Difference between revisions of "Obverse Worlds"

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This campaign is being DM'd by Xjph in an original setting.  The system is as yet undecided.
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This campaign is being DM'd by Xjph in an original setting.  The system will be 3D tetrahedral matrix boogaloo (D&D4e).  The setting will always be incomplete.
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[[File:Pt-Map.png|thumb|400px|Map of Panterra]]
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==Campaign==
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The campaign will begin with the player characters all involved, in one way or another, with trade between Virrir and the other Panterran nations.  They can be guards for merchant caravans, or merchants themselves, anything that would put them into a position of needing to travel in and out of Virrir.
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On their most recent trip to Virrir an undisclosed "incident" of some sort took place within Virrir which has the nation on edge, and many people in the capital are beginning to refuse contact with outsiders.  The PCs will volunteer/be recruited to offer their services to the Virrir authorities to help hasten the resolution of this issue.
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===Characters===
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While any published race/class is allowed it would be preferable to choose a race that has a background in this campaign world.  I will make an effort to incorporate any race that a person wants to play.  For purposes of the elves in Panterra consider the Vitha'dira to be 4e elves, while the Sindara are eladrin.
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 +
====[[Sora]]====
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Dragonborn Knight(Philippe) - Parted ways with the party
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 +
====[[Oberon]]====
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Minotaur (Philippe)
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====[[Brak Greystone]]====
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Dwarf Barbarian (Mike)
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====[[Caleb Cradlehorn]]====
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Halfling Hexblade (Pat)
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====[[Asteron]]====
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Minotaur Paladin (elbkhm)
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====[[Eric Moore]]====
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Human Wizard (Ryan)
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====[[Marcus Ondore]]====
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Jason's Character (Jason)
  
