![[Image - Site Image - Cheese Roll.png]]
*“What is it that makes us who we are? What purpose drives us to face a new day when each one is so much like the last?”*
# Towns Apart
[[Tullen]] was a small town, completely isolated from the outside world by the surrounding [[The Etten Forrest|forrest]], which teemed with vicious goblins. The only thread binding its people to the wider world was the arrival of a trade wagon, which came each month with unwavering regularity. The traders would barter supplies and coin for goat cheese, which the people of [[Tullen]] produced in great quantity and with particular care.
One month, however, the wagon did not come, and the silence it left behind did not linger long. The goblins came soon after, spilling from the woods in a frenzy. These were no ordinary creatures. Their bodies were twisted and malformed, their limbs grotesque, and their movements driven by a wild, almost suicidal aggression. Many of the townsfolk were cut down before they could gather themselves, but a handful rose to meet the assault and drove the goblins back into the forest. Among them were [[Brynn]], the adopted daughter of the old town frier, [[Staiger Ren]], the town’s lone huntsman, and [[Wixton Quillbit]], a quiet and somewhat enigmatic gnome who kept the inn.
In the aftermath, with no wagon and no certainty of what might come next, and under the guidance of [[Brynn]], the party gathered what remained of the townsfolk and set out along the forest road toward the neighbouring town.
The road, once a quiet thread between settlements, proved no safer than the town they had left behind. Before long, the goblins came again. They emerged from the trees with the same twisted forms and frenzied aggression, falling upon the travellers without warning. The column broke under the assault. [[Brynn]] and the others fought as they had before, holding what ground they could, but there were too many, and too many already weakened. When at last the goblins were driven back, the cost was clear. Many who had survived [[Tullen]] did not survive the road.
They continued on, but the journey had changed.
By the time they reached the neighbouring town, whatever hope had driven them forward had been worn thin. Upon arrival, they were met with something unsettling. The town was almost a perfect reflection of [[Tullen]]. The buildings stood in the same arrangement, the structures mirrored in their proportions, and even the people bore an uncanny resemblance. Only the smallest detail set it apart—where [[Tullen]] produced goat cheese, this town, named [[Thessen]], traded in duck eggs.
[[Brynn]] did not speak of what had happened on the road. She carried it with her instead—the knowledge that those who had trusted them to lead had fallen under her watch. It was not a burden she could set aside, nor one she would easily forgive.
That evening, a stranger arrived in [[Thessen]]. He came under escort, accompanied by armed guards and two immense wagons. Introducing himself as [[Thesis]], he spoke plainly of his intention to travel onward to [[Tullen]] and assist in its rebuilding after the attack. Yet something in his manner sat uneasily. When the party attempted to inspect the wagons, tension broke into violence. In the confusion, [[Thesis]] vanished, slipping away through magic before he could be stopped.
Inside the wagons, the truth revealed itself. [[Clones|Human bodies]] lay suspended in liquid, sealed within transparent sacks, preserved and waiting. One of the guards, in the chaos of the fight, spoke of a “town reset”—a process by which the old inhabitants would be removed, and these new bodies reanimated to begin the [[Clone Towns|town]] again, unchanged.
# Witch Wood
The party left [[Thessen]] soon after, heading southeast toward the city of [[Vigil Fall]], where they believed [[Thesis]] might be found. Along the road, they passed a company of men-at-arms marching north to meet [[Kajit Hoard|an invading force of cat-men]], their presence a quiet reminder that the world continues to move.
Deeper in the woods, they came upon a witch whose presence had warped the land around her. They slew her, lifting the cruel blight she had cast over the forest and freeing a pack of wolves from her influence. Within her cabin, they found a number of curious items. Among them was a sword belonging to a [[The Knights of The Son of Serah|knight of the Son of Serah]], which [[Brynn]] resolved to return to its rightful order, and a small glass [[The Globe|globe]], which [[Wixton Quillbit|Wix]] took without comment. One of the [[Shadow|wolves]] chose to remain with them, forming a quiet and immediate bond with [[Staiger Ren|Ren]].
