For the Chronicles of the Savage Earth, detailing the original Tabletop campaign, go here.

Here lies the chronicle of what has gone before:

he Eye of the Reaver

In which a band of unlikely adventurers meet. Some are driven by necessity, some by the chance for profit, some to escape a life suddenly become very dangerous. Together they encounter peril and forge a bond strong enough to hold them together in the face of a terrifying artifact from the past.
001 A Rude Homecoming
002 In Flagrant Delicto
003 A Night on the Town
004 "I'm gonna make ya an offer..."
005 Beka approaches Rath
006 Voices in the Dark
007 Many Choices
008 Get a Job!
009 At the Sign of the Singing Turtle 1
010 At the Sign of the Singing Turtle 2
011 Market Circle
012 The Promethean Docks
013 The Merchant Hall
014 Market Circle Altogether
015 Night Streets of Tallon
016 On the Waterfront
017 Looking for a Lineman
018 At the Ferry Landing
019 Transferring the Ley Line
020 Night Passage
021 The Bank
022  The Trading Post
023 The Lizard Road
024 Predator Attack
025 Campsite
026 Tree and River
027 Bumps in the Night
028 Blood and Sap
029 Night Run
030 The Next Day
031 Two Days and a Body
032 Reaching Fort Lizard
033 The Armory
034 Manor
035 Gatorhead Inn
036 On the Wall
037 Nightfall on the Line
038 The Infirmary
039 Defense of the Gate
040 Questions
041 Infirmary II
042 Night into morning
043 Manor II
044 The Next Day
045 Rivenhunt
046 Talking to Horn
047 More Horn
048 Mako
049 Healing Mako
050 Be Vewy Quiet, I'm hunting Wiven
051 TWARMS!
052 Scouting about
053 Ash Manor
054 The Harbor
055 The Walls
056 The Harbor II
057 Seige
058 Endgame
059 Denoument
060 Current Events
061 Experience Points!
062 Healing and planning
063 Leaving the Lizard

he Revenant Gun

In which the caravan encounters greed, betrayal, imprisonment and murder for a relic of no value whatsoever.
064 Moving Out
065 Boat
066 The Breakfast Club
067 The gates of Adala
068 Adala by night
069 Rejoined
070 Morning has broken
071 Blue Street Hills
072 Black Market
073 Many Activities
074 One-Eyed Lars'
075 Merchant Throne
076 Hole Market
077 Hole Market II
078 Merchant Throne part 2
079 Moving Along
080 Deep in the Mansion
081 A Private Meeting
082 Awakenings and News
083 Cunning Plans
084 Chance Meetings
085 Probes and Inveestigations
086 Together again, almost
087 Kadak brewery
088 A Plan!
089 Sneakin'
090 A Gathering of Eagles
091 Assault
092 Assault.2
093 Denoument
094 Judgement
095 The Rescue
096 Meetings
097 Sanctuary

he Book of Yara

In which the caravan encounters a cult of assassins, finds and loses a religious icon dangerous enough to start a war.
098 Twelve's Company, Twenty-One's a crowd
099 Noon Meal Discussions
100 Vignettes
101 First Night Camp
102 OOC- Avatars
103 First Night Camp
104 Night Watch
105 Moving Onward
106 Hitting the fan
107 Another Fine Mess
108 More Fighting, More Talking
109 Showdown
110 Parting
111 Meeting
112Riding off into the Sunset
113 The Vigil
114 Character Sheets
115 Just before dawn
116 Night Riding
117 Last Camp
118 Mud Flats
119 Well-met at Dead Man's Ford
120 Last Camp

ewel of Merikia

In which the caravan returns home to find more trouble than they left.
121 Back to the Lizard
122 Discussions at the Inn
123 My Dinner with Vance
124 Later, that same Evening
125 One long evening
126 Donnybrook
127 Daybreak, Destinies
128 Emplacement Ceremony
129 Departures
130 Hit the road
131 Parley
132 Devil Camp
133 I knew we couldn't trust these guys!
134 Circle Dance

The Chronicles continue at this point with the ongoing

Tales of the Savage Earth