The Church of the Unconquered Son permits many religious practices from this religions that belong to deities that have been accepted into Zulin's Divine Court. Whether you celebrate with church services, dancing around a fire under the moon or by ritual combat, the Church does not care, as long as Zulin and the Prophetess are also honored. They have only a few rules. Besides obeying the statutes of Zulin, all these religions must celebrate the Holidays of Instar, Eshalia, Zulkos and Heshasta.
Instar is a time of spiritual reflection, fasting, prayer and holiness designed to prepare the believer for the sorrow and joy of Esshalia.
Eshalia is the honoring of the Prophetess' death at the hands of her own people and the actions that it inspired Zulin to take.
Zulkos is a period of time of anticipation, study and spiritual preparation for the celebration of Heshasta.
Heshasta is the celebration of the birth of Hesaya.
The Feast of Lights:
Heshasta is celebrated in the heart of winter, in the dark and cold. Here the Authority, Creator and Ruler of All Things, chooses to create his most favored mortal servant, so that his great plan might be accomplished and the world might be saved.
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The Story of the Prophetess' Birth:
Hesaya was born of a race that did not have many Gods and Spirits, but only revered the Authority as the highest God. They believed that in their ancient past, they came from another world and fell from Heaven due to the sins of their ancestors. However, the Authority did not abandon them. Instead, they received prophecies and warners who told them that the Authority was not finished with them, that a Redeemer would be born to bind them back to the Authority and help them fulfill their destiny.
And many centuries after those prophecies were first spoken, they were fulfilled when a weaver and his wife traveled to their home town of Hemsa, a tiny village in the hills. They were traveling because their distant Emperor, who had taken power after a series of wars and crushed uprisings, wished to number his possessions, so all people were to report to the place of their birth to be numbered.
They did, but when they came to the place, they found that the town was full to bursting, with not a single room unfilled. They went in search of shelter, but as they did, a furious storm swept over the region, bringing snow and freezing winds like no one had ever seen before or since. People froze in their warm homes and animals left outside were left dead and cold by the wind. Many felt that this was no ordinary storm, but one filled with a vile hatred.
The weaver and his wife were caught up in this storm and would have frozen to death, but nearby, a group of goatherds gathered in a cave. They were all poor men, who could not afford a stable, so they used the natural shelter of the rock to protect themselves. They were struggling to light a fire and might have passed the night in quiet misery were it not for what happened next. As they tried to light the damp wood they had gathered, the sparks they scattered transformed into a man made of light.
They trembled at his presence, but he told them, "Be not afraid. I am the hearer of the Word, the speaker for the Highest. You will leave this cave and when you do, you will find a man and a woman cold this night. Bring them here, for this is the reason you were brought into this world." As he spoke these words, the damp wood burst into flames and filled the cave with warmth. From the flames came the sound of rejoicing, the declarations of peace and unity.
The men, terrified and yet full of curiosity, obeyed what the shining man said and fled from the cave. They found the man and woman, blue from the cold and near death. They rescued them and returned them to the cave, where it was warm and safe. And no matter how the storm raged, it could not touch them. And in the warmth of all those bodies, both man and animal, the woman gave birth to a child. It was a baby girl who was named Hesaya, who's name means "Righteousness is my Strength". And when they saw this infant girl, the goatherds knew what the shining man said was true.
The Story of the Magi:
The census took several weeks to carry out and her mother was weary from birth and travel, so Hesaya's father found a place for them to live in the village of his birth and took work there. He wove when he could, but as the town had little need for cloth, he did other, less skilled work, anything to provide for his wife and new daughter. He was a righteous man, holy by his faith. Today the Church honors his as St. Articor, patron of weavers, fathers and husbands. Articor was able to make a decent living doing this and soon several months passed.
Meanwhile, faraway in a distant land, a group of three Magi gathered in their tower. They had seen the signs in the Heavens and knew that something truly magnificent had occurred. The powers of Darkness would soon be shaken, for the Light's greatest advocate had been born. So they journeyed from their place of power, traveling to the Kingdom of the Prophetess' original people, the Lakazu.
They went first to the capital and greeted the Ruler there, a native son named Urickar who had been made King by their Emperor. They greeted him and asked him where the Queen of the High Places was. This was an ancient title, one only given to the true ruler of the Lakazu, one that King Urickar did not have, except when he himself gave it to himself. This greatly troubled Urickar, who consulted his own Sages and Magi. They informed him that the signs in the heavens did seem to indicate the birth of a new ruler of the Lakazu.
