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    <content>After the long weekend as part of the Mourning Day Remembrances, Golder and Drake returned to classes at Morgave University. Expecting his history course to now be cancelled due to the untimely death of Professor Glydd Nephret, Golder was pleasantly surprised to see that it would continue. Even more so when the replacement lecturer, Professor Gydd Nephret, was the attractive half-elven granddaughter of the previous Professor, and while she was perhaps a bit to young for her position, she had extensive knowledge of ancient artefacts and the cultures that created them.

Goldar's mischievous illusions lent themselves more to making the class appear fuller than it was, than to the flashes and bangs that had so annoyed her predecessor. He was reluctant to share her with anyone that he didn't have to and was often lagging behind after class to offer her help.

At the end of the first week, she asked for students interested in extra credit to stay behind after class. Knowing Drake's marks needed ever boost they could get, Goldar dragged him down to the front almost before the class was properly dismissed. The extra credit assignment proved to be an off campus investigation for the biology department. They were required to assist with bring the kruthik threat in The Cogs under control but also to see if there was any truth to the rumour of 'flying kruthiks' that had been reportedly sighted. They were to bring back kruthik corpses and eggs for examination at the University.

[Minor Quest: [[Educational Experience]].]

Zachar continued his work at the Canith compound and during one of the meal times, he over heard a fellow artificer complaining about the condition of the warforged being sent for repairs from the Tain Foundry. On listening further, he discovered that the Tain foundry supervisor Molric Torranol was pushing the warforged harder than normal due to the other workers refusing to work until the kruthik attacks were brought to a stop. After enquiring what was being done about the threat, Zachar was informed that Molric was offering a reward to any who would brave the hive and kill off the vicious kruthiks. Zachar knew this was something he and his companions could assist with and thanked the fellow for the information.

[Plot hook: [[House Work]]]

In the evening, Zachar caught up with Golder and Drake in the Rusty Tankard, a pub near the Adventurers' Guild, where they found Kat. Despite her inebriated state, she was clearly excited about the notice she had found on the notice board and removed to show her friends.

It had the ir'Tain family crest on it, which she had remembered from when they had guarded Darik ir'Tain during the Mourning Day events. It asked simply for persons to present themselves at the Tain Foundry if they considered themselves brave enough to enter the kruthik hive and rid the foundry of the threat. It mentioned the possibility of a monetary reward but was clearly playing more towards the adventurers' want of glory. Zachar confirmed that there was a reward based on what he had heard at the compound but he did not know how much it was.

[Minor Quest: [[Adventurers' Guild]] ]

While they stayed and enjoyed a few pints, Goldar examined the other notices on the board. One posted by the Sharn Inquisitve drew his attention. The Editor was looking for a brave adventurer's account of the kruthik hive, the threat they posed and how they were exterminated. There was an offer of payment for any usable article supplied.

[Minor Quest: [[Breaking News]] .]

