Recap session 11

Session recap 11


  • After praying to the statue, Lirithyn is transported the Hall of Echoes floating island in a plane resembling the Umbral Expanse, where he encounters a divine entity restrained by void energy.

  • Lirithyn successfully frees the entity, identified as the goddess Auriel The Archangel of Hope, by shooting the chains binding her, which causes the void energy to dissipate.

  • Auriel confirms that Lirithyn is a "Godwoken," a chosen individual capable of ascending to divinity, and encourages him to find other Godwoken to help combat the void.

  • Auriel was not aware of Lirithyn's friends that are Godwoken too.

  • Lirithyn expresses uncertainty regarding his status and his relationship with his companions, noting that he fears his methods have caused them to distrust him.

  • The divine entity advises carrying hope openly to inspire others and grants a new ability, though she cannot directly remove the restrictive collar binding the character's will.

  • The entity presents three potential source abilities, these powers remain unusable until the collar is removed.

  • Upon returning to the physical world, the collar tightens again, causing discomfort and reinforcing the need to find a way to remove it.


  • Flint and Fang experience a vision in the Hall of Echoes where they manifest in physical forms, allowing them to touch and find reassurance in their shared existence despite the persistent, restrictive collar.

  • A spectral, bandaged entity appears to Flint and Fang, explaining that their souls became bound together due to a mistake made when the gods abandoned the world 50 years ago.

  • The entity identifies the pair as Godwoken, chosen to potentially become the next divine, and warns that the void is increasingly threatening reality following an attack by Wendigo.

  • Unable to remove the magical collars binding the pair due to restrictions on divine interference in the mortal world, the entity grants them the ability to use source power, provided they can eventually break their collars.

  • The entity provides three potential source powers for the pair to choose from, warning that while source is powerful, its use risks allowing the void to enter the world.

  • Flint & Fang describe themselves as Soul Sheperds


  • Brynn too is transported to the Hall of Echoes where she encounter a powerful entity.

  • This entity, Cyllarus, offers the characters control and the potential to become the next divine if they serve him and help restore order.

  • Simultaneously, the characters experience conflicting influence from a demon who encourages chaos, leaving Brynn to navigate the competing interests of these two powerful beings.

  • The god explains that he cannot directly interfere in the mortal world but can be contacted through statues found during the characters' journey.

  • Brynn encounters two opposing forces, Cyllarus and the Demon Nyx'vathis, who both attempt to influence her path regarding to order or to chaos.

  • Cyllarus advocates for order and harmony, while Nyx'Vathis encourages Brynn to embrace their internal chaos to grow stronger, claiming that he seeks a partnership rather than control or servitude.

  • He explains that he aims to keep other demons in line and denies wanting to destroy the mortal world, though he acknowledges that gods and demons alike are capable of deception.

  • Brynn is told they will eventually face a choice between the paths offered by Solaris and the demon, with Nyx'Vathis promising to respect the final decision and step back from further interference.

  • After resisting the influence of a demonic entity, Brynn is offered a choice of powerful source abilities, ultimately selecting the "Banner of GlinWhistle" due to her desire for a path of honor and safety over the destructive potential of chaos.


  • The group previously encountered Dawn, who revealed that sorcerers have been disappearing from the camp without anyone remembering, and later met a skeleton illusionist named Trompdoy, who tasked them with ending his existence by destroying his soul jar.

  • Following their experiences, the characters return to the mortal world, where Brynn grapples with the confusing and frustrating realization that gods exist and exert real influence on the world.

  • Myriany reveals that the goddess Celestine, who chose her, is her mother, and that she has been invited to join her, though she remains uncertain about how to leave the mortal plane.

  • The group discusses their status as Godwoken and the nature of their respective deities, noting that the gods appear to operate within isolated domains and rarely intervene in mortal affairs.


  • Sir Finley claims to have received a vision from the giant tree confirming that the giant acorn is real and must be defeated, prompting him to urge the group to continue and leave this island.

  • The party debates whether to destroy the Soul Jars or keep them as leverage, ultimately deciding to bury them to avoid causing unpredictable chaos by killing the individuals connected to them.

  • The group decides to hide their soul jars in separate locations within a forest to ensure they are not all lost if one person is compromised, while maintaining shared knowledge of the general area.

  • After traveling for several hours, the group discovers an abandoned, ruined camp in the forest that contains only unusable, scattered remnants of previous activity.

  • Each member successfully buries their assigned soul jars in distinct, marked spots around the ruins, establishing a system where they can retrieve the items if needed.

  • Flint & Fang spots a pale, blue-tinted apparition of a young girl near a tree, who vanishes after being noticed.

  • After spotting the spirit of a young girl, Flint and his companions discover her skeletal remains buried near a tree and decide to provide her with a proper burial on the beach.

  • During the burial, Flint interacts with the girl's spirit, guiding her toward the Hall of Echoes before she fades away, an act he identifies as his role as a shepherd of the dead.


  • Upon returning to their camp, the group spots the large, mysterious crystal again that emerged from the ground, when Myriany reaches the crystal she understands her purpose and creates an entrance in the crystal.

  • Myriany departs the island by entering a glowing crystal that dissolves into magical dust, leaving behind the source collar.

