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Welcome wanderer — to my ongoing Solo RPG adventure! In this series, I’ll be blending immersive storytelling, light LitRPG elements, and insights from mythology, philosophy, and parapsychology. Inspired by sources ranging from fantasy books and manga to historical events and modern studies of consciousness, this series explores the connections between magic, mysticism, and our deeper selves.

Sathu's Journey on Substack

Who is Sathu the Seeker?

Sathu is a Lawful Good Lizardfolk Cleric (also called Priest) devoted to Vumar, the God of Light, Life, and Protection. Clerics draw their power from divine sources, but Sathu’s meditative and spiritual nature makes him especially rewarding to roleplay. He is serious, introspective, and somewhat naive about the ways of the wider world. Yet, he carries a quiet determination. His greatest dream is to build a humble stronghold deep in the wilds — a place where students may gather to study the mysteries of Vumar and the hidden threads of creation itself. I am using the Basic Fantasy RPG system with revisions.

“In the fading days of the Concord, when the light of Vumar dimmed beneath the stormveil, a lizard-priest named Sathu stepped beyond the known paths…”

Sathu’s Journey #1 — Paths Diverge at Dawn
Published on March 31, 2025

The Story Begins:

Location: Arkel Town, Southern Uzul
Date: Day 351, Year 99 B.C. (Before Concord)
Time: Dawnlight (5:00 AM)

In the fading hush of dawn, Sathu awoke before the temple’s bells could greet the morning. Alone within the cold stone chamber, the lizard-priest gathered his simple belongings and offered a final prayer to Vumar, uncertain of the path that lay ahead…

Sathu the lizard priest woke up early to have extra time to meditate and practice a new breathing exercise called, the tree of life. The gentle sound of chimes brought him back to the present. He gathered his supplies and mace, then made his way to the courtyard, noticing a gnome he'd never seen before standing next to Master Xanthir—a middle-aged wood elf and high priest of the Temple of Illumination.

Other Students Gathered in the Courtyard:
  • Dartak - Lawful lizardfolk and  holy warrior of Vumar, likes to remind others about the rules.
  • Kora - Dartak’s sister, calm, kind and sometimes clumsy, she’s a novice spellcaster.
  • Zu - A towering gnoll barbarian, mute due to a curse, stoic and protective of her peers. 
  • Nelia - A short blind gnome druid who walks arm-in-arm with Zu.
  • Sabun - Anubian scout with sharp eyes and sharper sarcasm.
  • Anura - Sabun’s sister, withdrawn and moody; she avoids eye contact.

Teachers & Guests:
  • Xanthir - Middle-aged wood elf, calm and confident, high priest of the Temple of Illumination. Guides students with patience and humor.
  • Deal - Nervous, hooded gnome merchant and messenger; expert in travel and trade. Appears forgetful but is surprisingly resourceful.

Xanthir: Good morning, students and teachers. As you can see, we have a guest—an old friend of mine. Everyone, meet Deal: merchant, messenger, and expert guide.


— The hooded gnome blushed at the attention as everyone bowed to greet him.

Xanthir: Your task today is simple. Travel to your designated locations. Once there, read the scroll you're given for further instructions. Return by dusk tomorrow. We ask Vumar for guidance and protection.

He paused eyes closed breathing slowly for for three cycles.

Xanthir: Dartak and Sabun, you’ll take Agar Road south to deliver a message.

Dartak: I’ll carry the scroll. — He stepped forward, clutching the parchment proudly.

Sabun: Fine. — He rolled his eyes and yawned.

Xanthir: Anura and Kora—both magic-users—you'll head east on Farmer’s Road until you reach the signpost. Open your scroll there.

Kora quickly volunteered, seeing Anura’s irritated expression.

Xanthir: Nelia, Zu—two stay behind to continue your studies with me. — Nelia smiled upward toward Zu’s visibly pleased.

The sun was just beginning to rise above the treetops as the students dispersed, each group stepping out into their own unknown path.

Xanthir: And Sathu, you'll head north to the Blackspire Ruins with Deal. — He handed the scroll to Deal, then gave Sathu a wink. 
— Make sure this gnome doesn’t forget!

— Sathu glanced at Deal, who nervously smiled back. What have I gotten myself into?

The sun was just beginning to rise above the treetops as the students dispersed, each group stepping out into their own unknown path. Sathu and Deal kept a steady pace through the grasslands. Behind them, Arkel City awoke—market vendors called out prices, city guards kept a watchful eye, and the sounds of bustling trade faded into a peaceful silence as Sathu and Deal moved toward open grasslands.


Deal: Temple life must be peaceful. Quiet too, I bet. What exactly are you training for? — He adjusted his cloak and gave Sathu a friendly nudge. — Xanthir speaks highly of you. Says you've got potential.

Sathu: Enlightenment. — His voice was steady, eyes forward. — To serve Vumar fully, I must become one with His teachings.

Deal: Enlightenment? — Deal laughed, shaking his head slightly. — That's all? You sound exactly like Xanthir a hundred years ago.

Sathu: Vumar represents life and illumination. To serve Him is to understand our purpose, to grow spiritually. — He hesitated slightly. — It's not wealth or glory, but awareness. —And you, Deal? What drives your journeys?

Deal: Maybe staying focused is my problem. — He laughed quietly, eyes briefly lost in thought. — Feels like I'm always chasing wealth, but never catching it.
— He sighed softly, the corners of his eyes showing age. — I've chased coins all my life. Too many roads, too few pots of gold. — Wonder if I'll ever truly find the treasure I'm looking for.

Sathu looked away, pretending not to notice the shadow passing over Deal’s face. Silently, he murmured a prayer to Vumar, asking guidance for his newfound companion.

The morning sun rose higher, casting patches of warmth through the trees. Deal absently checked his quiver, the soft rattle of arrows accompanying his thoughts. The air grew warmer as the sun rose higher, carrying the scent of wild sage. 

Sathu shifted uneasily, suddenly aware of his armor's stiffness as the morning warmed. He wondered briefly when lunch would be served, then quietly drew in a breath of gratitude—a simple practice taught at the temple to honor Vumar’s presence in every moment.

The comfortable silence between them was suddenly interrupted by distant shouts. Birds scattered noisily from nearby trees as faint cries echoed across the grasslands.

Sathu’s eyes snapped forward, quickly spotting the thick canopy of the Kyn Woodlands emerging in the distance. They had made good time—but something was wrong.

Deal: Look there! he whispered sharply. —He pointed urgently ahead, his relaxed posture tensing.  

Ahead, a lone female city guard stood cornered, her blade raised defensively as three snarling goblins slowly circled her, closing in.


Episode #1 End - Story/Game Paused
Location: Agar Grasslands
Time: Early Morning (7:00 AM)

Sathu's Journey on Substack
Sathu's Journey #2 -- The Path of Solitude
Published on April 7, 2025

XP Model Overview

Here’s how XP is calculated in this solo campaign:
  • Monsters: XP × 2
  • Gold: 1 GP = 1 XP
  • Feats of Exploration: % of Total XP to next level (TXP)

“The flame does not always lead—it waits, patient, where few are willing to go.”  – Xanthir, High Priest of Vumar

Location: Agar Grasslands
Date: 351, Year 99 B.C. (Before Concord)
Time: Early Morning (7:15 AM)

The Grassland Skirmish

As tension crackled in the morning air, Deal readied his bow, Sathu whispered a prayer to Vumar, and the silence of their journey was shattered.

Now, the moment of choice has come—fight, flee, or fall.
Sathu: Level 1 | AC 15 | HP 16/16 | Mace (1d8+2) | Cantrips: 3/3
Deal: Level 2 | AC 16 | HP 7/7 | Shortbow (1d6+3) | Sneak: 30%
City Guard: Level 1 | AC 18 | HP 2/6 | Long Sword (1d8+1) | Mv: 20 ft (Plate Armor, Sword & Shield)
Goblin AC 14 HD 1-1, 1 weapon, 1d6, Mv: 30 ft, 2-8 Wild/Lair 6-60, Sv F1, M7, XP 10

Goblin Grunt: AC 14 (HP 3/3) Short Sword (1d6)
Goblin Guard: AC 14 (HP 4/4) Short Sword (1d6)
Goblin Eyeshot: AC 14 (HP 5/5) Short Bow (1d6) Range: 50 ft (+1) | 100 ft (+0) | 150 ft (-2)

Combat (1 Round = 10 Seconds)

Roll for Surprise: Party rolls a 4 | Goblins roll a 1 and are Surprised.


Round 1: The goblins never saw them coming.

Sathu dashed toward the city guard, whispering a prayer to Vumar as he readied his mace.

Deal spotted movement—a goblin with a bow peeling back. The gnome released an arrow, but the shot veered wildly, slicing through the air beside Sathu’s head.

(Natural 1 — Fumble: Almost hits ally)

Meanwhile, the city guard landed a clean blow, driving her longsword into the side of one goblin. It dropped instantly.

(7 damage — goblin slain)

Round 2 Initiative Roll: Party = 3 | Goblins = 4

The goblin eyeshot returns fire and strikes Deal for 6 damage (Deal now at 1/7 HP)

A goblin grunt swings at Sathu but misses. 

The city guard misses and fumbles, dropping her sword. 

Sathu strikes and bludgeons the goblin grunt for 3 damage (slain). Deal shifts and fires, missing again.

Moral Check: Goblin rolls 8 > 7, flees

Parting Shot: Deal hits with a 17 vs AC 14. Deals 10 damage (slain).

