Private repository of game information related to my campaign Deorcost. The story is written by all who participate.
Scroll down for Episode notes. I'm slowly putting them into narrative form, but the process is incomplete1. For other Deorcost game resources, see pages for Player-characters, Non-player Characters, Treasure, Monsters, and Campaign Maps.
For a cultured page of general RPG resources visit my DC D&D page
The Spirit of Duerra is airborne. The Old World, the Revenants and the Dwarves and the polluted drama of their existence have been left behind. Ahead of them is the Cauldron. A new trinity has formed: the party, the spirit of the ship, and the help they find along the way.
The party returns to earth from the pinnacle of the world, but their minds remain afloat. A conversation with Krisyra does little to settle them. They are finally on their way.
The party is pulled through the belly of Edhen by the word of Krisyra. She promises the Tower. They hope that their trust isn't misplaced.
The party receives their promised reward, and in secret, an opportunity. As they are being lead to freedom outside the walls of Edhen, they decide instead to escape and remain.
A deal is struck between the Elves and the party: mercenary work for treasure and freedom. But their methods of delivering the party to their work make the party feel confused and used.
The train arrives in Edhen and most of the party decides to alight and continue on. As they regard the Elven capital, a convey emerges to meet them. The party is drawn into the city. But as they await in luxury they begin to think the Elves may have hidden their intent as well as they've hidden thei...
The party forces themselves on a train and out of Ferran, but the city of Ferran has the means and the will to bring them back.
The party is imprisoned. Outside, through small portals, they can see long gallows platforms and the systematic, programmed execution of Human workers—fifteen minutes, bodies hung, killed, and cleared—and beyond, across a giant plaza, the central transportation hub of Ferran. The contrast between freedom and death insults them. They know which side they're on.
The party appears to be within the city of Ferran, but not in the way they intended. They're at the edge of the industrial, subterranean heart of Ferran and the only way out is in.
The party was saved by Bjar. Now they have to time to properly learn who he is. The Admins leave, the pressure drops, and is able to renew their efforts to get inside city walls.
The party sleeps deeply and dreamlessly. They wake up a bit sore in the late mornin...
The party makes and finds trouble their first night in town.
The journey from the farms to the city walls is difficult. The party must travel through a labyrinth landscape of white-poison streams and cutting rocks. One member decides the journey is too much and stays behind. The remainder wonder if they will ever see him again.
The party finally finds life on the horizon, but are perplexed by their strange language, clothing, and hostility. They need information.
The party awakens in a barren chamber and steps into a featureless world.