Look_a_Unicorn
First Post
Greetings everyone,
I've been a story-hour lurker for ages now, and about 6 months ago began to write up the on-going campaign I play in.
The campaign has been running for nearly two years, so the first thing I did was write up the summarised history of the party's adventure. This is in two parts, the first I'll post now.
Session write-ups are in much greater detail than the history summaries!
Disclaimer: Haven't written anything in years, so I'm a little rusty, grammatically. The writing style improves, I promise
Character profiles are not included in history, too many die off.
Kudos: To Metin for creating such a wonderful game world. To Sepulchrae, Nemmerle, PirateCat & Dr. Midnight for crafting the Story Hour's that got me hooked in the first place!
The History of the Lords of Brightstone (adventure summary)
Adventurers made Lords, Ruins are Explored & The Battle of Marikest
A 3e D&D Campaign run by Metin Ozturk (aka Balthazar Karamak, the Dark Overlord)
Document created by the player of Malachi Grimward
Singly, or in pairs, a notice posted throughout the City of Nharden Keep was read and responded to: Adventurers wanted at Divik's Pass.
The diverse group of adventurers that responded were quickly informed of the towns troubles, the silver mine that was the source of much of the towns wealth had been overrun with goblinoid invaders.
After a successful expedition to clear the mines the group was rewarded & informed that further troubles still plagued the town- merchant trains travelling south to Marikest were being ambushed and destroyed, any guards being slaughtered apparently with ease.
The group travels to Marikest and quickly discovers the source of the problems.
A small keep overlooking Marikest and it¡¦s environs, named Brightstone, had been occupied by a force of Orcs and Ogres. The fate of the keep's guard contingent was unknown.
A frontal assault against the keep by the inexperienced adventurers was easily rebuffed, so upon discovering a small gem mine near to the Keep the group decided to explore the mines, perhaps finding an alternate route into the Keep. Not only were no alternate entrances found, but the group became split and lost in the twisting underground catacombs (Rule 1: Never split up in cavernous areas).
When the sun dawned the next day, only two adventurers had made there way back out to see it: Ugman, a Half-Orc warrior with most impressive strength and Moolab, a Halfling with nimble fingers.
Returning to Marikest, the remaining adventurers sought reinforcement from the towns inhabitants. Although most of the town was unwilling to risk the dangers of attacking the Keep, three stepped forward. Malachi: the towns alchemist/wizard, Hrothgar: a stalwart Cleric of the feared god Hextor & a mysterious cowled figure, Shade, a cleric of the Hidden God Vecna.
The reinforced group returned to Brightstone Keep, and in a swift attack smashed their way into the Keep and commenced a running battle with the many dangerous inhabitants. Eventually all the inhabitants were slain, but none would call it an easy victory as only one party member remained conscious, although teamwork and quick thinking ensured that all the party members survived.
An investigation of the once proud Keep revealed many captured prisoners, most of whom left after thanking the party, however some stayed at the Keep, agreeing to help the party restore it to it's previous existence as a protector for the surrounding lands. The fate of the keep's previous inhabitants was also discovered.
A year previously the Council of Onrek funded a massive military campaign that was to sweep through all the lands bordering the North of Onrek & destroy all the monstrous inhabitants. After many pitched battles the campaign ended, with the belief it had restored peace to the troubled North. The current Commander of Brightstone, Setesh Ve'takah, thinking likewise, took his men and set off on an expedition to investigate several ruins whose location he had discovered in the ancient library of Brightstone. None have yet returned.
Next turning their attention to the gem mine neighbouring Brightstone, the party descended into the depths and although were successful in freeing several enslaved captives of the orcs, could find no trace of the other party's previous companions. Thinking of the future of Brightstone, the group conferred and decided to enslave several of the defeated Orcs and Goblins, and thus the tables were turned and any willing released captives were armed and put in charge of the mine.
Amongst the freed captives who chose to remain behind, in addition to several villagers willing to remain as guards or servants were:
Three Paladins of the Chalice, a sect devoted to fighting devils and demons. Led by Kira & responsible for training the soon-to-be-formed Brightstone guards.
Maros, a dwarven aristocrat who agreed to become Seneschal of Brightstone
Gothram, a Dwarf who became the Smith & Overseer of the gem mines.
Put to work in the mines were 12 Goblins and 10 Orcs.
Marikest Town Council consists of:
Mayor: Gerard Ishkar (human)
Smith: Hubrid (dwarf)
Bard: Sara Ty'djarling (1/2 elf)
Sheriff: Reg Ty'djarling (elf)
Cleric of Pelor: Lorren (human)
Returning victorious, the small town celebrated the groups victory long into the night, however the Council was quick to point out that if they wished the status of being the town's defenders & the possession of the Keep, they had to continue to prove their worth and valour by defeating a group of brigands operating from somewhere within the forest surrounding Marikest, who had been preventing all trade & gradually starving the town.
Deciding to masquerade as a trade caravan, the group set out and, as expected, was promptly ambushed. The resulting battle was nearly a disaster with the bandits vanishing back into the forest after inflicting serious damage. However one bandit who had attempted to sneak up on the rear wagon was captured by Shade, who had been hiding amongst the trade goods. The captive was unwillingly recruited to lead the party to the bandit's lair, and to help prevent treachery the knowledgeable Sheriff and woodsman, Reg was asked to accompany the party into the forest.
The bandit's lair was well defended, with keen-eyed bowman positioned in several treetop platforms. The group's magic users were able to swing the tide of battle, bringing down the occupants of the platforms until all discovered bandits were defeated. The bandit leader, Haigian, was cornered in a hidden underground chamber that held the bandit's captured loot. 10 of the bandits were returned alive to meet the Council's justice, and at Malachi's suggestion were put to work in the mines of Brightstone.
Again victorious without losses, the group returned to Marikest and were officially declared the Lords of Brightstone, Protectors of Marikest & Environs. Malachi, as an already existing Council Member, was expected to take control of the administrative responsibilities of the Lords. Thus he passed on his shop to his cousin, Undru & took up residence at the Keep. The portion of the loot given to the Lords was put towards repairing and expanding Brightstone, the recruitment of additional guards & the hiring of servants.
As work on Brightstone commenced, the party decided to follow the previous Guard Captain, Setesh Ve'takah & explore the chain of elven ruins to the East.
