Unity & Hope

*As the hour draws nigh and all the lands plunge into darkness,*

*Five shall come, and with them, unity and hope harken.*

As the Ljosalfheim teeters on the edge, reeling from Demonic assault, a divine hand seeks to restore a balance. 5 champions, restored to life and given divine power, to unite the Ljosalfheim and push back the darkness. What will the characters do with the power? Can they push back the tide, unite the Feylords into one, or will they simply be another part of the cosmic wheel as they navigate complex Fey politics and otherworldly magics?

Unity & Hope is set in Ljosalfheim, Penastria's Feywild, at around 1137 Age of the Dragon. The main characters, Bromnyl Mightheart, Elyria Rae, Fenlaros, Sabriel, and Zefher Morgen, have been snatched from death's hands and given a second chance, and a demi-godly opportunity.

**Session Recordings**

## Prologue:

> There is a flash of light, the smell of fruit immerse your senses, as though you drowned in a fruit salad and then, your breath leaves your body. It is like the rush of gravity pulling your weigh downwards, your breath upwards. Your past life hangs around you like a shadow, like air you try to grasp as you feel yourself falling. Familiar faces, people you loved, people you hated, memories of events and experiences which drag on with you and see to make you fall slower.
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> Until you halt, all at once, as though something grabbed you mid-fall. You feel a presence with you, filling you with warmth and health, a feeling of safety and comfort. The hug of a close relative, the kiss of a lover, your warm bed on a cold morning.  Your ears pop, there's a rush of blood to your head. Not yet, you are needed. Come with me child. Live.
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> You open your eyes, and you find yourself in a quiet courtyard. All around you are white marbled buildings, fallen into ruin, from neglect or perhaps battle? You can't tell. Their beauty remains still, covered in some places by moss and overgrown vegetation. The buildings are huge, tall and ever going, and you marvel at the magnitude of the architecture, at the craft its architects must have possessed. Until you realise that it is actually you who are small, a mildew drop on the tip of a blade of grass, heavy enough to make it bend.
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> Far far, far away across this sea of grass floating above grey-white flagstones, you see a mote of light, and you make out a shape within the mote of golden light, golden wires stemming from a golden base and cap to form a simple yet elegant golden birdcage with an aura of golden light. You marvel at this cage, and at the back of your mind you hear the thudding paws, as the skies grow darker into a night sky that takes over and as it does, you see the many stars  bright and shimmer, as though invisible shapes move through it, and the rhythmic panting of a wolf gets closer, and louder and louder. You feel the hot breath of the creature and it leaps and bounds over you in a huge leap, straight for the cage, which it snatches with its claws. The wolf, immensely large, shaggy, like cross between a wolf hound and a direwolf, looks up at the stars with the golden cage between its teeth, and then leaps forward and runs, away from you and away from the stars and the invisible shapes within.
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> As it does a mote of light bursts from the cage and flees towards you, getting brighter and brighter, a sunlike comet which is coming straight at you. The light too bright, your vision goes white as your retinas burn.
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### Introductions:

Sabriel and Bromnyl wake up following their deaths and the events that brought them to it, to a small hut made of bark and leaves. Disoriented and in pain and atrophy, it takes them a while to get back fully into their senses, as an unknown figure tries to care for them with some effect.

### Trouble in Ysheim:

Elyria meanwhile, is having her own nightmares...

> You find yourself falling towards a glade. You land sharply, with thud, but feel no pan. The tall blades of grass beneath you are covered in dew, and the glade is fenced by tall, thick and dark trees. Its nighttime, and shadows are long and foreboding. The moon hangs heavy in the sky however, and fills you with comfort.
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> *"What are you doing here? These are my dreams."*
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> You turn towards the voice and you see a figure whom you recognise as Tyshana, although she looks different, as though the Lunar glow is washing through her hair and body. Quietly. you whisper your retort, you have no clue why you are here.
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> *"What are you doing in Lsoflheim, once-slave? Stick close if you must, and keep quite, lest the spirits get to you."*
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> Tyshana is dressed in a long fur cloak and armour made from bark and leaves. She turns back and starts following the nearby river.
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> As you walk through the forest, you start to hear the hushed whispers, and as rain starts to fall, Tyshana stops in her tracks, as a figure stands in your way, some 15 feet apart. Its as if it appeared out of nowhere, slender, sleek, green armour plates coat the figure's body, with a conical Sylvan helm hiding its facial features but for its eyes, that look Avian in nature.
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> Tyshana stands still. You note that the forests of Ysheim are darker, scarier than those of your childhood.
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> The figure does not speak. It draws its blade, a long thin silvery weapon, and you hear a sharp inhale from Thysana. She turns around you, grabs your shoulders and looks you in the eye. "Something is wrong. Something is wrong in Ysheim. She presses a silver amulet of a crescent moon in your hand. You feel a sharp impact, as you look downwards and you see the blade impact through Thysana, through you, staining your clothes and armour with your own blood, and you wake up.
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Elyria also wakes up in the hut, also dazed, confused and parched, with her arms and armour beside her cot. The rest of the companions she traveled with lie in their cots still, shifting and turning in their own dreams.

