《Reaper of Cantrips》Iruedim Cheat Sheet
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Iruedim Cheat Sheet
Iruedim, an extragalactic planet positioned beside a wormhole, was a place where science, spellcasters, and creatures of the night thrived, mostly in peace. Then, something terrible came through its wormhole and set the world back thousands of years.
On the plus side, there’s lots of work for anthropologists. On the down side, the wormhole has been quiet since the last incident.
When a strange artifact seems to come through the wormhole, Camellia Zaris can’t understand why no one will investigate. Considering her imperiled career, she has nothing to lose and takes it upon herself to search for the answers. With her new travel companions, she finds something of more interest – and danger – than the artifact.
Settings
Setting 1: Iruedim is an extragalactic planet, cut off from the universe at large, except for a wormhole that changes exit locations every few centuries. The people of Iruedim are all colonists from locations found on the other side of the wormhole.
Countries of note:
Groaza: Gothic country, with a somewhat isolationist attitude.
Tagtrum Island nation and home to all things fantasy.
Lurren Scifi country.
Setting 2: Girandola, the new location outside the wormhole, is home to many species; most of which belong to a large overarching government called the Finial.
Objects of Note:
Camellia’s Volanter mirror – aka obsidian mirror. Gazing at the mirror pulls a person into a dark dream. Camellia used it for many years, as a coping mechanism for her troubles.
Faustina – Meladee’s airship. She likes to paint an expression on the hull.
Halfmoon – Meladee’s new space faring vessel.
Textile Bombs – Layers of fabric wrapped over a frame of reeds. Each layer is embroidered with a magic circle. The innermost layer contains the specific spell, usually something dangerous. For example – wormhole creation or destruction on a large scale. The outermost layers act like a fuse. The fuse layers give the bomber time to escape before the main spell sets off.
Quick Summary:
Camellia, Meladee, and Eva research a way to dethrone Ul’thetos from Lurren. They discover Ah’nee’thit’s existence in the process and decide they need help. They acquire a ship from beneath Ul’thetos’ flesh and fly through the wormhole to get help. At first, it seems like they’ll get some aide easily, but they don’t want to join the Finial government to do it. Instead, they convince some disgruntled Girandolans to flee to Iruedim and help. A team up between the Iruedians and Girandolans results in the death of Ul’thetos and Ah’nee’thit’s transport off-world, via a ship and portal.
Characters
Camellia Zaris
Profession: Anthropologist
Background: Groazan (Dhampir)
Meladee Arai
Profession: Pilot and mage
Background: Tagtrumian
Evangeline Dyelan
Profession: Engineer
Background: Lurrien android
Florian Adalhard
Profession: Anthropologist
Background: Groazan, current chair of the AAH
Benham Martin
Profession: Travel Guide and Explorer
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Background: Girandolan
Sten
Profession: Multi-disciplinary scientist
Background: Girandolan Android, works for the Syndicate for Sentient Aid.
Wren Rooks
Profession: Military Commander
Background: Girandolan
Inez and Eder Ferran
Profession: Anti-Ah’nee’thit cultists, Enchanted Textilers
Background: Tagtrumian
Cernunnos Pater
Profession: Anthropologist
Background: Groazan, Camellia’s former teacher.
Deceased
Ul’thetos
Profession: Disaster over Lurren
Background: Alien creature
Deceased
Ah’nee’thit
Profession: Pain in the ass
Background: Ul’thetos’ offspring, inhabitant of the Tagtrumian island – Suen.
Plot Play by Play
The wormhole has been quiet for thousands of years, and Iruedim works towards technological recovery.
Camellia, a disgraced anthropologist, investigates a crashed space ship that has ties to a new, but vanished, space age artifact. Camellia hopes that the space age artifact came through the wormhole and that some new colonists will finally arrive. She hires Meladee Arai to serve as pilot to a northern island in Tagtrum. Upon arrival, they meet Eva. Eva reveals that she created the artifact. It’s a probe that helped her locate other landmasses in Iruedim so that she could escape Lurren, a doomed land, slowly disappearing under the crawling flesh of a massive plant or animal. Eva lets slip that there are spaceships beneath the flesh.
Camellia, disappointed that the space age artifact didn’t come through the wormhole, wants to secure a space ship from Lurren to check outside the wormhole herself. But, more so, she would like to research the creature and find a way to help Eva.
They go to the Library of the Occult, also in Tagtrum. There, Camellia encounters Cahir, an awkward historian. He is a cultist and serves a creature, similar to the one in Lurren, that is locked away in the south of Tagtrum. Meladee and Eva encounter Cernunnos, Camellia’s old teacher. With his help, they determine where the other creature is hiding.
Camellia, Meladee, and Eva pay a visit to Ah’nee’thit. It encourages them to get a spaceship from Ul’thetos and gives them some information on how to do that. They take the information to the AAH, but Adalhard wants to do things the right way. Camellia, Eva, and Meladee decide not to wait. They make a plan to go to Lurren and get a ship for themselves. There’s only one problem. The creatures are telepathic. That won’t be a problem for Camellia or Eva, as one can shield herself, and the other can’t be touched telepathically. However, Meladee needs some protection. They secure that protection from the anti-cultists (aka the Enchanted Textilers), the ones that keep Ah’nee’thit locked up.
