Two eras · One history

The Chronicles

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

Present day On hiatus after Session 14

Sunspire Campaign

Fourteen sessions of infernal crystals, suspicious factions, airborne disasters, and a party that keeps escaping towns under increasingly specific circumstances. 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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

14Mead, Mutton, and MisinformationVaelthalas · Sylvara

The main campaign pauses in Vaelthalas with a referral, a taboo mystery, and one more tavern acquaintance.

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. That is where the main campaign paused: in Vaelthalas, preparing to seek Elyndor while The Rise of Maltraxis became the active campaign.

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.

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.

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.

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.

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.

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.

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.

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.’

The unfinished campaign album

Songs from before the fall

The planned musical chronicle reached the overture and Session One. These are the two completed recordings—not a suspiciously confident claim that the whole soundtrack exists somewhere in a cursed folder.

Campaign overture

Before the Fall

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

Read the lyrics

You know these lands. You know the Deadlands, where no harvest grows and no bird dares sing. You know the Tower—once the greatest spire ever raised by mortal hands—now standing as a monument to corruption. You know the name of King Maltraxis. A king remembered by some as a savior. By others, as the architect of ruin.

You know the Champions. You know they stood against Asmodeus himself. You know how the story ends. But history is a curious thing. It remembers the ending far better than the beginning.

So let us return to a time before the ash. Before the Tower. Before the kingdom became a warning. To a time when hope still flew beside every banner. When every road led to Sunspire. When every kingdom looked to one throne.

Before the darkness claimed the sky Before the rivers all ran dry Before the scars upon the land There rose a kingdom proud to stand Its banners danced in morning light Its watchfires burned through every night From every border, every shore The greatest answered duty's call

Seven nations. One kingdom. One future. One destiny.

Raise the banners, let them fly Lift them proudly to the sky Sing of peace and brighter days Before the world was set ablaze Raise your voices, proud and strong Every heart now sings along None could see what lay ahead They only saw tomorrow.

The forge was bright, the harvest fair Hope was carried through the air The roads were safe, the fields were green A finer age had never been From distant lands they journeyed far Drawn beneath a single star Not yet legends. Not yet known. Just ordinary souls called home.

Every legend has a beginning. Every empire has a dawn. Every story has a moment before everything changes.

Raise the banners one last time Hear the bells and watch them chime Every legend starts this way One ordinary day Remember kingdoms. Remember kings. Remember heroes. Remember hope. Because no empire is born in ruins.

You know how the story ends... But do you know why?

Session One song

The Gathering

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

Read the lyrics

Five years blessed the Sun King's reign Quiet fields and golden grain Every road to Sunspire ran Safe beneath one sovereign hand From every banner, oath, and throne The chosen crossed the lands they'd known Bearing gifts their kingdoms gave To stand where history was made

A blade of lineage. Jewels cut from mountain stone. A feast fit for a king. An oath already lived. Six roads. One tower.

Raise the banners, voices strong Many lands, but one great song Strangers gathered, side by side Honor standing dressed in pride None knew the darkness to come None believed this of their home Only that the light has always shown And peace sat on the throne

One stood straighter than his spear—Elric. One laughed loud when death drew near—Wilfred. One spoke thunder through his voice—Stormurinn. One heard little through the noise—Hamdik. One watched first before he'd speak—Alaryn. One found wisdom few would seek—Rish Rash. Different roads and different lands. One watch sworn by steady hands.

The tower slept. The watch was changed. A door unseen. A voice unknown. ‘Five years have passed. You have ninety-five remaining.’

Raise the banners, hold them high Morning still possessed the sky Duty bound them to the throne Six who did not stand alone Before the fires Before the fall Before the Tower broke them all History remembers kingdoms But first it remembered their oath

Five years have passed... You have ninety-five remaining.