The young woman looks to Belvica, "Saving the city... my that sounds most impressive." She smiles good naturedly at the idea. "You caught us at just the right moment. We are preparing the last crossing of the day."
You see her walk over and begin to work on the boat that is moored on the small dock. As she works she hears Sturgiss' question and responds, "Unfortunately not master dwarf. The denizens of the city prefer their isolation, I suppose it works in the singular pursuit of knowledge."
After a few minutes of work, she has prepared the boat and ushers you into it.
How do each of your characters react to the hour boat ride to the city?
After three days of hard travel you arrive on the shores of Lake Hayl. The water is tinted red in the waning sunlight of the day. You see various small insects skim across the mostly placid surface of the lake. The city you can see is right out in the middle sitting on a large chuck of natural stone jutting up. The buildings aren't more than blobs in the fading light, but you can see the lights beginning to blink on in various structures.
On the bank of the lake is a moderately sized wooden structure and a small dock with a boat tied up. You are able to tie off your horses and as you are doing so a small woman steps out of the building. She is delicate and beautiful. Her blonde hair is pulled back in a pony tail and she is wearing a simple dress of a blue color. As she sees you dismounting she waves and smiles broadly to you, "Hello travelers! Welcome to the Lake. Are you wishing for passage across to the city?"
You find that after you have prepared those spells you are able to read the book, it says thus:
Herein contains the Portal to the Shadow Plane. Only those of the most innocence may use this ritual, so that its magic will ne'er be used for evil. Gather the necessary ritual elements, as well as the Dark jewel, then speak the sigils written here, and the spell will activate. Are you going to read it out loud or keep it to yourself?
I posted xp in the discussion channel. I'll put loot there as well
When you've gathered your materials you make your way back down to the bottom of the wall where you exited after the orc attack. Just outside the door several horses have been brought up all ready for you to begin your journey.
It is a 3 day ride minimum to get to Kel Hayl.
Your watches are completely quiet. You remain alert and last your shift.
You start your watch and find it hard to remain vigilant.You find yourself woken up at the end of your shift by Taltosh and you realize you fell asleep.
You relieve Elorin who has passed out on watch, as you sit down and try to keep focus you feel your eyelids getting heavier and heavier...Suddenly you feel a piercing light in your mind. roll a will save.
As morning arrives you each awake from your rooms and head down to the main area for breakfast. Angus is already there and has everything ready to go for the day.
Does everyone have enough to pay? If not we can work around it. They have the capabilities for basic potions, basic wands. If you want something specific, PM me.
The King turns to Belvica, "Unfortunately not, I think my knowledge is of better use here. You can report back to me via messenger or return here. He sighs, "You'd best hurry and get your gear, we need to find this out as soon as possible. It's a good journey to Kel Hayl."
Carpe- NO save, but I believe they can only use that a number of times per day equal to 1/2 their level(min 1) +Wis mod.
Fanguar- No Psionics, Guns will be available, but they aren't widespread. Most of the traditional races are alright, but run it by me if you have something terribly off the wall.
Also note to everyone, I'm not a fan of Evil Parties, So I'd prefer if you stuck to neutral or Good alignments. If that's gonna break your character PM me and we'll discuss it.
Other Notable Locations:
The Wall- Divides the Eastern lands from the Western wastes. Created at the end of the Final War by the civilized races as a way to keep the evil out of their lives. Guarded now by a select guard it stands as the last line of defense. Bordered to the north by the Marzol Mountains and to the south by the Sektoya peaks. Nothing can get around it without serious issues.
Marzol Mountains/Sektoya Peaks- The mountains that divide the continent. The northern half (Marzol) was settled by the dwarves after the Final War and the creation of the Expanse. There is little known of the southern mountains, other than various nomadic tribes have made them their homes, very few who go into the caves there ever come out.
Sohndero Plains/Western Wastes- In the time before the Final War, the West was a thriving area full of culture and life. However when The Mad King sent his armies in they used up much of the magic of the land and left the place a desert full of high plateaus and little to live on. Only one major settlement remains, Kel Sohn, somehow untouched by the wars.
Denwood- Former home of the Elven tribes. After they were driven out in the Wars, it remains a solitary ground, the only notable city there is the Enclave, a religious hiding place. There are rumors that there is a fortress buried somewhere in the forest, but no one knows for certain.
Airdwyn recognizes the Greater Gods of the Golarion Pantheon:
Abadar, Asmodeus, Calistria, Cayden Cailean, Desna, Erastil, Gorum, Gozreh, Iomedae, Irori, Lamashtu, Nethys, Norgorger, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, and Zon-Kuthon.
Along with 1 added sect.
The Old Gods: A few select cultists believe that the Gods of the world aren’t the true gods. They believe that there are a select race of Gods that came before and will come again. Most think them fools, but they do draw power as any other cleric would.
Granted Powers: The god of time has given you the power to stop time briefly, and to shift backwards in time briefly as well.
