I just finished my 4th Campaign lore project, and very excited to share it! If you want to read my previous work, click here
With Vulpacea’s debut being just one week instead of the usual three, I was a bit disappointed with how the story was quite disconnected from the larger campaign context. So I fixed that and made the whole Raven conflict crucial to the new kingdom. And with a spiritual theme going on, I used it as an opportunity to go back and write reading for all Major Arcana Tarots in the game!
Hope you guys have fun reading them as much as I do when I write about the new kingdom and its spiritual story. Please Enjoy!
It took us a while to arrive at Maugrim Woods, but we finally made contact with Scarlet in the meeting place of the Crimson Order. She apologized for not giving us more information in the message, as the majority of carrier ravens in her order were acting strange lately, so she had to send it in a rush with an unaffected one before it was too late.
You draw: The Moon
The fear of darkness had overwhelmed your mind, and the dim light of the moon might lead you astray. Trust in your inner light, and let your spirit lead the way.
Scarlet said the trouble started when her personal raven went missing a few days after the mist incident. She went looking for it everywhere and later found it attacking a lost Wargare she had never seen before. She rescued the fox folk, and bring him to the order, but he later escaped that night. She didn’t learn much from him besides his obsession with the spirit, and Inari was his name.
Scarlet believed Inari might have something to do with the behavior change of her raven, so she needed our help in tracking him down. He shouldn’t be too far away yet.
The dark wood here was always trickier to navigate compared to the ones in the east, but we managed to follow Inari’s tracks to the heart of the wood to find him there. He was fearful and suspicious of our presence at first, but Amira was able to convince him to trust us.
He said he was not from around here, and had gone on a long trip from home to try to reach Suncrest in time. The spirit world has contacted him that the Setuari in Fang Moor had resurrected Rath-Amon, the Falcon Moon God, who was now commanding a flock of Stormcrows to attack the Sun Kingdom. He wanted to go there and stop it himself, but because of his lack of experience in traveling far away from home, he had become lost and ended up in Maugrim Woods instead.
Asking him about the unusual behavior of Scarlett’s raven, Inari guessed it might be because of Rath-Amon’s influence as well, and helping him defend Suncrest from the avian war could help solve the issue.
Assisting Inari would help out both Scarlet and the local Stryx there as well, so we agreed to accompany him far south. Looked like our new adventure was about to begin again.
We escorted Inari all the way to Suncrest. It was all quiet here, with no sign of any attacks. We worried the warning that he got with the spirit world might be a mistake, but he assured us that the spirits were always right, and this was just a calm before the storm.
You draw: The Sun
No matter how dark the night is, the sun will always shine in the morning. Be positive about the outcome of your future, as success and happiness will be yours soon.
We should have trusted him more, as he went through a lot to get here. In no time at all, a flock of Stormcrows and other evil birds started to swarm the sky. We rushed to notify our Stryx allies and supply them with weapons to protect their home from this chaos. Among the evil flock, there were some Vrawk Daemons, who was likely still furious about their ordeal with us and the kobolds. Behind them were the Undead Metztlis, who were up to no good again. And all the way to the back was Rath-Amon, who was commanding the entire army.
Rath-Amon declared that his objective was to break the Phoenix Stone, summon Zilopochtli, and bring back the eternal moonlit night to gain more souls, increasing his power. We were not going to let him get his way, so we must protect the stone and stop his plan.
It was a grueling fight, but we managed to push back against the falcon moon god, who accepted defeat and went back to his kingdom. We hoped the trouble was over now, but Inari was still in extreme distress, worrying there is still more disaster to come.
Just then, another gathering of evil birds started to flood the sky. We didn’t see their leader this time, as they seemed to act on their own, flying in random directions. Inari predicted that Rath-Amon might not be the cause of this new attack, but something far more sinister influencing all the birds. This must be what the spirits were trying to warn him about, he said.
Suddenly, a legion of Valravens from The Vault swooped down at Inari and carried him up in the sky. We tried to stop the birds, but there were too many of them around for us to do anything, but looked in horror as they brought him somewhere in the northeast.
In the sky, there was a huge flock of Dead Parrots looking for their bounty now as well, so air travel was not possible anymore. How were we supposed to follow Inari? Amira suggested we should visit an oracle in the nearby Divinion Fields first, so we can get some divinations from the stars about who was controlling the birds, and where they were heading with Inari.
