Recruitment (TWL)

The introductory chapter to The Wanderer's Library, the players have been gathered along with several other recruits, these initiates range from death row inmates to protege top-of-their-class assassins.

The Library puts the new recruits through a variety of training scenarios, focusing on testing the subjects loyalty. The Library views these recruits as 'Class D' or "expendable personnel" upon signing their contracts. Despite this, the training mentors of the Library try to avoid unnecessary losses that could be sacrificed to greater causes and will often stage trauma and disaster throughout the recruitment process.

## Story Hook

The beginnings of the campaign should feel like kids going to Hogwarts only to find out it's a prison complex for incredibly deadly anomalies.

For most recruits this is a second chance, a majority of them are doomed prisoners from across the world, for a select few they have been specifically recruited by a higher ranking member of the Library for one reason or another.

Regardless on what brought them here, they are treated like prisoners at a boot camp upon arrival. Every action of theirs that is not thought-through is publicly reprimanded and they sleep, eat, and train together. Even as these characters take on more specialized roles throughout the organization they still operate as a team in the field.

### Prelude

Characters each experience a short (10 minute) introduction showcasing an important moment for their character prior to being brought together by the Wanderers. These vignettes should be based on discussions between the player and the DM and should hopefully showcase the character and their connections to the supernatural.

### **Part One: A Question of Loyalty**

#### ***The Way to the Library***

The new recruits are each asked to report to an old shop in a mostly abandoned district of Dirigidale. Meeting outside the shop before it has opened they are forced to wait getting to know each other. Suddenly a closed sign flips to open and the players are able to enter. Within the shop is a hexagonal room lined with shelves that are mostly empty, covered with dust and a few metallic objects scattered here and there.

Near the wall furthest away, facing towards the entrance is a small desk with an old woman sitting behind it. She appears to be blind and takes no notice of the players entering as she strokes her black flapcat purring in her lap. When approached she simply frowns, stands up from behind her desk, hands the nearest character a sealed letter, then makes her way towards the entrance. Before leaving she turns around and squawks "Good luck and do try not to take as long as the last group" before smirking and leaving, locking the door behind her. The flapcat remains behind and flies up to the rafters, casually watching the players.

The trinkets in the room are worthless, a simple distraction for those who wander into the shop. On the wall behind the now empty desk is a massive glass-front clock built into the wall, black with illuminated numbers, changing from blue at the twelve then slowly turning a bright red as it comes around to the eleven. One single hand sits unmoving, pointed straight up at the twelve. Behind the desk is a lever than when pulled starts the hand moving around the clock, triggering a soft ticking sound, as it continues the ticking grows louder as the lighting of the room fades turning the room black, leaving only the glow of the clockface. If the players use the lever again the clock and the ticking noise resets.

If the players let the countdown go to eleven then a loud grinding noise is heard as the floor buckles before descending, the circle where the clock was is the only thing that lowers with the platform, showing bricks where numbers once were. Finally the platform begins to slow as the circle on the wall opens up to a blinding light, when light has filled the circle the platform comes to a grinding halt. A lone figure stands silhouetted in the light. She speaks with a bored tone, reciting a speech she has given hundreds of times:

> *"Hello. If you are here today than congratulations, you are privileged enough to have a chance at joining the most important and secretive operation in all of Boreal. The Wanderer's Library.*
>
>

> *What is the Wanderer's Library? We are an international covert agency tasked with securing and containing the paranormal entities and anomalies from all over the world. To put it bluntly, we protect you from the things you don't know about, from the things that go bump in the night. We operate remotely from a plane of endless knowledge, with no government association limiting our resources, making the decisions that keeps our world spinning.*
>
>

> *The items, objects, creatures, and subjects we collect vary from the microscopic to the larger than life. As you train you will learn about the different classifications of these objects and maybe even how to not get killed by them. Furthermore once you are processed you will be assigned a dormitory and a classification and clearance level.*
>
>

> *In closing, you will see some pretty magnificence shit here, so I suggest you pay attention and try not to get killed. Report to Mister Connor at 0500 hours tomorrow morning and I'll see you next briefing... If you make it that far.*
>
>

> *Now step into the light. Dismissed."*
>
>

The figure turns around and takes a few steps towards the light before vanishing, leaving the players alone, standing in the spotlight. They are able to step through the circle on the way and into the light, going into a Way Portal to the Wanderer's Library.

#### ***Orientation***

The players step through to find themselves standing on the marble floor in a large waiting room. Large windows take up the majority of the walls surrounding them, revealing a large hangar like base beneath them housing several state-of-the-art vehicles and machines. From a side door a horrifying looking scarecrow, usually known as a Tatty Bogle, sporting a large ruby necklace approaches the characters. A loud voice comes from the ruby:

> *"Ah yes you would be the final group of recruits. Welcome welcome. I am Mister Borges and I will be your field training instructor during your stay with us. Right this way please."*
>
>

He then gestures down the same hallway he came. If the players don't follow his instruction he takes note of this and continues down the hallway without them. Joking about how "Bernadette will enjoy this lot".
Continuing down the hallway he goes on:

> *"I'm sure we have plenty of questions but those answers will come in due time. For now you need to meet the rest of the class and settle in, you have a big day tomorrow. The first day is the hardest they say."*
>
>

With that he opens two double doors and standing before the players are the rest of their recruitment class. To the left a large lodestar golem appears to be gently examining the back of a middle-aged dwarf while near the back of the room three beds have been slid together, with three identical looking tiny humanoid creatures sitting facing each other. On the right side of the room a roden and groak stand near the wall, whispering to each other, while alone in the corner lies a humanoid, curled up oddly in the center of the bed, his head perking up as the doors open. Borges steps in.

> *"Recruits! Fall in."*
>
>

He pauses a moment as the ragtag group of misfits stand shoulder to shoulder in the center of the room facing Borges. The scarecrow turns around stiffly and kind of flops a gesture indicating the players to take their place in line among the others. He continues:

> *"Yes, well, sorry to keep those of you with the first group waiting, we had... unexpected difficulties with the second arrival."*
>
>

A few of the recruits look at the lodestar golem and the dwarf with a smirk as the dwarf looks down at his feet.

> *"Tomorrow begins the first days of the rest of your new life. Though some of you have been hand picked by upper management, most of you are beggars, refugees, or prisoners sentenced to death. But before you begin your new life... you must pledge it to the Wanderers."*
>
>

He then claps his hands and several stones appear floating before him.

> *"Can anybody tell me what these are?"*
>
>

All the hands except for the players goes up, the players are given a chance to bluff, and the instructor calls upon someone randomly decided. Odds are he selects one of the NPCs who states confidently that they are Pact Gems, solstones that are capable of containing memories and even the soul, they are mostly known for their use in the world's most secure prisons.

> *"Right you are there... \*checks clipboard\* <Character Name>, as part of your um-- employment here at the Library we require a formal pact to ensure your loyalty and protect ourselves from the numerous agencies that seek to disrupt us. The first gem \*Gestures at the blue sapphire\* will accompany you always once the pact is formed and with contain all memory or knowledge gained during your stay with us. The other \*gestures to the purple amethyst\* will remain in our care as a sort of... insurance policy. This is non-negotiable."*
>
>

With another clap of his hands the pairs of stones go forth hovering in front of each recruit, without a second thought the human, who had been heavily scratching himself through most of Borges speech, grabs a stone with each hand, followed quickly by one of the small humanoids who nods at the other two who walk past Borges, leaving the room. The dwarf and lodestar hesitate, each glancing at each other, until finally the dwarf nods and grabs the stones followed by the lodestar. Leaving only the players and the roden and groak to accept their pact.

> *"Do we have another option?"*
>
>

The young roden girl asks, looking past the stones at the empty face of the scarecrow.

> *"No I'm sorry Miss Sophronia, no exceptions. Take the pact or go home."*
>
>

At these words the young girl takes the stones, the groak looking surprised follows her lead.
At this point the players are free to ask questions at the risk of coming off weak in front of the instructor or other recruits. In the end though they all must take the pact to continue. After the last grabs their stones, Borges continues:

> *"Excellent. Now I suggest you all get some rest. Fall out."*
>
>

He then turns and walks out. You hear the loud clicking of a large lock turning in place. The recruits return to the places they had been when the players first arrived. There are three empty beds on each side of the room. In their own ways the other recruits find a way to introduce themselves before lights out.

