Posts made in July, 2019

The Athenaeae of Drozvindrian (Conway’s Scenario recap)

Conway’s scenario recap:

Session 1 – First Contact

The session begins with an expeditionary party being formed with the mission of heading to the ancient library hold – The Athenaeum of Drozvindrian and their Naga & yuan-ti stewards – and investigating why it/they ‘went dark.’

The following adventurers took up the challenge and ventured into the hypogean way after much praise and promise on the part of the Khazthand/Arkinthel governance:

Dwindle Stonefoot, Dwarven Paladin of clan Klaxton

Egork, Dwarven Warlock of clan Potenkhan

Gregreg Toregry, Human Paladin

Narro, Half-elven Rogue

Verna Tealeaf, Halfling Rogue

Zaranez, Half Elven Warlock

The journey to Drozvindrian lasts about one week, one that is more boring than anything else. Drozvindrian is one of the closer holds – connected directly to Arkinthel via the hypogean way. The adventurers make the journey laboriously, anxious about that which might lie in the dark, but come out of it unscathed, face-to-face with the large gilded gold & jade doors separating the caverns from the Athenaeum before they know it. The gate appears scathed, large marks and dents in the metal, but otherwise functional, and they attempt to open it. After much effort, it budges, opening slightly, and reveals large supports barring it.

The group searches through a number of ancillary tunnels that have been carved out around and about the hold, and note that they were carved out by Umber Hulk, insectoid creatures that confuse & confound those who gaze upon their eyes. Some of the casters in the party begin to use familiars as scouts and patrolmen – moving independently through the tunnels to ensure their emptiness. After some time of investigation one of these familiars is attacked by an Umber Hulk, hastening the party’s efforts. They realize time is running out and decide to attempt to mine through the wall of the hold to get inside. They are surprisingly successful until they are met with a thick sheet of purple crystal through which arcane magic flows. Without much time left, they force their way through, blasting into the hold and running in with just enough time to turn and face the Umber Hulk just as it discovers them.

A small fight ensues and the group is able to cause the Umber Hulk to flee. In the calm, everyone takes in their surroundings, and they find themselves in one giant cylindrical hall, the walls lined with the same purple crystal they broke through. The cylinder descends as torches dimly illuminate circular walkways that jut outward from the cylinder’s inner area every 20 or 30 feet. Investigating the crystal, they find it is actually thin film containing a number of books and journals, all dated from very long ago.

Traveling downward they find the books become more and more recent, though all far outside the useful range of knowledge. Extrapolating, they climb further down and find a pair of yuan-ti guarding a horizontal gate. After much convincing, the two yuan-ti open the gate and provide directions to Raas’Goa. As the gate opens, a number of Umber Hulk begin swarming through the opening the party created in mining into the hold. The yuan-ti force the party through and close the gate quickly as the party obliges, somewhat stunned.

They find themselves in another cylindrical section similarly shaped, ringed on the inside with purple arcane crystal film throughout. This time the donut-hole in the middle is filled with a rapidly flowing waterfall originating from nowhere, called the Stream of Consciousness.

The party follows the directions of the yuan-ti pair, and climb down, water from the waterfall flecking a number of them. As this happens, the minds of those affected is invaded with streams of thought and knowledge, almost unfilterable. After catching their bearings, the party heads down to the designated level (level 77) and find a small passage that leads to a well-lit golden hall with palm trees planted in oases lining a path to an elevated throne. About a dozen yuan-ti and Naga are enwrapped about the trees and a giant Guardian Naga sitz upon the Jade throne – Raas’Goa. She wears a wooden mask with three feathers, one red, one white, one yellow.

The party approaches, and Raas’Goa welcomes them. A black yuan-ti of some status, holding a crystal staff slithers to her side and begins speaking in deep speech, unintelligible to the party.

A number of the yuan-ti audibly demonish the adventurers, and Raas’Goa explains that they are not welcome. “Khazthand abandoned us. Those thousands of years ago, when we needed aid, you did not respond. So we kept this hold – defended it from all manners of darkness and dread. It is not yours anymore – it is ours. If you want us to consider that crest you wear as authority – you must understand you owe us much.”