As the party travelled into the mountains, Moolab was caught by surprise as a Dire Ape leapt upon him and in the space of a few seconds was literally torn to shreds. Although the party avenged his death, little could be done except for burying his pieces. Saddened by the loss of the halfling the party forged a path through the mountains and encountered the first ruin marked on the ancient map, the Tomb of Vosh the Defiler. Vosh had been a human Warlord who, in ages past, had united his forces with a tribe of barbarous half-giants, referred to as Ugarri, in order to raid into the shattered and crumbling Elven empire. This Empire had once spanned the entire continent, and much other land that had now either sunk beneath the ocean or turned into a swampy morass, in some ancient cataclysm
As the Tomb was investigated & it's many traps bypassed, several decaying corpses in Onrek tabards were discovered, along with one survivor, a flamboyant warrior who had accompanied the expedition, known as Lord Flashheart. Prepared for the coming dangers by Flashheart's knowledge the party forced it's way through flames, supernatural creatures and finally the mummified remains of Vosh and his cohorts. Once again the party was victorious. In Vosh's Chamber, Malachi discovered a small stone resonating with ancient elven enchantment. Upon noticing that several grooves in his Sceptre seemed to match exactly the shape of the small stone, Malachi attempted to join the two. With a click the stone slipped into place, and the head of the Sceptre burst into flame. At last the reason why so many of the Sceptre's legendary powers no longer functioned became apparent- the stones whose powers the Sceptre had channelled had been removed.
Turning their attentions to the next ruin marked on the ancient map, the party built several rafts in order to bypass the surrounding jungle & instead travel down the wide, swiftly flowing river to their next destination. - A ruin marked as Etara'Seyishi. Enroute a giant serpent arose from the rivers waters and attacked the vulnerable rafts. Powerful magicks and missile fire forced it to retreat, but not before the powerful Ugman was spilled into the river where he sank like a stone. Thinking regretfully of another chance to study a new spell lost, Malachi activated one of his few recovered scrolls, causing a floating disk to raise the drowning warrior to the river's surface.
The remainder of the journey was uneventful, the party cautiously approached the area of the ruins, finding a crumbling elven fortress. Observing the fortress, the party watched a troop of goblins mounted on wargs riding out from the fortress gates. Unsure if their presence had been spotted by guards, magically noted or if it was just a routine patrol, the party successfully hid as the troops swept past.
Realising their presence was unknown, an ambush was planned to destroy a portion of the inhabitants forces without alerting the bulk of the force. Hiding behind the low walls of the ruins of a guardhouse, Malachi set his weasel familiar, Squeak to watch for the return of the Orcish forces, planning on magically communicating to the rest of the party when the time to strike arose.
The impatient Lord Flashheart disrupted the carefully laid plans. Standing up to survey the surrounding terrain, his bright armour stuck out like a sore thumb to the approaching warg riders and his cry of "There they are" alerted any short-sighted Orcs. The ambush now a failure, the group did all it could to stop the warg riders, however many slipped past, running at full speed to the safety of the Keep.
Shortly after, the sounds of a large group of Goblin warriors could be heard heading back to the party's position. Deciding that such numbers were unfavourable, the party returned to the river & using their rafts crossed to the opposing bank.
Soon several dozen goblins prowled the recently vacated shore, under the command of dark-skinned elves. Able to use the rafts as makeshift pavises, the party was reasonably sheltered from the arrow fire of the goblins, as the party struck down goblin after goblin with crossbow fire & Malachi's wand of magic missiles.
Deciding to show that divine magicks could be just as useful as arcane, Hrothgar summoned a large crocodile & commanded it to swim over and attack their enemies. Seeing the sleek animal enter the waters under Hrothgar's firm command, Flashheart decided he'd had enough of waiting and leapt after the crocodile, grabbing it by the tail and being taken back across the river. When the two reached the opposing bank, both crocodile and Flashheart were fallen upon by the numerically superior Goblins and hacked to pieces.
In an effort to prevent Flashheart's demise the remaining group members had already set about returning across the river, Umgar and Hrothgar well in front of Malachi and Shade as the two used the last remaining ammunition to grant a measure of cover to the two crossing.
Umgar & Hrothgar crossed successfully & managed to hack down all the foes that did not flee. As Malachi & Shade began to cross a shrill scream ripped through the sky as two harpies appeared & commenced to lure the party members to a watery death with their siren song. All save Malachi succumbed to their song and he was able to kill the harpies with the last of his magicks before any more companions perished.
After resting for the evening in an easily defended location, the party pressed on to the crumbling fortress, which was divided into an outer & inner section. Fighting their way up through the remaining goblinoid forces, the party continued on to the Inner Keep & found here many well-armed & prepared drow opponents. As a web spell split the party, Hrothgar found himself alone in a magically darkened room, his entire body burning phosphorescent purple as many opponents struck out at him.
The stalwart warrior managed to fight his way out of the ambush & rejoin the group as they were about to assault the chamber of the Drow Priestess in command of the fortress's forces. The priestess's guards sacrificed themselves to allow the priestess enough time to escape the party, and thus the running battle ceased, as the party chose to close off the underdark entrance rather than risk pursuing the priestess down.
Exploring the remainder of the fortress, the party uncovered a stairwell heading into a basement, holding a ferocious many-headed beast guarding the drow treasury. Attempting to attack the creature head-on proved to be a mistake, as Shade was torn to pieces by the beast. Cunning tactics prevailed as the group finally brought the creature down, giving the 3 remaining party members access to much treasure, including another elf-stone for the Sceptre- and a chained Drow captive. Requesting mercy, the drow explained that he had been sent to assassinate the wayward priestess but had been captured. Having failed he knew his life was now forfeit if he returned home & begged the party to allow him to accompany them, whom warily agreed.
While attending to their responsibilities at Brightstone, the group received received rumours of groups of Orcs being sighted moving throughout the inhabited land's borders, but as the Orcs seemed to be avoiding contact, none knew for what purpose they travelled.
Leaving the loot gained from the first two ruins behind to finance the ongoing repairs & extensions to Brightstone, the group retraced its path back to the second ruin with little trouble. Continuing downriver to the third ruin, the party noticed that their progress was being shadowed by groups of pygmies, but as the little guys made no aggressive moves the party passed by without troubling them. After many weeks of travel, the third ruin marked as "The Lord's Home" was reached. Little remained to mark what had previously been an elven town- some walls a few feet high, crumbling & overrun with jungle foliage.
