Two eras · One history

The Chronicles

The world after the bargain, and the people who watched it begin.

Present day On hiatus after the red-light cliffhanger

Sunspire Campaign

Fourteen published sessions of infernal crystals, suspicious factions, airborne disasters, and a party that keeps escaping towns under increasingly specific circumstances. The public record ends with the party surrounded by red light; open a record for the story as it unfolded at the table.

01Festival of FlameEldenhold · Valeria

A celebration becomes a riot, and five strangers leave Eldenhold as fugitives.

The campaign began during Eldenhold’s Festival of Flame, held twenty years after the Champions sealed Asmodeus away. Kelsynk, Valen, Reese, Grenak, and Mruno arrived as Lady Arabelle Thorne’s guests. Their assignment was essentially to attend politely. Grenak bullied a beer vendor into a discount, Pip Thistledown unveiled his Transmutative Ale, Old Man Griggs muttered that the rings were breaking, and dignity began its swift retreat from the square.

The festival shattered when a frightened boy tried to throw a burning infernal egg into a noble tent. The party intervened, but the crowd saw armed strangers striking a child. Dockworkers surged forward, the Iron Guard moved in, and the square dissolved into smoke, shouting, and broken stalls. Somewhere inside the chaos, time stopped for Valen and a vision showed him cracked silver rings above an impossible well. When reality returned, the party’s first shared decision was not to explain anything. They ran.

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02Fear, Flight, and the Girl Named SusieEldenhold to Ashenvale

The fugitives escape the city and find one little girl waiting in an empty town.

Lady Arabelle begged the group to surrender so she could clear their names. General Thornvale arrived with the Iron Guard and a far less comforting interpretation of due process. Reese scattered the angry crowd with magical fear, Mruno covered the escape with darkness, and the party slipped beyond Eldenhold’s walls while everyone else argued about where they had gone.

They headed north toward Port Town, filling the road with a singing contest that grew loud enough to threaten the entire concept of stealth. By evening they reached Ashenvale, a lakeside town with barred doors and empty streets. Inside an abandoned-looking inn they found Susie, an eight-year-old girl who said ghosts and zombies came out at night. Exhausted, suspicious, and apparently immune to obvious horror-movie warnings, the party barricaded the tavern and stayed.

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03Little Susie and Mruno’s Soiled PantsAshenvale · Valeria

Susie loses her disguise, Ashenvale wakes up, and Mruno loses considerably more.

Mruno decided Susie’s story did not survive close inspection and cast Dispel Magic. The child’s shape peeled away into a small horned demon, and the tavern became a battlefield. A necrotic shockwave blinded and terrified much of the party, dropped Mruno, and sent everyone scrambling. Grenak raged because he had wasted good life advice on a demon. Valen finally drove the creature’s head into the bar and ended the fight.

With Susie dead, Ashenvale’s people stumbled back into the streets as though waking from a shared nightmare. The innkeepers learned their adopted daughter had been the thing imprisoning the town. The party accepted free food and drinks for life instead of twenty gold, while Mruno negotiated permanent performance rights and quietly changed the pants he had soiled during the battle. Then came fresh indignity: his old band, the Silken Sonics, had replaced him with Dark Bronson.

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04Of Banjos, Bards, and Billy BumblersAshenvale · Valeria

Roland joins the hunt while the others prepare the least subtle undercover performance imaginable.

The next morning introduced Roland Blackstone and his Billy Bumbler companion. Roland was hunting Towerheart, a demon tied to the destruction of his old company, and the group agreed to help once they finished the far more urgent matter of humiliating Dark Bronson. Mruno completed his disguise as Bruno Bars, although Grenak failed to recognize him until the addition of an absurd moustache apparently made everything clear.

To promote the show, the group created a temporary band, rejected several catastrophic names, and settled on the Punch Drunk Loves. Their sign-making and street performance drew nostalgic fans back to the inn. Carly Beltweek attached herself to Mruno with alarming intensity while her sister Marina tried to behave like a normal person. Above it all, a gleaming gold pirate-style airship crossed the sky—a hint that their next problems would have altitude.

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05Battle of the BardsAshenvale · Valeria

Mruno faces his replacement, wins the crowd, and helps start the campaign’s second civic disturbance.

The Drunken Wyvern filled beyond capacity for the promised showdown. The Silken Sonics arrived dressed like a corporate fever dream, followed by Dark Bronson, whose confidence had no measurable relationship to his talent. His performance was a glittering, tone-deaf catastrophe. He nevertheless left the stage convinced that everyone had witnessed greatness.

The Punch Drunk Loves answered with an actual performance. Spells, coordination, and raw enthusiasm turned the tavern into a roaring crowd, and Mruno won decisively. Dark Bronson’s tantrum ended when Marina kicked him in the balls. His entourage advanced, magical darkness swallowed the room, and another celebration became another riot. Carly led the party through a hidden escape route before the crowd could reorganize around murder.

