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Session Three: Whereship?

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Party: Mac, Yrsa, Albert, Lucas.  The story start with Whisper (pictured) lamenting how their plans have been upended by a group of adventurers. His mysterious benefactor , from a place of lavish opulence, urges him to spread his wings. As our heroes spend their time in town wisely, they learn things both from each other and the locals.  One of those things is a tale from Helge (in response to the query of how long the area had been plagued by these creatures) that an airship known as the Persephone once crashed in these parts, about fifteen years ago, which led to the saturnation of the area with Magitek , and a rise of conflicts with Magitek beasts ever since. A lot of discussion is had about the ideologies of Bastionne, Garrison and even Lucas's place as representative of the concept of 'looting for glory'. Yrsa discloses she is missing a diplomat, a tough thing to say as a bodyguard, and the group seems genuinely interested in tracking the missing Ingvar down. They

Session two: The Tree

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We rejoin our heroes as they have made the trek back to the Bandit Village.  They wrecked a strange magitek robot that sprung out of nowhere to attack them as they were charging the Menhir at the behest of lord Helge, leading to a pacification of the strange modified creatures that roam the Julans Galdra, or at least the ones near the clearing where battle was joined. After the heat of battle dies down, the group decides to learn who they are traveling with, creating a number of bonds  with each other, some out of respect for the skill shown, some out of genuine interest in the respective fields of experience that a new friend proves master over. Albert, for his bit, keeps apart from the others, pride still smarting with the sting of perceived defeat. The group does pull together well enough and heads back to the bandit village, with Mac noting something odd as they go. Together with Albert and Urfhilde, he examines and excavates a sample from a magitek tree . Upon close inspection of

City-States and Historical Events

City-states in Pae Halka 1. Nomand *Low technology level, bronze age barbarians meshed with Spartan concepts. *Tribalism as core to the social structure, no gender roles predetermined. *Leaders are determined through ritual combat. *Coming of age ritual: Monster Hunting (warriors) / Childraising (carers) *Main source of income: raiding the Broken City near the Pyramid *Main defense for the city: troops and spiked pallisades. 2. La Plancha *Predominantly Naga emigrants (away from the Broken City). *Sweet water proximity is a prerequisit for the Naga race to be able to survive. *As a fast-expanding race, they are constantly low on space and supplies. *They have underwater dwellings open to outsiders thanks to portable air bubbles (ritual). *La Plancha itself lies deep within the Fourfold Lakes, but the Naga claim dominion from the Wetlands to the coast (North). *Main source of income: Trading (Pearls and shedded skins worked into clothes). *Hierarchy is based on the subjective be

Pae Halka and Pae Shulk

The world of Paema'ana , as imagined, is a mirror. On one side, there is the human world Pae Halka , on the other the fey Pae Shulk . Magic is persistently present on both sides and studied at the Arcanums spread around the Paes. Science is studied at the Eksperimenta , also around on both sides. Neither side's normal inhabitants are aware of the other and most just live their lives in blissful unwitting normality, but those that are aware may know some key rules that bind all who live on the mirror. On either side of the Mirror, a stream of souls is tallied into a conglomerate known as the Veil . From the Veil are drawn the souls of those who died to re-inhabit newborns on that side . This tallying of souls is known as the Balance and it is inescapable. To cross from side to side, one can use the five main ' Gates ' (elemental aspected portals). These open twice every year. Five times only one opens and once each year all the gates are open at the same time

Session one: the Menhir

 Abla’al – Shach 4th.   The Lord of Garrison has been sending raiding parties out specifically to target the tracker parties of Bloom, hampering their progress as they seek to undo the infestation of monsters that has led to a downturn in activity for commoners and farmers alike. For Garrison, keeping the monsters at bay in the lands of their foes makes the most sense, as their own recent woes have seen them take a back-seat to the regional machinations of Stargazer Michel. For Bloom, keeping the raiding parties out would send a strong signal of their return to the political scene. Additionally, a bandit lord has carved out a small piece of territory in these lands, a ramshackle collection of old farmhouses and a makeshift palisade-wall protect a group of hardy survivors and their families from the worst of the wilds, but life is tough, so most willingly join him for numbers are strength and in strength lies survival. The group is brought before the leader of these bandits, lord Helge,

Lucas Mackay

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Lucas Mackay Weapon Master 2 (+5 HP/ Breach, Melee Weapon Mastery) Rogue 2 (+2 IP, Soul Steal, High Speed) Wayfarer (+2 IP, Treasure Hunter) Lucas belonged to an elven family in Baile Nua, but was disinherited because he had become ' too human ' in their eyes. He then traveled until he heard of the sky-pirates of Bastionne . Never to be deterred when fast vessels or flying was an option, he traveled there. As he displayed a talent for the rakish lifestyle and a knack for finding treasure , the pirate state became his adoptive home. He was spotted by a veteran who took him in and trained him as a pilot for the fabled Storm Knights. Identity: Gifted Airship Pilot of the Storm Knights Theme: Ambition (fly everything) Origin: Baile Nua (elven city)

Gyver "Mac" Vir'Ferrumacq

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 Gyver Vir'Ferrumacq Tinkerer 3 (+2 IP / Gadget (Magitec) 2, Visionary) Sharpshooter (+5 HP / Barrage, Crossfire) Originally belonged to a military organisation (Noble house of Vir'ferrumacq) in Garrison, the City that attacked Bloom . However, due to a misunderstanding in how the bound monsters serving the mages of Bloon would respond to being set free, Gyver's father was excecuted as a traitor . The rest of his family, such as were left, was exiled in disgrace . The family good were sold off, often now winding up in the hands of scum and villains, leading to further disgrace of the family name. Identity: Brave Cannoneer from an Ancient Bloodline Theme: Duty (restore the good name of his family) Origin: Garrison (military state)