A group of trolls lodged in caves near the ruins took exception to the group¡¦s trespass and attacked, but were driven back. The plant life itself sought to harm the party, with shambling mounds, tendrilocus & assassin vines all being encountered and overcome. Having found nothing but a journal telling of a terrible creature which came and destroyed the town, the party decided to leave the area and return to Brightstone, the rumours of the Orcs troubling the more duty-conscious members. The terrible creature, or perhaps an ancestor thereofof, was disturbed by the magic use of the party and sought to destroy them. In the end the creature later identified as a Behir was defeated and the party began the long trip back to Brightstone.
As the party journeyed through the pygmies lands once more, the small warriors set upon the party whilst astride the backs of Shocker Lizards. Easily defeating their adversaries, the party decided to find the pygmy village and mount a retaliatory attack, knowing they would have to pass through these lands again. The pygmies at the village were being cut down when they called upon their God, El'Chubenebrah, to aid them. At this a giant shocker lizard arose from the nearby river, but was vanquished by the sword of Ugman.
Once again back at Brightstone, and thoroughly regretting the lack of teleportation magicks, the rumours of trouble with the Orcish hordes have increased. Scouting parties are sent out to try to ascertain the motivations of the Orc movements, and plans for defensive walls for Marikest are prepared.
The party, requiring additional wealth if construction is to continue for more than a few months, set out to the fourth ruin marked on their map. After a journey of many weeks (untroubled by pygmies) they arrive at the site of what was once a Great Temple to Corellan Liathan, the elven God. Nearby they find a tribe of lizard men, who warily welcomed the party & informed them that many of their kindred who had decided to worship an adult black dragon, Karamak, inhabited the temple the party sought & would kill intruders on sight.
With the assistance of the lizard-man shaman, the party sought out and slew both Karamak the Black Dragon and his lizard men defenders. Taking the gold and magic items from the dragon's vast horde, the party decided to leave the less portable wealth behind for those of the tribe who had aided them.
With their hard-fought wealth now acquired, the party returned as quickly as possible to Brightstone, where repairs had been completed and the expansions were well underway. Ugman announces that he wishes to remain at the Keep in order to train their forces into the foreseeable future.
Several of the scouting parties had returned, who reported a horde of Orcs massing. Wishing to ascertain the situation for themselves, and see if there was anything that could be done to stop the momentum of the Horde, the party travelled to the reported location and found thousands of orcs, a force far more powerful than any other in the area- and on their return were given reports of two other similar such forces building in other areas nearby.
Exercising his newly researched travelling magicks, Malachi travels to Onrek (the capital city of the nation Onrek) and goes before the Council, requesting aid for Marikest, Divik's Pass and Nharden Keep. A small force of troops are posted to Marikest to avert any surprise attack from small forces, and the wheels of bureaucracy begin to turn to organise a larger force to help defend the beleaguered North.
In the midst of the Council session a strange female appears and requests to speak- given permission she distributes some scrolls which detail how a suit of armour can be enchanted to fight as a capable warrior once given appropriate direction, these powerful soldiers are known as Grogs. In addition a Paladin, Karrick asks to be allowed to assist the party.
Later Karrick discovers the Drow Assassin's store of poison and consumes it, protected from any ill effects. In a rage the assassin attacks the Paladin and is cut down.
Brightstone soon after comes under attack by an advance contingent of Orcs and Ogres, led by an Ogre-Magi. This initial surprise assault is repulsed, with the Ogre-Magi inflicting heavy losses & single-handedly facing down the party. Eventually the group organises and the assault is repulsed, the Ogre-Magi fleeing after being covered in minor wounds. Shortly after, another larger force arrives and prepares to lay siege to Brightstone, cutting off access to Marikest.
The group sallies forth & decimates large numbers of the Orcish infantry, however Karrick is killed as the party attempts to withdraw as a large group of warg-riding cavalry takes the field. Efforts to raise the Paladin from the dead prove fruitless and it is discovered that the Paladin was also a half-fiend, nobly struggling against his demonic heritage.
Meanwhile additional support has arrived in Marikest, in response to the announcements posted around Onrek of the plight of the North. This help was in the form of Ahktor: a powerful Sorcerer, Tara, an accomplished swordswomen & and Arwen Falohuil, an elven thief who has heard of a Lord in the North with a large collection of elven artefacts.
The thief visits the upper room of Brightstone in the dead of night, after using her cloak to transform into a bat, but upon entering Malachi's room is promptly set upon by Squeak. Unable to shake off the determined weasel familiar, Arwen changes back and is thrown into prison by the irate Malachi. Escaping the cell and returning to Malachi's chamber, she explains that she was just after information & would like to accompany the party. Somewhat doubtful, Malachi agrees- but is secretly pleased to have an elf companion who he can ask questions about her people's history. Unfortunately Arwen knows little of her heritage and so Malachi is once more disappointed.
Arriving from the skies, Ahktor announces his arrival and requests to see the Lords of Brightstone, who are quite glad to have such a powerful person join their group, but as pleasantries are being concluded the guard tower reports an armoured warrior attempting to break through the siege in order to reach Brightstone. After breaking through the lines, the party cheers on the noble warrior's valiant effort to reach their gates, but can see that a large group of wolf riders will be able to cut off the warrior's approach. Quickly mobilising, the gates are opened and the group sets out to help the determined warrior. However they do not arrive in time as the brave warrior stops her flight when the first wolf reaches her horses heels & she wheels and charges headfirst into their midst. By the time the party reaches the melee the rider has been cut down. Reclaiming the body Malachi teleports with the female warrior to Marikest in order to have her raised, whereupon the courageous fighter, Tara, vows to assist the Lords however she can.
Returning to Marikest, the group spends that evening preparing plans to attack the sieging force once again, unaware that they are being magically scried upon. Thus when the campsite is attacked the next day it is found deserted, and Malachi is the victim of a magical trap, finding himself surrounded by many powerful summoned apes. Despite his best efforts & magical defences, the mage is dragged down and only the fireballs of Ahktor exploding above the grappled Mage (whose Salamander Harness, taken from the tomb of Vosh the Defiler protects him) allows him to escape certain death.
Hrothgar's prayers of guidance to his God direct the group to explore further the catacombs beneath Brightstone, closed now for years. After several encounters, the group encounters an insectoid race known as the Klackons, and are taken to their labyrinthine city far underground. Able to explain to the Klackons who the strange green-skinned attackers are who have been invading their realm, and what their purpose is, the party is then also able to prove their good intentions to the Klackon race by hunting down a giant Delver which had been undermining the stability of their city, but only at the cost of their valued companion Hrothgar. (Leaving only two of the original Lords of Brightstone alive, Malachi and Ugman).
