Herein lie the adventures which begin in Regnum Ningan 20,
or the twentieth year of the reign of the Archon Ningan,
the 298th year of the City of Tallon, Jewel of Merikkia.
For the archives of the Merchants of Merikia campaign, go here.
Wherein five adventurers from diverse backgrounds meet.
Wherein our heroes forge a bond of reliance in a long-sunken city.
Wherein our heroes come to Tallon, greatest city of the Merrikian League.
Wherein our heroes find places to live in this odd metropolis.
Wherein our heroes get jobs! Also a daring underground rescue and a close friend is kidnapped.
Wherein our heroes rescue a riven friend from the clutches of gangsters. They get help from a strange ally.
Wherein our heroes are approached by a minion of the underworld boss and given a chance to erase their death-mark
Wherein our heroes fight a chimera in the Death-Pits. The ally who helped them before is revealed.
8. Vampire, or Too Many Haikus
Wherein our heroes encounter two doubles. One is a long-lost relative. The other is a monster. But which is which?
9. Reunions and Revelations Parts One and Two
Wherein our heroes have audiences with the archon and learn some things about their pasts. A mission is given.
Wherein our heroes rescue a shipmate with the help of an unusual barbarian.
11. Into the Wilds or Last Stand at Abitibi
Wherein our heroes trek to Barbarian lands to retrieve a prisoner. A hero gives his life for his friends.
Wherein our heroes come home. A new hero joins the fold. A cryptic record is deciphered that will lead to new adventure.
Wherein some of our heroes learn the history of the city. The Archon falls, which sets off a political division among the possible successors.
Wherein our heroes learn of the theft of a relic of the city. A strange flight causes further commotion.
Wherein our heroes follow clues. A funeral is interrupted by a riot.
16. Annihilator 3: The Recovery
Wherein our heroes find the sword and much more. Memories are erased.
Wherein our heroes infiltrate a den of thieves and uncover more mystery.
18. I Went to a Garden Party...
Wherein our heroes are invited to a party with Tallon's finest citizens. Alliances, threats, and a lot of small talk are made. Dancing is perpetrated.
Wherein our heroes fight a reptilian invasion. An old enemy is mortally wounded. The Raven proves its military value, despite the best intentions.
Wherein old acquaintances are renewed and courses are plotted. Not all plans are agreeable.
Wherein a journey begins and new light is shed on some old mysteries. A friend is lost.
Wherein old acquaintances are renewed and tales are told.
Wherein new seas are sailed and an ambush is thwarted.
Wherein two tribes are met and the crew learns that not all barbarians are savages.
Wherein a crew member is lost to her own vengeance, a new traveller is met and an old friend recovered.
Wherein strange beasts attack and a daring rescue is performed with the help of a small stranger.
Wherein new enemies are met and an ancient mystery is discovered.
Wherein parents are reunited with their children and a new task is undertaken.
Wherein a wandering party member is returned, his story is checked and a difficult decision is reached, after which the party is attacked by mutants.
Wherein dangerous territory is entered. Old faces pop up in unwelcome places.
Wherein a goal is reached but not achieved. Mysteries are cleared up in a subjective manner. An enigma is dispensed with and a war begins.
In which friends are recovered at great peril, secrets are learned, and painful partings are made.
In which objects are found to be not what they appeared, and several people deal with personal crises.
In which the expedition is finally re-united, but finds the leaving more difficult than the coming hence.
Wherein the Columbia finds that avoiding one danger may lead to others. Dates are gathered and startling new discoveries are made.
Wherein a great new City is found, masks are worn and an audience is held. Characters are lured by the promise of plentiful gold.
In which our heroes are reminded of the dangers of travel . More comrades are lost, but something hidden is found. A voyage is completed.
During which many stories are told, yet more important are things are left unsaid.
In which nearly everyone pursues answers, some more ruthlessly than others.
Wherein our heroes learn that solving one mystery may only lead to many more and in which a Sanctuary proves most unsafe.
In which many personal agendas are set aside. A demand is made, and an enemy revealed.
In which the city of Tallon is made to bleed.
Wherein our heroes make an offering with one hand while holding a very deadly sword with another.
During which many are killed and the wrath of the enemy is exercised. A prisoner is taken. A sword is unsheathed.
In which a river journey is cut short by an invisible enemy. Our heroes are captured.
Wherein our heroes are made slaves. For some, it is more of a trial than others.
In which a hero falls a long, long way..
Wherein a number of daring plans come to fruition, and the enemy is given a taste of its own pain. A great prize is captured.
Wherein the Most High is laid low and many are delivered from bondage. An unexpected reunion happens.
Wherein the prize so many have fought and died for is finally achieved. Two unexpected foes are defeated, while an unexpected friend is made. Our heroes are recognized as heroes.
Wherein a child is born who is not a child, a man is reborn who was never alive, and into the City, the Terror is born.
Wherein the harrowing of a hero begins. Some people take on new service.
In which a memory is restored, and a friend is lost. Many mysteries are banished
54. Big Secret in Little Tallon
Wherein a home is found and won. The harrowing continues while the Terror grows.
Wherein a soldier takes on a burden, an assassination is foiled, the Terror is broken and a new day dawns.
Wherein that which was shunned and feared becomes the new passion. Missing friends are sought and the heroes suffer a crushing defeat.
Wherein our heroes step to a dominator's dance . An old injustice is finally righted. Not all who are blind cannot see.
Wherein a friend is made into a weapon and those who have been slain, themselves become slayers. There is a fire.
In which warfare takes an unusual face and both a friend and a patriarch fall, perhaps forever. Many other things of value are lost.
60. Fall of the House of Elias
Wherein a fortune is lost, and reputations are imperilled. Various offers are made and bargains struck.
Wherein our heroes help a man retain his freedom by placing him into bondage. Many secrets deeds are done.
Wherein a long-dealyed errand is begun. A massacre is revealed and a new burden shouldered. A mysterious reptile gives a familiar greeting.
63. Ascensions and Infiltrations
Wherein a number of manipulations are revealed, disguises are donned and a weapon is delivered.
In which many things end.
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The face-to-face Adventures end at this point. The further Chronicles of the Savage Earth continues in a different telling here. |
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