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06The Spy in the RoadRoad to Port Town

A roadside alarm brings the Black Talons, a spy warning, and absolutely no increase in trust.

The group left Ashenvale with food, although Reese left enough gold behind to keep the departure technically outside the category of theft. They camped after an extended argument over whether the middle of the road was a sensible place to sleep. Mruno’s Bruno Bars disguise shed itself piece by piece until only smeared makeup remained.

Before dawn, Roland’s alarm spell woke them as a unit of Black Talons rode toward Port Town without noticing the camp. Roland then revealed that General Thornvale had warned him there was a spy inside the party. Insight checks produced incompatible conclusions, Grenak remained suspicious, Valen remained confused, and the discussion deteriorated into goat metaphors and bad spelling. They reached Port Town with no spy identified, but at least everyone distrusted everyone more efficiently.

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07Portside Promises and Big Titty DemonsPort Town · Valeria

The party hires an airship and unknowingly shares a tavern with the person sent to capture them.

At the Bent Coin, the party met Captain Rhogar Skyscale and Kaela Voss. Rhogar offered passage aboard his airship, the Storm Wraith. Kaela was a bounty hunter working under a contract connected to the Eldenhold riot, although she kept that detail to herself while studying the group. Roland’s Billy Bumbler did some quiet eavesdropping and learned more than the adults realized.

The party secured passage and boarded the Storm Wraith, heading toward Big Titty Demon Island in search of the red crystals that powered the vessel. Grenak discovered new and overlapping fears involving heights, open water, moving ships, and whatever lived beneath them. The island emerged ahead—an infernal place with a ridiculous name and no obligation to balance the two.

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08Crystals, Chaos, and the HingeBig Titty Demon Island · Lost record

A reconstructed account of the lost session at Crystal Hinge.

The original recording and detailed notes for this session were lost. What survives comes from the later campaign record and the state of the party when Session 9 began. After landing on the island’s crystal-covered coast, the group searched for the red crystals needed by the Storm Wraith, fought a pack of infernal gremlins, and encountered Sniv camped inland beneath a sky he insisted looked wrong.

The trail led to Crystal Hinge, where a massive dark-red monolith stood inside an ancient ring. Three infernal guardians manifested when the party approached, and the battle pushed them toward collapse. Valen received a sudden flash of insight and hurled a dagger into the crystal itself. The resonant strike destabilized the demons long enough for the group to seize the heart crystal and retreat to the ship.

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09The Sky Burns RedAboard the Storm Wraith

A talking skull provides directions shortly before the cargo opens a portal to Hell.

Recovering near the coast, the group met Azrul and discovered a sentient skull infused with red-crystal energy. The skull called itself Sam and balanced being irritating with being useful. He pointed the party toward Mireholm and Krivahn the Verdant Fang, one of the Champions who fought Asmodeus twenty years earlier.

The red crystals were packed into the Bag of Holding and loaded aboard the Storm Wraith. Mid-flight, their energies destabilized and tore open an infernal rift inside the ship. Gremlins poured through, turning the deck into another short, ugly battle before the breach collapsed. The party reached Mireholm at dawn with a destination, a dangerous cargo, and no improved understanding of storage safety.

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10Last Gourd, First HangoverGravenhollow · Mireholm

Krivahn points toward the corruption; the party points itself toward a tavern and a hydra.

In Gravenhollow, the party met Krivahn the Verdant Fang at Jollow Fang. She sensed corruption inside the red crystals and warned that Mireholm’s spirits and land were reacting to them. Roland’s resemblance to someone from her past earned a moment of attention, but the spreading taint was more urgent. Krivahn gave them a map to an old swamp shrine where the guardians might reveal what the crystals were becoming.

Naturally, the group stopped at the Last Gourd for powerful swamp liquor before conducting sacred wilderness research. They eventually followed the map into the marsh and were ambushed by a three-headed mirehydra whose death released a swarm of venomous serpent-spawn. After surviving the fight, they returned to the tavern with trophies and a rapidly deteriorating relationship with sobriety.

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11Shrine of the Three HungersMireholm wetlands

The shrine takes Reese, the mimics lose patience, and Rhogar arrives at exactly the dramatic moment he wanted.

After shopping at Dartfang Forge, the party followed Krivahn’s map to a ruined shrine. Three corpses and a riddle explained how to feed three stone chests: by spell, by distant sting, and by fang. The party struck all three correctly. The chests unfolded into mimics but remained calm, creating the rare possibility that the puzzle had actually been solved without disaster.

Then the altar erupted with red light and dragged Reese through a portal mid-sentence. In the confusion Roland fired at a mimic, broke the truce, and began the disaster everyone had apparently missed. The guardians merged into a massive corrupted creature and nearly killed Valen. At the critical moment, the Storm Wraith crossed overhead and Rhogar rappelled into the clearing, joining the fight and the party with all the restraint of a man who had rehearsed his entrance.