Desiring to learn more of their surface-going neighbours, the Klackons ask if Malachi will allow one of their best warriors, a Monk named Chitric, to accompany the party. Malachi happily agrees, and in addition negotiates arrangements for trade of material goods and arcane knowledge both to begin between the two realms.
Malachi again returns to the capital, Onrek, to campaign for further assistance & inform the Council of their strange new allies, and while he is away the remainder of the group receive reports of strange happenings in the forests to the North East of Brightstone. Animals and Orcs have been found apparently zombified by a strange fungal infection, centred around a particular region of the forest.
Travelling to this region the party find a giant fungal growth, towering 100 feet into the air, with hundreds of fungoid minions surrounding it's base. Deciding it would be best to cleanse this threat immediately, the group attacks, easily slaughtering the minions, however the fungus is more than capable of defending itself with tentacle-like growths, and before the fungus finally falls both Tara and Arwen have been killed.
Strange druidic powers present in the region cause reincarnation magicks to affect the bodies of both Tara and Arwen, Tara returns in the form of a brown bear, and Arwen becomes a mindless bat.
Malachi, experimenting with new flight magic, locates and travels to the party, and they begin their trip back to Brightstone. On the way they encounter a ragged looking group of kobolds that immediately form a defensive position. Calming hostilities, Malachi is able to convince the kobolds to return to Brightstone with them and asks why they are travelling in the region. The kobolds have been forced out of their ancestral lands by the Orcish armies; all the rest of their tribe has been annihilated. The same has been occurring everywhere the Orcs have travelled. It appeared that the military expedition through Northern Onrek over two years ago had destabilised the region, allowing Orcish tribes deeper in the mountains to enslave the weakened enemy tribes closer to Onrek lands, and these conquests have had a snow-balling effect.
Arriving at Brightstone Malachi offers the kobolds a home in the mines, working as allies and overseers, responsible for the prisoners but protected from external threats. The kobold leader agrees.
A patrol of Onrek troops intercepts a small Orcish contingent, falling upon & slaughtering them. These Orcs had been messengers, carrying an offer from the Ogre-Mage in control of the Horde to the Frost Giants in the mountains to the West of Marikest, paying them tribute and asking if they would like to join the Orcs in annihilating the humans. Also encountered is a half-giant named Umgar, who agrees to help the party with their current problems if they agree to travel to the lands of his people, the Ugarri, to render any assistance they are capable of. The ancient map carried by the Orcish delegates notes a number of settlements in the mountains, but also indicates a pass through the Dragon Spine mountains to the South, the previously-thought impassable barrier between northern Onrek and the much more settled Southern Onrek.
Amongst the treasure recovered from the Orcish contingent was a powerful magical artifact known as a Deck of Many Things, a magic that can have both powerfully beneficial and incredibly deadly effects.
Tara's draw from the Deck of Many Things results in two things. The first card grants her the ability to create a small castle, which she does in the region believed to contain the pass, and names it Tara's Keep. The second card damns her soul to the clutches of an otherworldly being, and her body freezes into stasis. Her horrified companions look on, impotent to save their friend.
News arrived that the Orcish army is on the march, with forces being diverted to Nharden Keep and Divik's Pass. The largest army is heading straight for Marikest, apparently the group's presence on the Horde's flank had been recognised as a threat
.
Quickly teleporting to Onrek, Malachi informs the Council that the Horde's arrival is imminent as Chitric travels to the Klackon City to request aid for the surface dwellers. The remaining party members continue preparations to defend Marikest & look for any threats advancing on Brightstone.
As the troops & commanders from Onrek begin to arrive in Marikest via teleportation circle, and word arrives that the Klackons will be sending 3000 warriors to help, the party realises that the Orcs will arrive before defensive preparations can be completed. Thus they take the Grogs that they have so far been able to create (300 or so) and set out to delay the advancing Orcs.
After many pitched battles, the Grogs are all destroyed and the party is driven back, depleted of resources and magicks, but they had bought enough time for all the army units to arrive & organise. As an added bonus the group had also killed over a thousand Orcs.
The Orcish army attacks immediately, and the Battle of Marikest begins. Despite the far superior numbers of Orcs and their monstrous allies the advantage of better equipment, powerful magic users and the assistance of the deadly Klackons turn the tide of battle in Onrek's favour. Ahktor attempts to reach the pavilion holding the Ogre-Magi in order to prevent them completing some bizarre ritual, but arrives too late and watches helplessly as with a mammoth explosion, the Ogre Magi's Master, and Mastermind behind the invasion, the powerful pit-fiend Musharvik appears. He in turn calls forth a legion of Barbazu, glaive-wielding demons. Ahktor turns his attention to the Ogre-Magi and manages to kill two before returning to his companions
The remaining Orcs flee at the appearance of the Demonic army in their midst, who begin to indiscriminately slaughter Orcs and Onrek troops alike.
The party plunge into the think of the demons, cutting down several, fighting hard to reach Musharvik. The Onrek cavalry, led by the famous Knight of the Chalice Sir Ector, strike hard into the demonic ranks, and the combined efforts allow the Onrekian army a reprieve to rekindle their faltering courage. Sir Ector manages to force his way to where Musharvik waits, and a titanic single combat begins. The party also manages to reach Musharvik, just as Sir Ector is struck down. The party charges Musharvik, with the exception of Malachi who pours his most powerful healing potion down Sir Ector's throat, saving his life.
As the party is battered by Musharvik's powerful blows, Ector is able to approach unseen and plunge his sword deep into the back of the embattled pit-fiend. With a scream of pain and rage, Musharvik realises if he does not leave then he will be destroyed and departs the battlefield. The remaining Barbazu are drawn to the Hells in Musharvik's wake, and the Onrek army is left alone on the battlefield, hundreds of orcs scattering throughout the countryside, victorious.
There is much to be done in the wake of the battle, organising patrols to hunt down the scattered Orcs, thousands of bodies to bury, and a major victory to be celebrated. It is discovered that the smaller armies sent to Nharden Keep & Divik's Pass have also been staved off, and with the loss of many of their leaders it is believed that nothing will remain to unite the Horde, with the remnants dispersing back into the mountains.
