Campaign 3·Session 73

Tears of the Void

August 6, 2026·by Canadien Hero

The Veiled Vanguard journeys deeper in the jungle of the mysterious island. Great dangers stand between them and the Islands Master. Ahead lies great danger and a potential bargain as they meet an unexpected aspect of the void.

From the journal of Sanasha Illuvistari

Sanasha pushed onward, heading back to the Xoraxan Wastes—the place where her journey had truly begun, and where everything was about to change once again.

Finally, she found Naoki and the Veiled Vanguard. Joining their ranks, she quickly became embroiled in their misdeeds and heroic deeds alike. She helped the Vanguard defeat their enemy in an ancient city to protect the souls of those passing on from this realm. She saw a land out of time beneath the earth, lit by light emanating from a long-dead Titan's fiery heart. She met gods, endured trials, and helped destroy a nation to protect those she loved. She met undead lords in an empire shrouded by mists, helped save a grand city from the machinations of Demon Lords, and walked through unknown planes of existence.

Her journey would continue, pushing both her body and mind to their absolute limits. Will Sanasha live a hero, or die a villain? That is a tale yet to be told.

We stand on the precipice of something massive: a Pearl of Hope that can make Contras mortal. Yet as powerful as we are, we lack the might to bring Contras and his draconic servants to task. So, we plan to set off to sea to seek the blessing of the Goddess of Knowledge in the legendary city of Mysteria. We need more power, yes, but we also need knowledge about the greater threat of the coming comet and allies to help us siege Qyradell. With this in mind, we pay the Purebirch family to secure safe passage across the hazardous seas.

Percy’s sister is at the docks to greet us when we arrive, and true to our expectations, she is awful to deal with. I have lived a life of great privilege, but Momma and Poppa always taught me to show respect to others whenever possible. I can’t say I’ve always succeeded, but by the Gods, I try. We set off on our journey, and while I want to make myself useful, we are treated more as an inconvenience than actual passengers. The Sovereign Pearl is an impressive vessel, composed of magically treated wood and a brass hull. This alone might explain the Purebirches' success on the shipping lanes, but it isn't the whole truth. They use a magical device to protect themselves from the monsters lurking in the depths. The captain is confident we can navigate safely—but he is gravely wrong.

A storm comes upon us, both metaphorically and physically. Ru’ar appears in full divine form—a titan crashing through the waves. We are tested to catch the wind, and we are found wanting. His challenge might seem simple to a sailor accustomed to the sea, but we use brute force instead of our wits and dissipate the cyclone. Ru’ar has no patience for our failure. My memory of what happened next is lost as we are struck by a massive wave. The ship capsizes and we feel the churning of the roiling seas overtake us.

I wake on the shores of a pristine island, the Veiled Vanguard unconscious but alive on the glistening sand. We rouse, unharmed by what should have killed us. The Sovereign Pearl sits in a harbor surrounded by sharp rocks, miraculously untouched by the dangerous crush of water that should have left her in pieces. A feeling of dread looms in the back of my mind; something is very wrong. We check the ship, but no one is onboard. All we see is dense jungle covering the island and endless seas in the distance. The crew is missing, we find no trace of them.

We journey into the depths of the jungle, seeking a path forward. I know something is amiss when I check the Orb of Time and realize it remains noon for hours on end. As we march through the dense foliage, we find edible food alongside exotic, dangerous plant life. Diablo pauses to hold a conversation with a statue of an ape and is rewarded with a diamond. We want to believe he is speaking to nothing, but this island feels unnatural, and I begin to question if we still have our wits about us. The place feels like a prison—a punishment, perhaps. Diablo insists there is no time to discuss philosophy, so we soldier deeper into the jungle.

We come across a trapped creature: a Marid chained to a fountain. The being confirms my fears, revealing this place is "nowhere"—a kind of menagerie for an entity living in the center of the island who keeps him prisoner as one of her playthings. Taking pity, we free him through a combined effort. In reward for our good deed, the Marid, Pashaazaela, promises us a single wish. After careful deliberation, we craft a wish to grant us more power. Not knowing the full consequences, I feel my mind black out as primordial water blasts into my body. Every fiber of my spirit screams at the intrusion. Have we made a mistake?

After the Vanguard's ship capsized, Pashaazaela the Marid explained that the mysterious island was ruled by Vethka—an ancient primordial who existed before time. Choosing to stay rather than risk plane-shifting, Pashaazaela granted the party a wish for power before sending them deeper into the jungle. Percy used Underdark mushroom powder on Sanasha's eyes to see through the illusory forest, revealing a warm sea cavern filled with boiling gas traps. Navigating past toxic steam and a deceptive illusion that manifested water elementals, Diablo suplexed and pummeled the creatures while Naoki inked them as an octopus before Percy destroyed them with Guiding Bolt.

Squeezing through a narrow passage, the party met Glooshglar, Priest of Vethka, who explained that Vethka was a Daughter of Nexus alongside the Weirfell. To gain an audience, each member offered their blood into a pearlescent seashell bowl, incurring non-magically healable damage. Stepping into a crushing chamber of sunken ships and black kelp, they stood before Vethka—a massive, spider-like entity draped in chains and leviathan bones, weeping void-black ink. Her inky eyes flared with white light as she delivered the missing half of the prophecy.

Prophecy Pt. 1 (already learned)

The veil is torn

To the comet forewarn

From beyond the fold

Monsters of legends told

God come. God's fall

The comet brings the end of all

Death shall leave her sacred throne

Mortals become dust and bone

Cosmic beings of tremendous terror

Return from a single error

God's come. God's fall

The comet brings the end of all

Prophecy Pt. 2

The ancient thrones will crack and rust,

The old divinities turn to dust.

Before the light, the void was there,

Monsters of chaos spread despair.

Gods rise, gods fall,

The comet brings the end of all.

The Seekers stayed the Maker's hand,

And stopped the cleansing of the land.

Yet by a lock unmeant to turn,

They freed the dark the cosmos spurned.

Gods rise, gods fall,

The comet brings the end of all.

The shrines of iron, ink, and golds,

Will shatter as the void unfolds.

Creation's weavers fade to black,

For what is ancient now comes back.

Gods rise, gods fall,

The comet brings the end of all.

The Veiled Vanguard takes the stage,

To stand against the dying age.

To watch the heavens break and burn,

And guide the ashes' slow return.

Gods rise, gods fall,

The comet brings the end of all.

Explaining that she had plucked them from the ocean depths, Vethka warned that their quest against the gods would end in failure. She offered a deal: accept her mark and leave to complete their task, provided they—or another family—return to live on her island eternally in safe, unyielding peace, or face instant death upon failure. While the party debated offering the Oni or the Blackshires to fulfill the bargain, Diablo vehemently rejected imprisoning his family, and Percy, looking at his friends, ultimately declined Vethka’s offer, leaving the Vanguard on the brink of battle.

C3 · Session 73: Tears of the Void — Prestige Encounters | Lich Souls Gaming