Moment of Pause (Sp): As a melee touch attack, you can stop time for one creature briefly, freezing them in place. For one round, the creature can take no action and experiences time as if that round never took place.
Time Shift (Sp): Beginning at 8th level, once per week you can briefly shift time backwards. You can shift back no further than 4 combat rounds, or 1 minute outside of combat. Any actions that took place during the time you shift back before are considered to have not taken place, and all actions pick up from the point you shift back to.
Domain Spells: 1st—deathwatch, 2nd—one track mind, 3rd—delayed reaction, 4th—haste, 5th—hold monster, 6th—contingency, 7th—lesser time stop, 8th—temporal stasis, 9th—time stop.
Population: 17,306 Adults
Size: 132.97 Acres
Population Density (Adults/Acre): 130.15 Adults/Acre
Races: Human (15,922); Halfling (346); Elf (173); Dwarf (173); Gnome (173); Half Elf (173); Half Orc (173); Other (173)
Gold Piece Limit: 40,000.00
Known as the Diamond City, Kel Fair is the major city of the human domain. Located on the Eastern coast of Airdwyn and one of the only two port cities still in existence in the realm, Kel Fair is a shining example of what can happen at the peak of human goodness. Crime rates are strangely low for a city of its size and the citizens live happy lives under the rule of the King. The city is fortified by a significant wall, several protection spells by the king’s mages, and a powerful city guard.
Temples/ Religions: All Good/Neutral
Notable NPC’s: King Ironhold, Robert the Merciful.
Population: 300 Adults
Size: 20.13 Acres
Population Density (Adults/Acre): 22.20 Adults/Acre
Races: Human (150); Halfling (10); Elf (50); Dwarf (0); Gnome (50); Half Elf (40); Half Orc (0); Other (0)
Gold Piece Limit: 200.00
Monastic community begun by the Elves of Old. They only allow new members to join every 100 years, which keeps their ranks low. Located in the Denwood of the North. Center of Religious knowledge in the realm.
Population: 1,553 Adults
Size: 48.67 Acres
Population Density (Adults/Acre): 31.91 Adults/Acre
Races: Dwarf (1,432); Human (31); Halfling (15); Elf (15); Gnome (15); Half Elf (15); Half Orc (15); Other (15)
Gold Piece Limit: 800.00
Carved into the Marzol Mountains and forged as a last strong hold for the dwarves as they were pushed back by the Expanse. Connected to minor settlements and the outside world by their famed Obsidian road. Not only is it home to the last of the Dwarves but to their Dryztium mines. Home to deep magical crystals which they export to the known world.
Population: 1,085 Adults
Size: 29.46 Acres
Population Density (Adults/Acre): 36.83 Adults/Acre
Races: Human (394); Halfling (217); Elf (195); Dwarf (108); Gnome (75); Half Elf (54); Half Orc (32); Other (10)
Gold Piece Limit: 800.00
The city on the Lake. Forged into a mass of stone in the middle of Lake Hayl in the center of the continent. Kel Hayl is the likewise the center of knowledge. The major colleges are located on this island, and people travel from all over to learn at the feet of the greatest teachers.
Temples/Religions: All Neutral*
Population: 3,718 Adults
Size: 47.66 Acres
Population Density (Adults/Acre): 78.02 Adults/Acre
Races: Human (2,903); Halfling (334); Elf (185); Dwarf (111); Gnome (74); Half Elf (37); Half Orc (37); Other (37)
Gold Piece Limit: 7,000.00
The second major port City on the eastern side, A marauder’s paradise, Kel Dwyn serves as a refuge for all the disreputable clientele not welcome in Kel Fair. The city is divided into 5 sections or wards, each with its own gate. Each is patrolled by a separate division of guards dispatched by one of the 5 guilds that oversee the city. Each guild acts independently yet somehow unified.
Temples/Religions: Mostly Neutral/Evil.
Population: 1,128 Adults
Size: 34.13 Acres
Population Density (Adults/Acre): 33.05 Adults/Acre
Races: Human (883); Halfling (101); Elf (56); Dwarf (33); Gnome (22); Half Elf (11); Half Orc (11); Other (11)
Gold Piece Limit: 800.00
On the far side of the wall Kel Sohn stands as the outpost between modern civilization and the wastes of the Sohndero Desert. It’s people are a mixture of all races. Many of the travelers who come from the far west stop here to trade goods. Many people from the eastern half do not trust anything beyond the Wall, especially those who make the former warzone their home.
Welcome to my Campaign! Here is what you know:
It has now been 200 years since the Final War. Peace has finally begun to reign in the Airdwyn. The cities have finally righted themselves, and as a declaration to the world The King of Kel Fair has called a Summit commemorating this historic occasion. Each of you have received a letter by King’s messenger:
By Proclamation of His Majesty King D’olm of the Diamond Throne,
A DIAMOND CELEBRATION
You have one week to arrive at the city from your various locations across Airdwyn. Prepare for the ceremony, because who knows how long peace will last…
Starting Lvl 3
500 Gold to start. No Magic weapons or armor.
All Paizo stuff allowed, 3rd Party available upon request.