The black yuan-ti introduces himself as vizier to the queen, Netazi, and vehemently derides Khazthand as a wretched city-state, but Raas’Goa silences him and gives the party an offer – clear this part of the middledark of Umber Hulk, the principal threat to Drozvindrian, and the snake stewards, and she will consider reintegration. The party leaves successful, out of a secret passage, with a proposition for Khazthand. The passage is actually an intersection – leading to another hold deep within Drozvindrian – Arnagra Farakhdum.

Session 2 – Die, Insects.

After making contact with Raas’Goa, Khazthand agreed to deal with the principal threat facing the Drozvindrian, an overpopulation of Umber Hulks located in a large warren near Drozvindrian. In return for negotiating the threat, Raas’Goa agreed to consider integrating Drozvindrian back into the empire of Khazthand, even though many of the Yuan-ti & Naga who are stewards of the hold, felt betrayed & abandoned by Khazthand.

The following warriors gathered to slay the monstrous umber hulks and their queen deep within the insectoid warren:

Adrie, Half-Orc Cleric of Aru

Agrus Kos, Dragonborn Barbarian

Celeste, Half-Elf Bard

Dinen Hyanda, Elven Monk

Gregreg Toregry, Human Paladin

The Trashman, Dwarven Bard of Clan Klaxton

Jameson, Human Fighter

Kvadrato Thundergrip, Dwarven Wizard of Clan Klaxton

Ravenswood, Human Warlock

Skalgan Mrishni, Half-Orc Paladin

Tullamore, Human Barbarian

The Umber Hulk warren was located easily enough. And now the grizzled warriors of Arkinthel ready themselves for the coming slaughter. That is what this is. They have a single mission – kill the Umber Hulk Queen.

The party travels the tunnels for a week – finding themselves outside the Gold & Jade doors of Drozvindrian. Following a laid out path they begin to make their way to the warren. As they approach, they are attacked by a number of Umber Hulk, which they dispatch quickly enough. Just outside the warren they find a number of recently dead yuan-ti bodies, killed by magic. As they investigate the bodies, they notice a tailed figure move around a corner far down the tunnel. Putting these concerns aside, they enter the warren and begin to sneak their way through.

They make it through the first few areas undetected, covering themselves with the scent of other Umber Hulks and using in-depth knowledge of the creatures to evade them. They travel down a tunnel and find it overlooks a large open space with a great purple crystal emerging from the center, a number of Umber Hulk, big and small surrounding it, basking in the light. The party begins discussing how they would approach the situation, as they discuss they are found out as an umber hulk bursts through the wall and attacks. They kill it quickly but the damage is done – the hive is on alert.

A bloody battle ensues, as the group fights their way through Umber Hulk after Umber Hulk, killing all different kinds until they begin to flee. Some of the more injured in the party head back to Arkinthel, as reinforcements arrive in a timely manner in the form of Adrie, Cleric of Aru, who heals the battle ready and helps prepare them for the assault on the queen.

The group plows through more Umber Hulk – fighting even flying, exploding, Umber Hulk and find themselves in the queen’s antechamber, Umber Hulk fleeing from them. They kill a few more and the insectoid creatures simple stop as they enter the queen’s cove, the Umber Hulk are no longer fighting and seem to have given up. A number of the party remains skeptical, and hang back while some walk forward and investigate. As they reach the queen, dozens of the Umber Hulk surrounding the queen explode spontaneously, destroying the queen and mortally wounding a number of the party. Adrie is able to heal many of them as those wary members are able to find a white feather in the wreckage, implicating Raas’Goa as it is potentially from her mask. However, one adventurer who had met Raas’Goa identifies it as a fake, definitely not one from Raas’Goa’s mask. Looking about further, they find magical evidence that the explosion was planned.

The party returns the Drozvindrian, and tells Raas’Goa of their success, who seems on the surface to be happy to hear of this news. The party neglects to tell her of the explosion which nearly killed them. Raas’Goa appears unphased and agrees to begin integration into Khazthand.

Session 3 – The Athenaeum Deep

With the Umber Hulks defeated, Khazthand turns its attention to the orchestrated attempt on the lives of those who had been contracted to kill the Umberhulks. Before much headway can be made in the investigation, diplomats sent to Drozvindrian are killed and another group of adventurers is amassed to make their way back to Drozvindrian and meet with Raas’Goa to determine what is happening.

