Sunday, March 8, 2026

Group 1: Interlude Session: Of Marshmallows and Blades

Party: Fir, Detho, Rachel and Gryven

During the months following the rescue of Louix, the group meets on a semi-regular basis, swapping tales and generally warming to each other as familiar and trustworthy faces within Vertange.
Beyond that, they encounter some of the more prominent locals and take on jobs to maintain a certain level of survivable wealth, now that tales of bandits in the countryside drive up prices within the city proper.

Feeling the need to establish a fixed income, Rachel befriends Amelia, a young elven barmaid in the Jardin (she works in the Verdant Grove - a winery) and spends some time talking about the brewing process.
She thinks up a new concept (magical marshmallow flavouring), but due to the raw magical power she wields to get the tastes in the confection, the results are unpredictable. As this new dubious delicacy comes into the hands of Beiro Benotti, head of the Imperial Duelists, the man sees a commercial avenue in which these mystery mellows can work to great effect. He immediately forms a working understanding where Rachel's invention is marketed by the Benotti and she receives a small cut from the sales to upkeep her.

As she heads to tell her friends of this, during a classic midweek meeting/bender at the "The City of Perlis presents: Drinks" tavern, the group spots a lady being stalked by a band of shadowy figures and Detho decides to intervene.
Unbeknownst to any party involves, the figures had been overheard at the Skull and Crossbones pub down at the wharves by the rogue Gryven. Not one to stand idle while talk of kidnapping is uttered, Gryven followed the ambushers to the plaza where Fir, Detho and Rachel are enjoying the evening.
Detho, kicking hostilities off, rushes towards the suspected miscreants and Rachel launches a molten blob of marshmallow experimentation at the band, triggering Gryven to also strike.
Within moments of the fight kicking off, the group is standing over the bodies of the fallen. They get invited by the lady they saved, Honora Du Calle and spend the evening socializing. At the end of that evening, a new companion is found and onwards Gryven attends the meetings, happy to have found other foreigners in this city that mean well by him.

Detho, a few days later, draws the ire of the master of the L'Equichant kennels, Tangui L'Equichant, as a reaction to a loudly barking mastiff (aka 'punch it on the nose') is seen as an offense. Detho gets away, but feels like the man has had a bad impression of him. Getting back down to the Area Vulgaris, Detho lays low for a while and becomes fast friends with a halfling brawler named Aetius, in spite of the later's tendency to snip a purse or two while trouble goes down. 

Gryven, after a slightly more ... busy ... evening, gets into a spot of bother at a local pottery, where he smashes into a shelf, causing massive financial issues for himself. Luckily enough, Marco De Bouchee is nearby to assist him, in return for a favour at some point in the future. The deep pockets of the De Bouchee family provide and Gryven finds himself free from issues... for now.

Fir, in his pursuit of justice and proper behaviour around town, comes across evidence that the assistant of Trebatius Sumquaes has forged evidence for a trial. Presenting what he knows, he does not only free an innocent from the capital punishment, but also gets the real culprit executed. 
Fir is unsure if he is happy with this, but the glow of Scorchwyn's approval does ease the burden he has shouldered.

Spending some time with Detho to clear his head, Fir strolls the streets of the Jardin and takes in the breath-taking architectural marvels before being set upon by Lucius Tesodi. The expert tailor drags the pair into his store and offers them some of the finer couture available in the city, asking them to model these throughout the city when fancy takes them that way. A little bewildered, Fir manages to make his escape, while Detho seems happy to have a free set of clothes.

Rachel, wandering through the streets, gets challenged by a bunch of bullies, led by Brescia Du Calle. They steal her hat and try to force her into a fistfight. When this is going down, Fir hears the cries of his ally and decides to even the odds. As he arrives on the scene, the pair of heroes band together to create a memorable 'exploding donkey poop attack', which seems sufficient to no longer have to worry about the young Du Calle and they manage to get away, hat in hand.
Afterwards, Fir gets accosted by Appius, a local tour guide, with whom he bonds in his pursuit of making Vertange a little nicer for everyone who comes there. 

When Gryven is heading down to the Area Vulgaris, he meets a goblin named Eudoxius. The little sewer cleaner discovers Gryven does not mean her ill and offers him the comfort of her house (a standing wall and some creative tarp. They agree that she'll shelter him in exchange for food or weapons, whichever are easiest to come by for him. 

Detho, finally, gets round to meeting with Francois Du Treve and questions him about his sister.
Francois relates that, on charges brought by the De La Quinne family, Detho's sister is in the city prison under lock and key.