Taking both notices with them, they resolved to visit the Tain Foundry the next day. It would have been morning if Goldar hadn't insisted that he could not possibly miss his history lecture with Professor Gydd Nephret and the others all ribbed him about his crush on the young professor.</content>
    <content-cache>After the long weekend as part of &lt;a href=&quot;/campaigns/definitions/437?def_id=817#definition817&quot; title=&quot;The destruction of Cyre at the end of The Last War and the creation of the Mournland&quot; class=&quot;reference&quot; &gt;the Mourning&lt;/a&gt; Day Remembrances, Golder and &lt;a href=&quot;/characters/900&quot; class=&quot;char_reference&quot; &gt;Drake&lt;/a&gt; returned to classes at Morgave University. Expecting his history course to now be cancelled due to the untimely death of &lt;a href=&quot;/campaigns/definitions/437?def_id=814#definition814&quot; title=&quot;Professor at Morgave University&quot; class=&quot;reference&quot; &gt;Professor Glydd Nephret&lt;/a&gt;, Golder was pleasantly surprised to see that it would continue. Even more so when the replacement lecturer, Professor &lt;a href=&quot;/campaigns/definitions/437?def_id=1047#definition1047&quot; title=&quot;Female half-elf professor at Morgave University. Expert on Dhakaani-Era relics.&quot; class=&quot;reference&quot; &gt;Gydd Nephret&lt;/a&gt;, was the attractive half-elven granddaughter of the previous Professor, and while she was perhaps a bit to young for her position, she had extensive knowledge of ancient artefacts and the cultures that created them.&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;/characters/868&quot; class=&quot;char_reference&quot; &gt;Goldar&lt;/a&gt;'s mischievous illusions lent themselves more to making the class appear fuller than it was, than to the flashes and bangs that had so annoyed her predecessor. He was reluctant to share her with anyone that he didn't have to and was often lagging behind after class to offer her help.&lt;br/&gt;&lt;br/&gt;At the end of the first week, she asked for students interested in extra credit to stay behind after class. Knowing &lt;a href=&quot;/characters/900&quot; class=&quot;char_reference&quot; &gt;Drake&lt;/a&gt;'s marks needed ever boost they could get, &lt;a href=&quot;/characters/868&quot; class=&quot;char_reference&quot; &gt;Goldar&lt;/a&gt; dragged him down to the front almost before the class was properly dismissed. The extra credit assignment proved to be an off campus investigation for the biology department. They were required to assist with bring the kruthik threat in &lt;a href=&quot;/campaigns/definitions/437?def_id=1075#definition1075&quot; title=&quot;At the very base of the city, below ground level, home to the industrial heart of Sharn.&quot; class=&quot;reference&quot; &gt;The Cogs&lt;/a&gt; under control but also to see if there was any truth to the rumour of 'flying kruthiks' that had been reportedly sighted. They were to bring back kruthik corpses and eggs for examination at the University.&lt;br/&gt;&lt;br/&gt;[Minor Quest: &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=437&amp;name=Educational%20Experience&quot;&gt;Educational Experience&lt;/a&gt;.]&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; continued his work at the Canith compound and during one of the meal times, he over heard a fellow artificer complaining about the condition of the warforged being sent for repairs from the &lt;a href=&quot;/campaigns/definitions/437?def_id=1053#definition1053&quot; title=&quot;In the Cogs industrial district of Blackbones, not far from the residential area of Khyber's Gate.&quot; class=&quot;reference&quot; &gt;Tain Foundry&lt;/a&gt;. On listening further, he discovered that the &lt;a href=&quot;/campaigns/definitions/437?def_id=1053#definition1053&quot; title=&quot;In the Cogs industrial district of Blackbones, not far from the residential area of Khyber's Gate.&quot; class=&quot;reference&quot; &gt;Tain foundry&lt;/a&gt; supervisor &lt;a href=&quot;/campaigns/definitions/437?def_id=1054#definition1054&quot; title=&quot;Dwarf. Supervisor at the Tain Foundry.&quot; class=&quot;reference&quot; &gt;Molric&lt;/a&gt; Torranol was pushing the warforged harder than normal due to the other workers refusing to work until the kruthik attacks were brought to a stop. After enquiring what was being done about the threat, &lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; was informed that &lt;a href=&quot;/campaigns/definitions/437?def_id=1054#definition1054&quot; title=&quot;Dwarf. Supervisor at the Tain Foundry.&quot; class=&quot;reference&quot; &gt;Molric&lt;/a&gt; was offering a reward to any who would brave the hive and kill off the vicious kruthiks. &lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; knew this was something he and his companions could assist with and thanked the fellow for the information.&lt;br/&gt;&lt;br/&gt;[Plot hook: &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=437&amp;name=House%20Work&quot;&gt;House Work&lt;/a&gt;]&lt;br/&gt;&lt;br/&gt;In the evening, &lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; caught up with Golder and &lt;a href=&quot;/characters/900&quot; class=&quot;char_reference&quot; &gt;Drake&lt;/a&gt; in the Rusty Tankard, a pub near the Adventurers' Guild, where they found &lt;a href=&quot;/characters/899&quot; class=&quot;char_reference&quot; &gt;Kat&lt;/a&gt;. Despite her inebriated state, she was clearly excited about the notice she had found on the notice board and removed to show her friends.&lt;br/&gt;&lt;br/&gt;It had the ir'Tain family crest on it, which she had remembered from when they had guarded &lt;a href=&quot;/campaigns/definitions/437?def_id=815#definition815&quot; title=&quot;Only heir of ir'Tain family&quot; class=&quot;reference&quot; &gt;Darik ir'Tain&lt;/a&gt; during &lt;a href=&quot;/campaigns/definitions/437?def_id=817#definition817&quot; title=&quot;The destruction of Cyre at the end of The Last War and the creation of the Mournland&quot; class=&quot;reference&quot; &gt;the Mourning&lt;/a&gt; Day events. It asked simply for persons to present themselves at the &lt;a href=&quot;/campaigns/definitions/437?def_id=1053#definition1053&quot; title=&quot;In the Cogs industrial district of Blackbones, not far from the residential area of Khyber's Gate.&quot; class=&quot;reference&quot; &gt;Tain Foundry&lt;/a&gt; if they considered themselves brave enough to enter the kruthik hive and rid the foundry of the threat. It mentioned the possibility of a monetary reward but was clearly playing more towards the adventurers' want of glory. &lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; confirmed that there was a reward based on what he had heard at the compound but he did not know how much it was.&lt;br/&gt;&lt;br/&gt;[Minor Quest: &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=437&amp;name=Adventurers'%20Guild&quot;&gt;Adventurers' Guild&lt;/a&gt; ]&lt;br/&gt;&lt;br/&gt;While they stayed and enjoyed a few pints, &lt;a href=&quot;/characters/868&quot; class=&quot;char_reference&quot; &gt;Goldar&lt;/a&gt; examined the other notices on the board. One posted by the &lt;a href=&quot;/campaigns/definitions/437?def_id=818#definition818&quot; title=&quot;Sharn, often called &quot;The City of Towers&quot;, is the iconic metropolis of Eberron.&quot; class=&quot;reference&quot; &gt;Sharn&lt;/a&gt; Inquisitve drew his attention. The Editor was looking for a brave adventurer's account of the kruthik hive, the threat they posed and how they were exterminated. There was an offer of payment for any usable article supplied.&lt;br/&gt;&lt;br/&gt;[Minor Quest: &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=437&amp;name=Breaking%20News&quot;&gt;Breaking News&lt;/a&gt; .]&lt;br/&gt;&lt;br/&gt;Taking both notices with them, they resolved to visit the &lt;a href=&quot;/campaigns/definitions/437?def_id=1053#definition1053&quot; title=&quot;In the Cogs industrial district of Blackbones, not far from the residential area of Khyber's Gate.&quot; class=&quot;reference&quot; &gt;Tain Foundry&lt;/a&gt; the next day. It would have been morning if &lt;a href=&quot;/characters/868&quot; class=&quot;char_reference&quot; &gt;Goldar&lt;/a&gt; hadn't insisted that he could not possibly miss his history lecture with Professor &lt;a href=&quot;/campaigns/definitions/437?def_id=1047#definition1047&quot; title=&quot;Female half-elf professor at Morgave University. Expert on Dhakaani-Era relics.&quot; class=&quot;reference&quot; &gt;Gydd Nephret&lt;/a&gt; and the others all ribbed him about his crush on the young professor.</content-cache>
    <content-cache-public>After the long weekend as part of &lt;a href=&quot;/campaigns/definitions/437?def_id=817#definition817&quot; title=&quot;The destruction of Cyre at the end of The Last War and the creation of the Mournland&quot; class=&quot;reference&quot; &gt;the Mourning&lt;/a&gt; Day Remembrances, Golder and &lt;a href=&quot;/characters/900&quot; class=&quot;char_reference&quot; &gt;Drake&lt;/a&gt; returned to classes at Morgave University. Expecting his history course to now be cancelled due to the untimely death of &lt;a href=&quot;/campaigns/definitions/437?def_id=814#definition814&quot; title=&quot;Professor at Morgave University&quot; class=&quot;reference&quot; &gt;Professor Glydd Nephret&lt;/a&gt;, Golder was pleasantly surprised to see that it would continue. Even more so when the replacement lecturer, Professor &lt;a href=&quot;/campaigns/definitions/437?def_id=1047#definition1047&quot; title=&quot;Female half-elf professor at Morgave University. Expert on Dhakaani-Era relics.&quot; class=&quot;reference&quot; &gt;Gydd Nephret&lt;/a&gt;, was the attractive half-elven granddaughter of the previous Professor, and while she was perhaps a bit to young for her position, she had extensive knowledge of ancient artefacts and the cultures that created them.&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;/characters/868&quot; class=&quot;char_reference&quot; &gt;Goldar&lt;/a&gt;'s mischievous illusions lent themselves more to making the class appear fuller than it was, than to the flashes and bangs that had so annoyed her predecessor. He was reluctant to share her with anyone that he didn't have to and was often lagging behind after class to offer her help.&lt;br/&gt;&lt;br/&gt;At the end of the first week, she asked for students interested in extra credit to stay behind after class. Knowing &lt;a href=&quot;/characters/900&quot; class=&quot;char_reference&quot; &gt;Drake&lt;/a&gt;'s marks needed ever boost they could get, &lt;a href=&quot;/characters/868&quot; class=&quot;char_reference&quot; &gt;Goldar&lt;/a&gt; dragged him down to the front almost before the class was properly dismissed. The extra credit assignment proved to be an off campus investigation for the biology department. They were required to assist with bring the kruthik threat in &lt;a href=&quot;/campaigns/definitions/437?def_id=1075#definition1075&quot; title=&quot;At the very base of the city, below ground level, home to the industrial heart of Sharn.&quot; class=&quot;reference&quot; &gt;The Cogs&lt;/a&gt; under control but also to see if there was any truth to the rumour of 'flying kruthiks' that had been reportedly sighted. They were to bring back kruthik corpses and eggs for examination at the University.&lt;br/&gt;&lt;br/&gt;[Minor Quest: &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=437&amp;name=Educational%20Experience&quot;&gt;Educational Experience&lt;/a&gt;.]&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; continued his work at the Canith compound and during one of the meal times, he over heard a fellow artificer complaining about the condition of the warforged being sent for repairs from the &lt;a href=&quot;/campaigns/definitions/437?def_id=1053#definition1053&quot; title=&quot;In the Cogs industrial district of Blackbones, not far from the residential area of Khyber's Gate.&quot; class=&quot;reference&quot; &gt;Tain Foundry&lt;/a&gt;. On listening further, he discovered that the &lt;a href=&quot;/campaigns/definitions/437?def_id=1053#definition1053&quot; title=&quot;In the Cogs industrial district of Blackbones, not far from the residential area of Khyber's Gate.&quot; class=&quot;reference&quot; &gt;Tain foundry&lt;/a&gt; supervisor &lt;a href=&quot;/campaigns/definitions/437?def_id=1054#definition1054&quot; title=&quot;Dwarf. Supervisor at the Tain Foundry.&quot; class=&quot;reference&quot; &gt;Molric&lt;/a&gt; Torranol was pushing the warforged harder than normal due to the other workers refusing to work until the kruthik attacks were brought to a stop. After enquiring what was being done about the threat, &lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; was informed that &lt;a href=&quot;/campaigns/definitions/437?def_id=1054#definition1054&quot; title=&quot;Dwarf. Supervisor at the Tain Foundry.&quot; class=&quot;reference&quot; &gt;Molric&lt;/a&gt; was offering a reward to any who would brave the hive and kill off the vicious kruthiks. &lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; knew this was something he and his companions could assist with and thanked the fellow for the information.&lt;br/&gt;&lt;br/&gt;[Plot hook: &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=437&amp;name=House%20Work&quot;&gt;House Work&lt;/a&gt;]&lt;br/&gt;&lt;br/&gt;In the evening, &lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; caught up with Golder and &lt;a href=&quot;/characters/900&quot; class=&quot;char_reference&quot; &gt;Drake&lt;/a&gt; in the Rusty Tankard, a pub near the Adventurers' Guild, where they found &lt;a href=&quot;/characters/899&quot; class=&quot;char_reference&quot; &gt;Kat&lt;/a&gt;. Despite her inebriated state, she was clearly excited about the notice she had found on the notice board and removed to show her friends.&lt;br/&gt;&lt;br/&gt;It had the ir'Tain family crest on it, which she had remembered from when they had guarded &lt;a href=&quot;/campaigns/definitions/437?def_id=815#definition815&quot; title=&quot;Only heir of ir'Tain family&quot; class=&quot;reference&quot; &gt;Darik ir'Tain&lt;/a&gt; during &lt;a href=&quot;/campaigns/definitions/437?def_id=817#definition817&quot; title=&quot;The destruction of Cyre at the end of The Last War and the creation of the Mournland&quot; class=&quot;reference&quot; &gt;the Mourning&lt;/a&gt; Day events. It asked simply for persons to present themselves at the &lt;a href=&quot;/campaigns/definitions/437?def_id=1053#definition1053&quot; title=&quot;In the Cogs industrial district of Blackbones, not far from the residential area of Khyber's Gate.&quot; class=&quot;reference&quot; &gt;Tain Foundry&lt;/a&gt; if they considered themselves brave enough to enter the kruthik hive and rid the foundry of the threat. It mentioned the possibility of a monetary reward but was clearly playing more towards the adventurers' want of glory. &lt;a href=&quot;/characters/904&quot; class=&quot;char_reference&quot; &gt;Zachar&lt;/a&gt; confirmed that there was a reward based on what he had heard at the compound but he did not know how much it was.&lt;br/&gt;&lt;br/&gt;[Minor Quest: &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=437&amp;name=Adventurers'%20Guild&quot;&gt;Adventurers' Guild&lt;/a&gt; ]&lt;br/&gt;&lt;br/&gt;While they stayed and enjoyed a few pints, &lt;a href=&quot;/characters/868&quot; class=&quot;char_reference&quot; &gt;Goldar&lt;/a&gt; examined the other notices on the board. One posted by the &lt;a href=&quot;/campaigns/definitions/437?def_id=818#definition818&quot; title=&quot;Sharn, often called &quot;The City of Towers&quot;, is the iconic metropolis of Eberron.&quot; class=&quot;reference&quot; &gt;Sharn&lt;/a&gt; Inquisitve drew his attention. The Editor was looking for a brave adventurer's account of the kruthik hive, the threat they posed and how they were exterminated. There was an offer of payment for any usable article supplied.&lt;br/&gt;&lt;br/&gt;[Minor Quest: &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=437&amp;name=Breaking%20News&quot;&gt;Breaking News&lt;/a&gt; .]&lt;br/&gt;&lt;br/&gt;Taking both notices with them, they resolved to visit the &lt;a href=&quot;/campaigns/definitions/437?def_id=1053#definition1053&quot; title=&quot;In the Cogs industrial district of Blackbones, not far from the residential area of Khyber's Gate.&quot; class=&quot;reference&quot; &gt;Tain Foundry&lt;/a&gt; the next day. It would have been morning if &lt;a href=&quot;/characters/868&quot; class=&quot;char_reference&quot; &gt;Goldar&lt;/a&gt; hadn't insisted that he could not possibly miss his history lecture with Professor &lt;a href=&quot;/campaigns/definitions/437?def_id=1047#definition1047&quot; title=&quot;Female half-elf professor at Morgave University. Expert on Dhakaani-Era relics.&quot; class=&quot;reference&quot; &gt;Gydd Nephret&lt;/a&gt; and the others all ribbed him about his crush on the young professor.</content-cache-public>
    <created-at type="datetime">2010-03-09T08:07:40-08:00</created-at>
    <id type="integer">2188</id>
    <perms type="integer">255</perms>
    <subject>2010-02-10 - Start of the Bug Hunt</subject>
    <updated-at type="datetime">2010-03-09T08:34:24-08:00</updated-at>
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    <content>Zahara awoke the next morning, still covered in mud, on the floor of Tiernan's bedroom. The warlord explained what she had missed and the pair headed down to the Ol' Boar's common room where Vale and Drenden were already awake.