 
==Setting==
 
==Setting==
<p>The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.</p>
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''For more information, see [[Panterra]].''
<p>The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.</p>
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===Panterran Nations===
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The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.
====Humans====
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The humans of Panterra are a widely varied race, often with as much conflict between each other as between other races.
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The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.
=====Antilla=====
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The Kingdom of Antilla rests in the north western corner of Panterra. It’s people are hardened, and often regarded by other nations as somewhat barbaric. They have a rich history of hunters and warriors, who are widely
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==Session Log==
renowned for their strength.
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=====Regin=====
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''See also: [[Obverse Worlds - Campaign Summary]]''
Regin extends from the north eastern corner of Panterra to as far as the Selzin desert in the south. Reginites tend to stay to themselves, having a largely self sufficient agricultural economy. Widely regarded as being mysterious by outsides, they are known to have both exceptional skill at horsemanship, as well as horses of superior quality.
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=====Virrir=====
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'''Prologue'''
The Holy Kingdom of Virrir lies directly south of Antilla, surrounding Mount Harmonia, which they regard as being the closet of all mortal locations to heaven. All of the good aligned gods are revered here, and the evil ones warned against. Regarded from the outside with a mixture of fear and respect, depending upon the personal inclinations of the outsider. An overwhelming proportion of the population are clerics or paladins.
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=====Thelland=====
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Quon Quinn, Hadari Hanova, Rangrim Rockbore, Errich Everest, Chaedi Calavira and Torbera Telvrik - members of The Stormblades - made their way into an ancient temple. They fought their way through the defences and creatures the temple had of offer. They found the spirit and body of an elf named Silincas, who doesn't appear to know where he is and doesn't know why his mind and body were separated...
The land of Thelland is a beautiful country of rolling hills and shorelines. Its people are friendly and famous for being willing to rise to and challenge set upon them. Thought by some to be rather cocky. Thellish archers are renowned as the best in Panterra, rivaling even the elves.
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=====Clixan=====
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'''One: How I Killed Your (Fledgling) Dragon'''
While technically sharing a border with Thelland, Clixan is separated from the other countries of Panterra by a vast range of mountains call the Dragon’s Teeth by the Clixanese, and the Silver Spine by the other nations. Highly concerned with honor and personal dignity, they are considered something of an enigma by the other nations. Renowned for their swordsmanship and self discipline.
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====Elves====
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Caleb Cradlehorn, Sora, Asteron, Eric Moore, Marcus Ondore and Brak Greystone escorted a caravan containing various goods to Virrir.
<p>The Elves of Panterra are secretive and aloof, preferring to only contact other nations when they feel it is necessary.</p>
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There are two nations of elves, the Sindaran elves, also known as high elves, who inhabit the subcontinent of Sindara, southwest of the Panterran continent, and the Vitha’dira, or wood elves, who live in the forested islands in the eastern sea. The two nations of elves rarely contact each other and very seldom see eye to eye.
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Upon reaching the Virran border, the caravan was greeted by guards who informed them that the border was closed; the caravan would simply have to wait at a nearby rest-stop until the border reopened.  
=====Sindara=====
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The Sindaran elves concern themselves mostly with furthering their own civilization while preserving the integrity of the world’s magic. They are known for their natural aptitude with both magic and swords.
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The guards would not expand on the nature of the border closing, so Gerard asked the party to take the mountain pass into Virrir. It's unguarded border would enable them to make their way to the town of Cylia and get someone to sponsor their entry.
=====Vitha’dira=====
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The Vitha’diran elves care most of all for the preservation of nature, coexisting with their forested home rather than simply harvesting it for resources. Known largely for their skills with tracking and camouflage.
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The mountain crossing was cold; colder than a penguin's chuff. After many days of fighting back the wilderness, and many nights of fighting off the cold, the party discovered a large cavern. Inside they found a fledgling white dragon. A battle ensued, but the party quickly dispatched the nasty reptile and spent the night in its cave.
====Dwarves====
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The Dwarves of Panterra live on the mountainous island of Farrok, situated in the northwestern seas. They have a great network of underground strongholds and mines, the barest fraction of which is visible on the surface. They are widely known as being the best smiths and craftspeople in the world, as well as stalwart (some say stubborn) combatants.
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The next day, they made it to Cylia. There they quickly befriended some locals who offered to sponsor their entry. With the proper documents in hand, they made their way back to the border crossing and the waiting caravan.
====Gnomes====
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Panterran Gnomes are native to a rocky archipelago northeast of Farrok. They invest a great deal of time in attempting to invent devices to make their lives easier. Known for being somewhat eccentric, but generally very intelligent.
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'''Two: Where did my magic boots go?'''
====Halflings====
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It is generally accepted that halflings are native to the main continent of Panterra, however they have no established nation of their own, living nomadically in civilized lands as traders and entertainers. They are also known for their skills as scouts and thieves, causing many people to view them with suspicion.
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Shortly after arriving in Cylia the party discovered that most of the magical goods being carried by their caravan, including most of Caleb's Uncle's goods, had disappeared from within their locked chests. Frustrated by this turn of events they approached the government of Cylia to seek redress, only to be informed that the town proper was suffering from a the same issue.
====Haven====
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Maintaining itself politically independent from the other nations is the magical city-state Haven. Situated on an island in the southern sea, it is a mecca for all those interested in the arcane arts. Historically known for refusing to involve itself in the conflicts of other nations, it is rumored that it only had to mobilize an army once, as an act of defense, and caused the almost instant capitulation of the opposing forces.
