Punxsutawney

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Punxsutawney, usually Punx, was the crew’s early navigator and its most committed critic of Ryuto’s tea. A Varangian sailor with family in the anti-piracy fight, Punx eventually left the party to pursue new roads—but not before creating a market for lemon truffles.
| Crew role | Sailor, wind-worker, trader |
| Self-appointed rank | Admiral of a non-existent navy |
| Family | Phil Pentatonix and other seafaring brothers |
| Legacy | The lemon-truffle trade and Oona’s navigation bonus |
In the chronicle
Section titled “In the chronicle”- Day 28 — Light treasonDisavowed by Moa Tor, the crew becomes Albian privateers and accepts Prince Pako’s mission to recover a sacred relic.
- Day 23 — Trade negotiationsWeapons negotiations with the Ranti expose missing captives and lead the crew into a harpy-haunted swamp.
- Day 18 — BBQA blood-boar victory feast brings grief, trade, Punx’s departure, and urgent news from Oro.
- Day 17 — GaslightedThe three villages undertake the Culling, with the crew serving as bait in a record-setting blood-boar hunt.
- Day 16 — Not a haikuTrade, politics, and the consequences of imperial entanglement give way to the villages’ sacred Culling.
- Day 15 — Diplomatic incidentThe investigation into Saint Sebastian’s death collides with local politics as the boggarts bring catastrophic news.
Show 11 earlier chapters
- Day 14 — Who dunnit?A voyage with the Contessa and Saint Sebastian becomes a murder mystery with dangerous religious implications.
- Day 13 — Amuse boucheThe Migrant Fleet arrives with tales of slavery and the crew receives new diplomatic and rescue missions.
- Day 12 — Day at the zooAlbion’s opera-house envoy introduces the crew to Living Saint Sebastian and his hunt for Don Gregorio.
- Day 11 — Master & CommanderPirates, a storm-damaged ship, and a tense return to Kapikala expand the crew’s view of the foreign powers.
- Day 10 — BoomerangAfter returning Bloombark’s children, the crew departs into a storm that leaves their ship lost and damaged.
- Day 9 — MihfThe infiltration of Utu ends in battle, sacrifice, and the liberation of the kidnapped children.
- Day 6 — Blood AguDon Gregorio identifies Blood Agu while Ranghi guides the crew toward a cure and the kidnapped Oro.
- Day 5 — Tea dispute settledA royal breakfast, a necromancer’s tower, and an archaeological mystery end with Oro’s abduction.
- Day 4 — The Doom of the BunyipsAfter surviving the bunyips, the expedition reaches Bloombark and meets Queen Killipella and Don Gregorio.
- Day 3 — Voyage to the Elephant IslesCompeting foreign interests converge as the party sails to the Elephant Isles and narrowly survives its first landing.
- Day 2 — The secret in the cavesThe investigation follows Molty’s trail through boggart caves and uncovers the strategic secret of Elephant Isles timber.