* **Phineas 'Finney'** *(Groak)*: "Little brother" to Fronie they're two orphans who have had a hard time follow the war. Recruited by a unnamed higher up after it was discovered Finney is possessed by an ancient horror obsessed with music.
* **Sophronia 'Fronie'** *(Roden)*: Protective and ambitious "big sister" of Finney, orphan whose parents committed atrocities in Velari during the war, only agreed to be recruited to stay with Finney, has no known special abilities.
* **Schermerhorn** *(Dwarf)*: An arrogant dwarf who considers himself better than the rest, loyal only to Noon. Dismissive of the party.
* **Noon** *(Lodestar)*: A bit of a kind-hearted doofus, he constantly reaches within himself to pull out strange items, most of which are junk. He doesn't understand the complexities of must subjects of conversation.
* **Pardon** *(Kero Gogo)*: Currently feeling paranoid without his "brothers" he is stand offish and flinches if the party approaches him. He excuses himself at the first moment from their company and is the first to go to bed.
* **Brannigan** *(Human\*)*: Doesn't speak, only smiles with his mouth open and nods, he is not dumb as much as he is odd in a sort of way. He is also strangely affectionate and shakes each player's hand vigorously.

#### ***The First Day***

At roughly 0300 hours water begins to quietly rise from four grates in the floor. Once it rises to the level of the beds of the sleeping recruits they awake to a room slowly filling with water. ROLL INITIATIVE.

```
• The players have 10 rounds before the room is completely flooded.

• After five rounds the players must swim to get around.

• ESCAPE: Strength DC15 on the ceiling grates.
  ESCAPE: Strength DC10 on the floor grates, followed by another DC20 against current.
  ESCAPE: Strength DC20 on the locked doors.
  ESCAPE: Thieves Tools DC15 on door lock. Disadvantage if done with improvised lockpick.

• A player can hold their breath a number of minutes equal to 1 + CON Modifier.

```

As the water starts to flood different NPC recruits react differently:

* **Finney and Fronie:** Fronie mostly tends to Finney, getting him out of bed and helping him through the water. She is scared of water herself and will follow the lead of whichever character seems to be taking the lead.
* **Schermerhorn and Noon:** Schermerhorn barks orders to the room, at first telling them to pry up the floor grates and try to swim through, something that all the NPCs look hesitant about. If he and Noon are unable to make it past the current they abandon that plan and try to force open the door.
* **Pardon and Pardon:** Sometime in the night it appears that one of Pardon's brothers returned, as there are now two of them. At first they try to convince the others to "team up, get to the ceiling grates!" before they begin bickering with each other over how to do it.
* **Brannigan:** At first he almost seems to be enjoying the water but once he is forced to swim he begins panicking, getting in the way of others, paddling hopelessly against the walls before tiring out and getting lost in the chaos.

Regardless of their route of escape, most of the characters should have plenty of time to escape. If somehow through the floor grates they wind up in a training swimming pool; If through the doors they burst out into a large room; If through the ceiling they swim up through a short ventilation shaft into an open room.

Either way, Mister Borges is waiting there, clipboard in hand. This time he is a different scarecrow, this one is taller. Taking notes and not blinking an eye at the recruits who moments ago were about to drown he says:

> *"<CHARACTER NAME> excellent execution on the <ESCAPE>,*
>
>

> *<CHARACTER NAME> consider me impressed,*
>
>

> *However, <CHARACTER NAME>... disappointing.*
>
>

> *Beyond these marks you should all know I consider your overall performance a complete failure. If you have yet to notice, not all of you made it. Teamwork is essential in the Library. Recruit Brannigan was an unnecessary loss."*
>
>

He pauses for a moment. Before continuing.

> *"Now dry off and report to Mister Connor on Floor 3, Sector B2."*
>
>

He turns to leave but hesitates, turning back around he again continues:

> *"That's one floor up. Grab a Lense from the Main Office and use it to follow the green path to the barracks, Sector B2 will be on your left... don't worry, you'll get the hang of it."*
>
>

He pauses as if smiling but doesn't because he is a scarecrow. He then turns around and hobbles away. They are still only granted access to the inner most sector of this floor until they get the Lenses and clearance needed to continue at the Main Offices. If they choose to wander the halls there are a few odd characters they may encounter near the office:

 ***4*** | **Evergreen** | At first he joins the party as a copy of one of the party members, staying behind and only noticed if a player makes a point to ask for a description or perception check that would reveal him. Growing board with this he will eventually reveal himself as a character from one of the player's past. He introduces himself as "Evergreen" and comes off awkwardly as he isn't sure how best to communicate with lesser beings. If the conversation goes well he offers to escort the recruits to the Main Office, otherwise he grows board and simply disappears.

#### ***Main Offices***

Eventually the players report in to the Main Offices, a marble floored room filled with rows and rows of long curved desks, each of them arranged to point away from the center of the room. Upon entering they are greeted to a scene between an old ghost of a female roden and three squirrels dressed in fancy armor, each with a different colored plume stemming from the helms they uniformly hold under their arm.

> **Bernadette Enid Knock:** *"I tell ya Eduardus, I've sent countless memos to the uppers about it. They just don't care."*
>
>

> **Eduardus the Squirrel:** *"Then we shall have to have a word with them ourselves my dear Bernadette. I was just discussing with Julius about how that good for nothing piece of glass swindled poor Trevor out of his weekly rations! Why can't we have regular shops like the lower floors?"*
>
>

> **Bernadette Enid Knock:** *"I know Eduardus, I know. They claim budget cuts, but since when did we have a budget? Nonsense. I've been here hundred of years and they've never spared any expense anywhere else."*
>
>

Just then the fatter squirrel turns towards the recruits filling into the room behind them, he makes a coughing noise getting the attention of Eduardus, who turns around, scampers down the desk, and forms a huddle with the other two squirrel knights. Then just as quickly he bounds back up upon the desk and continues.

> **Eduardus the Squirrel:** *"It appears we have company Bernadette, try to be gentle my dear. I'm afraid the Poor-Fellows and I must be on our way. No time for introductions, especially with D-Class. Cheerio Berni!"*
>
>

The ghost frowns at the use of this nickname as Eduardus again scampers down the desk, leading the other two down the row of desks, away from the recruits.

Immediately, the bogle Bernadette Enid Knock, continues her paperwork, turning her back on the recruits, pretending not to notice them.

Eventually a player, or NPC (probably Schermerhorn), will work up the courage to approach the old bat. The first few attempts to get her attention she intentionally ignores the character. Until finally she turns around slowly, unamused, and simply asks "Can I help you?"

Upon request for lenses, she asks for identification. Of which the players probably have none. Annoyed by their lack of proper identification she drops a hefty pile of paperwork in each of their laps. Instructing them poorly on how to fill it out and acting like she is being punished with every question they ask. Finally they have jumped through enough of her hoops that she reaches in a drawer and tosses them a bag of lenses. Seeing her job as complete she walks away without a second word, leaving the characters to experiment with their new toys.

#### ***Spectral** **Lens***

Despite still being considered a prototype in the field, the triple-lens triple-layered monocle made of leather, copper, and solstone infused polished glass. It is able to rotate its triple layered mechanism to provide six different functions, each with three different levels of zoom. This item operates as a rudimentary optoelectronic device that allows the user to control light and see aspects of the electromagnetic spectrum they wouldn't normally be able to perceive. The six modes are:

* **Red (R+R):** Infrared, capable of showing heat signatures of objects and living things,
* **Orange (R+Y):**  Radio Waves, created by energy sources, most technology of the era, and the interference of differing wavelengths created by several anomalies. This wave is able to be detected through most solid objects.
* **Yellow (Y+Y):** Microwaves, created by objects of high temperatures, the waves also interact strongly with oxygen and water, providing those in survival situations a good way to detect resources. Most notably this lens can be used to detect significant changes made to the environment such as heavy furniture rearranged or detecting a recently buried object.
* **Green (Y+B):** The closest to natural light, it is mostly used for night vision. Unique in its lack of adding electromagnetic senses beyond its use for seeing in the dark. It makes up for it by being the only mode capable of being enhanced by other devices, providing basic information about visual targets.
* **Blue (B+B):** X-Ray, mostly used for medical purposes, it allows those who see through this lens to see the internal structure of living things and secured containers.
* **Purple (B+R):** Ultraviolet, capable of reflecting light from chemical changes, including biological evidence left by living creatures or even the gods themselves. This light is often considered a hidden color.