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Caleb then spearheaded an investigation of the local troubles, which culminated in mapping out the thefts and establishing that the epicenter of the phenomenon lay several days journey outside of the town. Unfortunately, during the investigation, the party laid a clever trap for the presumed thief using Brak's enchanted boots as bait. The boots were taken, but no thief was found.
===Panterran Geology===
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====Panterra====
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The party then left Cylia to seek the center of the phenomenon and put a stop to it. However, they were assailed by ferocious monsters en-route and Caleb was slain. He was later told that the party had bested a number of beasts before finding a magical anomaly that was the source of the phenomenon afflicting both the town and the caravan. Eric, the party's wizard, devised a new ritual to resolve the issue freeing Torbera Telvrik from a failed plane-shift/teleport ritual, and as a sign of her gratitude she called upon her divine power to raise Caleb from the dead.
The main continent of Panterra stretches from just short of the arctic as far south as the sub-equatorial Great Sea, and maintains a width about a third of that, ballooning sharply in the south, resembling a large shoe. The western side of the continent is dominated by a great chain of mountains called the Silver Spine, starting at the northern shoreline and extending directly south all the way to the Great Sea. In the north the Silver Spine hugs the shoreline, creating great cliffs and fjords. As it extends south it gradually moves inland, when it reaches the Clixan peninsula it continues south, forming a natural barrier between the lands of Clixan and the rest of the continent.  
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<p>In the northeast the land consists of many gently rolling hills, slowly diminishing into plains halfway down the continent. The lands there are fertile, south of the permafrost, and home to much wildlife. Approaching the equator, the land turns to desert, and is sparsely inhabited, reverting to rolling, forested hills in the south.</p>
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'''Three/Four: The Journey to Mount Harmonia'''
<p>West of the Silver Spine on the Clixan peninsula is a series of wet plateaus, gradually descending to a great basin dominated by the Hin-Lijan delta.</p>
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====Other Landmasses====
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After their return to Cylia, Tilmar presented them with some rewards on behalf of the town for their help resolving the issues with the planar blister.
The main continent of Panterra is surrounded by a number of smaller landmasses on all sides, all widely varied in size and climate.
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=====Sindara=====
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Later, Gerald approached Marcus Ondore and gives him a letter from a man named Vincent Ashebury, a well-known Thellish  bard who is also Marcus' son-in-law...
A large island to the southwest of Panterra, Sindara is a large, lush landmass, dominated in the center by an enormous dormant volcano known as Kirras'lathal.
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=====Vitha'lagos=====
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'''Five: All this has happened before, all this will happen again'''
An archipelago located in the eastern sea, the islands vary greatly in size and are covered almost entirely in dense forests. Whether the origins of the forests are natural or the work of the Vitha'diran is a matter of debate.
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=====Farrok=====
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The party arrived at Apostle's Rest, the sprawling city at the base of Mount Harmonia. There they met with Vincent Ashebury at Azin's Inn. He explained that he has been commissioned by the Church to create a "sanitized" version of the prophecy; something for the masses. However, he is not being allowed to review any of the original prophecy in order to do so. He tasks the party with finding out which members of the church had the original visions, and to obtain their permission to get access to the notes.
North of the Clixan peninsula is the mountainous island of Farrok. It starts west of Mt. Harmonia and stretches to the northwest, consisting of a single mountain chain riddles with a labyrinthine series or caves, both natural and artificial.
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=====Faerin=====
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After a bit of digging, the party found that Bishop Lilly Ailen, a member of the church of Ioun was one of the original three bishops to have the vision. The party managed to gain an audience with the bedridden cleric who, after a short discussion, agreed to give her consent as well as the names of the other two bishops. The party visited with each of them and secured their permission to get a copy of the original, unedited notes.
Northeast of Farrok, just off the coast of Panterra, lies the Faerin archipelago. Composed of a series of rocky islands stretching to the north, it is believed to be an extension of the Silver Spine. The islands are interconnected with a series of tunnels and cave similar to those found on Farrok, leading to the belief that the two cave systems are interconnected.
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===History===
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Having been promised a copy of the notes, the party retired for the night. The next morning, there was no word on the notes. The group ventured to the Cathedral and were greeted by guards who accused them of kidnapping the bishops, who had disappeared during the night. The guards took them to meet a panel of clergymen who asked them to answer to the charges; the bishops had vanished along with all the original notes, copies, ink quills...everything pertaining to the prophecy.
The written history of Panterra extends for just over two thousand years, it is rumored that all records before this point were destroyed in a great cataclysm which very nearly wiped out all life on the continent. At this time, the human nations were simply a loose association of tribes and clans, each trying to make their own way in the world.
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====Origins====
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The party invoked the named of Vincent Ashebury as being able to vouch for their whereabouts and, after a brief but impressive speech on his part, the party was released. Vincent put the entire Cathedral on lockdown as the party began their investigation.
=====Antilla=====
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<p>The people of Antilla began as a clan of hunters and warriors, their survival in the mountainous northern regions of
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At first the party believed it would take a smarter group than them to connect these events. After a bit of searching however, the group found a secret access-way which seemed to connect the entire Cathedral to some basement retreat or safe. The party made their way into the basement and were faced with armed guards, bearing the symbol of Vecna.
Panterra based almost solely on their ability to find game. The culture of the Antillans grew with a great emphasis on the ability
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of the men to hunt. Over time, they expanded and encountered other clans and tribes in the northwest. While quite a few of those
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They dispatched the guards and made their way in...
tribes were willing to trade or join with the Antillans for their mutual benefit, many were not. The Antillan hunters found
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themselves pressed into the role of warrior, and began honing their skills in combat against people instead of beasts. When the
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==Dramatis Personæ==
Antillans finally subdued those who opposed them in the west they found themselves blocked by a new challenge, the sea. Unable
