The party finally encounters the lich prince of the Second Circle, a strange undead named Ugra. But Ugra is more of a philosopher and a scientist than a fighter and, perhaps, a deal can be made; but if so, what kind of deal? Find out in this week's episode of Wild Hunt!
This week, the group decides to hold a friendly spar, both to exchange technique pointers and to settle the matter of who really deserves the magical hammer. Their training continues when they meet a mysterious old woman, who promises to show them a special set of skills that will further enhance their shaping abilities; of course, there must be some reason a little old lady is hiding out in the woods.
The party sets off across the Second Circle, but find something wrong immediately: a cold mist covers everything in the circle, freezing any demon that calls the circle its home. Strangely, the city of Doncristana seems to be awake and unfrozen, a beacon that the party latches on to immediately. What secrets does the city hold?
The party continues their trek north, stopping in the once great city of Za Ming to rest following the events of the Wandering Forest. Things seem to be going well until Orb mysterious disappears to the west. Something is calling out the the strange spirit, something that they must respond to. Unfortunately, they aren't the only ones interested in what lays to the west of Za Ming.
Dark Season has descended upon Black Stage Vale and the Haraborn, bringing with it blizzards, howling winds, and long, dark nights. With a shortage in crops and cattle to bring them through the season, and news of the Crimson Bat on the move to break the siege of Whitewall in the south, the atmosphere of the clan is grimmer than usual. Things are made worse when a woman from the Enjossi clan, sent to the Haraborn to find a spouse and secure a marital alliance between the two clans, goes missing following a three day long blizzard. Once again, the four adventurers that call the Vale their home are called upon to investigate the disappearance and, hopefully, bring the missing woman home.
The party is finally out of the Empire and into lands held by the Warka horse nomads; following the events of Gaiyan, the group has decided to take their journey off road, forging a rough path through the wilderness of the Disputed Territory. Unfortunately, in so doing they have stumbled into something far older than anything they've encountered before. Something that could change their lives forever.
Today's session is of dubious canon; run by Dijon, this session finds Teus, Blaze, and Dawn in the town of Tooleaf, a small pastoral village where something is almost certainly off about it and the people who live there. Perhaps this strangeness stems from the monster attacks that are plaguing it and causing villagers to disappear, or perhaps something darker lurks in the village's past...
The party arrives in Gaiyan, a city on the edge of the Empire and the Warka horse lords of the north; its unique position gives its governor a strange power, as he can easily side with the Phoenix Lord, the remnants of the Companions, or throw in his lot with the Warka. So, a strange truce between the guardians of the two empires exists in Gaiyan, enforced by an unspoken agreement. It is here that the party stops one final time, before they enter the lands of the horse lords.