Simply put its a visual aid device that not only grants the characters the ability to see in several different spectrums and pick up on senses that they would be otherwise incapable of. At first most of these functions are lost of the recruits, and it is little more than a device that on the right setting guides them to Floor 3, Sector B2.

Following the events of the Main Office and each recruit receiving their lens, and basic levels of clearance, they are able to set out into the facility but are still only able to go between floors 2-3, with most sectors still off limits to them. If they wander too long you may use the encounters in the 'First Day' section above to move them along.

#### ***Round One***

Hopefully the party will follow the illuminated thin line of green light, visible only on the green setting of the lens, taking them to Floor 3 - Sector B2, otherwise known as the "Playground", a large training field complete with a jousting field, target dummies, with an array of non-lethal weapons to train with. In the middle of the playground is a fighting arena that goes deep into the floor, covered with an nearly unbreakable glass ceiling, allowing recruits to spectate the fights. Several older members seem to have gathered, excitingly placing bets on whatever is going on beneath their feet.

Standing closest to the door to the playground, on the edge of the glass ceiling above the pit, a lazuli dressed in shabby robes and a castor ursadar in a guard uniform are arguing about something.

> **Tweed:** *"Busy I've told you multiple times. I can't loan you anymore shards. You know I can't."*
>
>

> **Little Busy:** *"I'm sorry Mister Tweed, y'know I'd only be askin' ya if I really thought I could win. Mister Connor's got me facing some fresh recruits today with the mecha. Y'know how one-sided these early fights tend to be."*
>
>

> **Tweed:** *"Please, Busy, you know as well as I do that I am no longer a 'Mister', now I won't tell you again. Just Tweed from now on. Okay old friend? Either way, recruits or not, I haven't the shards for your schemes. I'll see you at supper tonight."*
>
>

The lazuli known as Tweed turns away from the guard and gives a nod to the recruits as he quickly goes past them. The guard, his eyes following Tweed as he left, notices the recruits and fearing being overheard, turns on his heel and disappears into the crowd of people looking down into the pit. Just then the crowd lets out a cry of disgust, reacting to the scene going on below them.
Stepping closer onto the glass ceiling the players look down to see a man in basic white robes crouching over what appears to be a painting of a himself dismembered. Towering above the man on the wall behind him is a grotesque painting of what appears to be some sort of owl-face monster with abnormally long humanoid hands reaching out with long black talons towards the man in the white robes.

> **Mister Connor:** *"Now where was I... Oh right, as you just saw, if you make eye contact with Ex.1155 you will be compelled to come closer and investigate it further. However upon approach, if you are not within line of sight of another person, then Ex.1155 will attack its victim, dismembering limbs and removing soft body parts like the eyes and stomach. Following this assault both Ex.1155 and the victim will disappear. The following day a painting of the victim, dismembered and all, can be found at the scene of the attack."*
>
>

The man in white robes pauses and then turns around and looks up at the dozens of faces starring down at him.

> **Mister Connor:** *"While the victims return to decorate the walls of the rooms they were slaughtered in, Ex.1155 moves on. It is because of this truth that the Curator asked me to provide this demonstration. Ex.1155 is a Keter class object which you all know means we can only contain it so much. Remember that failure to learn today, becomes death tomorrow."*
>
>

He takes a small bow to a soft round of applause, before saying:

> **Mister Connor:** *"Thank you, now that is all for today. Same time tomorrow."*
>
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The group of people standing on the glass ceiling talk among each other as they scatter down different halls and exits. Until only the recruits remain in the large training facility. Soon after, the white robbed man walks in, adjusting his robes as he enters.

> **Mister Connor:** *"Good morning recruits, I trust you slept well? My name is Mister Connor and I will be your field training officer. Today we will be testing your physical prowess and combat expertise. Using these results you will be given a number. This number will be your identity until you are either promoted or dead."*
>
>

Pausing for a moment at this latest bit of information. He continues:

> **Mister Connor:** *"Trust me, you get used to it. Now then, enough talk. If you'll follow me down into the arena we can get started."*
>
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Turning back the way he came he descends down a marble spiral staircase leading to a sub-chamber attached to the arena. Once all the recruits have gathered in the tiny room, Mister Connor opens the doors to the dirt floored arena, the painting of his dismembered body freshly painted on the wall behind him as he crosses over to an elevated command station.

> **Mister Connor:** *"Recruits, you will be participating in six feats of strength and skill today. Your performance will immediately reflect your initial ranking. Using this ranking we will determine which of you have what it takes to join the Wanderers. Alright, let's get started. Please select a weapon from among the walls by the door and find a partner."*
>
>

With that several compartments flip revealing several non-lethal weapons made of fine polished wood. Each of them unique and handcrafted with a personal touch.

> **Mister Connor:** *"Choose wisely on both weapon and partner, you will not be allowed to change either until the next phase of your training."*
>
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The weapons available are as follows:

* ***Red-Ribbon Great Club:*** The size of a small log, it has a bright scarlet ribbon wrapped around the handle that glows like an ember in the dark. 1d8 bludgeoning damage. Simple.
* ***Bronzetop*** ***Quarterstaff:*** A balance staff of polished dark wood, it has several ornate copper metal ring wrapped around its center, providing a tight grip to its wielder. 1d6 bludgeoning damage. Simple. When attacking, the wielder may choose to attempt a DC 15 Acrobatic check, if successful they vault themselves into the air gaining advantage on their attack.
* ***Solo Canes (w/ one round each):*** Two long wooden walking sticks, each curving slightly into a handle at their end. Each can can hold one lux cartridge; providing a rechargeable elemental discharge. 1d6 bludgeoning. 30 feet, 1d4 elemental damage when fired. Martial.
* ***Guard and Gauntlet:*** A set of two armaments, one a thick metal gauntlet, made more for punching than for protecting, the other a sort of arm-guard that provides the wielder with a shield. 1d6 bludgeoning. +2 AC. Simple.
* ***Block-and-Chain:*** A primitive version of a Spiked Chain, these polished reinforced block of wood is light and easy to swing like a weapon using the length of iron-wrought chain connected to it. 10 foot reach; 1d6 bludgeoning. Advantage against shields.
* ***Long-Handled Rake:*** Not your average garden rake, even when made of wood and its claws rounded down, the rake is a deadly weapon capable of pulling enemies towards the wielder. 10 foot reach; 1d8 bludgeon. On a hit, may roll against strength to pull in 5 feet.
* ***Two-Stone Flail:*** Formed from the melding of two mountain rocks attached to a short but strong chain this flail wraps around to the unprotected backside of the defender. 1d8 bludgeoning. Advantage against shields.
* ***Polished Redwood Shortswords:*** Two finely crafted polished wooden swords, each with their own scabbard and belt. Each sword has a hole in its blades center, giving it a chance to disarm those defending against its strikes. 1d6 bludgeoning. On a hit, you may roll a d20, on an 18 or higher you disarm your opponents weapon sending it flying 10-feet away from them.
* ***Trident and Grapple Net:*** Though the trident has had its pointed rounded down it is still hefty and well made. 1d6 bludgeoning. Thrown (range 20/60); It is complimented with a Grapple Net, a invention of the Hollow used to ensnare foes before delivering a final strike. Special, thrown (range 5/15); Unlike other nets, the Grapple Net requires a DC 15 Strength check in order for a creature to free itself or another within its reach on a success.
* ***Iron-Banded Shawm:*** Originally crafted as a morningstar, it was turned into a crudge Shawm by a musically talented recruit from many generations ago. Though it has lost much of its sound quality due to the continued need for it to be a beat-stick, the shawm was recently reinforced with iron bands, that have made it sturdier and even more annoying when played. 1d8 bludgeon damage. The shawm when played provides the user with the effects of Blade Ward for one round, giving them resistance against bludgeoning, piercing, and slashing damage dealt by weapons.

