# [[Glowfield Party]]
The Glowfield Party is a party of adventurers member of the [[Scavenger's League of Fortuna]]. It is formed entirely of [[Yurumibá]] and they departed from [[Glowfield]] heading north, pathing through the mountains towards [[Diamantine]].
# Members
The party started with 5 members:
* [[Kayara Beetlebreeder]].
## Campaign Appearances
* [[Session 38 - Guildhouse Gala]]: [[Floriana Nightingale]] receives a message from [[Kayara Beetlebreeder]]. The party has been [[Trapped by Giants|trapped by giants]] and needs help.
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1. **The Pathfinder (Ranger, Hunter or Beast Master):** The group's navigator and chief forager. With their **Long Snout**, they can literally sniff out water, danger, and the most protein-rich insect colonies from miles away. They use their **Long Limbs** to climb trees for a better vantage point. Their animal companion might be a giant anteater or a specially trained armadillo that helps with digging. They are responsible for leading the caravan to safe and bountiful locations.
2. **The Storyteller (Bard, College of Lore or Glamour):** This Yurumibá is a "bard" in the traditional sense—a keeper of history and community lore. They don't play a lute; they communicate through deep, rhythmic knuckle-tapping on the ground, complex tongue-clicking melodies, and captivating dances learned at the Glowfield mating grounds. They use their skills to inspire their kin (**Bardic Inspiration**), calm wild beasts, and diplomatically communicate with other cultures, often finding common ground through stories of community and solidarity.
3. [[Kayara Beetlebreeder]], **The Mound-Builder (Druid, Circle of the Land or Shepherd):** The spiritual and practical heart of the group. They understand the earth, how to shape it, and how to commune with the insects and small creatures within it. They use their **Burrow** speed to quickly create defensive ditches, shelter, or to collapse tunnels on enemies. Their magic focuses on terrain manipulation (Entangle, Earth Tremor), healing, and summoning swarms of insects or spirits of the land to aid the party.
4. **The Peaceful Ward (Monk, Way of the Open Hand or Mercy):** The group's protector. They abhor violence but are incredibly adept at using their **Long Limbs** and **Sharp Claws** for precise, non-lethal takedowns. They are a whirlwind of defensive movement, using their reach to push enemies back, disarm them, or paralyze them with targeted strikes without causing permanent harm. They believe the best fight is the one that ends with everyone walking away.
5. **The Curious Tinkerer (Artificer, Artillerist or Battle Smith):** A highly unusual Yurumibá fascinated by "settler" tools and magic. They don't understand _ownership_, but they deeply understand _function_. They might have "borrowed" a bag of tools from a friendly (or not-so-friendly) gnome and now uses them to create ingenious devices. Their "Eldritch Cannon" might be a modified crossbow mounted on a harness they operate with their tongue. Their Steel Defender is a mechanical creature built from scrap metal and powered by a captured, friendly earth elemental spirit. They are the party's answer to problems that can't be solved by digging or talking.
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