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12Echoes of TowerheartSpirit Realm · Mireholm

The party enters a world where truth is power and still attempts to defeat a bargain with wordplay.

Valen survived the shrine but his spirit did not return with his body. Krivahn sent the party to the Shell of Many Dreams, an ancient shaman able to guide them into the Spirit Realm. They awakened beneath a bruised sky where lies weakened them and honest admissions produced silver crystals capable of cutting the crimson roots binding Valen.

Each companion offered a truth, and together they reached Towerheart. The entity offered Roland one absolute answer in exchange for breaking his horn, marking a friend, or surrendering his future. The party immediately tried to exploit the wording by insisting they were not friends. Towerheart accepted the argument and marked Billy Bumbler—the one companion Roland could not honestly deny. They freed Valen and returned to Mireholm with Billy’s eye burning red and their legal victory looking suspiciously like defeat.

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13Stormwraith Under FireThe skies above Sunspire

The Golden Minotaur Guild attacks from two ships and discovers the Storm Wraith is crewed by lunatics.

While flying toward Sylvara, the Storm Wraith was trapped between two hostile airships bearing the Golden Minotaur Guild’s colors. Cannon fire damaged a crystal engine and set the deck ablaze. Mruno created illusionary engines to confuse the attackers while Rhogar drove the ship through a sun-blind turn and down toward the treetops.

When boarders crossed on ropes, the crew dropped anchor and stopped hard enough to ruin several carefully planned landings. A mage fireballed the deck, Rhogar answered with lightning breath, and Grenak introduced the enemy captain to the practical limits of feathered hats. A surviving attacker admitted that a hidden patron called the Golden Voice had ordered the party captured alive. When he had nothing else to offer, Valen threw him overboard.

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14Mead, Mutton, and MisinformationVaelthalas · Sylvara

The published record ends in Vaelthalas, while the campaign’s later red-light cliffhanger remains outside the numbered archive.

The damaged Storm Wraith reached Vaelthalas, the elven capital built around Whisperroot Sanctuary. The party began at the Gilded Pot, where Velsar Thornweave, Saelva, and Tessa introduced them to Sylvaran mead and the city’s careful social rules. They learned that Whisperroot was both the nation’s spiritual center and the place most likely to hold answers about the crystals—but openly discussing the corruption was taboo.

At Whisperroot’s reception desk they met Raelynn Mossveil, whose interest in Valen quickly moved her from receptionist to drinking companion. Their questions attracted Sareth Vosser, a connected aide who confirmed that Champion Elyndor Faelithil was the right person to seek. He provided a referral that could get them past the sanctuary’s outer bureaucracy. The public record ends here, but the campaign later reached a red-light cliffhanger; the final played session number and full public recap remain unverified.

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Five years into the golden age Current campaign

Rise of Maltraxis

Sunspire is peaceful, fertile, and impossibly prosperous. The new Kingsguard is beginning to understand that perfection has enforcement mechanisms. Open each record for the fuller surviving account.

01The Gathering at SunspireFive years into the bargain

King Maltraxis summons tribute and representatives from the allied nations. The capital is prosperous, orderly, and untouched by hardship—but Stormurinn overhears a visitor remind the ageless king that only ninety-five years remain.

Wilfred Cragbloom, Hamdik Bitterforge, Stormurinn Vyrn, and Elric Helioset arrive as sworn representatives bearing tribute. Each nation sees in Sunspire the same impossible miracle: full harvests, quiet borders, safe roads, and a king who has not visibly aged.

During his watch, Stormurinn hears an unseen visitor enter the king’s private chambers and say, ‘It has been five years. You have ninety-five remaining.’ He enters without permission, earns Maltraxis’s fury, and receives no explanation. The Kingsguard begins beneath a clock only one of them has heard.

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02The Gauntlet of KingsguardThe first test

Svetlana subjects the recruits to a lethal teamwork trial. Magic, improvised sabotage, airborne dwarven vomiting, and petty illusions carry them through. The real test comes afterward, when starving prisoners who spoke against Maltraxis are placed before them and the new Kingsguard is ordered to execute them.

With Stormurinn sick, Rish Rash and Alaryn join the recruits for Svetlana’s suspended obstacle course. Rish Rash flies. Hamdik spins helplessly in midair and vomits on Pillar Four. Alaryn jams a spinning wheel with a rock, cleans the vomit, then briefly makes it appear on Elric’s cloak. Elric retaliates with radiant blindness. Alaryn makes it look as though Elric has shit himself. Teamwork, apparently.

After a sphinx’s riddle, Svetlana reveals the real examination: four starving prisoners forced to fight the recruits. Elric obeys the execution order. Alaryn gives one captive a blade before killing him. Wilfred, Rish Rash, and Hamdik refuse, so Svetlana orders the survivors tortured before execution and tells the recruits their hesitation caused the suffering.