We agreed with her plan and counted on learning something useful there. We hoped we will able to rescue Inari in time.
It was now nighttime in Divinion Fields, yet the birds didn’t show any sign of stopping their congregation. Even though it was a cloudless night, the sky was blackened with their wings, with no stars in sight. Would we still be able to get an augury from them? We headed to Auspecia’s Observatory regardless.
You draw: The Fool
You were taken on an unexpected journey, with many twists and turns to watch out for. Choose your path wisely, don’t be reckless, or you will end up at a dead end you wish you hadn’t taken.
The place was under attack by not just the birds, but a gang of goblins too. We foolishly tried to reason with them to leave, but they unsurprisingly refused, saying that their High King ordered them to catch as many birds as possible for a royal feast, so they crossed Pridelands’ strait and climbed the tower to lure the birds to them. it seems that it would require the use of force to repel them.
It was done, but unfortunately, the place now looked like a wrecked arena, with some parts of the Orrery broken and in pieces. Auspecia said it would take a while to fix it, so we had to find another way to read our fortune. She recommended visiting her associate, Chiron the Oracle, who lived nearby, as his tarot knowledge might be worthwhile.
We went to see Chiron in his tent. He said he was expecting our visit because he just did his own augury from watching the birds. When asked what was causing the avian trouble, he vaguely revealed that there was some unrest in the spirit world, and finding the source of the disturbance would be the only way to stop the chaos. When we asked him if he knew where Inari was taken, he instead told us to pick a card from his tarot spread. We were confused but reluctantly complied with his request.
You draw: The Star
Hope is not lost in the dark night, as the star will lead you the way. Accept enlightenment from the spiritual source, and let your worries wash away like flowing water.
Chiron interpreted the meaning of our chosen card, telling us that Inari’s hometown was the north star that would lead us to our solution. He instructed us to go up north near Stormheim and search for the wood that was always covered in a thick mist. Guidance was needed to go through it, but we would find someone willing to help along the way.
He wished us well on our long trip, and gave us one of his tarot decks, so we could use it to get more spiritual advice in the future. And with the plan in mind, we headed north toward the unknown new kingdom.
We arrived at the wood Chiron mentioned. It was engulfed by an unnatural mist that look more like a cloud of smoke. When we tried to go through, we were stopped by a Wargare. He introduced himself as Todd Greenwood and told us that he had been waiting for our arrival, wanting to be our guide on a journey through the wood to his kingdom, Vulpacea.
You draw: The Wheel of Fortune
A cycle of fate will keep spinning, bringing you unexpected changes. Luck is on your side, as what is lost will be found, and what is unknown will be revealed.
Todd said he was a royal soldier, with a close friendship with the princess, Harper. A major trouble was happening in Vulpacea, as the spirits had gone quiet, and no one here was able to contact them for advice and protection. Because of the old prophecy, Harper felt like it was her fault, and wanted to exile herself to solve the problem. Todd believed fate had brought us to him, so we could help him to convince the princess to stay.
We went along with his suggestion and walked to the grand wood shrine to meet Harper. She told us that when she turned sixteen a month ago, the magical mist that hide their kingdom suddenly faded away, then the spirits’ voices was starting to fade too. She always felt an evil presence approaching ever since, so she ordered the Fennec tribe to burn the herbs to create the smoke that might be able to protect the kingdom temporarily.
We had no idea that when we dispelled The Elder Dragon’s mist, it somehow also took away Vulpacea’s protection mist too. We still didn’t know how that related to the absence of the spirits and the bird problem we had, so we asked her to tell us the full prophecy, which she grudgingly provided.
When the child of the royal family came of age, the spirits would fall silent. Vulpacea would be revealed to the world once again, attracting an old enemy. To save the kingdom from chaos and destruction, the child must leave home, right the wrongs of the past, and break open the window of spirits.
Harper said her exile might prevent the disaster in the prophecy, but we convinced her to face the problem head-on. And with that, we went on a quest with her, stopped the giant attack with the Duelist’s help, learned a spell to summon a void portal from the Green Seer, and entered the spirit world through it.
