The Adventures of Black Sparrow

Game Master Tyrn Jade


Setting:

It is the year 1E6A999 and the people of Acceltra are celebrating the first anniversary after the Great Civil War ended. Also, a new year as well as a new age will begin in four days, which will coincide with the planets aligning for the first time in recorded history. In honor of the solar phenomenon, a festival of Tyrn has been held all week in conjunction with the other two celebrations. Lets just say "Good luck finding parking in Erynport!" ho hum ho hum.

History:

Humans inhabit six provinces on Acceltra, which have all been feuding for the last century. The 100 Years War a.k.a. The Great Civil War, was a time of great mistrust among human leaders, and the Corvenians ultimately drew first blood when they assassinated the Prime Elector of Adelis in 1E6A598. The leader of Corvenia at the time, Pope Belizo Dametri, believed to have received a vision from Volentas to finally unite Acceltra under one ruler. By giving the land one culture and one leader, then there would be peace among them forever. However, that meant building an empire. For 30 of the 100 years, Corvenia had succeeded at occupying the other nations. Its borders were beginning to spill into the dwarven holds in the north, and the quiet elves began arming themselves in case Belizo set his sights on them. But the last 70 years, the resistance finally took hold. The Alliance was formed between Ikaria, Adelis, and the Confederation of Free Cities (C.F.C.). Some dwarves and elves joined their ranks as well, but their nations never officially entered the war. In response to the Alliance forming, Talrania decided that it would rather have Corvenia at the seat of an empire and not their mortal enemies, the Ikarians. The Axis army emerged; an alliance between Corvenia, Talrania, and soldier slaves from Khazahar. But do not think that for an entire 100 years there was fighting. Associating a century with the war is a technicality mostly. There were cease fires between certain nations, sometimes as long as a decade more, but most of the major battles took place during the beginning and the end of the war. History has it that if it were not for Ikaria, the war would have never been won. The king's mages developed a weapon that would end the war; a type of bomb infused with great magical energy. It utilizes a mix of necrotic and radiant energy to produce a massive magical effect. Ikaria targeted the capitals of Corvenia and Talrania (Ensolidus and Varentine respectively), causing massive magical power to occur. Unfortunately, the mages had no control as to exactly what effect would be produced, which greatly disturbed relations with the rest of the Alliance. As a result, Ensolidus was pummeled with apocalyptic events and Varentine was sunk into the ocean. The Alliance accepted the Axis army's surrender, and Ikaria was named imperium over Acceltra.

The Pantheon of Acceltra:

Ayer (eye-ur) – Ayer is associated with civilization, expansion, justice, and self-sacrifice among other things. He is strongly worshiped by paladins and other holy knights, or anyone else who frequently take relentless vows to eradicate evil wherever it lurks. The dwarves worship him as their patron deity. Ayer marks the third age of an era. His archon, Hera, marks the third month of the year.

Haydren – Haydren is associated with democracy, free-speech, community, and neighborly duty. He is the most commonly worshiped deity by the working class of society. The realm of Adelis worships Haydren as their patron deity. Haydren is the second age, and his stewardess, Udina, marks the second month of the year.

Illia – Illia is assoiated with art, festivity, pleasure, growth, progression, and love. She is mostly revered by egalitarians, farmers, adventurers, and young adults. The elves of Mystera worship Illia as their patron deity. Illia marks the first age, and Selest is the first month of the year, which also begins spring.

Harun – Harun is associated with law, imprisonment, servitude, and correction. He is worshiped mostly by soldiers and law enforcement, but also monks, paladins, and clerics of a more vengeful persuasion. The realm of Ikaria worships Harun as their patron deity. Harun marks the ninth and last age of an era, and his justicar, Mannon, marks the last month of the year.

Tyrn – Tyr is the planet, but the people of Acceltra worship it as a god in of itself. It is associated with nature, pragmatism, magic, balance, life, death, and time. In humanoid renditions of the deity, Tyrn is depicted as half-male, half-female. It is strongly worshiped by academics, druids, and rangers, but it is a commonly worshiped deity in Acceltra. All of the nations on Acceltra worship Tyrn as strongly as their patron deities. Tyrn will be the eighth age, and the true dragon, Deoxul, marks the eighth month of the year.