The following envoys volunteered (with pay) to investigate these turn of events:

Diggory MacGabh, Elven Rogue

Dimble Pint, Gnome Wizard

Feyli Vasilida, Half-Elf Wizard

Neil Mac-Gabhann, Dwarven Paladin of Clan Klaxton

Perrick Silver-eyed, Dwarven Wizard of Clan Potenkhan

Valin Procyon, Half-Elf Fighter

Arriving in Drozvindrian, the party meets with Raas’Goa – who is desperate for help. Netazi had taken a number of yuan-ti and Naga deep down into the hold and formed a splinter faction deeply opposed to re-integration. The party must go deep into Drozvindrian through the traps and magic meant to keep creatures out and either convince him to join Khazthand or kill him. The party makes their way down to the bottom of Drozvindrian and are ambushed by contingent yuan-ti along the way. Killing them they follow those who run through a tunnel into a large library floor with many bookshelves and a shallow ceiling.

Stalking through the shelves, the party makes their way through a number of traps – arrows, lightning bolts, magic barriers, poisonous gas, and are ambushed by more yuan-ti. The party persists, fighting their way into a large chamber directly under the main cylindrical structure of Drozvindrian. In the center of the circular chamber is a large purple crystal much like that in the Umber Hulks’ lair. At the base of the crystal is Netazi flanked by two spirit naga.

A large brawl ensues and the three party wizards entrap Netazi in a wall of force, and summon a wall of fire within it, burning Netazi alive over the course of half a minute. Numerous concentrated fireballs destroy him while a number of the fighters fight against the two Naga and yuan-ti. The party emerges victorious, killing the entirety of the splinter-faction.

They return to Raas’Goa – but find she doesn’t seem perfectly happy with their perceived success. However, she says that there should be no more problems with reintegration.

Session 4 – The Arcane Gate

All seems finished… Netazi’s revolt against Raas’Goa was shut down and he was killed in the deepest part of the Athenaeum and the remaining stewards agreed to integrate themselves. However, when reports coming from others involved in the Reclamation effort note that Drozvindrian is supposed to be one of the gate citadels abjuring the great psionic lich dragon Keri, from even deeper in the earth, a small force is sent back to Drozvindrian to try and restore power to the long lost Arcane Gate to aid in the defense of all of Khazthand’s new empire.

The following expeditionaries were sent to ‘flip the switch:’

Aux Bristlebelly, of Clan Llandorel
Chadwick Thistlewick, Halfling Fighter
Morrig Dunron, Dwarven Monk of Clan Myletha
Pyrus Cardin, Tiefling Sorcerer

The small party heads to Drozvindiran without much perogative or guidance. They have just been told they need to “turn on the Arcane Gate,” but there wasn’t much definition to what that exactly entailed. Raas’Goa’s compliance had been not much more than passive, and some tension remained as a result. The party anxiously meets with Raas’Goa, and demand to know more about ‘The Arcane Gate.’ She proportes to know nothing, but says there might be information deep within Drozvindrian. The party heads downward to the library floor, however, one of the adventurers decides to shower himself in the Stream of Consciousness, receiving thousands of thoughts. They are able to filter through them and determine that there is in fact the Arcane Gate in Drozvindrian, in the form of all the knowledge in the library, siphoned through magic crystal and amplified, however, it was turned off by accident thousands of years ago. He mentally recovers as the party begins to head to the site of Netazi’s death.

Along the way, they find a book, titled the Opus of the World, which is auto-scribing the history of the world in it. They also find they can scribe in it themselves, and this will occasionally make what they write real. They use it to determine what Keri’s (the psionic lich dragon) phylacteries are – and they are revealed to be the Spore Hearts of the Mycon Dwarves.

At this point the party splits, half of them manipulating the Opus of the World to help allies elsewhere while the other half seek the Arcane Gate, found inside of the great crystal in the center of the lowest chamber of Drozvindrian. Inside the crystal is a single switch. The adventurers are hesitant to throw the switch, currently in the ‘off’ position, but one takes the dive and does. Arcane energy surges through the crystal, instantly killing him – but powering the Arcane Gate in the process.

The party reconvenes and provides as much help to allies fighting against great threats using the Opus of the World, until they are called back to Khazthand by the expeditionary leaders with one resounding fanfare: “Victory!”

