2016-12-29
5th Month (the Beast) 29th through 6th Month (Dark Sky) 25th
After arriving in the small town of Kavis, the PCs immediately began to research what could be done about Ryoma's possession. This possession only intensified, changing who Ryoma was (modifying his alignment), so it was even more important to get this cured. While at Kavis, a strong religious community, they learned of the talents of the dominant temple (Desna) and were able to secure magic which destroyed the invading spirit (Dispel Evil).
After this event, the PCs were contacted by Grey Watch, and invited to an employment opportunity at High Point Redoubt. The PCs had enough time to train (to level 4), and scout out the House of Orange before the invitation time.
They headed north, to the House of Orange and discovered that the house was no more. Those who owned the house had moved on after the disappearance of Aghlamore, who was the head of the household and the person who kept everything in order. Without his leadership, the house fell into disarray, and eventually the locals who thrived off of the house moved on.
Instead, it appears as though a bandit had moved into the vacated house. When he saw the PCs arrive, he sent out his wolves to drive them aay, only to find that the PCs were equal to the task. He threatened them and commanded them to leave or he would send more. The PCs ignored this outburst and moved onto the main house.
After going through the front door, they quickly found that this bandit, named Hallum Starknife, was a proficient trap-setter. Both warriors, Ryoma and Mordin, suffered damage from a scythe attack as they came in the front entrance. Immediately, they were attacked by Hallum's dire wolf and an invisible Hallum. The encounter was challenging until Hallum was the only one left and was cornered. The PCs were finally able to drop him as well, and the house was theirs.
The went through the house looking for valuables. After finding some items of value, Panahn found more traps upstairs in the master bedroom, the hard way. He triggered a summon monster trap upon entering the room, which summoned a bearded devil. However, he also triggered a noose trap and became grappled, leaving him vulnerable. Only Cain was close by to help. The other party members rushed to Panahn's aid once they heard the commotion. Melir was one of them, who had set off a box trap in the kitchen at the same time.
While fighting the bearded devil, Cain cut loose Panahn to free him from the trap, but the devil was able to connect with a few strikes, heavily wounding the rogue. Melir, Ryoma, and Mordin arrived to help, but the devil was still able to cause damage on numerous PCs before being cut down. During the fight, Panahn contracted devil chills and had strength damage.
The PCs cleared out the rest of the house and returned to Kavis in order to cure the disease that the rogue had contracted. From here, the PCs plan on going south, to check on the Hilden farm which had withered away and then to visit High Point Redoubt.
Saturday, December 31, 2016
Thursday, December 8, 2016
Faction Notes - Hall of Winter
The Hall of Winter is a mercenary organization in Scandiaca. It's members are known throughout the realm as the “peacekeepers”. They get this title because of their primary role: to protect those who need it. Hall of Winter agents typically are seen in population centers where local military or police forces are inadequate to protect the citizens. Typically, these population centers are smaller and incapable of maintaining enough of a force, or are so remote, they have difficulty employing enough men to keep the settlement safe, or in towns where corruption or crime is so rampant that they feel the need to enforce laws which are being ignored.
The Hall of Winter was founded with the idea that all citizens need protection from many dangers. The faction was created by Algorond Winter shortly after the end of the Feral Age when society was fragile and mankind had little control over the farthest reaches of the wilderness. As lands were reclaimed, the newly founded Hall of Winter took it upon itself to protect those citizens when they were vulnerable.
Symbol: A stone fortress with a flag on a green field.
Objectives: To keep the people safe from threats both external and internal. Serve as honorable guards for those who cannot do so themselves. Maintain order and uphold the law of the land.
Region / Reach: The Hall of Winter has agents all over the realm, though they are almost entirely found only within settlements. Although members do occupy larger cities and towns, their real influence and focus is on the numerous smaller settlements farthest from society. They are also present in locations which have loosely enforced laws to hold in check corruption within other towns. The Hall of Winter is large enough to have a presence in all nine city-states in Scandiaca. Their central base of operations is located in Three Rivers.
Leadership: Centralized and strong. There are several ranks within this faction which are clearly defined and a hierarchy of officials maintain an orderly organization.
Guild Master: Lord Marshall Samrang Farseeker (Male, human, Paladin)
The Hall of Winter was founded with the idea that all citizens need protection from many dangers. The faction was created by Algorond Winter shortly after the end of the Feral Age when society was fragile and mankind had little control over the farthest reaches of the wilderness. As lands were reclaimed, the newly founded Hall of Winter took it upon itself to protect those citizens when they were vulnerable.
Symbol: A stone fortress with a flag on a green field.
Objectives: To keep the people safe from threats both external and internal. Serve as honorable guards for those who cannot do so themselves. Maintain order and uphold the law of the land.
Region / Reach: The Hall of Winter has agents all over the realm, though they are almost entirely found only within settlements. Although members do occupy larger cities and towns, their real influence and focus is on the numerous smaller settlements farthest from society. They are also present in locations which have loosely enforced laws to hold in check corruption within other towns. The Hall of Winter is large enough to have a presence in all nine city-states in Scandiaca. Their central base of operations is located in Three Rivers.
Leadership: Centralized and strong. There are several ranks within this faction which are clearly defined and a hierarchy of officials maintain an orderly organization.
Guild Master: Lord Marshall Samrang Farseeker (Male, human, Paladin)
Sunday, November 20, 2016
The House of Bloom
The House of Bloom was, at one time, a large botanical garden in the northern, forested section of Aedok. It was maintained by a family of five; the father (Woden) his three daughters (Indrii, Malbarin, and Estrianna), and his son (Jino).
There was a large gallery house and green house where plants and vines from exotic and mundane. It was an attraction which impressed numerous residents and attracted travelers from all over. The House of Bloom would grow and sell exotic plants from the nursery outside the building as well.
There was also a detached building which served as the living space for the family so that they could always be close by for the house and the garden.
Unfortunately, the family is believed to have suffered from a great tragedy. The father, for unknown reasons, slowly descended into madness and then violence. The rumors stated that he went mad and attacked his children. He killed his son and then went after his daughters. They were able to escape the house and flee into the woods without being caught. However, it is rumored that they were hunted down in the forest surrounding Aedok and killed by the now insane father.
The bodies of the daughters were never found, and the father was never seen again. The local residents have heard noises coming from the house over the years, though no one has ever been seen there. They believe that the house is now haunted by the family. Because of this belief, the house has been left on its own; it now slowly becomes overgrown by the plants and forest which it used to showcase.
There was a large gallery house and green house where plants and vines from exotic and mundane. It was an attraction which impressed numerous residents and attracted travelers from all over. The House of Bloom would grow and sell exotic plants from the nursery outside the building as well.
There was also a detached building which served as the living space for the family so that they could always be close by for the house and the garden.
Unfortunately, the family is believed to have suffered from a great tragedy. The father, for unknown reasons, slowly descended into madness and then violence. The rumors stated that he went mad and attacked his children. He killed his son and then went after his daughters. They were able to escape the house and flee into the woods without being caught. However, it is rumored that they were hunted down in the forest surrounding Aedok and killed by the now insane father.
The bodies of the daughters were never found, and the father was never seen again. The local residents have heard noises coming from the house over the years, though no one has ever been seen there. They believe that the house is now haunted by the family. Because of this belief, the house has been left on its own; it now slowly becomes overgrown by the plants and forest which it used to showcase.
Saturday, November 19, 2016
Adventure 08 - The Road to a Cure
2016-11-17
5th Month (the Beast), days 20 through 29
The PCs arrived in Aeodok after their adventure through Summit Cavern intent on acquiring the House of Bloom as a potential home base. After haggling a deal with the local land owners, they decided to take care of the hauntings still present in the house until a later date; they had more pressing needs. Namely, Aghlamore the Orange was in partial possession of the samurai's mind.
The PCs headed east towards the town of Kavis, about 9 days travel away. Along the way, the Pcs did find two large stag beetles which proved to be hostile. After getting trampled a couple of times, the PCs were able to defeat the vermin and come out alive.
They continued on, only to find a small party of Dark Horse mercenaries seemingly looting some bodies at a campsite. The leader of the group, Thrennis, greeted the party and explained that they were contracted by the local constabulary to investigate the disappearance of a squad from the Shade Army. The mercenaries found the bodies and were investigating the scene when the PCs arrived. After some discussion, the mercenaries were left to their task, and the PCs moved on.
The PCs ran across some twigjacks several days later. After they were surprised, the twigjacks caused quite a bit of damage to the party with their splinterspray attack. However, the PCs prevailed and lived to talk about the encounter another day.
Near the end of the journey, the PCs happened across a family heading west to Aedok. The Hilden family were farmers whose farm (about 1 day south of Kavis) suddenly withered away, as if some magic had wiped all of their crops clean and sterilized the ground. Bad fortune followed the, as their wagon wheel broke and a horse ran away.
The PCs were able to mend the wheel and they volunteered to search for the horse. They could hear the sounds of a horse in the distance, and moved to investigate. There they happend across a human female, who lashed out at them. Aided by some magic, she caused significant damage to the PCs' health as well as their strength. Fortunately, the PCs were able to take her down, and when she was killed, her true form 0 that of a green hag - was revealed.
Reputation Modifiers
5th Month (the Beast), days 20 through 29
The PCs arrived in Aeodok after their adventure through Summit Cavern intent on acquiring the House of Bloom as a potential home base. After haggling a deal with the local land owners, they decided to take care of the hauntings still present in the house until a later date; they had more pressing needs. Namely, Aghlamore the Orange was in partial possession of the samurai's mind.
The PCs headed east towards the town of Kavis, about 9 days travel away. Along the way, the Pcs did find two large stag beetles which proved to be hostile. After getting trampled a couple of times, the PCs were able to defeat the vermin and come out alive.
They continued on, only to find a small party of Dark Horse mercenaries seemingly looting some bodies at a campsite. The leader of the group, Thrennis, greeted the party and explained that they were contracted by the local constabulary to investigate the disappearance of a squad from the Shade Army. The mercenaries found the bodies and were investigating the scene when the PCs arrived. After some discussion, the mercenaries were left to their task, and the PCs moved on.