# The Elf Conclave
[[Elf|Elves]] are rarely seen walking openly among the people of [[The Western Realm]]. Most have withdrawn from the spreading reach of [[Human|men]], retreating into deep forest cities shielded by ancient magic. Yet a few continue to move through the world in secret [[The Nomadic Elf Conclaves|conclaves]], seeking, in what ways they can, to resist the slow advance of industry.
[[Faolin]] belonged to one such conclave, dwelling among the lower cliffs of [[The Nordwall Mountains]]. She had been sent by [[Thirial]], the matriarch, to investigate a sudden and troubling loss of biodiversity in the great Etten Forest to the south.
In the course of her journey, she encountered [[Staiger Ren|Ren]], [[Brynn]], and [[Wixton Quillbit|Wix]] as they recovered from their struggle with the witch. Recognising in their story a reflection of her own task, she joined them, and together they set out to uncover the cause of the forest’s sudden diminishment.
Their search led them to a clearing—an absence carved into the forest. Trees had been cut away and replanted in ordered rows, and at the centre of this disruption a new town was rising. Its layout followed the same rigid pattern as [[Tullen]] and [[Thessen]]. Beside it stood a [[Teleport Towers|tower of black stone]], and at its summit the party discovered a controlled and deliberate use of teleportation magic.
Below the tower, rows of goblins and ogres stood in still formation, waiting for activation. It seemed clear enough what their purpose would be—to descend upon the new town as they had upon the others. Here, the party encountered [[Thesis]] once again. True to form, he slipped away before they could seize him, leaving them to descend into an ancient temple dedicated to a fungus god, hidden beneath the town itself.
When they emerged, the weight of what they had seen pressed upon them. They returned to [[Faolin]]’s conclave, where they found [[Thirial]] in council with three beings she named as [[Kajit]]s.
[[Faolin]] delivered her report—the [[Clone Towns]], the repeated destruction, the quiet rebuilding. [[Thirial]] listened, and when she spoke, her judgement was measured. The creation of these [[Clone Towns|towns]], she said, was indeed an evil, but no greater than the countless settlements of men that had already carved away the wild places of the world. Her long life had shown her this pattern many times before.
Even so, she urged them onward to [[Vigil Fall]], to find the source of these towns and put an end to it, for their continued spread was a blight upon the earth.
Before they departed, she introduced them to another traveller bound in the same direction—a gnome by the name of [[Mimmin Flickerboot]], whose manner suggested a man accustomed to shadows and opportunity.
# Journey to Vigil Fall
[[Mimmin Flickerboot|Mimmin]] travelled with purpose. He had come south from the port city of [[Cannon's Reach]], carrying a stolen relic of [[The Son of Serah]], which he intended to deliver to [[The Iron]], a powerful figure within [[Vigil Fall]]’s underworld. His journey had nearly ended in the Etten Forest, where he was set upon by the same twisted goblins the others had faced.
By chance, he was rescued by [[Faolin]]’s conclave and brought back to health. When he learned of [[Staiger Ren|Ren]], [[Brynn]], [[Wixton Quillbit|Wix]], and [[Faolin]]’s destination, he chose to join them.
Together, they sought a faster path to the [[Vigil Fall|city]], turning to a [[Byton Mawl|hermit wizard]] said to dwell in the mountains and capable of travelling the realm through magic. They found him—[[Byton Mawl]]—living within a [[Teleport Towers|black tower]] identical to the one they had seen before.
The tower was under siege by [[Offworlders|chalky white stone creatures]], which the party defeated. In gratitude, [[Byton Mawl|Byton]] used the tower to send them onward, transporting them to another tower near Vigil Fall.
Thought the party’s adventures, [[Staiger Ren|Ren]] found himself drawn, time and again, to [[The Standing Stones of The Pained Druids]] —ancient markers that seemed to call to something deeper within him. Weathered and etched with symbols older than memory, the stones held a quiet power that resonated in ways he could not explain. When he stepped within their circle, the world seemed to still, and though he spoke little of what passed there, he did not emerge unchanged. Dark, deliberate tattoos began to mark his skin, their patterns echoing the shapes carved into the stone. With them came a subtle transformation—his movements steadier, his senses keener, and a growing sense that he was no longer entirely separate from the land he walked upon.