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PrinceCon 44 theme recap

Note: The first two sections of this recap deal with the fully revealed background of the Con setting. If you would just like to read what happened during the Con, please jump to the third and final section, “The Events of PrinceCon 44”

Background: The History of Khazthand

10,000 years ago, the subterranean dwarven empire of Mezuldahrk was the largest, wealthiest, and most powerful empire above or below the ground. As they delved ever deeper into the darkest recesses of the earth, the dwarves of Mezulhdark stumbled upon Kerintsabsmedis (AKA Keri), a dragon whose might was beyond mortal comprehension. In their greed, the dwarves of Mezuldahrk sought to enslave and exploit Keri to their own ends, but they had underestimated her power – she broke free of her chains and unleashed terror on the august empire. Legion after legion of stout-hearted Dwarven warriors was sent to subdue Kerintsabsmedis, their banners proud and their burnished armor resplendent as they marched forth from their homes, and legion after legion perished. At last recognizing that they could not defeat Kerintsabsmedis, the dwarves sent the last of their armies to stall Keri’s advance while the rest of the population fled upward to the higher regions of their empire, collapsing the tunnels behind them – all the tunnels save one, for though the dwarves of Mezuldahrk knew they had lost the war, they believed that one day their progenies would become powerful enough to defeat Keri and reclaim their ancient homeland. In that tunnel they built a gate of unimaginable size, strengthening it with every magic and mechanism known to them and fueling it with psionic, arcane, biotic, kinetic, and divine power harnessed in five “gate citadels,”  and when Keri finally reached the Great Gate she found that she could not pass – even her empire-toppling powers were of no avail against the Gate.

Shielded from the manifestation of their past sins, the dwarves began to rebuild. They shed their old name of Mezuldahrk and all the memories of defeat it Kerid in favor of a new name: Khazthand. The passing months turned into years and the years into centuries. Khazthand grew and prospered, and as it began to enter a renaissance of culture and technology, many facets of dwarven life changed – including the language, which evolved from the ancient Mezulan tongue to modern Dwarven. Every passing year saw fewer dwarves able (and interested enough) to decipher the ancient texts; eyes turned towards the future as the past was forgotten. Though maintenance of the Gate and the five Citadels was still undertaken as so doing had become a tradition (and dwarves are rather keen on matters of tradition), by 5,000 years after the construction of the Great Gate no one knew what purpose the Gate or the Citadels served. Khazthand prospered as Kerintsabsmedis slumbered in the ruins of the ancient capital.

Khazthand’s renewed glory drew the covetous attention of all manner of unsavory creatures. Approximately 8,600 years after the construction of the great gate (around 1,500 years before the events of PrinceCon 44) the outlying hold of Goth was attacked by an army of Duergar. Though the Duergar army was repelled without major loss of Khazthandian life, the floodgates had been opened; every side of the empire was attacked by sundry unpleasant forces, though most groups of attackers bore no love for the other groups – indeed, they fought amongst themselves as much as with the dwarves of Khazthand. Though repelling each individual force was a relatively trivial matter for an empire as mighty as Khazthand, the relentless torrent of raiding took its toll in the form of attrition: decades of constant war saw the dwarven population begin to drop. As Khazthand’s population (and its armies) dwindled, underdefended holds slowly began to fall.

After two hundred years of fighting, Khazthand’s situation was dire – though every dwarven archmagister and master engineer was delving headlong into unexplored realms of arcana and science to develop new tools to defend their realm, even the holds in the heart of the empire were turning into ghost towns. In a last-ditch effort to stabilize their population, Khazthand’s borders were opened to the surface races by imperial decree approximately 1,300 years before the Con; anyone willing to join the fight against the inexorable tide of darkness could earn their citizenship with axe and pick. The flood of humans, elves, halflings, and other surface races stopped the hemorrhaging of lives and territory as the Khazthandian numbers began to recover. Though the fighting continued, an uneasy stalemate broke out, lasting for more than two centuries.

Nevertheless, the creatures of the deep would not be denied; as years passed holds once more began to fall. Recognizing the hopelessness of the situation, Khazthand’s top administrators and generals began to quietly organize successive safe and orderly withdrawals of inhabitants from the outermost holds to reduce the length of the borders needing to be defended. The withdrawal plan would eventually culminate in all the residents of Khazthand retreating to the capital city of Velzan-Gol, whose defenses were deemed impregnable, where they could defend themselves indefinitely – or at least, that was the theory. Unfortunately, the top brass new little more of Khazthand’s ancient history than the average citizen and were thus unaware that Velzan-Gol, the metropolis at the heart of Khazthand, was built on top of the Great Gate – a living location maintainers of the Gate had found quite convenient thousands of years past, but that now spelled doom for the empire.