I've been a story-hour lurker for ages now, and about 6 months ago began to write up the on-going campaign I play in.
The campaign has been running for nearly two years, so the first thing I did was write up the summarised history of the party's adventure. This is in two parts, the first I'll post now.
Session write-ups are in much greater detail than the history summaries!
Disclaimer: Haven't written anything in years, so I'm a little rusty, grammatically. The writing style improves, I promise

Character profiles are not included in history, too many die off.
Kudos: To Metin for creating such a wonderful game world. To Sepulchrae, Nemmerle, PirateCat & Dr. Midnight for crafting the Story Hour's that got me hooked in the first place!
The History of the Lords of Brightstone (adventure summary)
Adventurers made Lords, Ruins are Explored & The Battle of Marikest
A 3e D&D Campaign run by Metin Ozturk (aka Balthazar Karamak, the Dark Overlord)
Document created by the player of Malachi Grimward
Singly, or in pairs, a notice posted throughout the City of Nharden Keep was read and responded to: Adventurers wanted at Divik's Pass.
The diverse group of adventurers that responded were quickly informed of the towns troubles, the silver mine that was the source of much of the towns wealth had been overrun with goblinoid invaders.
After a successful expedition to clear the mines the group was rewarded & informed that further troubles still plagued the town- merchant trains travelling south to Marikest were being ambushed and destroyed, any guards being slaughtered apparently with ease.
The group travels to Marikest and quickly discovers the source of the problems.
A small keep overlooking Marikest and it¡¦s environs, named Brightstone, had been occupied by a force of Orcs and Ogres. The fate of the keep's guard contingent was unknown.
A frontal assault against the keep by the inexperienced adventurers was easily rebuffed, so upon discovering a small gem mine near to the Keep the group decided to explore the mines, perhaps finding an alternate route into the Keep. Not only were no alternate entrances found, but the group became split and lost in the twisting underground catacombs (Rule 1: Never split up in cavernous areas).
When the sun dawned the next day, only two adventurers had made there way back out to see it: Ugman, a Half-Orc warrior with most impressive strength and Moolab, a Halfling with nimble fingers.
Returning to Marikest, the remaining adventurers sought reinforcement from the towns inhabitants. Although most of the town was unwilling to risk the dangers of attacking the Keep, three stepped forward. Malachi: the towns alchemist/wizard, Hrothgar: a stalwart Cleric of the feared god Hextor & a mysterious cowled figure, Shade, a cleric of the Hidden God Vecna.
The reinforced group returned to Brightstone Keep, and in a swift attack smashed their way into the Keep and commenced a running battle with the many dangerous inhabitants. Eventually all the inhabitants were slain, but none would call it an easy victory as only one party member remained conscious, although teamwork and quick thinking ensured that all the party members survived.
An investigation of the once proud Keep revealed many captured prisoners, most of whom left after thanking the party, however some stayed at the Keep, agreeing to help the party restore it to it's previous existence as a protector for the surrounding lands. The fate of the keep's previous inhabitants was also discovered.
A year previously the Council of Onrek funded a massive military campaign that was to sweep through all the lands bordering the North of Onrek & destroy all the monstrous inhabitants. After many pitched battles the campaign ended, with the belief it had restored peace to the troubled North. The current Commander of Brightstone, Setesh Ve'takah, thinking likewise, took his men and set off on an expedition to investigate several ruins whose location he had discovered in the ancient library of Brightstone. None have yet returned.
Next turning their attention to the gem mine neighbouring Brightstone, the party descended into the depths and although were successful in freeing several enslaved captives of the orcs, could find no trace of the other party's previous companions. Thinking of the future of Brightstone, the group conferred and decided to enslave several of the defeated Orcs and Goblins, and thus the tables were turned and any willing released captives were armed and put in charge of the mine.
Amongst the freed captives who chose to remain behind, in addition to several villagers willing to remain as guards or servants were:
Three Paladins of the Chalice, a sect devoted to fighting devils and demons. Led by Kira & responsible for training the soon-to-be-formed Brightstone guards.
Maros, a dwarven aristocrat who agreed to become Seneschal of Brightstone
Gothram, a Dwarf who became the Smith & Overseer of the gem mines.
Put to work in the mines were 12 Goblins and 10 Orcs.
Marikest Town Council consists of:
Mayor: Gerard Ishkar (human)
Smith: Hubrid (dwarf)
Bard: Sara Ty'djarling (1/2 elf)
Sheriff: Reg Ty'djarling (elf)
Cleric of Pelor: Lorren (human)
Returning victorious, the small town celebrated the groups victory long into the night, however the Council was quick to point out that if they wished the status of being the town's defenders & the possession of the Keep, they had to continue to prove their worth and valour by defeating a group of brigands operating from somewhere within the forest surrounding Marikest, who had been preventing all trade & gradually starving the town.
Deciding to masquerade as a trade caravan, the group set out and, as expected, was promptly ambushed. The resulting battle was nearly a disaster with the bandits vanishing back into the forest after inflicting serious damage. However one bandit who had attempted to sneak up on the rear wagon was captured by Shade, who had been hiding amongst the trade goods. The captive was unwillingly recruited to lead the party to the bandit's lair, and to help prevent treachery the knowledgeable Sheriff and woodsman, Reg was asked to accompany the party into the forest.
The bandit's lair was well defended, with keen-eyed bowman positioned in several treetop platforms. The group's magic users were able to swing the tide of battle, bringing down the occupants of the platforms until all discovered bandits were defeated. The bandit leader, Haigian, was cornered in a hidden underground chamber that held the bandit's captured loot. 10 of the bandits were returned alive to meet the Council's justice, and at Malachi's suggestion were put to work in the mines of Brightstone.
Again victorious without losses, the group returned to Marikest and were officially declared the Lords of Brightstone, Protectors of Marikest & Environs. Malachi, as an already existing Council Member, was expected to take control of the administrative responsibilities of the Lords. Thus he passed on his shop to his cousin, Undru & took up residence at the Keep. The portion of the loot given to the Lords was put towards repairing and expanding Brightstone, the recruitment of additional guards & the hiring of servants.
As work on Brightstone commenced, the party decided to follow the previous Guard Captain, Setesh Ve'takah & explore the chain of elven ruins to the East.