The PCs ran across some twigjacks several days later. After they were surprised, the twigjacks caused quite a bit of damage to the party with their splinterspray attack. However, the PCs prevailed and lived to talk about the encounter another day.
Near the end of the journey, the PCs happened across a family heading west to Aedok. The Hilden family were farmers whose farm (about 1 day south of Kavis) suddenly withered away, as if some magic had wiped all of their crops clean and sterilized the ground. Bad fortune followed the, as their wagon wheel broke and a horse ran away.
The PCs were able to mend the wheel and they volunteered to search for the horse. They could hear the sounds of a horse in the distance, and moved to investigate. There they happend across a human female, who lashed out at them. Aided by some magic, she caused significant damage to the PCs' health as well as their strength. Fortunately, the PCs were able to take her down, and when she was killed, her true form 0 that of a green hag - was revealed.
Reputation Modifiers
- +1 Reputation with the League of Merchants for assisting the Hilden family on their way to Aedok.
Contacts
- Thrennis Rancaller - Dark Horse Lieutenant
- Ceno Hilden - Farmer from Kavis, but also has ties to the League of Merchants
- The Shade Army have been targeted in the area by an unknown group.
Friday, November 11, 2016
Adventure 07 - Summit Cavern
2016-11-10
5th month (The Beast), days 12 through 19
The group went to explore Summit Cavern, a cave just three days east of the city-state of Aedok. Summit Cavern is a natural cave which existed for a long time before being sealed off by landslides. In recent years, erosion has opened the cave yet again.
The PCs arrived and started to search through the caves. About 20 minutes into their expedition, they found a large opening and were set upon by a group of Dark Creepers. After a short fight, they gathered up their loot and continued on.
In the southern cavern, they found a patch of Thallus Brume, an underground moss which emits a small purple mist. This patch of Thallus Brume was large enough that the resulting mist was toxic to breathe. The PCs decided to hold their breath as they entered the cavern. While passing through, they encountered a Myceloid, who was unaffected by the mist. The Myceloid fought with the PCs and infected two of them with Purple Pox, a disease which reduces the PC's Wisdom and Constitution. Melir was able to remove the effects on Cain, but Ryoma had to suffer the effects for the rest of the adventure.
After moving through the southern cavern, they reached the western cavern. Halfway through it, Pannan noticed a patch of Fulgurate Mushrooms. They attempted to sneak passed it while Mordin attempted to burn them out using his torch. Unfortunately, this triggered the electrical blast which hit himself and Cain (Pannan was able to avoid the damage). This also alerted the Cave Troll which was in the area. After a few rounds of combat, the troll was brought down and Cain finished him off by burning his body.
Once the PCs reached the northern cavern, they discovered the alchemist lab. After springing the trap which protected it, Pannan and Cain searched the lab while the warriors continued through the cave. Two snake swarms attacked them. The snakes did their damaged, and even poisoned each of the fighter's at one point during the combat, but eventually, the snakes were dispersed.
The alchemy table had a riddle which implied that a mixture left there could grant visions of the future. The PCs successfully determined which ingredients were needed to create the mixture. The visions they saw are listed as follows:
1 - Mordin saw a vision of a black forest with a ghostly shape sweeping back and forth among the trees. The shape splits apart until three distinct ghostly images of women were seen. The ghostly mists look directly at Mordin and fly toward him. Before they reach him, each of the ghosts disappear, crying in pain.
2 - Cain saw a vision of a large flat land and an empty sky. He saw to men walking and talking together. As they approached, they became argumentative, then violent toward one another. They attacked each other. From the surrounding ground, more men rose up and fought alongside each of the men. The vision ended as an immense battle unfolded.
3 - Melir saw a vision of the flat void. From the ground below, trees begam to rise up and take form. Eventually, an immense forest stood before him. After a large gust of wind sweeps through, some of the trees seemed to take on bestial forms. They uprooted and began to walk the ground freely. The vision ended when the zombie-like trees see Melir and charge toward him.
In the last part of the cavern, there was a small campsite with a red and white striped fish in a glass bowl. Ryoma picked up the bowl which triggered a conversation with the fish. He began to speak of who he was and where he came from when the spirit within the fish possessed the mind of Ryoma. The spirit's name is Aghlamore the Orange, and he claims to be the lord of the House of Orange. He telepathically can communicate with Ryoma, and tells him that he wishes to be brought back to his home (which he says is near Lake Draskin) where he can remove himself from Ryoma's mind.
Unfortunately for Ryoma, he now has two minds in his head. The PCs are now returning to Aedok to make arrangements for the House of Bloom (which they are taking control), and then they plan to seek out the House of Orange to remove the possession in their samurai's head.
5th month (The Beast), days 12 through 19
The group went to explore Summit Cavern, a cave just three days east of the city-state of Aedok. Summit Cavern is a natural cave which existed for a long time before being sealed off by landslides. In recent years, erosion has opened the cave yet again.
The PCs arrived and started to search through the caves. About 20 minutes into their expedition, they found a large opening and were set upon by a group of Dark Creepers. After a short fight, they gathered up their loot and continued on.
In the southern cavern, they found a patch of Thallus Brume, an underground moss which emits a small purple mist. This patch of Thallus Brume was large enough that the resulting mist was toxic to breathe. The PCs decided to hold their breath as they entered the cavern. While passing through, they encountered a Myceloid, who was unaffected by the mist. The Myceloid fought with the PCs and infected two of them with Purple Pox, a disease which reduces the PC's Wisdom and Constitution. Melir was able to remove the effects on Cain, but Ryoma had to suffer the effects for the rest of the adventure.
After moving through the southern cavern, they reached the western cavern. Halfway through it, Pannan noticed a patch of Fulgurate Mushrooms. They attempted to sneak passed it while Mordin attempted to burn them out using his torch. Unfortunately, this triggered the electrical blast which hit himself and Cain (Pannan was able to avoid the damage). This also alerted the Cave Troll which was in the area. After a few rounds of combat, the troll was brought down and Cain finished him off by burning his body.
Once the PCs reached the northern cavern, they discovered the alchemist lab. After springing the trap which protected it, Pannan and Cain searched the lab while the warriors continued through the cave. Two snake swarms attacked them. The snakes did their damaged, and even poisoned each of the fighter's at one point during the combat, but eventually, the snakes were dispersed.
The alchemy table had a riddle which implied that a mixture left there could grant visions of the future. The PCs successfully determined which ingredients were needed to create the mixture. The visions they saw are listed as follows:
1 - Mordin saw a vision of a black forest with a ghostly shape sweeping back and forth among the trees. The shape splits apart until three distinct ghostly images of women were seen. The ghostly mists look directly at Mordin and fly toward him. Before they reach him, each of the ghosts disappear, crying in pain.
2 - Cain saw a vision of a large flat land and an empty sky. He saw to men walking and talking together. As they approached, they became argumentative, then violent toward one another. They attacked each other. From the surrounding ground, more men rose up and fought alongside each of the men. The vision ended as an immense battle unfolded.
3 - Melir saw a vision of the flat void. From the ground below, trees begam to rise up and take form. Eventually, an immense forest stood before him. After a large gust of wind sweeps through, some of the trees seemed to take on bestial forms. They uprooted and began to walk the ground freely. The vision ended when the zombie-like trees see Melir and charge toward him.
In the last part of the cavern, there was a small campsite with a red and white striped fish in a glass bowl. Ryoma picked up the bowl which triggered a conversation with the fish. He began to speak of who he was and where he came from when the spirit within the fish possessed the mind of Ryoma. The spirit's name is Aghlamore the Orange, and he claims to be the lord of the House of Orange. He telepathically can communicate with Ryoma, and tells him that he wishes to be brought back to his home (which he says is near Lake Draskin) where he can remove himself from Ryoma's mind.
Unfortunately for Ryoma, he now has two minds in his head. The PCs are now returning to Aedok to make arrangements for the House of Bloom (which they are taking control), and then they plan to seek out the House of Orange to remove the possession in their samurai's head.
Tuesday, November 1, 2016
The Origin of Magic
In an age long ago, the Ancient from the former world, Saelabylaer, returned to Scandiaca in human form. Her intent was to live one full life as a mortal; from her own birth, through her mortal death. She experienced the world through mortal eyes, and gained a more full understanding of the ways of mankind.
During this life time, she married, and gave birth to three boys. Her children grew up to be strong-willed men. It was at this time that Saelabylaer decided to grant the gift of magic to her sons. To the oldest, Cadyn, she granted the power to pull magical energy from the world around him. All of the world possessed magical potential, and Cadyn was gifted with the ability to create magic from these components in the form of sorcery (arcane magic). To the middle child, Renzu, she granted the ability to tap into spiritual energy from the aether. The forces of nature and all other living things provided all of the power needed to drive this theurgy (divine magic). To the youngest, Anvir, she granted the ability to pull magic from within. Anvir was able to create his own magical energy from his own mind and body (psionics).
With her sons now in possession of a power no one else controlled, she sent them out to teach others of this power. Cadyn was the most charismatic of the three boys, and he wandered from town to town teaching those who would listen. As he traveled on, word of his powers attracted more that became his following. He was able to spread the power of arcane magic to many others. His teachings were effective, and those who learned from him went on to mentor others in the arcane arts.
Renzu was the wisest of the boys, and he formed shrines and temples so that those who wished to learn divine magic could seek him out. As word spread of his abilities, people flocked to his temples and learned his craft. In time, many others heeded his calling and divine magic spread to many others. He was able to spread the knowledge of his power to others, and they went on to provide the teachings to others.
Anvir was the most intelligent of the three boys. He sought out the most intelligent of the populace, hoping to spread word of his power and abilities to others which he deemed intellectual equals. However, Anvir was very particular of whom he taught. He believed that only the brightest of all mankind should wield such power. Though others learned from his meditations, the magic of psionics spread slowly compared to the other forms of magic.
Anvir feared that too much arcane and divine magic would unbalance the world. This trepidation was further fueled by jealousy because his following was so much smaller than the other two brothers. He felt as though Cadyn and Renzu were providing their gifts to too many, and that magic was something only the worthy should possess. He set it upon himself to use his psionics and his followers to reduce the influence of other magic in the world.