998 years before the Con, as Gate Citadels fell into disrepair and the flow of power to the Great Gate faltered, Kerintsabsmedis (awoken from her slumber by the centuries of warfare above her resting place) forced the Gate open, annihilating every member of Military High Command and the National Assembly, the emperor and the next forty-four members of the imperial succession line, and several hundred thousand civilians in the blink of an eye. Those few unfortunate enough to not fall to their instantaneous death along with the city proper in the caverns underneath Velzan-Gol were hunted down mercilessly by Keri; within a day, the most powerful city in the world was erased down to the last child, leaving no witnesses to warn the other holds. Kerintsabsmedis was not satisfied with the destruction of Velzan-Gol; she lusted for the total eradication of every Khazthandian. Using psychic powers unmatched in their strength and subtlety, Keri spread a psychic contagion of parasitic hate which infected the minds of the disparate enemies Khazthand had fought for centuries and bent them to her will, forging a unified force from the prior chaos of competing warbands. Khazthand’s reckoning had come.

Faced with the unexplained disappearance of every major leader in Khazthand and foes that were suddenly organized and capable of advanced tactics, Khazthand’s defense network disintegrated. In the absence of a unifying authority, each hold tried desperately to fend for itself. Throwing every ancient safety code out the window, the mages and engineers sought the magics and technologies to defend their homes at any cost. Though the advances in science and arcana made in the years following the fall of Valzan-Gol were unimaginable, so too was their price: engines of incalculable complexity misfired, erasing entire holds in eruptions of molten metal and flame; magics capable of laying low whole armies went awry, tearing other settlements asunder (and sometimes the very fabric of reality along with them). In the throes of their civilization’s extinction, some mages even turned to the denizens of other planes of existence for aid, often inadvertently letting loose entities beyond mortal comprehension, blinded to the risks of such rituals by the direness of their need. Entire holds silently vanished overnight, as did the armies sent to reclaim them.

Knowing the realm was beyond salvation, those few members of the nearly extinct imperial government who had not been in Velzan-Gol cobbled together a final plan calling on every surviving hold to send its inhabitants to the hold of Arkinthel, formerly the trade hub of Khazthand by virtue of its exclusive possession of safe tunnels to the surface world. There, they would seal themselves away from the rest of the doomed empire. The journey to Arkinthel was perilous for the holds’ inhabitants, bereft of their defenses; it was said that the number of dead left on the roads to Arkinthel was greater than the number of stars in the sky they would never see.

857 years before the Con, the surviving archmages and artificers in Arkinthel oversaw the creation of a massive stone gate and reinforced it with the most powerful runic magics above or below the surface of the world. Though Arkinthel waited as long as it could before closing the gate to allow as many refugees as possible to arrive, when the forces of darkness neared the city the gate had to be sealed or else Arkinthel and its tunnels to the surface might fall. No one could document just how many Khazthandians reached Arkinthel only to find the gate sealed and met their ends on its threshold, but the surviving population of an empire that had spanned nearly fifty holds now fit with room to spare into one.

Though the price paid in blood for Arkinthel’s survival defied mortal comprehension, survive it did. As the years passed and the gates held fast with no sign of breaches, the inhabitants of Arkinthel were at last allowed to lower their guard after centuries of constant warfare. With the danger passed, they eventually returned to the trades that had first made their empire so affluent. Though their civilization had been reduced to a pale shade of its former glory, they persevered and once more returned to a state of (more moderate) prosperity. Their borders remained open to the surface races, and Khazthand became a “dwarven” realm in name only – the other races present in Arkinthel had long ago earned their citizenship.

The Time of the Con

857 years later, the only traces of Khazthand’s origin as a dwarven empire were its renowned legal codes, a national propensity for hard work, thrift, and stout-heartedness, and a (mostly ceremonial) dwarven ruling family. Nearly a millennium of peace had allowed Arkinthel to become one of the largest and wealthiest cities of the world; its treasure vaults ran over, and even the most “destitute” citizens went to sleep each night in their own homes with full bellies.

The Khazthandians did not forget the never-again matched splendor of their empire of old, however. The vast libraries of ancient lore, the workshops filled with schematics of lost technologies, the sturdy vaults filled with priceless artifacts – every citizen of Khazthand still longed to reclaim them.

