Hellscarred and War-torn (Inactive)

Game Master Zedth

It has been more than a century since Mylosis fell to the disgraces of hell. The events that followed unleashed a tide of hellspawn and other disgraces upon the Western Realm. The land is in a time of crucial flux, and the reigns of freedom are being seized by our intrepid heroes.

Map of the Realm
Map of the Realm (2)
Current Tactical Map

Party Treasure

Party Health
Catcher........111/111
Gromff.........109/123
Roland.........132/144, 0/18 Bonus HP, Fire Resist: 2, DR 4/-, Lesser Celestial Totem,
Crystallius....92/92
Chiro..........117/117

Party Passive Perception scores
Catcher......9 (-1)
Gromff.......12 (+2)
Roland.......23 (+13)
Crystallius..28 (+18)
Chiro...........27 (+17)

Initiative rolls:

Initiative Rolls
[dice=Gromff]1d20+5[/dice]
[dice=Roland]1d20+1[/dice]
[dice=Catcher]1d20+12[/dice]
[dice=Crystallius]1d20+5[/dice]
[dice=Chiro]1d20+5[/dice]


Bits of Lore obtained by the players:

  • The Three Harbingers are an old legend about the end-times, indicating that a trio of fallen angels has the power to save the world, with each of the three's fate was somehow bound to a key. Each key is a large magical gem--one for each of the primary colors: red, yellow, and blue. The party is in possession of the blue and yellow gemstone keys right now, while the location of the red remains a mystery.
  • The Archmage Gengis Battleborn was a revered figure who championed liberty and magic for the benefit of all goodly people. He was a wizard of world renown, known for his decades of battle with dragonkind, for his affinity for serpents (his arcane familiar was a viper), and for his city Mylosis - the Jewel of the West. He once was believed to have abandoned his great city Mylosis and all of its citizens when the Archdevil Ultruu punched a hole into this world in the midst of this great city. Recent events have led some to believe that he instead left in pursuit of godhood, to maintain a balance in the cosmos to counterbalance Ultruu's similar attempts at ascendance.
  • The Priest of Battleborn named Littledragon discovered a hidden cavern beneath the ancient fortress Archdale that overlooks the small village (now, a large war camp) of the same name. This cavern holds an ancient site accessible by bridges of light that spawn when one possesses a harbinger key. This site clearly holds significance with the harbingers legend and will play its role once all three keys are found, as indicated by the 3 gem-key-slotted obelisks found within this cavern.
  • The Spear of Destiny is a weapon of ancient legend said to have been crafted by the gods. It is rumored to have the power to slay any demon or devil, no matter how powerful. Last known whereabouts seem to place it in the Untamed Wilds, in a lost valley called "The Valley of the Kings" where it was used in a battle to slay a great demon of old.
  • The Coven are said to be a trio of hags, but their actual race/origin is unknown. They are not evil by nature but have a sinister reputation for meting out harsh requests for payment, often resulting in death. They are are famous for their supposed timelessness and their vast troves of knowledge. It is said that they know all things, but ask much in return for such knowledge. They live in a bog at the foot of Mount Azesht'lorn, which requires traversing the dreaded "Bone Wastes" desert.

    ---------------

    Hellscarred and War-torn:

    Mylosis, the Jewel of the West, was once the grandest city on the face of Atma. Founded by the Archmage Gengis Battleborn, it was a haven for robust trade, cultural enrichment, and for magic users of all stripes and backgrounds. Known far and wide for its splendor, it attracted goodly folk from every land on the globe. Travelers could describe the city without ever having laid eyes on it before; far and wide people spoke of a tower of shining emerald thrusting thousands of feet into the sky, glimmering for miles in every direction; a tower where the mightiest wizard in living memory makes his home high above the city that he founded.

    It has now been more than a century since Mylosis fell to the disgraces of Hell. Ultruu, the ambitious balor-turned-godling, harnessed the energies of the founding of the Atma itself, corrupting and exposing the ley lines at the heart of the Jewel of the West. Legions of devils flowed like a tidal wave upon the once-peaceful streets. Raw magic whipped up into storms left paths of devastation in their wake. When the city fell, so did the foundation of freedom upon which the millions of Mylosian countrymen stood upon. Accompanying these horrors was the untimely disappearance of the city's patron, Archmage Battleborn. With these events in motion it did not take long for the Age of Ascendance to crumble to dust.

    After many long decades of crippling war with the armies of sin, an uneasy peace has settled into this many parts of the realm. Commonfolk live their lives in relative peace since the worst days of the war seem to be behind them. The Armies of Sin have swept through and conquered much of once was wholesome well tended lands, but left in their wake fear of reprisal and fear of rekindled aggression. Roaming bands of bandits, devils, and otherworldly creatures sometimes break the relative peace. Strange magical storms and other unexplained phenomenon remind of unharnessed eldritch energies let loose from the ley-line nexus in the heart of the ruins of Mylosis. New lords were left in place of old ones-- some mortal collaborators, others more hellish. The desire of Ultruu was not to smother life, but to conquer it. Average folk live in fear of liars, conspirators, and accusers.