After a few hours of errands the group decided to return to the House of the Light in hopes of learning more about the attackers. Father Alonsus had been studying the orc howler that had aided the kobolds -- its body was covered in deep scars that resembled five-pointed stars with curved arms: a symbol of Tiamat, the dragon mother -- a titanic, immortal, five-headed dragon that fancied herself the progenitor of the draconic races. She dwelt in the depths of the Abyss, amidst fire and darkness at the very core of the world.

The heroes wondered what the dragon cultists sought in Oakhurst, specifically within the House of the Light. Father Alonsus had an inkling, and revealed to the group an old secret door beneath the stairs to the bell tower. Below was a small, cramped sepulcher -- little more than a narrow passageway and a simple sarcophagus of black basalt. This was the tomb of Saint Lucius.

Saint Lucius had died more than a century prior after slaying a vampire (and cultist of the dragon Ashardalon) known as Gulthias the Undying. A powerful elven warlock long before he had succumbed to undeath, Gulthias' evil pacts had always allowed him to escape destruction even in defeat -- until Saint Lucius gave of himself to end the threat.

Vale and Father Alonsus prayed for forgiveness as they opened the dust-covered casket that contained Lucius' remains. The bones, armor, and sword within had been undisturbed for countless years. A single clue was found inside the tomb: a few drops of black blood, still fresh, on the edge of the paladin's ancient blade. The blood hissed and smoked as holy water was dripped over it, confirming the suspicions that it was the blood of Gulthias.

The heroes emerged from the secret sepulcher with more questions than answers, it seemed. Before they could further explore the agenda of the dragon cult, however, they had a task to complete: rescue the lost Hucrele children.

A brief visit to House Hucrele produced little new information, though conflict with the angst-ridden Lady Kerowyn was narrowly avoided. Cooler heads and calm words prevailed, however, and the noblewoman offered her aid to the party in the form of a magical [I]rope of climbing[/I].

By noon the four adventurers were on their way to the Sunless Chasm, following an old, decrepit road that wound its way through the hills and moors toward the barren waste of the Ashen Plain. Eventually the scrub turned black and the trees lost their leaves, becoming twisted and lifeless. Once beautiful, fertile lands, the kingdom that once stood on the Ashen Plain had been annihilated by the rampages and dragonfire of Ashardalon -- the region later tainted and violated by Gulthias and the cult that followed his lead.

Ahead, a human form dangled from the dead branches of a tall tree. Dismounting, the group cautiously moved forward with Vale Eamon in the lead -- they were ready for an ambush.

The ambush came in the form of a small pack of hyenas, all commanded by a gnoll huntmaster. The gnoll loosed an arrow that sank into the ground mere inches from the paladin's feet. The gnoll's pets set upon Vale as well, tearing at him as one unit. With their attention focused on the hyenas, the group did not notice a spear-wielding gnoll marauder lying in wait just yards away -- until he charged into battle with a shrieking roar!

The battle was brief and the gnolls were dealt with handily, with the heroes suffering the barest of wounds. They cut down the human corpse from the old tree -- at first feared to be one of the young Hucreles, but quickly revealed to be a middle-aged, ragged waste-wanderer that had run afoul of the gnolls.

By sunset the heroes had arrived at the Sunless Chasm -- a fissure nearly one hundred feet wide and over a mile long. The Old Road continued across a treacherous-looking rope bridge that seemed to see little use. The party fanned out to look for signs of the children.

Before long a small camp was spotted to the south of the Old Road. A pair of bedrolls had been abandoned near the edge of a small fire, all under the watch of a strange stone monolith that perched at the edge of the chasm. Inspecting the monolith revealed that a relatively new rope had been tied around it, likely to descend to a ledge below -- but the rope had been cleanly cut by a sharp blade. Using their [I]rope of climbing[/I], the adventurers followed what they believed to be their quarry into the depths of the canyon.

The bottom of the Sunless Chasm was littered with debris. Fallen monoliths and the wreckage of ancient buildings littered the ground, along with fallen, half-buried statues of armored warriors and regal noblemen. Near the very center of the valley, the canyon wall curved inward -- and within, half-sunken into the very earth itself, were the exposed towers of a once-proud fortress!

After several minutes of deliberation the group entered the lost citadel via an archway that once served as a balcony, now a crumbling doorstep at ground level. The tower beyond now served as a sort of courtyard, within which the heroes found the recently-charred corpses of several goblinoids, a bronze door aged to the point of being completely green, a broad passage leading deeper into the fortress, and a narrow stair that ascended to another tower. The door showed signs of recent disturbance: deep wounds made by heavy, orcish blades. The valve proved to be magically sealed; the Hucreles had not gone this way.

Proceeding up the steep eastern stairs, the group explored a narrow hallway and a myriad of doors that led to empty, debris-filled rooms including a long-looted armory. The hall led to a sturdy wooden door, beyond which Drenden could hear the muffled, harsh voices of several creatures. Dousing their light sources save for a wax candle stub, the party sent Zahara ahead to investigate.

The door led to a precarious ledge overlooking a circular tower, with a stair winding around the outer edge. Below, five goblinoids (including a hulking bugbear) stood guard over a door. Guttering torches lined the wall of the tower, providing illumination. Returning to confer with her companions, the tiefling decided to attempt to parley with the ugly humanoids. She strode out to the ledge and addressed the creatures.