Thus, when the surface world was ravaged by a colossal famine and its nations became unable to sustain their current populations, Arkinthel saw its chance to repay the surface nations for their help in Khazthand’s hours of need while also furthering Khazthand’s interests; they proposed a bargain that was immediately accepted by the surface nations. According to the terms of the treaty, the surface nations would pool what food stores they had to feed their populations for the next month; in the meantime, Khazthand would fund sending adventuring parties out to explore and reclaim the lost holds. When the food stores ran out on the surface, the surplus population would be allowed to resettle the (then hopefully safe) lost holds as citizens of Khazthand, and with all the help from Arkinthel that citizenship entailed.

The surfacers would have a place to live, and the citizens of Khazthand would get a chance to reclaim their heritage and homes of old. If all went well, the empire of Khazthand could yet rise from the ashes of its millennium-old defeat and climb to never before seen heights! But of course, before that could happen, the holds had to be reclaimed. To that end, the adventurers of Arkinthel’s Hireling Hall ventured forth.

The Events of PrinceCon 44

Under the command of Expeditionary Marshall Dumac, the valiant players of PrinceCon 44 participated in the Reclamation. Though the expeditionary marshall and the NPC forces under his command took care of the logistics of resettling and rebuilding the reclaimed holds, the suicidal courageous mission of actually retaking the lost holds was left to Hireling Hall.

Over the course of the Con, sixty-eight adventuring parties set out to save the surface world from starvation and take back their heritage as proud citizens of Khazthand. Age-old puzzles were solved, old wrongs righted, and revolutionary discoveries made as the forces of darkness were met with spell and steel. Many a brave adventurer fell along the way, but in the end nearly forty holds were retaken – enough to house and feed every surface refugee.

As the first parties returned to Arkinthel laden with loot, mysterious runic inscriptions were discovered on many of the magic items they brought back. Though no one in Arkinthel could speak the language, it was eventually identified as Ancient Mezulan – the language spoken by Khazthand’s progenitors ten millennia before the Con. Initial attempts at decoding the language were unsuccessful, but the intrepid players sent to explore the hold of Dûnbrink managed to learn the language thanks to some time-traveling hijinks and a lot of work. The item inscriptions were found to contain snippets of information surrounding the creation of the items, as well as occasional mysterious fragments of prosody about a mysterious evil.

Thanks to the collection and translation of those inscriptions by all the members of Hireling Hall, a group of puzzle-solving players was able to connect the dots and realized that retaking the holds had only been half the battle. They learned that Kerintsabsmedis, who was (unbeknownst to the players) slowly roused from her slumber in the ruins of Mezuldahrk’s ancient capital city by the events of the Con, would return through the Great Gate and once again lay waste to the newly reclaimed holds and their settlers unless the players could power the Great Gate by finding and reactivating its power sources in the five Gate Citadels: Korvaxxus (psionic power), Drozvindrian (arcane power), Uth-Garadan (biotic power), Alkaraz (kinetic power), and Gorzelchunthar (divine power).

As parties frantically tried to turn the Gate Citadels back on, it became clear that Keri would emerge before the Great Gate was rendered operational unless she was delayed. To that end, a number of adventurers volunteered for a suicide mission to travel through the Great Gate and battle Kerintsabsmedis on the far side to buy time for the Great Gate. As the volunteers stalled Keri in a (real-life) twelve-hour battle, players were able to bring Korvaxxus, Drozvindrian, Gorzelchunthar, and Alkaraz online. Though the mission to Uth-Garadan was unsuccessful in that regard, backup power sources were discovered in the form of the Arkenstone of Parok and an ancient sylvan tree of immense magical power in Gáttargáttin. With more than enough power supplied to the Great Gate, Kerintsabsmedis was once again sealed away, bringing peace and prosperity to the players’ reborn empire.

Thanks to the bravery of the players of PrinceCon 44, almost every ancient hold was reclaimed and their continued security ensured, saving the surface world from famine and heralding the dawn of a new golden age for Khazthand. On behalf of Emperor Mithas, the Assembly, Khazthand, the surface nations, and all the PrinceCon staff, thank you and congratulations! We hope you enjoyed battling the forces of evil, solving ancient mysteries, and laying the sins of your ancestors to rest as you journeyed through The Lost Holds.

PrinceCon 44 end summaries

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