### Awoken:

> Zefer, you remember the last vaulted room you had been in the Fortress, with rows of the same large glass containers you had woken up in. Across from you, across a large desk with scattered books and instruments is A'vel, the master of the Fortress, long silvery hair cascading from robes of blue, with his face half skeletal, half eerily Silvaneth beauty.
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> *"The corruption has already taken hold, my wife tells me. You will need to go now."*
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> From inside his robe glides out a spellbook, his own spellbook. He glides it towards you, and as it does, it turns into an owl, white feathers speckled with black dots, that lands on your shoulder.
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> *"Listen carefully, from wizard to wizard. There are beings out there, that seek knowledge above all else, and what they take, they do not share. If you seek to cultivate the magical lore, Ljosalfheim is like no other. Use it, you will need it to stop them. Stop them and safeguard the Feylore."*
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> You are pushed back and you feel yourself being hoisted up as a searing white light engulfs your senses.
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> The world is a flashing pillar of blue white light that you are spiraling through at great speeds...
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> You wake, and the blue white light is replaced by the muddy brown bark of the ceiling of wherever you are. You are items and armour are beside you, as you lie comfortably in a snug cot to one wall, clutching your sleeping book close to your chest.
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Zefer looks out the window, and deduces that he is in a plane of high magic, and high chaos. The skies outside don't look natural, but are made up of red, black and green colours, roiling and turning like the Northern lights. Further ahead of him, in his own cot, Fenlaros stirs himself, locked in his own dreams.

### The Depths:

> Fenlaros, you are no stranger to death. Throughout your storied life, the hands that felled you were many. And despite having survived every single one, you find yourself in the inky depths, in comfortable silence.
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> The waters hold no terror for you anymore, as you feel half-formed shapes swimming beneath and above you. In the dark waters, ahead, far ahead, an enormous shadow moves towards you, blacker than the black waters, like a battleship underwater, the looming shadow shakes you to your core, a pounding hard headache, that makes you clench your jaw. You see a flashing image of a red fleshy prison with you deep inside it, and the gargantuan shadow looms ever close and now you see it for what it is, a gaping maw with black veins, buildings wide and tall rows and rows of sharp, jagged teeth, and with a sharp snap, the mouth closes around you and as you are crushed to a pulp you feel infinitesimal pain and in that instant...you wake up.
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> You wake up, covered in sweaty, mucous & greenish slime, to see yourself in a small hut made of bark and leaves.
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### Meeting C'west and moving forward

As it starts to rain softly outside, the group meets C'west, the person who has looked after them as they woke up. She is a short figure, small in height, swaddled in a fur coat, overlaying robes of white,  and heavy fur boots, with pale skin, Ocean blue eyes and short ear length white hair. Her ears and long, edged, and pelted at the ends, as though snow has frosted over them. C'west explains to the group that they had died, or come near death, and through the divine intervention of her Goddess Vilnalla, they were scooped from Abel's hand and brought here, imbued by divine energy. The Goddess gave her energy to make them godlings, and in doing so guarantee that someone would be there to help Ljosalfheim when help was needed. C'west tells them that there is currently a full scale demonic invasion, and that the Feylords, spread out and warring with each other as they are, are not ready to repel it on their own.

She gives them a pouch with some material components, as well as soil from Joetenheim and Bjoernheim, so that they could speak to Orthavuud, the Jovial King, and Gretchenval, the Ice Queen. Seeing as none of them have teleport, C'west starts to guide them towards the nearest teleportation circle. Black bile starts pouring down, which Sabriel recognises as a sign of demonic invasion, and the group notes that both flora and fauna seem more wild then ever. Elyria and Bromnyl note that the black rain droplets are moving towards the forest line, and as they make it to the teleportation circle, they find humanoid figures made from the same black rain ready to greet them. Fenlaros, in particular.