It's first come first serve, if the characters are unable to figure out a way to distribute weapons diplomatically then they have to deal with the NPCs (and possibly each other) bolting for the first weapon that catches their eye. Have any characters who many a run for certain weapons roll their initiative to determine who gets to what quickest.

> **Mister Connor:** *"Alright you grabby-handed lot, enough squabbling over who gets what, they all will serve well at beating one another. Now lets spend less time choosing partners as you did weapons. We haven't got all day."*
>
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Ideally there is an even number of recruits depending on the player party and the loss of Brannigan earlier. If there is an odd character out go ahead and utilize the guard from earlier **Little Busy**, who is just itching to whoop up on some new recruits. He takes whatever weapon is leftover that is the biggest.

Unless the players decide to partner up with NPCs rather than each other the following are the likely pairs for the NPC recruits:

* Finney and Fronie
* Schermerhorn and Noon
* Pardon and Pardon

> **Mister Connor:** *"Now before we begin, one more thing..."*
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Mister Connor pauses for a moment then throws his fists into the air and yells:

> **Mister Connor:** *"Place bets now!"*
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A cheer can be heard from the same glass ceiling that the players had earlier stood upon looking down into the arena, now they had become the spectacle. Only this time the gathered crowd was three times the size is what during Connor's lecture. This was how the older members got to know the new recruits, like dogs in a fight.

> **Mister Connor:** *"Alright recruits, round one is simple, first to strike their partner three times wins the round. On my mark."*
>
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A moment of silence falls over the crowd above. Until finally Mister Connor snaps his fingers, the sound crackling through the air like thunder. ROLL INITIATIVE.

```
Pair by pair, the DM has the two players roll initiative each round,

```

```
taking turns attacking each other until one of them lands three strikes.

```

After the contest, the winners are announced, to cheers and boos from the hovering crowd, but no points are awarded. Mister Connor has been endlessly making notes on a clipboard during and after the fight. Looking pleased, he stands up.

> **Mister Connor:** *"Well fought. Now that you have gotten to know each other lets see how you fight side-by-side. Lets see now..."*
>
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Mister Connor turns a few pages on his clipboard, looking for something, until he seemingly finds it and continues:

> **Mister Connor:** *"I see here that Mister Borges suggested an emphasis on teamwork after the events of this morning. Now for the first round lets have <TEAM PC> face off against <TEAM PC>. Pay attention <TEAM PC / NPC>, you'll be up next. Same rules as before, three hits and you're out. Team mates stay in even when the other falls."*
>
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Suddenly, almost impatiently, another snap booms out from Connors fingers.

The players have a good ol' fashioned brawl and learn a little something about each other while they do it. The goal here is to have these bouts not only determine some sort of ranking among the players and characters to encourage pride and roleplay, but more importantly to establish a beginning to a sort of A-Team (PCs) and B-Team (NPCs).

Following the fights. When the party is beaten and sore. Mister Connor jumps up to his feet again, addressing the gathered crowd as much as the tired recruits:

> **Mister Connor:** *"Not bad lads, at the very least your putting on a darn good show. Now then follow me to the Mess Hall, we'll have a spot to eat, and then back 'ere to the arena so we can see which team has got what it takes to take on Ol' Connor!"*
>
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Cheers and whistles come from the crowd, clearly Connor is a crowd favorite, he seems to be a great pretender though however because as soon as the crowd leave so too does the spirit and personality of Mister Connor. He goes down to nearly a monotone voice and sluggishly leads them to the Mess Hall, only to leave the moment they are through the door.

#### ***Mess Hall***

It's a pretty typical cafeteria. Hundreds of circular tables, each encircled with six chairs, most of them empty but plenty of them occupied by a couple dozen staff members who got here early. The rest of the hundreds of facility workers were standing in a massive single-file line that created an ever shifting line of people around the circular tables, nearly lapping itself. Inch-by-inch, the line slowly moved.

By the time the players finally get to the cafeteria most the good food is gone. Here they meet Desna, the tough old female giant who runs the kitchens. She is often assisted by Evergreen, who the players may of met earlier, the shapeshifting, almost god-like, omnipotent being, likes to play visual aid to Desna's never ending stories about the war. She will grow attached of a player character due to a likeness they have with one of "her boys" from the war, the fallen comrades who fought and died alongside her, who now haunt her memories.

Getting what food they can, they get to enjoy the high school drama that is choosing where to sit in the cafeteria! Depending on if any of the PCs have established a relationship with certain NPCs, they may seek to join the players, otherwise the group of recruits disperse to various empty tables in the cafeteria.

If players are seeking a new interesting character to meet, using the following options:

* Eating at the longest table, dressed in the attire that indicated a high rank within the organization, an astrada female and a large intimidating ursadar are finishing up their meals, talking politely among each other. They seem to have been giving a wide berth. *(**Mister Hosteen** and **Temperance Oxendine**)*
* The lazuli and ursadar guard known as Tweed and Little Busy are, joined by a loud dwarf and what appears to be a severed head. The dwarf, who seems to be the center of attention, cheers loudly and pulls his winnings close to him. They seem to playing a game of some sort of which the dwarf is obviously winning. *(**Glady Olivio** and **Doctor Seamus**)*
* A confident looking group is laughing among themselves, telling stories and they finish up their meal. Among them two roden, a rootwalla, and what looks like to be a creature with many arms and seven glowing red eyes drinking tea. *(The A-Team! **Tilda and Zella Jeanne, Arlie Exie, and Harmon Rho**)*

*If approached by the players, the quickly excuse themselves.*

* Eating alone, but not seeming to mind too much is a rotund ursadar the players may of met before by the name of Ellwood, if approached he is happy for the company and continues to serve as "Mr. Exposition", explaining things to the players and answering any question he can.
* Also eating alone, a shy looking no'qi is finishing up her meal. If the players approach her she takes notice of them and quickly gathers he things and exits the opposite direction of them. However she does leave behind a napkin with some strange notes written down on it, physical descriptions of various people around the room.

Regardless of where they sit, this break is meant to be short and other than introducing a few minor characters, serves as a break from combat.

#### ***Round Two***

Soon they are called back to the arena, where the majority of the lunch crowd have joined with the even larger gathered crowd who now completely filled up the glass ceiling, their faces looking down at them. Mister Connor is again at the command station and seems to have returned to his enthusiastic self. Standing up the crowd falls silent as he speaks:

> **Mister Connor:** *"Now that your bellies are full, lets empty out those pockets. Place bets now."*
>
>

Pausing for a moment he turns his attention to the players.

> **Mister Connor:** *"Right. Pay no attention to them. There isn't much to do here you see and they're always here on the first day hoping to see the next big thing."*
>
>

He smiles to himself.

> **Mister Connor:** *"This next round will have all who have fought against each other again join forces. Show us you can learn from your earlier mistakes. These teams of four will go against each other and only the winning team will be able to compete against myself in the final round."*
>
>

Taking a moment, he pulls a series of levers from behind his command station and two target dummies, each bearing a flimsy paper crown rise up from hidden compartments beneath the arena floor.

> **Mister Connor:** *"Each team will defend their king and their crown. The first team to destroy the other's king will be named the victor, furthermore any team that is able to steal the other team's crown before destroying their king will be additionally rewarded. Now are we ready?"*
>
>

Hardly pausing for a moment he again snaps and the two teams of recruits fight against each other. ROLL INITIATIVE.
Regardless of the results, the crowd is impressed, and cheers with a loud roar following the destruction of the king. Connor himself is standing on his feet, clapping widely. Once the crowd dies down he continues:

> **Mister Connor:** *"Bravo! Bravo! Give it up for <CHARACTER NAMES>"*
>
>

Crowd again cheers, a little quieter this time. Mister Connor makes everyone wait as he takes several quick notes on his clipboard. Finally he resumes:

> **Mister Connor:** *"Crown or not, a reward is in order either way."*
>
>

Another snap of his fingers and suddenly the wooden weapons in each member of the winning team's hands grows heavier as it transmutes into a polished black metal, the dull edges now sharp to the touch. He continues, only this time just loud enough for only the recruits to hear.

