This is... god, I don't even know how many years overdue. Fact of the matter is: I've owed this epilogue to my players for far too long, and only recently have I felt the inspiration to finish it. Maybe it's because of Matthew Mercer and his inspired crew over at Critical Role. Maybe it's my need to express myself creatively as I struggle against my depression and sense of self worth. Most likely, it's a combination of the two.
I've started and stopped this particular piece several times, never quite knowing how to end it. That's the question, isn't it? How does one really end a campaign? For me, I knew this campaign would finish in such a way that it crafted a new beginning. The chronicles of my first fully home-brew party can (and have) set the stage for the rest of the world I'm building. While there are two timelines, the "real" one, the one which I intend to full share sometime in the future, is due to actions of these heroes. Even their more silly ones. :)
Without further ado - here it is. The end of all things for my crew. It probably won't make the most sense without context from the game itself... but I hope you find it an enjoyable read regardless.