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03The Cost of DefianceLost session · Canon reconstructed · Reconstructed

Maltraxis forces the recruits to confront the prisoners again. Stormurinn, Hamdik, and Rish Rash obey. Wilfred refuses, denounces the king, and dies for it. Months later, Lucien Dorian joins what remains of the Kingsguard.

The broken prisoners are brought before the throne as a lesson. Stormurinn kills first. Hamdik follows. After long thought, Rish Rash does the same. Wilfred alone refuses, arguing that mercy would serve the crown better than fear and that obedience without thought leads only to ruin.

Maltraxis has him arrested. In a chamber of fire and chanting mages, Wilfred drinks a potion and steps into the flames. His death teaches the survivors exactly how carefully truth must be spoken. Months later Lucien arrives—polished, observant, and fluent in the kind of survival that smiles while measuring leverage.

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04The Road to EastmarchMonths after Wilfred’s death

With Lucien now among them, the Kingsguard rides east beside Maltraxis. Prosperous Breecaster celebrates beneath neglected temples, roadside shrines stand empty, and the land grows quieter as the royal column approaches Eastmarch.

Lucien begins the journey with too much luggage and a peasant carrying it. He charms merchant Gozbert Bophin into donating furs, ale, tobacco, and supplies in exchange for the possibility of royal favor, then neutralizes Hamdik’s criticism by sharing the goods.

At Breecaster, Alaryn wins the archery tournament after Lucien and Rish Rash quietly interfere with the competition. During the team exhibition, Lucien opens with Synaptic Static and ends by leaving an enemy polymorphed into a sheep long after victory. Beyond the festival, the party finds neglected temples and empty roadside shrines in lands supposedly blessed beyond measure.

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05The Fall of EastmarchThe king’s reclamation

The Kingsguard breaks Eastmarch through sabotage, artillery, dragonborn shock troops, and merciless discipline. When the keep falls, Maltraxis orders annihilation—not merely victory.

Lucien’s agents sabotage siege engines and impersonate rebel leaders. Hamdik’s guns break the defenses. Rish Rash shields the advance, Elric closes every gap, and Stormurinn leads the charge. The old King Buckingham offers his life for mercy; Stormurinn kills him. His grandson attacks, and Elric burns the child to ash.

Lucien walls the keep’s exits shut. Rebels, soldiers, and civilians are killed inside. Stormurinn shows unease. Rish Rash fights through tears. Elric executes one of his own soldiers for hesitating. When the city is finally silent, Maltraxis smiles—but conquest alone has not fulfilled the bargain.

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06The Ashes of RebellionThe road back toward Breecaster
Lucien Dorian transforming Stormurinn Vyrn into a Tyrannosaurus Rex during the caravan battle
Lucien corrects Stormurinn’s anatomy for tactical purposes.

The Kingsguard hunts the surviving royal line. At a rebel-struck caravan, Lucien transforms Stormurinn into a Tyrannosaurus Rex—and the battle becomes a massacre with a wounded child at its center.

The bargain requires submission, not occupation. Maltraxis therefore needs the surviving ruler of Valador alive and kneeling. On the road toward Breecaster, the Kingsguard finds rebels attacking a merchant convoy. Rish Rash opens with fire. Lucien freezes fighters in place. Alaryn fires from range. Hamdik leaps between wagons with pistols blazing.

Then Lucien turns Stormurinn into a towering Tyrannosaurus Rex. He devours enemies whole and scatters the rest. Afterward, Rish Rash discovers a boy named Jeremy beside his dead mother, a shattered bone driven through his abdomen. He draws a salt circle and teleports away. Alaryn and Lucien keep the child alive.

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07The Prince’s SubmissionThe last heir of Valador

Rise Lightstar saves Jeremy and joins the company. The Kingsguard destroys a blockade, teaches the rescued boy to execute prisoners, and reaches Prince Halric beneath a line of torches.

Rise Lightstar arrives with armored clerics and heals the caravan survivors, including Jeremy. Lucien gives a terrified merchant a meaningless protection ring while quietly relieving him of valuables. At the next blockade, Lucien paralyzes the defenders and the Kingsguard annihilates them.

Lucien places Jeremy before two helpless prisoners. Elric lends the boy his warhammer. Jeremy kills both men and kneels proudly afterward. Near Breecaster, Prince Halric challenges the Kingsguard to single combat for his people. Stormurinn accepts, defeats him, and leaves him alive long enough to submit to Maltraxis.

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08The Court of Submission and the Fool’s ReprieveReturn to Sunspire

Prince Halric kneels and Valador passes to the Sun Throne. Then the Kingsguard celebrates history by chasing a squealing Elric, banishing one another, turning Hamdik into a giraffe, and horrifying Svetlana.