End of Combat

Experience Summary: Goblins = 10 XP × 3 = 30 × 2 = 60 XP


Treasure Recovered: 2 Short Swords, 1 Short Bow, 11 Arrows, Sealed Scroll

Sathu tends to Deal, healing him for +1 HP (Cure Minor Wound). 

Deal recognizes the city guard as Maureen. She’s injured and armored. 

Sathu prays for the dead. Deal finds a scroll marked with the Three-Headed Dog of the Nargok Empire.

Deal: This can’t be happening...
He recalls stories from his childhood of the Nargok's ravenous conquest.

Maureen’s condition worsens. Sathu heals her for +1 HP.

Deal: She’ll never make it on her own. I’ll take her back to Arkel and bring this scroll to Xanthir.

Sathu: (silently studies the sigil)

Maureen: Tell Captain Amaud... the Nargok are on the move.

Sathu sees three luminous orbs darting above the Kyn Woodlands, moving with unearthly grace. They vanish as suddenly as they appeared. He senses something beyond danger—a whisper from the veil between worlds.

Episode #2 End - Story/Game Paused
Location: Edge of the Kyn Woodlands
Time: Mid-Morning (8:00 AM)

Sathu: Level 1 | Current XP: 60 of 1,500 — Level 2

Sathu: Level 1 | AC 15 | HP 16/16 | Mace (1d8+2) | Cantrips: 1/3
Deal: Level 2 | AC 16 | HP 2/7 | Shortbow (1d6+3) | Sneak: 30%
City Guard: Level 1 | AC 18 | HP 3/6 | Long Sword (1d8+1) | Mv: 20 ft

Sathu's Journey on Substack
Sathu's Journey #3 – The Crow And The Voice Beneath
Published on April 14, 2025

Feats of Exploration XP Tracker

TXP = Total XP required to reach the next level from the current one.

Example: Sathu needs 1,500 XP to reach Level 2 | Minor Discovery = 2% of 1,500 = 30 XP

Minor Feat of Exploration: (2% TXP) | 2% of 1,500 = +30 XP

Discovered: Arkel Grasslands (+30 XP)
Discovered: Kyn Woodlands (+30 XP)

Sathu: Level 1 | XP: 120 / 1,500 (Next Level)

Day 351, Year 99 B.C. (Before Concord)
Location: Kyn Woodlands
Time: Nightfall: (11:00 PM)

Night has fallen — ancient stones watching in silence. Somewhere near the Blackspire Ruins, Sathu begins to drift off…

Dream Vision (Sathu POV)

Sathu walks through the dreamscape. Three red orbs drift above him in looping patterns. They merge slowly into a pyramid shape, floating in darkness. A distant chant echoes, unfamiliar, layered in strange syllables. His vision shifts and now he’s floating above the Blackspire Ruins—but it appears ancient, broken, or yet-to-be. The obelisk ruptures with streams of radiant light, its base encircled by dissolving dancing tendrils of darkness. Sathu stirs in his sleep.

Scene 2: After-Dinner Realization — Arkel Barracks (Deal POV)

The warm clatter of wooden spoons and the low murmur of student voices filled the mess hall. After a long day in the field, the students of the Esari Academy had returned, sun-worn and hungry, recounting tales of misfired spells and misjudged paths with boisterous laughter. Plates were being scraped clean, and the smell of stewed roots still hung in the air.


Deal sat near the end of a long bench, chewing unconsciously, half-listening to a trio of young mages arguing about which terrain was worse—marsh or fog-forest.

Then Nelia’s soft voice cut through the noise.

“Hey… what happened to Sathu?” she asked, setting down her spoon.

The world seemed to pause.

Deal’s spoon slipped from his hand and clinked against the bowl.
A cold realization gripped him:

He never told anyone.
The lizard-priest had gone to the ruins alone.
He’d said he’d be fine. He’d said he would only be gone a day.
And Deal had believed him…

A flush of panic and guilt rose in his chest.

Moments later, Deal stood before Xanthir, winded from his dash across the academy grounds.

He held out the scroll they’d recovered from the goblin leader—its wax seal marked with the unmistakable sigil of the Nargok Empire: a three-headed hound with fangs bared.

Xanthir took it silently, his eyes narrowing as he examined the seal.

“The Empire moves sooner than we thought,” he said under his breath. “This should not be in their hands. Not this soon.”

Deal opened his mouth, but nothing came out.

Outside, twilight deepened. The torchlights along the perimeter walls had been lit, casting long flickers over the stone.

Nelia stepped up beside Deal, holding a small carved box. She pressed it gently into his hands.

“Makemake,” she said. “He’ll find you if you need help. He always does.”

The little crow within chirped once, as if in agreement.

Zu the gnoll approached last, her eyes unreadable. Without a word, she stepped close, and with surprising care, tied a woven charm around Deal’s wrist—simple hemp twine, strung with small bones and feathers. No explanation. No joke. Just a quiet act of protection.

Deal nodded, barely finding the strength to return her gaze.
He pulled on his traveling cloak, checked the string of his bow, and took one last glance at the academy lights behind him.

“I’ll be back by dawn.” The gnome muttered.

Then, without another word, he turned into the night for his journey north.

Scene 3: Night Journey — Through the Shadowed Wood (Deal POV)

The woods at night were nothing like the woods by day.


During daylight, the Agar Grasslands gave way to the low swaying edge of the Kyn Woodlands — trees bathed in golden light, the songs of sparrows, the faint scent of wild mint on the breeze.

But now... Now the trees pressed in like old bones. Their branches stretched like long fingers overhead, tangling in patterns that blocked the stars. The wind that once smelled sweet now carried the faint, sour tang of damp earth and distant rot.

Deal adjusted the strap of his bow, the small carved box containing Makemake held tightly against his chest. The bird inside stirred occasionally — never speaking, never chirping — as if it too understood that this was no place to make noise.

"This is why gnomes live underground," Deal muttered under his breath.

The deeper he went, the stranger the forest became. Tiny blue mushrooms clustered beneath moss-covered roots, their faint glow casting alien shadows on the ground. Branches swayed with no wind. Shapes shifted in the periphery of his vision — gone the moment he dared to look straight at them.

He thought of Sathu. The lizard-priest had walked these same woods just hours before. Alone. Silent. Fearless? Maybe not. But steady.
Deal stopped briefly beside a small rise of stone. There, barely visible in the soft dirt, was a footprint — three-toed, clawed — unmistakably Sathu's.
For some reason, that gave him courage. He pressed on.

Twice he thought about turning back. Once when he thought he heard the distant howl of something too large for these woods.
Once more when the trees began to creak and lean — as if they knew he was there.

But each time, he felt the slight weight of the charm Zu had tied to his wrist — bones and feathers — brushing against his skin like a silent reminder:

Keep moving. Hours passed. When the dark began to lift — the faintest silver creeping over the horizon — Deal crested a low ridge.
And there, just ahead, he saw it; Blackspire Jagged stones jutted from the earth like broken teeth, silhouetted against the pale pre-dawn sky. The ruins seemed to hum beneath the surface — not a sound, but a sensation — like the bones of the earth remembering something ancient.

Deal crouched low behind a tangle of bramble. He could feel it in the air now. Sathu was close.

Makemake shifted inside the box, chirping once — quietly.

Deal exhaled a long-held breath.

"Almost there, lizard-priest. Don’t go doing anything weird without me."

Scene 4: The Embered Journal (Sathu POV)
  • Made Camp & Survived the Night = (+30 XP)

Sathu reaches a mossy boulder near the edge of the Kyn Woodlands. He gathers brush for cover and lights a small fire from his travel kit. Morning crept slowly through the thick branches of the Kyn Woodlands, filtering down in pale rays of light. Long shadows stretched across the clearing where Sathu had made his camp.

The fire had long since burned low — now just a pile of faintly glowing embers. The lizard-priest stirred from his coiled sleep beside the mossy stone, the remnants of his dream still fresh in his head. Reaching for his worn leather-bound journal — his Spiritual Study Book — Sathu moved slowly, reverently. This was not just writing; this was dream recall; reflecting on the dream’s emotions, symbols, content and any clues.

He dipped his quill into the small clay vial of ink, lit only by the faint rekindling of his campfire. The act of writing sharpened memory — it claimed the dream from the fog of the unseen; it reveals inner conversations with himself and with ‘Vumar’s Spirit.’

"Red orbs... movement beyond logic... sinking beneath the earth... voice female... language unknown... feeling of electric energy, overwhelming and caught me off-guard.“

He tapped the quill against the rim, a small frown crossing his scaled brow.

"I forgot in the moment to pray. I met fear... alone. I must remember: invite ‘Spirit’ to be in my presence; The presence of Vumar calms the heart."

He underlined the final line twice and reminded himself that he’d been training for this opportunity; he thought he was ready. 

In the silence, he could almost hear Xanthir's voice — steady, patient.

“You must carry the flame where it fears to go. That is how it learns to shine.”

Scene 5: Morning Meditation — Dream Reflection

“The quietest voice is often the one within.” — Attributed to the Monks of  the Eternal Sun

The morning forest was alive — but quiet in the way sacred places sometimes feel. No birds sang near the boulder where Sathu sat cross-legged, his tail curled loosely around his ankles. His travel-worn hands rested gently clasped together, resting in his lap.

He inhaled through his snout, filling his chest slowly until the breath pressed against his ribs. Then he exhaled, shaping the sound from deep within:

"Uuuuuuu..."

The vibration settled into the stones beneath him like water finding the lowest point. Again, he breathed in — not just air, but the imagined vitality of the world beneath him. In his mind’s eye, he saw them: the roots.