As the party travelled into the mountains, Moolab was caught by surprise as a Dire Ape leapt upon him and in the space of a few seconds was literally torn to shreds. Although the party avenged his death, little could be done except for burying his pieces. Saddened by the loss of the halfling the party forged a path through the mountains and encountered the first ruin marked on the ancient map, the Tomb of Vosh the Defiler. Vosh had been a human Warlord who, in ages past, had united his forces with a tribe of barbarous half-giants, referred to as Ugarri, in order to raid into the shattered and crumbling Elven empire. This Empire had once spanned the entire continent, and much other land that had now either sunk beneath the ocean or turned into a swampy morass, in some ancient cataclysm
As the Tomb was investigated & it's many traps bypassed, several decaying corpses in Onrek tabards were discovered, along with one survivor, a flamboyant warrior who had accompanied the expedition, known as Lord Flashheart. Prepared for the coming dangers by Flashheart's knowledge the party forced it's way through flames, supernatural creatures and finally the mummified remains of Vosh and his cohorts. Once again the party was victorious. In Vosh's Chamber, Malachi discovered a small stone resonating with ancient elven enchantment. Upon noticing that several grooves in his Sceptre seemed to match exactly the shape of the small stone, Malachi attempted to join the two. With a click the stone slipped into place, and the head of the Sceptre burst into flame. At last the reason why so many of the Sceptre's legendary powers no longer functioned became apparent- the stones whose powers the Sceptre had channelled had been removed.
Turning their attentions to the next ruin marked on the ancient map, the party built several rafts in order to bypass the surrounding jungle & instead travel down the wide, swiftly flowing river to their next destination. - A ruin marked as Etara'Seyishi. Enroute a giant serpent arose from the rivers waters and attacked the vulnerable rafts. Powerful magicks and missile fire forced it to retreat, but not before the powerful Ugman was spilled into the river where he sank like a stone. Thinking regretfully of another chance to study a new spell lost, Malachi activated one of his few recovered scrolls, causing a floating disk to raise the drowning warrior to the river's surface.
The remainder of the journey was uneventful, the party cautiously approached the area of the ruins, finding a crumbling elven fortress. Observing the fortress, the party watched a troop of goblins mounted on wargs riding out from the fortress gates. Unsure if their presence had been spotted by guards, magically noted or if it was just a routine patrol, the party successfully hid as the troops swept past.
Realising their presence was unknown, an ambush was planned to destroy a portion of the inhabitants forces without alerting the bulk of the force. Hiding behind the low walls of the ruins of a guardhouse, Malachi set his weasel familiar, Squeak to watch for the return of the Orcish forces, planning on magically communicating to the rest of the party when the time to strike arose.
The impatient Lord Flashheart disrupted the carefully laid plans. Standing up to survey the surrounding terrain, his bright armour stuck out like a sore thumb to the approaching warg riders and his cry of "There they are" alerted any short-sighted Orcs. The ambush now a failure, the group did all it could to stop the warg riders, however many slipped past, running at full speed to the safety of the Keep.
Shortly after, the sounds of a large group of Goblin warriors could be heard heading back to the party's position. Deciding that such numbers were unfavourable, the party returned to the river & using their rafts crossed to the opposing bank.
Soon several dozen goblins prowled the recently vacated shore, under the command of dark-skinned elves. Able to use the rafts as makeshift pavises, the party was reasonably sheltered from the arrow fire of the goblins, as the party struck down goblin after goblin with crossbow fire & Malachi's wand of magic missiles.
Deciding to show that divine magicks could be just as useful as arcane, Hrothgar summoned a large crocodile & commanded it to swim over and attack their enemies. Seeing the sleek animal enter the waters under Hrothgar's firm command, Flashheart decided he'd had enough of waiting and leapt after the crocodile, grabbing it by the tail and being taken back across the river. When the two reached the opposing bank, both crocodile and Flashheart were fallen upon by the numerically superior Goblins and hacked to pieces.
In an effort to prevent Flashheart's demise the remaining group members had already set about returning across the river, Umgar and Hrothgar well in front of Malachi and Shade as the two used the last remaining ammunition to grant a measure of cover to the two crossing.
Umgar & Hrothgar crossed successfully & managed to hack down all the foes that did not flee. As Malachi & Shade began to cross a shrill scream ripped through the sky as two harpies appeared & commenced to lure the party members to a watery death with their siren song. All save Malachi succumbed to their song and he was able to kill the harpies with the last of his magicks before any more companions perished.
After resting for the evening in an easily defended location, the party pressed on to the crumbling fortress, which was divided into an outer & inner section. Fighting their way up through the remaining goblinoid forces, the party continued on to the Inner Keep & found here many well-armed & prepared drow opponents. As a web spell split the party, Hrothgar found himself alone in a magically darkened room, his entire body burning phosphorescent purple as many opponents struck out at him.
The stalwart warrior managed to fight his way out of the ambush & rejoin the group as they were about to assault the chamber of the Drow Priestess in command of the fortress's forces. The priestess's guards sacrificed themselves to allow the priestess enough time to escape the party, and thus the running battle ceased, as the party chose to close off the underdark entrance rather than risk pursuing the priestess down.
Exploring the remainder of the fortress, the party uncovered a stairwell heading into a basement, holding a ferocious many-headed beast guarding the drow treasury. Attempting to attack the creature head-on proved to be a mistake, as Shade was torn to pieces by the beast. Cunning tactics prevailed as the group finally brought the creature down, giving the 3 remaining party members access to much treasure, including another elf-stone for the Sceptre- and a chained Drow captive. Requesting mercy, the drow explained that he had been sent to assassinate the wayward priestess but had been captured. Having failed he knew his life was now forfeit if he returned home & begged the party to allow him to accompany them, whom warily agreed.
While attending to their responsibilities at Brightstone, the group received received rumours of groups of Orcs being sighted moving throughout the inhabited land's borders, but as the Orcs seemed to be avoiding contact, none knew for what purpose they travelled.
Leaving the loot gained from the first two ruins behind to finance the ongoing repairs & extensions to Brightstone, the group retraced its path back to the second ruin with little trouble. Continuing downriver to the third ruin, the party noticed that their progress was being shadowed by groups of pygmies, but as the little guys made no aggressive moves the party passed by without troubling them. After many weeks of travel, the third ruin marked as "The Lord's Home" was reached. Little remained to mark what had previously been an elven town- some walls a few feet high, crumbling & overrun with jungle foliage.