So King Urickar greeted the foreigners warmly and told them what he knew of the birth of the new Queen, how she had been foretold in prophecy and where she likely was. He then asked the Magi, to when they had found the Queen, to return and tell him of what they had found, so that he might honor her as well. The Magi agreed and departed. When they arrived in the little village, they quickly located the child and upon entering their house, bowed before her and declared her to be the Queen of the High Places and Bride of the King. They then presented her with a series of gifts.
The first Magus gave her an enchanted needle, a length of silver and glass. When a word was spoken, it could repair clothing or fabric, or if given cloth and thread, quickly manufacture garments by itself.
The second Magus gave her a royal mantle, a robe of finest silk and cloth-of-gold. When worn, it could protect the wearer from injury, pain and sickness. Additionally, this power could be extended outward and temporarily bestowed upon those around the wearer.
The third Magus gave her a dagger, made of obsidian and the bones of a holy man. When touched to the skin, it could numb the area and reduce pain, while wounds made with it could not be healed by magic.
Then, after letting the child touch their hands and head, they told Articor and his wife that they would return to tell the King of their daughter, then depart. But when they said this, her mother, Senelia told them not to. She claimed that she had a dream where she saw the future and if they did so, her daughter would be killed. Horrified at this thought, the Magi agreed not to return and instead sent a message to King Urickar, claiming they had misinterpreted the future. They then departed for their own country another way.
by kevron2001 |
The Story of the Thief and White Blade:
When he first received the message from the Magi, King Urickar was relieved. But as time passed, his sleep was increasingly disturbed by visions of the child growing up and overthrowing him. She would be a powerful speaker, a worker of miracles, an exorcist and a healer. She would be called holy and righteous, and Gods would kneel at her feet and acknowledge the truth of her words. He knew these were not mere dreams, but visions of what was to come.
So King Urickar summoned his soldiers and ordered them to the village of Hemsa. "Slay any child under the age of one year," he ordered them. "Especially if the child seems unusually blessed or protected by magicks." His soldiers obeyed, making their way to the village.
Shortly before this wicked deed was to be carried out, a different drama played out nearby. An Imperial soldier who had been tasked with escorting a famous thief to the capital of this province for execution woke from sleep to find his captive had slipped his chains and escaped in the night. The soldier raged at his companions, but none of them had seen anything, especially the ones keeping watch. The soldier ordered them to search the surrounding area, in hopes of recapturing the thief. But this thief was infamous not only for his thefts, but also for his uncanny ability to escape almost any cage. They searched for several days, but never found a trace of their quarry.
Now the soldier was faced with a choice- he could continue a likely fruitless search, he could return to the capital empty-handed or he could become a bandit. The first was not an option in his mind, as if the thief was a local and he was not. If they had not caught him by now, they likely never would. The second option was also not acceptable, as returning empty-handed would mean death. And the third was not truly an option, as though the soldier was not righteous, he was no villain either. So he instead told his men they were going into the village to sample whatever swill the locals thought of as drink around here.
And they had a very acceptable time drinking, though their much hardier constitution and larger size meant that even the largest portions left them only mildly intoxicated. Which is why they were slow to react when they saw some local fighters slaying children and infants in the street. When he saw this, the soldier was filled with rage at the injustice. When he saw them target a woman with a child in her arms, he sprang into action and cut them down. The woman turned to him and when he saw the child in her arms, he knew what he must do. The soldier rallied his companions and after retrieving the woman's husband, Articor, the soldier and his companions cut their way out of Hemsa.
When the King heard of this, he was furious. Paranoid that he was going to be replaced, he sent his most talented warriors after the soldier and the child. They pursued the child and sought to snuff her out before she could escape. But the soldier proved a wily foe, skilled in arms and talented in strategy. He tricked his enemies and guided his charges down little-used roads, evading much of the pursuit. And when their enemies caught them, he sliced his way through.
This chase went on for several weeks until the soldier had almost made it to the border. If he could just get the child and her family over the border, they would be safe. But the forces of King Urickar were right on their heels. The soldier would ordinarily fight, but he did not think he could win the day while protecting his charges. So, in desperation, he reached out to the criminal underworld and sought the help of the famous thief. He did not expect a reply, but he got one of the next day. And thus, a plan was made.
