Clan B'naan Wiki

**Welcome to the Clan B'naan Wiki!**
Welcome! Feel free to add as much about your characters in as many pages as you like, and ask Colin or Josh if you want help making separate or special pages! Our high-magic homebrew D&D game, based in the Critical Role/Exandria setting.

**Current Status:** Having further infiltrated the Grayspire Mithril mines beneath Kraghammer, Clan B'naan deftly plunged its deeper passages. Riclahne boldly elected to carry our lone detained captive back to the elevator for safe(r) keeping, returning only a slightly worrisome moment later. With the coast seemingly cleared, a push through the doorway that had housed our earlier conflict led us further in towards an unassuming hallway. Even with not but a peep emitted, our infiltration was again halted. Speaking after the spat, it seems the controllers were inherently capable of detecting us by our very presence. Horrific, unworldly sounds erupted from the dimly shadow-cast room we found ourselves in. The vile creatures once again attempted to thwart our efforts, this time throwing more of the manipulated Carvers (miners, symbolized by a horizontal gash) firing their weapons at us. With little time for decision-making, a particularly loud and vicious fight ended almost as quickly as it started. My attempts to evaluate these humanoid combatants, as though they had instincts of self-preservation, fell worryingly flat upon my discovery that they'd sooner die swinging than chance any escape. It never feels right to point a weapon towards what ought to be a negotiable situation...alas, we concluded with our limbs intact.

Muffled chatter could be faintly heard from slightly further inward. Upon investigation, we found ourselves on the public side of a private doorway. Making good contact, the members inside came to trust us for our word and stated mission, and opened up shortly after we assured them the coast was clear. Immediately curious was the fact that its occupants were not only several stinky dwarves, but also one gnome(?). Briefly talking shop with Callybon about the administration of their mining efforts, we learned the gnome was the head of the mining operations, and that the carvers present were at least in good health, despite having been trapped for weeks. We directed them to the elevator where their former associate was bound, and told them of his state, hoping to not concern them; a quiet passage followed as what was hopefully an uneventful trip back up towards the surface allowed them the chance to escape.

Our work was cut out for us, now. We had seen first-hand the plot of some conspiring force; capable of mind-altering and otherworldly awareness. The magic that aberrations exude stinks like a fetid onion that is somehow also scowling. Riclahne's nerves were getting to him; he walked around as the hunter in a bear's den; peeking at every corner, and scorning at every shadow. His disdain for these aberrations is socially...gripping. I'd say he had a crazed look in his eye, but I realized shortly thereafter that nothing of his behavior was the least bit irrational. He informed us in passing of his disdain for these beings, as though he were not only already aware of what these things are, but that he'd somehow known right since he stepped off that elevator. The way he spoke did not feel like simple disdain or hatred; something very intrinsic to Riclahne's very person is almost fully defined as by a light pushing these dark creatures away. He expresses no pity, no lack of understanding or concern; he acts so *singularly* driven that one would think he viewed these phenomena as being innately wretched in no more complex a manner than an indiscernible torrent of rats from a long-lost plague. As the doctor cannot pity the vermin as vehicles of pestilence, Riclahne cannot feel apprehension in his desire to fully expunge these aberrations from any ounce of corporeality.

We took brief respite in the storage facility we found the survivors in earlier. The place stunk to high hells, of course, but we were able to clear enough space to lick our wounds. A brief conversation on strategy led us to a shared impression that these creatures - even their vestiges in some manner, are keenly averse to visible light. The mines themselves have a scarce, utilitarian amount of lighting and infrastructure; some cart tracks and torch sconces along the way told us we were likely going the right direction to get deeper into the mine.

Little warning found us as we were ambushed in one of the minecart's passageways. Disgusting tendrils grabbed at us all, and pulled our squad apart. The indignity...was to be punished. The putrid creatures took some modest amount of engagement before finally releasing us and, well, we saw to it that they fucked off all the way back into the dirt. I may have run myself a little more ragged than what was strictly necessary, but I've yet to regret that thinking. I'm sure as hells not going to start easing up around these monstrosities.

## Player's Character Pictures & Bios

Agglath BeersmashCallybon NingleLidia TorgaSer TerrykRiclahne Everwilde