Butalis – Butalis is associated with opportunity, self-fulfillment, hedonism, and mind-altering substances. He is worshiped by the really poor, the really rich, thieves, adventurers, and hedonist. The Royal Free Cities pay homage to Butalis above all other deities. Butalis is the seventh age, and his alter-ego, Silatub, marks the seventh month of the year.

Volentas – Volentas is associated with self-servitude, totalitarianism, ambition, and domination. He is worshiped by Corvenians and cultist, but feared by everyone else. The realm of Corvenia worships Volentas as their patron deity. Volentas marks the sixth age and his general, Marinar, indicates the sixth month of the year.

Oma – Oma is associated with the undead, defilement, famine, and pestilence. She is worshiped by necromancers and blight druids. The realm of Drowned Varentine worships Oma as their patron deity. Oma marks the fifth age and the arch-lich, Lilith, is the fifth month of the year.

Xellec – Xellec is the god of destruction, disintegration, change, and evolution. He is worshiped by warlords, sadist, and violent people in general. The realm of the orcs worship Xellec as their patron deity. Xellec marks the fourth age and his arch-demon, Ramodin, indicates the fourth month of the year.


The Races of Acceltra:

The following information trumps the descriptions provided by the world of D&D. Otherwise, it is assumed to be traditional to D&D.

Dragonborn – The dragonborn have remote kingdoms located in the inhospitable places of the world; places where other races probably could not survive. They do not interact politically or economically with any of the other races, nor do they recognize the borders of other nations. Their borders exist wherever the other races cannot live. The dragonborn have never gone to war with the other races, only with themselves. It is as if the other races are nonexistent. This is not to say the dragonborn do not find their way to other settlements. It is just an extremely rare occurrence, and the dragonborn are often reacted to with awe and crowd gazing.

Dwarf – The dwarves have vast kingdoms built into mountains. They are reclusive as far as politics or international dealings go, but they are always open for trade. The major kingdom they have on Acceltra is called Thaldres, which is carved into the great mountain chain to the north known as The Spine. Beyond the Spine is a mysterious and frozen land full of great dangers. Unfortunately, the dwarves built their kingdom too big, and they carved an underground passage connecting to the Forgotten Lands where unspeakable terrors lurk. To keep the denizens of the Forgotten Lands at bay, the dwarves established the elite Radiant Guard. Dwarves can either volunteer themselves to the guard, or a lottery is conducted to see who is chosen to defend the passage. Encounters with these “otherwordly” beings are not as frequent as one would think, and efforts to reseal the hole are in place.

Elves – The elves have one kingdom on Acceltra and it is located within the largest forested area known as Mystera. They are isolationist that seldom interact politically with other races, however, they are not opposed to traveling to new lands, neither are they unwelcoming to guest. They view the other races, save for the dragonborn, as “adorable” or “quaint” as they watch them quarrel with each other over misused resources and the hurt pride of nobility. Separating themselves from the perceived chaos of other races, the elves live out long and peaceful lives within Mystera. The only notable faction the elves of Mystera interact with are the Grey Wardens. This organization was created approximately 400 years ago by the Prime Elector of Adelis to preserve and guard one of the few remaining old growths in Acceltra. They are not mere stewards, however. Great dangers lurk in the ancient forests of the world, and it is the Grey Warden's job to make sure those horrors stay there. It is said this king was the only one in history to have established trade and dealings with the elves, and he had much admiration for their way of life. By virtue of proximity and similar interests, Mystera and the Grey Wardens have maintained a healthy relationship and often work together to achieve common goals.

Gnomes – Gnomes have no nation of their own. They just assimilate themselves into the world, much like rats do, living their lives as opportunist with no interest in civilizing themselves. Their opportunistic nature allows them to live comfortably within the laws and cultures of other races. They're like pigeons. They are often treated more like a pest than a humanoid and are often swatted in the face with brooms and other rodent-killing weapons.

Half-elf – A healthy, living half-elf is extremely rare to see. If you pick half-elf for your race, you are often reacted to with curiosity.

Halfling – These little guys have a small settlement known as Swingstar. It is sadly located in the realm of Corvenia, which is an unfortunate result of the Treaty of Mystera that ended the Civil War. Many halflings emigrate to the other kingdoms, leaving Swingstar with a small population (haha) that is continually decreasing. It is a common dream among halflings to return to Swingstar and make it their home again.