Halric kneels before the assembled court. Maltraxis accepts the submission, strips him of authority, and claims Valador completely. Afterward, a discussion about Hamdik’s beard somehow produces the word ‘dingleberry,’ a mechanical bidet, and the suggestion that Elric resembles a greased pig.

Elric runs. Lucien magically makes him squeal. Stormurinn tackles him; Hamdik casts Shatter; Alaryn makes the pile smell like skunk; Lucien blinds allies, hangs Alaryn upside down, banishes Elric and Stormurinn, and turns Hamdik into a giraffe. Svetlana enters just before giraffe-Hamdik defecates on the floor, changes back, and falls in it. Elric delivers the historical verdict: ‘Hamdik is a dingleberry now.’

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Greenhollow case files Active investigations

F.U.B.A.R.

The Field Unit for Bizarre and Unusual Reports handles the cases ordinary investigators would prefer not to touch. The resulting reports are technically evidence that the system works.

01Brambleton ScarecrowsBrambleton · Greenhollow

A murdered boy, slaughtered livestock, and a village obsessed with rules lead F.U.B.A.R. to an army of scarecrows that understand the law far better than they understand mercy.

Brambleton was a quiet farming village, which meant the people there had devoted an alarming amount of energy to making sure it stayed that way. The village maintained twenty posted rules governing fences, crops, roads, tools, fires, livestock, and other matters that most communities trusted common sense to handle. Brambleton did not trust common sense.

Among the rules were several masterpieces of rural government. Scarecrows could not be dressed to resemble living residents. Mabel Bramblefoot could not possess more than six chickens, four goats, and two cows at one time. Livestock had to remain where livestock properly belonged: sheep in sheep fields, cows in cow fields, chickens making a reasonable effort, and goats remaining a matter of ongoing discussion.

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02Riverside UndyingRiverside · Greenhollow

Benny Goodbarrel keeps dying, keeps getting back up exactly one hour later, and would very much like somebody to stop murdering him over a beer mug.

There were ten rules in Riverside. This was not unusual. Every halfling village in Greenhollow had rules, because apparently civilization had reached its highest form when somebody carved extremely specific municipal grievances onto a sign.

Riverside's laws covered arguments, sausages, drinking vessels, cart parking, corpse handling, contest prizes, ladders, burial schedules, onions, fireworks, poultry, and, naturally, goats. F.U.B.A.R. was instructed to obey all of them.

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Headquarters personnel file

Preliminary Unit Placement Assessment

Dr. Tansy Goodbarrel · Senior Behavioral Assessment Officer

F.U.B.A.R. remains a low-priority field assignment intended primarily to absorb unusual reports without diverting established investigative personnel. Current personnel appear to have been placed together largely because conventional assignments were considered unsuitable, inconvenient, or administratively undesirable. Two recent investigations concluded with the reported source of the disturbance identified or neutralized. These outcomes are noted. No broader conclusion regarding unit effectiveness is warranted at this time.

Agent Wobbleknees · Procedure, ordinance interpretation, and field advocacyHobitus Wobbleknees

Assessment basis: Brambleton Scarecrows and Riverside Undying case files

Behavioral summary

Agent Wobbleknees demonstrates unusually strong procedural focus and an exceptional ability to retain and apply local regulations under unstable field conditions. This tendency becomes more pronounced as his alcohol consumption increases. Rather than producing generalized disorganization, increased consumption appears to narrow his attention toward written rules, technical distinctions, unresolved procedural questions, and inconsistencies in local law. In several documented instances this has increased his operational usefulness, though not necessarily his ability to determine which regulation is relevant.

Observed strengths

  • Exceptional retention and application of local rules and ordinances.
  • Capable of finding procedural structure in otherwise chaotic situations.
  • Persistent when pursuing unresolved legal or technical questions.
  • Has demonstrated effective field advocacy when other personnel had largely abandoned the concept of procedure.

Areas of concern

  • Difficulty disengaging from procedural questions once noticed.
  • Relevance does not reliably affect the intensity with which a regulation is investigated.
  • Increased alcohol consumption appears to increase both procedural effectiveness and procedural fixation.

Interpersonal functioning

Agent Wobbleknees should not be considered generally gullible. His skepticism is highly selective. He demonstrates considerable resistance to procedural inconsistencies while displaying markedly reduced resistance to confident interpersonal reframing, particularly when the information is provided by Agent Vokkia Gatewood. On multiple occasions, Gatewood has successfully altered Wobbleknees's understanding of recent events despite contradictory evidence, prior knowledge, or Wobbleknees having personally witnessed the event in question.

Decision-making under stress

When circumstances become difficult to interpret, Wobbleknees tends to locate the clearest available rule and organize his response around it. During Riverside, this produced both an extended fourteen-window survey of municipal sausage compliance during an active homicide investigation and, later, a legally accepted defense constructed from local property and contest regulations.