A group of trolls lodged in caves near the ruins took exception to the group¡¦s trespass and attacked, but were driven back. The plant life itself sought to harm the party, with shambling mounds, tendrilocus & assassin vines all being encountered and overcome. Having found nothing but a journal telling of a terrible creature which came and destroyed the town, the party decided to leave the area and return to Brightstone, the rumours of the Orcs troubling the more duty-conscious members. The terrible creature, or perhaps an ancestor thereofof, was disturbed by the magic use of the party and sought to destroy them. In the end the creature later identified as a Behir was defeated and the party began the long trip back to Brightstone.
As the party journeyed through the pygmies lands once more, the small warriors set upon the party whilst astride the backs of Shocker Lizards. Easily defeating their adversaries, the party decided to find the pygmy village and mount a retaliatory attack, knowing they would have to pass through these lands again. The pygmies at the village were being cut down when they called upon their God, El'Chubenebrah, to aid them. At this a giant shocker lizard arose from the nearby river, but was vanquished by the sword of Ugman.
Once again back at Brightstone, and thoroughly regretting the lack of teleportation magicks, the rumours of trouble with the Orcish hordes have increased. Scouting parties are sent out to try to ascertain the motivations of the Orc movements, and plans for defensive walls for Marikest are prepared.
The party, requiring additional wealth if construction is to continue for more than a few months, set out to the fourth ruin marked on their map. After a journey of many weeks (untroubled by pygmies) they arrive at the site of what was once a Great Temple to Corellan Liathan, the elven God. Nearby they find a tribe of lizard men, who warily welcomed the party & informed them that many of their kindred who had decided to worship an adult black dragon, Karamak, inhabited the temple the party sought & would kill intruders on sight.
With the assistance of the lizard-man shaman, the party sought out and slew both Karamak the Black Dragon and his lizard men defenders. Taking the gold and magic items from the dragon's vast horde, the party decided to leave the less portable wealth behind for those of the tribe who had aided them.
With their hard-fought wealth now acquired, the party returned as quickly as possible to Brightstone, where repairs had been completed and the expansions were well underway. Ugman announces that he wishes to remain at the Keep in order to train their forces into the foreseeable future.
Several of the scouting parties had returned, who reported a horde of Orcs massing. Wishing to ascertain the situation for themselves, and see if there was anything that could be done to stop the momentum of the Horde, the party travelled to the reported location and found thousands of orcs, a force far more powerful than any other in the area- and on their return were given reports of two other similar such forces building in other areas nearby.
Exercising his newly researched travelling magicks, Malachi travels to Onrek (the capital city of the nation Onrek) and goes before the Council, requesting aid for Marikest, Divik's Pass and Nharden Keep. A small force of troops are posted to Marikest to avert any surprise attack from small forces, and the wheels of bureaucracy begin to turn to organise a larger force to help defend the beleaguered North.
In the midst of the Council session a strange female appears and requests to speak- given permission she distributes some scrolls which detail how a suit of armour can be enchanted to fight as a capable warrior once given appropriate direction, these powerful soldiers are known as Grogs. In addition a Paladin, Karrick asks to be allowed to assist the party.
Later Karrick discovers the Drow Assassin's store of poison and consumes it, protected from any ill effects. In a rage the assassin attacks the Paladin and is cut down.
Brightstone soon after comes under attack by an advance contingent of Orcs and Ogres, led by an Ogre-Magi. This initial surprise assault is repulsed, with the Ogre-Magi inflicting heavy losses & single-handedly facing down the party. Eventually the group organises and the assault is repulsed, the Ogre-Magi fleeing after being covered in minor wounds. Shortly after, another larger force arrives and prepares to lay siege to Brightstone, cutting off access to Marikest.
The group sallies forth & decimates large numbers of the Orcish infantry, however Karrick is killed as the party attempts to withdraw as a large group of warg-riding cavalry takes the field. Efforts to raise the Paladin from the dead prove fruitless and it is discovered that the Paladin was also a half-fiend, nobly struggling against his demonic heritage.
Meanwhile additional support has arrived in Marikest, in response to the announcements posted around Onrek of the plight of the North. This help was in the form of Ahktor: a powerful Sorcerer, Tara, an accomplished swordswomen & and Arwen Falohuil, an elven thief who has heard of a Lord in the North with a large collection of elven artefacts.
The thief visits the upper room of Brightstone in the dead of night, after using her cloak to transform into a bat, but upon entering Malachi's room is promptly set upon by Squeak. Unable to shake off the determined weasel familiar, Arwen changes back and is thrown into prison by the irate Malachi. Escaping the cell and returning to Malachi's chamber, she explains that she was just after information & would like to accompany the party. Somewhat doubtful, Malachi agrees- but is secretly pleased to have an elf companion who he can ask questions about her people's history. Unfortunately Arwen knows little of her heritage and so Malachi is once more disappointed.
Arriving from the skies, Ahktor announces his arrival and requests to see the Lords of Brightstone, who are quite glad to have such a powerful person join their group, but as pleasantries are being concluded the guard tower reports an armoured warrior attempting to break through the siege in order to reach Brightstone. After breaking through the lines, the party cheers on the noble warrior's valiant effort to reach their gates, but can see that a large group of wolf riders will be able to cut off the warrior's approach. Quickly mobilising, the gates are opened and the group sets out to help the determined warrior. However they do not arrive in time as the brave warrior stops her flight when the first wolf reaches her horses heels & she wheels and charges headfirst into their midst. By the time the party reaches the melee the rider has been cut down. Reclaiming the body Malachi teleports with the female warrior to Marikest in order to have her raised, whereupon the courageous fighter, Tara, vows to assist the Lords however she can.
Returning to Marikest, the group spends that evening preparing plans to attack the sieging force once again, unaware that they are being magically scried upon. Thus when the campsite is attacked the next day it is found deserted, and Malachi is the victim of a magical trap, finding himself surrounded by many powerful summoned apes. Despite his best efforts & magical defences, the mage is dragged down and only the fireballs of Ahktor exploding above the grappled Mage (whose Salamander Harness, taken from the tomb of Vosh the Defiler protects him) allows him to escape certain death.
Hrothgar's prayers of guidance to his God direct the group to explore further the catacombs beneath Brightstone, closed now for years. After several encounters, the group encounters an insectoid race known as the Klackons, and are taken to their labyrinthine city far underground. Able to explain to the Klackons who the strange green-skinned attackers are who have been invading their realm, and what their purpose is, the party is then also able to prove their good intentions to the Klackon race by hunting down a giant Delver which had been undermining the stability of their city, but only at the cost of their valued companion Hrothgar. (Leaving only two of the original Lords of Brightstone alive, Malachi and Ugman).
