Archive for 2018
Legacy of Fire: Prologe, the metting at Altaruk
By : LeonDelgado
The small caravan of the High elve sorcerer Kaldrass had
traveled for three weeks across the sands of the region of Masir, moving
towards the small city port
of Altaruk . For this
travel Kaldrass have hired the services of five mercenaries:
- Trellian, an Aquilar rouge (Mark)
- Aurora, an Avalar elve Shair - master of Gennies (Vanessa)
-Tempercraft, a Gnomeran mechanic (Steve)
- Ala'i (ah-LAH-wee) a human Mamluk warrior (class Samurai) (Louie)
- Lucio, a Half Derme necromancer (Levi).
The story started in the last nigth of the travel, when the
caravan is close to the city and prepare to sleep. The mercenaries were tasked
with the night guard, always in company of some of the personal guards of
Kaldrass.
During the first watch the players shared some moments with
the caravan members, but during the second watch some of the players notice an stranger
coming by the old road.
Trellian when to his encounter and noticing that was apparently
a menace he invite it to share some food and salt at the camp. The traveller
name himself as Gaffar, and explained that he was travelling to the city of
Altaruk after attending the burry of his cousin in a distant city, and he was thankful
with all for the welcoming, sharing some food and departing early in the
morning.
The next day the caravan arrived at midday to the city.
Going stray to the town marked and getting ready to sell the products in the
afternoon rush of costumers.
This was the moment that the players expected to get pay by Kaldrass,
but the Neidar elf had other plans.
When the players when to reclaim their money, Kaldrass
mercenaries surrounded them and deman their surrendering, as the Neidar never
planned to pay then, instead he wanted to sell them as slaves in the marked
that same day. The mercenaries wont allow this and a vicious fight started right
in that moment, and was only stoped when the city guard arrived.
Kaldrass claimed that the mercenaries were slaves that were trying
to escape, and those clamed that was a lie from Kaldrass. The captain of the watch
decided that this was better to be clarified by a Quadip (judge) and bring all
to the city court.
There for the good forture of the group a familiar face
where the Judge: Gaffar. The Quadip recognise the people that give him hospitality
and set them free, and punish Kaldrass with 5 years of slavery as punish for
his crime. The Quadip also granted the Rasalan (a gigantic mount/tent) of
Kaldrass to the group as payment for the money that this elf owe to them.
With this the group of mercenaries were free, and going out
of the palace of justice meet a new face: Garavel. This person were looking for
brave warriors to help his matron, and invite the mercenaries to a meeting in
the city bath house to discuss a business. Everybody accede to meet and discuss
there and departure.
Later that day everybody meet at the bath house and there
they meet Almah, a beautiful woman that under the command of the Packlords is
leading a group to the city of Kelmarane, that is now under Gnoll control, to
clear the city of bandits in order to make it a prosper town.
With some payment in advance the players agree to work with
her and depart to the city of Kelmarane .
The region of Masir, introduction to the campaign Legacy of Fire
By : LeonDelgado
Were Sethra as bleak and barren as tales of its trackless
plains and vast deserts suggest, there would be little opportunity for
adventurous spirits to take up arms and seek fame amid such merciless wilds. As
any Solku guardsman or Sethra trader can relate, such is not the case. Gnolls,
rocs, and beasts of legend from the Brazen
Peaks prey upon the
unwitting residents of the central veldt, and in the cities stalk beings from
ancient lore and countless strange lands. Sethra is a land of mystery and
menace, yet there is no end to the number of brave souls who rise to confront
such dangers.
The Region of Masir is one of the eastern region of Sethra,
close to the frontier with the kingdom
of Elsmore and next to the Baridatan Sea .
The central of commerce and culture of Masir is the cityt of
Katapesh - the bronze city, that in the old legendary times were the capital of
all the region. In the present many cities in Masir are independent states, but
the bronze city remains as the biggest city, under the control of the mysterious
Packlords, after those take control of the city from the Dragon caliph Hurzett.
- Disclaimer-
This is the adaptation of the Pathfinder Adventure Path: Legacy
of Fire, that I plan to run in the following months, this amazing adventure is
being adapted here or "localize" to the world of Arcadia, so some
changes and names will be made but I will try to keep the original spirit
intact and at the same time make this campaing my "own".