After killing numerous followers of sorcery and theurgy, Anvir set his eyes towards his brothers themselves. Using his skills and his cunning, he killed Cadyn, and then Renzu. Furious, Saelabylaer sought out her last remaining son and confronted him. Before facing him, she removed her gift and left him powerless. She destroyed him, and then destroyed all of those who followed him. In the end, psionics had been removed from the world of Scandiaca.
She vowed never to reveal its power to anyone else, and she returned to Heathandrus, leaving Scandiaca alone again, forever. Though the knowledge of psionics had gone, in time, other mortals eventually figured out the secret of its power themselves. Once again, psionics was present in Storm World.
During this life time, she married, and gave birth to three boys. Her children grew up to be strong-willed men. It was at this time that Saelabylaer decided to grant the gift of magic to her sons. To the oldest, Cadyn, she granted the power to pull magical energy from the world around him. All of the world possessed magical potential, and Cadyn was gifted with the ability to create magic from these components in the form of sorcery (arcane magic). To the middle child, Renzu, she granted the ability to tap into spiritual energy from the aether. The forces of nature and all other living things provided all of the power needed to drive this theurgy (divine magic). To the youngest, Anvir, she granted the ability to pull magic from within. Anvir was able to create his own magical energy from his own mind and body (psionics).
With her sons now in possession of a power no one else controlled, she sent them out to teach others of this power. Cadyn was the most charismatic of the three boys, and he wandered from town to town teaching those who would listen. As he traveled on, word of his powers attracted more that became his following. He was able to spread the power of arcane magic to many others. His teachings were effective, and those who learned from him went on to mentor others in the arcane arts.
Renzu was the wisest of the boys, and he formed shrines and temples so that those who wished to learn divine magic could seek him out. As word spread of his abilities, people flocked to his temples and learned his craft. In time, many others heeded his calling and divine magic spread to many others. He was able to spread the knowledge of his power to others, and they went on to provide the teachings to others.
Anvir was the most intelligent of the three boys. He sought out the most intelligent of the populace, hoping to spread word of his power and abilities to others which he deemed intellectual equals. However, Anvir was very particular of whom he taught. He believed that only the brightest of all mankind should wield such power. Though others learned from his meditations, the magic of psionics spread slowly compared to the other forms of magic.
Anvir feared that too much arcane and divine magic would unbalance the world. This trepidation was further fueled by jealousy because his following was so much smaller than the other two brothers. He felt as though Cadyn and Renzu were providing their gifts to too many, and that magic was something only the worthy should possess. He set it upon himself to use his psionics and his followers to reduce the influence of other magic in the world.
After killing numerous followers of sorcery and theurgy, Anvir set his eyes towards his brothers themselves. Using his skills and his cunning, he killed Cadyn, and then Renzu. Furious, Saelabylaer sought out her last remaining son and confronted him. Before facing him, she removed her gift and left him powerless. She destroyed him, and then destroyed all of those who followed him. In the end, psionics had been removed from the world of Scandiaca.
She vowed never to reveal its power to anyone else, and she returned to Heathandrus, leaving Scandiaca alone again, forever. Though the knowledge of psionics had gone, in time, other mortals eventually figured out the secret of its power themselves. Once again, psionics was present in Storm World.
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Tuesday, September 27, 2016
Adventure 06 - The House of Bloom
2016-09-22
4th Month (Oceans), Day 30 through 5th month (The Beast), Day 12
Finishing out the caravan trip from Nix to Aedok, the PCs help the caravan guards fend off some Hell Hounds. Though they posed a threat, the PCs were able to defeat them and then bring the caravan the rest of the way to the City-State of Aedok.
The PCs needed time to rest, recover, and train (they reached level 3), and in those several weeks, they surveyed the city-state. One of the rumors they heard was of a supposedly haunted former botanical garden house named the House of Bloom (though now the haunting has lended to its nickname, the House of Gloom).
When they arrived, they soon realized that the house was overrun by the wilderness. The gardens which were at one point beautiful and awe-inspiring, had grown wild and enveloped the house. The PCs took it upon themselves to search the grounds.
They split up: the rogue and archaeologist went to the smaller building, which turned out to be the living quarters of the former owners. The samurai, warrior, and spellcaster went into the gallery house, where the gardens were showcased. In the gallery, the PCs ran across several oddities. One wall was covered with bloody hand prints, which appeared and disappeared based on the proximity of the viewer. Another room had a poisonous plant which ejected cold spores at the samurai. The spellcaster was able to destroy it with a fiery attack. The hand prints were never removed.
However, in the living quarters, they found a room which was below freezing and another room filled with rot grubs. After a harrowing fight, the two were able to survive long enough for the others to meet up with them and defeat the rot grubs.
After that, all of them returned to the gallery house in order to search the upstairs. Once there, they encountered a ghost-like child who attacked them. While attacking, he continued to reference his missing sisters and some atrocity which happened to his father. The PCs defeated the ghost and were able to recover a journal from the house.
4th Month (Oceans), Day 30 through 5th month (The Beast), Day 12
Finishing out the caravan trip from Nix to Aedok, the PCs help the caravan guards fend off some Hell Hounds. Though they posed a threat, the PCs were able to defeat them and then bring the caravan the rest of the way to the City-State of Aedok.
The PCs needed time to rest, recover, and train (they reached level 3), and in those several weeks, they surveyed the city-state. One of the rumors they heard was of a supposedly haunted former botanical garden house named the House of Bloom (though now the haunting has lended to its nickname, the House of Gloom).
When they arrived, they soon realized that the house was overrun by the wilderness. The gardens which were at one point beautiful and awe-inspiring, had grown wild and enveloped the house. The PCs took it upon themselves to search the grounds.
They split up: the rogue and archaeologist went to the smaller building, which turned out to be the living quarters of the former owners. The samurai, warrior, and spellcaster went into the gallery house, where the gardens were showcased. In the gallery, the PCs ran across several oddities. One wall was covered with bloody hand prints, which appeared and disappeared based on the proximity of the viewer. Another room had a poisonous plant which ejected cold spores at the samurai. The spellcaster was able to destroy it with a fiery attack. The hand prints were never removed.
However, in the living quarters, they found a room which was below freezing and another room filled with rot grubs. After a harrowing fight, the two were able to survive long enough for the others to meet up with them and defeat the rot grubs.
After that, all of them returned to the gallery house in order to search the upstairs. Once there, they encountered a ghost-like child who attacked them. While attacking, he continued to reference his missing sisters and some atrocity which happened to his father. The PCs defeated the ghost and were able to recover a journal from the house.
Friday, September 9, 2016
Adventure 05 - The Road to Aedok
2016-09-07
4th Month (Oceans), Days 15 through 20
After emerging from the sewers beneath Nix, the PCs return to the Painted House to rest and recover. The following morning, Kaveed and the others from Hall of Winter arrive to discuss what happened in the sewers. The PCs successfully avoided revealing the identity of the Cult of the Arcane initiate, Ewyn, and did so without arousing suspicion.
They also met with Lock, the member of the Iron Dragons who proposed a joint venture to attack the caravan from Trakias Wolf in retribution for not disclosing their role in a delivery the previous week. The PCs declined to assist, the informed the merchant guild that an attack was probable.
The next day, the PCs headed north toward Aedok with numerous carts supplied by the Trakias Wolf Trade Emporium. On the third night, the caravan leader, Penfort, was abducted by the Iron Dragons. The PCs were enlisted to assist with the search for him. Eventually, the PCs tracked them to a hideout in the woods.
The hideout included a large, hollowed-out tree, and a bridge connecting the tree to the cliff face above a pond (30 feet above the ground). Soon after scouting the area, the PCs tripped an alarm and a battle ensued.
Lock, a formidable alchemist, fought with three other Iron Dragons members. Cain and Pannan used ranged attacks at the alchemist and the Iron Dragons lieutenant who were on the bridge above while Ryoma, Mordin, and Melir came up through the tree tunnel fighting recruits along the way. The recruits were relatively easy to bypass, but Lock and his lieutenant proved to be difficult.
Ryoma, Mordin, and Pannan (who came up to assist in melee) fought along the bridge while Cain continued to use ranged attacks and Melir used his magic to control the actions of his foes. Eventually, only Lock remained and the PCs were able to bring him down before he cut the bridge beneath them.
The PCs found Penfort who was submerged in the pond and they returned him in good health.
Reputation Modifiers
4th Month (Oceans), Days 15 through 20
After emerging from the sewers beneath Nix, the PCs return to the Painted House to rest and recover. The following morning, Kaveed and the others from Hall of Winter arrive to discuss what happened in the sewers. The PCs successfully avoided revealing the identity of the Cult of the Arcane initiate, Ewyn, and did so without arousing suspicion.
They also met with Lock, the member of the Iron Dragons who proposed a joint venture to attack the caravan from Trakias Wolf in retribution for not disclosing their role in a delivery the previous week. The PCs declined to assist, the informed the merchant guild that an attack was probable.
The next day, the PCs headed north toward Aedok with numerous carts supplied by the Trakias Wolf Trade Emporium. On the third night, the caravan leader, Penfort, was abducted by the Iron Dragons. The PCs were enlisted to assist with the search for him. Eventually, the PCs tracked them to a hideout in the woods.
The hideout included a large, hollowed-out tree, and a bridge connecting the tree to the cliff face above a pond (30 feet above the ground). Soon after scouting the area, the PCs tripped an alarm and a battle ensued.
Lock, a formidable alchemist, fought with three other Iron Dragons members. Cain and Pannan used ranged attacks at the alchemist and the Iron Dragons lieutenant who were on the bridge above while Ryoma, Mordin, and Melir came up through the tree tunnel fighting recruits along the way. The recruits were relatively easy to bypass, but Lock and his lieutenant proved to be difficult.
Ryoma, Mordin, and Pannan (who came up to assist in melee) fought along the bridge while Cain continued to use ranged attacks and Melir used his magic to control the actions of his foes. Eventually, only Lock remained and the PCs were able to bring him down before he cut the bridge beneath them.