The next day, Hesaya, Senelia and Articor were snuck aboard a barge loaded with hay and oats, stashed in a hidden compartment. Meanwhile, the soldier headed the opposite direction with a number of decoys, a convincing doll wrapped in a cloth standing in for the child. Their enemies caught up with them and slew them all, though the soldier and his surviving companions killed ten times their number that day. But when the bodies were inspected, it was found that the child Hesaya was still alive. This message was conveyed to the King, who raged at this. He vowed he would never stop until she was dead.
That very night he stumbled into his concubine's bedchamber, bleeding from a dozen wounds. She screamed and called for a healer. But for some reason, no matter how much magic they used, his wounds would not close and the King bled to death, choking on his own blood.
As Urickar had no sons, merely an elderly uncle and an unruly crop of nieces and nephews, the court soon became locked in a brutal power-struggle for the throne and the approval of the Emperor. In the chaos, the child-Queen of prophecy was forgotten or dismissed as a problem for the next generation to deal with.
Heshasta Today:
The celebration of Heshasta varies depending on region, culture, social class and tradition. Generally, these include but are not limited to throwing parties, preparing special foods, the giving of gifts and feasting.
What is special about this area's Heshasta celebration?
1d10
1- People dress up in costumes or wear masks and mingle with no regard for social class or position. Tonight, peasants and Kings stand on equal footing, united by goodwill and brotherhood.
2- There is an extremely intense snowball fight competition, judged by professionals with prizes for the winners.
3- Everyone gathers in the cities to watch the Kataka game, better known by the unofficial name of 'Wizardball'. All the biggest Magical organizations, from the Colleges to the Temples of the Goddess of Magic will be hosting games tonight.
4- People compete to see who can create the most fearsome monster out of sticks and straw. These monsters are then brought to life via magic and made to fight each other. The winner is given back to it's creator, while the losers are burned for fuel.
5- There is a scavenger hunt organized throughout the city, full of diabolically clever puzzles and frustratingly vague wordings. The winner will receive a prize and bragging rights for the rest of the year.
6- There is a massive cooking contest, with chefs from all over traveling to impress the crowds and the elite alike with culinary delights. Representatives from the Culinary Wizard Orders prowl the grounds, looking for new talent or worthy prospects. As such, many of the foods served here are magical or otherwise exceptional.
7- A great contest of martial skill! From duels, to jousts, to massive melees, all flock to see the clash of blade and wills!
8- There is a great hunt for some sort of dangerous animal, such as hippopotamus, bear or wyvern. The King or ruler will ride out to face down such a creature and will hopefully, return with a dead one that will be butchered and served at a great feast.
9- For some reason no one can quite remember, it is believed to be bad luck to be alone on Heshasta, so all the single men and women of the city are encouraged to pair up and spend time together until the end of the festivities. The pairing-up is sometimes done via lottery. It is is rarely compulsory, but refusing to go along with it will make people think you're no fun.
10- A ceremonial hunt occurs where a person or group of persons is given a mask or disguise and told to evade capture, while gangs of seekers attempt to track them down. If the prey evades capture until morning, they win and are given some kind of reward from their hunters, usually a token sum of money, though with many pursuers, this can be no small sum. If the hunters succeed and capture the prey, the prey are expected to do something embarrassing, such as singing a bawdy song, dressing up in ridiculous outfits or putting on a short comedic play for the hunters and their guests.
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St. Donar's Gifts:
The giving of gifts is also a very treasured custom that is almost universally a part of Heshasta. This is largely because of St. Donar, a famous Saint who long ago saved a family from poverty through anonymous gifts. When the family's patriarch died, the wife and her daughters would likely have been forced into prostitution, were it not for the intervention of St. Donar. He took steps to care for them, so that the girls were safely married off to faithful men, while the matriarch was brought along with her eldest daughter and cared for as part of the household, all thanks to St. Donar's good work.
In his name, people still give gifts not only to friends and family, but if they are truly righteous, to the less fortunate. These gifts are often done anonymously, with any gift being attributed to St. Donar. Parents warn their children off with stories that if they do not behave, St. Donar will not give them anything for Heshasta.
What did "St. Donar" bring you last night?
1d6
1- A new piece of clothing, appropriate to the climate. If you live in a cold region, it's a nice warm coat or a woolen cloak. If you live in a hot region, it will be a headscarf to cover your head and keep the dust out of your eyes.