The bugbear looked up with a sneer and thrust its morning star in the rogue's direction in a pointing motion. &quot;Fresh meat!&quot; it bellowed, and the goblins surged toward the stairs.</content>
    <content-cache>&lt;a href=&quot;/characters/1182&quot; class=&quot;char_reference&quot; &gt;Zahara&lt;/a&gt; awoke the next morning, still covered in mud, on the floor of Tiernan's bedroom. The warlord explained what she had missed and the pair headed down to the Ol' Boar's common room where Vale and &lt;a href=&quot;/characters/1113&quot; class=&quot;char_reference&quot; &gt;Drenden&lt;/a&gt; were already awake.&lt;br/&gt;&lt;br/&gt;After a few hours of errands the group decided to return to the House of the Light in hopes of learning more about the attackers. Father Alonsus had been studying the orc howler that had aided the kobolds -- its body was covered in deep scars that resembled five-pointed stars with curved arms: a symbol of Tiamat, the dragon mother -- a titanic, immortal, five-headed dragon that fancied herself the progenitor of the draconic races. She dwelt in the depths of the Abyss, amidst fire and darkness at the very core of the world.&lt;br/&gt;&lt;br/&gt;The heroes wondered what the dragon cultists sought in Oakhurst, specifically within the House of the Light. Father Alonsus had an inkling, and revealed to the group an old secret door beneath the stairs to the bell tower. Below was a small, cramped sepulcher -- little more than a narrow passageway and a simple sarcophagus of black basalt. This was the tomb of &lt;a href=&quot;/campaigns/definitions/539?def_id=1104#definition1104&quot; title=&quot;A legendary champion of the Light that opposed the servants of the dragon Ashardalon&quot; class=&quot;reference&quot; &gt;Saint Lucius&lt;/a&gt;.&lt;br/&gt;&lt;br/&gt;&lt;a href=&quot;/campaigns/definitions/539?def_id=1104#definition1104&quot; title=&quot;A legendary champion of the Light that opposed the servants of the dragon Ashardalon&quot; class=&quot;reference&quot; &gt;Saint Lucius&lt;/a&gt; had died more than a century prior after slaying a vampire (and cultist of the dragon &lt;a href=&quot;/campaigns/definitions/539?def_id=1032#definition1032&quot; title=&quot;A legendary red dragon of tremendous power.&quot; class=&quot;reference&quot; &gt;Ashardalon&lt;/a&gt;) known as Gulthias the Undying. A powerful elven warlock long before he had succumbed to undeath, Gulthias' evil pacts had always allowed him to escape destruction even in defeat -- until &lt;a href=&quot;/campaigns/definitions/539?def_id=1104#definition1104&quot; title=&quot;A legendary champion of the Light that opposed the servants of the dragon Ashardalon&quot; class=&quot;reference&quot; &gt;Saint Lucius&lt;/a&gt; gave of himself to end the threat.&lt;br/&gt;&lt;br/&gt;Vale and Father Alonsus prayed for forgiveness as they opened the dust-covered casket that contained Lucius' remains. The bones, armor, and sword within had been undisturbed for countless years. A single clue was found inside the tomb: a few drops of black blood, still fresh, on the edge of the paladin's ancient blade. The blood hissed and smoked as holy water was dripped over it, confirming the suspicions that it was the blood of Gulthias.&lt;br/&gt;&lt;br/&gt;The heroes emerged from the secret sepulcher with more questions than answers, it seemed. Before they could further explore the agenda of the dragon cult, however, they had a task to complete: rescue the lost Hucrele children.&lt;br/&gt;&lt;br/&gt;A brief visit to House Hucrele produced little new information, though conflict with the angst-ridden Lady Kerowyn was narrowly avoided. Cooler heads and calm words prevailed, however, and the noblewoman offered her aid to the party in the form of a magical &lt;I&gt;rope of climbing&lt;/I&gt;.&lt;br/&gt;&lt;br/&gt;By noon the four adventurers were on their way to the Sunless Chasm, following an old, decrepit road that wound its way through the hills and moors toward the barren waste of the Ashen Plain. Eventually the scrub turned black and the trees lost their leaves, becoming twisted and lifeless. Once beautiful, fertile lands, the kingdom that once stood on the Ashen Plain had been annihilated by the rampages and dragonfire of &lt;a href=&quot;/campaigns/definitions/539?def_id=1032#definition1032&quot; title=&quot;A legendary red dragon of tremendous power.&quot; class=&quot;reference&quot; &gt;Ashardalon&lt;/a&gt; -- the region later tainted and violated by Gulthias and the cult that followed his lead.&lt;br/&gt;&lt;br/&gt;Ahead, a human form dangled from the dead branches of a tall tree. Dismounting, the group cautiously moved forward with &lt;a href=&quot;/characters/1147&quot; class=&quot;char_reference&quot; &gt;Vale Eamon&lt;/a&gt; in the lead -- they were ready for an ambush.&lt;br/&gt;&lt;br/&gt;The ambush came in the form of a small pack of hyenas, all commanded by a gnoll huntmaster. The gnoll loosed an arrow that sank into the ground mere inches from the paladin's feet. The gnoll's pets set upon Vale as well, tearing at him as one unit. With their attention focused on the hyenas, the group did not notice a spear-wielding gnoll marauder lying in wait just yards away -- until he charged into battle with a shrieking roar!&lt;br/&gt;&lt;br/&gt;The battle was brief and the gnolls were dealt with handily, with the heroes suffering the barest of wounds. They cut down the human corpse from the old tree -- at first feared to be one of the young Hucreles, but quickly revealed to be a middle-aged, ragged waste-wanderer that had run afoul of the gnolls.&lt;br/&gt;&lt;br/&gt;By sunset the heroes had arrived at the Sunless Chasm -- a fissure nearly one hundred feet wide and over a mile long. The Old Road continued across a treacherous-looking rope bridge that seemed to see little use. The party fanned out to look for signs of the children.&lt;br/&gt;&lt;br/&gt;Before long a small camp was spotted to the south of the Old Road. A pair of bedrolls had been abandoned near the edge of a small fire, all under the watch of a strange stone monolith that perched at the edge of the chasm. Inspecting the monolith revealed that a relatively new rope had been tied around it, likely to descend to a ledge below -- but the rope had been cleanly cut by a sharp blade. Using their &lt;I&gt;rope of climbing&lt;/I&gt;, the adventurers followed what they believed to be their quarry into the depths of the canyon.&lt;br/&gt;&lt;br/&gt;The bottom of the Sunless Chasm was littered with debris. Fallen monoliths and the wreckage of ancient buildings littered the ground, along with fallen, half-buried statues of armored warriors and regal noblemen. Near the very center of the valley, the canyon wall curved inward -- and within, half-sunken into the very earth itself, were the exposed towers of a once-proud fortress!&lt;br/&gt;&lt;br/&gt;After several minutes of deliberation the group entered the lost citadel via an archway that once served as a balcony, now a crumbling doorstep at ground level. The tower beyond now served as a sort of courtyard, within which the heroes found the recently-charred corpses of several goblinoids, a bronze door aged to the point of being completely green, a broad passage leading deeper into the fortress, and a narrow stair that ascended to another tower. The door showed signs of recent disturbance: deep wounds made by heavy, orcish blades. The valve proved to be magically sealed; the Hucreles had not gone this way.&lt;br/&gt;&lt;br/&gt;Proceeding up the steep eastern stairs, the group explored a narrow hallway and a myriad of doors that led to empty, debris-filled rooms including a long-looted armory. The hall led to a sturdy wooden door, beyond which &lt;a href=&quot;/characters/1113&quot; class=&quot;char_reference&quot; &gt;Drenden&lt;/a&gt; could hear the muffled, harsh voices of several creatures. Dousing their light sources save for a wax candle stub, the party sent &lt;a href=&quot;/characters/1182&quot; class=&quot;char_reference&quot; &gt;Zahara&lt;/a&gt; ahead to investigate.&lt;br/&gt;&lt;br/&gt;The door led to a precarious ledge overlooking a circular tower, with a stair winding around the outer edge. Below, five goblinoids (including a hulking bugbear) stood guard over a door. Guttering torches lined the wall of the tower, providing illumination. Returning to confer with her companions, the tiefling decided to attempt to parley with the ugly humanoids. She strode out to the ledge and addressed the creatures.&lt;br/&gt;&lt;br/&gt;The bugbear looked up with a sneer and thrust its morning star in the rogue's direction in a pointing motion. &quot;Fresh meat!&quot; it bellowed, and the goblins surged toward the stairs.</content-cache>
    <content-cache-public>&lt;a href=&quot;/characters/1182&quot; class=&quot;char_reference&quot; &gt;Zahara&lt;/a&gt; awoke the next morning, still covered in mud, on the floor of Tiernan's bedroom. The warlord explained what she had missed and the pair headed down to the Ol' Boar's common room where Vale and &lt;a href=&quot;/characters/1113&quot; class=&quot;char_reference&quot; &gt;Drenden&lt;/a&gt; were already awake.&lt;br/&gt;&lt;br/&gt;After a few hours of errands the group decided to return to the House of the Light in hopes of learning more about the attackers. Father Alonsus had been studying the orc howler that had aided the kobolds -- its body was covered in deep scars that resembled five-pointed stars with curved arms: a symbol of Tiamat, the dragon mother -- a titanic, immortal, five-headed dragon that fancied herself the progenitor of the draconic races. She dwelt in the depths of the Abyss, amidst fire and darkness at the very core of the world.&lt;br/&gt;&lt;br/&gt;The heroes wondered what the dragon cultists sought in Oakhurst, specifically within the House of the Light. Father Alonsus had an inkling, and revealed to the group an old secret door beneath the stairs to the bell tower. Below was a small, cramped sepulcher -- little more than a narrow passageway and a simple sarcophagus of black basalt. This was the tomb of Saint Lucius.&lt;br/&gt;&lt;br/&gt;Saint Lucius had died more than a century prior after slaying a vampire (and cultist of the dragon Ashardalon) known as Gulthias the Undying. A powerful elven warlock long before he had succumbed to undeath, Gulthias' evil pacts had always allowed him to escape destruction even in defeat -- until Saint Lucius gave of himself to end the threat.&lt;br/&gt;&lt;br/&gt;Vale and Father Alonsus prayed for forgiveness as they opened the dust-covered casket that contained Lucius' remains. The bones, armor, and sword within had been undisturbed for countless years. A single clue was found inside the tomb: a few drops of black blood, still fresh, on the edge of the paladin's ancient blade. The blood hissed and smoked as holy water was dripped over it, confirming the suspicions that it was the blood of Gulthias.&lt;br/&gt;&lt;br/&gt;The heroes emerged from the secret sepulcher with more questions than answers, it seemed. Before they could further explore the agenda of the dragon cult, however, they had a task to complete: rescue the lost Hucrele children.&lt;br/&gt;&lt;br/&gt;A brief visit to House Hucrele produced little new information, though conflict with the angst-ridden Lady Kerowyn was narrowly avoided. Cooler heads and calm words prevailed, however, and the noblewoman offered her aid to the party in the form of a magical &lt;I&gt;rope of climbing&lt;/I&gt;.&lt;br/&gt;&lt;br/&gt;By noon the four adventurers were on their way to the Sunless Chasm, following an old, decrepit road that wound its way through the hills and moors toward the barren waste of the Ashen Plain. Eventually the scrub turned black and the trees lost their leaves, becoming twisted and lifeless. Once beautiful, fertile lands, the kingdom that once stood on the Ashen Plain had been annihilated by the rampages and dragonfire of Ashardalon -- the region later tainted and violated by Gulthias and the cult that followed his lead.&lt;br/&gt;&lt;br/&gt;Ahead, a human form dangled from the dead branches of a tall tree. Dismounting, the group cautiously moved forward with &lt;a href=&quot;/characters/1147&quot; class=&quot;char_reference&quot; &gt;Vale Eamon&lt;/a&gt; in the lead -- they were ready for an ambush.&lt;br/&gt;&lt;br/&gt;The ambush came in the form of a small pack of hyenas, all commanded by a gnoll huntmaster. The gnoll loosed an arrow that sank into the ground mere inches from the paladin's feet. The gnoll's pets set upon Vale as well, tearing at him as one unit. With their attention focused on the hyenas, the group did not notice a spear-wielding gnoll marauder lying in wait just yards away -- until he charged into battle with a shrieking roar!&lt;br/&gt;&lt;br/&gt;The battle was brief and the gnolls were dealt with handily, with the heroes suffering the barest of wounds. They cut down the human corpse from the old tree -- at first feared to be one of the young Hucreles, but quickly revealed to be a middle-aged, ragged waste-wanderer that had run afoul of the gnolls.&lt;br/&gt;&lt;br/&gt;By sunset the heroes had arrived at the Sunless Chasm -- a fissure nearly one hundred feet wide and over a mile long. The Old Road continued across a treacherous-looking rope bridge that seemed to see little use. The party fanned out to look for signs of the children.&lt;br/&gt;&lt;br/&gt;Before long a small camp was spotted to the south of the Old Road. A pair of bedrolls had been abandoned near the edge of a small fire, all under the watch of a strange stone monolith that perched at the edge of the chasm. Inspecting the monolith revealed that a relatively new rope had been tied around it, likely to descend to a ledge below -- but the rope had been cleanly cut by a sharp blade. Using their &lt;I&gt;rope of climbing&lt;/I&gt;, the adventurers followed what they believed to be their quarry into the depths of the canyon.&lt;br/&gt;&lt;br/&gt;The bottom of the Sunless Chasm was littered with debris. Fallen monoliths and the wreckage of ancient buildings littered the ground, along with fallen, half-buried statues of armored warriors and regal noblemen. Near the very center of the valley, the canyon wall curved inward -- and within, half-sunken into the very earth itself, were the exposed towers of a once-proud fortress!&lt;br/&gt;&lt;br/&gt;After several minutes of deliberation the group entered the lost citadel via an archway that once served as a balcony, now a crumbling doorstep at ground level. The tower beyond now served as a sort of courtyard, within which the heroes found the recently-charred corpses of several goblinoids, a bronze door aged to the point of being completely green, a broad passage leading deeper into the fortress, and a narrow stair that ascended to another tower. The door showed signs of recent disturbance: deep wounds made by heavy, orcish blades. The valve proved to be magically sealed; the Hucreles had not gone this way.&lt;br/&gt;&lt;br/&gt;Proceeding up the steep eastern stairs, the group explored a narrow hallway and a myriad of doors that led to empty, debris-filled rooms including a long-looted armory. The hall led to a sturdy wooden door, beyond which &lt;a href=&quot;/characters/1113&quot; class=&quot;char_reference&quot; &gt;Drenden&lt;/a&gt; could hear the muffled, harsh voices of several creatures. Dousing their light sources save for a wax candle stub, the party sent &lt;a href=&quot;/characters/1182&quot; class=&quot;char_reference&quot; &gt;Zahara&lt;/a&gt; ahead to investigate.&lt;br/&gt;&lt;br/&gt;The door led to a precarious ledge overlooking a circular tower, with a stair winding around the outer edge. Below, five goblinoids (including a hulking bugbear) stood guard over a door. Guttering torches lined the wall of the tower, providing illumination. Returning to confer with her companions, the tiefling decided to attempt to parley with the ugly humanoids. She strode out to the ledge and addressed the creatures.&lt;br/&gt;&lt;br/&gt;The bugbear looked up with a sneer and thrust its morning star in the rogue's direction in a pointing motion. &quot;Fresh meat!&quot; it bellowed, and the goblins surged toward the stairs.</content-cache-public>
    <created-at type="datetime">2010-03-09T07:17:47-08:00</created-at>
    <id type="integer">2187</id>
    <perms type="integer">255</perms>
    <subject>The Sunless Chasm</subject>
    <updated-at type="datetime">2010-03-09T07:17:47-08:00</updated-at>
  </entry>
  <entry>
    <cache-dirty type="boolean">false</cache-dirty>
    <cache-version type="integer">1</cache-version>
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    <content>Do you guys even still check this site?  I mean, I know Emmanuel hops on here every now and again, but what about the rest of ya?  I know we are still a long way off, but could I get an update on how your plans are coming along?  Some of you haven't even checked the gear selections I have listed for ya...  Are you guys learning about the world of Eberron?  The reason I ask is that it will be fairly important that your character has at least a basic understanding of the world.  If you've got questions, ask!!!  I am not going to take too much time to explain basic world elements to anyone once they get here...if you don't know the basics of airships, lightning rail, dragon shards, geography, the Last War, Draconic Prophecy, and the Dragonmarked Houses your character is going to look like an idiot.  You'll have to learn it hard and fast...not how I would recommend it or prefer it.