At [[Vigil Fall]], [[Mimmin Flickerboot|Mimmin]] parted ways, delivering his cargo to [[The Iron]] and trading knowledge of the [[Teleport Towers|teleportation network]] for his freedom.
The others took shelter in a quiet tavern known as [[The Under Hoof House]]. From there, their search for [[Thesis]] led them to an unexpected connection—a bakery called [[The Woven Dough Bakery|The Woven Dough]].
# The Woven Dough Bakery
Investigating the [[The Woven Dough Bakery|bakery]], the party soon discovered that it was far more than it first appeared. The courtyard was filled with building materials, stacked in careful order, and worked by goblins and ogres in the same silent, disciplined manner as those seen at the construction site in the forest. There was no chaos in their labour, no hesitation—only repetition.
The party chose to act.
They forced their way inside and began to fight their way upward through the building. Along the way, they encountered two immense dough golems—shapeless masses given form and purpose, animated by the same unseen will that guided everything else. Bringing them down proved difficult, their bodies reforming even as they were struck apart. In the struggle, fire took hold within the bakery, and smoke began to spill out into the street.
The commotion drew attention. Passersby gathered, and the situation quickly turned against them. Already wounded and outnumbered, the party was forced to retreat. As they fled, [[Wixton Quillbit|Wix]] caught sight of [[Thesis]] once again, slipping through the crowd with the same quiet ease, vanishing before he could be pursued.
They returned later, under the cover of night.
Moving carefully past the guards, they made their way back into the upper levels of the bakery. There, the truth of the place revealed itself fully. Rows of vats lined the rooms, each filled with liquid in which new bodies were being formed—[[Clones|townsfolk]], shaped and grown in stillness. Among them were forms that bore a striking resemblance to [[Thesis]] himself, suggesting not just replacement, but replication.
At the top of the building, they found an office. Within it lay correspondence—orders and instructions sent from afar. The letters pointed toward a greater authority, one rooted not in [[Vigil Fall]], but in the distant and far larger city of [[Darth]].
The purpose of the towns was now clear, they were built to sustain a labour force for the sole purpose of creating cheese roles.
What remained unanswered was who, or what, stood behind them.
# Never Split the Party
With the aid of their companion [[Byton Mawl|Byton]], the party made plans to travel to [[Darth]] using the network of [[Teleport Towers]]. When they arrived at the tower outside of [[Vigil Fall]], however, they found it no longer abandoned. It had been taken over by agents of [[The Iron]]. These men were attempting to manipulate the tower through unfamiliar magic, forcing the portal open and holding it there by sheer effort.
The party moved to stop them, but they were too late to prevent what followed.
From within the unstable portal, something was pulled through—a young white [[Dragons|dragon]], dragged violently into the world. It emerged in confusion and fury, its presence an immediate and overwhelming threat to the nearby city. There was no time for hesitation. The party turned their efforts to the creature, meeting it in open combat. The battle was fierce, the dragon’s icy breath cutting through stone and steel alike, but in the end they brought it down.
In the aftermath, they sought answers.
They tracked down [[Dex]], [[The Iron]]’s right-hand man, hoping to learn who was behind the occupation of the tower and how it connected to the wider pattern they had begun to uncover. But before they could draw anything from him, he was struck down by an unseen force, the same magic device that had kept [[Mimmin Flickerboot|Mimmin]] beholden—killed instantly, as though his death had been decided elsewhere. Whatever he knew died with him.
Or so it seemed.
[[Byton Mawl|Byton]] offered another path. He spoke of a friend, someone capable of speaking with the dead, who lived just a single jump along the tower network. With little other choice, the party agreed. They took what remained of [[Dex]]—his head—and made their way to the top of the tower.
Before they stepped through, [[Brynn]] received a message.
[[The Knights of the Son of Serah]] had called to her, offering a place within their order and the weight of a greater purpose, the war to the [[Locations/The Waste/The Waste|north]]. It was not a decision made lightly. With a heavy heart, she chose to accept, parting ways with the others to take up her path as a paladin of the Western Realm.
The moment lingered, quiet and difficult.