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Helden Sonder – Leader of Antilla<br />
to expand further in that direction, and without any other foes to fight, they began to head east, where the people of Regin would be
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Rornia Sonder – Helden's wife
waiting for them.</p>
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=====Regin=====
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Tayle & Ginth Fatherin – Leaders of Regin (twins)<br />
<p>Regin began when a nomadic tribe of plainsmen stumbled across a great lake in the eastern plains. Deciding that such a
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Lord Father Pious Dominic IV – Head of all Churches of Virrir
proximity to a large body of fresh water would be beneficial, they began the construction of what would eventually be their capitol
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city, Tiras. With such a large source of water and fertile land spreading out in all directions, the people of Tiras began to farm in
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Catherine Winsor – Queen of Thelland<br />
greater quantities and with larger variety than ever before. Even though they had settled in one place, the Reginites chose not to
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Anthony Winsor – Catherine's consort
neglect the horses that had served them so well in their nomadic life, and began the long term endeavor of breeding what they
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considered the very best horses possible. Bred for strength, endurance, and intelligence, the Reginite horses became a rapid
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Emperor Lieu Cao – Leader of Clixan
vehicle for travel between to widely spaced settlements of what was becoming the Regin nation. Hesitant to leave the plains they
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called home, they expanded to the foothills of the mountains to the west, and as far south as they could continue to grow crops.</p>
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Tyvenis Li'sinda – Leader of the Sindaran elves
=====Virrir=====
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<p>Caleb Virrir was a defeated man, having lost his home and family to a bandit raid on his village he wandered the
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Valetri Li'vitha – Leader of the Vitha'diran elves
wilderness with no direction or cause. Eventually sighting a great mountain in the distance, he began making his way toward it,
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drawn there by an unknown urge. Arriving at the base, his eyes were drawn to a light near the summit. Deciding that whatever the
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Thegis Aeducan - King of the Dwarves and Gnomes
source of that light was the reason he had been drawn here, he began to climb the mountain, unaided. Nearly falling to his death
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several times, he eventually reached the top, tired and beaten. Standing before him was a man wearing light blue armor, radiating
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Merec Thorvald - Leader of Haven
the light seen from the base. This man told Caleb that he had been chosen to protect this mountain, for it was a holy place. Then
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the man in blue touched Caleb on the shoulder and Caleb was filled with hope and determination. He had found a calling, and
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Father Balian II - Priest of Bahamut and the adoptive father of [[Sora]].
would find others to join him. Journeying back out into the world he began to find others who would join him, preaching about the
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great man who came to him and the nation they would create under the guidance of the gods.</p>
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Bren Greystone - [[Brak's]] father<br />
=====Thelland=====
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Marloh Tarren - [[Brak's]] mother<br />
<p>The southern hills of Panterra were home to many groups of hunters competing for the same game. These different
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Brek Greystone - [[Brak's]] brother
groups frequently were at odds with each other and fighting was common between them. After many years of this, the leader of
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one group proposed an idea. Instead of fighting over what game there was, and wasting effort that would be better spent
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Samuel Cradlehorn - [[Caleb's]] uncle<br />
elsewhere, he began attempting to consolidate the disparate tribes. Many of the smaller tribes were interested in this idea, and had
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Zoe Spitefrost - Winter fey, and [[Caleb's]] patron
often worked together beforehand to protect themselves from the larger ones, but there were some of the larger tribes that would
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not tolerate the idea. A great deal of fighting ensued, until after a decade of bloodshed, one of the small tribes developed a new
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Eirasarff - White dragon responsible for the decimation of [[Asteron's]] home, a mountainous region in northern [[Antilla]].
bow, put together from a composite of materials rather than carved from a single length of wood. The extra range afforded by this
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design proved to be the advantage to finally win over the tribes opposing them.</p>
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Vincent Ashebury - Renowned Thellish bard, known for composing many folk songs for all nations, and even some hymns for Virrir.  Marcus Ondore's son-in-law.<br />
=====Clixan=====
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Candice Ashebury - Vincent's daughter.  Many of Vincent's songs were written specifically for her voice.  Marcus Ondore's granddaughter.  Ran away from the Collegium Arcana at Haven.
<p>The people of Clixan maintain that they have no “origin” and that the Clixanese empire has always existed in some form
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or other, and always will exist. According to Clixanese myth when the world was created on the back of a great dragon the gods
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Quon Quinn - Half Clixanese, half Thellish knight. Member of the mercenary group "Skyblades."  Missing in action.<br />
needed someone to watch over this world and ensure that the dragon's well being was looked after. This someone was Clixan
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Hadari Hanova - Sindaran mage.  Member of the mercenary group "Skyblades."  Missing in action.<br />
Lijang Winn, the first Clixanese emperor. To facilitate this task the gods gave the great dragon one cut, spilling 10,000 drops of its
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Rangrim Rockbore - Dwarven slayer.  Member of the mercenary group "Skyblades."  Missing in action.<br />
blood. When these drops hit the ground they became the people of Clixan, and thus was the empire born.</p>
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Errich Everest - Halfling hunter.  Member of the mercenary group "Skyblades."  Missing in action.<br />
=====Elves=====
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Chaedi Calavira - Vitha'diran sentinel.  Member of the mercenary group "Skyblades."  Missing in action.<br />
<p>The Sindaran and Vitha'diran elves were both originally the same race of elves, known as the Sintha'daran. The
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Torbera Telvrik - Dwarven warpriest.  Member of the mercenary group "Skyblades."  Recovered from a planar blister several months after disappearing on an expedition to explore newly discovered underground ruins.
beginnings of the Sintha'daran elves is unknown, and the elves themselves claim not to know anything beyond that they were
 
