Category The Egersund Era

Sweet Reunion

In the sweltering heat of a new city, the group finds no rest—only revelations. Behind Sweetwater’s temple walls awaits Mother Jana, who not only confirms Egersund's dire state but unveils the unthinkable: a cure may be possible—if they can deliver an undead soul. But the greatest shock comes from Amy, who greets the high priestess as an old friend. Who is this girl? And what else is she hiding?

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Diamonds are Forever

As the Swift sinks into darkness, so does Dolf’s certainty. Jean dies. Again. This time Dolf doesn't hesitate—he sacrifices a diamond, a piece of Helga’s millennia-old body, to bring him back. But the miracle leaves a deeper scar than the wound. The weight of resurrection tightens around his soul. Before dawn, they face fireflies that rot steel, bugbears in the trees, and the splintering tension of a group constantly flirting with death. In Amy’s wind, Dolf sees the same strange fate threading through others he’s never met—others who’ve also crossed paths with Salithius.

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Creeps Are Creepy But My Hat Is Awesome

Port Noonan turns into a party when Amy dons her bird hat and declares herself the leader (unofficially). Between chicken wings, weed, and magical archery, she proves she's more than comic relief—especially after scoring a badass bow from Irwin. But peace is short-lived. A faceless freak wades out of the sea and nearly kills Jean. Amy’s wind magic saves the day (with flair, obviously), and Dolf double-clutches another miracle. Amy’s past with Edmund’s crew bubbles beneath the surface as she fights to prove she’s more than a sidekick this time.

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Port Noonan

From runaway teen to plague survivor and seafaring fighter, Vegard savours the rare calm of Port Noonan—but peace never lasts long in Salithius’ shadow. Amid the bustle, new allies emerge: Irwin, a seasoned blacksmith, and PJ, a wry swordsman with an eye for the extraordinary. Amy’s presence continues to raise questions—her skill too sharp, her stories too wild. As the group stocks up for the road ahead, Salithius tightens his grip, and Amy’s past may soon collide with their future.

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Of Gods And Existence

Haunted by doubt and drowning in grief, Hans questions the nature of gods and good itself. As the group reels from the aboleth’s psychic assault and Jensa’s death, survival becomes the only truth left. Amy, strange and capable, stays with them—yet her arrival, like Salithius’ unseen reach, suggests they're part of something larger, a pattern stretching beyond their view. Still they sail on, hoping the temple in Sweetwater holds answers before the sea swallows what’s left of them.

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All a Bored

Tickle Bay throws a party, but the voyage kicks off with a literal backstab—Mari gets gutted by a goddamn invisible monster! Cue chaos, frantic healing, and a mystery girl named Amy who saves the day with a bow and a snake named Biter. Dolf nearly passes out trying to keep everyone alive, Hans gets wrecked, and Vegard finally scores a hit. We’ve got no map, no plan, and now no Mari. Welcome aboard The Swift. Hope you’re not afraid of pirates, ghosts, or guilt.

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Behold ‘Errr

Vegard flirts with a beholder, Erik gets KO’d by Hans, and the party is tackled by drunks in a brawl with a tentacle-faced eyeball tree. Somehow, with a little fire, faith, and lucky townsfolk (shout-out to Randy and the human catapult maneuver), they win. Beer flows, secrets slip, and then—twist: Salithius owns a fucking summer home here. So long, Tickle Bay. The gang gets a boat and sails off while the mayor preps for the town’s quiet, catastrophic exit.

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Twice Is Once Too Few

Arianna’s swamp taxes Erik’s stamina—and Hans’ patience. One ill-timed slap later, Erik’s out cold. The group navigates zombie-eyed fishmen, enchanted frog-nymphs, and finally a sentient outhouse with a beholder complex. Somewhere out there, Salithius is keeping tabs… maybe even through a ring they'd flushed. Every step east feels like a chase, not a journey. When they finally crest a hill to see the ocean and a village beyond, they know help is near—or the next trap is.

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Can’t Rape The Willing

Negotiating with swamp-dwelling fish jerks? Check. Playing chicken with a voyeur zombie? Check. Getting seduced into a nixie’s love-nest by magic fog? Double check. Vegard’s heroic zombie ambush fizzles, Erik nearly dies to a tree with fangs, and the party’s only way out of the swamp seems to be offering Erik up for magical nixie booty. Arianna’s frog-fingered charm has them smitten, enchanted, and napping in her hut by the end of the day. Erik wakes up walking like a legend.

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Drops of Sleep

What do you do with a deadly sleep gas? If you’re this crew, you huff it for science. Vegard, Aija, and even Hans take turns getting knocked out—like a nap-themed talent show. But the good times end when a zombie army crashes their barn sleepover. After blasting the leader to bits, they catch their breath just in time for swampy fish-people to steal their sled. Salithius may be watching, but so is someone (or something) slimy.

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Eastbound and Down

Guided by a vision from Helga, Dolf leads the group east, away from the ashes of Egersund and toward Finnsbury. Along the way, they bury the frozen dead and encounter Blythe—a man hiding a sacrificial horror behind his cabin. Poisoned stew, a divine purge, and a slaughterhouse of corpses reveal that danger now wears many faces. Salithius remains distant, but his shadow looms, echoed in the cruelty of other monsters still walking free.

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The Crowbar

A suspiciously fast “old lady” leads Vegard and Hans into yet another terrible idea, and the rest of us follow like idiots. One magical fireball, one creepy kid in a sailor suit, and one magically locked cage later—we crowbar our way back to freedom. Somehow. We escape into the woods, send an owl for help, and get our first cryptic answer: go to Finnsbury. Salithius is dangerous, confusing, and probably the worst host ever.

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