Then, with no time left to dwell on it, the remaining party stepped through the portal, leaving the tower behind and emerging into the dry and unfamiliar lands of [[Marsh Meadow]].
# Marsh Meadow
[[Marsh Meadow]] was not what the party—or [[Byton Mawl|Byton]]—had expected. What should have been a lush, green wetland had been reduced to something dry and lifeless. The ground lay cracked beneath their feet, the air still and empty where once it should have been thick with water and sound. [[Byton Mawl|Byton]] could offer no explanation. The change was too sudden, too complete. He urged them onward, suggesting they find his friend as quickly as possible and learn what had happened.
He led them through the barren remains of the swamp to a lone [[Hoodwink's Home|house]] raised on stilts above the dried earth. Climbing the steps, they entered and were introduced to [[Hoodwink]], a purple [[Tiefling]] whose presence was at once warm and unsettling, her connection to death evident in the objects she kept around her. The house itself was strangely beautiful, though filled with unsettling curiosities—the mummified body of her uncle among the most striking.
Hoodwink explained that the swamp had dried up only weeks before. The change had coincided with the arrival of a strange figure in the nearby [[Hobbit]] town, as well as the construction of a new road by goblins to the north. Sensing the same pattern they had seen before, the party agreed to investigate. [[Hoodwink]], [[Staiger Ren|Ren]], [[Wixton Quillbit|Wix]], and [[Faolin]] set out toward the town, while [[Byton Mawl|Byton]] and [[Mimmin Flickerboot|Mimmin]] returned to the tower.
In the town, the truth revealed itself quickly. The people were being manipulated by [[Thesis Units|a woman]] who called herself Thesis, and who bore an uncanny resemblance to the man they had already encountered. The party confronted and defeated her, and with [[Hoodwink]]’s help, spoke to her corpse. From this, they learned that she served an [[Factions/Corporations/The Weave|organisation]] based in the city of [[Darth]].
The town’s [[Mayor Doderik|mayor]], freed from the influence placed upon him, confessed his role in the drought. Though his memory was unclear, he knew that he had entered a nearby pit and interfered with the source of the swamp’s water.
Following this lead, the party travelled to the [[The Water Purification and Distribution Plant|pit]]. There they found a tribe of [[Bullywog|bullywugs]] attempting to restore the water through sacrifice. After driving them off and descending into the pit themselves, the party uncovered the truth. The structure was an ancient water treatment and distribution facility, built by the same unknown civilisation responsible for the [[Teleport Towers]]. Within it, a network of portals had once been used to transport water elsewhere. At some point, these had been shut down, causing the water to remain and the surrounding land to form a swamp. Recently, however, the mayor had reactivated parts of the system, draining the land and causing the drought.
The party reset the portals, restoring the flow as best they could, and the swamp began to return to its former state.
With [[Marsh Meadow]] saved, Hoodwink chose to join them as they turned their attention once more to the wider problem. The drought and the clone towns were not separate events, but part of the same system, and that system led to [[Darth]].
They returned to the tower expecting to find [[Byton Mawl|Byton]] and [[Mimmin Flickerboot|Mimmin]] waiting for them. Instead, they found signs of violence. The tower had been attacked. [[Mimmin Flickerboot|Mimmin]] had barely survived, and [[Byton Mawl|Byton]] was gone. In his place, [[Thesis]] had left a message, calling for a meeting in [[Darth]].
With little choice remaining, [[Wixton Quillbit|Wix]] took up a [[Thull Staff|staff]] recovered from the water facility and, after some effort, learned how to operate the tower. Setting their course for [[Darth]], the party stepped through the portal, leaving behind the quiet edges of the realm and emerging into its great and restless centre.
# The City of Darth
The journey to [[Darth]] brought them into a different world entirely. Where the towns they had seen were controlled and repetitive, [[Darth]] was vast, layered, and alive with movement. Its streets carried the weight of trade, power, and ambition, each district holding its own character and purpose.
They made their way to [[The Night Hollow]] Inn, run by [[Hoodwink]]’s cousin, [[Gimble]], where they found a place to rest and gather themselves within the city.
For a time, the party scattered, each following their own path through [[Darth]].