Rule / authority response

Respectful toward formal authority when authority has a written rule to support it. Will challenge an official interpretation if he believes the text supports a contrary result.

Risk assessment

Low direct violence risk; elevated procedural diversion risk. Alcohol consumption should presently be considered an operational variable rather than an inherent impairment. Current records show a repeatable correlation between increased consumption, stronger rule retention, greater procedural persistence, and more effective legal interpretation.

Supervisory recommendations

  • Continue documenting the relationship between alcohol consumption and procedural performance under ordinary field conditions.
  • Impose time limits on ordinance investigations when relevance cannot be established.
  • Independently verify surprising factual claims made to Wobbleknees by Agent Gatewood before incorporating them into official reports.
Agent Bramblewick · Battle magic and hostile-threat responseThad Bramblewick

Assessment basis: Brambleton Scarecrows case file and available personnel history

Behavioral summary

Agent Bramblewick is a former battle mage with prior experience fighting goblins. His field behavior demonstrates a persistent tendency to interpret unfamiliar creatures, unexplained events, and potential threats through a goblin- or fae-related framework. He has described orcs as large goblins and kobolds as fancy goblins. During the Brambleton investigation, he identified a nearby goat as a goblin and killed it with magic. The goat was not subsequently determined to have been a goblin.

Observed strengths

  • Extensive combat experience.
  • Rapid response to confirmed hostile threats.
  • Capable of delivering substantial magical force with little preparation.
  • Maintains operational focus during violent or rapidly deteriorating situations.
  • Particularly useful when an assignment has already progressed beyond investigation and requires direct neutralization of a known threat.

Areas of concern

  • Threat identification may occur before sufficient evidence has been obtained.
  • Goblin classification criteria remain excessively broad.
  • Displays limited sensitivity to collateral consequences while actively engaged against a perceived threat.
  • Has employed high-output area magic inside an occupied structure.

Interpersonal functioning

Available field records do not support a broad interpersonal diagnosis. Of particular note, Tobin Bramblewick, whom Agent Bramblewick identified during the Brambleton operation as his nephew, was restrained inside the structure when Bramblewick used a high-output area spell against a hostile construct. The blast killed Tobin.

Decision-making under stress

Bramblewick tends to simplify rapidly developing situations into identifiable hostile and non-hostile categories. Once a hostile classification has been made, his decision-making becomes considerably more direct. Following Tobin Bramblewick's death, he displayed no observable grief, shock, or remorse and remained focused on destruction of the hostile construct. The record does not establish the cause of that response.

Rule / authority response

Best suited to assignments in which the hostile nature of the target has already been established. Where the primary operational question is whether force should be employed, additional oversight is recommended.

Risk assessment

Very high combat utility; variable threat-classification reliability; high collateral-risk exposure. Severe collateral consequences did not appear to interrupt his operational focus during the Brambleton incident.

Supervisory recommendations

  • Do not rely solely upon Bramblewick for initial threat classification.
  • Whenever practicable, establish target identity before authorizing independent engagement.
  • Exercise particular caution when civilians, detainees, livestock, or structurally significant buildings are within the anticipated area of effect.
  • Retain Bramblewick for assignments requiring decisive action against confirmed supernatural threats.
Agent Brightfoot · Investigation, restricted access, locks, and evidence recoveryTomothy Brightfoot

Assessment basis: Brambleton Scarecrows case file and initial F.U.B.A.R. intake record

Behavioral summary

Agent Brightfoot presents as one of the unit's more conventionally investigative personnel. He demonstrates strong attention to physical evidence, inconsistencies in witness statements, and questions of authorization and responsibility. Brightfoot has acknowledged that law-enforcement authority provides legitimate opportunities to employ skills involving locks and restricted areas that would otherwise create legal difficulties.

Observed strengths

  • Strong investigative instincts.
  • Notices inconsistencies in physical evidence and testimony.
  • Comfortable challenging weak or implausible explanations.
  • Effective with locks and controlled-access environments.
  • Retains investigative focus during unusual incidents.

Areas of concern

  • Can display a mildly superior or confrontational manner toward suspects.
  • Professional restraint in conversation is inconsistent.
  • Possesses a skill set that would become administratively concerning very quickly if separated from legitimate investigative authority.

Interpersonal functioning

Brightfoot tends to function effectively as a skeptical counterweight when other members of the unit become committed to less-supported theories. He appears comfortable challenging both suspects and fellow agents without requiring formal leadership authority.

Decision-making under stress

Brightfoot generally continues gathering and interpreting information rather than immediately reducing uncertain situations to a single explanation. This makes him particularly useful during the investigative phase of F.U.B.A.R. operations.

Rule / authority response

Comfortable using official authority to obtain lawful access to evidence, private property, and restricted areas. Clear authorization boundaries remain advisable.

