A massive swamp to the south of the forest that houses the
last elven city-states, the Viridian Mere was central in the founding of modern
elven society. Today it is home to countless tribes of lizardfolk and hundreds
of human villages. The Viridian Mere’s entire history is in the shadow of a
great wyrm black dragon named Bastovexigarriv.
Wednesday, March 8, 2017
Wednesday, March 1, 2017
Aelma, Lady of Light
"Your heart weeps for
your brother, but do not despair. Though he has given to temptation, do not give
into fear. Bonds of blood are stronger than many realize.”
- Aelma to Yacob, the protagonist and title character of the play King of Dawn
- Aelma to Yacob, the protagonist and title character of the play King of Dawn
Alternate Names: Apria
(orc), Brelauhines (elf), Kirapeny (dwarf), Scimeria (halfling), Solnys (gnome)
Expanded Domains:
Charm, Family, Good, Knowledge, Light, Love, Lust, Magic, Protection, Sun
Portfolio: diplomacy,
family, guardians, light, lore, magic, purity, sex, the sun, wizards
Recommended Music:
Into Sunlight
Knowledge (religion)
DC 10:
Known as the White Archmage, Mother of the Gods, and Lady of
Light, Aelma is the god of light magic and all that it entails. Aelma taught
the mortal races all forms of magic that protect, guard, and enchant.
Aelma is the
estranged wife of Erb. When her husband’s cruelty grew too great for her to
bear, she cast him away. She teaches her followers to bring light to the dark
regions of the world in the hopes that one of her followers may find her
estranged husband. Her exact reasons for such are a matter of lively and
enthusiastic debate.
Temples dedicated
to Aelma only accept women as acolytes and priestesses. Second only to the churches
of Maidanna, the priesthood of Aelma is the most sought after for performing
marriages. In art, Aelma is typically depicted as a beautiful woman in a simple
white dress with the sun behind her head.
Wednesday, February 22, 2017
Korrin, the Iconic Psychic
Playing Korrin
While more
intelligent than nearly everyone around you, you don’t rub it into their faces.
A life on the streets showed you that people like that didn’t live for very
long. Allies are a requirement for survival, but you know that today’s ally
could become tomorrow’s enemy.
Wednesday, February 15, 2017
A Psychic in Argoport
Dark laughter echoed in Korrin’s head as he awoke. Another
dream, another nightmare. The least that Nirrok could do was let him have a
peaceful sleep every now and then. Still, it was early morning, and a rumbling
stomach told him that it was time to scrounge up some breakfast.
Aethrin should be
setting up his market stall, and he had just enough silver pieces to buy a
piece of beef that he could trade for some oysters from Paakiga. After he
finished breakfast he needed to find some more work, all while avoiding Karn
and Varto.
Wednesday, February 8, 2017
Wainryn, the Elven Port
Wainryn
CN large city
Corruption +4, Crime +1, Economy +4, Law +4, Lore +3, Society +0
Qualities prosperous,
racially intolerant (half-elves), strategic location,
Danger 10
Demographics
Government
overlord (King Andullyn)
Population 12,504
(6,126 elves; 3,126 humans; 2,501 half-elves; 751 other)
Notable NPCs
Captain Jadryll
Wainyll (LN half-elf fighter 4)
Mage-Acolyte Tarn (LE
human sorcerer 2/cleric of Erb 2)
Tanlyn of House
Taradlym (NG elf swashbuckler 3)
Marketplace
Base Value 11,200
gp; Purchase Limit 75,000 gp; Spellcasting 6th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4
One of the two ancient elven city-states remaining, Wainryn
has accepted outside influence far more readily than their trade partner at the
opposing end of the river that links them. Serving as one of the major trading
ports of the Green Coast, Wainryn sees goods and wealth from all over the known
world and beyond.
Wednesday, February 1, 2017
Slavery in the Green Coast
Most were probably expecting this to be in last week’s post,
but its deserving on a post of its own.
The hobgoblins are infamous for their practice of keeping
members of other races as slaves. The only races that are not kept as slaves
are gnomes and halflings. The noble families amongst the northern gnomes have
an agreement with the hobgoblins: the gnomes remain free to conduct their
archaeological digs while the hobgoblins get any magical items found after they
have been cataloged. Halflings on the other hand are not seen as being worth
the expense and are simply killed or fed to the warbeasts.
Wednesday, January 25, 2017
Dreams of Empire: Hobgoblins in the Green Coast
We’ve danced around them up to this point, but now we’re
biting the crossbow bolt and talking about the hobgoblins and boy is it a big one.
Hobgoblins have resided in the northern plains and
north-eastern mountains for longer than any can remember. Raiding, pillaging,
and worse in their nomadic warbands, every so often a leader would arise that
had the potential to unify the disparate tribes. In the past, these leaders
suffered the fate of all hobgoblin leaders: assassination.
The traditional
means of promotion amongst hobgoblin warbands was to kill and replace their
superior. As a result, most attempts to unify into a group larger than a warband
have collapsed upon themselves due to infighting. This changed with the rise of
Imbatur Thraz.
A charismatic
youth, Imbatur Thraz left his warband seeking out answers to questions of faith
that plagued his mind. Where he went no one knows, what is known is that upon
his return he was covered in ritual scars and carrying a spear with a charred,
blackened haft and a head made from a black stone that glowed with an inner
crimson light.
His and other
warbands listened as he told them of the trials he endured, weeks without food
and water, slaying beasts with nothing but a sharp stone as a knife, before he
found a cave. Within this cave was a boulder, upon which his spear was
imbedded. Silver light from Zrukal, the elder and larger of the twin moons, shined
through a hole in the ceiling, illuminating the spear. As he approached the
spear, a voice whispered to him.
Take the spear, unite all the land under my
light. Be my Herald, and none shall stand against your will.
The voice could
be none other than Zrukal himself, guiding the young hobgoblin. How could any
refuse the orders of a god? Thus, he pulled the spear from the stone and
returned, to forge the bickering warbands into an empire that would cover the
world. Beginning with the Green Coast.
Tuesday, January 17, 2017
The Free Counties
North of the Black Ash River, lie the remnants of the
Aetherion Kingdom. The largest kingdom in the history of the Green Coast before
the rise of the hobgoblins collapsed more than one hundred fifty years ago, and
the twelve southernmost counts managed to maintain control over their lands. The
twelve noble families continually scheme and plot against one another, only to
join forces the second an outside force threatens one of them.
Wednesday, January 11, 2017
Race: Koup'ira
Here’s the first of our setting’s custom races, in addition
to everything you’d expect to find in a Core Rulebook write up there will also
be a sample PC at the very end. Art for this post was done by the talented
Russell Tuller; check out his other material on DeviantArt.
Koup’ira
Wednesday, January 4, 2017
A Brief Preliminary Treatise on the Koup'ira
A Brief Preliminary Treatise on the
Koup’ira
Written by Tiberius Clodius
Faustinianus
While
I was in Argoport preparing to travel to Sylvanor to study the otherworldly
creatures that call it home, I witnessed a most curious sight. A group of four creatures
that looked like nothing less than human-sized, upright shellfish dragging nets
of fish up onto the docks. One of the dockhands was kind enough to inform me
that these giant crustaceans are a race called koup’ira. They trade fish and
pearls for red meat and copper-rich alloys, and will swiftly correct anyone
that confuses them for beasts.
My
transport wasn’t due to leave for several days, so I decided to take the
opportunity to learn about these strange entities. As the sun began to set, I
drank a potion to ensure that I could understand them and set about questioning
the koup’ira.
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