Expedition Dossiers

Accounts of those who ventured into the Vale, and the roads that led them there.

Arcturus: The Scholar Who Burned

Player
Darren
Kin
Human
Profession
Mage
Origin
Northern flats beyond Arkand
Sessions
21 journal sessions

Arcturus was born to a modest family of grain farmers in the northern flats beyond Arkand. His life might have been a quiet one, had it not been for the fire.

He was ten when it happened, a spark of will, a whisper of flame, and then the barn was gone. He never meant harm; he had only asked the fire to come. And it had listened. That blaze caught more than dry hay,  it caught the attention of the Guild of Magi, and within a week, a letter arrived from Arkand's Academy, bearing both scholarship and obligation.

The Academy was supposed to “straighten him out.” It didn’t. Arcturus took to magic like tinder to kindling, especially the elemental arts, but structure and obedience smothered him. He despised the robes, the pomp, the way every truth was to be cited and signed in triplicate. He preferred ink-scrawled notebooks, the burn of hot steel, and fire that spoke. His mentor, a patient lecturer named Ephrael Vinn, did their best to keep him in line. But Arcturus’s passion always outpaced his prudence.

In his final year, frustrated and restless, he began to frequent the edges of the city, wandering the crumbling halls of forbidden stacks, frequenting taverns where theories were traded like coin. That’s where he met Master Akelius.

Most knew Akelius as a recluse,  a collector of monsters and secrets with a manor full of locked cellars. But Arcturus listened. Akelius spoke of fire in metaphors only a true believer could follow. He called it the cosmic tongue. He spoke of a place, the Misty Vale, far north, where strange mists thickened and old powers stirred. “A wound in the world,” Akelius called it. “If you want truth, boy, go there. Listen to the land. What burns there, matters.”

And so, one fog-draped morning, Arcturus stood at the southern gate of Arkand, a single chest of gear loaded onto a rickety cart pulled by his mare. His battered charcoal trench coat hung loose in the wind, arcane symbols stitched into its lining. As his mare snorted and stomped, he looked once more at the city skyline, a maze of towers and smoke. He wasn’t bitter. Just done.

He took the northern road.

See: Bargain with Ix

Grimm Silvertooth: The Wolf Who Will Not Stay Down

Player
Nikil
Kin
Wolfkin
Profession
Fighter
Origin
Arkand, the city of waves and flames
Factions
Crimson Deep
Marks
Scar across the right eye; the Crimson Deep's octopus brand below the left shoulder blade
Sessions
23 journal sessions

Grimm Silvertooth never planned to be a hero. Or a fugitive. But Arkand, the city of waves and flames, has a way of turning even the toughest folk into something broken if they stay too long.

Grimm is a 27 year-old Wolfkin with a frame built for brawling and golden-gray fur that’s hard to forget. The scar across his right eye isn’t a trophy,  it’s a reminder of a mistake. One too many fights in the wrong cellar, too many debts owed to the wrong gang, and one night, the fists stopped being enough. That’s when the Crimson Deep branded him,  an octopus, red and scorched into the skin just below his left shoulder blade. Property. Just like that.

He could’ve stayed in the pits, let them bleed him dry for coin and spectacle. But Grimm had other ideas.

One humid night, cloak drawn tight, he slipped past the guards at Arkand’s North Gate. Outside, a cart creaked in the dark. Its driver, a distracted academic from the Arkand's Academy, was too busy checking sigils on a scroll to notice the sudden shift in weight as Grimm climbed silently into the back and buried himself beneath canvas and cargo.

Where was it headed? North. That was enough.

See: Bargain with Ix

Kaelen: The Beast Hunter

Player
Eline
Kin
Karkion
Profession
Artisan
Origin
A Karkion lineage from another world
Marks
A slight limp from a childhood hunting accident
Sessions
11 journal sessions

Kaelen is a young Karkion, the last of three siblings, two brothers ahead of her, a father who stayed, and a mother who did not live to see her grown. When the house fell quiet, what remained of her mother was an ornate iron key: worn smooth in places, heavy for its size, passed from woman to woman in their line with whispered claims that it once fit a door in the old house, in the world before this one. Kaelen does not know how much of that story is true; she knows only that the key never left her, and that it turned her ear toward myths, legends, and the old names people still mutter around the hearth.

She spent her girlhood trying to keep pace with her brothers, fierce, quick, unbowed... until a hunting trip tore the day open. Some detail of the trail, the chase, or the creature they met slipped beyond her; what stayed was a jagged pain in bone and nerve, and afterward a slight hitch in her step, small enough to hide, impossible to outwalk.

She still carries herself as if fear were for other people, chin lifted, laughter ready, but the woods have teeth in her memory now. When a beast looms too large in the undergrowth, or the air carries that same dry copper tang, her blood remembers before her mind does, and the old hunt stops feeling like sport and starts feeling like luck that ran out once already.