Risk assessment

High investigative utility; moderate operational risk; evidence-access risk manageable while properly supervised and employed.

Supervisory recommendations

  • Maintain Brightfoot on investigations requiring entry, evidence recovery, or evaluation of conflicting accounts.
  • Preserve clear authorization boundaries regarding restricted areas and private property.
  • Continue pairing him with personnel whose first response to ambiguity is substantially more explosive.
Agent Oldbum · Field stabilization and practical investigationIven Oldbum

Assessment basis: Brambleton Scarecrows and Riverside Undying case files

Behavioral summary

Agent Oldbum demonstrates comparatively restrained field behavior. He does not presently exhibit the pronounced behavioral fixation observed in several other members of the unit. During active investigations, Oldbum has shown a tendency to remain attentive to the immediate problem while other personnel become occupied with unrelated procedural disputes, personal theories, or opportunistic behavior. Available case material remains limited, and this assessment intentionally avoids conclusions unsupported by observed conduct.

Observed strengths

  • Maintains situational awareness during group distraction.
  • Asks practical investigative questions.
  • Will intervene when another agent's actions begin interfering with evidence or the immediate investigation.
  • Appears capable of redirecting activity without requiring formal command authority.
  • Low requirement for direct supervision relative to other current F.U.B.A.R. personnel.

Areas of concern

  • No significant recurring behavioral concern has yet been established.
  • Available observations remain too limited to support a stronger conclusion.

Interpersonal functioning

Oldbum appears comfortable occupying an informal stabilizing role within the unit. During Riverside, he intervened when Agent Gatewood's handling of a corpse began interfering with examination of the scene. The intervention did not require a prolonged argument, formal ruling, or municipal ordinance. This is noteworthy.

Decision-making under stress

Current observations suggest practical, immediate decision-making with relatively little unnecessary escalation. Additional field history is required before a stronger conclusion is justified.

Rule / authority response

No unusual recurring response to authority has yet been established in the available record.

Risk assessment

Low direct operational risk based on current record. Field utility appears moderate to high. Assessment confidence remains limited by available observations.

Supervisory recommendations

  • Continue assignment alongside the existing team.
  • Monitor whether his informal stabilizing function remains consistent across additional cases.
  • Do not infer additional behavioral traits until supported by field observations.
Agent Gatewood · Social interaction, persuasion, and adaptive field workVokkia Gatewood

Assessment basis: Riverside Undying case file, personnel records, and associated administrative correspondence

Administrative status: Active · date of appointment unverified · personnel file integrity compromised

Personnel record

Headquarters possesses multiple official documents identifying Vokkia Gatewood as a duly assigned F.U.B.A.R. agent. Those documents do not form a coherent employment history. Recorded appointment dates conflict, personnel numbers are inconsistent, several documents reference forms that cannot be located, and training and assignment records do not occur in a reliable chronological sequence. No definitive original hiring or onboarding record has been identified. Gatewood has nevertheless participated in authenticated F.U.B.A.R. field operations and is recognized by current personnel systems as an active agent. Current records do not establish whether the discrepancies resulted from loss, administrative error, alteration, or some other cause.

Behavioral summary

Agent Gatewood is highly persuasive, socially adaptive, and unusually comfortable presenting revised accounts of recent events with complete confidence. Her ability to influence interpretation appears especially effective when the revised account is presented as though it should already be obvious to the listener. Agent Hobitus Wobbleknees has demonstrated particular susceptibility to this technique.

Observed strengths

  • Rapidly adapts to changing social circumstances.
  • Highly effective at confident interpersonal persuasion.
  • Maintains composure when challenged.
  • Capable of redirecting conversations without abandoning her original objective.
  • Demonstrates strong improvisational ability.

Areas of concern

  • Persistent allegations regarding unauthorized possession of property have followed her during field operations.
  • Several objects associated with investigations have become unaccounted for while Gatewood was present.
  • During Riverside, the enchanted drinking vessel central to the investigation and a document believed to relate to its ownership were not recovered into evidence after case closure.
  • Available evidence has not established sufficient basis for a formal finding of theft.

Interpersonal functioning

Gatewood is warm, attentive, and convincing during direct interaction. Determining whether a particular statement is sincere, tactical, inaccurate, or some combination thereof can be difficult. Her interactions with Agent Wobbleknees warrant particular attention. She has repeatedly succeeded in altering his interpretation of events despite his normally persistent skepticism.

Decision-making under stress

Gatewood tends to respond to confrontation through narrative adaptation rather than withdrawal. When challenged regarding an action or claim, she is more likely to modify the surrounding explanation than abandon the objective that created the conflict.

Rule / authority response

During the Riverside investigation, Gatewood violated seven of ten posted local ordinances. The available record does not establish that every violation was intentional. It would be optimistic to assume none were.

Risk assessment

High social utility; high interpersonal manipulation risk; elevated property-custody concern; poor confidence in the underlying employment record.