Thin at first, like threads of light, curling down from his spine into the soil. Deeper still — into the hidden places where the earth hummed with life ancient and unseen. He continued. The Tree of Life technique was not about power. It was about connection.

His body became the trunk — still, grounded. His mind the branches — reaching upward but steady, not grasping. And from that unseen place below — the Source — energy flowed slowly upward, moving through him, cleansing the debris of thought, and warming his heart.

The chant fell away into stillness.

A sudden rustling near by started the lizard priest. Sathu’s eyelids parted — not to end the ritual, but to Xanthir’s teaching echoed in him:

“You can open your eyes, but do not break your stillness."

Yellow reptilian eyes scanned the forest before him. The moss-covered stones. The slow sway of distant branches. Nothing hunted him. Nothing lurked.
And yet... A black-feathered crow sat perched on a low branch, its head cocked, watching him with sharp, unknowable eyes.

Sathu smiled faintly. The old forest was full of witnesses. He remained like that for a time — no urgency to rise, no hunger to fill the quiet.
When the moment passed, he gathered his things — slow, deliberate. He repacked his journal, checked the wrap on his mace, and stood beneath the filtered sunlight.

"Thank you, Vumar, for another day to walk this world," he whispered.

"May my light grow, even among shadows."

Without looking back, Sathu stepped beyond the boulder’s shelter, leaving only faint impressions in the moss where he had sat — roots of memory in a world always moving.

Scene 6: The Watching Presence

The forest hummed — no louder than before, but Sathu felt it now beneath the surface of things. As he sat with spine tall and breath steady, his awareness began to shift. He wasn’t seeking this vision — it arose unbidden, like mist curling from a forgotten spring. The edges of his sight softened. Somewhere in the space between breaths, light began to ripple outward from his body — not blinding, but soft, fluid, like rings of color expanding across a still pond.
Violet-blue hues shimmered — faint at first — then clearer danced in Sathu’s mind’s eye.

The rings expanded, forming what appeared to be a tunnel of radiance — a spiraling path that felt both within and beyond him. And then… a presence, distant, patient, watching. It was not hostile; It was not familiar, but it saw him. Sathu’s heart might have once quickened in fear. But the lessons of stillness, of anchoring to the Tree of Life, held him. Fear was a reaction of the unprepared and ungrounded. Reverence settled into his bones like a weightless stone.

The vision began to fade, dissolving like mist under a warming sun. When it was gone, Sathu felt no loss — only the lingering question that always remained with true mysteries:

Was it watching him... or waiting for him to watch it?

Scene 7: Descent Beneath the Veil

The night passed in restless stillness. Sathu lay curled beneath the boulder, the embers of his fire barely warm. Sleep took him like a slow tide, pulling his mind beneath thought, into the dream state:


He was walking somewhere in Arkel. It’s daytime and the streets are quiet. A fence at his left side, sun on stone and dust; he was on his way to somewhere important…

And then—awareness struck. Not like waking from sleep, but like standing still in a world that kept turning.

‘I am dreaming!’ Sathu announced.

Instantly, the air became heavy and it was as if time stopped. His body hummed—every cell alive with flowing energy, as if wind whipped past him, through him. An almighty vibration ran along his bones, familiar from his training, but so immense. He could not move.

His feet remained rooted to the dream street. Yet the earth beneath him began to pull him down—not violently, but slowly, inevitably. The horizon rose as his body sank waist-deep into the ground. Grass and stones passed his unmoving gaze; until all he saw was dirt and roots. 

And then—her haunting voice. A woman’s chant — primal, melodic, ancient. Words unfamiliar, perhaps a language lost or never learned. It did not seem malevolent; it was simply there. As Sathu slowly descended further down, the voice grew louder and more intense.

The sound filled him with an awe mixed with the faint edge of fear.

I am not ready to go further.

That thought alone shattered the vision. His eyes opened to reveal the night air, faint firelight. He felt the moss beneath his claws, his heart pounding, breath shallow — but no longer in a fear state — only wonder. There was a lingering sense that something had seen him... and sung to him... from far beneath the waking world.

Scene 8: The Quiet Flame Remembers

The fire had long since crumbled into ash. The air was colder now beneath the towering canopy of the Kyn Woodlands, dew beading on moss and stone. Sathu stirred from his curled rest near the boulder, his body slow to rise — but his mind fast awake. The memory of the dream clung to him. Not like fear, but more like a scent carried on the wind — lingering, impossible to grasp fully.


He knelt, quietly rebuilding the small fire with practiced hands. As the first faint glow returned to the embers, he reached for his Spiritual Study Book. This, too, was part of the ritual. By the soft crackle of firelight, he dipped the quill.

"A dream beneath the earth. Awake within sleep. The voice — female — language unknown. Not cruel. Fierce. A song from the deep."
He paused, in thought noticing the words came easier now.

"I remembered my training... but, in the moment,  I forgot my prayer. Fear is not the enemy. Forgetting who I walk with — that is the danger."
He tapped the page, reflecting on the sensation — the sinking, the electric energy, the voice rising around him. Not a warning. Not a curse. A missed opportunity. A call; a challenge.

"Next time, I pray that I’ll remember.” he thought to himself.

He drew a small symbol beside the text — a circle enclosed by roots reaching downward and a faint flame rising upward.

"When next I enter the silence, I will remember: I am never alone."

The crow that had watched him was now gone and it was time to start his day.

Scene 9: Dawn Reunion — No Words Needed

“Two paths may cross not by design — but by endurance.” — Old Uzulian Saying

The sun rose slowly over the Kyn Woodlands, warming the stones, the moss, and the two figures seated quietly beside the fading campfire. Sathu closed his journal with deliberate care and pressed his hand lightly over the worn leather cover.

"Thank you, Vumar... for another day to walk this world."

He stood, stretching lightly, and began walking toward the Blackspire Ruins. But after only a few minutes, a soft, frantic bird call caught his attention. He paused and listened. Following the sound, he stepped into a nearby clearing — and his yellow eyes widened.

Deal sat cross-legged, half-awake, staring into the coals of a tiny fire. His small companion, Makemake, perched in it’s cage, appeared to recognize Sathu as it circled in a ‘happy bird dance.’

Sathu didn’t speak. He didn’t need to. The forest surrounded them — ancient, quiet, patient. A reminder not of danger… but of presence.
Sathu exhaled softly through his nose. Grounded. Centered. The new day had begun.

Discovered Deal: (+30 XP)

End of Episode #3 | Story/Game Paused

Day 352, Year 99 B.C. (Before Concord)
Location: Outside the Blackspire Ruins
Time: Early Morning: 6:00 AM

Sathu: Level 1 | XP: 180 / 1,500 (Next Level)

Definition Note — Makemake

Makemake (Proper Noun) — Pronounced mah-kay-mah-kay.

A name given to Nelia’s spirit-guided messenger bird. In ancient Earth mythology, Makemake is the Rapa Nui god of fertility and the creator of humanity. In the RealmZone setting, it serves as a quiet guide between distant hearts.

Definition Note — Embered

A term used in Uzul to describe a state of lingering energy, presence, or memory. Often refers to:
  • The soul retaining the light of past experiences.
  • An object or place holding spiritual resonance after ritual or use.
  • A journal or artifact becoming a vessel for inner reflection.

   
"To be embered is to carry warmth after the flame, to hold memory after the moment has passed." — Saying of the Arkel Scribes

Sathu's Journey on Substack
Sathu's Journey #4 — Exploring the Blackspire Ruins

Published on April 21, 2025

Day 352, Year 99 B.C. (Before Concord)

Location: Campsite near the Blackspire Ruins
Time: Early Morning: 6:30 AM

Scene 1: Two Scrolls Before Breakfast

The fire had burned low through the night. Sathu stepped into the clearing with slow, deliberate steps. There was no need to call out. Deal was already there, sitting cross-legged by the fire, his pipe smoldering gently.

Makemake (pronounced “Mah-Kay-Mah-Kay”) fluttered inside the cage beside him, chirping in a rhythm that appeared to be a happy sort of dance. it fluttered in a quick circle, chirping in a rhythm that appeared to be a happy sort of dance.. Sathu gave the bird a small nod, then sat down across from his old companion. Deal reached and opened the cage, “Off you go with good news; let Nelia and Xanthir know I found Sathu — safe and sound.”

They watched as Nelia’s messenger flew beyond the forest trees. Sathu noticed the forest birds were waking up around them as the sun appeared. The lizard priest silently thanked Vumar’s Spirit for this moment of beauty.

Deal broke the silence,”So, I may have forgotten to sleep… he paused for a long yawn, but I did remember to bring this."

He handed Sathu a scroll case, marked with the symbol of a three-headed hound. Deal explained that Xanthir had confirmed the bad news… The symbol really is tied to the orcs and goblins of the Nargok Empire. Deal shook his head for a moment, then suddenly stood up, eyes wide.

"The other scroll! I mean the second scroll — Sathu!” The lizard priest reached past his winter blanket and dried rations in his bag and finally retrieved the scroll given to them from Xanthir. 

“Don’t forget to tell Xanthir I remembered without forgetting.” Sathu grinned silently and nodded. He bent down and handed the scroll to tiny gnome to read since he always insisted.

Deal spoke with an official sounding voice, “Hmm, these instructions seem simple enough; he cleared his throat. “Bury the scroll within one hundred feet of the Blackspire Ruin's entrance. Don’t be seen, and return the case.” That’s it? What are we supposed to be learning here Xanthir? Deal thought to himself.

Sathu walked over the gravel to a spot about 50 feet away from the entrance. He then got to work, digging a narrow hole 4 feet deep with his claws and then quickly filled the hole back up.