Is this site an info overload?  Is there something I could do to streamline things for you guys?  Or, have you guys just forgotten about this web site?  Lost the web address?  

Oh well....</content>
    <content-cache>Do you guys even still check this site?  I mean, I know Emmanuel hops on here every now and again, but what about the rest of ya?  I know we are still a long way off, but could I get an update on how your plans are coming along?  Some of you haven't even checked the gear selections I have listed for ya...  Are you guys learning about the world of Eberron?  The reason I ask is that it will be fairly important that your character has at least a basic understanding of the world.  If you've got questions, ask!!!  I am not going to take too much time to explain basic world elements to anyone once they get here...if you don't know the basics of airships, lightning rail, dragon shards, geography, the Last War, Draconic Prophecy, and the Dragonmarked Houses your character is going to look like an idiot.  You'll have to learn it hard and fast...not how I would recommend it or prefer it.&lt;br/&gt;&lt;br/&gt;Is this site an info overload?  Is there something I could do to streamline things for you guys?  Or, have you guys just forgotten about this web site?  Lost the web address?  &lt;br/&gt;&lt;br/&gt;Oh well....</content-cache>
    <content-cache-public>Do you guys even still check this site?  I mean, I know Emmanuel hops on here every now and again, but what about the rest of ya?  I know we are still a long way off, but could I get an update on how your plans are coming along?  Some of you haven't even checked the gear selections I have listed for ya...  Are you guys learning about the world of Eberron?  The reason I ask is that it will be fairly important that your character has at least a basic understanding of the world.  If you've got questions, ask!!!  I am not going to take too much time to explain basic world elements to anyone once they get here...if you don't know the basics of airships, lightning rail, dragon shards, geography, the Last War, Draconic Prophecy, and the Dragonmarked Houses your character is going to look like an idiot.  You'll have to learn it hard and fast...not how I would recommend it or prefer it.&lt;br/&gt;&lt;br/&gt;Is this site an info overload?  Is there something I could do to streamline things for you guys?  Or, have you guys just forgotten about this web site?  Lost the web address?  &lt;br/&gt;&lt;br/&gt;Oh well....</content-cache-public>
    <created-at type="datetime">2010-03-08T17:02:09-08:00</created-at>
    <id type="integer">2186</id>
    <perms type="integer">255</perms>
    <subject>Mic check....1...2...3...   Is this thing on?</subject>
    <updated-at type="datetime">2010-03-08T18:17:30-08:00</updated-at>
  </entry>
  <entry>
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    <content>[B]Session Start:[/B]
Pre-dawn, the 15th of Yuluk
Aboard a fishing boat anchored off Deadman's Beach.

[B]Session End:[/B]
Early morning, the 19th of Yuluk (2+ weeks since wreck)
Outside the Calico Cat in the Plaza District.

[B]The Action:[/B]
The battle scene is gruesome on the small space of the fishing boat deck. The dead and wounded lay in heaps as blood sloshes underfoot. A quick check finds three wounded survivors. The crewman has a deep cut across his chest, and he remains unconscious. One of the raiders has an arrow in the groin that is not immediately life-threatening but could be complicated to remove. Another raider has an open belly wound that is likely mortal. All the raiders are filthy, wear rags, and the survivors have a crazy look in their eyes. They are malnourished, desperate, and drunk on some sour smelling concoction. All have a brand on the left cheek. 

Attempting to interrogate the raiders only yields the revelation that Tsatoggua the toad god is the true ruler of this island. Marcus conducts some swift executions, and the corpses are dumped into the sea. Soon the water thrashes as sharks bump against the hull in their feeding frenzy. The suggestion is made to move the boat, but [[Kadmous]] explains that the reef can't be safely navigated at night, so everyone sits and waits. Soon there is a bonfire on the beach and the shadows of many men moving about. Three dugouts drift out to the fishing vessel, and a booming voice in accented Aquilonian demands ransom or they will burn the ship. The glowing trail of a well hurled fire pot arcs through the night to fall just short of the rail, and a tense stand-off begins.