The PCs found Penfort who was submerged in the pond and they returned him in good health.
Reputation Modifiers
- +1 Reputation with the Cult of the Arcane for dealing with the Mephit issue and not revealing their involvement.
- +1 Reputation with the Hall of Winter for dealing with the Mephit and for successfully bluffing through the conversation on who was to blame.
- +1 Reputation with the Trakias Wolf Trade Emporium for helping to find and rescue Penfort.
- -1 Reputation from the Iron Dragons for not siding with them against the Trakias Wolf Trade Emporium.
- Penfort - Merchant Caravan Leader fo the Trakias Wolf Trade Emporium
- Whitebane woods were torched. I heard it was magical fire that burned the trees and brush from the forest
Thursday, August 18, 2016
Adventure 04 - It's Going to Get Messy
2016-08-17
4th Month (Oceans), Day 13 and 14
The PCs learn that their shipment to Nix was a decoy by the Trakias Wolf Trade Emporium. The real shipment was not revealed to them, though they were still paid by the merchant guild. It was learned later that evening (after a rain storm moved in) that they were not the only group which was hired as a decoy. Lock, an agent of the mercenary guild called Iron Dragons, suggested that he is quite upset that he didn't get the full story and was used as a decoy. He offered a chance at revenge by suggesting that the PCs join the Iron Dragons in a highway robbery attempt on the caravan heading north toward Aedok. This caravan, is one which Trakis Wolf had offered the PCs a chance to protect for some more pay.
The PCs did not answer, so this will need to be resolved at some point. However, the next morning, the PCs left the Painted House in an attempt to kill time before the caravan leaves (in 2 days), but instead saw a column of smoke in the distance. Wanting to investigate, the PCs found a few people clawing their way out of an access point to the sewer; which is where the smoke was emerging. They are injured, and frightened by some "slimy, bat-like" creature which attacked them. The PCs offered to help by hunting down the threat, but they were approached by a female half-elf offering assistance.
Ewyn Useling, a member of the Cult of the Arcane, brings the PCs to her home to help them equip for the sewers. Instead, she admits that this creature was summoned by her, and she lost control of the creature. She wants the PCs to hunt it down, but wants them to keep quiet about her involvement. She offers some additional gold as hush money for them to not reveal her to the authorities.
The PCs go into the dungeon and faced several dangers. They were attacked by some large centipedes, which were a minor threat. The rat swarms they encountered posed more of a problem, but were still dispatched by the PCs in short order. The most harrowing issue they had was when the water rushed through the sewers (thanks to the heavy rainfall draining through the tunnels) which hampered their encounter with a slime mold. In the end, the PCs were able to dispatch those hazards and continue their search.
They also ran across another group searching for the beast. This group was lead by a man named Kaveed Haern, a peacekeeper belonging to the Hall of Winter. He spoke briefly with the PCs, reporting that he hadn't found the creature yet either. They both moved on separately.
Eventually, the PCs ran across the beast; an ooze mephit. It immediately recognized the PCs as a threat and gated in another mephit to assist. The PCs survived a few acid breath weapon attacks, some stinking cloud attacks (nauseating a few of the PCs), and the sharp talons of the mephits before killing both of them. It wasn't easy, because the creatures were fast healing, and protected from non-magical weapons.
When the PCs emerged from the sewers, they ran across Kaveed again, who was interested in determining what the PCs knew about how the creature had arrived.
Contacts
Information Gathered
4th Month (Oceans), Day 13 and 14
The PCs learn that their shipment to Nix was a decoy by the Trakias Wolf Trade Emporium. The real shipment was not revealed to them, though they were still paid by the merchant guild. It was learned later that evening (after a rain storm moved in) that they were not the only group which was hired as a decoy. Lock, an agent of the mercenary guild called Iron Dragons, suggested that he is quite upset that he didn't get the full story and was used as a decoy. He offered a chance at revenge by suggesting that the PCs join the Iron Dragons in a highway robbery attempt on the caravan heading north toward Aedok. This caravan, is one which Trakis Wolf had offered the PCs a chance to protect for some more pay.
The PCs did not answer, so this will need to be resolved at some point. However, the next morning, the PCs left the Painted House in an attempt to kill time before the caravan leaves (in 2 days), but instead saw a column of smoke in the distance. Wanting to investigate, the PCs found a few people clawing their way out of an access point to the sewer; which is where the smoke was emerging. They are injured, and frightened by some "slimy, bat-like" creature which attacked them. The PCs offered to help by hunting down the threat, but they were approached by a female half-elf offering assistance.
Ewyn Useling, a member of the Cult of the Arcane, brings the PCs to her home to help them equip for the sewers. Instead, she admits that this creature was summoned by her, and she lost control of the creature. She wants the PCs to hunt it down, but wants them to keep quiet about her involvement. She offers some additional gold as hush money for them to not reveal her to the authorities.
The PCs go into the dungeon and faced several dangers. They were attacked by some large centipedes, which were a minor threat. The rat swarms they encountered posed more of a problem, but were still dispatched by the PCs in short order. The most harrowing issue they had was when the water rushed through the sewers (thanks to the heavy rainfall draining through the tunnels) which hampered their encounter with a slime mold. In the end, the PCs were able to dispatch those hazards and continue their search.
They also ran across another group searching for the beast. This group was lead by a man named Kaveed Haern, a peacekeeper belonging to the Hall of Winter. He spoke briefly with the PCs, reporting that he hadn't found the creature yet either. They both moved on separately.
Eventually, the PCs ran across the beast; an ooze mephit. It immediately recognized the PCs as a threat and gated in another mephit to assist. The PCs survived a few acid breath weapon attacks, some stinking cloud attacks (nauseating a few of the PCs), and the sharp talons of the mephits before killing both of them. It wasn't easy, because the creatures were fast healing, and protected from non-magical weapons.
When the PCs emerged from the sewers, they ran across Kaveed again, who was interested in determining what the PCs knew about how the creature had arrived.
Contacts
- Ewyn Useling - Cult of the Arcane member
- Kaveed Haern - Peacekeeper for the Hall of Winter
- Lock - Agent of the Iron Dragons
Information Gathered
- The mayor of Breezeway has been removed from office. I believe the trade guilds are behind this.
- I hear that Fort Haran has been restored, but it doesn’t sound like the Shade Army is occupying it.
Saturday, August 13, 2016
Scandiaca Mythology - Pantheon
Scandiaca has a large number of mythologies which cover everything from the foundation of mankind to the creation of the universe. Numerous cultures have their own beliefs and many mythologies have intertwined into a generally unified system. During the Halcyon era, there was a heightened appetite for discovering mankind's role in the universe, and scholars from all over were able to go through the various traditions and rituals to combine them into a singular, connected mythos.
Generally, the mythology of Scandiaca can be seen through four aspects: the Ancients, the Celestials, the Kaezo, and the Umbra.
The Ancients (as they are referred), are the ones who created the universe, the world, and everything in it. The creation myth involves pulling the world from an endless ocean and forming the land from their own physical forms. Epos-Goth is but one of many worlds created by the Ancients (other worlds do exist on other material planes of existence). It is unknown how many Ancients there were, exactly; though the common belief is that there were eight. While the Ancients occupied our plane of existence, light permeated throughout; no shadows existed anywhere in the universe. Once the world was created, the Ancients filled it with life and beauty. They maintained control over their creation for countless years; however, for unknown reasons (there are many theories), they removed themselves from this plane. They retreated behind the sun (believed to be the doorway to Heathandrus, the Ancients' native home and a demi-plane discreetly connected to the world of Epos-Goth), and now only can see us through that portal.
After the Ancients left, they took their omnipresent light with them. The light we see from the sun is the light with which they had filled this plane. Now that it comes into our world only through the sun, shadows now exist where none existed before. This shadow became known as the Umbra. This darkness is where the creatures of the night were born. It is believed that the Umbra was an accident by the Ancients; some people believe it was an intentional oversight which could be used to destroy their creation so that the Ancients could start again. Scholars believe the concepts of jealousy, anger, and malice (among others) were born from the shadows where the Ancients could no longer have dominion.
Without the Ancients to provide for the plane, powerful, out-planar creatures assumed the care taking of this world. They are know by most as the Celestials, though many refer to them as the "new gods". These Celestials are worshiped because of the power they wield - which appears god-like, though it is not decided by all whether they are true gods. Almost all accept that the Celestials are certainly less powerful versions of the Ancients.
(Note: the "new gods" for game purposes are the gods in the Pathfinder RPG universe.)
The Kaezo (usually referred to as "spirits") are everything else in between. Kaezo are generally spirits of other animals, the forces of nature, or the ghosts of sentient beings. Kaezo can be thought of as an embodiment of some aspect of the known world, or the beings within it.They can be seen as spirits of wind, wolves, rivers, honor, fertility, storms, or any other concept. The broad nature of the Kaezo make them hard to classify and difficult to understand. Kaezo are not unified under a specific pantheon, nor are Kaezo even aware of others of their nature. Kaezo even appear differently depending on who sees them. If the Kaezo represents an aspect which is unknown to a creature, then that creature cannot even visually see a Kaezo spirit (though they may be aware of their existence). For example, a Kaezo spirit of honor may be seen differently depending on alignment of a sentient being, or completely invisible to a creature that cannot understand the concept of honor (such as a creature with animal only intelligence).
Generally, the mythology of Scandiaca can be seen through four aspects: the Ancients, the Celestials, the Kaezo, and the Umbra.
The Ancients (as they are referred), are the ones who created the universe, the world, and everything in it. The creation myth involves pulling the world from an endless ocean and forming the land from their own physical forms. Epos-Goth is but one of many worlds created by the Ancients (other worlds do exist on other material planes of existence). It is unknown how many Ancients there were, exactly; though the common belief is that there were eight. While the Ancients occupied our plane of existence, light permeated throughout; no shadows existed anywhere in the universe. Once the world was created, the Ancients filled it with life and beauty. They maintained control over their creation for countless years; however, for unknown reasons (there are many theories), they removed themselves from this plane. They retreated behind the sun (believed to be the doorway to Heathandrus, the Ancients' native home and a demi-plane discreetly connected to the world of Epos-Goth), and now only can see us through that portal.