*"Sooo, its true...Beluin's blood is in Ljosalfheim, fresh, and not yet squeezed, and it has brought, other friends. " -* Chosen

The fight quickly goes bad, between these creatures and the godlings, and Bromnyl is felled as he is isolated and paralyzed by a Hold Monster spell. The rest back up against each other, as Fenlaros dives into the waters to use them to his advantage, realising that the creatures are after him, and his flesh, in particular. The demonkin press on, and soon, Fenlaros succumbs to the Demonkin caster's spells, felled by a powerful Power Word Kill.

It is when their need is greatest that Bromnyl manages to summon from the depths of his divine soul, a Divine Intervention. He mutters a prayer to the Guiding Mother, but no mother hears him. Instead, from within each of the godlings pulses out a bright green light, that burns away the Demonkin and restores Bromnyl and Fenlaros to their bodies.

The group rallies, with the arcane menhirs powered up. C'west says her goodbyes as the godlings are magically transported to the border between Bjoernheim and Joetenheim.

> *"Borders are never clearly defined. True, there can be rivers, a range of mountains, a lake, but you are in Ljosalfheim. In one foot, in a straight line you stand on frozen tundra, and frozen lakes, and on the other foot, you stand on dark, moss covered rock by a passing scant stream of golden liquid. To your right are vast forests, and left, far away, snow capped mountains and freezing glaciers."* - The Storyteller
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## Border Crossings

The group take a breather, as Zefher plays with the magic of the land, Fenlaros attempts to send a message to his father, Beliun, of all people. The response he gets is less than welcoming. Surprise and frustration filter through Beluin's reply, who reveals that a pact was made by Mardu, and that Fenlaros being in Ljosalfheim will disrupt it.

Ahead the godlings hear the sounds of armies marching, as clouds of brown and ice white clash and fight in the distance. The group hurriedly finishes their rest, as Elyria transforms into a giant winged beast and takes them to the skies. They hover over the battlefield as bears, giants, ogres, wolves, druids and witches battle at the borders between the two realms. After searching through the battlefield, the godlings realise that the Feylords they seek are surveying the battle from far away; a floating iceberg on one end and a huge bonfire by the forest.

They head towards the floating glacier first, and are intercepted by Kamaroth, Her Crystalline Majesty's Edge. Determining that they are not a threat, Kamaroth disarms the party and takes them to her Crystalline Majesty, the Ice Queen Gretchenval. The godlings toe their request very carefully, wishing her Crystalline Majesty to cast aside the grudge against Orthavuud, the Jovial King. After some tense discussions, and some slips of the tongue from Bromnyl, the Ice Queen entertained their request, telling the godlings that if they convince Orthavuud to hand over his golden streams to her then she will consider it. Having insulted the Queen, Bromnyl feels the cold gaze of Gretchenval linger on him as they depart and head towards the bonfires.

The battle at this point, has finished and there is very little signs of one, although as they get closer to the bonfires, they are met with the sounds of victorious warriors celebrating a recent battle. Tables have been set up, songs of revelry can be heard as food is cooked and casks are opened. The godlings are greeted by a group of ogres carrying cauldrons of mead, and unlike the chilled trepidation they felt in the Ice Queen's court, in these cheery feasts they feel only happiness, and merriment.

They are pointed towards the heart of this celebration, where they make it through to meet Orthavuud, the Jovial King and Lord of Bears. At first, the Jovial King is not impressed with the godlings, and his attention is divided. But Fenlaros regales him from his past, of the Ancient Red Dragon Caelmut and the great warriors Sora and Gerard. He may have fibbed a bit, but the Jovial King's attention was solely on the godlings because of Fenlaros' efforts. Using this moment, Sabriel manages to get through the Jovial King, using reason, gifts, and every trick the group had at there disposal to convice the Feylord to set aside his grudge with the Ice Queen, and attempt to work with her.

Impressed by their efforts, Orthavuud invites them to his table, and promises to guide them to where they next need to go to rid of the demon threat.

### The Mirrored Pools:

After the godlings have settled into a hearthy heroes' feast, the Jovial King takes them to his private chambers and gives them a choice. They could either go to Brathasheim, land of the Mad King and see why his realm is free from demons, or else, go to Morkheim and seek Nirnas, the Troll Queen, as she is known to grant power to those worthy. The godlings debate and decide on the former, and are gifted a silver bowl with water, as they get transported once more, to another part of Ljosalfheim.