spawned by magic, and believe that they are magic's custodians. The schism between the Sindaran and Vitha'diran elves began
 
with a disagreement about how magic should be treated. Sindaras Klia'thel led a faction of elves who believed that as magic's
 
caretakers, they were entitled to it's use and free to experiment with it as they wish. Another group of elves, led by Vitha'di
 
Kalvaed, were of the opinion that magic was too dangerous a force to be toyed with unnecessarily, and should be restricted in it's
 
use, instead relying on the more natural forces of the world. Their differences could not be resolved and ultimately escalated into
 
civil war, ending only when a cataclysmic magical exchange between Sindaras and Vitha'di themselves layed waste to the elves
 
native home. Agreeing to put aside their differences temporarily, they set off across the ocean to find a new home, eventually
 
settling on islands opposite sides of the Panterran continent. After several millennia the fates of Sindaras and Vitha'di have been
 
forgotten, and the location of the original elven continent unknown.</p>
 
<p>The elves arrived on Panterra some time after the Panterran cataclysm and consequently have no records of it or what may
 
have caused it. It has been suggested that the Panterran cataclysm and the battle between Sindaras and Vitha'di are one and the
 
same, however the elves insist that the Panterran cataclysm predated that and vehemently deny any responsibility.</p>
 
=====Stonekin=====
 
Both the dwarves and gnomes of Panterra are assumed to share an ancient origin, and no evidence has ever been found to
 
refute this. It is often claimed by the dwarves that they evolved from the rocks themselves, while the gnomes resulted from a
 
similar process involving the crystal veins found among the stones the dwarves spawned from. This origin has given rise tot he name "Stonekin" to refer to both Dwarf and Gnome races. Whatever their origins, both the
 
dwarves and gnomes are very sturdy races, and prefer to live underground. The dwarves have built up a great underground empire
 
based around mining and working with the stones and metals they mine, while the gnomes make a prosperous living finding new
 
and innovative uses for the materials the dwarves mine, as well as creating machines to make the dwarves job easier.
 
===Language===
 
The five human nations of Panterra each speak their own language. While some similarities exist between them – all but
 
Clixan, for example, use the same alphabet – knowledge of one is not sufficient to give one a functional understanding of another.
 
To overcome this obstacle to trade, over time a “trade” language that makes heavy use of these common elements developed.
 
While it is easy to learn (class skill for all human characters) it lacks much of the depth of the more developed languages, making
 
anything beyond simple bartering or crude negotiation almost impossible.
 
===Relations===
 
<p>Despite the fact that the nations of the Panterran continent are all populated by humans, relations between them are not
 
always smooth. Of all the nations, only Regin and Thelland have a lasting history of peace between them. While outright war
 
between the others is very rare, small disagreements and skirmishes are common.</p>
 
<p>The Antillan people in particular are known to be somewhat aggressive, and conflicts on the borders with Regin and Virrir
 
are known to occur regularly, though they are usually short lived. The Antillans have a healthy respect for the Dwarves, while
 
viewing the elven races with more than a little contempt.</p>
 
<p>Reginites keep mostly to themselves, and with the exception of the Thellish tend to be somewhat cold to outsiders.
 