Sunday, March 1, 2026

Group 2 Session 3: Once upon a Bone Lion

 Party: Wenceslas, the Captain, Claudia De La Quinne

As Wenceslas gathers his bearing upon leaving the party, he spends a little time considering where he would be able to find the best source of information about the mysterious stone and happening around town. He settles on the University Library in the Noble District and heads there post-haste.
Offering one of his Faerie Flowers (trademark dubious) as a research specimen for the duration of his stay in the hallowed halls of learning, he quickly crosses the granite floors in search of knowledge.
As the Library contains a labyrinthine inner structure, he promptly spends half an hour trying to get a feel for the place, but winds up seeking aid at the reception counter after that.
The man behind the counter is helpful, if a little slow, and armed with a hand-drawn map of the basement (indicating "Elfhomes", "Myths and Legends" and a skull) Wenceslas quests on.
He gets to the location marked Myths and Legends, where an iron-bound tome titled "Erichtias, the rise and fall of the Cherscoi Aoroi" catches his eye. The book, removed from spell-warded shelves, proves an interesting read until a group of phantoms set upon the researching elf and force him to abandon his study, as a skeletal lion guardian also animates and strikes out at Wenceslas. Thinking discretion the better part of valor, the elf decides to leg it after slamming the book back in its place.

The Captain and Claudia, after taking a dip to wash off the guano they had been faced with, examine the obsidian stone they had claimed from the bats, but apart from a very clean cut, find that it is unremarkable.
They also proceed to the Library, but ere they reach, they are hailed by an elf with obvious battle-scars that proffers them a letter for Wenceslas. Claudia tucks it away and the elf melts back into a shadowy alley. Before long, Claudia and the Captain stand before the Library, where the Captain offers up some of his history with the mercenary group known as 'The Second Sons' and their doings during the Siege of Remis (specifically the Battle of No Leaders) to gain the approval of a distracted bursar that was standing watch for the night.
They meet up with Wenceslas there (who is in a bit of a state) and decided to head to the Archive of Jewels to learn more about their obsidian piece and maybe the flint shard bearing the rune that was absorbed into Emiel.
Their search is in vain, as little of interest turns up so the group lays down to rest.
Ill and warped dreams about her time at the Furnace (of the Order of the Scorched Oath) plague Claudia and Wenceslas rests uneasy as well. As they come to full wakefulness abruptly, the party sees a black wave move through the entire Library before hearing the clatter of skeletal feet and bones disturb the peace of the place.
They face off against a small group of undead that accompany the Guardian Lion and successfully dispatch of them, in spite of the Lion reforming into a skeletal giant while fighting Wenceslas. 
The elf gives an extremely good accounting with his new-found arcane strength, beating down the giant with a grasp of fire that leaves little room for other magics.

The party reasons that the emergence of these creatures and the uneasy knowledge that a Darktide is approaching are linked, and thus try to figure out where the nearest Elfhame may be...  

Tuesday, February 24, 2026

Group 2 Session 2: Bats all the way down

 Party: Claudia De La Quinne, The Captain, Vholanthus Sumquaes, Daisy Dandeigh Deveraux

Shocked at the revelations of an upcoming Darktide (and some members of the party wondering what exactly that might be), the party decides to send Wenceslas to the Great Library in order to find out more.
As Wenceslas heads off, the corpse of the dryad is investigated and a small stone shard etched with an elven rune is found. When Vholanthus is asked about it, he explains how two millennia ago a powerful mage was defeated at the site of present-day Vertange by the druids after a titanic struggle. This mage used the power of an Ancestral Elven Runestone to drain the life of his surroundings and shape the husks that remained into his servants, thereby blighting the land in a way that lingers to this day. 
Vholanthus has done what he can to realign the geomantic energies ever since he learned of this.

Claudia uses her power to ask questions of those who departed to gain more knowledge about the situation, but only discovers that the creatures twisted by the dark energies of the Runestone follow the Hunger.  
The Captain tries to flick the shard of runestone embedded in the dead dryad with his blade, but Emiel absorbs the thing and gains a spectral runic inscription reading:
"Pierce with me the Veil of Night
Draw ever more to my side."
The inscription glows shortly and then fades from sight, unless one very closely examines the blade.