They are made manifest in a land of streams, waterfalls and mist, unable to see more than a few feet ahead of them. With Sabriel, leading the front, the godlings march forward, blindly going through the mist and the sound of waterfalls. The formation is quickly broken, as Fenlaros disappears through the bowl of water, followed shortly afterwards by Sabriel, and then Bromnyl. The group thus split, do their best to reconvene, with Sabriel, Fenlaros, and Bromnyl pressing forward, and Elyria and Zepher being more cautious.

The group eventually meet a fellow looking at a pond from a bridge. He is drabbed in rags and sodden clothes, and seems to be playing with his reflection as he pulls Fenlaros, and later Elyria and Zepher from the bowl. He introduces himself as Wazzar the Whisperer, who travels Ljosalfheim whispering secrets to strangers. The godlings question him on how to get out, or how to find Ludomir, the Mad King, but Wazzar has little in the way of answers. The Mad King isn't found by those who seek him, only by those who avoid him. He does offer Fenlaros a way to look for his advisor, by "looking through his most traumatic past" and Fenlaros does just that, disappearing right before the other's eyes as they are busying figuring out the next step.

### Homeland:

Fenlaros finds himself at the gates of a city that lies unguarded, an elven ruin amidts forest and undergrowth. It's streets are deserted, flagstones swept, but currently empty. Black blood, starts drizzling down the streets, pooling down the cracks as Fenlaros wanders through his forgotten home. He passes by market streets and houses. eyes follow him, hidden from within windows and alleyways. He ignores them, and moves towards the grove that made his home a long time ago.

More and more chosen pool from the cracks, ready to strike, surrounding him in the grove, but just before they attack, a voice interrupts them, calling them away.

> "Enough...he is no demon. Fulfill your pact elsewhere"
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He is met my Beliun, his father. He looks different know. He has long silver hair, wearing light armour made from black chitinous pieces stitched carefully together, and holds a book and longsword by his side. They trade insults for most of their meeting, although Beluin does share that he has made an almost perfect pact with Mardu, using him to protect Bratasheim, from other demons, and is now looking for a way to close the demon portal. While he hasn't found a way yet, he knows that there is an open thread in Ljosalfheim that is allowing demons to pour forth. He has not found where yet.

Fenlaros convinces his father to take him to the Lunar Queen's domain, but before he leaves promises Beluin that he would one day return to kill him.

### Tears:

The Godlings teleport to Ysheim, using Elyria's moon amulet as a focus. They find themselves in lush and verdant hillsides, with grass and ferns the colour of clear skies, that change to warmer colours and then back. Further ahead they see a large, white and silver coloured menhir and dolmen structure, in a rough, wide circle. There is a large hollowed out freestone circle by it, in which is placed a large wooden effigy of a knight, unlit.

As they make their way down, they see small groups scattered across the grass, A sombre tune wafts through, played out by a gaggle of musicians playing at one end of the stone circle, close to a large blue and white pavilion, several metres wide, with its front flaps open and unfurled, and warriors guarding it.

The sombre music their constant companion, the Godlings press forward, and manage to convince the handmaidens to speak with the Lunar Queen, Sarastra. The queen, dressed in a gown made from night sky, looks unbelievably sad, as she speaks to them. She tells them of her lover's loss, of how he simply disappeared one day, of how the troubles started soon after.

The Godlings tell them all they know, and in turn, they are directed by the Lunar Queen to speak to Mjolnar, who is the Emerald Knight's peer in terms of prowess. Sabriel swears an oath to the Lunar Queen that he will return the Emerald Knight to her as best he can, and she holds him to it, as three small stars hang around his head.

## Storm of Vengeance:

The Godlings are transported to the edges of an enormous island, with an enormous lake that surrounds it. As they materialise, they see a large demonic fleet making its way forth through the lake, invading the island of Aranheim. The demonic fleet makes no headway however, as it is swept up by an enormous storm, which covers the lake and island soon, make no sign of stopping.

The storm picks up, clearly unnatural, and the Godlings see vast figures within the storm itself. Quickly they devise a way for Elyria to wild shape into a shark underwater, while the rest of the Godlings hold on a makeshift harness. Together, they hold on, but things quickly turn violent as the Godlings are attacked by vast figures made of the storm itself. Vultures, Tridents and Hurricanes made of sleet and lightning. THe Godlings resist the attack as best they could, but are scattered under the assault, as Sabriel and Fenlaros flee to the shore, Zefher falls under the attack and Elyria and Bromnyl make it through.

