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The Nordfeld Arc

We find the party, Dromar, Nines, ulseth, and Xoria all arriving with a merchant caravan in the nocturnal city of Nordfeld, in the northern reaches of Glindreng. Here they take a job for their mercenary group, the Company of Blades, to recover a lost Furven-Tech piece, for the Tibolk family. After being ambushed by assassins, the group follows a lead from the criminal leader Ludorf into the sewers, where they find evidence of a disturbing ritual, but also access to a warehouse where they capture of Krom, a lieutenant for their primary suspect, as well as an oddly marked key.

However, during this time, Ludorf has double crossed them, alerting the Royal Guard to the presence of Dromar, and after an attempted escape, Dromar surrenders himself to the guards to protect the party. After recovering from this loss, the party tracks down the ancient tortle, Otto, who could help them identify the markings on the key. While they get the information leading to the criminal mastermind Coromanth, Otto is kidnapped for getting too close, and the party must rush to his hideout to save the old tortle and confront Coromanth, successfully recovering the Tibolk’s orb in the process.

After completing their objective, the group assists in a group of powerful mages investigating the ritual they discovered in the sewers, and meets the wizard Dol, as part of that group. After closing a dimensional rift, the party enacts justice on Ludorf for his betrayal, defeating him and turning him over to the authorities and avenging Dromar. Having tied up all the loose ends in the city, the party hires a group of smugglers lead by a man calling himself “The Captain” to smuggle them into Ironvale, a city in the Kormer Republic to the south to follow a lead on Xoria’s missing family.