Our group of heroes defeated the golem protecting the entrance to the caves of the Dae. They are rested and ready to find their siblings and hopefully go home.

NPCs

Isott Caine (stern, steadfast, manchester accent)

  • Was hired by Noemi to find out about the Dae, which she is obsessed with
  • Confronted her father but deemed it not worth the mental load
  • Thankful for being saved, but the secret is still unsolved: what happened to the dae?
  • Also had an dream/vision of Noemi dead shortly after being introduced to Larysin
  • Eventually trapped here in a crystal
  • From her study of larysine, it can only be taimed by people who have Dae blood. All those here have somehow a dae ancestor thousands of years ago.


Kleo - barbarian fighter (female, soft spoken, fancy english)

  • Grew up in a nice-enough house, her earliest memories are of living with her adoptive parents in Blind-by-the-sea. As a teenager, got mixed with the wrong crowd and fled home, decided to try her luck in the neighbouring kingdom of Thasslia.
  • Met Isott a few years ago in a tavern and joined her as a body guard. They were both involved in a fight and made good team-work.
  • Has two kids in Craic that are being taken care of by some of her friends, which she is eager to get back to, and excited to introduce new family members to them.


Naomi

Can be found at the orphanage. She was visiting lady T when she collapsed suddenly. Alyna is applying ointments, but sensed a strong magical bond / curse was broken, as she is weak.

  • Found a broken piece larysine as a child and was captivated by it, consumed. The larysine wasn't just a piece of gem, it had a mind of its own, which spoke to her through dreams.
  • Dreams engulfed her, vivid and ethereal. She found herself standing in a shadowy realm, confronted by a figure cloaked in mist. The spirit, which revealed itself as Bjekiol, reached out to her with a whisper of sorrow and desperation. It spoke of freedom, of a life beyond the confines of its crystalline prison.
  • Over time, the dreams became more intense, and the spirit's pleas more persuasive. Naomi began to feel an unexplainable urge, an irresistible impulse to do the Bjekiol's bidding. His presence in her dreams twisted from sorrowful to sinister, manipulating her desires, fears, and emotions like puppet strings. Soon, Naomi was driven to commit acts she would never have considered in her waking hours.

    She was eventually kicked out from her home and village. She threw the larysine in the river, but in the morning it would appear next to her again.

    One fateful night, her dreams took an unexpected turn. The spirit revealed its true intentions, a desire to bring back his kind to life. It promised her power beyond her wildest dreams, whispered promises of dominion over the realms of the living and the dead. Yet, in the depths of her heart, she recognised the abyss she was teetering on. She clung to the vestiges of her true self, desperately fighting against the spirit's relentless grasp.

    She started believing Bjekiol, and sought out to accomplish his guidance. He's the one who whispered Isott's name to her. She planted for Isott to find her first larysine, to get her attention and curiosity. Eventually, she introduced herself to Isott, and convinced her to find more about the mysterious Dae.

    Isott however figured out something was fishy, and started ignoring Naomi and doing her own investigation, which led her to go dark.

    One day, the dreams and voices stopped. Bjekiol either ghosted Naoemi, or was dead, and she had no way of finding out. She knew she didn't have Dae heritage and thus would have to find another way to find out the truth.

    Her only lead is Isott once mentioning that she had siblings. So Naomi travelled to Thasslia in search of them. She found the brother, but didn't see much promise from him. Ratyn took longer to find, but she eventually pierced that she had deserted the army and was last seen entering the kingdom of March. She sent out letters to various people she knew, and Lady T replied that she knew someone who fits the description.

    But now with the Bjekiol's influence gone for good, she can turn a leaf. She needs to re-evaluate her values and find new meaning in her life. She's genuinely sorry for the pain and hurt she causes others.

Locations

As you venture past the doors, you find stairs leading ever deeper into the ground. The air grows colder, and the flickering torchlight casts eerie shadows on the dry stone walls. The howling sounds of the wind is slowly replaced by the sound of metal hitting metal in a synchronized and predictable manner, and a low background rumbling. The walls are marked with scratches, that you assume to be from the defeated guardian going up and down these stairs over the centuries. You also notice debris littering the floor stairs, indicating that others have come before you and met an unfortunate fate. As you cautiously explore the mine's depths, you stumble upon a large chamber.

Inside this chamber, you discover a collection of massive spherical larysine crystals suspended from the ceiling, each radiating a faint magical aura. A closer examination reveals that the larysine contain unconscious forms of previous adventurers, trapped within their translucent confines. The prisoners appear to be in a deep sleep, unaware of their surroundings. Oris, you recognise Kloe hanging in such a larysine above you.


To release the prisoners, you notice an intricate mechanism positioned at the centre of the chamber. It consists of a pedestal with a protruding pyramid carved on top. Each side has a small child-sized hand etched into it, and the palm is adorned with symbols of different magical elements: fire, water, life, and death.


As the release mechanism is activated, a low hum resonates through the chamber, and the palms begin to emit a brighter glow. The magical energy flows through the pedestral and into the ground, before poring from above and into the spherical prisons, causing them to lower, crack and shatter, freeing the trapped adventurers.

With a gasp, some of the prisoners awaken, their eyes filled with gratitude and confusion. They thank you profusely for rescuing them and share what little information they remember about the dungeon's layout, potential traps, or hidden treasures. A devil has been trapped here for millania. Most don't wake up, as the larysine has sucked their life force to keep the place working.


As you press further into the depths of the dungeon, the atmosphere grows increasingly ominous. The air feels heavy with a palpable sense of malevolence, and the torchlight flickers as if threatened by unseen forces. You enter a large circular chamber, and the sight before you sends a chill down your spine.

A stone bridge leeds to a platform at the center of this large room. There, you behold a massive, intricately designed magical circle etched onto the stone floor. Its lines pulsate with a sickly green glow, and within the circle, a sphere of crackling energy hovers ominously. Inside the sphere, a powerful mage is trapped, her eyes wide open in a state of suspended animation. The sphere emits an aura of anti-magic, making it impossible for her to cast spells or break free.

You can feel your hear pounded in your chests, the sound a steady drumbeat of dread. The light from the sphere cast ghastly, uneven shadows across the room, revealing a nightmarish sight. The bottom of the circular chamber is covered in a macabre carpet of bones. Children bones, animal bones—fragments of death and decay forming a mosaic of horror.

Skulls grinned with hollow cheeks, eyeless sockets that seemed to follow your every move with a malevolent gaze. The stench of death and rot hung heavy in the air, thickening as if the very essence of the chamber was tainted by the horrors it contained. The bones formed a grotesque tapestry, a testament to the suffering that had unfolded within these cursed walls.


Your heavy steps echo through the chamber,  reverberating on the walls as light screams, quickly drowning you in a cacophony of human suffering. One sound starts quietly, but quickly becomes clearly distinguishable is the sound of grinding teeth.

You shall not interrupt the process! Not when I am so close! She is nearly ready! Go away or perish!

The mage is being prepared over a long process to prepare her body for carrying a Dae child, so that this last survivor can re bring his folk to life, after having brought them to extinction.

Encounter

Once defeated, the orb is disintegrated, releasing a large goo on the floor that drips.

She gasps for breath, her body trembling with relief as she steps out of the gooy remnants of the sphere. She expresses her profound gratitude for your timely intervention and explains the dark purpose of the sacrificial ritual that awaited her.

After resting a bit, she is able to teleport everyone out of here, to a destination of the group's choice.