  • After the crystal vanishes, the group decides to report the presence of dead bodies in their tent to the Magisters to avoid potential blame or health risks.

  • Lirithyn takes the recovered source collar to the blacksmith, requesting that she study it to find a way to remove the shackles from others without causing harm.

  • The blacksmith Na'ira asks about a recent aerial incident over the island.

  • The group agrees on a deal deactivate the group's source collars in exchange for a piece of technology that was sent from the mainland to the island.

  • The group plans to provide materials to assist in the repair of the device, which the Na'ira hopes to use to contact their tribe and partner.


  • After a period of rest, Flint leaves the tent and walks toward the beach, where he is followed by Lirithyn.

  • Lirithyn explains that he is acting with newfound kindness because he was contacted by a god who designated him as a champion tasked with spreading hope and perseverance.

  • Flint expresses skepticism toward Lirithyn's sudden change in behavior, viewing it as insincere and noting his own pragmatic reluctance to invest effort in people with shorter lifespans then himself.

  • Flint holds a personal belief that souls are reincarnated into new forms, leading him to wonder if he has lived as long as Lirithyn through various incarnations.

  • Tensions persist regarding Lirithyn's perceived selfishness and his tendency to view others as disposable, leading to deep-seated mistrust among his companions.

  • While some people interpret Lirithyn's recent unprompted acts of kindness as a sign of genuine personal growth, others remain suspicious of his motives and view his unpredictable behavior as a potential liability.


  • The group is interrupted early in the morning by Azura, who enters their tent without regard for privacy to report that royalty has arrived on the island.

  • As the group prepares to meet the higher ranks, Flint and Fang struggles to put on his armor, discovering that his physical strength has increased.

  • A group of individuals including the party observes notable figures, including Bishop Alexander, Dallis the Hammer, Asudur Grayspire, Kraccuth Kilmash and a Royal looking Tiefling, visiting the prison island.

  • Eavesdropping the visitors, the group overhears a discussion regarding the prisoners' faith and stability, during which Dallis suggests moving the conversation inside.

  • Ishmara displays visible anger and distress, clenching her fist so tightly that her nails draw blood, prompting the group to offer her assistance.

  • Despite the group's attempts to help, Ishmara declines and wanders off toward the camp, leaving the group uncertain of her whereabouts as she has not disclosed where she sleeps. And her name is not placed on Azura's drawn map.

  • The group speculate that the Tiefling seen with the high-ranking officials may be related to a Ishmara.


  • Jaylienne, who is currently under pressure, cooking for the group, was previously a cook for royalty before being imprisoned for accidentally causing an explosion that resulted in a fatality.

  • The group plans to seek out Dawn for assistance, while Evan, a former magister from Eda Moriana, notes that he lacks specific information regarding the island's operations or its organizational structure.

  • Evan reveals that many sorcerers he previously arrested are missing from the prison, suggesting they may have been placed else wear, in prison on the main land or worse.

  • The ex-magister explains that his memories of his time in service were suppressed by his superiors to prevent the leakage of sensitive information.


  • The group discusses the frequent, unexplained movements of the leader Dallis, speculating that she may utilize teleportation or other magical means to traverse the island.

  • To explore the other side of the island, the group reveals to dawn a hidden spiral staircase located beneath a shed.

  • The group explores the underground area near a fort, encountering the room containing the silent monks mindless servants created by the magisters and a previously triggered demon that has since been dealt with by magisters at a significant cost.

  • The group investigates why they retain memories of the prisoner named Misselle, who was transformed into a silent monk by a dark spell, while others including fellow prisoners, Sir Finley and Tazzy all do not.

  • The group suspects their unique ability to remember Misselle may be linked to their source abilities or the island's influence, though they remain uncertain why this does not apply to everyone.

  • They also question Dawn, trying to dind out if she is a godwoken or not. To know if the memory supression does not have influence on godwoken.

  • Sir Pip, who travels with the group, appears to possess an unexplained ability to detect if someone is Godwoken or not. He explains Dawn not being Godwoken.

  • The group discusses the nature of a magical dimension used for storage, noting that while items can be retrieved, the user always returns to their original location and time passes slightly slower within that space.


  • Dawn shares details about her past, revealing that she was a homemaker whose husband cheated and betrayed her, leading to an incident where she used her source powers to destroy a portion of the capital city.

  • After successfully retrieving papers and preparing to move forward, the group investigates the area, finding that while the rooms remain largely as they left them, the remains of a priest have been removed.

  • A group hiding in a chapel attempts to avoid detection by a Magister by using a minor illusion to distract him, but the attempt fails when he notices the open door. That separates the part of the basement between the magisters side and the other side.

  • Brynn decides to cast a suggestion spell to convince the Magister that he is experiencing a headache and seeing things, hoping to send him away before he realizes they are not Magisters.


  • Failing to connect the spell, wild magic surge occurs, resulting in fish falling from the ceiling, which forces those in the area to roll for potential damage or healing each turn.

  • The confused Magister stands ready with a spear but looks miffed while the group attempts to de-escalate the situation by claiming to be lost fishmongers.

  • The session concludes with the group facing a potential combat encounter involving the falling fish and the confused Magister.