Expedition Planner and Chief [Ancient Tech] Investigator, respectively. Nelf is also in an awkward relationship with Cal where both mostly wonder what the other one is really feeling.
- Imari Denish: an old elf merchant who runs the Boot & Wares, an Expedition Shop specializing in Bleak dives. Always playing the long con.
- Toby Galfreet: a merchant who works for House Marr and works against the Free Merchants
- Uuld Alloces: An efreeti who actually befriended Jonias Grunkheart and has stayed in the Everburning Forest as a guardian
- The Salamanders of the Everburning Forest, including Hucleo, who befriended the adventurers and are now at least soft allies
- The strangely mutated and very talkative gargoyles of the South Barthic Plains
- The Cultists of the Everburning Forest, who are up to something and employ demons and flaming tar golems
- Other Places:
- The Isles of Andrik: North of Barthus and free from the Bleak
- Caux Mountains
- The Everburning Forest is inside it in a valley
- Sofron Desert:
- Mist Lake: Not actually a lake, it’s a flat still portion of the desert traditionally run by House Mistamere after they fled Grunkheart
- South Barthic Plains
- The River Orneth flows through it