2- A new piece of fine clothing, suitable for formal occasions such as the Heshastan feast you're going to be invited to.
3- Something delicious to eat! For children, this is probably a sweet, but for adults, it could be anything tasty.
4- Alcohol! Please drink to add to the merriment.
5- A new weapon. Depending on the wealth of the person giving you this gift, it could be anything from a masterwork blade adorned with silver filigree to a well-used, but still sturdy heirloom club.
6- Something expensive, such as a mirror, a piece of glasswork, a book or an animal, such as a horse.
But there is a secret known only to a select few in the upper ranks of the Church and in Heaven: St. Donar's gift-giving did not end with his mortal life.
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The Story of St. Donar and the Codex of Empyrean:
Long ago, a warlord by the name of Targis Volun sought to conquer the world. He did this not just through his armies or his many marriages, but through acquiring powerful treasures for himself. So when he discovered the existence of a magical book that was said to grant the user the ability to instantly travel through space and time, he had to have it for himself. Unfortunately for him, the Codex of Empyrean was carefully protected, sealed behind three massive gates, the Gate of Life, the Gate of Death and the Gate of Joy.
The Gate of Death was the first, tall and black and cold. Any creature that approached it would have their life force drained until they fled or expired. Touching the Gate was instant death for any who laid hands on it. To open the Gate, Targis recruited the Ancient Lich Neshir Ironspine, an ancient sorcerer-king who had long ago tired of life. Targis promised that if Neshir could open the Gate of Death, he would smash the Lich's phylactery, preventing him from returning to life and granting him the death he so desired. Neshir struggled forward and managed to resist the powers of the Gate of Death long enough to open it. He died, but Targis denied him his wish and allowed him to revive, much to the Lich's sorrow.
Next came the Gate of Life was so named because anyone who approached it had all their injuries healed and their age reversed. The closer they came to the Gate, the more powerful this effect. Ordinary people could not approach the Gate without being reduced to children and those who came even closer were reduced to infants, fetuses or unseen zygotes. To open this one, Targis recruited the Isha the Ageless, a famous immortal alchemist who had long ago gained the knowledge of the Philosopher's Stone. She let the Gate restore her youth and beauty, then froze her body in time using the power of the Stone, before opening the Gate, which deactivated it. She only longed to study the Gate, but Targis denied her too by having his servants take the Gate apart and transport it back to his palace for study.
Finally, they came to the Gate of Joy. It was said that the closer one approached this Gate, the happier it would make you, but Targis had found that when he approached it, it just made him angrier and angrier. By the time he reached the Gate, he was so furious he would pound on the Gate as hard as he could, but nothing he did could even scratch the metal. So after consulting with his councilors, they came to the conclusion that only someone filled with joy could open the Gate. So Targis recruited the only person who he knew was full of joy, a Priest of the Church named Donar.
He recruited Donar under false pretenses, claiming there was a powerful Demon trying to break through the Gate and that Targis needed to open it so he could slay the creature. Donar seemed to believe this and agreed to help. When brought to the Gate, he easily walked up to it and opened the Gate. EVeryone was astonished at the ease which he did it. When questioned about how this was possible, Donar explained that it was because serving Zulin and the Prophetess, May She Live Again, is the greatest joy anyone can have. Targis didn't believe that for a second and shoved past the mild-mannered priest to seize the Codex for himself.
To his horror though, he found the vault behind the Gate of Joy empty. Donar then explained that in the few seconds before he had been asked that last question he had already taken the Codex, then given it to a future version of himself, who had safely taken it away. He said that Targis was a wicked man and that he did not deserve the power of the Codex.
Instead, he offered the three of them a gift. To Neshir, he offered a new human body. If Neshir broke his phylactery and placed his soul into this body, he would live again and hopefully, he would use this an opportunity to change his ways. To Isha, he offered a gilded mirror. He told her to use it to reflect on her actions, though she could just as easily use it for vanity, if she wished. Finally, to Targis, he offered a magical pill. This magical pill would destroy Targis' soul and reform it as if he had never practiced the Fist Art he was a master of.
Donar told him this was the ideal gift for Targis, as Targis was extremely bored being as powerful as he was. There was no challenge for him left, so if he took this pill, he could start his journey all over again. The three of them accepted Donar's gifts, then murdered him and searched his body, in the hopes of finding the Codex. But the priest had spoken true and the Codex was gone. And so they parted ways and left in disgust.