L. Delgado.
The People of Sethra
The Land
of Fate is a true melting
pot, peopled by men in all shapes, sizes, and colors (and both genders, too).
Here the generalized “men” refers not only to humans—the most common race—but
also to elves, half-elves, dwarves, Visgan, Gnomeran, Mutawas, and even ogres.
For the most part, Sethra lacks the racial prejudice and segregation of less
civilized realms. For instance, the concept of a separate “elven” society is
foreign here. While there are indeed a few areas where elves outnumber humans,
the elves don’t consider themselves a separate nation or people. Nor do humans
view the elves that way. Not even ogres are shunned in Sethra. Although some
ogres are brutes, as surly and crude as their foreign counterparts, Sethrans do
not allow the rough-tempered minority to color their opinions of the entire
group.
Lifestyle—not race—tends to separate Sethrans. In the Land of Fate , people fall into one of two broad
groups: those who are nomads and those who are not. The nomads, or Al-Badia (ahl-BAH-dee-ya),
dwell in the most hostile areas of Sethra, where men are as near to the gods as
they are to death. They are driven by
the search for simple necessities: water, food, and grazing land to sustain
their herds. As a result, the nomads are a sinewy breed with keen senses. Sloth
and obesity are virtually unknown to them; many subsist on a little more than
few dates and a flask of sour milk each day. With so little food, and only a
goat’s-hair tent to provide shelter, the Al-Badia are more impoverished than
many can imagine. Yet they consider themselves to be the richest of all Sethrans.
Their wealth lies not in possessions. Nomads do not value gaudy clothing, a warm
house, or a mass of personal fortune. They value their independence.
Although nomadic life is fairly insular, the necessity of
trade brings the Al-Badia into contact with the “other half”, of Sethra’s
culture: the Al-Hadhar (ahl- HAH-dar), whose lifestyles are stationary.
Artisans, merchants, craftsmen—all are Al-Hadhar. Even the wandering tinker
belongs to this group, because his life is inexorably linked to the village or
city bazaar, and therefore to the trappings of settled men.
Virtually all Al-Hadhar know more creature comforts than the
nomads. Only a few, however, are truly flush with silver, belonging to the
Al-Hadhar’s upper class. Such wealthy men and women usually dwell in cities,
though many own land in far-flung towns. The sweat and labor of the lower
classes makes their existence possible.
For the most part, the Al-Hadhar are poor. Their homes are
small and simple, made of mud brick or thatch, huddled around an oasis or a
single well. Some are laborers. Others are farmers, residing on land that
belongs to another, tending dates, wheat, and other paltry crops in exchange
for a small share of the harvest. Their plots are small. In comparison to the
farmers of other realms, most are little more than gardeners. But from a tiny
patch of desert, they can create a paradise.
The Al-Badia and the Al-Hadhar tend to view one another with
pity if not with a touch of disdain. Even the poorest villagers believe
themselves to be more culture and more civilized than the nomads. Through the
eyes of the Al-Hadhar, the nomads “madly” choose an austere existence, while
the Al-Hadhar dwell in luxury. (Certainly most villagers can boast a roof over
their heads, fresh water, and a full stomach, as well as a regular bath.)
Further, the Al-Hadhar worship their gods in impressive mosques, with the
benefit of “educated” priests to guide them. Hence, the settled Sethrans
believe themselves to be more pious than the Al-Badia, and therefore closer to
the gods.
The nomads, of course, maintain the opposite opinion. After
all, what could be holier than living beneath the expanse of the heavens and
placing oneself directly at the mercy of the gods? The Al-Badia pity the
Al-Hadhar for their softness, which results from their ardent pursuit of
material comforts. Moreover, the nomads pity the Al-Hadhar for their lack of
freedom and their inequality.
The nomads bow down to no one but the gods, while the
Al-Hadhar, say the nomads, must kneel to other men. All nomads believe
themselves equal before the gods and before Fate. The same cannot be said for
the Al-Hadhar. Though some disparities in nomadic wealth exist, they are small
compared to that of city dwellers, and a sheikh who is not generous with his
tribe does not retain his position.