“Alright, lets take a tour inside while we’re here.”

Scene 2: Inside the Blackspire

Deal worked on the door while Sathu patiently waited.

[Skill Check – Unlock Door | Deal | It was already unlocked]
[Skill Check — Listen | Deal | Failed]

The priest and scout decided to enter into the darkness. Sathu casts the Light Spell (5 Turns) on his mace and holds it like a torch, illuminating the dirt walls, cobwebs and old wooden supports. The corridor bent sharply to the left, dirt walls braced with damp timber beams. The scent of rust and old sweat lingered. Sathu gripped his glowing mace tightly, its magical light casting long shadows across the packed earthen floor. Deal raised a hand, his posture stiffening.

Minor Feat (2%) — Discovered Blackspire Ruins (+30 XP)

Deal notices tracks, “Footprints,” he whispered. “Heavy ones. And fresh.”

Sathu nodded. His yellow eyes studied the tracks. “Definitely not goblin.”

Deal crept ahead. The scent of steel and oil led him to a wooden door, slightly ajar.

[Skill Check – Disarm Trap | Deal | Success]
[Skill Check – Unlock Door | Deal | Success]

A tripwire glinted at the base. Deal snipped it with a blade and eased the door open. Inside, torchlight flickered over three hulking orcs crouched by a jagged metal bear trap. One bore the mark of the Nargok Empire.

Sathu inhaled slowly. Deal didn’t wait. The gnome slipped through the doorway like a shadow and pressed against the crumbling stone wall, bow already nocked. His eyes caught it — a crudely stitched patch on one orc’s shoulder.

A tripwire glinted at the base. Deal snipped it with a blade and eased the door open.
Inside, torchlight flickered over three hulking orcs crouched by a jagged metal bear trap.

Sathu inhaled. Deal moved first.

The gnome slipped through and pressed against the wall. Bow nocked, eyes locked on a patch stitched onto an orc's shoulder.

[Perception Check | Deal | Success] → Nargok Symbol Identified

“Three-headed dog. Nargok. No more talking.”The gnome fired.

Combat Initiated: Surprise Round

Deal [Attack Roll: 16/20] → Attack: Hit → Damage: 5 → Orc Seriously Injured

Sathu charged towards the closest orc and struck with a strong blow to the collarbone that sent the creature sprawling. [Attack Roll: 14/20] → Attack: Hit → Damage: 8 → Orc Down

The third orc turned in time to catch another arrow from Deal, piercing its thigh. As it stumbled, Sathu brought down his mace in a wide arc, crushing the creature’s skull with a wet crunch.

End of Combat – Victory

Loot: 11 GP

XP: +75x2 = 150 XP (3 Orcs), +11 XP (Gold), +30 XP (location discovery)

Total XP: 371 of 1,500

The trap they’d been preparing — a rusted iron bear trap — was deadly but crude. Sathu studied it briefly before muttering a prayer and scattering a pinch of sacred ash to neutralize any lingering evil.

Deal relaxed his stance, wiping his brow.

“Three hits, no misses. I’m either getting lucky, or I’m overdue to get impaled.”

Sathu didn’t laugh.

Scene 3: The Hidden Door

Back in the corridor, Sathu shut the bloodied door as Deal crept ahead.

[Perception Check | Deal | Success] → Secret Door Found

The hidden seam snapped into focus for Deal. He pressed gently. A small stone clicked, and a narrow passage creaked open. The duo carefully entered. Light from Sathu's mace revealed uneven stonework. Inside was a small chamber. An open chest lay before an altar carved with sun symbols. Gold glittered faintly beneath a thin film of dust.

“Think the gods left us a thank-you treasure?” Deal joked.

Loot: 80 GP & 1 Potion

Sathu lifted the vial. The blue-grey liquid swirled with a necrotic hum.

[Knowledge Check | Sathu | Success]

Potion of Undead Control – Charm 2d6 HD for 1 combat encounter

XP: +80 XP (Gold)

Total XP: 451 of 1,500

“This was meant to protect this place… or control what guards it,” he murmured.

Deal arched an eyebrow. “Charming the dead? Didn't think that was your style, priest.”

Sathu didn’t respond — but he corked the potion carefully and slipped it into his satchel.

Scene 4: Sathu’s Test: Command the Dead

Further down the corridor, the second door remained stubborn — locked tight. Deal swore under his breath and moved to the third.

[Lockpicking Check | Deal | Success]

The hallway beyond widened into a dusty vault. Stone slabs lined the walls — some bearing skeletal remains still wearing faded robes. At the center of the room stood six corpses — standing. They hadn’t moved in years… until the light hit them. The zombies groaned as one, heads lifting with uncanny precision.

Combat Initiated – 6 Zombies (1 HD each)

Sathu didn’t hesitate. He pulled the potion from his pouch and drank.

[Item Used: Potion of Undead Control → 2d6 HD = 5 HD]

Sathu successfully charms 2 Zombies

Two of the creatures turned and snarled at the others, defending Sathu as the battle erupted.

Deal fired from cover. Sathu stood firm behind his cursed protectors. Rotting flesh slammed into bone and blade. In the chaos, the charmed undead were destroyed — one by its former allies, the other by Sathu’s own hand.

4 Enemies Defeated 
2 Controlled Zombies: Also slain
Sathu: Minor Feat (2%) – First Time to Control Undead (+30 XP)
XP Gained: 6 Zombies × 150 XP (after modifiers) = 900 XP
Running Total: 451 + 900 + 30 = 1,381 XP of 1,500

The room fell silent again, except for Sathu’s heavy breath and Deal’s cautious approach.

“Well,” the gnome muttered, “that was equal parts terrifying and impressive.”

Sathu stared at one of the corpses he had controlled, then destroyed.

Scene 5: The Screaming Chest

They made their way to the next room and discover more unguarded treasure! A chest stood alone in the center of the room — no altar, no markings. Just a box, suspiciously placed like a lure in a hunter’s snare.

“Too easy,” Deal said, narrowing his eyes. “I’ve seen this in bard songs, and it never ends well.”

[Search Check | Deal | Rolled 1 on 1d6 – Success (barely)]

Trap Discovered: Hidden arrow trap in floor panel in front of the chest

“Yep. Knew it,” he muttered. “Pressure plate. Probably something nasty.”

[Disarm Check | Deal | Failed]

Trap Triggered → Arrow hits Deal → (1d6 +1) = 4 damage

A mechanical twang! filled the room. An arrow thunked into Deal’s shoulder.

“OW! Gods-damned floorboard!”

Deal stumbled back, clutching his arm. Blood soaked through his sleeve.

Deal HP: 3/7

Sathu moved quickly, placing a scaled hand on Deal’s wound and whispering a soft incantation.

[Cantrip: Minor Healing | Sathu → +1 HP]

Deal HP: 4/7

“Next time, I’m just kicking the chest from across the room,” Deal grumbled.

Despite the pain, he circled back to the chest. “No way I’m letting this box beat me twice.”

[Trap Check on Chest | Deal | Failed Again]

As soon as the lid creaked open, the air shifted. A terrible wailing scream burst out — a magical alarm that sounded like a soul being torn apart.

ALARM TRIGGERED! All hostile creatures within 30 ft alerted and will arrive in (2d6) rounds (Rolled 12 rounds or 2 minutes)

Morale Check (2d6) = 10 | Deal | Failed → FLEES

Sathu instinctively follows and tries to keep up. Panic surged. Deal bolted from the room, muttering curses with each hobbling step. Sathu followed close behind, light flickering wildly from his mace. They could hear distant bangs and yells until they reached the ruin’s exit. Then they darted through the brush, and slid behind the nearest tree and hid, watched and waited.

Escape Successful
XP Gained: None (failed loot)
Deal Status: Wounded but stable

Scene 6: Predators Collide

Shouts echoed from the ruins — orcish commands, followed by panicked goblin shrieks. Then emerged four goblin dire wolf riders, snapping at each other, sniffing the air. Before the pair could decide what to do, a hunting party appeared; made up of three gnolls, each leading snarling hyenas, stepped into the clearing. The wolves and hyenas locked eyes and froze. A heartbeat passed before the chaos.

Enemy Factions Engaged (Goblin Riders vs. Gnoll Hunters)
The party slips away during confusion

“We did it,” Deal whispered.

Sathu didn’t reply. He had already turned to lead them deeper into the woods.

Scene 7: The Messenger Returns & Deal’s Farewell

As they stepped into a patch of clearing, breath still heavy from the escape, a sudden blur of feathers swept down from the canopy.

“It’s Makemake!”

The little bird landed on Deal’s shoulder, puffed up proudly, and gave a sharp double-chirp. Attached to Makemake’s leg was a tightly wound scroll. Deal unhooked it and scanned the familiar handwriting. His face went still.

“…It’s my brother,” he said. “There’s been an incident. I need to go.”

Sathu didn’t speak, only inclined his head.

“You’ll be alright without me?” Deal asked, slipping his pipe back into his pouch.

The lizard priest nodded.

Deal managed a weak grin. He reached into his pocket and handed Sathu a small token — a fake gnome coin etched with the words “Pay Me Later.”
Then, without another word, he turned and headed north, Makemake circling once overhead before disappearing into the sky.

Party Split: Deal departs for Kiven for a Family Matter
Makemake Returns to Nelia in Arkel Town
Narrative XP Award: +10 XP (Bonded Companion Farewell)

Scene 8: One Last Fight, One New Light

Sathu walked the remaining distance alone, boots crunching over fallen pine needles. He was less than an hour from Arkel when he spotted smoke rising behind a rock outcrop. A lone human courier lay wounded in the dirt, leather armor scorched and sword broken.