Neshir Ironspine never did become human again, but he did reform his behavior greatly and became an only moderately cruel and despotic King.
Isha the Ageless did enjoy admiring herself in her mirror, but eventually came to hate it for it constantly reminded her of the Priest's last words to her. She eventually turned it to gold and donated it to the Church, who venerate it as a holy relic. No one knows what happened to her after that and many assume her to be dead, but with an Alchemist of her level, you can never know.
Targis Volun kept the pill in a gilded box around his neck for many years, constantly torn between throwing it away or consuming it. Eventually, after another unsatisfactory night of concubines and wine, neither of which gave him any true pleasure, he decided that he would take the pill and try what Donar suggested. But when he sought out the box, he found his three-year old son had found the box and thinking the pill was candy, consumed it. Since the boy had never practiced any form of cultivation, the pill had absolutely no effect on him, wasting it. At this, Targis Volun, Ruler of half the World, wept bitterly.
St. Donar Today:
St. Donar still delivers gifts to all the good Hesayans of the world. Each Heshasta, if you are a Hesayan, you must do the following to potentially receive a gift from St. Donar. First, you must be asleep on the night of Heshasta or otherwise out of the house. St. Donar refuses to take credit for any gifts he gives, so he won't give a gift to anyone who can see him, especially on this night.
Secondly, you must be in good standing with the Church and Heaven. To calculate this, have the players calculate all their notable deeds for the past year, whether good or evil. Base Goodness starts at 10, with Good Deeds increasing this number by +1, while Evil Deeds decrease the number by -1. Then have the players roll 1d20. If they roll under their number, they get a gift from St. Donar. If they roll exactly the number, they get a token gift, such as a candied nut. This is the equivalent of a warning from the Saint, that you're on thin ice and should shape up. If you roll over the number, St. Donar is displeased by your behavior and will not reward you. Note that if a player-character has been particularly saintly or wicked, no roll may be required. If you spent your time whoring, stealing and going on murder-sprees, that is an automatic failure in the Saint's eyes.
What did St. Donar bring you?
If you were very bad, he brought you...
1d4
1- A map to the nearest church. Go confess your sins, you filthy animal.
2- A thimble full of Infernal Wine. If you drink it, you'll experience the Flames of Hell for one minute. Intensely traumatizing, but does no actual damage.
3- A list of all the bad things you've done and all the people they hurt. Names and descriptions are included.
4- Clay Penitent's Armor. A set of full-plate armor made of fired clay tablets, each one covered in sacred scripture. Grants +5 FS, but each time an enemy gets a critical hit against you, you must save. On a successful save, the Armor loses 1 FS, decreasing from 5 to 4 to 3, etc. When it goes down to 0, it breaks. Alternatively, if you fail your save, the armor is destroyed then and there.
If you barely count as good, he brought you...
1d6
1- A single copper coin.
2- A single piece of candy.
3- A sip of wine mixed with vinegar.
4- A piece of fool's gold.
5- A piece of costume jewelry. Flashy from a distance, but close inspection will reveal it to be glass and wood painted to look like gold up close.
6- Penitent's Thorns. A helmet that when worn, grants the wearer the ability to, if an ally who is close to you is successfully hit, you can 1/Round attempt to intercept that blow. Roll a Defense roll as if you were the one initially targeted. If you succeed, neither you nor the original target take damage, but if you fail, you take full damage as if initially targeted by the attack.
If you were good...
1d8
1- A single gold coin.
2- A bag of sweets. Has a 50% of being magical. If it is magical, it is Golden Pop, a candy that when eaten, creates a magical bubble around the user. This bubble enables them to bounce along the ground, tripling their movement speed and jump height. However, if the bubble takes a single point of sharp damage, it pops.
3- A delicious cake. Has a 50% of being magical. If it is magical, it is Angelmeal. Angelmeal Cake is made in the bakeries of Heaven and nourishes the righteous. Anyone who eats one is fully nourished for one day and has no need for additional food or water. However, if consumed by a wicked person, they will be wracked by horrible pain for 1d20 hours after eating Angelmeal.
4- A new piece of clothing.
5- A jug of wine.
6- A jug of Holy Water. Restores 1d6 FS if drank by a righteous creature. If splashed on an evil creature, does 1d6 damage. Undead and Demons take 2d6 damage. If drank by an evil creature of 3 HD or less, that creature must immediately save or die as they are consumed by holy fire.