Despite this, there is a small yet highly lucrative trade in Reginite horses.</p>
 
<p>The Thellish are largely friendly, much more inclined to trust than the other nations. Despite this difference in diplomatic
 
philosophy they are a staunch ally of the Reginite people.</p>
 
===Organizations===
 
====Free Mercantile Union====
 
<p>Across the nations of Panterra exists a great deal of trade. Initially there were many competing merchant guilds, all
 
carrying the same basic goods, as well as their own particular specialties. At first there was a great deal of conflict, and many
 
instances of outright combat between the guilds, but this proved to be unprofitable. After the guilds came to a grudging truce, they
 
began undercutting each others prices, while price gouging the goods that were specific to themselves. Unfortunately, this system
 
couldn't be maintained, as many staple goods dropped so greatly in price that the cost of transporting them was far greater then the
 
cost of the goods themselves. While this was a fantastic situation for the common person, it was a horrible state of affairs for any
 
merchant. Many of the guilds were forced to close their doors or merge with the larger guilds. At this point, the Halfling run Free
 
Traders Guild stepped forward with a proposal. That all the merchant guilds merge and begin sharing resources, thus removing all
 
price undercutting by ensuring that all members received fair share of applicable business. There was some initial bickering and
 
reluctance, but much support for the idea. The Gnomes in particular leaped at the chance to devise a set of rules and conditions for
 
the fair disbursement of business.</p>
 
<p>The Mercantile Union, while the subject of some criticism, is widely regarded as a very fair group of traders, and are
 
almost always preferred for any trade, transport, or banking that needs to be done.</p>
 
<p>One notable and unique service the Union provides is one of currency tendering. Cash can be left at any Union guild hall,
 
and with the proper papers, or “tender”, one can draw on the reserves of any Union guild hall to access the deposited money. All
 
Union businesses (and many non-union) will accept Union tender in place of cash, due to their reliable reputation and ease of
 
access.</p>
 
====Order of the White Rose====
 
<p>The Order of the White Rose is a knightly order formed three centuries ago by the princes of Regin and Thelland. The
 
royal families of both countries found themselves with more children than they could reasonably distribute duties and lands.
 
Ultimately, a prince from each country was left at loose ends. Left to their own devices they soon became trusted friends, and
 
spent much time together in the borderlands of their respective nations. The time of peace they were enjoying could not last,
 
however, and their world was shattered when the monarchs of both lands were assassinated almost simultaneously. After this, all
 
the heirs, save the two princes, were placed under tight guard. The two princes, still fearing for their own safety, began training in
 
earnest to defend themselves, and more importantly, each other. The princes progress was fantastic, and many others began to
 
train under them in the ways of fighting to protect. Unfortunately, over the next decade, the rest of the royal families weren't so
 
lucky, and all but one heir was left on each side, as well as the two princes. The princes realized action needed to be taken, so they
 
each swore an oath, promising to defend the remaining royals and preserve what little was left of their families. Each taking a
 
retinue with them, they parted ways and headed for home, each to defend their sole living brother. The prices skills proved to be
 
fantastic, and each deflected several assassination attempts, and eventually uncovering the source of the attacks and dispatching a
 
force to deal with the perpetrator. From then onward, the royal families of both Regin and Thelland have relied on what came to
 
be known as the Order of the White Rose, so named for the prominent roses that grew on the borderlands.</p>
 
<center><i>
 
We fight to protect what we love.<br/>
 
We fight to protect our honour.<br/>
 
We fight to protect our families,<br/>
 
Our land,<br/>
 
Our home.<br/>
 
Those who place their faith in us,<br/>
 
Who trust us,<br/>
 
Who fight with us.<br/>
 
They shall never fall.<br/>
 
We fight to protect.
 
</i></center>
 
  
====Knights of Harmonia====
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Silincas - An elf found in the ruins discovered by the Skyblades party. Seemed to have body and mind separated. Doesn't appear to know where he is.
<p>The Knights of Harmonia are the defenders of the people and lands of Virrir. They are known in various circles as the
 
“Holy Knights” or the “Harmonian Elite”. Well known for the fervor with which they defend their charge, they are sometimes
 
viewed in a negative light by many who consider the Virrins to be an oppressive or fanatical people.</p>
 
<p>The Knights themselves are charged with the duty of defending the people and lands of Virrir. They are strictly
 
hierarchical, accepting the orders of their commanders as holy writ.</p>
 
====The Hidden Crescent====
 
Every society eventually finds a need for those who are willing to act outside the law, be it the simple gathering of
 
information theoretically forbidden, the acquisition of desired resources, or outright assassination. The Hidden Crescent is an
 
organization dedicated to work in the shadows, being unseen and unknown. Agents of the Crescent are both revered and feared for
 
their adeptness in their chosen field. While the existence of the Crescent is largely unrefuted, its members are highly secretive, and
 
often prefer to keep their identity as a member a secret. In any given city there will often be a small number of known contacts
 
who can be petitioned for help from the Crescent.
 