> **Mister Connor:** *"Do try not to kill each other. I'll take it easy as long as you put on a good show."*
>
>

Stretching his arms as he comes down from the command station standing in front of the winning team in the center of the arena, he looks up at the massive crowd and again proclaims:

> **Mister Connor:** *"Place bets now!"*
>
>

A ton of commotion is heard as several shards are exchanged between gamblers. When the crowd dies down Mister Connor turns towards one of the defeated recruits (PC if eligible) and says:

> **Mister Connor:** *"On your mark <CHARACTER NAME>"*
>
>

When the character snaps their fingers, it reverberates just like it did for Connor, ROLL INITIATIVE.

This is a real fight. Well at least for the recruits it is. If they do not attack him with lethal force than Connor begins antagonizing them and testing them. Once a trained gladiator and entertainer before he became possessed by a demon, the thrill of the show is the only thing that makes him feel alive anymore. He fights the party looking to incite each member into dealing a fatal killing blow to him, which is described in gory detail, only for a duplicate of him to suddenly appear next to his dead body, usually remarking about the pain of the blow that killed his other self. Once a person has killed him he congratulates them and asks them (or forces them) to take a seat on the sidelines, until eventually it is a one-on-one fight with the last person who he helps spectacular kill him. With each bloody death the crowd roars its approval.

Popping back in after his latest death, Mister Connor reappears smiling and clapping.

> **Mister Connor:** *"Well done <CHARACTER NAME>, I sense you had a fire within you. Now then that concludes our introductory training exercise, Borges will have your results back at the barracks. Hold on to your weapons, you'll be needing them again. Dismissed."*
>
>

The crowd overhead has already began to disperse as the recruits begin to shuffle their way out the doors that led them here, making their way back to their dormitories.

#### ***Self Worth***

Returning they see no signs of water damage to anything within the room and everything is as it was. Mister Borges is waiting for them.

> **Mister Borges:** *"Evening recruits, I have your results from your field training, it appears you gathered quite the crowd. Connor seemed quite impressed... at least with some of you.*
>
>

Borges tilts slightly towards whoever the lowest ranking member of the recruits is, before continuing:

> **Mister Borges:** *"As trivial as this ranking may seem to you now, eventually you will see it as a reflection of the core aspect to surviving within this facility: the important of priorities. It is your priority to seek promotion and avoid an untimely death while it is my priority to see to it as many of you are promoted as possible."*
>
>

He pauses for a moment.

> **Mister Borges:** *"However times have changed. On average only four or five new recruits from each class are promoted. These rankings not only have become your new identity but also represent your chances at becoming a full-fledged member of the Wanderers."*
>
>

He smiles to whichever character is ranked first.

> **Mister Borges:** *"Tomorrow you will resume your training, starting with a guided tour of the basic containment and storage sectors, followed by an introduction to facility operations with Tweed in the archives. Lights out in two hours. Any questions?"*
>
>

Mister Borges then turns around and posts the rankings on the wall behind him, answering any basic questions the characters have before telling them goodnight. The door does not lock this time, however there are two guards position outside in case of shenanigans.

#### ***Intro to Operations***

The next morning no floods or even alarms, the characters are given their own freedom to start their day as they wish. A message is taped to the door from Borges stating they may get some breakfast in the Mess Hall before meeting at the Main Offices to begin their day of lessons with Tweed.

The players have a little bit of freedom here, again though they are only on their second day on the job and their access is heavily restricted. Use a few NPCs to spice up the Mess Hall or journey through the hallways if necessary. Otherwise the players meet up with the odd little lazuli, Tweed.

Tweed is a very old, very odd, lazuli. He's claims to have wandered the world since the time of the moon and has been been a member of the Wanderers since 939 A.B., when he came to them as a refugee, becoming a recruit and eventually a Mister, until he recently retired. He offers up all this information without anyone asking for it, all while leading the recruits down various hallways, until arriving at a heavily fortified door with the words "Storage - Main Floor".

Tweed turns around, looking up at the recruits, saying:

> **Tweed:** *"Yes and welcome to our first stop today. Storage."*
>
>

He takes a step backwards towards the door and it opens with a slight woosh. He turns around and begins walking through a large open room filled with workers going between desks and sorting through paperwork. A large suspended platform hangs from the ceiling filled with more filing cabinets, many of which look ancient. He continues:

> **Tweed:** *"Thought to be the oldest sector in the facility, Storage is the home of various bits and bobs that must be contained by the Library, either as evidence or simply because they could have some future use or potential. However, each of these items is deemed inert or entirely safe, as any item considered even slightly dangerous in kept in Containment, our next stop."*
>
>

Tweed again turns around in front of a large doorway marked "B3", he looks at each person in front of him before continuing:

> **Tweed:** *"Now despite these items being considered safe, I ask you all to still treat them each with reverence and respect. These relics are often just as valuable as any kept within the Library, only in history instead of power.*
>
>

He turns towards the closed door and bangs a closed fist on it. A voice comes in from a tin box tucked away in the corner above the door. There sound quality is lousy.

> **Tin Voice:** *"Kssss- Yes? H--o? Who issss sit?"*
>
>

> **Tweed:** *"It's Tweed Amadar, I got that group of new recruits we talked about."*
>
>

> **Amadar:** *"Tweed! Is th- kssss - you? I thought you had retired ksssss- whole Kssss- thshh--"*
>
>

> **Tweed:** *"Not now Amadar, the door!"*
>
>

> **Amadar:** *"Oh ri-"*
>
>

The door opens with a soft woosh and Tweed leads the recruits out onto a metal platform that hovers overlooking seemingly endless rows of shelves filled with wooden boxes. Suddenly a frail elf pops into existence right in front of them, he looks startled.

> **Amadar:** *"Damnit! I must of flipped the gaslights, can't see a thing."*
>
>

He begins stumbling around, hand out stretched looking for some sort of switch, as the recruits and Amadar just stand there looking at him before Tweed cuts in:

> **Tweed:** *"Amadar?"*
>
>

At the sound of his name the frail humanoid jumps turning towards the sound of Tweed's voice.

> **Amadar:** *"Damnit Tweed scarred me to death, wasn't sure that door opened after I flipped the gaslights, help me find this switch."*
>
>

> **Tweed:** *"Amadar, the gaslights are on... I think perhaps you are experiencing one of your episodes again. Perhaps you should take a seat?"*
>
>

At this Amadar reaches up and touches his face, feeling a strange hard bone-like growth sticking out from where clearly he expected to find his eyes. Rather than reacting with horror he appears relieved.

> **Amadar:** *"Oh thank the sols, I thought I had tripped the gaslights again. Doctor Marlowe would have my hide if I called him in here twice in one day."*
>
>

He reaches out like a child in the dark for his chair, he is easily ten feet away from it and getting colder, he continues:

> **Amadar:** *"Sooo Tweed. New recruits is it? Any good ones?"*
>
>

> **Tweed:** *"We'll soon find out. Come this way recruits. Keep up, keep up."*
>
>

Leaving Amadar feeling his face the recruits head to the front of the platform, as each person steps on the platform shakes a bit until finally Noon steps on and it sinks a few inches. Reacting to this Tweed looks at Noon.

> **Tweed:** *"Big fellow aren't ya? Well now no bother, we'll just have to split up. Amadar are you in good enough shape to operate the platform?"*
>
>

> **Amadar:** *"Sure thing Tweedy, I can fly this thing in my sleep at this point."*
>
>

Still looking for his chair he gives up and heads towards their voice, having no problem finding the stationary seat towards the front of the platform. He puts his hand on a lever and the platform again rises to be level with the entrance of the room.
Tweed pulls out two small sapphires, each wrapped in copper wire that looks old and worn, he hangs one from each handrail near the front of the floating platforms and begins ushering recruits onto a second platform.

> **Tweed:** *"Now hows this -this?"*
>
>

Tweeds voice echoes from a hole in the center of the sapphire.