Temu and a skilled slinger in the canoes trade missiles and insults as the rest of the group presses Kadmous regarding the topic of a ransom. Eventually the greedy pirate relents and brings out what is obviously a prepared ransom package. A set of small boxes is tied to a crude raft and floated to the waiting canoes. The raiders depart and then party on the beach, dancing wildly around the large bonfire. By dawn only a few sleeping figures remain ashore. Temu sneaks in before daybreak and makes sure none awake.

At dawn the unhurt crewman and Kadmous start sailing back toward Colubra. Despite the injured crewman, Kadmous makes no great haste. He searches for more salvage, stops at length to harvest sponges, and spends time to catalog the contents of the hold. Eventually, Tuco intimidates Kadmous into paying attention to something other than his greed and the boat moves back toward the city at a brisk clip. By sunset the boat drifts into the harbor with the lights of the city sparkling against the dark shadow of the island.

During the cataloging session, the group notices a few unusual items. This includes an ivory statue of a winged woman (perhaps an older version of Ishtar?), a shining necklace of heavy gold links, a set of heavily tarnished silver boxes, and an elaborately engraved bronze plate. The art on the plate shows a battle scene with men in Nesai style dress struggling under a globe that seems to have rays shooting out of one side, but not the other. Piqued by an interest in this plate, Temu makes a point of watching the boat from afar while the rest of the group takes the injured crewman to the Red Shields barracks for medical attention.

Temu sees five well armed men saunter down the docks to Kadmous' boat led by the remaining crewman. Later, four men leave carrying bundles of goods. Throughout the night, the hookwing watches from high on the mast of the fishing vessel. At dawn some men from the harbormaster's office arrive to inspect the cargo. Meanwhile, at the Red Shields the group finds [[Murzio]] in his usual place with feet up on the desk eating some olives. He asks [[Rolf]] for a report. &quot;Had to deal with some exile scum. The small Zingaran is steady, the Aquilonian ferocious, the Hyrkanian crafty, and the dog well trained.&quot; Murzio pays out the wages and also delivers some messages.

The first message is a small parchment roll tied with a bit of twine. It was delivered five days ago by a sweet Brythunian girl for Tuco. [[Nephele]] says she will be at the Common Temple each day during the afternoon and is eager to meet Tuco. The second is a small, folded leather bundle delivered two days ago by an old man and a pretty young girl for Marcus. A note in Aquilonian and written in Eldia's hand has thanks for the help with medicine and a gift. The note explains that she wove it while confined to bed. The gift is a braid of many different brightly colored threads in a style commonly used in Aquilonia to decorate spears. The last is a small, folded sheet of parchment sealed with a bird in black wax. Delivered yesterday by courier service for Marcus. Amalrus the apothecary was given your name by the sage [[Caranthes]]. Amalrus has a business proposition, he will pay 10gp for each viable Night Singer egg Marcus can recover. The note gives an address in the eastern side of the Coins for delivery of the eggs.

At breakfast the next morning in the mess hall, Tuco recalls the fight with the exiles, making sure that everyone gets a turn in the spotlight. Afterward the group explores the building further, discovering a well maintained training facility, and checks on the status of the injured sailor. The man is still unconscious, and Doc says the wound is infected. He doesn't think the man will survive. Since Murzio said not to expect more work for a few days, the group scatters to pursue their separate interests.

Tuco and Marcus head to the Quill to meet with Caranthes. There, the two men have a conversation with the old man in the entry chamber of the building. The guard is within earshot but discretely ignores the discussion. A couple of interesting things are learned from Caranthes. First, he suspects the Nesai destroy books, which creates a heavy reliance on sages. Second, the Quill may be a &quot;gilded cage&quot; for those very sages. Caranthes is also able to provide information on the Night Singers. These native insects  can be found in Firefly valley, which is just to the west of the city. The Night Singers will be active at night around nesting locations (inside rotten trees) and can be spotted by their glow. Locals think they are the spirits of betrayed lovers who lure travelers with their glowing dance and complicated songs. 

The next stop is the Common Temple, where Tuco meets the engaging young girl Nephele. She is very pleased and excited to meet a knight of the church and immediately asks for help. Apparently she provides food and other necessities to a group of exiles who live peacefully outside the city. Nephele explains that she cannot carry all the goods herself and doesn't have the money to hire help. Tuco turns her down without bothering to do any real sugar coating, but Nephele's spirit is upbeat. She seems to assume that Tuco will help, because &quot;Mitra provides&quot;. Afterward the two men meet up with Ale at &quot;the tavern&quot; for a few hours of relaxation.

Meanwhile, Temu has decided to strike up more conversation with the interesting Hyrkanian who runs [[Hunter]]'s Outfitting. He learns that the local Hyrkanian population is concentrated in the south end of the Plaza District and that many hang out at a tavern called The Smoking Rat. Hunter also says there are Hyrkanians who chose to live outside the confines of the city. Finally, he warns Temu that the south end is a rough place. Temu thanks him and offers to do odd jobs before leaving on other business. Temu then explores the Bazaar some more, purchasing arrows from the beautiful Stygian fletcher, and getting counter food at a vendor with a purple and gold tent. He caps off the day with a pickpocket attempt that goes very wrong. It is only through sheer luck that he manages to disappear into the crowd before there is a determined pursuit.

The next morning, the group steps in to the courtyard of the Red shields to find Nephele waiting on a bench with her hands folded in her lap. Nephele jumps up when she sees Tuco and explains that she couldn't sleep worrying about the folks camped out in the ruins. She begs for help and happily leaves with the impression that Tuco has agreed. The group then continues on its business for the morning, to see if [[Leng Chi]] has something that could help the injured sailor. On the way to the Plaza District, the group crosses paths with a work gang led by guards from the Citadel. One man drops a scrap of cloth with &quot;help&quot; scrawled on it in blood. Everyone shrugs and moves on.