In the void, we had to fight with a Deamon, Voidcaller, a Wargare who was corrupted by Lycanthropy in the past. After the defeat, we luckily found Inari being held captive and rescued him back to the living world. It was then that we learned Inari was Harper’s younger brother, a prince of Vulpacea who left the kingdom looking for answers.
After making sure Inari was alright, he explain to us that maybe the prophecy was not about his sister Harper, but about himself, so he had to be the one who left home. While being captured, he learned that Voidcaller was controlled by another powerful entity, who caused the spirits of Vulpacea to become so frightened that they fell silent to stay hidden.
To save his home, Inari had to travel the world, visiting other powerful Totemic sages who specialized in talking with animalistic spirits, to learn more about the entity that was responsible for the whole mess. But he wouldn’t be able to do it alone, so he asked us to accompany him once again, and to do so, we would need to learn to become a Spirit Talker like him. We agreed to his request.
Harper was willing to teach us the necessary knowledge to become one, but as we were not local fox folk, we would get the title of Spiritwalker instead. She prayed that the spirit of Vulpphire Hunter will keep us safe wherever we went in the world.
With everything prepared, we went on a long trip to meet the Gnolls, a distant relative of the Wargare far away in the Wild Plains.
When we left the quiet wood of Vulpacea, we were perturbed by how loud the birds had become. While planning our best route to Wild Plains, we came across a caravan of wandering merchants. They sold us a few useful resources and offered to pay us as militiamen to accompany them to the southwest continent. We accepted and traveled with the caravan.
You draw: The Magician
A spiritual power will inspire you to work through your problem, you just have to apply them with resourcefulness. Your potential is like wild magic that will enchant you with a lot of opportunities, but without good control, it can also bring you more problems as well.
It took us many days, but we finally arrived in the Tauros’ Plains, searching for the Gnoll tribe. Inari said he heard about Spirittooth, an old crazy totemic sage living here, so she might be our best chance to find out what’s causing the current issue.
We met with Spirittooth at her altar under a natural arch. She was excited to see us, but got spitefully angry toward Inari, because of what the spirits told her about the wrongdoings of Vulpacea’s wargare. To convince her to help us and set aside her burning hatred, she asked us to defeat nearby monsters and daemons and bring their teeth and tusks as ingredients for her ritual.
Our errand lead us to have another clashing war with the goblin gangs, but we were able to solve the conflict quickly, even taking a few Genie’s Lamps from them to add to our vault collection. With all ingredients ready, we brought them to Spirittooth and asked her to call in the spirits to ask for their vision. In a short time, she acted as a medium and let the animalistic spirits communicate to us through her body.
You were the one who caused the raven’s death. You were the one who abandoned your kinfolks to suffer. Now the raven will return to get their reckoning. Fear the raven. Raven. RAVEN!!
We were horrified by her screaming, so we left her alone to not cause any more anger. We questioned Inari about what she meant, and he told he was not familiar with the death of the raven, but knew all too well about his ancestor’s abandonment of their own kind. It was always a source of shame for him since he learned about it.
To describe more of his history, he explained further that in the distant past, his fox folks, Maugrim Woods’ wargares, and the gnolls used to stay in one big community. When the aggressive gnolls caused too much conflict, his ancestors convinced the wargare to kick them out of the tribe and exiled them to the remote plains.
Not long after, when the daemon attacked the wargares, his ancestors tried to help as much as they could, but when things went bad, causing their tribe leader to be infected with Lycanthropy, they had to banish him to the void of the spirit world, turning him to be the Voidcaller. To prevent any more incidents, they took one of the guardian entities, Fenix, and moved away from Maugrim Woods to settle where Vulpacea was now. The wargares were left in a vulnerable state with only the Forest Guardian to protect themselves from more daemon attacks.
With Fenix’s blessing, Vulpacea was protected by a mist that hide them from any future dangers that will seek to destroy their home. The Fox God could also summon the spirit of Vulpphire Hunters to guide them in their new home, but Inari was not sure if the spirits were on his side anymore.
Knowing more about his history, we understood now why the Gnoll Sage was not happy to see him. Wanting to learn more about the raven she mentioned, Inari suggest we climbed Maraji’s Spine to reach Shentang and talked with the well-known Vermillion Bird there. We agreed that it would be best to ask about raven and other bird issues with the sage of their own kind.