Half-orc – Same deal as with the half-elves, only you may be more feared than taken an interest to.

Humans – Humanity inhabits five kingdoms on Acceltra (Ikaria, Adelis, Royal Free Cities, Talrania, and Corvenia). They are celebrating the anniversary of the end to their civil war with the Axis armies (more on this in another section).

Orcs – These beastly humanoids are playable using the half-orc's statistics. Though their nature is violent, not all orcs want to cause harm. However, the kingdom of Khazahar to the south is unfortunately a nation of orc warlords. Their people are in poverty, which causes them to emigrate to the other kingdoms to find work. The Axis armies recruited and enslaved orcs to fill their ranks. The Treaty of Mystera thankfully abolishes slavery, but now the orcs are finding they have no work and no place to live, and to return home to their warlords would be no better.

Tiefling – If you pick tiefling, you will more than likely cause a panic or be attacked on site by less understanding folk (which is most people). You will also be a rarity, but people are more accepting of you in kingdoms such as Corvenia and Talrania. Otherwise, you are a monster to the people.


The Factions:

The Constitutional Patriarchy of Thaldres -

The Constitutional Technocracy of Adelis – Adelis is experiencing a rise in economy due to their recent alliance with Ikaria and the R.F.C.. This region boasts a strong middle class, as well as good relationships with the other humanoids. It is a diverse and cultural region with many ports and harbors, and it borders the elves to the east and the dwarves to the north. Its citizens enjoy holistic pleasures, and they find hard-work to be a pleasure in of itself. This region is governed by nine elected councilmen that interpret and invoke a written doctrine called the Prime Doctrine, also known as The First. All lords in Adelis must abide by The First. Candidates for the council are selected from a list of extraordinary individuals who are experts in certain fields. Each council seat represents a domain of government (Military, Diplomacy, Culture, Pedagogy, Economy, Science, Environment, Sustenance, and Prime Elector). One seat in particular, called the Prime Elector, has the power to veto legislation developed by the other eight councilmen. However, the council has more power than the Prime Elector. They have judicial and legislative powers, where the Prime Elector has executive powers and the power to turn away laws created by the eight councilmen. Once elected, a councilmen can occupy a seat for life unless they strongly offend the Constitution in some way, in which case they are stripped of their position and rights. Many lordships exist in these lands, who also must abide by the laws within The First, and also those made by the councilmen. However, since the signing of the Treaty of Mystera, Adelis has sworn fealty to Ikaria, who's imperial laws trump those of the council and the Prime Doctrine.

The Theocratic Matriarchy of Mystera – The elusive elves of Mystera live throughout this massive old-growth forest. Their cities are built with the natural world. Many adventurers long to gaze upon their canopy cities high in the Giant Seranth trees. The elves seldom deal with other regions, but are not unwelcoming to guest who do not wish them harm, which they seem to have a keen eye for. They also neglect to amass large armies like humans, dwarves, and orcs do, preferring to have few but highly skilled soldiers to protect their lands. Hiding has also been a useful skill for the elves when they are invaded. The elves have a strange but functioning way of governing their people. The title of Archon is bestowed upon certain individuals that seem to coincide with prophecies envisioned by the Oracle. Archons are essentially governors that lead elven settlements within Mystera Wood. The Oracle resides in the city of Mystera, which is considered a holy city.

The Imperial Monarchy of Ikaria -

The Confederation of Royal Free-Cities -

The Theocratic Plutocracy of Corvenia -

The Dynastic Matriarchy of Talrania -

The Feudal Clans of Khaza -


Character Creation:

Begin at 1st level
Max HP
No gestalt

Gameplay Mechanics:

All rules are as is except for the following.

Please refer to the additional action options in combat found on pg. 271 of the Dungeon Master's Guide. These are available for use.

When you use the shove action to push a creature, you move your target an additional foot for every point you beat their contested roll. For example, you rolled a 20 on a Str(Athletics) v. your targets roll of 15. You shove them 5ft just for succeeding, but they are shoved an additional 5ft because 20-15 is 5. Can only be in 5ft increments (rounded down).

The Charger feet doubles this (2 ft for every point) when used to shove a creature.


Quests and Side-Quests:

Quests
I Lost My Keys
Ritual Killings

Side-Quests
From Corvenia, With Love
It's a Family Secret