Keying off of the concept of hunger and considering the changes Vholanthus noted in the wildlife, the group starts thinking about mysterious disappearances around town. Claudia and Daisy note that they caught Sandre Benotti slipping 'something' to an orphan boy, and that this boy seemed dazed but glad to have been saved by their arrival as Sandre ran off when they showed up. Ever since, rumours have started that several other orphans had disappeared and children have started avoiding the candy shops that are run by Sandre.
The Captain wants to confront Sandre without delay, but Roberto Sumquaes arrives on the scene to proffer his assistance to his uncle, having heard that strange wildlife may endanger the man who graciously saved him from an ignoble canal-side death at the hands of some cutpurse.
Vholanthus and friends seem less than warm to the idea and suggest that Roberto stays behind and watches the area for further disturbances. 

Daisy takes the time to query the local nightlife (in this case, a large bat) upon the situation, leading to a long chat where the bat reveals that one of his brood has been acting strange since finding an odd stone.
As Daisy is startled by this revelation, the bat also understands it has said too much and wings it.
Cornpone (Daisy's excellently trained animal companion) gives chase and comes back to report having found the bat's lair.
The party goes there (gently shoeing off two guardsmen who were sent to accompany 'Uncle Vholanthus') and get into a fight with the denizens of the Bat Building, a place dripping in guano. A large mutated bat arrives on the scene and causes havoc, so the party heads off after picking up a small black stone from the ground as the building catches fire.

They all get away safely, though Vholanthus (in owl form) still has a brief encounter with the large bat as it flees from the flames.


Monday, February 16, 2026

Group 2 Session 1: Downtime and Dryadic Dangers

Party: Claudia De La Quinne, The Captain, Wenceslas, Vholanthus Sumquaes, Daisy Dandeigh Deveraux

During the period of time after the group managed to save Jim of the House of the Three Beams from certain judicial disaster at the hands of an impulsive young lawyer, the adventurers spent some time discovering the city and its surroundings, each to their own ability.

Claudia started digging around with her connections, seeing which nobles would find her return to the position she once held to be an affront for the higher society and which would actively join up to disrupt the current landscape.

Vholanthus starts deep investigations into strange on-goings with the wildlife, as he stumbles upon various sites where the local fauna has gone rogue, with sometimes the flora also following suit. Puzzling together what information he can find, he deduces there are six active locations that twist the animals and plants in their vicinity to a dark parody of their normal state.

Wenceslas takes a liking to the tidal fortresses outside of the city. As only three are in current use, two in renovation and three others fully abandoned to all but the Sea's grace, they provide a great point of relaxation for the elf, beyond the busy lives of the mortals that dwell in the city proper.
He does face off against an unusual creature, a fanged albatross. Both survive the encounter.

The Captain finds that, with a bandit lord rallying to himself a small army, the peasants outside and commoners in the city are having a hard time for it. Raids on the farmlands have decreased the output of food from what is traditionally the bread-basket for the Crescent Coast. 
Life is getting more expensive, and so the farmers that can pool together their resources and hire mercenary aides to defend their farmsteads and hovels. The Captain spends a goodly amount of time in assisting these efforts, if and when he is not helping his friends inside of the city walls.

Miss Daisy makes the most of the recent popularity increase of Perlis, as she becomes a highlight on most social gatherings, a well-loved face at tea parties and a wellspring of information on the fashions in the Sultanate. Under the auspices of Lady Julia De La Quinne, she even gets a 'small pied-a-terre' in the form of a coach-house near the Plaza Equorum. 

The group meets up at regular intervals, at whichever location is most convenient, and one such meetings happens in the new dwelling of miss Daisy. After Vholanthus elfs at the Captain for a while and Wencelas provides a visual account of his encounter with the Albatross (through his innate magical prowess), the group decides to check out some concerning rumours in line with the information Vholanthus has been able to gleam from his research.

Heading down to Claudia's friend Doxie (Eudoxius), the group learns of the current location of some unusual animals and heads down to take care of them.
As they descend into the sewers, they are met with stiff resistance in the form of a Dryad and her pack of twisted rats and vine-people. The group finishes this resistance off, but one of the creatures manages to scurry off as the fighting dies down. 
They do their best to interrogate the last surviving foe on the scene, but little of value is noted, beyond the stark realisation that there might be up to six Elfhames underneath Vertange... and a Darktide is coming.

Wednesday, February 11, 2026

Vertangian Society: Fleurs Nobles

 

Les Fleurs Nobles de Vertange.


Imperiali - Supporters of the Emperor, country over family

The Imperiali are staunchly in favour of centralised power, as it leads to quick and decisive choices for the betterment of the nation. They view the senate with some distrust, as some families have chosen to use the positions of power for their own betterment rather than that of the city in the past and would likely do so again if they got the chance.