### The Island of Aranheim:

Elyria and Bromnyl slowly make to the depths of Aranheim deep into its underwater caves as Tritons and Eladrin haul wreckage and loot from the remains of the daemonic fleet. They go through a series of tunnels and resurface in a large cavern made of sapphire stone, as they watch in the centre of the cavern a figure locked in battle within a watery sphere, a few feet above the ground. All sorts of spellcasters are channeling their magic into the sphere, but the figure, whom the Godlings recognize to be the Fey Lord Mjolnar, look bloodied and is getting worse.

They are also greeted by a figure Elyria recognises to be Trygve, older, and more haggard, who tells them that he was expecting them, but was expecting more of them. Indeed, as they speak, Sabriel and Fenlaros have taken shelter from the storm, although Fenlaros is defiant and sends Eldritch Blast after Eldritch Blast at the storm as well as two massive Meteor Storms that crash from the skies down on the avatars. At the same time, Bronmyl pours his strongest magic into Mjolnar, hoping the healing will aid him in the battle, and together, his and Fenlaros' efforts dispel the avatars, and the storm calms enough for Fenlaros and Sabriel to pass.

> *"I dreamt of you. I've seen your light. I've dreamt of that light before.Its a dangerous light, despite its brilliance, or perhaps because of it. You're a lighthouse now, and there is no going back. There is something out there, that hungers for us."*
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Trygve explains to them that two Demon Lords baited Mjolnar into creating a Storm of Vengeance to destroy the demonic fleet, only to take control of the storm and lock him within it. Their hold on Ljosalfheim must be greater than anticipated. He tells them of an Arcane Gate called the Gate of Gates, that allows Ljosalfheim to have a connection with other planes. To keep it open requires a high degree of power however, but it could be used by the demons to maintain a link. He produces a chunk of marble from the gate, and hands it to them in hopes of being able to locate it, as none other than the Emerald Knight know of its location.

Asked more of the Emerald Knight, Trygve has little to offer but a single vision:

*"A lone warrior stands guard in the darkness. Behind it stands the gate of gates. Many stars lie overhead. The warrior stands with its sword undrawn, it bears three faces. The gate of gate is open. Four sets of claws, large and rending, keep it open."*

## The Gate of Gates:

Preparing themselves, casting Foresights and Death Dards, the Godlings focus on the chunk of marble and disappear through the Feywild, to the Gate of Gates. As the arcane energy from their teleportation clears, they see multi-coloured purple roots, cast and tunnelling through stone work, icy blue grass and earth. The roots are not of Ljosalfheim, showing no beginning or end. Bright copper leaves grow on top of them, changing hues with the wind. The roots hold together the Gate of Gates, which is pulsing out this bright light that draws all towards it. The Godlings gaze through the Sphere of Stars and cannot see where the stars end and where the actual sky above you begins.

Along the road ahead, sword planted in the ground, they see a solitary, armoured figure. He is covered in some sort of archaic plate, old and ancient, turning towards green. Its helmet is long, with a plume of lime-coloured horsetail to decorate it. It also has a long cloak, woven from leaves and vines. A swirl of Cryomantic energy surrounds it.

The Godlings make their plea to whom they assume to be the Emerald Knight, beckoning him to come back to his love, The Lunar Queen. The response is perhaps not what they expected.

> *A clean slate is needed. Your existense justifies it. Gods' existence is a beam that attracts beings older than the universe, and the only way to dull the light, is to kill the Gods.*
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Sensing foul play, Sabriel quickly uses Hellsight, and finds heavy illusion magic coming from the figure of the Emerald Knight, and the Sphere of Stars beyond. It is clear that things are not as they seem, but the Godlings find no other option but to subdue the legendary figure.

The Emerald Knight strikes like lightning, quickly breaking apart the Godlings' formation, and the the latter stumble to react. Sabriel, Bromnyll and Elyria engage the Emerald Knight head on, as Zefher and Fenlaros whisk themselves away to deactivate the Gate of Gates, hurling Meteors, Fireballs and Abjuration magic at it to deactivate it. This is made difficult by the Gate, which seems to be absorbing magic, and their very divine souls if they are not careful, but still they persist.

In the meantime, Sabriel calls down his father for help, and the combined power of heaven and hell makes a dent of the Emerald Knight, now focusing on Zefher and Fenlaros as much as on the rest, thanks to duplicates of himself across the battlefield. Things quickly turn for the worst, as the figure manages to cut down both Fenlaros and Sabriel in quick seconds. Later, he ends Zefher as well, although through Bromnyll's spells, Zefher and Sabriel are brought back.