Lou Holt: The Bard of Dareholt

Player
Vincent
Kin
Human
Profession
Bard
Origin
Dareholt
Sessions
21 journal sessions

Born in the town of Dareholt, Lou Holt is the middle child of Lia and Bart, childhood sweethearts, second cousins, and perhaps more burdened by fate than they’d ever admit aloud. Lou’s life has always been set against the dim backdrop of the inn his mother inherited too young and the heavy air of dreams deferred. Lia once dreamed of becoming a historian, obsessed with the secrets of the Misty Vale, but instead she became a keeper of rooms and regrets. Bart, once a soldier guarding trade roads near the Vale, came back hollow and prone to the bottle. Their stories shaped Lou, even as he tried to escape them.

Lou was never the “good” child. That title belonged to Amber, his younger sister and Lia’s last-ditch project at perfection. And he certainly couldn’t fill the shoes of Dennis Holt, the eldest, the golden boy who vanished into the Misty Vale seven years ago. Dennis left only a note and a silence that grew louder every year. Lou, clinging to hope, still receives yearly letters from him, letters secretly penned by Bart, who cannot bring himself to destroy what little hope his son still carries.

The last letter, four years ago, came with a lyre. Since then, Lou has imagined himself not just as a wanderer, but as a master of the spoken word, a poet, a bard, someone whose verses could shake hearts or charm kings. But life in Dareholt kept grinding him down. He was kicked out of school. His only allies became James and Jordan, older dropouts who mixed music with petty crime and darker dealings. Their band played loud, but it was mostly a front for selling narcotics, and Lou, eager to belong, ran errands that nearly got him killed. One of those involved a parcel he wasn’t supposed to walk away with. Now the local gang wants it back, and Lou doesn’t even know what was inside.

Things spiraled. The band fell apart. James vanished. Ms. Elderflower, Lou’s old language teacher and perhaps the only adult who still believes in him, continues to visit from time to time, gently urging him to find a better path.

That path came knocking a week ago.

Sir Igorrr Goldenlance, a strange and distant knight passing through Dareholt, had stopped at the inn. He drank, listened, and laughed, truly laughed, at Lou’s poetry. Amused and perhaps impressed, he asked Lou to join him as a squire and guide into the Misty Vale. He said he was answering the call of an old friend. Lou said yes before even thinking.

Now, with little more than a lyre, some scribbled verses, and a head full of dreams, Lou walks into the Vale, hoping not just to find his brother, or the truth, but to find his own voice.

See: Bargain with Ix

Shanna Took: The Squire's Burden

Player
Dimphy
Kin
Halfling
Profession
Thief
Origin
A halfling farmstead on the northern roads to Arkand
Sessions
24 journal sessions

Shanna is the third-born of four halfling siblings, raised on a quiet farmstead nestled near the northern roads that lead to Arkand. Her two older siblings were serious, responsible types, helpers to their parents and likely future inheritors of the farm. Her youngest brother, still full of stories and wonder, is the only one she ever really connected with. From an early age, Shanna knew the rows of carrots and cabbages weren’t for her.

While her family toiled in the soil, Shanna found fascination in the world beyond: travelers along the road, strange accents in the Arkand market, snippets of songs and tales overheard from passing traders. Her chores were often abandoned, her presence in the fields replaced by a trail of flattened grass heading toward the market carts. Eventually, she began slipping into Arkand itself... sometimes under the pretenses of helping sell produce, more often just vanishing for hours. She discovered she was quick, quiet, and clever. She could filch a wallet or slip past a guard almost without trying. She didn’t steal because she had to, she stole because she could, and never felt proud of it.

Around the age of 17, after one too many arguments and an especially embarrassing public scolding in Arkand, her father made a decision. During one of Master Drubar's rare but regular visits, an old friend of the family, he pulled the old mallard aside for a quiet talk by the fields. That same evening, Shanna was told she would be leaving the farm. She was to become Master Drubar's squire and shield maiden. “Better learn some discipline from someone who’s been through the fire,” her father had said.

She left without protest. Not out of duty, but out of relief. Her father thought Master Drubar might straighten her out. Drubar? He saw what she was, and chose instead to make her useful. “If you aren’t strong, girl, you’d better be smart. You already are, now learn to apply it.” He taught her when to sneak, when to strike, when to run. When to look away, and when to look again.

For nearly two years now, she’s been by his side. Errands, camps, back roads, favors called in and old friends visited. His pipe smoke is the background to her life now, like the scent of fresh soil once was. He says little. He watches much. And he lets her learn.

A week ago, Master Drubar received a letter. He didn’t share the whole of it, only that an old friend’s loved one had gone missing, somewhere between Outskirt and Dareholt. Something foul stirred in the Misty Vale, he said. They made their way toward Dareholt, then to the Vale's End Inn, where they stayed two nights.

This morning, before dawn, he woke her. He looked grim.

“Something’s happening,” he muttered. “I’m going to the innkeepers. You sneak behind the kitchen. See what’s there.”

She did as told. And what she finds will change her life forever.

See: Bargain with Ix