Nomadic women also know greater freedom than their settled
counterparts. The family cannot survive without every nomad’s work; in turn,
the women share equally in the rewards. In contrast, many city-dwelling women
live like prisoners or slaves. The fact that they are “pampered” slaves only
brings further pity or disdain from the nomads.
Despite these differences in lifestyle, the Al-Badia and
Al-Hadhar coexist in peace. Ultimately, both the nomads and the city dwellers
believe that a man and a woman should be judged on their own merit—not by the construction
of their house. At least in principle, a person’s ability and strength of
character outweigh any other distinction.
Races
One of Sethra’s greatest wonders is the size and exotic nature
of its incredible markets. Yet for all of the treasures up for sale, it’s the
diversity of people and merging of cultures from across Arcadia that make the
cities of Sethra and the lands beyond true wonders.
Traditional Standard races of Arcadia (those found in the Legend of Arcadia
book) are present all over Sethra, being the humans one of the most common.
Classes
With demand comes opportunity, drawing peoples of all walks
to the wild frontiers and bustling cities of Sethra. Whether as sojourners
seeking to tame the rugged wilds, or as opportunists chasing fame and fortune,
in this land of riches and wonders, anyone with skill and tenacity might become
a legend.
Barbarians
For all of Sethra’s endless markets and gold-lined streets, many
of the country’s natives still live their lives simply, adhering to ancient
traditions and the whims of nature. Sethrans nomads travel the country’s
central deserts and plains, journeying from oasis to oasis, ever on the
defensive against the deadly creatures of those bleak wilds. For centuries the
nomads have defended their territories against interlopers and each other—the
varied clans holding tightly to an elaborate hierarchy of grudges and
alliances— becoming skilled in the art of battle. Several tribes claim fertile
lands and bountiful oases as theirs, and woe to the unwary who would
unwittingly steal from these proud people. Aside from the nomads of Sethra’s
interior, the gnolls of the Brazen
Peaks and wild elves from
the Mwangi Expanse both occasionally wander among the country’s more civilized
peoples, bringing with them skills and savagery unknown to everyday guards and
mercenaries.
Minstrels (Bards)
Sethra has a long tradition of skilled entertainers. From incredible
storytellers capable of bringing ancient fantasies to life, to the veiled
dancers of incense-filled courts, the exotic and entrancing ways of the Sethrans
marvel audiences the world over.. Storytelling holds a vaunted place among the
region’s art forms, with accomplished tale tellers winning respect and great
honor, especially among the country’s native peoples. Lords, sailors, and wide-eyed
wanderers venture into steamy dens to watch the silk-shrouded gyrations of
ecdysiasts and listen to the philosophizing orators. Musicians hone their
craft, mastering age-old melodies on stringed ouds, recorderlike zurnas, finely
decorated qanuns, or simple zills. Entertainers of all types find high demand
throughout the country, with the best enjoying incredible luxuries among the
entourages of wealthy nobles and merchant lords. The most exceptional of these
are the elven minstrels who abilities are almost magical, and are blessed by
the goddess Atma.
Clerics
Few can ignore the priests of Mitra as they move through the
crowded streets, their robes like woven silver and their turbans adorned with
gems. Easily the most spread religion in the east, the Mitrans work to assure
that trade continues smoothly and fairly, while their Silver-domed temple-banks
attract hordes of adherents and merchants on a daily basis. In the east, Ra’s
following holds greater sway, all natives knowing to fear and respect the power
of the scorching sun. The Sethrans view the Supreme king as a more demanding god
than most, praying for her mercy and aid, yet wisely not expecting her
intervention. From Solku, the church
of Heres attracts the faith of those who
face the dangers of the Brazen
Peaks and other wilds.
Faira and Anubis find significant followings throughout the country, as
worshipers seek to unlock secrets of both the mind and body through ancient art
forms and drugenhanced meditations.