====Arcanist's Society====
 
Wizards, sorcerers, and other practitioners of the arcane arts, while stereotypically somewhat selfish and protective of
 
their power, are also smart enough to realize that knowledge shared is knowledge gained. The Arcanist's Society was founded with
 
the goal of furthering the study of magic and making it possible to accomplish much that could not be done alone. Members of the
 
society, in addition to helping each other, will very often sell their services to the general public. While expensive, these services
 
are greatly appreciated by those who can afford them.
 

Latest revision as of 12:24, 12 December 2012

This campaign is being DM'd by Xjph in an original setting. The system will be 3D tetrahedral matrix boogaloo (D&D4e). The setting will always be incomplete.

Map of Panterra

Campaign

The campaign will begin with the player characters all involved, in one way or another, with trade between Virrir and the other Panterran nations. They can be guards for merchant caravans, or merchants themselves, anything that would put them into a position of needing to travel in and out of Virrir. On their most recent trip to Virrir an undisclosed "incident" of some sort took place within Virrir which has the nation on edge, and many people in the capital are beginning to refuse contact with outsiders. The PCs will volunteer/be recruited to offer their services to the Virrir authorities to help hasten the resolution of this issue.

Characters

While any published race/class is allowed it would be preferable to choose a race that has a background in this campaign world. I will make an effort to incorporate any race that a person wants to play. For purposes of the elves in Panterra consider the Vitha'dira to be 4e elves, while the Sindara are eladrin.

Sora

Dragonborn Knight(Philippe) - Parted ways with the party

Oberon

Minotaur (Philippe)

Brak Greystone

Dwarf Barbarian (Mike)

Caleb Cradlehorn

Halfling Hexblade (Pat)

Asteron

Minotaur Paladin (elbkhm)

Eric Moore

Human Wizard (Ryan)

Marcus Ondore

Jason's Character (Jason)

Setting

For more information, see Panterra.

The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.

The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.

Session Log

See also: Obverse Worlds - Campaign Summary

Prologue

Quon Quinn, Hadari Hanova, Rangrim Rockbore, Errich Everest, Chaedi Calavira and Torbera Telvrik - members of The Stormblades - made their way into an ancient temple. They fought their way through the defences and creatures the temple had of offer. They found the spirit and body of an elf named Silincas, who doesn't appear to know where he is and doesn't know why his mind and body were separated...

One: How I Killed Your (Fledgling) Dragon

Caleb Cradlehorn, Sora, Asteron, Eric Moore, Marcus Ondore and Brak Greystone escorted a caravan containing various goods to Virrir.

Upon reaching the Virran border, the caravan was greeted by guards who informed them that the border was closed; the caravan would simply have to wait at a nearby rest-stop until the border reopened.

The guards would not expand on the nature of the border closing, so Gerard asked the party to take the mountain pass into Virrir. It's unguarded border would enable them to make their way to the town of Cylia and get someone to sponsor their entry.

The mountain crossing was cold; colder than a penguin's chuff. After many days of fighting back the wilderness, and many nights of fighting off the cold, the party discovered a large cavern. Inside they found a fledgling white dragon. A battle ensued, but the party quickly dispatched the nasty reptile and spent the night in its cave.

The next day, they made it to Cylia. There they quickly befriended some locals who offered to sponsor their entry. With the proper documents in hand, they made their way back to the border crossing and the waiting caravan.

Two: Where did my magic boots go?

Shortly after arriving in Cylia the party discovered that most of the magical goods being carried by their caravan, including most of Caleb's Uncle's goods, had disappeared from within their locked chests. Frustrated by this turn of events they approached the government of Cylia to seek redress, only to be informed that the town proper was suffering from a the same issue.

Caleb then spearheaded an investigation of the local troubles, which culminated in mapping out the thefts and establishing that the epicenter of the phenomenon lay several days journey outside of the town. Unfortunately, during the investigation, the party laid a clever trap for the presumed thief using Brak's enchanted boots as bait. The boots were taken, but no thief was found.