The roots holding the Sphere of Stars are destroyed, and the latter falls silent, unleashing a shockwave of energy that destroys the Emerald Knight's duplicates. It is here that the tide turns against the Emerald Knight, who is revealed to be more of a Demonic Abberation. The Demon fights relentlessly, managing to bring down more Godlings before being finally blasted apart from Zefher's fireball, in the final moments of the battle. Then, all falls quiet.

## Epilogue:

> *The Arcane Gate is now closed. Its Sea of Stars is now a dull orb which exhibits no light, no energy. While the Godlings themselves did manage to stop the Emerald Abberation, they could not save what remained of the Emerald Knight. Ljosalfheim has a chance now, a chance granted through alliances and Godling blood spend. While Fenlaros, and Sabriel would take time to recuperate, in time, they would, as would the rest, now bound to the Feywild. Beyond the tales told tonight, and even these, all is conjecture, told through Fey plays, bard songs, Skald sagas, circus acts and more.*
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> *After taking time to reform, Fenlaros would ask the Godlings to aid him in one more battle, against his father and they answer his call. Beluin. Returning to his ancestral home, Fenlaros would find it empty of demon or demonkin, with some semblance of normalcy coming back. It is said that Beluin waited for him there, in his grove now in full solitude. What happens in that final confrontation between father & son is unknown, and the subject of many a rumour and speculation in the Fey Courts. Fenlaros would be sighted again, wandering Ljosalfheim, until once more disappearing, heading off to adventures unknown.*
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> *Having learned the spells requested from Fenlaros, Zefher would tour Ljosalfheim to seek out its secrets and continue filling up his spellbook with new spells. Knowledge would be his most precious objective, but he would one day return to Penastria to his old family home and college. As always tales of the divine and mortal rarely end happily, but with Zefher now bonded to Ljosalfheim, he could always return to place he built for himself, ready to test the spells he found.*
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> *With the armies of Joetunheim and Bjoernheim at their back, the Godlings' purge of any remaining Demons would be swift and absolute. Of Mardu, now banished back to the Abyss, little is heard. But he waits, he waits for the End of Days, he waits for the final battle, he waits to exact vengeance of Beluin and all his kin, and that day will come.*
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> *Elyria would keep on travelling staying in Ljosalfheim but not just within Ysheim. Having concluded her connections with the Lunar Queen, and no longer impressed with her, she wanders on her own no longer beholden to her. In her own way, she helps as much as she can to restore after make friends, and eternally wander. Stories are told of her, in taverns and homes, and silent prayers are muttered to her, by rangers, by those lost, by those on the open road. She listens and answers to them, when she can.*
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> *C'west the first and most loyal followers of the Godlings, now rests, having completed her task, having guided them as best she could and completed her dead Goddess' final request. Now she rests and drinks sweet tea and looks out to once-more Fey skies, but which are descending into chaos and madness. Against that, she can do nothing. For the Godlings, she can always pray. That will remain a constant for their journeys, a single mote of divine energy they can always rely on.*
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> *After providing aid to his fellow Godlings, Bromnyll would travel Ljosalfheim to learn more of the various chaotic factions. There are stories and tales of a particular Dwarven clan in Penastria, that worship a bear god along with the rest of their Pantheon. It is true that Bromnyll does keep a watchful eye on his family and original home. But that story is a bittersweet one, the divide between mortal and divine is too much for such a story to be anything else. Songs and plays of Bromnyll also feature her Crystalline Majesty, always an icy shadow following his wake, and their confrontations, as well as Bromnyll's efforts to get rid of her attention, is a saga in and of itself.*
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> *Of Sabriel, there are also many tales. It is said that the meeting with his father, was a long and sombre one, but what was told in that meeting no one knows, save for Sabriel himself. It is a topic of speculation, as are most mysterious things. With the absence of the Emerald Knight now leaving a vacant hole that cannot be undone, Sabriel recovers his helmet, and returns to the Lunar Queen, and recounts the confrontation with the Emerald Knight as best he can. What happens within that pavilion few know, but having fulfilled his duty, Sabriel does emerge once more. A soldier of war devoted to peace, he would forever strive for it, listening to prayers from guardians, soldiers and men and women defending their home. Every year, in a single day, he would visit each court, to build harmony and strengthen bonds, till the end of days.*
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> *Thus ends the tale of the Godling's entry into Ljosalfheim. They came during a time of upheaval and ruin, and while they couldn't change the planes descent into chaos, they helped make sure it existed for a while longer. Their stories, like themselves, would live on for a very long time, until the end of days.*
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