After the Ancients left, they took their omnipresent light with them. The light we see from the sun is the light with which they had filled this plane. Now that it comes into our world only through the sun, shadows now exist where none existed before. This shadow became known as the Umbra. This darkness is where the creatures of the night were born. It is believed that the Umbra was an accident by the Ancients; some people believe it was an intentional oversight which could be used to destroy their creation so that the Ancients could start again. Scholars believe the concepts of jealousy, anger, and malice (among others) were born from the shadows where the Ancients could no longer have dominion.
Without the Ancients to provide for the plane, powerful, out-planar creatures assumed the care taking of this world. They are know by most as the Celestials, though many refer to them as the "new gods". These Celestials are worshiped because of the power they wield - which appears god-like, though it is not decided by all whether they are true gods. Almost all accept that the Celestials are certainly less powerful versions of the Ancients.
(Note: the "new gods" for game purposes are the gods in the Pathfinder RPG universe.)
The Kaezo (usually referred to as "spirits") are everything else in between. Kaezo are generally spirits of other animals, the forces of nature, or the ghosts of sentient beings. Kaezo can be thought of as an embodiment of some aspect of the known world, or the beings within it.They can be seen as spirits of wind, wolves, rivers, honor, fertility, storms, or any other concept. The broad nature of the Kaezo make them hard to classify and difficult to understand. Kaezo are not unified under a specific pantheon, nor are Kaezo even aware of others of their nature. Kaezo even appear differently depending on who sees them. If the Kaezo represents an aspect which is unknown to a creature, then that creature cannot even visually see a Kaezo spirit (though they may be aware of their existence). For example, a Kaezo spirit of honor may be seen differently depending on alignment of a sentient being, or completely invisible to a creature that cannot understand the concept of honor (such as a creature with animal only intelligence).
Friday, August 12, 2016
Adventure 03 - Making the Deal
Adventure 03 - Making the Deal
2016-08-10
3rd month (The Gale), days 28 through 4th month (Oceans), day 13
The PCs spent time in 3rd Moon after they had removed the threat in the village. There, they conversed with Antigonon again, getting more information about a forest fire in Whitebane Woods, and a cavern which might be interesting to explore (Summit Cavern). During the next two weeks, the PCs trained and honed their skills (advancing to level 2).
The PCs then continued their way toward the town of Nix. Along the way, they encountered a number of giant spiders which poisoned a couple of the party before being cut down. The PCs were able to mend their wounds and make their way to town without further incidents.
Upon arrival in Nix, the PCs acquired lodging at The Painted House. Before turning in for the night, they noted that the innkeeper, Morrow, was anxious about a group of soldiers from the Shade Army (the name of the military in Aedok) who had apparently arrived and sold off their armaments. They declared they were celebrating freedom and independence.
The next morning, the PCs went to the Trakias Nix Tradehouse to deliver the goods to Bayari Dashaa and complete their arrangement. When they arrived, they met who they thought was Bayari, but was in fact a member of the assassins guild known as the Tail of the Scorpion. At first, he was able to put on a good show, but the PCs were clever enough to determine that something was amiss. Once Adavari (the agent impersonating Bayari Dashaa) realized that he had been made, he signaled the others to attack while he attempted to run away with the box which the PCs had brought.
The PCs were able to defeat Adavari and one of the guards (the other ran away using some form of invisibility), then they notified Trakias Wolf operative Bali Grantstone about the apparent ruse. Balie recruited the PCs to search one of the known locations where the Tail of the Scorpion operates (Bali would search the other). When there, the PCs found two more guards, a priest (Tullis Firebrand), and a sorcerer (Mantigoth). After a fierce fight within the inn, the PCs were able to remove the threat.
Bali revealed that they paid the PCs to take a diversionary package to Nix; one of several that they sent recently. This was done to distract anyone from stealing the more important package that was to be delivered.
Reputation Modifiers:
2016-08-10
3rd month (The Gale), days 28 through 4th month (Oceans), day 13
The PCs spent time in 3rd Moon after they had removed the threat in the village. There, they conversed with Antigonon again, getting more information about a forest fire in Whitebane Woods, and a cavern which might be interesting to explore (Summit Cavern). During the next two weeks, the PCs trained and honed their skills (advancing to level 2).
The PCs then continued their way toward the town of Nix. Along the way, they encountered a number of giant spiders which poisoned a couple of the party before being cut down. The PCs were able to mend their wounds and make their way to town without further incidents.
Upon arrival in Nix, the PCs acquired lodging at The Painted House. Before turning in for the night, they noted that the innkeeper, Morrow, was anxious about a group of soldiers from the Shade Army (the name of the military in Aedok) who had apparently arrived and sold off their armaments. They declared they were celebrating freedom and independence.
The next morning, the PCs went to the Trakias Nix Tradehouse to deliver the goods to Bayari Dashaa and complete their arrangement. When they arrived, they met who they thought was Bayari, but was in fact a member of the assassins guild known as the Tail of the Scorpion. At first, he was able to put on a good show, but the PCs were clever enough to determine that something was amiss. Once Adavari (the agent impersonating Bayari Dashaa) realized that he had been made, he signaled the others to attack while he attempted to run away with the box which the PCs had brought.
The PCs were able to defeat Adavari and one of the guards (the other ran away using some form of invisibility), then they notified Trakias Wolf operative Bali Grantstone about the apparent ruse. Balie recruited the PCs to search one of the known locations where the Tail of the Scorpion operates (Bali would search the other). When there, the PCs found two more guards, a priest (Tullis Firebrand), and a sorcerer (Mantigoth). After a fierce fight within the inn, the PCs were able to remove the threat.
Bali revealed that they paid the PCs to take a diversionary package to Nix; one of several that they sent recently. This was done to distract anyone from stealing the more important package that was to be delivered.
Reputation Modifiers:
- +1 reputation for the Trakias Wolf Trade Emporium for delivering the goods and assisting in recovering their agent, Bayari Dashaa.
- -1 Reputation with Tail of the Scorpion for foiling their plans.
- Mantigoth / Tullis Firebrand / Adavari - Agents of the Tail of the Scorpion
- Bali Grantstone - Enforcer for the Trakias Wolf Trade Emporium
- Whitebane Woods had a massive forest fire recently. It started deep in the woods and is believed to be started from lightning which have been active in the area recently. It is strange, though, because there has also been plenty of rain, which should have prevented the fire from growing so large and persisting so long.
- There is a cavern which exists along the eastern fork of the Brawlings riverway known as Summit Cavern which Antigonon has yet to explore.
- "You couldn’t pay me enough to travel through Soulspine; not with those sisters haunting the woods."
Thursday, August 4, 2016
Adventure 02 - 3rd Moon Village
Adventure 02 - 3rd Moon Village
2016-08-03
3rd Month (The Gale), days 17 through 27
After learning where Lyte resides, the PCs made for his villa in order to make him answer for the caravan attack. Two members of the party successfully moved into the access way of the house using stealth. The other three party members moved forward to confront the guards.
After an attempted parley with the guards, the two hidden within the villa attempted to sneak into the house only to find three guards on the inside. A melee proceeded between the guards and the PCs. The PCs were successful in defeating the guards, and thus, proceeded into the manor.
Once inside, they confronted the elite guard Kegus and one more guard before forcing Lyte to surrender (after the last of the guards fell). Lyte was handed over to the Silver Tree Witchdom and the PCs returned to breezeway.
Once resupplied, they headed north towards the village of 3rd Moon which was consumed by the wilderness during the feral age more than 500 years ago. Before arriving, they met a Plant Folk Druid named Antigonon (or "Thatch"). He warned the PCs that dangerous plant life had been seen in 3rd Moon and that caution should be observed. He also warned the PCs that not all plant life in the village was to be destroyed.
The PCs moved on to explore the village. While there, they met some Leaf Leshies in the Brandy House (a "bed and breakfast"), but avoided combat. However, they also ran across some Yellow usk Zombies, and eventually, the Yellow Musk Creeper itself. They managed to defeat them and pacify the town. They also found an item known as the "Mask of Fools" (see below). It had an inscription on the inside of the mask (written in Eruben)...
The PCs are now going to make their way to Nix with a shipment of goods offered by Keyvoos, a merchant from the Trakias Wolf Trade Emporium. They are to meet a man named Bayari Dashaa at a specified location.
Reputation Modifiers:
Special Treasure:
2016-08-03
3rd Month (The Gale), days 17 through 27
After learning where Lyte resides, the PCs made for his villa in order to make him answer for the caravan attack. Two members of the party successfully moved into the access way of the house using stealth. The other three party members moved forward to confront the guards.
After an attempted parley with the guards, the two hidden within the villa attempted to sneak into the house only to find three guards on the inside. A melee proceeded between the guards and the PCs. The PCs were successful in defeating the guards, and thus, proceeded into the manor.
Once inside, they confronted the elite guard Kegus and one more guard before forcing Lyte to surrender (after the last of the guards fell). Lyte was handed over to the Silver Tree Witchdom and the PCs returned to breezeway.
Once resupplied, they headed north towards the village of 3rd Moon which was consumed by the wilderness during the feral age more than 500 years ago. Before arriving, they met a Plant Folk Druid named Antigonon (or "Thatch"). He warned the PCs that dangerous plant life had been seen in 3rd Moon and that caution should be observed. He also warned the PCs that not all plant life in the village was to be destroyed.
The PCs moved on to explore the village. While there, they met some Leaf Leshies in the Brandy House (a "bed and breakfast"), but avoided combat. However, they also ran across some Yellow usk Zombies, and eventually, the Yellow Musk Creeper itself. They managed to defeat them and pacify the town. They also found an item known as the "Mask of Fools" (see below). It had an inscription on the inside of the mask (written in Eruben)...
They laugh and they smile, entertained for a while,
As you sing and you dance for the crowd;
Make them feel, make them cry, with a wink of your eye,
Hear the cheers from the patrons grow loud;
Act the role, play your part, use your skill, use your art,
On this stage you can make all o' the rules;
They laugh and they smile, entertained for a while,
It's your time on the Stage of Fools.
