Origins
A strange collection of individuals arrive at the town of Lubellum. They fend off against the shadows, receive a reading of their Fate from the Fortune Teller, undergo their first encounter with The Informant, and brave the night with a lone light expelling the incoming darkness.
Genesis
In separate paths, all rejected from their past lives, 4 adventurers arrived at the town of Lubellum, each feeling a foreign presence in this place. Some of you came from sea on The Luna, others by land. Regardless, you all made your way to the Room and Circle, where you were met with cryptic greetings. Inbad, Jaime, and Æ were all given the choice between the room and the circle, while Zephyr entered as the pawn. The innkeeper (Carter) offered a place to stay if you could handle his little “problem” he’s been having. You also ran into a mysterious bronze-haired man, who you still know little about.
As you stepped outside, you were faced with 2 shadow creatures. You slayed one of them, picking up the opaque black onyx it dropped (with Jaime gaining possession of it), but the other only grew stronger as night fell. After a series of comical failures by Zephyr and Æ, you managed to defeat this creature, but destroying its own onyx in the process. You return to the inn, reaping your rewards and drinking to your hearts’ desires. Jaime gained the inspiration sheep for his valor during combat.
You explore the rest of the town. Zephyr took towards the library and Æ tried to scam the smith. Meanwhile, Inbad and Jaime were having a beach off, with Jaime’s honor being humiliated in the process.
The party recollected and entered the Psychic’s building, being greeted by a strange old woman, with hag-like features, but just enough sophistication to create confusion. She riddled you with her words, giving a reading to each one of you.
- Jaime received the knight card, and was gifted an Emblem with a Foreign Crest on it
- Æ received the fool card, and was gifted a die
- Inbad received the rogue card, and was gifted a thief’s cloak, a deep red, almost black in color
- Zephyr received the key card, and was gifted…a key
She then gave a reading for the party, revealing the moon card, and handing it to Zephyr. Zephyr also discreetly took an inconspicuous journal.
You were then all transported to the campfire in an instant, and (due to ridiculously high perception rolls), recognized that the fire is not fire, but a bright fog. You see the sky you were looking at is foreign to what you know. The star patterns are different. And most significantly, you notice that there is no moon in this sky, but the eternal, unforgiving emptiness of space.
Exodus
You see a man in the distance, and follow him to the Temple of the Forgotten God. In there, you meet The Informant, who apparently seems to know all of you, much more than you even know yourselves. You discuss with him in what he claims to be his temple, and he shares information with you about the perils ahead. He makes vague mentions to Zephyr regarding his assignment of a text that he sent Zephyr to retrieve; careful with his words, Zephyr confirms success of his task, but withholds the physical object from The Informant, remarking how his mission was simply to collect the journal, not to give it up.
Before the Informant can respond further, the moon card in Zephyr’s hand is revealed, creating a rare look of genuine surprise across The Informant’s covered face. Yet, the card appears to have no symbol on it anymore, and shoots towards the campfire. It lingers above the flame, and the party is forced to leave their host and retrieve it.
Rescuing the card, its form is still blank. Then, as the party stares towards the sea, they see tendrils of black shadows come from the sea, surrounding the town and the party. The card burns in their hand, emanating a blinding light, forcing the campfire to raise higher. The card slowly burns, warding off the darkness, and once it is repelled, blinds the party and then transforms into “The Beginning.” The sun rises on a new day, and the darkness recedes into the sea. If you spend one more night in this town, darkness will prevail, and you will not survive…