7- A potion. It will be useful to you and your current circumstances, as St. Donar sees (almost) everything.
8- Maria, the Saint-Maker. An intelligent magical sword, made of fine steel, steryling silver and adorned with lapis lazuli. When you take up the sword Maria, you will be compelled to swear an oath. 3/Day, whenever you strike an evil creature, you can force that creature to save. That creature will take +1d6 damage per oath you have sworn. However, if you break any of your oaths, then you must immediately save or die as Maria will try to kill you. Regardless of whether you live or die, Maria will then depart.
If you were saintly...
1d6
1- A jug of Holy Water, from Heaven itself. Restores 2d6 HP if drank by a righteous creature. If splashed on an evil creature, does 3d6 damage, save for half. If they are a Demon or an Undead or especially evil, they get no save to reduce damage. If drank by an evil creature of 7 HD or less, that creature must immediately save or die. On a successful save, the creature still takes 3d6 damage.
2- A treasure map. You know that long-lost, legendary treasure that people have been seeking out for years, decades or generations? This is a map to it.
3- 1d3+1 Arrows of Slaying. These are oriented toward the enemies of the Church, such as Undead, Demons, Necromancers, but if you're fighting a particularly evil foe, they might be designed for him instead.
4- A miniature sun. A lantern that casts actual sunlight. Casts bright light in a 30' radius and dim light out to 60'. Any Undead that fall into the light take 1d6 damage a round and must save vs fear or flee. Bound Undead can ignore this save, as it isn't up to them. If smashed, the lantern explodes, doing 4d6 fire damage, save for half, to anything within 30'. Enemies within 60' instead take 2d6 damage, save for half.
5- Skyrider's Armor. A piece of armor, blue-black and adorned with clouds and the stars of Heaven. When worn, grants the user the ability to 3/Day, leap up to 100' straight up or 300' horizontally. The user can choose to jump a lesser damage. Also makes him immune to fall damage. Note that if you are wicked while wearing this armor or become an enemy of the Church, it may launch you 500' into the air and turn off your immunity to fall damage.
6- Blueblaze or Martyr's Spear. A spear of glowing blue-white glass, throbbing with energy. As an action, when beneath an open sky, the user can call down lightning (3d6, save for half) to strike a target that is channeled through the spear and directed at the user's chosen target. However, each time Blueblaze is used like this, the user takes 1d4 damage. The user can also choose to take 1d6 damage instead when using this ability, which lets the user reroll the damage the lightning does. However, if the user becomes wicked, the spear will either disappear when they aren't looking or, next time they use the lightning ability it will target them instead, then disappear while they are blinded.
Heshasta Plot Hooks:
1d8
1- A Noble of the City is throwing a massive feast and needs something really impressive as the centerpiece. He's heard of a giant boar the size of a barn rampaging around to the north of here. Go kill it and bring it back to him, so he can impress all his guests.
2- There is a traditional ice sculpting contest in the City, but the Sons of Garvey almost always win. They are known to be disreputable and you are hired to spy on them and if they are cheating, you are to expose them.
3- You are contacted by a wealthy merchant who has unexpectedly received an invitation to the Heshashatan Ball at the palace tonight, but he has no present worthy of the King. Help him find something suitably expensive and tasteful by tonight.
4- An evildoer is stalking the streets, murdering people and leaving their bodies in public, where they will be discovered. Find and catch this person before they ruin the holiday for everyone else.
5- A wicked Magus who hates Christmas gives some of the local children small eggs that hatch into tiny, adorable creatures. However, if these creatures drink alcohol, they will be transformed into tiny little monsters that will seek to cause chaos, eat children and pets and generally ruin the holiday for everyone else.
6- A group of soldiers left the City on an expedition, with the hopes that they would be back in time for Heshasta. But with time running out, their commander hires you to investigate what is delaying them and if possible, bring them back home so they can spend it with their families.
7- The City is ruled by a righteous man named Wenkala. Wenkala has a great love for Heshasta, in particular for the giving of gifts. He intended to give his wife a painting commissioned from one of the City's best artists, but the artist has gone missing. Please find him and quickly.
8- The party is invited to attend the Archmagus' famous Heshastan party. But while at the party, the party is taken over by a band of thugs who take hostages and seal the building so no one can get in or out. The leader of the thugs will tell everyone what he wants, but he is probably lying.
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