Two goblins circled the man, laughing in high-pitched yelps. One had a crude spear; the other brandished a hooked dagger. Sathu stepped into view.

Combat Initiated:

The goblins turned just in time to meet a blast of radiant light. Sathu moved like lightning — mace cracking ribs, shield deflecting blades. It was over in seconds.

The courier groaned as Sathu placed his hands over the wounds. Warm light flowed from his scaled fingers.

“Thank you,” the man whispered. “They came out of nowhere...”

Sathu nodded, quietly accepting the praise. As he stood to leave, a warmth spread from his chest — an inner brightness, more profound than any light he had summoned before. He exhaled slowly, feeling the divine presence settle over him like a mantle.

XP Gained: +50 XP (2 Goblins) Feat: Minor Healing (used on messenger) → +30 XP Running Total: 1,391 + 50 + 30 + 30 = 1,501 XP
Student Task Completed: Scroll Burial Quest (+30 XP — Backpay awarded by Xanthir upon return to Arkel)

LEVEL UP! (Ding) Sathu has reached Level 2
Max HP: 21 (was 16)
Spell Slots Reset
Awareness (Passive) Skill: +3 (now 14/20)
Saving Throws Improved
Turn Undead Enhanced

End of Episode #4 | Story/Game Paused

Day 352, Year 99 B.C. (Before Concord)
Location: Arkel Town
Time: Late Afternoon: 5:00 PM

Sathu: Level 2 | XP: 1,501 of 3,000

Sathu's Journey on Substack
Sathu's Journey #5 — Trapdoor Descent

Published on May 1, 2025

Scene 1 – Return to Arkel & Mission Briefing

Day 352, Year 99 B.C. (Before Concord)
Location: Ruins Near Arkel Town
Time: Early Evening – 5:30 PM

Sathu arrived at the gates of Arkel just before dusk. The city glowed in the golden hour light, students and workers wrapping up the day’s labors. He barely had time to breathe before a runner approached. “Master Xanthir requests you immediately.”

Inside the academy courtyard, Xanthir’s robes rustled as he turned from a stack of scrolls.

“There’s no time, Sathu,” he said. “A trapdoor was discovered beneath the excavation site just beyond the city’s edge. Workers reported a figure descending into it. We don't know who… or what.”

Sathu listened silently.

“You’ll lead a team — Zu, Kora, and Sabun,” Xanthir continued. “They must learn to work with others. You are the thread.”
“Understood,” Sathu said.

"Good," Xanthir said, his voice low. "You leave now. It will be dark soon."

Quest Objective: Investigate trapdoor near Arkel. New party assigned: Zu, Kora, Sabun.

Scene 2 – Descent into Darkness
  • The party descends carefully through the trapdoor.
  • Kora casts Light on her lantern, “Luxfracta.”
  • They move through a moldy hallway into a storage room filled with debris and empty crates.
  • The ground subtly vibrates — a hint of ritual activity deeper within.

The party descended carefully into the unknown, slipping one by one through the narrow trapdoor beneath the excavation site. The air grew cooler as they moved below, the scent of damp stone and mildew surrounded them.

Kora cast Light on her lantern, “Luxfracta.” She raised it high as they pressed forward.

The hallway ahead was narrow and moldy, its stone walls stained and cracked. Cobwebs stretched across the ceiling beams. At the far end, they came upon what appeared to be a long-abandoned storage room, littered with broken crates, splintered barrels, and shattered glass. As the party paused to scan the room, a faint, rhythmic vibration hummed beneath their feet — subtle, but unmistakable. Something deeper within the ruins was stirring. Perhaps a ritual or something worse.
  • Minor Discovery – Arkel Ruins: +60 XP

Scene 3 —  Sabun Breaks Away

Sabun's eyes caught a narrow ventilation shaft high on the wall, just above a pile of rubble. Without a word, he leapt up and began climbing with quiet precision. His Anubian instincts made his movements smooth and natural, allowing him to pull through the tight space without effort. The rest of the party watched silently, choosing not to interrupt.


The tunnel curved and dropped slightly, and soon Sabun found himself looking down into a chamber dimly lit by an eerie green glow. Below, three goblins were in the midst of attacking two frogfolk.

Sabun recognized his luck and slipped down behind the goblins, moving like a shadow. In one swift strike, he plunged his blade into the nearest goblin's back — a clean, silent kill.

Startled by the sudden shift, the two frogfolk launched into action alongside Sabun. Within moments, all three goblins lay motionless.

Breathing heavily, the frogfolk turned and nodded cautiously at Sabun. One introduced herself as Fenelle, a druid; the other, Yorig, a scout. They were of the Morgik Kingdom from the Alora Village.

While scanning the fallen goblins, Sabun discovered a scroll bearing the symbol of the Nargok Empire: a snarling three-headed dog.

Fenelle knelt beside one of the fallen goblins, brushing a hand over its armor with a frown. "We came seeking something sacred," she said softly, glancing toward Sabun. "A relic once held by our people — the Sunstone of the Unseen Dawn."

Yorig remained still, his dark eyes scanning the edges of the chamber. "It was taken during the Great Wars," he added. "We believe it's somewhere in these caverns. If we find it, we will return it to Alora, where it belongs."

Sabun gave a silent nod, acknowledging the weight of their quest.
  • Sabun spots a ventilation shaft near the ceiling.
  • Without speaking, he climbs with practiced, silent grace — his Anubian instincts allowing natural movement through tight spaces.
  • The party notices but remains silent, trusting Sabun’s scouting abilities.
  • Sabun emerges into a lower-level chamber dimly lit by green braziers.
  • He sees three goblins attacking two frogfolk.
  • He sneaks behind the nearest goblin and lands a critical backstab (sneak attack success).
  • Together with the startled frogfolk, Sabun defeats the remaining goblins.
  • The two frogfolk, Fenelle (Druid) and Yorig (Assassin), nod in cautious respect. They appear to be members of the Morgik Kingdom.
  • Sabun finds a scroll with the Nargok Empire’s three-headed dog symbol. Later, when Kora casts Read Magic, they discover the scroll explains that these goblins were "inspectors," tasked with patrolling the caverns and reporting disturbances — a minor but revealing detail about the organized presence underground.
  • Sabun also finds a sealed book titled "The Endless Invasions," bearing the same three-headed dog symbol. It appears to be encoded, possibly containing troop movements and dark rituals.
  • Loot: +7 GP, Rank Token (Nargok Empire), Torn Hymn Fragment
  • Minor Discovery – Nargok Empire Lore: +60 XP
  • Fenelle and Yorig explain they seek to recover the Sunstone of the Unseen Dawn and return it to Alora Village.

Scene 4 — Kora's Clairaudience

While Sabun was away, the rest of the party explored a side passage. Behind a stack of broken crates, they uncovered a narrow door partially hidden by moss and dust. Beyond it stretched a long, sloping hallway where the air felt heavier and the distant sound of voices echoed.

Kora pulled the stopper from the glass vial Xanthir had given her and drank. The Potion of Clairaudience took hold quickly, her eyes fluttering as her senses shifted. She gasped softly and whispered to Sathu, who immediately knelt and opened his journal to a fresh page.

"The offering must not be delayed," she said, imitating the firm voice of a human male with a formal accent.

"The Esari fools will never suspect," came another voice, sharper and colder — clearly a dark elf.

Then a third voice growled, low and gruff, mentioning something about "the Heart and the Shadow."

Kora tilted her head. "They're talking about the Sunstone and the Shadowstone," she whispered.

Another voice joined in, describing the man in the golden robe — Caldus, Auric Warden of Vumar. His robe was etched with cracked sunburst embroidery: the Mantle of the Hollow Light.

Sathu scribbled notes with practiced shorthand, tagging each voice with a single letter: (m) for human, (d) for dark elf, (h) for hobgoblin, and (o) for orc.

Zu remained standing nearby, ever alert, ears twitching at the edge of the hallway.

Scene 5 — Reunification and Threat Approaches

Sabun returned from the shadows, accompanied by the two frogfolk — Fenelle and Yorig. Quick, hushed exchanges followed as the party regrouped.

"There’s something deeper here," Fenelle murmured, her voice taut with urgency. "The air is shifting… they’re not done with us yet."

Before anyone could respond, Zu's ears twitched. She took a sharp breath through her nose, then stepped forward silently. Two soft clicks echoed from her throat — her warning.

Without waiting for instruction, she positioned herself between the party and the open corridor ahead, beginning to bounce lightly in place as if waking some inner rhythm. Her eyes closed. In a quiet gesture of reverence, she offered a silent prayer to Sylthar. As she did, her shoulders relaxed, allowing the primal spirit to surge through her body.
Footsteps echoed down the corridor. The enemy had arrived.

Approaching Foes – First Wave:
  • 1 Orc hunter with axe and shield
  • 2 Orc scouts with light crossbows
  • 1 Hobgoblin captain (Level 3, longsword and shield)
  • 1 Dark Elf assassin (Level 3), hidden in the shadows (Varric)

Party Status (Pre-Combat)

Sathu (Lvl 2): AC 15 | HP 21 | Mace (1d8+2) | Spells: 3/3 | Cantrips: 4/4
Kora (Lvl 2): AC 14 | HP 12 | Spells: Light, Detect Magic, Magic Missile
Zu (Lvl 2): AC 15 | HP 18 | Great Maul (1d10+3) | Rage: 1/day
Sabun (Lvl 2): AC 16 | HP 8 | Shortbow (1d6+5) | Sneak: 75% | Climb: 80%
Fenelle (Lvl 3): AC 14 | HP 14 | Staff (1d4) | Spells: 2/2 | Cantrips: 3/3
Yorig (Lvl 2): AC 16 | HP 12 | Shortbow (1d6+2) | Special Arrow: Sleep Poison (Save vs Poison or sleep 1d6 rounds)

Scene 6: Action

The enemy patrol turns the corner — but too slowly. Their hesitation is their downfall.