Supervisory recommendations

  • Use two-person evidence custody where valuable or magically significant property is involved.
  • Independently verify unusual claims regarding assignments, ownership, or prior events.
  • Record discrepancies factually rather than treating rumor as proof.
  • Do not attempt another full reconstruction of Gatewood's appointment history unless new primary documentation becomes available.
Agent Latefoot · Pending field assignmentTardi Latefoot

Assessment basis: Personnel transfer documentation, assignment notices, and conflicting administrative records

Administrative status: Assigned · reporting status overdue · current location disputed

Personnel record

Agent Latefoot has been formally assigned to F.U.B.A.R. His present location is less clear. Personnel records indicate that he has not yet departed his previous assignment. Transportation records indicate that he departed several days ago. Operations lists him as having already reported. Payroll lists him as active at his former duty station. Training Command has him scheduled for mandatory instruction elsewhere next week. Logistics records indicate that his full field equipment has already been issued, while the same office has also generated a bill charging him for failure to return that equipment. Communications currently possesses Agent Latefoot's identification badge but reports that his credentials cannot be verified. F.U.B.A.R. personnel state that they have never met him. All responsible offices have confirmed that their records are correct.

Behavioral summary

A behavioral assessment was requested prior to Agent Latefoot's integration into F.U.B.A.R. I have not interviewed Agent Latefoot. I have not observed Agent Latefoot. No reliable field reports concerning Agent Latefoot have been made available. Personnel nevertheless requires completion of this assessment before his transfer can be considered administratively complete. Personnel also reports that his transfer is already complete. I have noted this inconsistency.

Observed strengths

  • No evidence-based behavioral strengths can currently be identified.
  • Agent Latefoot has accumulated no documented F.U.B.A.R. complaints, property-damage reports, ordinance violations, hostile livestock incidents, evidence discrepancies, or civilian casualty reports.
  • This currently represents the cleanest record of any agent assigned to the unit.

Areas of concern

  • Headquarters cannot presently establish where Agent Latefoot is.
  • Official records place him simultaneously at his previous posting, in transit, already assigned to F.U.B.A.R., scheduled for training elsewhere, and in possession of equipment that Logistics also considers overdue for return.
  • Communications possesses his badge but cannot verify his credentials.
  • No disciplinary conclusion can be drawn from his failure to report because the record does not establish that he has actually failed to comply with any single coherent set of instructions.

Interpersonal functioning

Unknown. Agent Latefoot has not interacted with any confirmed member of F.U.B.A.R. Operations nevertheless submitted documentation indicating that he attended unit orientation. No current member recalls this orientation. Operations advised that Personnel maintains the attendance record. Personnel advised that Training maintains it. Training advised that Agent Latefoot has not yet attended orientation.

Decision-making under stress

Unknown. There is insufficient evidence to determine how Agent Latefoot responds under stress. There is also insufficient evidence to determine whether Agent Latefoot is aware that he is overdue. Transportation maintains that he should have arrived. Personnel maintains that he has not yet left.

Rule / authority response

Available documentation suggests that Agent Latefoot has complied with every instruction issued to him. Unfortunately, those instructions appear to be mutually incompatible. One order directs him to report to F.U.B.A.R.; another lists his transfer as pending; another confirms his arrival; another requires him to remain at his previous posting until relieved. No record identifies who issued the relieving order.

Risk assessment

Direct operational risk unknown; behavioral risk unknown; administrative risk already significant. At present, Agent Latefoot represents fewer known operational risks than any other assigned F.U.B.A.R. agent. This is primarily because Agent Latefoot has not participated in an operation.

Supervisory recommendations

  • Locate Agent Latefoot.
  • Determine whether Agent Latefoot has actually been informed of his transfer.
  • Determine whether Agent Latefoot has departed his previous station.
  • Determine whether Agent Latefoot has arrived at F.U.B.A.R.
  • Determine whether the individual Operations claims attended orientation was Agent Latefoot.
  • Do not issue additional travel orders until at least two existing orders have been reconciled.
  • Upon physical arrival, confirm identity before creating further documentation.

Unit recommendations

  • Continue routing unusual, low-priority, or administratively inconvenient reports to the unit unless a higher-priority threat is identified.
  • Maintain ordinary supervisory distance unless field conduct creates a requirement for direct intervention.
  • Do not interpret two resolved incidents as evidence that the present team composition was intentionally designed for complementary effectiveness.

The unfinished campaign album

Songs from before the fall

The overture and Session One are complete, with the recordings, full lyrics, and their place in history collected in a dedicated listening archive.

Campaign overture

Before the Fall

An opening theme for the age before ash, when Sunspire still looked like a promise instead of a warning.

Session One song

The Gathering

The first session retold as an anthem: six roads, one tower, and the quiet countdown behind Maltraxis’s miracle.

Open the full soundtrack