Registering as a magic user really put me in a conundrum as a player. Actually history, as well as nerd history, has multiple instances where registering a number of the population did not turn out well. The Jewish people were registered by Nazis. Mutants were registered in X-Men. The Avengers were torn apart, Captain America vs Iron Man, by the thought of being registered by the government. History, real and imagined, has taught me to be wary of registering. Memberships, on the other hand, include multiple privileges. The membership in this game gives one access to sleeping quarters, spells, components, peers, and a mentor, should the character need one. I want to feel, in my heart of hearts, that the Game Master really plans to lean on the membership aspect of this wizard registration act. However, he has seen all the movies and read all the comic books I have, and I know he understands the potential pitfalls of making yourself known to the government. Giving yourself a number. ...
Zak – Half Elf Thief Wizard (Me) Thanin – Human Fighter Ogurdan – Dwarf Priest of Selune Noofie -- Gnome Illusionist The party ran into the mining camp to find the three dwarves fighting a large fire elemental. One of the dwarves was down, and Boroth was standing over him. The other dwarf fought a losing battle against fire. The party joined the battle, but things went almost as badly. Multiple party members were set on fire by the large elemental, losing all combustible materials on their person. That meant backpacks, coin pouches, arrows, clothing, hair, and a spell book. Through the fight, the party fighter took a dive into the camp’s well to try to combat the fire of the elemental. She didn’t find anything to help, but she found a strange current in the well. Otherwise, her aid was pulling up buckets of water to put out party members that had caught on fire. After the elemental had caused enough damage, Boroth, the king’s military advisor, revealed he was actually behind summoning ...
The enemies whose influence poisoned the region. If the troubles around Padua had a single heartbeat behind them, it was the brutal rhythm of Khorne. The Blood God’s followers rarely arrive quietly. They come with axes raised, armor stained, and a philosophy as simple as it is terrifying: blood must flow. Yet the influence of the Zealots of Khorne around Padua was more insidious than the usual battlefield carnage. Their presence seeped into the region slowly, stoking violence, encouraging cruelty, and turning ordinary conflicts into something far darker. Raids grew bloodier. Feuds escalated into slaughter. Creatures touched by Chaos seemed drawn to the same places where violence had already taken root. Whether the zealots intended it or not, their devotion poisoned the land, feeding a cycle where every act of brutality made the next one easier. For Vaervenshyael and her companions, confronting them meant more than defeating a few warriors drunk on battle. It meant facing the deep...
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