Benotti - Imperial guard and confection [Orderborn]

The Benotti feature some of the most renown duelists and have a long tradition of being champions for the Emperor in physical disputes. Due to their arduous training in the ways of marksmanship and swordplay, they have refined highly tuned senses that are put to work when they create the trademark 'Benotti Bonbons', caramelized sugary treats and other confections. They have been allotted a free rein over the import and distribution of sweets.


Avantarei - Matters magical and astrological [Loreborn]

The Avantarei can usually be found in Stargazer Towers or in the vast libraries that their family maintains for the greater good of Vertange-born intellectuals. They have been blessed with a deep understanding of the arcane and the workings of fate.

L'Equichant - Royal stables and hunting [Highborn]

The family descending from Franca L'Equichant has always had a knack with animals. Coming fully into their own during times of conflict, the masters of the Imperial Stables are always ready to prove themselves superior horsemen. During more peaceful times, they organise grand hunts, set up breeding programs for the livestock around the city or (together with the Durée) create elaborate horseraces to entertain the people.

Durée - Public works and festivals [Highborn]

If any family is antonymous with 'Without money, you cannot have fun', it would be the family Durée. They provide not only essential repairs to infrastructures throughout Vertange, but they also set up lavish festivals for the Vulgari with great care. Their income is partially a stipend from the Emperor and partially from the other Fleurs Nobles, who want to be seen as kind and benevolent. That is not to say that they are without skill at arms, for some of the greatest generals Vertange has known, were from this house.


Nocti - Supporters of a more democratic rule, family over country

In times of weak emperors, the Nocti strive to enlarge the power of the families through a governing body known as a senate. Under the current emperor, this has fallen in standing, though some laws are still passed through their efforts.


De Bouchee - Bankers and moneylenders [Highborn]

The familie De Bouchee came into money early and never let it go. They have been blessed by the Lady of the Scales herself in order to keep the money safe, the aspirations of the skilled unhampered by the lack of coin they may be in temporarily and the city itself prosperous. Should they fail at this, the Lady of Scales will appear and appoint a more capable leader for the family's efforts. This has happened twice in the existence of the city.

De La Quinne - Balls and socialites [Loreborn]

The family De La Quinne are known followers of the Night Queen. They spend a lot of time on ensuring the other Fleurs Nobles get along, instigating balls, matchmaking for weddings and promoting culture through musical or poetic recitals. Some say they are also involved in assassinations and poisoning comes naturally to them, but few do so loudly.

Du Trêve - Taxmen, soldiers and lawyers [Slyborn]

In a city where the laws are rather loose, the enforcement is about as important as the interpretation of any incidents. The family Du Trêve has made their name in being the foremost experts in understanding the spirit of the law. It should come as no surprise that this eye for detail also enabled them to not only claim the lucrative post of tax collectors for themselves, but they also protect and staff the Tidal Fortress "Castello di Punta Verta", allowing them to exact the tolls for entering the port proper.

Sombri - Funerals and maintaining gravesites [Orderborn]

Where many people are born, many people also see their lives end. In order to avoid the dead littering the streets, the pale carts of the Sombri circulate throughout Vertange. The men and women from this family take the burden of entombing those who have passed and safeguarding the gravesites from time and criminals. The need to keep the gravesites as peaceful as possible has led to many of this family investing time and coin into studying medicine and the healing arts.


Parlementari - Neutral Lawmen, law over feelings
Where Imperiali and Nocti oft try to overrule the law with their own preferences, the Parlementari keepeverything functioning as it should. While not as exciting as the others, the political prowess is not to be underestimated, as even the powerful Priati are members of this faction. The Parlementari are invariably some of the richest families in Vertange, leading to their vested interest in maintaining the status quo.


Priati - Clergy and religion [Orderborn]

Any sentient being needs things to believe in, and the Priati are uniquely focussed on keeping the spiritual side of Vertange aligned to avoid damage to its people. As the caretakers of the most active deity in Gaevel (the Lady of the Scales), their word carries great weight in any discussion they want to enter.

Sumquaes - Judges and education [Loreborn]

Before their position as chief legal family was usurped by the Du Trêve, the Sumquaes were the judge, jury and proverbial headsman for most of the city. With the Du Trêve taking over the interpretation of the law, the Emperor Doré Argontize decreed the letter of the law is still best left to the ancient Sumquaes family, so from their line are drawn the Judges. In addition to this, the Grand University is also run by them.

Tesodi - Clothing and trade [Highborn]

A cultured city needs to have a diverse and lively outlook, or so the Tesodi family says as they reveal the season's new fashion trends to the baffled onlookers. With either daring modern designs or modest classical garbs, the tradesmaster of the Tesodi dictates what one should wear to the next ball, gathering or audience with other Fleurs Nobles.