Entering the Plaza District during the day, a new detail is spotted. Many of the buildings have a whitewashed slash painted over the doorway. The group retraces the previous path to the courtyard of the Calico Cat, where it is discovered that the shop of Leng Chi is not yet open. A number of rough characters lurk about the small plaza watching as the group decides what to do next.
</content>
    <content-cache>&lt;STRONG&gt;Session Start:&lt;/STRONG&gt;
&lt;br /&gt;Pre-dawn, the 15th of Yuluk
&lt;br /&gt;Aboard a fishing boat anchored off Deadman's Beach.&lt;br/&gt;&lt;br/&gt;&lt;STRONG&gt;Session End:&lt;/STRONG&gt;
&lt;br /&gt;Early morning, the 19th of Yuluk (2+ weeks since wreck)
&lt;br /&gt;Outside the Calico Cat in the Plaza District.&lt;br/&gt;&lt;br/&gt;&lt;STRONG&gt;The Action:&lt;/STRONG&gt;
&lt;br /&gt;The battle scene is gruesome on the small space of the fishing boat deck. The dead and wounded lay in heaps as blood sloshes underfoot. A quick check finds three wounded survivors. The crewman has a deep cut across his chest, and he remains unconscious. One of the raiders has an arrow in the groin that is not immediately life-threatening but could be complicated to remove. Another raider has an open belly wound that is likely mortal. All the raiders are filthy, wear rags, and the survivors have a crazy look in their eyes. They are malnourished, desperate, and drunk on some sour smelling concoction. All have a brand on the left cheek. &lt;br/&gt;&lt;br/&gt;Attempting to interrogate the raiders only yields the revelation that Tsatoggua the toad god is the true ruler of this island. Marcus conducts some swift executions, and the corpses are dumped into the sea. Soon the water thrashes as sharks bump against the hull in their feeding frenzy. The suggestion is made to move the boat, but &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Kadmous&quot;&gt;Kadmous&lt;/a&gt; explains that the reef can't be safely navigated at night, so everyone sits and waits. Soon there is a bonfire on the beach and the shadows of many men moving about. Three dugouts drift out to the fishing vessel, and a booming voice in accented Aquilonian demands ransom or they will burn the ship. The glowing trail of a well hurled fire pot arcs through the night to fall just short of the rail, and a tense stand-off begins.&lt;br/&gt;&lt;br/&gt;Temu and a skilled slinger in the canoes trade missiles and insults as the rest of the group presses Kadmous regarding the topic of a ransom. Eventually the greedy pirate relents and brings out what is obviously a prepared ransom package. A set of small boxes is tied to a crude raft and floated to the waiting canoes. The raiders depart and then party on the beach, dancing wildly around the large bonfire. By dawn only a few sleeping figures remain ashore. Temu sneaks in before daybreak and makes sure none awake.&lt;br/&gt;&lt;br/&gt;At dawn the unhurt crewman and Kadmous start sailing back toward Colubra. Despite the injured crewman, Kadmous makes no great haste. He searches for more salvage, stops at length to harvest sponges, and spends time to catalog the contents of the hold. Eventually, Tuco intimidates Kadmous into paying attention to something other than his greed and the boat moves back toward the city at a brisk clip. By sunset the boat drifts into the harbor with the lights of the city sparkling against the dark shadow of the island.&lt;br/&gt;&lt;br/&gt;During the cataloging session, the group notices a few unusual items. This includes an ivory statue of a winged woman (perhaps an older version of Ishtar?), a shining necklace of heavy gold links, a set of heavily tarnished silver boxes, and an elaborately engraved bronze plate. The art on the plate shows a battle scene with men in Nesai style dress struggling under a globe that seems to have rays shooting out of one side, but not the other. Piqued by an interest in this plate, Temu makes a point of watching the boat from afar while the rest of the group takes the injured crewman to the Red Shields barracks for medical attention.&lt;br/&gt;&lt;br/&gt;Temu sees five well armed men saunter down the docks to Kadmous' boat led by the remaining crewman. Later, four men leave carrying bundles of goods. Throughout the night, the hookwing watches from high on the mast of the fishing vessel. At dawn some men from the harbormaster's office arrive to inspect the cargo. Meanwhile, at the Red Shields the group finds &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Murzio&quot;&gt;Murzio&lt;/a&gt; in his usual place with feet up on the desk eating some olives. He asks &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Rolf&quot;&gt;Rolf&lt;/a&gt; for a report. &quot;Had to deal with some exile scum. The small Zingaran is steady, the Aquilonian ferocious, the Hyrkanian crafty, and the dog well trained.&quot; Murzio pays out the wages and also delivers some messages.&lt;br/&gt;&lt;br/&gt;The first message is a small parchment roll tied with a bit of twine. It was delivered five days ago by a sweet Brythunian girl for Tuco. &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Nephele&quot;&gt;Nephele&lt;/a&gt; says she will be at the Common Temple each day during the afternoon and is eager to meet Tuco. The second is a small, folded leather bundle delivered two days ago by an old man and a pretty young girl for Marcus. A note in Aquilonian and written in Eldia's hand has thanks for the help with medicine and a gift. The note explains that she wove it while confined to bed. The gift is a braid of many different brightly colored threads in a style commonly used in Aquilonia to decorate spears. The last is a small, folded sheet of parchment sealed with a bird in black wax. Delivered yesterday by courier service for Marcus. Amalrus the apothecary was given your name by the sage &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Caranthes&quot;&gt;Caranthes&lt;/a&gt;. Amalrus has a business proposition, he will pay 10gp for each viable Night Singer egg Marcus can recover. The note gives an address in the eastern side of the Coins for delivery of the eggs.&lt;br/&gt;&lt;br/&gt;At breakfast the next morning in the mess hall, Tuco recalls the fight with the exiles, making sure that everyone gets a turn in the spotlight. Afterward the group explores the building further, discovering a well maintained training facility, and checks on the status of the injured sailor. The man is still unconscious, and Doc says the wound is infected. He doesn't think the man will survive. Since Murzio said not to expect more work for a few days, the group scatters to pursue their separate interests.&lt;br/&gt;&lt;br/&gt;Tuco and Marcus head to the Quill to meet with Caranthes. There, the two men have a conversation with the old man in the entry chamber of the building. The guard is within earshot but discretely ignores the discussion. A couple of interesting things are learned from Caranthes. First, he suspects the Nesai destroy books, which creates a heavy reliance on sages. Second, the Quill may be a &quot;gilded cage&quot; for those very sages. Caranthes is also able to provide information on the Night Singers. These native insects  can be found in Firefly valley, which is just to the west of the city. The Night Singers will be active at night around nesting locations (inside rotten trees) and can be spotted by their glow. Locals think they are the spirits of betrayed lovers who lure travelers with their glowing dance and complicated songs. &lt;br/&gt;&lt;br/&gt;The next stop is the Common Temple, where Tuco meets the engaging young girl Nephele. She is very pleased and excited to meet a knight of the church and immediately asks for help. Apparently she provides food and other necessities to a group of exiles who live peacefully outside the city. Nephele explains that she cannot carry all the goods herself and doesn't have the money to hire help. Tuco turns her down without bothering to do any real sugar coating, but Nephele's spirit is upbeat. She seems to assume that Tuco will help, because &quot;Mitra provides&quot;. Afterward the two men meet up with Ale at &quot;the tavern&quot; for a few hours of relaxation.&lt;br/&gt;&lt;br/&gt;Meanwhile, Temu has decided to strike up more conversation with the interesting Hyrkanian who runs &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Hunter&quot;&gt;Hunter&lt;/a&gt;'s Outfitting. He learns that the local Hyrkanian population is concentrated in the south end of the Plaza District and that many hang out at a tavern called The Smoking Rat. Hunter also says there are Hyrkanians who chose to live outside the confines of the city. Finally, he warns Temu that the south end is a rough place. Temu thanks him and offers to do odd jobs before leaving on other business. Temu then explores the Bazaar some more, purchasing arrows from the beautiful Stygian fletcher, and getting counter food at a vendor with a purple and gold tent. He caps off the day with a pickpocket attempt that goes very wrong. It is only through sheer luck that he manages to disappear into the crowd before there is a determined pursuit.&lt;br/&gt;&lt;br/&gt;The next morning, the group steps in to the courtyard of the Red shields to find Nephele waiting on a bench with her hands folded in her lap. Nephele jumps up when she sees Tuco and explains that she couldn't sleep worrying about the folks camped out in the ruins. She begs for help and happily leaves with the impression that Tuco has agreed. The group then continues on its business for the morning, to see if &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Leng%20Chi&quot;&gt;Leng Chi&lt;/a&gt; has something that could help the injured sailor. On the way to the Plaza District, the group crosses paths with a work gang led by guards from the Citadel. One man drops a scrap of cloth with &quot;help&quot; scrawled on it in blood. Everyone shrugs and moves on.&lt;br/&gt;&lt;br/&gt;Entering the Plaza District during the day, a new detail is spotted. Many of the buildings have a whitewashed slash painted over the doorway. The group retraces the previous path to the courtyard of the Calico Cat, where it is discovered that the shop of Leng Chi is not yet open. A number of rough characters lurk about the small plaza watching as the group decides what to do next.
</content-cache>
    <content-cache-public>&lt;STRONG&gt;Session Start:&lt;/STRONG&gt;
&lt;br /&gt;Pre-dawn, the 15th of Yuluk
&lt;br /&gt;Aboard a fishing boat anchored off Deadman's Beach.&lt;br/&gt;&lt;br/&gt;&lt;STRONG&gt;Session End:&lt;/STRONG&gt;
&lt;br /&gt;Early morning, the 19th of Yuluk (2+ weeks since wreck)
&lt;br /&gt;Outside the Calico Cat in the Plaza District.&lt;br/&gt;&lt;br/&gt;&lt;STRONG&gt;The Action:&lt;/STRONG&gt;
&lt;br /&gt;The battle scene is gruesome on the small space of the fishing boat deck. The dead and wounded lay in heaps as blood sloshes underfoot. A quick check finds three wounded survivors. The crewman has a deep cut across his chest, and he remains unconscious. One of the raiders has an arrow in the groin that is not immediately life-threatening but could be complicated to remove. Another raider has an open belly wound that is likely mortal. All the raiders are filthy, wear rags, and the survivors have a crazy look in their eyes. They are malnourished, desperate, and drunk on some sour smelling concoction. All have a brand on the left cheek. &lt;br/&gt;&lt;br/&gt;Attempting to interrogate the raiders only yields the revelation that Tsatoggua the toad god is the true ruler of this island. Marcus conducts some swift executions, and the corpses are dumped into the sea. Soon the water thrashes as sharks bump against the hull in their feeding frenzy. The suggestion is made to move the boat, but &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Kadmous&quot;&gt;Kadmous&lt;/a&gt; explains that the reef can't be safely navigated at night, so everyone sits and waits. Soon there is a bonfire on the beach and the shadows of many men moving about. Three dugouts drift out to the fishing vessel, and a booming voice in accented Aquilonian demands ransom or they will burn the ship. The glowing trail of a well hurled fire pot arcs through the night to fall just short of the rail, and a tense stand-off begins.&lt;br/&gt;&lt;br/&gt;Temu and a skilled slinger in the canoes trade missiles and insults as the rest of the group presses Kadmous regarding the topic of a ransom. Eventually the greedy pirate relents and brings out what is obviously a prepared ransom package. A set of small boxes is tied to a crude raft and floated to the waiting canoes. The raiders depart and then party on the beach, dancing wildly around the large bonfire. By dawn only a few sleeping figures remain ashore. Temu sneaks in before daybreak and makes sure none awake.&lt;br/&gt;&lt;br/&gt;At dawn the unhurt crewman and Kadmous start sailing back toward Colubra. Despite the injured crewman, Kadmous makes no great haste. He searches for more salvage, stops at length to harvest sponges, and spends time to catalog the contents of the hold. Eventually, Tuco intimidates Kadmous into paying attention to something other than his greed and the boat moves back toward the city at a brisk clip. By sunset the boat drifts into the harbor with the lights of the city sparkling against the dark shadow of the island.&lt;br/&gt;&lt;br/&gt;During the cataloging session, the group notices a few unusual items. This includes an ivory statue of a winged woman (perhaps an older version of Ishtar?), a shining necklace of heavy gold links, a set of heavily tarnished silver boxes, and an elaborately engraved bronze plate. The art on the plate shows a battle scene with men in Nesai style dress struggling under a globe that seems to have rays shooting out of one side, but not the other. Piqued by an interest in this plate, Temu makes a point of watching the boat from afar while the rest of the group takes the injured crewman to the Red Shields barracks for medical attention.&lt;br/&gt;&lt;br/&gt;Temu sees five well armed men saunter down the docks to Kadmous' boat led by the remaining crewman. Later, four men leave carrying bundles of goods. Throughout the night, the hookwing watches from high on the mast of the fishing vessel. At dawn some men from the harbormaster's office arrive to inspect the cargo. Meanwhile, at the Red Shields the group finds &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Murzio&quot;&gt;Murzio&lt;/a&gt; in his usual place with feet up on the desk eating some olives. He asks &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Rolf&quot;&gt;Rolf&lt;/a&gt; for a report. &quot;Had to deal with some exile scum. The small Zingaran is steady, the Aquilonian ferocious, the Hyrkanian crafty, and the dog well trained.&quot; Murzio pays out the wages and also delivers some messages.&lt;br/&gt;&lt;br/&gt;The first message is a small parchment roll tied with a bit of twine. It was delivered five days ago by a sweet Brythunian girl for Tuco. &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Nephele&quot;&gt;Nephele&lt;/a&gt; says she will be at the Common Temple each day during the afternoon and is eager to meet Tuco. The second is a small, folded leather bundle delivered two days ago by an old man and a pretty young girl for Marcus. A note in Aquilonian and written in Eldia's hand has thanks for the help with medicine and a gift. The note explains that she wove it while confined to bed. The gift is a braid of many different brightly colored threads in a style commonly used in Aquilonia to decorate spears. The last is a small, folded sheet of parchment sealed with a bird in black wax. Delivered yesterday by courier service for Marcus. Amalrus the apothecary was given your name by the sage &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Caranthes&quot;&gt;Caranthes&lt;/a&gt;. Amalrus has a business proposition, he will pay 10gp for each viable Night Singer egg Marcus can recover. The note gives an address in the eastern side of the Coins for delivery of the eggs.&lt;br/&gt;&lt;br/&gt;At breakfast the next morning in the mess hall, Tuco recalls the fight with the exiles, making sure that everyone gets a turn in the spotlight. Afterward the group explores the building further, discovering a well maintained training facility, and checks on the status of the injured sailor. The man is still unconscious, and Doc says the wound is infected. He doesn't think the man will survive. Since Murzio said not to expect more work for a few days, the group scatters to pursue their separate interests.&lt;br/&gt;&lt;br/&gt;Tuco and Marcus head to the Quill to meet with Caranthes. There, the two men have a conversation with the old man in the entry chamber of the building. The guard is within earshot but discretely ignores the discussion. A couple of interesting things are learned from Caranthes. First, he suspects the Nesai destroy books, which creates a heavy reliance on sages. Second, the Quill may be a &quot;gilded cage&quot; for those very sages. Caranthes is also able to provide information on the Night Singers. These native insects  can be found in Firefly valley, which is just to the west of the city. The Night Singers will be active at night around nesting locations (inside rotten trees) and can be spotted by their glow. Locals think they are the spirits of betrayed lovers who lure travelers with their glowing dance and complicated songs. &lt;br/&gt;&lt;br/&gt;The next stop is the Common Temple, where Tuco meets the engaging young girl Nephele. She is very pleased and excited to meet a knight of the church and immediately asks for help. Apparently she provides food and other necessities to a group of exiles who live peacefully outside the city. Nephele explains that she cannot carry all the goods herself and doesn't have the money to hire help. Tuco turns her down without bothering to do any real sugar coating, but Nephele's spirit is upbeat. She seems to assume that Tuco will help, because &quot;Mitra provides&quot;. Afterward the two men meet up with Ale at &quot;the tavern&quot; for a few hours of relaxation.&lt;br/&gt;&lt;br/&gt;Meanwhile, Temu has decided to strike up more conversation with the interesting Hyrkanian who runs &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Hunter&quot;&gt;Hunter&lt;/a&gt;'s Outfitting. He learns that the local Hyrkanian population is concentrated in the south end of the Plaza District and that many hang out at a tavern called The Smoking Rat. Hunter also says there are Hyrkanians who chose to live outside the confines of the city. Finally, he warns Temu that the south end is a rough place. Temu thanks him and offers to do odd jobs before leaving on other business. Temu then explores the Bazaar some more, purchasing arrows from the beautiful Stygian fletcher, and getting counter food at a vendor with a purple and gold tent. He caps off the day with a pickpocket attempt that goes very wrong. It is only through sheer luck that he manages to disappear into the crowd before there is a determined pursuit.&lt;br/&gt;&lt;br/&gt;The next morning, the group steps in to the courtyard of the Red shields to find Nephele waiting on a bench with her hands folded in her lap. Nephele jumps up when she sees Tuco and explains that she couldn't sleep worrying about the folks camped out in the ruins. She begs for help and happily leaves with the impression that Tuco has agreed. The group then continues on its business for the morning, to see if &lt;a class=&quot;wiki&quot; href=&quot;/wikis/link?campaign_id=525&amp;name=Leng%20Chi&quot;&gt;Leng Chi&lt;/a&gt; has something that could help the injured sailor. On the way to the Plaza District, the group crosses paths with a work gang led by guards from the Citadel. One man drops a scrap of cloth with &quot;help&quot; scrawled on it in blood. Everyone shrugs and moves on.&lt;br/&gt;&lt;br/&gt;Entering the Plaza District during the day, a new detail is spotted. Many of the buildings have a whitewashed slash painted over the doorway. The group retraces the previous path to the courtyard of the Calico Cat, where it is discovered that the shop of Leng Chi is not yet open. A number of rough characters lurk about the small plaza watching as the group decides what to do next.
</content-cache-public>
    <created-at type="datetime">2010-03-08T10:37:37-08:00</created-at>
    <id type="integer">2183</id>
    <perms type="integer">255</perms>
    <subject>Session 5 - Feb 19, 2010</subject>
    <updated-at type="datetime">2010-03-08T10:37:37-08:00</updated-at>
  </entry>
  <entry>
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    <content>The Beysib have shown us their true colors this day.  They paint their battle plans with the dead of our loved ones, friends, and family.  Their poisoned blades have torn open our armor, exposing our beating heart.  