The PCs are now going to make their way to Nix with a shipment of goods offered by Keyvoos, a merchant from the Trakias Wolf Trade Emporium. They are to meet a man named Bayari Dashaa at a specified location.
Reputation Modifiers:
- +1 Reputation with the Hinterland Wardens (for removing the Yellow Musk Creeper by not attacking the Leaf Leshies)
- Keyvoos - Trakias Wolf Trade Emporium
- Bayari Dashaa - Trakias Wolf Trade Emporium
- Antigonon ("Thatch") - Hinterland Wardens
Special Treasure:
- Mask of Fools (1,500gp) - A mask found in 3rd Moon, this mask radiates transmutation magic. One effect learned is that, when worn, the user gains a +1 bonus to any Performance skill check. The other effect appears to be location-locked and suppressed.
Wednesday, July 27, 2016
Brief History of Scandiaca
Mythological Age
The time before humanity (including all sentient humanoids) is a time of much speculation among scholars. Little is known about this time, as we have little information to go on. Various myths about this time have been shared from the oldest known tribes and some evidence of activity has survived to be uncovered by modern scholars.
During this time, the Ancient Ones still walked the realm and shaped the world. However, they are believed to leave the plane when (or perhaps shortly thereafter) humanity was formed. The Ancient Ones now only exist in the demi-plane of Heathandrus. When they left, the most powerful beats and animals of the world competed for control of a world now open for conquest.
Prehistoric Age
Before his time, the beasts and wilderness of the realm ruled supreme. The prehistoric age is the time when mankind was just another creature trying to survive; when his civilization was nothing more than small, family-like clans of hunter/gatherers who had no means of writing, no unifying language, no distinct culture, nor any land they called home. They worked with stone or wood tools and eked out a living by surviving the elements of nature to the best of their ability.
This is a time when the large, gray wolves ruled the land, massive squids ruled the sea, and the majestic owls soared supreme through the sky. Man was one of the hunted, and would only venture out so far as to keep his clan fed, but he would not hold dominion over any land he wandered through.
The biggest achievement mankind had was survival. He was successful at spreading out, and clans migrated across the whole of the continent. It is believed that the earliest tribes of mankind split off and wandered the world. Once isolated from other clans, their descendants became the various races that now are familiar throughout Scandiaca. It is believed that the various sentient races descended from some original species of proto-humans.
The invention of agriculture marks the end of this era, for it allowed humanity to settle down, and lay claim to lands that would give rise to the first settlements in Scandiaca.
Dawning Age
With the discovery of agriculture, mankind was able to form permanent settlements in Scandiaca. Agriculture gave rise to domestication of animals, and that eventually led to communities which formed around the common desire for food, shelter, and protection. The first settlement was called Brylor, and it would eventually become the largest city the continent would ever see (the city which is now called “Three Rivers”). Towns and villages began to show up anywhere a population could be sustained.
The beasts which held dominion on the realm were held at bay; and some were even driven out of lands which they had ruled for centuries. This is when humanity became the dominant creature in Scandiaca. Many of the beasts from the prehistoric age became pack animals, food, or pets. Mankind conquered not only the land, but also the sea. Ships were built and nearby islands were settled.
City-states were the largest organization which existed, however. Other than controlling one large settlement, and perhaps some nearby villages, man was not organized enough to maintain an entire nation. However, after the founding of Brevikia, the Dawning Age came to a close.
Kingdoms Age
Brevikia was the first of many nations. For the first time in history, mankind had control over more than just a settlement. Borders emerged as cities were unified. National governments were founded and lands were claimed. These kingdoms were both a great benefit for the people, and an agonizing bane.
Many kingdoms sought further expansion and control, and those nations found themselves warring with nearby kingdoms. This era is usually known as the bloodiest era in Scandiaca’s history. As soon as nations arose, they also fell to other kingdoms.
Although many powerful nations were in existence, their ambitions of controlling the whole of Scandiaca never was realized. At no point did any kingdom reach even 20% control over the land area. There simply were too many other nations which held power, and no effective way to rule over such a large area of land.
Halcyon Age
The dawning of the Eruben empire began this age. It began in Brendis Ban, and the Eruben nation grew outward. However, although some expansion was due to conquest, the Eruben nation expanded diplomatically just as effectively. The fledgling empire was the first true democracy to exist, and the populace loved their freedoms.
At the height of the Eruben Empire’s power, it controlled the northern territory all the way east until it reached the Elder Weald forest. It controlled the entire west coast all of the way down to modern-day Korid. Even Kingsburgh was within its domain. Though the Eruben empire did not control the entire continent, its influence was felt throughout Scandiaca.
The Eruben empire brought in an age of enlightenment which was enjoyed by the entire realm. Those who were not part of the empire sought to join it, or at least emulate it.
Feral Age
It was not a foreign power nor internal corruption which brought down the mightiest empire the world has ever seen. It was the wilderness itself which broke it apart. It is during this time when we see the emergence of large, intelligent beasts. It is said that some saw wolves which were the size of an elephant, and snakes as long as a river. These beasts were unprecedented, and drove the people away from the forests.
The forest itself underwent a massive change. It grew wild and erratic; it emerged fast and the edges of the forests and swamps of the land expanded. Small hamlets were overgrown by the wilderness, or wiped out by attacks from feral beasts. This happened across the entire continent. Those who survived sought shelter in larger towns. But as time went on, the size of the settlement which were being attacked or lost grew. Eventually no small settlements remained. Then small villages were removed; eventually, even decent-sized towns were lost.
Mankind retreated behind the highest, strongest walls of the largest cities. Because of this, humanity’s presence in Scandiaca became sparse. Outside of the large city-states, there were few other protected areas which were deemed safe. This made travel between cities dangerous and fewer caravans braved the wilderness. As a result, the city-states lost contact with each other. Each one adopted their own cultures and laws. The Eruben Empire fell apart even though each city-state still believed they were in the same empire.
Eventually, after time went by, those larger than life beasts simply disappeared, and the advance of the wilderness halted. However, the world was immeasurably changed. One thing that did not return to the way it was before was plant life in general. More species of intelligent plants emerged and are still around today.
Modern Age
This age is still debated by scholars. Those who believe we have entered a new age attribute the decline of wilderness hostilities and the reclamation of lands lost from the Halcyon Age. The presence of mankind across the land has expanded now that the threat seems to have subsided.
The time before humanity (including all sentient humanoids) is a time of much speculation among scholars. Little is known about this time, as we have little information to go on. Various myths about this time have been shared from the oldest known tribes and some evidence of activity has survived to be uncovered by modern scholars.
During this time, the Ancient Ones still walked the realm and shaped the world. However, they are believed to leave the plane when (or perhaps shortly thereafter) humanity was formed. The Ancient Ones now only exist in the demi-plane of Heathandrus. When they left, the most powerful beats and animals of the world competed for control of a world now open for conquest.
Prehistoric Age
Before his time, the beasts and wilderness of the realm ruled supreme. The prehistoric age is the time when mankind was just another creature trying to survive; when his civilization was nothing more than small, family-like clans of hunter/gatherers who had no means of writing, no unifying language, no distinct culture, nor any land they called home. They worked with stone or wood tools and eked out a living by surviving the elements of nature to the best of their ability.
This is a time when the large, gray wolves ruled the land, massive squids ruled the sea, and the majestic owls soared supreme through the sky. Man was one of the hunted, and would only venture out so far as to keep his clan fed, but he would not hold dominion over any land he wandered through.
The biggest achievement mankind had was survival. He was successful at spreading out, and clans migrated across the whole of the continent. It is believed that the earliest tribes of mankind split off and wandered the world. Once isolated from other clans, their descendants became the various races that now are familiar throughout Scandiaca. It is believed that the various sentient races descended from some original species of proto-humans.
The invention of agriculture marks the end of this era, for it allowed humanity to settle down, and lay claim to lands that would give rise to the first settlements in Scandiaca.
Dawning Age
With the discovery of agriculture, mankind was able to form permanent settlements in Scandiaca. Agriculture gave rise to domestication of animals, and that eventually led to communities which formed around the common desire for food, shelter, and protection. The first settlement was called Brylor, and it would eventually become the largest city the continent would ever see (the city which is now called “Three Rivers”). Towns and villages began to show up anywhere a population could be sustained.
The beasts which held dominion on the realm were held at bay; and some were even driven out of lands which they had ruled for centuries. This is when humanity became the dominant creature in Scandiaca. Many of the beasts from the prehistoric age became pack animals, food, or pets. Mankind conquered not only the land, but also the sea. Ships were built and nearby islands were settled.
City-states were the largest organization which existed, however. Other than controlling one large settlement, and perhaps some nearby villages, man was not organized enough to maintain an entire nation. However, after the founding of Brevikia, the Dawning Age came to a close.
Kingdoms Age
Brevikia was the first of many nations. For the first time in history, mankind had control over more than just a settlement. Borders emerged as cities were unified. National governments were founded and lands were claimed. These kingdoms were both a great benefit for the people, and an agonizing bane.
Many kingdoms sought further expansion and control, and those nations found themselves warring with nearby kingdoms. This era is usually known as the bloodiest era in Scandiaca’s history. As soon as nations arose, they also fell to other kingdoms.
Although many powerful nations were in existence, their ambitions of controlling the whole of Scandiaca never was realized. At no point did any kingdom reach even 20% control over the land area. There simply were too many other nations which held power, and no effective way to rule over such a large area of land.
Halcyon Age
The dawning of the Eruben empire began this age. It began in Brendis Ban, and the Eruben nation grew outward. However, although some expansion was due to conquest, the Eruben nation expanded diplomatically just as effectively. The fledgling empire was the first true democracy to exist, and the populace loved their freedoms.
At the height of the Eruben Empire’s power, it controlled the northern territory all the way east until it reached the Elder Weald forest. It controlled the entire west coast all of the way down to modern-day Korid. Even Kingsburgh was within its domain. Though the Eruben empire did not control the entire continent, its influence was felt throughout Scandiaca.
The Eruben empire brought in an age of enlightenment which was enjoyed by the entire realm. Those who were not part of the empire sought to join it, or at least emulate it.