Surprise Round

Zu snarls and charges forward before they can react, her massive maul sweeping low and up into the hobgoblin’s ribs.
Hit: 18 → Damage: 9

Zathi (HP: 2/11)

Sathu moves up beside her, swinging his mace — but the hobgoblin ducks, and the blow clangs against stone.
Hit: 9 → Miss

Kora raises a clawed hand and speaks sharply: “Vistelus!” A streak of glowing force arcs across the hallway, striking the orc hunter in the chest.
Magic Missile → 6 Damage 
Orc Hunter (HP: 0/6) – Slain

Sabun levels his shortbow at one of the orc scouts — but his shot flies just wide, clattering into a wall.
Hit: 7 → Miss

Fenelle and Yorig hang back, unable to see clearly past the frontline.

Round 2

Zathi the hobgoblin grits his teeth and slashes back at Zu — his longsword grazes fur but not flesh.
Hit: 13 → Miss

The remaining orc scout fires — his arrow finds its mark into Zu’s side!
Hit: 15 → Damage: 4
Zu HP: 14/18

Another arrow streaks toward Sathu but clinks harmlessly off his shield.
Hit: 12 → Miss

From the rear, the dark elf aims his light crossbow and fires with no luck.
Hit: 8 → Miss

Zu roars and brings her maul crashing down again.
Hit: 19 → Damage: 6
Zathi (HP: -4) – Slain

Sathu presses forward, striking at an orc scout.
Hit: 12 → Miss

Sabun switches targets, loosing an arrow toward the dark elf, but the assassin slips aside.
Hit: 15 → Miss

Kora backs up cautiously while Fenelle and Yorig remain ready at the edge of the fray.

Round 3

Morale Check: 4 → Fight On

Sathu steps forward, shield raised, and lands a clean blow on one of the orc scouts.
Hit: 15 → Damage: 5
Orc Scout (HP: 0/5) – Slain

Zu pivots to the dark elf and swings wide.
Hit: 12 → Miss

Sabun lands a precise shot on the last orc scout.
Hit: 14 → Damage: 7
Orc Scout (HP: 0/2) – Slain

Kora and the frogfolk continue to observe, conserving energy.

The dark elf bares his dagger and lunges toward Zu — but she evades.
Hit: 8 → Miss

Round 4 – Escape

Morale Check: 11 → Retreat Triggered

Realizing he’s outnumbered and alone, the dark elf thief, Varric, curses and raises his hand silver ring on his wedding finger.

“Fall into darkness.”  – A black void erupts around him — the Ring of Falling Darkness activated.

Before anyone can respond, he’s gone — slipping into the deeper halls from which his party came.

XP Gained
  • 3 Orcs (25 XP each) = 75 XP
  • 1 Hobgoblin Warrior = 125 XP
  • 1 Dark Elf Assassin (fled): 145 / 2 = 75 XP (rounded up)
  • Total: 275 XP × 2 (Party XP Multiplier) = 550 XP

XP Awarded to Sathu: +550
Current XP: 2,111 / 3,000 (Level 2)

Scene 7 — Reinforcements Incoming 

Varric the dark elf, now wounded and desperate, fled deeper into the ruins, but not before casting a final glance back and giving a sharp signal.

As the party gathered near the bodies of the fallen enemies, Sathu placed a hand on Zu’s shoulder and spoke a quiet invocation. “Breath of the First Light.”
A warm glow pulsed from his palm, sealing the wound across Zu’s ribs.
(Cure Light Wounds: +4 HP healed — Zu at full health)

While Sabun examined a weathered tome bearing the three-headed dog symbol of the Nargok Empire, Fenelle’s eyes narrowed. She turned toward the passage ahead.

“The air’s shifted again,” she whispered. “Something’s coming.”

Yorig had already started moving, drawn by instinct. The two frogfolk stepped forward into a larger, altar-like chamber beyond — its cracked pillars casting crooked shadows across moss-covered stone. The rest of the party followed. From beyond the chamber, the sound of marching boots and clattering armor echoed — the second wave had arrived.

Second Wave:
  • 4 Orc warriors in heavy armor
  • 1 Elite Hobgoblin (Level 3) shouting orders: “Split them up! The cleric dies first. Watch the caster!”

Without hesitation, Yorig slipped into the shadows, drawing a special arrow laced with sleep poison. He kept his eyes fixed on the new arrivals.
The battle wasn’t over.

Varric, now injured and desperate, flees deeper into the ruins — but not before signaling the next wave.

As the party recovers and examines the book, Fenelle and Yorig instinctively move forward into an open, altar-like chamber framed by cracked pillars and moss-covered walls. Their sudden motion draws the rest of the party to follow — just in time to hear the sounds of marching feet echoing beyond the hall.

Second Wave:
  • 4 additional Orc warriors in heavy armor
  • 1 Elite Hobgoblin (Lvl 3) – Shouts Commands: “Split them up! The cleric dies first. Watch the caster!”

Without hesitation, Yorig slipped into the shadows, drawing a special arrow laced with sleep poison. He kept his eyes fixed on the new arrivals.
The battle wasn’t over.

End of Episode 5 – Game Paused

Day 352, Year 99 B.C. (Before Concord)
Location: Arkel Ruins
Time: Evening – 7:15 PM

Sathu's Journey on Substack
Sathu’s Journey #6 — The Fire Beneath the Fog

Published on May 2, 2025

Scene 1: The Chamber of Gears

Beyond the hallway lies a large room where ancient gears still line the walls, half-sunk into stone like forgotten gods of motion. Damp air hisses through vents, and dripping echoes in the chamber like a slow ticking clock. The 40-foot-wide circular chamber is hemmed in by collapsed cogs and broken brass piping, now streaked with green rust. 

The central floor, though cracked and uneven, holds the faint imprint of arcane circuitry. In its center lies a shallow depression—once a control dais, now a forgotten altar of strange origin. The room is dormant. Fog rises from Fenelle's Obscuring Mist, while the soft light of Kora's earlier spell flickers across the haze like moonlight on poisoned water.

“All great changes are preceded by chaos.” — Anonymous

Sathu steps forward, silent but alert, the weight of the battle ahead settling in his bones.

"Even divine light casts a shadow," he thinks, gripping his mace tighter.

Combat — Fog and Flame

Round 1:
  • Sabun flanks and drops Orc 1 → Hit: 17 → Damage: 7
  • Zu rages and charges Orc 2 → Hit: 18 → Damage: 11
  • Sathu, "From the Dawnlight, our strength flows;” casts Bless on Sabun, Fenelle, Yorig, Zu, and Kora (+1 to attack & moral checks, Duration: 3 minutes)

  • Fenelle whispers "noe" and casts Obscuring Mist (Vapor appears that obscures all sight, including darkvision, in a 20 ft radius, Duration: 3 rounds).
  • The Dark Elf Pyromancer becomes invisible and vanishes into the fog

Round 2:
  • Yorig fires poisoned arrow → Hit: 19 → Damage: 7 → Hobgoblin Captain fails save → Falls asleep.
  • Zu attacks Orc 4 → Miss.
  • Sathu slays Orc 3 → Hit: 16 → Damage: 9.
  • Sabun fires at Orc 4 → Miss
  • Orc 4 and Captain reposition.
  • Pyromancer reappears → casts Fire Bolt → Sathu fails save → Damage: 10 → Sathu HP: 11/21.

Round 3:
  • Morale Check: 6 → Enemies continue.
  • Zu swings at Orc 4 → Miss.
  • Sathu slays Orc scout → Hit: 15 → Damage: 5.
  • Sabun hits last scout → Hit: 14 → Damage: 7.
  • Kora and Fenelle hold.
  • Pyromancer casts Fire Bolt → Hit: 16 → Damage: 10 → Sathu is reeling.

Round 4:
  • Morale Check: 6 → Enemies fight on.
  • Zu kills Orc 4 → Hit: 18 → Damage: 10.
  • Sathu casts Cure Light Wounds on Zu → +5 HP → Zu HP: 13/18.
  • Sabun shoots Pyromancer → Hit: 16 → Damage: 8 → Pyromancer HP: 5/13.
  • Yorig moves into a better position.
  • Fenelle advances.
  • Kora casts Magic Missile → Damage: 6 → Pyromancer slain.

Aftermath:
  • Sabun binds the unconscious Hobgoblin Captain.
  • Sathu looks over the battlefield: "Chaos clears the path, but it is order that must walk it.”
  • Sathu drinks his Potion of Lesser Healing (+4 hp); he feels slightly better → 5 of 21 hp

Fenelle knelt beside him. “You’re not going to make it to Alora if you fall over from a stubbed toe. Hold still.” (+ 7 hp) → 12 of 21 hp

Sathu takes the Ring of Fire Protection from the Pyromancer.

As the fog lifts, the battlefield comes into full view—scorched gear lies twisted among shattered bones, the stone floor cracked and smeared with blackened ash. The silence that follows is heavy, broken only by the slow drip of water from a ruptured pipe.

Sathu spoke up, "Bind him. Blindfold. Gag. We carry him.”