    The time has come for heroes. A handful of city-states and nations who once proudly held sovereignty over these lands have decreed this new Age of Despair will be brought to an end. Representatives from these factions are assembling in Archdale, where a once-abandoned castle now acts as the closest stronghold to the ruin of Mylosis; a castle that guards the mountain passage into the Mylosian plains.

    There, in close proximity to the ruins of the Archmagus' once-beautiful city, they will convene and forge a new alliance to usher in a new age of peace, law, and freedom from the hellish shackles of tyranny... that is, if they can stop warring with each other.

    Places of Note:

    -Mylosis,(pop n/a) A once great city of splendors, currently in ruins, rumor has it that an open gateway to hell exists here on the nexus of a triple ley-line intersection, at the foot of the famous emerald tower of the Archmage Battleborn. A most dangerous place.
    -Craddock,(pop 2000) A dwarven/human community at the foothills of the Frostfang mountains, for centuries it acted as a trading post for mountain dwarf goods.
    Current status: hellish control
    -Tarlof,(pop 10,000) A mostly human town south of the Everwood, a walled city that was considered a stronghold of men. Noted for its large adjacent lake which has a colossal swirling gush of water that thrusts several thousand feet into the sky, which provides a constant drizzle over the city and its surrounding farmlands, depending on wind direction.
    Current status: hellish control
    -Khaurak-Khozil,(pop unknown) A mountain dwarf stronghold high up on in the Smokey Mountains. Unreachable by conventional means. Known for their mithril and blue steel.
    Current status: Unknown
    -Vault,(pop 110,000) Capital city of the Silvermane Sovereignty, stronghold thus untouched by this war, ruled by Lord Patron Gohlshae Silvermane. The largest city left standing in the realm. Vast majority human population. Arcane magic is outlawed on pain of death.
    Current status: unharmed, controlled by the Silvermane.
    -Haven,(pop 65,000), ruled by Meribald Silvermane, a man of twenty-one years. This port city hosts the largest active port and has goods from around the globe. This city's surrounding lands are rich with natural resources such as silver, iron, salt, and rare lumber.
    Current status: The city is under siege by the armies of sin.
    -Maiden's Wharf,(pop 27,000) A town founded by halfling and gnome traders, it has grown to be a bustling port city. It lies to the south of Haven along the east coast of the realm. Where Haven boasts a more active port due to its size and influence, Maiden's Wharf has a natural bay that provides easier sailing conditions, and has sand bar islands that protect the harbor from attacks by sea during low tide. It tends to attract a more seedy clientele than Haven, and this makes it a favorite of rogues looking to fence or find rare black market goods.
    Current Status: faction-neutral, not under control or attack
    -Broaklesh, (pop 4,000) A roguish city filled with races of all types. It has gathered little-to-no attention from the lords of hell or from the Silvermane, thus it is the closest thing to a free city as can be found in the realm. It is southeast of the Smokey Mountains.
    Current status: technically inside hellish territory but there is no notable presence of devils or dark lords.
    -Toria, (pop 20,000) The largest city of elves in this part of the world, it lies deep in the Everwood. These elves once held strong ties and good relations with the goodly races that shared this land, but they have grown reclusive and distrustful in the last century. Not all of the Torian elves feel so reclusive, and rumor has it that there are splinter groups causing unrest in this once-peaceful city.
    Current stats: Free, possibly with internal conflicts.
    -Archdale, (pop less than 100) Archdale is a tiny town that built up around an ancient castle. The history of who built it and why is so ancient that its true origin remains a mystery, but logic dictates that it was built strategically to guard the pass into the mountains. This castle is mostly in ruins but it remains standing its ancient vigil overlooking the pass.
    For the last century this pass has mostly been used by the armies of hell and their allies, but prior to the fall of Mylosis this castle was a "last stop" for west-bound travelers on their way to the great former city. As somewhat of a tourist attraction, and a natural resting point in people's journeys, a small town sprouted up to accommodate these travelers.

    Factions of Note:

    The Consortium of Light.
    You the PCs will be members of this faction. They are a diverse group of adventurers, soldiers, clergy and commoners who lean on one another for safety and strength. The group is essentially like-minded individuals with little-to-no structure. Their figurehead leader is a fallen angel named Xavius, who now lives as a mortal. His true story remains unknown to most but he is an enigmatic and dangerous foe to the forces of hell.
    The Consortium funds itself by donations, personal wealth or from acquisition. Their symbol is a simple white "X".