Desiring to learn more of their surface-going neighbours, the Klackons ask if Malachi will allow one of their best warriors, a Monk named Chitric, to accompany the party. Malachi happily agrees, and in addition negotiates arrangements for trade of material goods and arcane knowledge both to begin between the two realms.
Malachi again returns to the capital, Onrek, to campaign for further assistance & inform the Council of their strange new allies, and while he is away the remainder of the group receive reports of strange happenings in the forests to the North East of Brightstone. Animals and Orcs have been found apparently zombified by a strange fungal infection, centred around a particular region of the forest.
Travelling to this region the party find a giant fungal growth, towering 100 feet into the air, with hundreds of fungoid minions surrounding it's base. Deciding it would be best to cleanse this threat immediately, the group attacks, easily slaughtering the minions, however the fungus is more than capable of defending itself with tentacle-like growths, and before the fungus finally falls both Tara and Arwen have been killed.
Strange druidic powers present in the region cause reincarnation magicks to affect the bodies of both Tara and Arwen, Tara returns in the form of a brown bear, and Arwen becomes a mindless bat.
Malachi, experimenting with new flight magic, locates and travels to the party, and they begin their trip back to Brightstone. On the way they encounter a ragged looking group of kobolds that immediately form a defensive position. Calming hostilities, Malachi is able to convince the kobolds to return to Brightstone with them and asks why they are travelling in the region. The kobolds have been forced out of their ancestral lands by the Orcish armies; all the rest of their tribe has been annihilated. The same has been occurring everywhere the Orcs have travelled. It appeared that the military expedition through Northern Onrek over two years ago had destabilised the region, allowing Orcish tribes deeper in the mountains to enslave the weakened enemy tribes closer to Onrek lands, and these conquests have had a snow-balling effect.
Arriving at Brightstone Malachi offers the kobolds a home in the mines, working as allies and overseers, responsible for the prisoners but protected from external threats. The kobold leader agrees.
A patrol of Onrek troops intercepts a small Orcish contingent, falling upon & slaughtering them. These Orcs had been messengers, carrying an offer from the Ogre-Mage in control of the Horde to the Frost Giants in the mountains to the West of Marikest, paying them tribute and asking if they would like to join the Orcs in annihilating the humans. Also encountered is a half-giant named Umgar, who agrees to help the party with their current problems if they agree to travel to the lands of his people, the Ugarri, to render any assistance they are capable of. The ancient map carried by the Orcish delegates notes a number of settlements in the mountains, but also indicates a pass through the Dragon Spine mountains to the South, the previously-thought impassable barrier between northern Onrek and the much more settled Southern Onrek.
Amongst the treasure recovered from the Orcish contingent was a powerful magical artifact known as a Deck of Many Things, a magic that can have both powerfully beneficial and incredibly deadly effects.
Tara's draw from the Deck of Many Things results in two things. The first card grants her the ability to create a small castle, which she does in the region believed to contain the pass, and names it Tara's Keep. The second card damns her soul to the clutches of an otherworldly being, and her body freezes into stasis. Her horrified companions look on, impotent to save their friend.
News arrived that the Orcish army is on the march, with forces being diverted to Nharden Keep and Divik's Pass. The largest army is heading straight for Marikest, apparently the group's presence on the Horde's flank had been recognised as a threat

Quickly teleporting to Onrek, Malachi informs the Council that the Horde's arrival is imminent as Chitric travels to the Klackon City to request aid for the surface dwellers. The remaining party members continue preparations to defend Marikest & look for any threats advancing on Brightstone.
As the troops & commanders from Onrek begin to arrive in Marikest via teleportation circle, and word arrives that the Klackons will be sending 3000 warriors to help, the party realises that the Orcs will arrive before defensive preparations can be completed. Thus they take the Grogs that they have so far been able to create (300 or so) and set out to delay the advancing Orcs.
After many pitched battles, the Grogs are all destroyed and the party is driven back, depleted of resources and magicks, but they had bought enough time for all the army units to arrive & organise. As an added bonus the group had also killed over a thousand Orcs.
The Orcish army attacks immediately, and the Battle of Marikest begins. Despite the far superior numbers of Orcs and their monstrous allies the advantage of better equipment, powerful magic users and the assistance of the deadly Klackons turn the tide of battle in Onrek's favour. Ahktor attempts to reach the pavilion holding the Ogre-Magi in order to prevent them completing some bizarre ritual, but arrives too late and watches helplessly as with a mammoth explosion, the Ogre Magi's Master, and Mastermind behind the invasion, the powerful pit-fiend Musharvik appears. He in turn calls forth a legion of Barbazu, glaive-wielding demons. Ahktor turns his attention to the Ogre-Magi and manages to kill two before returning to his companions
The remaining Orcs flee at the appearance of the Demonic army in their midst, who begin to indiscriminately slaughter Orcs and Onrek troops alike.
The party plunge into the think of the demons, cutting down several, fighting hard to reach Musharvik. The Onrek cavalry, led by the famous Knight of the Chalice Sir Ector, strike hard into the demonic ranks, and the combined efforts allow the Onrekian army a reprieve to rekindle their faltering courage. Sir Ector manages to force his way to where Musharvik waits, and a titanic single combat begins. The party also manages to reach Musharvik, just as Sir Ector is struck down. The party charges Musharvik, with the exception of Malachi who pours his most powerful healing potion down Sir Ector's throat, saving his life.
As the party is battered by Musharvik's powerful blows, Ector is able to approach unseen and plunge his sword deep into the back of the embattled pit-fiend. With a scream of pain and rage, Musharvik realises if he does not leave then he will be destroyed and departs the battlefield. The remaining Barbazu are drawn to the Hells in Musharvik's wake, and the Onrek army is left alone on the battlefield, hundreds of orcs scattering throughout the countryside, victorious.
There is much to be done in the wake of the battle, organising patrols to hunt down the scattered Orcs, thousands of bodies to bury, and a major victory to be celebrated. It is discovered that the smaller armies sent to Nharden Keep & Divik's Pass have also been staved off, and with the loss of many of their leaders it is believed that nothing will remain to unite the Horde, with the remnants dispersing back into the mountains.
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