The restrained hobgoblin captain mutters, ”You’ve only seen the smoke. Wait until the flame finds you all.”

"He gets one chance. Just one;” Sabun’s said looking carefully with a suspicious expression.

The frogfolk duo, Yorig and Fenelle waved farewell as they leave to scout deeper in search of their sacred Sunstone

Scene 2: Secrets in the Smoke

Sathu glanced down at the restrained hobgoblin captain. The soldier’s breathing was steady now, but his jaw was tight with hate.
Kora muttered, “We should find out what he knows—before it’s too late.” Fenelle's totem pulsed again, as if to confirm the truth. The Nargok Empire and Alesek Order weren’t just probing—they were mobilizing. And time was slipping.
Yorig and Fenelle exchanged a glance. They would scout deeper, toward the sacred site of the Sunstone.

“We’ll break off near the glades and head toward the Sunstone,” Yorig said.

Fenelle nodded. “We’ll find it. Meet you in Alora.”

Torin’s shadow fell over the prisoner as he approached. “I could ask politely,” he said, dryly. “But let’s try something faster.”
He extended one hand, whispering the invocation to Read Thoughts.

The captain growled and resisted, but the spell latched onto a whisper of surface thought:
“…New Year… the Empire strikes… Esari won’t see it coming… the black sun rises… Alesek has the gate…”

Torin winced. “They’re planning a full invasion. Not a raid—a declaration of war.”

Fenelle's totem pulsed again, as if to confirm the truth. The Nargok Empire and Alesek Order weren’t just probing—they were mobilizing. And time was slipping.

Level-Up Ding!

Following the off-screen journey back to town and successful delivery of the hobgoblin prisoner for questioning, Sathu is awarded a Major Feat for completing the mission with integrity and leadership. He gains an additional +120 XP (4% of 3000).

Scene 3: Arrival of Torin, the Shadowbound

Footsteps echo in the ruin. A tall figure steps forward—jet-black fur, darker eyes.

“Xanthir sent me. Apparently, your definition of ‘student mission’ includes skirmishes and espionage.”

Once a mercenary, Torin now serves as a teacher and scout as a favor to Xanthir and his cause, while quietly battling the darker urges that come with his devotion to Khutu and shadow magic.

Torin, the Shadowbound
  • Race: Anubian
  • Class: Shadow Stalker (Ranger Subclass)
  • Deity: Khutu God of Duality & Destiny
  • Traits: Sarcastic, brooding, loyal. 

Scene 4: Alora in Crisis

Fenelle’s spirit totem pulses with green light, flickering like a lantern caught in a storm. A whisper hums through the roots of the world, urgent and clear: “Alora bleeds. The green cries out.”

Alert! The frogfolk village of Alora is under siege by undead forces, directed by two Dark Elves and empowered by Nargok necromancers. The attack appears coordinated—targeted, as if drawn by the Sunstone’s resonance or its buried twin, the Shadowstone. The party gathers close, the message still echoing in Fenelle’s mind.

Alora Village Defenses:
  • Sacred frogfolk wards and song-barriers.
  • A spiritual guardian (Swamp Watcher) begins to stir.
  • Bamboo walls still resist necromantic energies.

Scene 5: Xanthir Enables Fast Travel

Torin frowns. “You really want to hike across half the region with goblin patrols on the rise?”

With their prisoner secured, the party carried the hobgoblin captain back to Arkel under cover of night. After a tense debrief and a few hours of badly needed rest, they awoke to a quiet morning—one that would soon erupt with whispers from the wilds.

Sathu glances toward Fenelle, who kneels and begins to draw a pattern into the soil with the butt of her staff. “Not on foot,” she murmurs. “Xanthir prepared a path—through the old roots.”

The Green Thread, a druidic fast-travel method that channels ancient ley-lines and natural resonance, begins to stir beneath their feet. As the pattern completes, the ground pulses faintly with glowing green light. The Sunstone’s dormant energy seems to respond to the ritual—its presence subtle but awakening.

Scene 6: The Archdruid Arrives

“Ona teaches us that even the smallest sprout breaks stone. Let no root be forgotten, and no dream left untended.” — Fenelle Willowjump

A burst of emerald light flickers through Xanthir's sanctum — the roots part and from them steps Elara Marshscale, an elder frogfolk druid clad in moss-woven robes, shimmering with dew and crystal beads.

“Xanthir! I need your help. Alora is falling. And worse — the Shadowstone is no longer dormant.”

Elara, once Xanthir's teacher and an exiled Archdruid of Ona, helps stabilize the ritual. With her assistance, the Green Thread becomes supercharged — capable of carrying the party to the outer glades near Lake Netai.

“The Sunstone hums beneath Alora. It is waking. And with it... so are the dead. But this is no isolated darkness. The Shadowstone has stirred. A great unraveling has begun.”

Elara vanishes into mist, returning to the Kyn Woodlands.

Scene 6: A New Day

The Green Thread ritual completes. The party is drawn through a twilight realm of root and rhythm—where time warps, memory stretches, and the whisper of the Sunstone echoes faintly in their minds. When their feet touch solid ground again, dew clings to their boots, and the first light of day warms the horizon near Lake Netai.

Faint splashes echo through the wetlands, followed by the crashing of brush and the distant howls of unseen beasts. The air carries the thick scent of rot and blooming watergrass. Villagers speak of a shape in the fog—too large for a frog, too slow for a beast.

“It only comes when things rot wrong.” — A villager

Sathu recalls Xanthir’s words:
“Follow the still flame, even where the path turns strange.”

Date: Day 353, Year 99 B.C. (Before Concord)
Location: Alora Village
Time: Early Morning – 7:00 AM

End of Episode 6: Game Paused

Next Time: Sathu’s Journey — #7Echoes of the Departed

Sathu's Journey on Substack
If this is who I think it is, I know you’ve been exploring this hobby for a while, and I’m glad to see you started posting some of your work this year.

I’m only though the third post, so I apologize if you already mentioned some of this, but I’m curious what RPG system you are using, or are you playing with a homebrew?  I have an idea as I did see some of the pictures of your set-up on your blog, but I was curious if you could give us any more insight into that.

(And are you really using a Magic 8-ball as an oracle?  What a cool, fun idea!)
Hey thanks for reading! Yeah, I had a post here back in 2023 but I took it down; sort of quit, and had a re-set. And now I'm back into creating this new adventure. I tried to re-work Sathu's first adventure (50,000 words) but realized I needed to start from scratch, but I ended up keeping Sathu. I'm using Basic Fantasy RPG with a few custom changes. You can download the system and all the supplements for free, don't need to make an account basicfantasy.org/downloads. I have other RPG Books/PDFs I use linked in one of my blog posts.

Back in 2020 I discovered Solo RPGs and as I tried out different systems and techniques, I got sucked into Worldbuilding. I found myself reading about mythology, history, military battle formations, philosophy and metaphysics. I would spend hours on random name generators and saving the ones I liked. I also fell into 'analysis paralysis' or endless set up and prep as a productive procrastination; I realized I was spending like 90% of my time in prep and 10% actually playing. I think I wasn't sure exactly what I was going to create.

I tried keeping notes (paper/pen) while I played, like every combat round and it was way too much effort and I would end up only keeping a small amount. I am new to LitRPGs and I wanted to include some numbers and stats, especially because I am making some changes to the mechanics. And then I have this other side, Visionary Fiction and Parapsychology - these include the paranormal, supernatural, ghosts, spirits, poltergeist, psychics, remote viewing, mystical experiences and this comes from my background in psychology and my personal life. So, I'm not trying to make a brand new system like DBZ or Naruto, but I am exploring how some of these powers could work. An example would be meditation. The concept of sitting under a tree for 8 years to achieve enlightenment or getting to a high enough level that your energy attracts a spiritual entity to manifest and interact; I didn't know about these real life examples. Also, solo RPG's allow for experimentation. I like using digital dice when I need to roll 8d6 but I usually use physical dice. I can play without a screen or laptop but I've decided to use them to record myself or take notes; but the majority of information is in my 3-ring binder and Basic Fantasy Book. One day I stole my son's 8-ball and his spinner thing (1-6) from chutes and ladders to use as alternative ways to get random results. I also have a deck of cards with a word or conversation prompt and I draw these when I feel stuck. It took me a while to set up a limited number of tables and tools to use and to not second guess decisions or it can turn into endless what if I do x vs y. 

One of the main challenges is turning my messy notes into this episodes. I remember playing and a new NPC joined Sathu and she rolled a natural 1 in 3 combat encounters in a row and then she ended up dropping her weapon. It was pretty funny in the moment but it didn't make it into the episode because of other changes that I make. I think this applies to even group play where something funny happens but you just had to have been there. I should type up drafts right after I finish playing a solo session; I'm still experimenting with workflow options. Some players can record themselves and sound great while they play through a session but my process is takes multiple revisions and last minute changes. There's lots of possibilities and moving parts, but I'm having a great time and learning.

My website has a link to my blog on Substack and I decided to only use my own artwork (and power point symbols). I got into drawing and then abstract painting and I still make stuff but its taken a back seat to Solo Play. I'm a self taught artist and so drawing things like trees or maps is new for me since most of my work is very abstract. I have so much artwork saved that I can use old sketches or paintings for Sathu's Adventures. I also started a podcast called, The Seeker's Scroll and I only have one episode out where I read Sathu's Journey - Episode 0. This gave me an excuse to make intro and filler music as well as adding sound effects and atmospheres. I need to re-focus and record more Sathu episodes to catch up. I decided NOT to read each episode word for word from now on; so I will pause and talk about a rule or mechanic and hopefully not sound like a robot. I am forcing myself to get out of my comfort zone and I needed structure; a gig or product to produce; a deadline.