Feral Age
It was not a foreign power nor internal corruption which brought down the mightiest empire the world has ever seen. It was the wilderness itself which broke it apart. It is during this time when we see the emergence of large, intelligent beasts. It is said that some saw wolves which were the size of an elephant, and snakes as long as a river. These beasts were unprecedented, and drove the people away from the forests.
The forest itself underwent a massive change. It grew wild and erratic; it emerged fast and the edges of the forests and swamps of the land expanded. Small hamlets were overgrown by the wilderness, or wiped out by attacks from feral beasts. This happened across the entire continent. Those who survived sought shelter in larger towns. But as time went on, the size of the settlement which were being attacked or lost grew. Eventually no small settlements remained. Then small villages were removed; eventually, even decent-sized towns were lost.
Mankind retreated behind the highest, strongest walls of the largest cities. Because of this, humanity’s presence in Scandiaca became sparse. Outside of the large city-states, there were few other protected areas which were deemed safe. This made travel between cities dangerous and fewer caravans braved the wilderness. As a result, the city-states lost contact with each other. Each one adopted their own cultures and laws. The Eruben Empire fell apart even though each city-state still believed they were in the same empire.
Eventually, after time went by, those larger than life beasts simply disappeared, and the advance of the wilderness halted. However, the world was immeasurably changed. One thing that did not return to the way it was before was plant life in general. More species of intelligent plants emerged and are still around today.
Modern Age
This age is still debated by scholars. Those who believe we have entered a new age attribute the decline of wilderness hostilities and the reclamation of lands lost from the Halcyon Age. The presence of mankind across the land has expanded now that the threat seems to have subsided.
Friday, July 22, 2016
Adventure 01 - Rude Awakening
Adventure 01 - Rude Awakening
2016-07-20
3rd Month (The Gale), days 12 through 16
The PCs were on a caravan heading northeast toward the town of Breezeway when it was attacked by a number of figures wearing black, hooded cloaks. Those attackers took down all who were part of the caravan. Luckily, the PCs managed to self-stabilize, but no one else was as fortunate. (The adventure officially begins here.)
The PCs awoke and found the bodies of the other passengers, but they also saw one of the passengers, a woman named Nyma, killed execution-style with a sign hung upon her which simply said "witch". The PCs survived an attack by some wild dogs then continued onto Breezeway.
They arrived in town to find a large crowd surrounding a debate between the mayor (Nasa Grey) and a member of the Trakias Wolf Trade Emporium, Keyvoos, debating the power of the city versus the power of the guilds. The PCs were spotted by members of the Dark Horse mercenary guild. When two of the PCs broke off from the rest, they were attacked. However, the PCs survived this assault and the surviving atacker, Jalend Vaso, fled the scene while onf of his guards (Ocadm) was taken into custody.
The PCs arranged another meeting with Jalend and this time they defeated his guard Ocadm again, then they were able to find out that Dark Horse was specifically hired to find Nyma by a person named Lyte. Lyte believes Nyma to be a witch who cursed his son and killed him with a disease.
The PCs found more information about Nyma's faction, the Silver Tree Witchdom, from a woman named Tidha. Now, the PCs are preparing to seek out Lyte.
Reputation Modifiers
Information Gathered
Contacts
2016-07-20
3rd Month (The Gale), days 12 through 16
The PCs were on a caravan heading northeast toward the town of Breezeway when it was attacked by a number of figures wearing black, hooded cloaks. Those attackers took down all who were part of the caravan. Luckily, the PCs managed to self-stabilize, but no one else was as fortunate. (The adventure officially begins here.)
The PCs awoke and found the bodies of the other passengers, but they also saw one of the passengers, a woman named Nyma, killed execution-style with a sign hung upon her which simply said "witch". The PCs survived an attack by some wild dogs then continued onto Breezeway.
They arrived in town to find a large crowd surrounding a debate between the mayor (Nasa Grey) and a member of the Trakias Wolf Trade Emporium, Keyvoos, debating the power of the city versus the power of the guilds. The PCs were spotted by members of the Dark Horse mercenary guild. When two of the PCs broke off from the rest, they were attacked. However, the PCs survived this assault and the surviving atacker, Jalend Vaso, fled the scene while onf of his guards (Ocadm) was taken into custody.
The PCs arranged another meeting with Jalend and this time they defeated his guard Ocadm again, then they were able to find out that Dark Horse was specifically hired to find Nyma by a person named Lyte. Lyte believes Nyma to be a witch who cursed his son and killed him with a disease.
The PCs found more information about Nyma's faction, the Silver Tree Witchdom, from a woman named Tidha. Now, the PCs are preparing to seek out Lyte.
Reputation Modifiers
- +1 Reputation with the Silver Tree Witchdom
- -1 Reputation with Dark Horse Mercenary Guild
Information Gathered
- "The Banaxia family has not paid enough attention to the outlying settlements" (Rumor from Breezeway Inn)
- "I wonder if the Elder Weald can ever be tamed?" (Rumor from Breezeway Inn)
- The village of 3rd Moon in southern Brazenwood has never been reclaimed. (Exploration option)
- Down river from Breezeway are some hillside caves which may be worth a look. (Exploration option).
Contacts
- Nasa Grey - Mayor of Breezeway
- Keyvoos - Trakias Wolf Trade Emporium
- Jalend Vaso - Lieutenant of Dark Horse
- Tidha - Breezeway resident; Silver Tree Witchdom member
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Saturday, July 16, 2016
Aedok Territory - Town of Breezeway
Breezeway is a small town of around 700 citizens which is located near the beginning of the Brawlings River which flows downstream (north) to Nix, Aedok, and eventually, Bright Point, and the Northern Ocean.
Breezeway was named after the Breezeway Inn, which was built here a few hundred years ago. At that point, there was a road, but no other settlements nearby. After the Breezeway Inn was founded, it attracted some other merchants who moved in to setup their own stroefronts and the inn turned into the central point of a small hamlet.
Unfortunately, about 30 years ago, the Breezeway Inn burned down (a lantern was tipped over in the adjoining stable and quickly spread fire through the building), removing the landmark which this city was named. The town was able to survive this incident and a new Breezeway Inn was created.
The land around Breezeway is not well suited for farming, though there are several good places for herding animals. Breezeway does import food from surrounding farms and from locations such as Nix. Because Breezeway lies between two large city-states (Aedok to the north and Norvino to the southwest), it does see travelers and merchants. Since it lies near the end of the river, it sees travelers as they switch from river to road and vice versa.
Adventure Notes:
The campaign, "Northern Odyssey" begins here in Breezeway. The PCs are part of a caravan heading north into the town. The caravan includes numerous travelers, as is common through the Scandiaca wilderness, most of whom are moving onto Nix or, more likely, Aedok itself. The PCs should have their own reasons for traveling into the territory of Aedok. It is not necessary for any of the PCs to "know" each other prior to this first adventure, though all PCs will be aware of all other caravan travelers by the time the adventure starts.
The caravan includes two wagons with various cargo, one coach, and a total of 18 people (including the PCs).
Breezeway was named after the Breezeway Inn, which was built here a few hundred years ago. At that point, there was a road, but no other settlements nearby. After the Breezeway Inn was founded, it attracted some other merchants who moved in to setup their own stroefronts and the inn turned into the central point of a small hamlet.
Unfortunately, about 30 years ago, the Breezeway Inn burned down (a lantern was tipped over in the adjoining stable and quickly spread fire through the building), removing the landmark which this city was named. The town was able to survive this incident and a new Breezeway Inn was created.
The land around Breezeway is not well suited for farming, though there are several good places for herding animals. Breezeway does import food from surrounding farms and from locations such as Nix. Because Breezeway lies between two large city-states (Aedok to the north and Norvino to the southwest), it does see travelers and merchants. Since it lies near the end of the river, it sees travelers as they switch from river to road and vice versa.
Adventure Notes:
The campaign, "Northern Odyssey" begins here in Breezeway. The PCs are part of a caravan heading north into the town. The caravan includes numerous travelers, as is common through the Scandiaca wilderness, most of whom are moving onto Nix or, more likely, Aedok itself. The PCs should have their own reasons for traveling into the territory of Aedok. It is not necessary for any of the PCs to "know" each other prior to this first adventure, though all PCs will be aware of all other caravan travelers by the time the adventure starts.
The caravan includes two wagons with various cargo, one coach, and a total of 18 people (including the PCs).
Wednesday, July 13, 2016
City-State of Aedok and Surrounding Territory
Aedok is a large city-state in north-central Scandiaca. It is home to over 110,000 people and is ideally located along a long river and near a large forest. Aedok has many elevation changes within the city and the roads are short and twisted. Many are still just dirt and grass instead of stone which adds to frustrations for visiting caravans. Navigation is difficult given the layout of the city and the roads, and this creates natural divisions within the city.
There is a large port on the river side of the city which handles traffic from upstream (Breezeway and Nix) and downstream (to Bright Point and the Northern Ocean).
Aedok is ruled by the Banaxia family as a traditional monarchy. The Banaxia family have ruled for five generations now. The current monarch, King Madrison Banaxia, ascended to the throne in 3340.
History
Aedok was settled relatively late in the Dawning Era by people known as the Ridi. They were a tribal and pastoral people who made their home along the hills and river basin of Aedok. It is estimated that there were a total of 16 major tribes known collectively as the Ridimok; each of them with their own religious practices (mostly shamanistic). Generations of conflict between them in an effort to control the Aedok territory resulted in the eventual consolidation of most tribes. However, none of the consolidated kingdoms ever wielded full control over the territory. Over time, Ridoran, the greatest tribe emerged and held influence over all other tribes (though the Ridoran people did not see a need to drive out other tribes).
The tribes of the Aedok territory were eventually overrun or absorbed into the Eruben empire during the Halcyon age. It was the first territory outside of Brendis Ban to fall under the control of the Eruben. Although they were allowed their tribal ways, eventually, much of the old ways before the conquest were lost.
Unfortunately, due to its proximity to the Elder Weald, it was also the first territory to fall during the Feral age that followed. Once isolated from the Eruben capital, it eventually gained its independence again and the city of Aedok became the monarchy which exists today.