During their final stopover in Tagtrum, Ah’nee’thit’s cultists try to trap Camellia, so that only Eva and Meladee continue on. Ah’nee’thit is afraid that Ul’thetos – the Lurrien creature – will kill the team of three, and Ah’nee’thit wants Camellia to serve as his high priestess. The cultists fail to capture Camellia, and the three make it to Lurren. With the help of Eva’s remaining robot friends, they sneak and fight past Ul’thetos’ drones. They get their ship.
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Camellia, Meladee, and Eva take their ship out the wormhole. They spend weeks learning the language and getting their bearings. When they are ready to meet the locals, the first ship they encounter is a cruise vessel. They board the vessel and much to Eva’s dismay, Meladee treats their time on the ship as a vacation. She redeems herself, however, when she picks up Benham, another pilot. He takes them to a lab where someone can study a piece of Ul’thetos’ flesh that they accidentally brought through the wormhole on the underside of their new ship.
At the lab, the scientists suggest that they seek help from the Syndicate for Sentient Aid, a group that might send a team for relief to Iruedim. Camellia and her friends pick up a new party member. His name is Alim, and he is a xenobiologist. He accompanies them to the Syndicate for Sentient Aid.
On the way, they blunder into a checkpoint, against pirate activity. Pirates attack, and they help fight off the boarders. Commander Wren Rooks is intrigued by Meladee’s magic and offers to take them to the Syndicate. They accept the offer as they can’t really say no.
Meanwhile, Florian works on the Ah’nee’thit problem. He gets the idea that they can just remove the creatures from their planet using old Volanter magic to conjure wormholes and successfully pitches a targeted dig to an old Volanter temple. He brings Cernunnos along, as well as two young captured anti-cultists to serve as magic and creature consultants. Their names are Inez and Eder Ferran. When they aren’t studying Ah’nee’thit, they work as Enchanted Textilers, making magical cloth. Florian and his team dive underwater to search the sunken Volanter temple for some helpful spells. They escape with a wormhole creation spell, just before some merfolk cultists arrive. On the trip back to Groaza, Inez and Eder make a wormhole bomb, out of reeds and fabric.
Camellia and her friends present their problem to the Syndicate for Sentient Aid. When the Syndicate assigns Sten to head the aid project, it looks like they might get help for Iruedim. But, the plan falls through when the Syndicate demands Iruedim join the government and essentially pay back its aid. When Camellia and the other three refuse on the grounds that they can’t make that call, the Syndicate leaders suggest that she and her friends might be an attractive lure for a group of pirates. Camellia and her friends escape, without aid, except for the hope that Rook might help them.
Finally, Camellia and her friends get Rooks’ help. She brings five ships to their aid, along with Benham, Alim, and Sten. At the tail end of their journey, Meladee comes up with a spell that might be of some use against Ul’thetos. It decays flesh aggressively. She learned the magic from the Agaric Healers.
When Camellia and her friends arrive back on Iruedim, they are surprised to find a plot to exterminate Ul’thetos and Ah’nee’thit underway. Adalhard wants to send the creatures away through the wormhole, and Eva wants to use Meladee’s spell to decay the flesh and kill Ul’thetos. The two groups combine plots and begin their journey back to Lurren, to find the head of Ul’thetos, with Rooks providing the military resources.
Before they set off, they battle the cultists, and Camellia’s possession of the Volanter mirror is discovered. Rooks asks Camellia to lock it away while they complete their mission. Camellia pretends to do so. In reality, she locks away a piece of flat bread and keeps the mirror with her.
In Lurren, they make their way towards the northwest, where they think Ul’thetos’ head must be. The creature’s drones try to stop them at the bunker that Eva spent years hiding inside. Rooks splits the team into two groups. She takes the main force and sends Camellia and friends ahead in the scouting party.
The scouting party finds old subway tunnels and robotic trains inside. They use the trains to bypass some of the infected land. Again, Rooks divides the team. She takes a force to an old spaceship museum to serve as both diversion and maybe to free some additional ships. Camellia, Meladee, and Eva are part of the group that journeys to Ul’thetos’ head. They bring bombs that represent the two spells: wormhole and decay.
Before they can reach Ul’thetos, they have to travel through the animatronic jungle – a kind of amusement park filled with robots and androids that have been telepathically touched by Ul’thetos, despite how impossible that should be.
The last obstacle is a lab and containment facility built around Ul’thetos. They locate Ul’thetos’ head inside, but Ul’thetos has learned some magic. She counteracts their telepathic protection and brings everyone under her control. Camellia, who has just enough time to show the mirror to Ul’thetos, sends Ul’thetos into a dream. Everyone gets dragged along with the creature, but they are frozen in the dream. Camellia has practiced using the mirror and is awake. She does her best to turn the dream into a nightmare. That allows Camellia to wake up first and drop the decay and wormhole bombs. Ul’thetos dies, and the head gets taken out to some random place in space, leaving only the tentacles, which soon die.
Ah’nee’thit doesn’t get the decay bomb. They merely send him away, with a wormhole bomb, as per Camellia’s promise to Ul’thetos.
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