A sergal, a bear, and a magical puppo stumble into each other at a bar.
Therrin Perch is "missing" from her home but has no intentions of going back, wanting a life of adventure and excitement away from her strict family business.
Bata Amica comes from a secluded land and seeks to learn more about the world beyond his homeland.
Arden Renshaw is a student from the Order on a quest to rediscover lost scriptures regarding the spires that cover the land.
They stick together out of ineptitude, necessity and endearment, but such a troublesome friendship is likely to not last, right?
Follow the adventures of Therrin, Bata, and Mr. Renshaw on their tabletop role-playing campaign as they discover the Curse of Coeurasa!
Join Therrin, Bata, and Mr. Arden Renshaw as they solve the . . . they're just . . . eating? Um . . . Our adventurers regretfully band together after a few too many drinks. There is bread, love at first sight, some tents, death threats and a weasel who owns an inn that is not an inn?
Our rat friend Cassy leads the adventurers to Mama Noms. There they wash dishes, tell bedtime stories, have a singing lesson and fight over a bed?
Mr. Renshaw and Bata spend some quality time together in a bath. Therrin sneaks around cause she's hungry and they all make some new friends?
Our adventures find themselves playing a game of hide and seek, learning manners at the breakfast table, and making pinky promises. The Herdlord enters the scene, Arden pukes, there's rustling in the tall grass, and our heroes break the festive fourth wall?
It rains on our adventurer's parade, Therrin pitches a tent, Bata loses his Honeymead Bread, Arden gets mistaken for someone else, the last silkie is found and a new great friend has many legs.
Mr. Renshaw, Bata and Therrin head back to Mama Nom's and for some mysterious reason get sick along the way, Therrin makes a "killer" deal and they do a roll-call before leaving the kids home alone. . .
The gang goes out to search for Mama Noms and end up finding a Monkey Bro along with her, they lose a kite, Arden plays games with the kids and Dr. Therrin MD is on the case!
Arden shares a room with Sam. Bata learns to be a stay-at-home dad and gets some love advice from Mama Noms. Therrin does an anime thing, a speech, goes out to find a friend, and acquires some poison?
Bata serves up his meal, Therrin eats Mama Nom’s Plate, Zaus has a dagger and teases Arden, and Sam’s apparently a courier without a map but don’t worry, he knows the way.
The gang arrive at Burnwurth where Sam is entrusted with a special package, Arden has trouble talking to a girl, we go shopping with Therrin and Bata's crush grows.
The gang buys rations for the journey ahead and Bata gives Arden his clothes back. Therrin buys the "Tunic of a Righteous Warrior", there is a commotion, and no one likes Arden (except maybe Bata).
The gang realizes just how hurt they are and travel all night to get to a cleric? Therrin looks badass as always, Arden is self-conscious about his arm bandages and Sam navigates in his sleep.
The gang wakes up bright eye and bushy tailed after their night with the cleric. They find Therrin playing with daggers, Zaus shows off some new tricks he learned and they meet a skunk named Gordon. Then they set off, ready for adventure!
The Umbra, a nightmarish beast and a legend from Bata's homeland, attacks our gang. Will they be able to get away?
After taking Therrin back to the cleric, Arden and Bata discover that their travel partner is less than desirable to have around.
Our group of adventurers are having trouble getting any rest after their encounter with the Umbra. Therrin decides to teach Zaus some of her ways, Sam shows off his hidden talent, and Arden and Bata go out to get some drinks.
When Therrin tries to help her hungover comrades she stumbles into trouble.
Therrin and Zaus are a mess from their encounter with vagabonds. While Therrin rests, the rest of the gang gets cleaned up and recover themselves from the previous night. Additionally, Zaus casts thunder, Arden makes a glowing goddess, and Bata flexes.
While traveling, Zaus gets bored and decides to learn new things from everyone around him. Therrin offers some balancing lessons, Sam teaches him how to read, Arden makes Zaus' brain hurt, and Bata avoids some questions.
My name is Arden.
`Arden Renshaw, Fifth Scribe and Apprentice Abjurer to The Holy Empire of The Crystal Fang's Order of Arcane Sages`
Arden Renshaw is short and thin white dog, no more than five feet tall and 140 pounds with a single black dot on his left cheek. His head is covered by a wide cloak hood the drapes over his floppy ears and large round glasses. Seen from underneath those glasses are a pair wide, deep blue eyes that constantly scan and analyze the world around him.
He wears a deep red cloak with a small cloak pin of a small scroll, that hides a seemingly new and slightly oversized deep navy waistcoat with brass buttons, held at the waist with a belt that holds a similarly new looking mace, potions, and a very worn and dog eared book on a chain with a rusty clasp holding it shut. His small paws are adorned with linen wrist wraps tap upon the book at his side as he thinks and strategizes his moves, and quickly flips the clasp open and draws the book when he needs to take notes or study his craft.
Beneath his coat, is a close fitting linen tunic, matched by a pair of spotless deep navy breeches and riding boots seeing their first trot through the mud of the world.
Arden is a young prodigy, far too brilliant for his age. He rarely has had few to connect with other than his peers from the order, and has left him detached from the world around him, and more so the people that inhabit it. He often sees most people for their shortcomings, failures, and poor behaviour. This constant scrutiny of those around him has given him a good mind for research and strategy, which he finds to occcasionally be very hard to turn off.
Despite the early onset frown lines beneath his fur, he is still fiercely loyal to those he holds dear, or would plan to if he ever bonded with anyone. He is very driven to do the right thing at all times, even if it grits against his patience like so many things in the world do.
Therrin is a grey sergal with white chest fluff. She stands roughly 5 feet 6 inches and is clad in flashy leather garments for ease of movement Her particular outfit looks to be better quality than most adventurers usually wear. Aside from the leather, the sergal dons a loosefitting shirt of the finest silk to keep some of her movements hidden from her would be opponents. Tucked into her shirt is a necklace with a signet ring that she keeps hidden most of the time. At her side is her rapier which she’s named Stilton and sits in her modest scabbard when not in action. It’s hilt is ornate and elaborate to the point that it inherently has a story all its own. Overall her attire looks functional, but most importantly, it looks amazing.
Therrin loves adventure and looking cool while doing it. This swashbuckling lass will be the first to jump at any occasion to deal the final blow in any battle. While in action, this sergal is a force to be reckoned with, but all other times she is reserved and has something to hide and always wants to keep moving. You can depend on her in any battle, but not so much for conversation. She will be the first to accept any challenge or job with the hopes it will lead to her next amazing feat.
My name is Bata Amica. Bata is a towering Bear Barbarian, he’s strong built and covered in lush white fur. His attire is mostly armor made from large shells of stag beetles. Namely a pauldron over his right shoulder and vambraces over his forearms, both held in place by large dark belts and shell buckles. Below that he wears rough leather garments that have seen some wear, the edges of which are fringed with dark fur. While his chest is bare, a large garment wraps around his midsection, followed by a long loincloth and kilt. A large cloak covers his back, featuring a large but simple burnt in symbol that some whisper is from the lands beyond À Mond.
He rests a large war hammer at his side, one end of the mace was blunt while the other had a chiseled end. A weapon suited for fighting beasts. On his left was a wooden shield, a bit small and unfitting, probably a temporary replacement for a shield he had lost.
His physical appearance is betrayed by his behavior, he’s singing a tune to himself and sporting a friendly smile. He may fumble with his manners and might miss social queues from people, but he’s good hearted, curious, chivalrous, and tends to help others almost to a fault. You can rely on him to assist you in any way.