> **Amadar:** *"I can hear ya loud and clear there Tweed. That's a nice set of sending stones you got there. Vintage."*
>
>

Tweed continues, mostly ignoring Amadar, as both platforms lightly begin to vibrate. Suddenly the are off, cruising at a smooth pace over the rows and rows of stored treasures:

> **Tweed:** *"Now some of you might be wondering where all this comes from and what is the point. Well that's mostly confidential, but what I can say that all of these items come from Boreal, our home. They have been relocated here to ensure their preservation."*
>
>

Suddenly the platform turns, now following along side a heavily fortified wall, every few hundred feet guards can be seen patrolling in the windows along the wall. Again it continues hovering over rows and rows of boxes.

> **Tweed:** *"Up ahead we'll disembark and make our way into the museum so I can introdu- Watch it Ama--!"*
>
>

Tweed is cut off as the platform that Amadar is flying becomes unbalanced and flips over, crashing down on top of the book shelves as the other platform sails on without them.

```
Have the characters make a Dexterity save to see how the survive this crash.

```

Tweed's voice can be heard coming from the distant spot where the sending stone landed:

> **Tweed:** *"Oh dear. Is everyone okay? Amadar are you there? Recruits if you are able to hear this we'll meet you up ahead at the platform station."*
>
>

The players and characters who were on the flipped platform begin to pick themselves up, those who managed to stay on the platform can feel it wobble as if balanced on an edge, looking around they see that their weight is being countered by Noon's, who innocently begins to walk towards them, threatening to unbalance the platform and sending them crashing to the ground below.

There are several ways for the characters to get out of this, if they can convince Noon to stay put until they figure out a plan they can slowly walk towards the center and then walk off the platform so that they are standing on top of the book shelves. Upon successfully doing this the platform, which was slightly off center, falls to the ground, causing a book shelf to all topple over crashing into the wall, several guards stick their heads out the windows to see what is causing all the noise.

Several boxes have broken open and rare and valuable ancient relics lie scattered on the floor, leaving the players to either try to repair the damages, loot the treasures, try to find Tweed's sending stone, or simply make their way back to Tweed. Amadar hasn't been seen since the crash.

* Luckily, only a handful of relics have fallen out of their boxes, if the players want to clean up the mess they've made they can roll History, Investigation, or Arcana (DC 10) to help determine which items go back into which crates.
* If the players are tempted by these rare items (use the Magic Items table) then they are allowed to keep it, unknowingly pocketing a planted Euclid item that the facility needs an ignorant subject to possess for research purposes.
* The characters may simply try to find Amadar or find their way back to Tweed, more or less doing as their told. Though they aren't marked as highly as they would be fore succeeding in cleaning up the mess, they are given good marks for following orders.
* If the characters make an effort to find and return Tweed's sending stone, he will reward them by giving them the stones, admiring their integrity. If they find the sending stone, but keep it for themselves without telling Tweed, he endless searches for it. Often calling out through the sending stone and inopportune moments, putting the thieving character(s) into awkward situations.

Their decisions here are being heavily monitored by the Wanderers, this crash is scripted by the uppers, crashing each time new recruits make their first tour of the Storage complex. It is intended to trust their integrity, tempting them with treasures when they think no one is looking. If a character does pocket a trinket, it is not directly brought up, but is reflected in their ranking.

While on their journey to meet Tweed at the platform station, they come around a bend and see a slender robed figure far down the row of boxes, the figure turns to see them and quickly runs in the opposite direction, zigzagging between shelves using her distance to avoid the players.

Finding their way to the platform station, they find Tweed standing at the rail happy to see them, the other recruits are gathered behind him, looking as though they had gone through their own ordeal. Tweed welcomes them:

> **Tweed:** *"Well met recruits. Is everyone alright?"*
>
>

Tweed then talks to them for a time, asking them what happened, and suggesting that Amadar may of suffered another episode or perhaps that the platform had become overweight. Depending on the actions the characters took earlier determines how Tweed responses to them, before continuing his tour:

> **Tweed:** *"Right, well I'm sure Amadar will be fine, he's tougher than he looks. We have a schedule to keep. Please, this way."*
>
>

He then turns around and begins to walk down a long and narrow hallway, adorned with statues and paintings every twenty feet or so. At the end of the corridor stands two tall wooden doors. Tweed this time does not turn around but simply pushes open the doors revealing the Austral Archives.

Floating in the

#### ***Austral Archives***

The multilayered museum of Boreal's past has high ceiling, with openings revealing elaborate exhibits and a beautiful mosaic stained glass ceiling. This glass ceiling is illuminated from behind by gaslight, creating a colorful array of flickering colors throughout the museum, each shade beautiful designed to draw attention and reflect off the exhibits themselves.

Centered in this beautiful room towers a massive globe of pitch black. Illuminated on its surface appears to be glowing lines that outline a world that is familiar to you, but very different from the Boreal you call home. The globe sits there, slowly rotating, periodically bits of color appear and disappear across what looks like to be a single massive continent.

   The arrangement of decor and colored light has separated the massive museum into five distinct shades of color. In front of the recruits white light reflects off the silver and soft green exhibits that at a glance portray a primitive and ancient world. Further into the room, two other wings branch off, one red, the other orange, while at the far end of the room a pale-yellow and dimly lit wing, far larger than the rest lies cluttered and dusty, its exhibits mostly covered up.

> **Tweed:** *"Mister Howard! Are you in here?"*
>
>

There is no answer, however off in the distance a loud squeaky sound can be heard slowly making its way towards the party. Eventually, you see a flickering light growing larger as a tall, bent-over, lodestar with a lamplight body comes rolling into sight. Tweed continues:

> **Tweed:** *"Hello Mister Howard."*
>
>

> **Howard:** *"Hello Mister Tweed."*
>
>

Tweed turning away from Howard begins addressing the recruits:

> **Tweed:** *"Recruits, say hello to-*
>
>

> **Howard:** *"Hello Mister Tweed"*
>
>

> **Tweed:** *"Mister Howard is an early proto-lodestar model from the Age of Ruin. He is over two thousand years old."*
>
>

> **Howard:** *"Hello Mister Tweed."*
>
>

> **Tweed:** *"Other than being quite capable of greeting you as you enter the museum, Howard is a wealth of knowledge on Austral-Boreal history. Though he is no longer able to convey this knowledge through--"*
>
>

> **Howard:** *"Hello Mister Tweed."*
>
>

> **Tweed:** *"...traditional means. Yes Hello! Howard! Please will you go and prepare the orientation reel and begin preparing the fountain."*
>
>

Howard turns away but not before he lets out one last "Hello Mister Tweed" just before he is out of earshot.

> **Tweed:** *"Howard is an old lodestar, like all lodestar he is but a vessel for an old soul to kind in life to return as a bogle. As long as Howard's soul remains attached to this plane we are able to use the fountain to learn from its once long forgotten memories. Howard is a very old and even after thousands of tests we continue to learn from his wealth of experience."*
>
>

Tweed looks down at his feet, looking almost sad for a moment. Before steeling himself and addressing the group:

> **Tweed:** *"Now then, Howard will see to it that you are ready for the next step of your training, I'm afraid I have other business to attend to but I will return before your experience is done here. Good luck everyone, especially you number <lowest player rank>."*
>
>

He then turns and leaves through the double doors swinging them shut behind him with surprising strength. Before the characters can get into to much trouble they hear "Hello Mister Tweed" come wheeling in from a backroom, gesturing with limited mobility for the recruits to follow him.

In a empty room stands an old gaslight projector with two heavy reels loaded upon it, the lights are out except for the light of the blank screen waiting for the film to be fed. Once everyone is seated, Howard flips a few switches, and leaves the room. A loud and old fashioned countdown screen comes up as grainy film and distorted horn music begins to play.

At the end of the countdown the smiling face of an old wiska ursadar, one of its long tusks broken. For a long awkward moment he just sits there smiling until finally you hear someone off camera make some sort of queue:

> **Speaker:** *"Mornin' recruits and welcome to the Wanderers. Pay attention now, this information might someday save your life."*
>
>

The film cuts to a basic slideshow animation, every couple of frames updating to represent the narration:

> **Speaker:** *"There are a few operational protocols we need to go over before you are allowed hands on experience in the field. Clearance Levels, Personnel Classifications,**and most importantly, Object Classifications."*
>
>

A banner comes on screen with the words "Clearance Levels", trumpets play.