Du Calle - Public order and detention [Orderborn]

The nature of those who dwell in such a prideful and rich city as Vertange means that some will try to take shortcuts to success. The family Du Calle regretfully makes sure that getting caught and tried by the appropriate level of justice is not without repercussions. On street-level this is reflected by armed patrols. Once it has been established that someone broke a law, the punishment is meted out accordingly, from physical harm to detention in awaiting a sentence, the Du Calle have facilities that serve these purposes.
Executions are usually not for the public to see, but should such things arise, the Du Calle let the Durée take over. The family motto is "Do what must be done".

Vertange Society: Common folk

The common folks of Vertange, divided as seen by the masses.

Vulgari

Patricians - Vertange-born merchants

Adsidui - Vertange-born commoners (mainly craftsmen)

Proletarii - Vertange-born workers (porters and such)


Peregrini (Probatory citizens)

Equites - Levies and mercenaries (civil soldiers)


Foreigners

Plebis - Newcomers, not born in Vertange


Big families in the Vulgari

The commoners amongst the Vertanger, those that keep the city afloat through their hard work, are no less vital to the city's wellbeing than the Fleurs Nobles. While the highborn sit in their villas behind elaborate facades, both physical and proverbial, the Vulgari are the lifeblood that make from Vertange not just a poet's city, but also one of the big three trade hubs on the coastline.

Among commoners and Fleurs Nobles, there is a distinction between those newly come to the city (the so-called Peregrini) and the proper Vulgari that were born in the city. This distinction also extends to rights and applicable laws.


One of the Vulgari would count themselves lucky to belong to one of the major tradesfamilies.

This layer of society specifically is known as the Patricians, those closest to the Fleurs Nobles as common blood can get, and they can get invited to many (but not all) balls.
When someone from noble blood feels the need to allow fresh cash to flow into their coffers, sometimes they will marry with one of the children from such Patrician houses.

Patricians

De'Campi - Large shops containing various foodstuffs [Wanderborn]

The De'Campi have connections all over the coastline of the Sea of Ends, importing and reselling exotic dishes from Perlis, hard drinks from Varstein or the smoked meats from Freicöve. Their caravans coming in are always a sign that the food prices in the lower city will be lower for a while, and the next festival will dazzle the mind and the mouth alike.

Ostari - Restaurants and taverns [Seaborn]

The Ostari run most of the quality establishments for commoners. It is frequently said that for every tapped barrel of wine or ale, at least three Ostari have gotten paid. More so than most, the Ostari have a finger on the pulse of the city, leading to many adventurers looking

for information in their establishments before turning to more official channels.


Adsidui

Guanti - Clothes [Wanderborn]

Resourceful and thrifty, the Guanti family can make almost anything into wearable items.
They clothe most of the civilians in Vertange, keeping costs low to ensure both a good turnover of their stylings (based on last season's highlights) and to keep competition out.

Edaeci - Architectural work [Underborn]

The beautification of the city can only be done by craftsmen who understand the true heart of the sandstone and marbles they are working with, and the Edaeci have this understanding in spades. From daring escapades on scaffolding to detailed chiseling while hanging from a spire, the Edaeci are the masters of the rooftops in the Lower City.


Proletarii

Camminari - Carriers around town, most gondelièri [Seaborn]

[World] The Races of Gaeval

Main races of Gaeval (as seen through Daggerheart's options)


Common races

Dwarf - Mercantile and mountains. (Nomadic, Tomeadic and Settled)

Elf - Fine arts and the forests (Sun, Wood and Dark)

Goblin - Tinkering and the sea (Red, Green and Feral)

Human - Populous and agriculture (Perlisian, Vertanger, Freicövei)


Uncommon races (live secluded, outside of main civilisation or are very few in number)

Infernis - Seen as a bad omen, this race is unlikely to receive a warm welcome.

Drakona - Also known as Kobolds. Hold strong family ties but seen as close to monsters by most.

Halfling - Travel in Family Trains, said to bring good luck and steal small items, in equal measure.

Beastkin - Come in various forms, usually live in the Wild Lands beyond the ruins of Altharion.


Extremely rare

Dryad (Fungril) - Natural spirits in mortal form, may live in a city park but prefer the wilds.

Faerie - Branch of the elves, they live away from the Cities in mystical homes known as Elfhames.

Orc - Spirits bound in mortal form, seen as violent demons.

Group 1: Interlude Session: Of Marshmallows and Blades

Party: Fir, Detho, Rachel and Gryven During the months following the rescue of Louix, the group meets on a semi-regular basis, swapping tale...