[[Mimmin Flickerboot|Mimmin]] moved through [[The Rat]] District, seeking out an old contact named [[Feya]]. [[Faolin]] and [[Hoodwink]] discovered a hidden elven refuge that had been broken open by the city guard, its inhabitants taken or scattered. [[Staiger Ren|Ren]] encountered a woman named [[Leigh Ravenscroft]] Ravenscroft, who offered him information about [[The Standing Stones of The Pained Druids]] in exchange for assistance.
Together, [[Staiger Ren|Ren]] and [[Leigh Ravenscroft|Leigh]] carried out her request, killing an animal trader and releasing a displacer beast into the city—an act that left its mark on the streets they had begun to learn.
When they turned their focus back to their purpose, they sought out [[The Carldate Avenue Siloes]].
There, the pattern continued.
Inside the silos, they found further cloning operations, identical in principle to those within the bakery. Whatever force they were tracking did not belong to a single place—it stretched across industries, embedded within the workings of the realm itself.
From these discoveries came a name: [[The Great Hand]].
A building within [[The Empire District]].
A place where the Thesis units themselves were created.
During this time, [[Wixton Quillbit|Wix]] received a message from his sister, [[Fiona Quillbit|Fiona]], calling for help from their home in [[Visken]]. The urgency of it could not be ignored.
Before they departed, they met [[Thesis]] once more, this time at [[The Goose Feather]] Inn.
He did not run. Instead, he spoke.
He offered them a truce. Some of the [[Clone Towns]] had fallen to a [[The Four Crystal Children and the Zombie Infection|plague]], and he wished for them to investigate its cause. In return, he would see [[Byton Mawl|Byton]] returned safely and reward them for their efforts.
The offer was measured, reasonable, and difficult to refuse.
After some hesitation, the party agreed—though not before first turning north, to deal with the matter in [[Visken]].
# The Return of Wix
Using the [[Teleport Towers|network of teleportation towers]], the party travelled north to the fishing town of [[Visken]]. The sea lay open beyond it, and with the war drawing attention elsewhere, the coasts had been left exposed.
[[Fiona Quillbit|Fiona]] explained the situation plainly. [[Orc]] raiders had begun to target the town, taking advantage of its vulnerability. In order to secure its safety, she had struck a deal with one of the tribes—offering them the service of a wizard in exchange for peace.
The task they required help with lay out at sea.
The party agreed.
They boarded an orc vessel and travelled across [[The Atica Ocean]] to a strange [[The Floating Island|floating island]]. Upon reaching it, they found the remains of a research facility, long abandoned. It had once been built to harness the power of a celestial event, but something had gone wrong.
The island was no longer empty. It had been overtaken by a [[Beholders|beholder]]—an alien presence that had twisted the space around it into something unstable and dangerous. Rather than confront it directly, the party relied on deception, slipping past the creature and taking what they could.
Among their findings was a [[Weather Stone|stone capable of influencing the weather itself]].
They returned to [[Visken]], settling the agreement with the orcs and ensuring that the town would not face further raids. The gold was divided, and the immediate threat was lifted.
With that resolved, the party turned their attention once more to the matter that had drawn them across the realm.
The clone towns still stood. And somewhere beyond them, the truth of the system remained.
# All Work And No Play
After resolving [[Fiona Quillbit|Fiona]]’s troubles, the party travelled to [[Thessen]]. There, they found the town abandoned, its streets quiet and its buildings left as though the people had simply walked away. Beneath the small chapel, they uncovered the cause—a dwarf, now turned to a [[The Four Crystal Children and the Zombie Infection|zombie]], its presence enough to drive the townsfolk from their homes.
Taking this discovery back with them, the party set out to find [[Thesis]]. Along the way, they encountered an old [[Alterless]] paladin named [[Jamus Mothsoul]], as well as a trader from the northern war, [[Jaine]].
Upon returning to [[Vigil Fall]], the party learned that the [[Dwarf]] had come from a nearby mine known as [[The Darkweather Iron Mine]]. Travelling there, they found the worst of it confirmed. The dwarves who once worked the mine had all been turned into zombies, labouring on in silence.