> **Speaker:** *"Every personnel within the facility, no matter who, is assigned a clearance level. Starting at Level 0, these personnel are disposable, considered "visiting" the facility, and are often kept off-the-books. These personnel, are currently, you."*
>
>

A short pause. Before continuing:

> **Speaker:** *"If you prove yourself capable by the end of your training, you will be promoted to Level One clearance. Gaining access to most basic areas of the Library, so long as it contains no anomalous objects or entities. If you are deemed worthy you may be promoted to field work or a facility specialist earning Level Two clearance."*
>
>

Another short pause.

> **Speaker:** *"Level Three clearance and above are considered high ranking positions and even details about their roles and responsibilities are classified at this point in your training."*
>
>

The film again has an abrupt cut, another banner this time reading "Personnel Classifications", more trumpets, more cartoon examples, only this time drawn in a different art style than the earlier examples. All trying to give visual aid to the narration:

> **Speaker:** *"From a security perspective everyone is assigned different levels of personnel classifications. These classifications determine how all security personnel will prioritize their safety in the event of an emergency."*
>
>

At this moment the door opens as Howard comes in, silently loading the second film reel, and again leaving. All while the film continues:

> **Speaker:** *"Further information on personnel classification is classified at this level. Please load second ree--"*
>
>

The film of the other reel quickly takes over and the wiska ursadar's smiling face and voice have now been replaced by the face of a female hollow elf with pale white eyes.

> **Holsteen:** *"Hello recruits. I am Mister Holsteen. The final part of today's lesson is the most important. Object classification."*
>
>

No trumpets. No banner. No cartoons. The elf continues talking to the camera as it slowly zooms out shifting her to the left side of the screen as example pictures take up the other side of the screen:

> **Holsteen:** *"There are three main object classifications when dealing with anomalous objects or entities in the containment sector and in the field: Safe, Euclid, and Keter. Though safe is somewhat self explanatory it only indicates that the anomalies history has shown no signs of hostilities but is still considered dangerous enough to remain in containment, rather than storage."*
>
>

Several trinks and magic items appear on screen, including a few creatures, humanoid and otherwise, that appear to be living in large containment hexes.

> **Holsteen:** *"An anomaly that is classified as Euclid has behavior that cannot be predicted, either because the item is sentient, it behaves outside of current scientific knowledge, or its nature is simply poorly understood at present. Euclid-class objects do not pose the same existential threat or a risk of containment breach as Keter-class objects do, but they still generally require more diligence to keep contained than Safe-class objects."*
>
>

More pictures, this time of far more bizarre anomalies, far more living beings, the trinkets are gone now replaced by much larger constructs that look both complex and ancient. As quickly as the images come on screen, they fade, as the narration continues:

> **Holsteen:** *"And finally Keter-class anomalies. The "Keter" designation is assigned to subjects that both (a) display intense, active hostility to other life, civilization, and/or spacetime, and (b) are capable of causing significant destruction in the event of a containment breach. Such subjects must be cataloged, contained according to special containment procedures, and destroyed, if at all possible. Fear not, with the exception of an odd experiment or two, you are likely never to encounter a Keter."*
>
>

Holsteen at these final words, is unable to hide a very slight smile, throughout her segment about Keter-class anamolies the camera began to pan so that she again was centered, zooming in a little to close, cutting off her face, centered on her eyes, before the film runs out. The tail of the film reel softly slapping against the projector until the bright lights flip on and the project turns off. Tweed stands in the doorway by the light switch, tosses a box of what appear to be breathing masks connected to small orange diamonds.

> **Tweed:** *"Now I'm not allowed to answer any questions at this time. You'll get your answers in due time. Strap these on and meet me down the hall to the right, down the stairs you'll find the fountain."*
>
>

Leaving before anyone can protest the characters are left alone in the blank room to discuss the strange film they just saw. Before long the NPCs strap up and file down the hallway.

#### ***The Fountain***

A circular room with marble flooring housings a massive pool of water, rising up from the water is a stone pillar etched with grooves flowing from an empty hole near the top down into the water. Along the same wall as the only entrance into the room is a wide custom made shelf, holding hundreds of sapphires shards of different shapes and sizes, Tweed appears to be looking for a certain one.

> **Tweed:** *"Alright hand me over your memory stones, this is one of the only rooms in the facility where you will be able to remove them as they interfere with the fountain.*
>
>

The recruits reach up to the floating sapphire stones floating a foot or so away from their heads at all times, and are able to grab them and place them into labeled containers near the wall.

> **Tweed:** *"Now* *into the pool, yes even you Noon, oh and please keep your clothing and gear on. Trust me it'll be fine."*
>
>

He keeps looking for a particular stone while one-by-one the recruits tiptoe their way into the pool. Though looking and reacting to them like water they feel no feeling of wetness or liquid for that matter. The only sensation is a warm fuzzy feeling that takes over them but their clothes and bodies show no sign of being submerged in water.

> **Tweed:** *"Ah ha! Gotcha!"*
>
>

Tweed holds up a slender sapphire shard victoriously above its head, then looking at the recruits he scowls:

> **Tweed:** *"Heads down. We haven't got all day. You'll breath just fine."*
>
>

Once everyone is sitting at the bottom of the pool a glint of something shiny is seen flying over the surface of the pool before a blue light starts to shine from the top of the stone. Dark blue liquid floats down the grooves in the stone and begin to cloud up the pool of the fountain, soon none of the recruits can see in front of them as everything grows dark.

#### ***Down Memory Lane***

Using the Fountain:

* The individual from which the memory comes from is known as the oculus. The perspective and attention of the oculus in their own memory defines the details and setting of the memory entirely, rather accurate or not.
* Players possess the bodies of the living things in closest proximity to the oculus at the beginning of each memory sequence. Including animals or monsters. Multiple players can in habitat a single body if necessary.
	+ They gain all aspects of the character but maintain their Intelligence, Wisdom, and Charisma stats.
* The players are able to interact and manipulate objects within the memory as long as it is within the active perception of the oculus. Objects and the level of details in each room or location are based off the Passive Perception of the oculus.
	+ *Example:* If a table had books on it and the oculus walked past it they would most likely know that there were books on that table. However they likely wouldn't know the book's contents or even their titles unless they were very familiar with the environment or owned the books themselves.
	+ A memory is a small moment in a self centered universe entirely built around that single individual and their perspective.
* The players are addressed to as the characters they possess, the oculus and other characters within the memory will make conversations as though reenacting a script based on the memory of events. Including adapting to random statements or questions made by the players like improv actors do with an amateur, sometimes outright ignoring the player all together. However, like a stage play, or even a dream, if the players are persuasive (or intimidating) enough, they can manipulate the oculus into going off script.
* Memories often have narration as players can hear any sort of inner dialogue the oculus might be having with themselves, this narration is mostly only during emotional moments and like all things within the memory can often be bias or misleading to the historical truth.
* Manipulating the memory, or "going off script", is the main purpose of the overall practice. Memories are often false or bias, hiding important truths thanks to the emotions of the oculus dealing with denial, repression, or simple ignorance. If the players suggest something false to the memory it becomes distorted, often leading to nightmarish outcomes, however it is their job, against the odds, to use clues within the memory to determine the missing details in order for the memory to progress.
	+ *Example:* The players come to a large locked door where the oculus claims to have simply waited at until security rescued him, nearby there are clues indicating otherwise, such as two torches on one side of the door, with a single torch on the other side; or a lack of keyholes on the gate; Leading the players to guess a lever opens the door. However if the players go a different route than the historical truth, perhaps suggestion there is a keyhole and picking it, or that he has the key around his neck, or that it was unlocked the whole time, or any number of possibilities, then reality shifts to a surreal nightmare, often killing or punishing a character. Have fun with it.
* This ability to manipulate variables within someone's memory not only allows for a chance to re-roll history, albeit abstractly, but provides a wealth of data on action and consequence that gives the players true hindsight on key events. It is for all of these reasons and more that the Wanderers put as many different personalities and types of recruits through these memories, testing new potential personnel while also gathering new insight into history and probability.

