Session Date: 01/12/2026
Summary
We enter the Picaroon Republic which is technically part of the Commonwealth, but nobody cares enough to bother with it. It’s basically a pirate haven. Gurt is here as he’s hiding from Clapperclaw’s daughter, and there might have been a tax evasion thing as well.
There’s an alternative magical university here as well, created by those who were shunned for the normal academy. Some of it is because they were maniacs and tried to create magic that is no good, others is just oops more tax issues. Faylen has definitely heard of this academy but it was kind of a threat - be a good student or you’ll have to finish your schooling at Picaroon Island. He’s likely gone there to work with Dr. Math to work on putting together Axamonar’s crystal and fixing it.
Faylen
Faylen knows that Axamonar is inert - he’s basically sleeping right now. Faylen’s spent a lot of time here to create the tools required to repair the crystal, and to make them transferable. After making the tools, Faylen starts working on the actual crystal. He’s able to harness the energy that the crystal is using and he manages to start repairing it and to
Axamonar requests to be taken to some people that he knows. Don’t go to Jewel on the mainland - it’s likely too dangerous right now. Either get to Salaavethor or - a thought enters Faylen’s mind and he’ll have to actively think about it to unlock it. It’s kind of like an encryption. The scrambled name is something to use as a backup in case he can’t get to Sal.
Whatever Faylen does: don’t— The communication ends.
Faylen packs everything up and runs across the island to find his friends to let them know what just happened. As he’s running, a ship arrives with a flag that has a wolf with an eyepatch. On the bridge is Clapperclaw’s daughter. The ship itself is magically powered - it was so fast to get here, there’s some sort of magic that generates its own winds.
The Full Party
They’re coming up the stairs with a deep gnome smoking a pipe. Faylen hurries up and Greets everyone. Bosch shows off a non-Euclidean axe he’s gotten, and Faylen is surprised by it and ultimately decides to process it later. He explains that he managed to speak to Axamonar and that we need to get the crystal back to Sal, or to another person he needs to think about. He also explains Clapperclaw’s daughter is here and that the ship looks rather fast, magically propelled - Bosch decides we must steal the boat.
Captain Plank greets Faylen again and Faylen greets him, then asks if we’ve gotten cool pirate hats. He realizes he’s been a bad captain and runs off into the city to find us hats.
Mary explains that there was a large amount of Dark Demesne activity they quelled in the Hollow World, which is where the non-euclidean greataxe is from. Bosch turns to the Deep Gnome - Amut Grisp (deep gnome scout) - and says that his place is safe now, so he can go. Amut explains he wishes to repay the favor for removing the Dark Demesne influence. He explains he can probably help get the ship from Clapperclaw.
We explain that Clapperclaw’s daughter is a problem and vaguely explain that her grandfather was a mobster type that we pulled out of power, and she’s likely here because of Gurt. We make it to The Clear Dragon Fruit, the tavern where Gurt’s now bartending. Faylen and Gurt greet each other and Bosch asks how quickly he can pack up shot because Clapperclaw Jr. is here. Bosch explains we should steal the ship, strand her here, and then head home because we need to get back to the mainland.
Gurt says that the quick version is that there’s nothing he absolutely needs here, most of what’s here is banana based anyway so he can just leave. Mary advises he stay here for now, and Bosch explains that we aren’t starting the plan until we get our pirate hats.
Mary takes some time to explain the information about how the Dark Demesne was sealed out of the Hollow World so that the deep gnomes could rebuild. Bosch tries to ask if the Dark Demesne was making things weird at the school, and Mary points out that it was sealed off before it made it up. Bosch produces a glass filled with goop that’s left over from what happened below and Faylen confirms that it is, indeed, goop. From there Bosch sticks his finger into it and starts stirring it. After everyone is shocked, nothing happens to Bosch, and he draws on the table with it. It begins to very slowly consume the table, and we agree to burn it and make it go away.
Mary helps pack things with Gurt and it’s not long before we are provided our pirate hats. Clapperclaw’s daughter has a piece of paper that is made to look like a wanted poster for Gurt, but nobody is biting when it comes to ratting him out - this is an outlaw sanctuary, after all.
Stealing a Ship
Bosch removes the pirate hats from himself and Bean and then sets his Non-Euclidean Greataxe down after Faylen gives it back and he runs to the ship and gives a very convincing account that Ms. Clapperclaw needs help. They believe him and pay him 2 silver and then Bosch runs off with the staff following. He runs hard to lose them and, eventually, does.
Eight of them follow Bosch with a chest and some bags.
The rest of us approach the ship and Tabby gives a very convincing threat about why we need the boat. Faylen joins in and explains that they have two options: to join us and get to the main land and leave their boss behind and run to avoid consequences, or disembark the ship and stay here with their boss and deal with those consequences.
Bosch runs into the Clapperclaw daughter and says he has an urgent message: her ship is under attack! Bosch throws the goop from the Dark Demesne and
She makes it to the dock and yells at us that it’s embarrassing to yell at us. Bosch approaches and peers down at her and asks what it is she has to say, and she explains that she wants to thank us for getting rid of her father. The treasure is for Gurt as a thanks. Faylen writes a little letter and sends it off to where Gurt went, explaining that she’s friendly and has left treasure for him back at The Clear Dragon Fruit.
Ms. Clapperclaw knows of a few criminal-leaning ports she can take us to since the Commonwealth is looking for us to most likely kill us.
She thanks us for what we did for Brex Grana and for her family specifically. She explains that he was an awful person and nobody liked him. She had a plan to get rid of him as well, but she wasn’t in Brex Grana because she had been exiled. Faylen apologizes for the misunderstanding, and she says it’s okay, and that she understands what it was on her end that was an issue.
Yeah, We Have a Full Plate
We understand that we are absolutely wanted criminals - we had escaped and destroyed the unescapable prison and freed an awful lot of hardened criminals, whether we wanted to or not.
The Warden from said prison is still out there and likely wants revenge on us.
We also have to deal with the Dark Demesne as well.
We need to get to Sal and also find the wizard that can help us repair Axamonar.
Where to Go
We are offered to go to the Core of Crime as an option, which Bosch immediately shoots down and says he cannot go there right now. Ms. Clapperclaw offers to clear our name there and can make sure that we can get there and she feels that we can make friends down there. Bosch asks if she can get rid of awkward situations, and she says no, she cannot.
She explains that we will land in the middle of nowhere even though it will be the main land and the Commonwealth. She does have an office in Brex Grana if we ever need to find her again. Tabby admits that it will be very nice to have her in our corner and she does give us permission to mention her name - people do remember her father’s name and she has no intention on removing that reputation from herself.
Bosch does figure out that Ms. Clapperclaw likes all of us, and she finds Bosch amusing/endearing.
Ms. Clapperclaw says that one thing we could do to help ourselves is to join the organization. It may help right now, but it could cause more difficulties later. She explains that she will leave wolves in cities so if we need help, talk to a dog.
The name of the wizard comes to Faylen: Edeis, the Wild Witch of the Wasteland. There is a magical area that will take a few days of travel (more if we go on less trodden roads). The wasteland is an area north of where we are right now - it’s a patch of land that’s bigger on the inside than the outside. It’s an ashen desert that has been influenced by a lot of magical energy. There was an explosion there in a previous generation. From the outside it’s not huge, but inside it’s a sprawling desert. Edeis would be a sage and is from Axamonar’s generation, so that makes sense - she could have been Archsage, but something went wrong. The talk was that she kinda lost it and became a hermit in the most inhospitable land in the Commonwealth. She was always depicted as brilliant.
We ultimately decide to join the organization.