Also use the following items of history and locations to fill out a character's story.
The king looks to you, "Well the City of the Lake is the closest. Head there first, plus you might find information that could assist." He looks first to the man at the head of the table then back to you. "I need to stay here and lay out more plans, but I'm sure the guards will offer you anything you need, then I would suggest you head out as soon as possible."
The other man nods and a guard comes over and ushers you out of the room.
Feel free to stock up on potions or wands or upgrade anything. Then post as you prepare to leave.
Angus looks again and various pages of the book, "There's no one in town, I know of a linguist who resides in Galduria north of here. Perhaps in the morning we could set out and see if he can aide us?"
Alia leans over and whispers something in his ear and then he nods, "I think we have all had a rough day, Let us rest and speak again in the morning." He stands unsteadily and moves toward the door, he puts a hand on Marie's shoulder and ushers her out of the room.
I've submitted a map of the general area to this link:
The port is very far south just out of frame, but it's the farthest from you now. To go in order the closest would be the city, then the Enclave then The Port.
The password for that link is lastforge
You are only moderately familiar with the port. You know that it is home to mostly halflings and other half races. You remember that unlike the human capital Kel Fair this city is more of a mixing pot, therefore allowing many races, creeds, and guilds to be found within it's walls.
The king looks to Morg, "Hmm perhaps you are right. Does anyone disagree to make for the City of the Lake?"
The king looks to Thoradin,"Thank you, my friend."
He the turns to Firbell and sighs deeply, "I understand... but if we do not try then no one will. The other kings have abandoned us and taken to hiding like frightened children in their homes. But if this magic user is as powerful as believed, we must do something...even if it is insignificant."
As you finish the conversation you are led into a council like chamber where you see several militarily clad men huddled around a map. As you enter the man at the head of the table greets the king and acknowledges your arrival.
Once you are seated he speaks, "The situation has become Dire my friends. The wall has been attacked and although it wasn't breached, this is a significant problem. We have been tracking reports of similar attacks over course of the last few months. They have occured here, here, and here." He points to three corresponding points on the map infront of him. We need to explore each of these places, and see if we can come up with any information on these attacks. Also there have been rumors that in the western desert there has been a high level of arcane energy. We need a recon team to seek it out and return with anything they can tell us if it is related to the attacks." He looks around the room at each of you.
Angus looks back to Arasmes and Taltosh..."Did I hear you say something of a book? Someone tell me what is going on?" He brings his hand down on the table with loud SMACK!
Alia rushes over and he looks sheepish, "I'm sorry my friends, I am frustrated at the outcome of the battle. It is most unsettling, something wicked this way comes..." His eyes flash white for a moment as he speaks the last words and then he looks very tired.
The king hesitates for a moment then continues moving. He leads you back inside the wall and you see a man in armor approaching you at a quickening pace. He steps forward to the king and speaks in rapid hushed words. "By the Gods! You're alright, good, good. I was afraid when the attack hit that you might have been killed." The look of fear you saw earlier on the king is now reflected. "Please we must speak now... it is coming."
The king nods and speaks, "Give me a few moments to speak with my friends here, then I will meet you in conference." The man looks grim but walks away.
The king turns back to you and looks tired, much more worn than he did the night before when you arrived. "I suppose I should explain more of what is going on. I recruited some of you as protectors from the Kel to accompany me here, but you didn't know why. And for that I thank you. " He swallows and continues, " We first noticed that there was a strange energy signature in the depths of the Dryzitium mines. Something was accessing arcane power and removing huge chunks of the stones that power our Kel. Yet no one was going in or out of the main shaft. We sent several crews down to explore, and none came back. I sent word to all the Kels to see if this was an uncommon experience, and when the letters returned it seemed that this was happening everywhere. The kings of the various Kel's planned a meeting to discuss what could be happening, and bring the greatest minds together. However shortly after we did this, the Elven home was attacked. Orcs , goblins and the like suddenly appeared just outside the wood and burned it to the ground. The others became too frightened and began bolstering their own realms ignoring the others. But I chose to leave to find the truth, against much advisement I might add." He smiles slightly. "I'm sorry I didn't explain it until now, I was afraid I would frighten you off from this task. But you must understand. It is important to find out what this power is and who is wielding it before it is too late." He looks deep into each one of your faces. "Please join in this meeting. Please, you are my friends. Join the conversation."
The blood remains on your weapons and the corpses of orcs and men remain where they lay. As you pick your way through the troubled landscape you can see the king's face shift from confusion to anger and back.
All of you peer around and try to search your memories for some reason why this could happen. It is only Morg who senses it... the faintest aura of magic. But it's a magic like none he's ever felt before. Even the faintness of it as it vanishes presses in on your mind. You realize that whatever created this was an extraordinarily powerful magic.
The king turns around and marches back inside, you can see his fury as he struggles to understand what has happened. Then suddenly without warning he stops in his tracks. A look of fear passes over him.