#### ***The Library, 1010 A.B.***

After so much story and introduction this section is meant to reward the player's with some much needed action. The darkness disappears as the players suddenly wake up what appears to be a research laboratory somewhere within the facility, the floors are made of stained wooden planks instead of the marble the recruits have seen and the walls are made of worn down brick. There are no gaslights any longer, the only light comes from ornate braziers burning along the brick wall.

* This is the memory of Howra the lazuli during the disastrous containment breach of 1010 A.B. he and Tweed are both new recruits in a pre-industrial facility, 378 years ago.
* Several dangerous anomalies are on the loose, released by someone on the inside of the organization to cover their escape. The information they steal would lead to the creation of the 'Wandering Gardens', the floating colonies that would one day horrify the world.
* While in the memories of Howra, the players must remain within close proximity of Howra otherwise be lost in the black mist and darkness beyond Howra's awareness. Gasping for air in the black. If they are unable to stay with Howra, they leave the memory, awaking up back in the fountain, bursting to the surface gasping for air as though nearly drowned.
* While within the memory the players possess the bodies of those who were closest in proximity to Howra, almost as if they were possessing and taking on the roles of characters in a play. Starting with the five characters outlined below:
	+ Algara Odali; Wilamin Trevet; Zolin Bander-do; Torkel Darcy; Keesh Dhuleep;
* The scenario is specifically chosen as the player's first experience mostly to demonstrate a sense of dread and helplessness. With the exception of some really incredible rolls, the players are unlikely to be able to defeat the Keter-class anomalies released in this scenario, their only chance is to run and hide and attempt to manipulate the oculus (Howra) into going further into the memory. At the end of the sequence, Ex.414 attacks Howra, leaving him severely disabled, causing his future state.

The players find themselves sitting in pairs, among a dozen or so scholars, each at small desks facing towards a large glass window. The other scholars are endlessly scribbling away, taking notes as an instructor paces back and forth in front of the glass window:

> **Instructor:** *"Native to Etica, only a single flock of Ex.659 is known, although there have been unconfirmed sightings in Cazimor. It prefers wetland habitats, but it can survive wherever open water exists."*
>
>

It is now that the players notice the a tall dark bird, with its wings held open at its sides and its back feathers pointed upwards in spikes, back-and-forth it appears to be keeping pace following the instructor from the other side of the glass.

> **Instructor:** *"Ex.659 is now known to be able to subsist on any form of meat, although whenever possible it will still consume fish. When an individual specimen is kept isolated from the flock, it is indistinguishable from an ordinary bird. However, when specimens come near each other, each gains the combined intelligence of the group."*
>
>

At this point another bird is released into the empty room behind the glass, the two birds acknowledge each other and then each turn towards the glass. No longer pacing, instead simply starring menacingly at the instructor.

> **Instructor:** *"It is because of this modular intelligence that study or research on Ex.659 in numbers higher than a single pair of two is strictly forbidden. You and your research partner will each be assigned a pair of Ex.659, reporting to me any signs of aggressive behavior immediately."*
>
>

He pauses and turns towards the glass, starring back at the two birds:

> **Instructor:** *"Do not underestimate these creatures. Make sure either you or your research partner always keep them within line of sight while they are in pairs. Now, if you will all follow me, we will introduce you to the flock."*
>
>

At this the instructor exits through a nearby exit, the two birds watch each intern as they leave one-by-one. The group follows the instructor through a heavily secured hallway, going through several large iron doors, before gathering in a small viewing room. Positioned high up in the shadows of the back of a tall research center, a tall and heavily fortified glass cage stands suspended in the center of the room. Standing behind several fortified walls, important looking researchers seem to be talking amongst themselves as a single man in white robes is sitting at a desk closest to the center of the glass cage:

> **Man at Desk:** *"Hello. I am Doctor Witt. Can you understand me?"*
>
>

At these words there is a commotion as suddenly the dozens of large black birds, who before had been standing perfectly still, take flight in their large glass cage, all but a single bird who sits closest to Doctor Witt. Starring him down. Suddenly as small group of the flying birds descends on one of their own, killing it. The bird who was starring at the doctor, turns towards the fallen bird, pecking its beak into its corpse, covering it with blood. It then writes on the glass with blood "YES"

> **Doctor Witt:** *"Why did you do this?"*
>
>

The bird begins to write before finding that the blood on its beak has dried. It goes over, drags the corpse towards the glass, and pecks it again before writing: "don't act like don't know"

> **Doctor Witt:** *"I don't know."*
>
>

The bird pecks the corpses, writing: "you started this"

> **Doctor Witt:** *"We started this? What did we do to you?"*
>
>

The bird just pauses, as all individuals of Ex.659 appear to shake their heads. It pecks the corpse again, writing: "FREEDOM".
After this, Ex.659 turns away from the doctor, and refuses to answer anymore questions. The instructor motions the interns to follow him out of the viewing room, turning the opposite way they had come, heading for another containment:

> **Instructor:** *"Though the majority of you will be assigned to the recently captured Ex.659, once the flock has been securely broken up into separated pairs, some of you will be assigned to the older anomalies here in Sector A3-I."*
>
>

Turning sharply around a corner, the instructor stops in front of a door and in a way reminiscent of Tweed, turns around:

> **Instructor:** *"The only other greater anomalies, or "grays", on this floor are Ex.414 and Tiberius; Each of them are unable to be contained in their own unique way, making all of our jobs quite difficult down here in A3."*
>
>

He opens the door behind him, and leads the group into a large room filled with tables and chairs:

> **Instructor:** *"Now half of you will wait here and undertake your mental examination prior to your exposure to Ex.414, while the other half will come with me. I have a story to tell you about a little boy named Tiberius..."*
>
>

Suddenly a loud siren can be heard echoing throughout the halls, the instructor looking alarmed, turns back down the hall just in time to be push roughly aside by a cloaked figure, who rushes through the room, out the doors and out of sight. A moment later, the sound of windows shattering is followed by a huge wave of force, sending the instructor and the interns flying backwards. Tables and chairs in the room flip over each other, crashing up against the wall like a wave upon a rock. Several interns lie crushed, dead beneath the heavy tables, including the instructor. The rest are knocked unconscious for a short time.

The players wake up a short time later to the continued wail of the alert siren. Twitching and scratching against the objects that pin them to the ground, the body of the instructor and two interns now grotesquely grasp at the players from beneath the rubble, as though their ends of their limbs were being pulled by string. The two interns wriggle free from their confinement, lunging at the players. ROLL INITIATIVE.

### **Advancement**

Like many things surrounding the Wanderers, presentation is key. The recruitment phase mostly serves as a way to weed out the weak, and possibly, spies. Mostly however it is meant to send a message to the new members that their lives hold little value here.

Still, as fun as it is to scare the recruits, they serve the organisation far better when actually utilizing their labor for projects and experiments. As such most recruits are ushered on to the second phase, Processing.

## Characters

###  Player Characters

* Player A
* Player B
* Player C
* Player D
* Player E

### NPCs

#### Major NPCs

* **Mister Borges**
* **Mister Vallon**
* **Mister Connor**
* **Phineas 'Finney'**
* **Sophronia 'Fronie'**
* **Schermerhorn**
* **Noon**
* **Pardon**
* **Brannigan Family**
* **Doctor Marlowe and Dinkelman**
* **Lorena Desna**
* **Evergreen**
* **Royal Blue**
* **The Poor-Fellows**
* **Bernadette Enid Knock**

#### Supporting NPCs

* **Mister Hosteen**
* **Tweed**
* **Glady Olivio**
* **Keldiga**
* **Amadar Light**
* **Aldo and Maheen**
* **Temperance Oxendine**
* **Doctor Seamus**
* **Happy Jack**
* **Little Busy**
* **Ellwood**

#### Minor NPCs

* **Arlie Exie**
* **Tilda Jeanne**
* **Zella Jeanne**
* **Harmon Rho**