    The Silvermane
    This ancient faction was once dedicated to undermining and usurping power from Gengis Battleborn and his nation-state Mylosis. They are a proud house that has stood for nearly 700 years. Their wealth, strength and grit have earned them the respect of their rivals. Their symbol is silver lion on an emblem shield.
    They are currently the strongest faction on the side of mortal men.
    They are staunchly anti-arcane magic and have laws to execute practitioners of the arcane on sight. -no trials, no jury, little chance for appeal.
    Their influence once spanned this entire continent but the decades of war have depleted their power and wealth. Hundreds of thousands of their commonfolk are now in lands controlled by Ultruu and his armies of sin.
    Their capital city, Vault(pop 110,000), is of the few remaining settlements yet unscarred from the hellish battlefield. It is ruled by Lord Patron Gohlshae Silvermane. It lies 600 miles southeast of the ruin of Mylosis, and is within a week's march of 2 port cities: Haven(pop 65,000) and Maiden's Wharf.(pop 27,000).
    Haven is the 2nd largest city in the Silvermane Sovereignty, and is ruled by Gohlshae's son Meribald. With the warfront is making its way deeper and deeper into Silvermane lands, the port city of Haven is currently under siege. Lord Patron Gohlshae is dispatching soldiers and warpriests to take back Haven but many of his supply lines, richest mines and centers of commerce have been taken or destroyed. With financial support waning, the Silvermane stand as the last bastion of civilization.

    The World Order
    The members of the World Order are mortal collaborators who have decided to side with evil instead of losing their lives in defiance. Mostly human, they fill roles that the lords of hell coerce them into, such as militia, lordships, slave masters, constables, and any other positions of authority that become prudent to fill. They have rank-and-file soldiers that occupy towns, fight on the battlefield, and patrol the lands in their custody.

    The Hellskins
    The Hellskins are fearsome collaborators that have curried favor in one way or another, often by signing contracts for their souls. They channel negative energy and can use divine magic given to them by their dark lord Ultruu. Most Hellskins take on a physical change, thus where their name originates.

    The Perfect Circle
    Little is known about this secretive faction of druids and rangers. They have grown calloused and distant in this war torn land. They mete out their own justice when and how they see fit. Their primary goal is to reestablish the world's natural balance, which primarily means the destruction of anything hellish, and secondly the destruction of any who stand in their way. They are roguish and generally feared by the populace.

    The 1st and 2nd order
    Exclusive and proud, these men and women carry on the torch of Battleborn's vision -- freedom, justice, and betterment.
    The 1st Order, AKA The Order of Battleborn, are powerful magi. They once were one hundred mage-knights and were among the most elite wielders of arcane power, but their numbers have dwindled to less than a dozen. They receive few applicants who are up to snuff, and accept even fewer into their ranks.
    The 2nd Order consists of elite warriors, priests and paladins who vowed to uphold freedom and rule of law in the old realm. Like the 1st Order their numbers have been decimated. Though their numbers have been lessened they are forces to be reckoned with. Only the most devout, the most skilled can hope to join the ranks of the 2nd Order.

    About me:
    Take a look at my main profile for some info about me and where I fit in the gaming community.

    I live in Las Vegas which is Pacific Standard Time. I can update the game and/or post multiple times a day including weekends, barring vacations and other unexpected absences. I'm pretty easy going. I am proficient with the rule set but I make mistakes like anyone else. I will hand-wave when I deem it necessary. I encourage open dialogue and I want everyone to know that I am not immune to mistakes, and so if you feel that I have made a ruling mistake you should point it out in the discussion thread.

    House Rules

  • GM's Prerogative I reserve the right to hand-wave, rewrite, re-flavor, or ignore any rules that I find unhelpful, distasteful, or clunky. This will be done sparingly but always in an attempt to further game momentum and/or overall fun.
  • XP I don't use XP. I will arbitrarily level you up, every so often.
  • Hit Points Maximum HP are taken at every level.
  • Critical Hits For players a natural 20 always results in at least a x2 damage critical hit without having to confirm. Extended critical hit ranges/modifiers (19-20/18-20 or x3/x4) still must confirm in the normal fashion. The idea is to make natural 20s more exciting. This is also a nod to other editions of D&D.
  • Feats All players may take Weapon Finesse as a free bonus feat if they so desire, regardless of prerequisites.
  • Weapon Focus/Specialization These feats now apply to a weapon group (see Fighter in the CRB) instead of a single weapon.
  • Dragon hides and scales When harvesting dragon hides/scales for the creation of armor/shields, if the harvester makes a successful Craft:(appropriate) check DC 20 or Survival check DC 25, the harvested dragon corpse is counted as 1 size category larger than it actually is when using the accepted Pathfinder rules. Furthermore, any suits of armor (not shields) made of dragon hide/scales have an armor bonus equal to the armor type +1. (Example - A white dragon hide breastplate has an armor bonus of +7.)
  • Percent Rolls D100 rolls always favor the high roll. IE - If you have a 50% chance to miss an attack, a roll of 1-50 is a miss, a roll of 51-100 is a success.
  • Rule of Cool This is an ambiguous notion that doing something awesome occasionally trumps the rules as written. Subject to GM discretion but player input is welcomed on when a "Rule of Cool" may apply.