We cannot let something like this happen again.  Riverton should have been fit to defend itself, and not a liability.  If this is allowed to continue, we will surely lose this war.  The attack today has shown me that not everyone can be saved.

As a Scion it is my duty to defend the people, but what happens when my people become a liability?  The weak need to be protected, but I do not have the time to protect everyone.  Na`kar knows this information.  He knows my weaknesses, easily making him the most dangerous Beysib I have yet to encounter.  He uses my faith and morality against me&#8230; making me doubt my decisions.

I have to stop him, but I cannot give up my morality in the process&#8230; 
</content>
    <content-cache>The &lt;a href=&quot;/campaigns/definitions/43?def_id=163#definition163&quot; title=&quot;Snake worshipers from the southern kingdom of Sset.  They are fanatic in their devotion to Zehir.&quot; class=&quot;reference&quot; &gt;Beysib&lt;/a&gt; have shown us their true colors this day.  They paint their battle plans with the dead of our loved ones, friends, and family.  Their poisoned blades have torn open our armor, exposing our beating heart.  &lt;br/&gt;&lt;br/&gt;We cannot let something like this happen again.  Riverton should have been fit to defend itself, and not a liability.  If this is allowed to continue, we will surely lose this war.  The attack today has shown me that not everyone can be saved.&lt;br/&gt;&lt;br/&gt;As a Scion it is my duty to defend the people, but what happens when my people become a liability?  The weak need to be protected, but I do not have the time to protect everyone.  Na`kar knows this information.  He knows my weaknesses, easily making him the most dangerous &lt;a href=&quot;/campaigns/definitions/43?def_id=163#definition163&quot; title=&quot;Snake worshipers from the southern kingdom of Sset.  They are fanatic in their devotion to Zehir.&quot; class=&quot;reference&quot; &gt;Beysib&lt;/a&gt; I have yet to encounter.  He uses my faith and morality against me&#8230; making me doubt my decisions.&lt;br/&gt;&lt;br/&gt;I have to stop him, but I cannot give up my morality in the process&#8230; 
</content-cache>
    <content-cache-public>The Beysib have shown us their true colors this day.  They paint their battle plans with the dead of our loved ones, friends, and family.  Their poisoned blades have torn open our armor, exposing our beating heart.  &lt;br/&gt;&lt;br/&gt;We cannot let something like this happen again.  Riverton should have been fit to defend itself, and not a liability.  If this is allowed to continue, we will surely lose this war.  The attack today has shown me that not everyone can be saved.&lt;br/&gt;&lt;br/&gt;As a Scion it is my duty to defend the people, but what happens when my people become a liability?  The weak need to be protected, but I do not have the time to protect everyone.  Na`kar knows this information.  He knows my weaknesses, easily making him the most dangerous Beysib I have yet to encounter.  He uses my faith and morality against me&#8230; making me doubt my decisions.&lt;br/&gt;&lt;br/&gt;I have to stop him, but I cannot give up my morality in the process&#8230; 
</content-cache-public>
    <created-at type="datetime">2010-03-05T18:07:50-08:00</created-at>
    <id type="integer">2169</id>
    <perms type="integer">255</perms>
    <subject>The reality of war:  Janus Farron</subject>
    <updated-at type="datetime">2010-03-06T09:54:51-08:00</updated-at>
  </entry>
</entries>