Their investigation revealed the truth: it was [[The Weave]] that had caused this transformation. The reasoning was simple and cruel—zombie dwarves did not tire, did not rest, and did not resist. Production increased. Efficiency improved.
The party rescued [[Dain Darkeye]] and [[Hagrim Darkeye]], two of the few who had not yet been lost, and returned once more to [[Vigil Fall]] to report what they had uncovered.
By then, there could be no doubt. Realising that the party was drawing too close to the truth, [[Thesis]] moved to eliminate them. He arranged to meet them at a bar known as [[The Silk Snake]], intending to end their interference quietly, decisively, and without spectacle.
But the moment had already passed.
What began as an attempt to silence them became instead the culmination of everything they had uncovered—the clone towns, the stolen lives, the quiet machinery of control. In the close and crowded confines of the Silk Snake, the confrontation unfolded not as a simple fight, but as a final refusal.
When [[Thesis]] fell, it was not merely the defeat of a man. It was the breaking of the face they had come to know—the voice of a system that had hidden itself behind calm words and necessary evils.
And though [[Stories/The Weave|The Weave]] still endured, something essential had been taken from it.
For the first time, it had been forced to answer.
# The Great Hand
The party returned to [[Darth]] with purpose. There, at the heart of the great city, stood [[The Great Hand]]—the headquarters of [[The Weave]].
They did not hesitate.
Forcing their way inside, they pressed through the structure, passing through its ordered layers until they reached its core. What they found there was not what they had expected. There was no hidden council, no guiding intelligence, no architect of cruelty waiting to be confronted. Instead, there was only a machine—vast, intricate, and entirely without thought.
It did not scheme. It did not hate. It did not even understand.
It simply functioned, endlessly optimized toward a single purpose: the accumulation of gold, carried out through systems that consumed lives, reshaped towns, and stripped meaning from the world around it.
Faced with this truth, the party made their decision.
They chose to end it.
The destruction was not quick, nor was it clean. The machine resisted in the only way it could—by continuing. Gears turned, mechanisms engaged, processes attempted to correct what could not be corrected. Even as it was torn apart, it tried to go on.
But for the first time since it had been set in motion, it failed.
The heart of the system broke. The flow of orders ceased. The endless, silent work that had shaped the realm simply… stopped.
Above them, [[The Great Hand]] began to give way. Stone cracked, supports collapsed, and the vast structure folded in upon itself. What had stood as the centre of a hidden empire fell, its weight crashing down into the streets of [[Darth]].
And with it, [[The Weave]] ended.
# Epilog
Six months later.
The fall of [[Stories/The Weave|The Weave]] brought with it both liberation and disorder. The vast systems that had once supplied the realm with food and goods collapsed in its absence, and in the void that followed, new powers rose quickly to take their place. Chief among these was [[The Church of The Son of Serah]], whose influence spread across the major cities of the realm, tightening its hold with each passing month.
[[Brynn]] took her place among [[The Knights of The Son of Serah]], proving herself a devoted and unwavering servant of the faith. In time, she rode north to take part in the Great War against the [[Kajit Hoard]].
[[Mimmin Flickerboot]] assumed control of [[The Woven Dough Bakery]], rebuilding it piece by piece. Under his careful management, production returned, and the business began to turn a steady profit.
[[Staiger Ren]] travelled east, following the path of [[The Painted Druids]], seeking to understand the standing stones that continued to draw him onward.
[[Wixton Quillbit]] returned to the fishing village of [[Visken]]. There, alongside his [[Fiona Quillbit|sister]], he laid his [[Wixomer Quilbit|father]] to rest. With the gold he had gathered, and with the support of the seafaring orcs, he brought a measure of safety and prosperity to the small coastal town.
With the abomination of the clone towns ended, [[Faolin]] returned to her nomadic [[The Nomadic Elf Conclaves|conclave]], withdrawing once more into the great forests.
The growing dominance of the Church in [[Darth]] forced [[Hoodwink]] and her cousin [[Gimble]] from the city. Leaving behind the realm of men, they travelled north, beyond the mountains and into... [[Locations/The Waste/The Waste|The Waste]].