Category The Salithius Files

Wanted, Again

Still reeling from vampire attacks, the group faces a new threat—poison in their own sanctuary. Edmund’s quick magic reveals the assassin Analee, who takes her own life before questions can be asked. As Amy returns to Wolf Hill, Edmund confirms The Guild’s contract is active again. In Bastion’s market, another hitman fails. Captured and interrogated, he confirms their worst fear: the hunt is on. Edmund prepares a brutal warning. Survival now demands ruthless choices.

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Linnfard The Fool

Linnfard’s idiocy ignites a blood-soaked clash in vampire territory, where the group battles shadowy predators guarding their human snack. Amy, charmed and bleeding, turns her bow on Abby, forcing Safin to knock her out. As vampires vanish and reappear, Abby, Edmund, and Safin each fall, rise, and push forward. Later, Edmund and Safin descend into a dark den to recover a drained, shackled Linnfard. He’s saved—barely—but the ancient truce is in ruins, and so are the party’s nerves.

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Dazed and Confused

While Amy snacks, smokes, and chases cookies, the rest of the group shops for party gear and attracts the attention of royalty—and thieves. A chaotic party explodes aboard Jacob’s boat, complete with shirtless strangers, lute music, and a seagull with a drinking problem. Come morning, Safin and Edmund silently slaughter sixteen would-be thieves, Edmund turns into a whale, and the crew escapes to a sleepy island of herbs, leaving behind a confused Quashie and a dazed, mushroom-loving Jacob.

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Jacob’s Ladder

The group heads to Quashie to cool off after the firestorm—figurative and literal. Amy charms a jungle panther, Ed charms Abby, and Safin charms absolutely no one while promising 3,000 gold for fancy armor. Surfing is bliss until a sketchy man tails them. Abby flirts; Safin draws steel; Ed politely spanks the stranger away. The heat lingers, but so do the questions: who was watching them, and why?

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Biter Lives, Pirates Die

Amy wakes to find Biter alive—Edmund brought him back, and she’s overwhelmed with joy and gratitude. The group heads to Edmund’s new island to deal with pirates. There, “The Village Idiot” (a pirate leader) tries to ambush them, but Safin attacks first. As pirates pour from buildings, Edmund incinerates them with fireballs. Safin and Rouse clear the rest. Amid fire and screams, Edmund warns the second pirate town. Back home, Abby confronts him. Amy, shaken, says nothing—just clutches Biter.

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What Next, Again?

After killing MacEachern and questioning his servants, the group regathers at Sweetwater to debate their next move. Rouse learns the Guild has turned on him for good. Tensions rise when Jon’s parents confront the party, horrified at the fallout from MacEachern’s death. Edmund leads an invisible scouting mission to Granite, confirming the town is abuzz. With trust shaken and the Guild likely back on their trail, the party splits up, watching their backs and weighing what comes next.

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Between a Granite and a Hard Place

After gifting Linnfard enchanted gear, the group teleports to Willard’s—where Amy explores Edmund’s disturbingly sensual décor. Tensions erupt when her secret companion, Biter the snake, is discovered and later killed by Jon, breaking Amy’s heart. Amid drama, Safin reunites with his long-lost parents—only to discover that their neighbour, “Marcel,” is actually MacEachern in disguise. A high-stakes confrontation in Bastion’s basement reveals a plot to control Atlin through time travel and domination. Cake helps. Slightly.

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Brood Keepers and Finger Bones

Amy narrates a chaotic mission to repay Edmund’s debt by retrieving a relic guarded by a massive insectoid monster. After a failed decoy test in Atlin, the group travels to the jungle, battles a swarm of deadly broodlings, and watches Edmund unleash fireballs on the Broodkeeper. Abby finds the relic, and they return victorious—leaving a magical gift for an unworthy Linnfard.

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Permanent Vacation

Rouse and Edmund lead the group on a string of wild teleportation escapes, eventually landing in tropical Luzige before flying to Quashie, a bustling seaport city. There they meet Jacob, a laid-back Atlinese expat who introduces them to surfing, wine, and potent herbs. A brief scouting mission confirms the city’s potential as a refuge. Swayed by Jacob’s charm and the tropical lifestyle, the party settles in for a month of sun-soaked distraction and welcome reprieve from their dangerous past.

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Lazelle, My Belle

Back in Bastion, the group recovers after slaying Reginald. Over dinner, they meet the mysterious Lazelle, whose charm unsettles everyone—especially Abby. Suspicion brews as she probes the party about Councilman MacEachern. The next day, they teleport to Sweetwater, where Abby reconnects with her parents, and both Rouse and Jon unexpectedly display magical potential during a breakfast test.

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Reg’ Is Dead

In Salithius’ cave, Edmund uses anti-magic to trap Reginald the Sadistic, who feigns unconsciousness after a chaotic scuffle. Despite Abby’s protests, Rouse slits Reginald’s throat, and Abby’s sword stops glowing—confirming his true evil nature. Edmund later learns Reginald was Salithius’ apprentice. After leaving Willard’s gift on Salithius’ pillow, the group escapes a deadly golem with a misfired teleport.

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Willard Lives, Edmund Shits

Rouse reflects on crushing a legendary soul as the group returns from the Plane of Water. Edmund believes Willard is gone—until a horrifying smell and a pale moonbeam say otherwise. Willard lives, furious, and assigns them a mission: plant a mysterious gift in Salithius’ lair. After infiltrating the Cauldron’s trapped halls, they teleport out—alarmed, but alive.

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