Druids
Although arid deserts and featureless veldts typify the nation’s
interior, Sethra is far from a barren land. From the rugged coasts to the sheer
mountains, the cracked uplands to verdant desert oases, strange beasts and
exotic plants form a harshly beautiful ecology, one stoically guarded by the
nation’s few druids. Committed to protecting their homelands, members of Sethra’s
nomadic tribes occasionally leave their people to “stare the lion in the eyes,”
a journey into the wilderness that proves both literal and figurative as the traveller
confronts the region’s deadliest beasts. Those who survive often form bonds
with the animals of the land, claiming whole territories or prides of beasts as
being under their protection. Water druids hold the respect of those in Sethra’s
most parched environs, valued for their skill in sustaining those creatures and
respectful peoples who struggle to make the deserts their home.
Fighters
Capable warriors never lack for work in Sethra. In the
cities, wary merchants hire trustworthy watchmen while fearful nobles employ
mercenary armies to serve as their personal guards. Bands of thieves and
brigands take on muscle for all manner of capers, and in the dens below the
bustle of city streets, pit fighters and brawlers of all sorts spar in brutal
blood sports. Outside of Sethra’s city walls, the nomads of the barrens hone
lethal skills, whirling scimitars with deadly expertise, while on the trade
roads caravans place their fortunes in the hands of guards who are often more
daring than skilled. Farther east, the rural communities and frontier villages
endlessly want for skilled hunters, soldiers, and protectors to fend off the
hordes of gnolls and even deadlier beasts.
Paladins
To combat the decadence of a country steeped in vices, the
holy warriors of numerous faiths maintain dutiful vigil over their deities’
interests in Sethra. As the patron of cities and trade, Mitra sends Silver-armored
soldiers to Sethra to guard his temple-banks, encourage commerce, and weed out
corruption. Ra supports an especially active knighthood in the region, though
her warriors are more altruistic, seeking to aid those who settle in dangerous
lands and keeping the roads safe from ravening beasts. Of special note are the
crusaders of Solku’s Dawn Vigil, who serve the God Ra in fighting back bands of
gnolls and other deadly creatures on Sethra’s western frontiers. Perhaps most
famous are Here’s paladins, who in recent years turned back the gnoll siege of
Solku at the Battle of Red Hail, and remain heroes throughout the realm.
Psion and Psionic Warriors
Masters of the mind, for most creatures on Sethra, becoming
a psion is not a destiny, but a discovery. Some psions, it is true, showed
their first signs of mental powers from the age of a few years old, and a
greater number began to manifest their psionic powers in puberty. But many
psions, if not most, lack the time, inclination, tutelage, or will to develop
their latent power. Most first-level psions do not consider themselves
psionicists at all, but bearers of a freak psionic “gift” or “knack” that may
come in handy, but is hardly the focus of their lives.
When Psion develop their powers become powerful rulers and
conquerors, sometime being also advisors of great Sultans or traveler
adventurers. Many Wizards learn how to face this estrange
"spellcasters" in the cities of Sethra.
Some Psion develop a more physical power, where their mind
bend their bodies and realities, learning how to fight and survive, this being
a common in the Psion's that live in the poor streets of Sethra and never find
a tutor that help them to develop their powers in a more structure way, thus
becoming Psionic warriors or in some cases Wilders.
Mechanics
Mechanics thrive in Sethra, their machines are well
appreciated by the people of the cities and in some cases the caravans of
merchants that could use better transportations means on the hard desert.
Only one guild of Mechanics exist in Sethra and that is the
Copper hats on the city of Katapesh ,
but some mechanics learn their trade from tutors or family members.
Rangers
Hunters of beasts and men find easy work in Sethra. In the
west, the deadly monsters and savage humanoids of the Brazen Peaks
place skilled rangers in high demand, and some travel from village to village
selling their abilities and the fabulous pelts of their more exotic kills. In
the east, within the city of Katapesh and its ever-changing crowds, those able
to track people and find lost souls command high prices, freeing kidnapped
slaves, hunting thieves, and dealing with creatures like undead and vermin that
infest populous communities. There are also those distrustful of Sethra’s more
exotic visitors, remembering tales of fiery wars and fiendish incursions; such
hunters stand ready to defend their country from outsiders and elementals.