My substack has 4 categories: 

1 - Sathu's Adventures (Solo sessions with a story)
2 - RPG Toolkit (How I use Basic Fantasy with revisions for solo play)
3 - Uzul Codex (Worldbuilding, so articles about a faction or magic domain)
4 - Mystical Threads (Visionary Fiction, Parapsychology as well my favorite examples from fantasy, manga, video games and MMOs


-I need to figure out if I can insert images; I can add character sheets and some of my sketches.

Thanks so much for reading and feel free to ask questions.
Brent
Sathu’s Journey #7 — The Scorched Circle
Published on  May 12, 2025

Introduction: A World Holding Its Breath

The Hundred-Year Concord stands on the brink of expiration. What once held a fragile peace between rival powers now fractures beneath omens, betrayals, and unspoken fears. On the morning of Day 353, during the month known as the Twilight of Concord, a small party steps through ancient druidic magic into the mist-veiled wetlands of Netai.

What Happened Off-Screen

Following the successful capture of a hobgoblin officer, Sathu and his companions returned to Arkel. There, under Xanthir’s direction, the town’s leadership interrogated the prisoner and confirmed troubling news: the Nargok Empire and the Alesek Order are preparing for coordinated aggression.

Xanthir, accompanied by regional druids, Yorig, and Fenelle, departed for Alora to reinforce the endangered frogfolk village and seek further insight. Before leaving, he placed a sun-etched medallion in Sathu’s hand:

“Walk with the Light. And remember — when the light seems thin, you must make it strong.”

Sathu, Zu, Kora, and Sabun now remain behind — tasked with investigating disturbing phenomena near Arkel.

Scene 1 — Regroup & Depart

Date: Day 353, Year 99 B.C. (Before Concord) 
Location: Arkel Town 
Time: Afternoon — 2:00 PM

Sathu, Zu, Kora, and Sabun spent the early hours of the day training and restocking supplies. After lunch, they gathered in the town’s square beside the bounty board, a weathered stone circle framed by moss-covered seating.

"How about an afternoon patrol? West, into the Agar Grasslands," Sathu offered, glancing across the group.

Kora the lizardfolk offered a small shrug. "I’d love to join — but I’ve got spells to review. I’m still trying to master Detect Magic in the field."

Sabun the anubian tapped the edge of his hood. "And I’ve got... confidential matters. Thieves’ Guild regulations."

Sathu turned to Zu — and found her already nodding. The gnoll barbarian hoisted her maul casually over one shoulder, tail flicking in readiness.

With a low chuckle, Sathu motioned west. “Let’s move, then.”

They crossed the fields where the grass grew high and thick, brushing against their legs. The wind carried the scent of distant rain. As they reached the last roots of the Green Thread, the atmosphere shifted — not hotter, but heavier.

Sathu dropped to one knee and pressed his hand into the soil, hearing Xanthir’s teaching echo:

"When the land forgets its song, listen for what was taken."

A haze shimmered over the horizon — and a presence seemed to stir behind their backs. Not quite seen. Not quite gone.

A dark pressure hung in the air, thick and watchful, as though something was measuring their every step. Then the rain began — a fine, steady drizzle. The scent of damp grass rose like incense.

Scene 2 — Discovery of the Scorched Circle

As the last frog collapsed into the wet grass with a muted thump, a hush fell — more tense than peaceful.

Zu cleaned her weapon on the earth. Sathu stepped forward, eyes narrowing on something amid the blades of grass. Burned bones — animal remains — lay arranged in ritualistic rings. Yet there were no signs of fire: no blackened roots, no scorched earth, only the impression of heat long gone.

He picked up a cracked bone and saw it bore a familiar glyph. Once holy — used by early martyrs of Vumar — but now warped and broken. The lines were sharp, aggressive, and desecrated.

The aura of the site pulsed with a false sense of holiness — divine energy inverted. It mimicked sacred power, but the distortion made Sathu’s stomach turn. His hand briefly reached toward the Whispering Idol, but it remained silent. Whatever force had burned this circle, it was not light. It was imitation.

“Unity is the shield that darkness cannot pierce.” – Esari Military Doctrine

Scene 3 — Following the Trail

Zu caught the scent first — sharp and metallic — like blood drying on feathers. She gestured toward a trail of dead birds leading into the distance. Sathu followed, his grip tightening on his mace. Then they stopped.

Only fifty feet away, something shimmered between the tall grass — three smooth metallic spheres, hovering silently. They spun around each other in a slow, deliberate dance. Then, like drops of quicksilver, the orbs merged into one. A moment later, they split apart again and shot upward into the clouds, vanishing without a trace. Zu and Sathu exchanged a look, no words needed.

The trail ended at a sealed, dried-up well. The wind howled softly through the broken stones. Inside, buried beneath moss and old leaves, was a crude stone altar — stained and forgotten. Carved into the base was the same twisted glyph — burned into the stone as if by unnatural fire.

Scene 4 — Watched from Afar

The moment Sathu stepped near the well, the air thickened. A dark force, distant but aware, stirred in response. From the shadows of another realm, something watched — a spirit born from the will of Drazul. It studied Sathu, weighing his faith, prodding his instincts.

The Whispering Idol stirred faintly at Sathu’s side — no voice, only warmth. He exhaled slowly, his breath misting in the night air. Somewhere, in the folds of the spiritual veil, the balance was shifting.

Scene 5 — A Twisted Ritual

Sathu examined the glyph again, comparing it to the sacred symbols he’d studied under Xanthir. This one was wrong. It resembled the symbol of martyrdom used by early clerics of Vumar — those who had given their lives to shield villages from fiendish corruption. But this version twisted sacrifice into control. A perverse imitation. The fire that once sanctified now scorched. It was not holy fire — it was stolen fire.

Zu the gnoll stood quietly nearby, but Sathu could feel her unease. The divine energy here was warped, confusing his senses. The Whispering Idol pulsed faintly, then fell still. They were not alone.

Scene 6 — The Well of Failed Light

They descended slowly into the dry well, boots scraping ancient stone. Inside, beneath layers of moss, they found a collapsed altar and a pile of charred bones. Sathu knelt, placing his palm on the stones. With a whisper, he entered a light trance — seeking answers.

A fragmented vision came: a man crying out, arms raised to a false god. The ritual failed. The light never came.

Zu stood watch, sensing something wrong. This altar had been the prototype — the first failed attempt to copy Vumar’s power.

Sathu opened his eyes and spoke one word: "Blasphemy."

Scene 7 — Zombies Awaken

Bones shifted. Dust fell like ash. From beneath the altar, the dead stirred. Rotting hands clawed through cracked stone. Five long-dead figures rose, their eyes glowing faint green. Their skin was blistered, burned by divine fire that never blessed them.

Sathu stepped forward, raising his mace. Zu cracked her neck, gripping her maul.

Combat Begins


Initiative: Zombies Win The five zombies shambled closer. (movement speed is only 20 feet per round)

Round 1: Sathu raised his holy symbol. “Vumar, cast them down.” His prayer surged outward. Four zombies recoiled, stumbling back toward the well’s edge.
Zu swung at the remaining one, smashing it with a thunderous crack.

Round 2: Zu attacked again, finishing the first zombie. The others were quickly dispatched before they could regroup.

Combat XP: 5 Zombies (75 XP each) → 375 × 2 = 750 XP Sathu XP: 3,383 + 750 = 4,133 / 6,000 (Level 4 Goal)

Among the broken bones, Sathu found something. A blackened bone charm, etched with a distorted holy mark. It pulsed faintly when held near Sathu — and the Idol shied away. The light did not belong here.

Scene 8 — Tolca’s Warning

“If you want peace, prepare for war.” – Vegetius, Roman Military Strategist

Evening came, and the rain had tapered to a mist. Sathu and Zu stood near the scorched circle when an older Anubian stepped through the tall grass.

Elder Tolca was taller than Sathu remembered, wrapped in a scholar’s robe lined with faded Khutari symbols. His fur was black-and-white, muzzle graying. A long pipe hung from his jaw, unlit.

“There’s an outpost — west hills. Long abandoned, sealed since the war. But now… something’s stirring beneath it.”

He handed Sathu a weathered war banner, the fabric brittle and torn but marked with the Esari seal.

“We buried too much in this land,” Tolca said quietly. “And some things don’t stay buried.”

Scene 9 — A Vision from the Whispering Idol

That night, with the grass whispering beneath a damp wind, Sathu meditated beside the scorched circle. The moon hovered behind a haze of drifting cloud. He closed his eyes and just breathed, slow and steady.

Then the inner voice came:

"You stand among the ashes of stolen light. Will you take the fire, or protect those it once warmed?"

A vision formed — a winged being wreathed in white flame, holding a sword of judgment. It laughed — a sound like falling glass. Half divine, half deranged.

Sathu jolted awake, heart racing. He opened his journal and began to write is his journal.

End of Episode 7: Game Paused

Location: Agar Grasslands
Date: Day 354, Year 99 B.C. (Before Concord)
Time: Deep Night — 3:00 AM


Next Episode:

Far from the light of Vumar, beneath vaults of stone and sorrow, Nokrum Shadowfang prepares his next move. His soul tethered to the Fang of Imus, his mind cracked by whispers, he conjures visions of a world reborn in shadow.




His soul tethered to the Fang of Imus, his mind cracked by whispers, he conjures visions of a world reborn in shadow.
As Sathu steps forward into divine mystery, Nokrum slips deeper into the abyss — and the veil between them begins to thin.