The party then left Cylia to seek the center of the phenomenon and put a stop to it. However, they were assailed by ferocious monsters en-route and Caleb was slain. He was later told that the party had bested a number of beasts before finding a magical anomaly that was the source of the phenomenon afflicting both the town and the caravan. Eric, the party's wizard, devised a new ritual to resolve the issue freeing Torbera Telvrik from a failed plane-shift/teleport ritual, and as a sign of her gratitude she called upon her divine power to raise Caleb from the dead.

Three/Four: The Journey to Mount Harmonia

After their return to Cylia, Tilmar presented them with some rewards on behalf of the town for their help resolving the issues with the planar blister.

Later, Gerald approached Marcus Ondore and gives him a letter from a man named Vincent Ashebury, a well-known Thellish bard who is also Marcus' son-in-law...

Five: All this has happened before, all this will happen again

The party arrived at Apostle's Rest, the sprawling city at the base of Mount Harmonia. There they met with Vincent Ashebury at Azin's Inn. He explained that he has been commissioned by the Church to create a "sanitized" version of the prophecy; something for the masses. However, he is not being allowed to review any of the original prophecy in order to do so. He tasks the party with finding out which members of the church had the original visions, and to obtain their permission to get access to the notes.

After a bit of digging, the party found that Bishop Lilly Ailen, a member of the church of Ioun was one of the original three bishops to have the vision. The party managed to gain an audience with the bedridden cleric who, after a short discussion, agreed to give her consent as well as the names of the other two bishops. The party visited with each of them and secured their permission to get a copy of the original, unedited notes.

Having been promised a copy of the notes, the party retired for the night. The next morning, there was no word on the notes. The group ventured to the Cathedral and were greeted by guards who accused them of kidnapping the bishops, who had disappeared during the night. The guards took them to meet a panel of clergymen who asked them to answer to the charges; the bishops had vanished along with all the original notes, copies, ink quills...everything pertaining to the prophecy.

The party invoked the named of Vincent Ashebury as being able to vouch for their whereabouts and, after a brief but impressive speech on his part, the party was released. Vincent put the entire Cathedral on lockdown as the party began their investigation.

At first the party believed it would take a smarter group than them to connect these events. After a bit of searching however, the group found a secret access-way which seemed to connect the entire Cathedral to some basement retreat or safe. The party made their way into the basement and were faced with armed guards, bearing the symbol of Vecna.

They dispatched the guards and made their way in...

Dramatis Personæ

Helden Sonder – Leader of Antilla
Rornia Sonder – Helden's wife

Tayle & Ginth Fatherin – Leaders of Regin (twins)
Lord Father Pious Dominic IV – Head of all Churches of Virrir

Catherine Winsor – Queen of Thelland
Anthony Winsor – Catherine's consort

Emperor Lieu Cao – Leader of Clixan

Tyvenis Li'sinda – Leader of the Sindaran elves

Valetri Li'vitha – Leader of the Vitha'diran elves

Thegis Aeducan - King of the Dwarves and Gnomes

Merec Thorvald - Leader of Haven

Father Balian II - Priest of Bahamut and the adoptive father of Sora.

Bren Greystone - Brak's father
Marloh Tarren - Brak's mother
Brek Greystone - Brak's brother

Samuel Cradlehorn - Caleb's uncle
Zoe Spitefrost - Winter fey, and Caleb's patron

Eirasarff - White dragon responsible for the decimation of Asteron's home, a mountainous region in northern Antilla.

Vincent Ashebury - Renowned Thellish bard, known for composing many folk songs for all nations, and even some hymns for Virrir. Marcus Ondore's son-in-law.
Candice Ashebury - Vincent's daughter. Many of Vincent's songs were written specifically for her voice. Marcus Ondore's granddaughter. Ran away from the Collegium Arcana at Haven.

Quon Quinn - Half Clixanese, half Thellish knight. Member of the mercenary group "Skyblades." Missing in action.
Hadari Hanova - Sindaran mage. Member of the mercenary group "Skyblades." Missing in action.
Rangrim Rockbore - Dwarven slayer. Member of the mercenary group "Skyblades." Missing in action.
Errich Everest - Halfling hunter. Member of the mercenary group "Skyblades." Missing in action.
Chaedi Calavira - Vitha'diran sentinel. Member of the mercenary group "Skyblades." Missing in action.
Torbera Telvrik - Dwarven warpriest. Member of the mercenary group "Skyblades." Recovered from a planar blister several months after disappearing on an expedition to explore newly discovered underground ruins.

Silincas - An elf found in the ruins discovered by the Skyblades party. Seemed to have body and mind separated. Doesn't appear to know where he is.