Cities
Bright Point - Bright Point sits at the mouth of the Brawlings River which empties into Bright Point Bay. There are almost 20,000 residents in this bustling seaport.
Shawsburgh - Along the southern edge of the Soulspine forest sits the city of Shawsburgh. There are 12,500 permanent residents in this city.
Thron’s Branch - Thron’s Branch is the last significant settlement before entering the vast Elder Weald. It holds around 8,000 people within the city.
Towns
Breezeway - The hilltop town of Breezeway sits at the beginning of the river which flows down through Nix, Aedok, and eventually, Bright Point. It has almost 700 citizens in the town.
Ensal - Ensal is a large fishing and farming town on the northern coast of Scandiaca. It has a population of over 2,700 people.
Kavis - A town with a population of 1,500 citizens, Kavis serves as the mid way point between Aedok and Thron’s Branch.
Nix - Nix is a large town located further upriver from the city-state of Aedok. A lot of traffic goes through this town and this contributes to the town’s booming population of nearly 4,000 citizens.
Wells - Wells started as a logging town, but has grown significantly once the road through Shawsburgh was completed. Now the town holds over 2,000 citizens and remains a significant contributor to the logging needs of the surrounding area.
There is a large port on the river side of the city which handles traffic from upstream (Breezeway and Nix) and downstream (to Bright Point and the Northern Ocean).
Aedok is ruled by the Banaxia family as a traditional monarchy. The Banaxia family have ruled for five generations now. The current monarch, King Madrison Banaxia, ascended to the throne in 3340.
History
Aedok was settled relatively late in the Dawning Era by people known as the Ridi. They were a tribal and pastoral people who made their home along the hills and river basin of Aedok. It is estimated that there were a total of 16 major tribes known collectively as the Ridimok; each of them with their own religious practices (mostly shamanistic). Generations of conflict between them in an effort to control the Aedok territory resulted in the eventual consolidation of most tribes. However, none of the consolidated kingdoms ever wielded full control over the territory. Over time, Ridoran, the greatest tribe emerged and held influence over all other tribes (though the Ridoran people did not see a need to drive out other tribes).
The tribes of the Aedok territory were eventually overrun or absorbed into the Eruben empire during the Halcyon age. It was the first territory outside of Brendis Ban to fall under the control of the Eruben. Although they were allowed their tribal ways, eventually, much of the old ways before the conquest were lost.
Unfortunately, due to its proximity to the Elder Weald, it was also the first territory to fall during the Feral age that followed. Once isolated from the Eruben capital, it eventually gained its independence again and the city of Aedok became the monarchy which exists today.
Cities
Bright Point - Bright Point sits at the mouth of the Brawlings River which empties into Bright Point Bay. There are almost 20,000 residents in this bustling seaport.
Shawsburgh - Along the southern edge of the Soulspine forest sits the city of Shawsburgh. There are 12,500 permanent residents in this city.
Thron’s Branch - Thron’s Branch is the last significant settlement before entering the vast Elder Weald. It holds around 8,000 people within the city.
Towns
Breezeway - The hilltop town of Breezeway sits at the beginning of the river which flows down through Nix, Aedok, and eventually, Bright Point. It has almost 700 citizens in the town.
Ensal - Ensal is a large fishing and farming town on the northern coast of Scandiaca. It has a population of over 2,700 people.
Kavis - A town with a population of 1,500 citizens, Kavis serves as the mid way point between Aedok and Thron’s Branch.
Nix - Nix is a large town located further upriver from the city-state of Aedok. A lot of traffic goes through this town and this contributes to the town’s booming population of nearly 4,000 citizens.
Wells - Wells started as a logging town, but has grown significantly once the road through Shawsburgh was completed. Now the town holds over 2,000 citizens and remains a significant contributor to the logging needs of the surrounding area.
Monday, June 20, 2016
Scandiaca - The Continent
Scandiaca consists of one, large continent, and a small number of islands in the immediate area. All land area covers 4,587,200 square kilometers (1,791,875 square miles); the main continent of Scandiaca accounts for over 80% of that land area. The other major islands surrounding Scandiaca include: Ildez Island (340,800 sq. km); Aruvyn Island (304,000 sq. km); Fonnis Island (137,600 sq. km); the Naerscova Islands (35,200 sq. km); and Kothrin Island (20,800 sq. km).
Auvyn island is around 75 kilometers off the northeast shore and is a mix of mountains and thick forests. Fonnis island has a few peaks, but is mostly low-lying grassland and is directly west of the continent. Kothrin island is a small, rocky island 150 kilometers to the east. The Naerscova Islands are a grouping of islands to the south and west while the jungle-covered island of Ildez is far to the southeast of Scandiaca.
The center of the continent is Crown Lake, the largest inland body of water in Scandiaca. It is bordered on the north by a mountain range reaching west to east. It is bordered on the east by another mountain range stretching south to north. The convergence of those two mountain ranges occurs on the northeastern corner and forms the tallest peaks on the continent.
The northern half of the Scandiaca is dominated by rough, hilly terrain covered in forests. The largest forest stretches over 300 kilometers in the north central portion of the continent. The furthest reaches to the northwest is forests mixed with marshland.
The southern half of the continent is mostly flat, low-lying area dominated by river ways and flatland. This represents the most arable land in the realm. The only mountainous region is the extreme southwestern area, while the area to the southeast gets the most rainfall.
Much of the realm is a temperate climate and all of it gets heavy rainfall throughout most of the year. The further out from shore, the stronger the winds; this makes oceanic travel hazardous and serves to isolate Scandiaca from other large land masses on Epos-Goth.
Sunday, June 12, 2016
The World of Epos-Goth
Scandiaca exists on the mega-planet called Epos-Goth. It is a shared world with multiple campaign settings (using different game systems as well). Scandiaca is a relatively isolated land mass far from any other major land mass on the planet.
Although each campaign setting on Epos-Goth has its own cultures, calendars, and people, having a shared world means there are some aspects of the setting which are constant. For example, a year on Epos-Goth lasts 400 days (it orbits a single, yellow star). The Scandiaca calendar splits this into ten, 40-day months. Epos-Goth also has three moons. In Scandiaca, they are called Liijay (LEE-jay), Nirahha (neer-AH-ha), and the largest one is called Aburis (ah-BOO-ris). Aburis completes one lunar cycle every 40 days. The other two complete a lunar phase every 10 (Nirahha) and 7 (Liijay) days.
The vast majority of Epos-Goth's surface is ocean. It is much larger than Earth, and has over 90% of its surface covered in water. This makes travel between the large land masses difficult, if not impossible. Because of this, each separated land mass on Epos-Goth has vastly different cultures, backgrounds, and people.
Epos-Goth exists in what is known as the prime material plane. Other planes of existence can be reached by traveling through what is known as the "Rift". Beyond that lies the Astral plane, which connects all other planes together. Two planes in particular seem to be distinctly tied to Epos-Goth (there may be more) because one does not have to travel through the Astral plane to get to them. They also exist in the Rift. They are called "Heathandrus" (otherwise known as the "Golden Sky") and "Stygia" (otherwise known as the "Plane of Madness") in Scandiaca (other campaign settings may have different names for them).
Although each campaign setting on Epos-Goth has its own cultures, calendars, and people, having a shared world means there are some aspects of the setting which are constant. For example, a year on Epos-Goth lasts 400 days (it orbits a single, yellow star). The Scandiaca calendar splits this into ten, 40-day months. Epos-Goth also has three moons. In Scandiaca, they are called Liijay (LEE-jay), Nirahha (neer-AH-ha), and the largest one is called Aburis (ah-BOO-ris). Aburis completes one lunar cycle every 40 days. The other two complete a lunar phase every 10 (Nirahha) and 7 (Liijay) days.
The vast majority of Epos-Goth's surface is ocean. It is much larger than Earth, and has over 90% of its surface covered in water. This makes travel between the large land masses difficult, if not impossible. Because of this, each separated land mass on Epos-Goth has vastly different cultures, backgrounds, and people.
Epos-Goth exists in what is known as the prime material plane. Other planes of existence can be reached by traveling through what is known as the "Rift". Beyond that lies the Astral plane, which connects all other planes together. Two planes in particular seem to be distinctly tied to Epos-Goth (there may be more) because one does not have to travel through the Astral plane to get to them. They also exist in the Rift. They are called "Heathandrus" (otherwise known as the "Golden Sky") and "Stygia" (otherwise known as the "Plane of Madness") in Scandiaca (other campaign settings may have different names for them).
Tuesday, June 7, 2016
Scandiaca - The Storm World
I am a long time game master of table top RPGs; mostly 2nd edition D&D although I'm now fully invested in the Pathfinder game system. Although I enjoy playing those games, I really love game mastering them even more. My favorite thing to do as a GM is creating a world to go and adventure. I've created a few worlds in my time as a GM, but my favorite is Scandiaca.
Scandiaca is a game world I created more than fifteen years ago as an online game world for a turn-based game which I created myself. It lasted about eight years before the effort to maintain the game exceeded my time (which was occupied more and more by my kids). However, over that time I did create a rather detailed world with more depth than anything else I've ever written. Sometime during those eight years I did run a 2nd edition D&D campaign in this game world, though that campaign ended sooner than I had intended.
Since I now have more time available, and a new group of players to challenge again, I thought about creating a new campaign for my old, favorite setting. I thought it would be nice to organize the details of this world online, as well as report on the status of the adventure. I hope you enjoy the content.
Scandiaca is a game world I created more than fifteen years ago as an online game world for a turn-based game which I created myself. It lasted about eight years before the effort to maintain the game exceeded my time (which was occupied more and more by my kids). However, over that time I did create a rather detailed world with more depth than anything else I've ever written. Sometime during those eight years I did run a 2nd edition D&D campaign in this game world, though that campaign ended sooner than I had intended.
Since I now have more time available, and a new group of players to challenge again, I thought about creating a new campaign for my old, favorite setting. I thought it would be nice to organize the details of this world online, as well as report on the status of the adventure. I hope you enjoy the content.
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