Rogues
Those with deft tongues, light fingers, and quick feet find
endless opportunities in the cities of Sethra and beyond. Whether as solo
pickpockets and confidence men or among organized guilds of thieves, the
criminals of the city of Katapesh
are legion, and in some markets—like the Nightstalls—there’s little difference
between the merchants and the crooks. Yet not all sharp-witted Katapeshi are
criminals. Wealthy newcomers to the city pay high prices for the talents of guides
who know the local ins and outs, and even lifelong residents hire personal
buyers and bargainers who know where to procure anything. Outside the city,
skilled spies and scouts keep tabs on dangerous savages and search for new
opportunities in the metal-rich mountains and plains fertile enough to raise
pesh or other valuable crops.
Sorcerers
Although rare, genies and their power over the elements feature
prominently in the legends and folklore of Sethra. Thus, it is no surprise that
many sorcerers claim to have genie blood. Where in many countries such
assertions would sound like foolish boasting, in Sethra there’s a chance it’s
true. While sorcerers might be found throughout the country, native sorcerers
usually rise from the west, typically among rural communities and nomads—many
of whom claim to be ancestors of great heroes from magical lands. Traders from
far and wide bring their own arcane heritages to the cities, from fiend-blooded
tieflings to the naga-kin of Vudra and the sea-speakers of the distant south.
Sorcery is pervasive in Sethra, but never common.
Wizards
The magic of Sethra borrows much from the arcane traditions
of its neighbors. Mystical scholars delve deep into the cultic lore of ancient Celestial empire , attempting to tap into secrets lost to
the deserts long ago. The arcane societies of the south influence the studies
of native wizards, with bombastic Elsmore transmuters and stoic Ditian
necromancers trading their secrets for veiled arcana. Sethra -born wizards have
their own traditions, with control over weather, taming of the elements, and
creation of supplies especially vaunted. The greatest Sethra wizards are the
genie-binders—summoners possessing their nation’s talent for haggling—who
ensnare powerful genies and can remake the world through the wishes of their
elemental slaves.
Characters from the Campaing: "The Fracture of a Kingdom"
By : LeonDelgado
Regalis
(Player Jay)
Born
in the Mitrellas house as a Half-dragon from a Silmar mother, Regalis was shun
down from birth. Only Allowed to live as this was his mother choice. His father
Gadiel Thodenhir (his real dragon name was Deomyr) lived for two millennia in
the region of Gyrilenth hiding the fact that he was a Blue Dragon. He
participated and helped the house of Mitrellas for all this time, falling in
love with the beautiful Anuel, the granddaughter of Nestarion.
Anuel
was a famous Mistrel, and a follower of Atma, and is said that she had the most
beautiful voice, and her sing could heal wounds, call for the summer in the
middle of the winter and raise the dead. She was invited to the halls of Faira
once to sing for her, and Veles give her as reward power over the dead.
They
both married and lived in a secluded place, hiding the birth of their son
Regalis, until one day when Anuel returned to the city of Sidryon (the capital of Gyrilenth) with his
young son Regalis, his father vanished and their house was destroyed. She
refuse to reveal what happened, and remained in silence, only communicating
with her eyes and gestures, becoming silent since then.
Only
her eyes convice Nestarion to let live Regalis, and raise him as one of the
Mitrellas house. The joung half dragon whoever had a hard life, only finding
peace on the workshops of Seliun Germael, one of the best mechanics of the
House. Over time Seliun move to the small city of Arandur , and Regalis march with him.
In
Arandur meet the joung Blethzuu and both forge a friendship.
Recently,
a mission bring him back to Sidryon, and to face his past.
Blethzuu (Player Laurence)
Born in the Mitrellas house,
Blethzuu is a Silvari elf between two worlds. His father Itgran Darthnall was a
Silvari exile that found a place within the Mitrellas house.
Called the Troll slayer,
Itgran was a fierce warrior, with a great hatred for the Trolls and many fey
creatures. He found some peace when he married Alenty, a lady of the house.
When his son was born he taught him all about the spirit walk and how to reach
the spirit world, but for some reason he always avoided going into it.
Since a young age Blethzuu
show great affinity for the elements, and Seliun Germael, one of the best
mechanics of the House Mitrellas accept him as one of this pupils.
Over the years Blethzuu
become an orphan as her mother died of a mysterious disease, followed by his
father, who was killed in a mission over the north wall when he served the
house Kaylanden.