Hello Ladies and gents of the Forelandic Saga.. Welcome to the IC chat.. I shall do my best to give summaries when I can of game sessions if not for the whole session via podcast type situations.. but will need to be working on that recording later.<br/><br/>Game 1:<br/><br/>It was a groggy awakening for the members of the band of heroes. Their names not yet known to one another, as the ringing of an unknown bell, unseen, unheard began to toll. As one by one each awoke to find themselves encapsulated in a cage of iron and oak, swinging above the floor. The bars of the cage charged with enough force to make them sit back down, but not enough to hurt themselves. The introductions began as our heros stood and sat in complete and under nudity to one another.<br/><br/>Aryl found to be a strong high elf wizard of the college. Bharash a brave yet noble dragonborn Warlock looking for his tribe. Zya a petite Wold elf Druid, bent on finding the ones responsible for the death and destruction of her home. Suffering a young tiefling, with little knowledge of the world, but wisdom of it. Tahir a fiery headed Gensai on a mission from his god. And lastly Æra a woman of beautify and grace, whoms origins are even shrouded in mystery from her people.<br/><br/>As Æra found a makeshift tool, and spotting the locking mechinism for her cage releases it, the party finds her to have wings like that of an angel. And slowly, she undoes the others letting them out of their cages, some hard, others, pleasnt. From this point the party has started to collect in one another as they begin their search for something to defend themselves, both physically, emoptionally and mentally. With great luck and a bit of help from some voices in his head, they find themselves in the armory.<br/><br/>Now geared with basic arms and armor, our hero's find themselves on the look out for the way out of this hellish place. As they look they happen to stumble into the break area for what looks to be the guards of the establishment. After a brief battle, and keeping one alive, if just barely, Arly, Æra, and Zya  stumble upon a small cache of treasure, while Bharash interrogates the nearly dead guard, which he learns not only the way out, but the name of this place. The Loatminster Solitude.<br/><br/>With new toys in hand, the party continues to look for the way out, only to stumble upon the entrance to the processing room, to find the four main guards in the process of trying to rape what seems like a defenseless drow, with quick hast, the party dispatches the rapists, and free the drow, and gather the remainder of their gear which was on them when they arrived. They come to find the drow has been a prisoner here for nearly a month, her name is Janquiri, and the men they killed had been raping her for the entire time she was in the prison. Dealing with minor battle wounds, some of which self inflicted. The party gathers what they need.<br/><br/>But more is found, the stairs leading up and out of the dungeon. Soon the party finds themselves wondering through an empty court room, and criminal holding area, so decayed from the centuries of disuse, the wood rotted at every turn. But it is here that the party uncovers more treasure to and a few items of wonder, that they don't know what to do with themselves. As they explore more, edging closer to their freedom, they find a map of the local areea with in a office at the edge of a hall. But once more they find what they were looking for, escape.<br/><br/>With a rush of joy the party leaves only to be face to face with the man whom captured them all, and with great prejudice, slaughter the man. Claiming his cart and horses for travel. Only to find the setting of the sun, with no moons, and the glow of a blue figure, who tells them of the prophecy. With an expansion and a symbol to bind them all as members of this most ancient of causes the party now heads out into a barren wastes to find others of the mark, and to bring forth the conclusion of the prophecy.<br/><br/><br/>begin with the between game shenanigans.