1. Abilities

Session Plans Campaign 1

Session 4, False imprisonment


Necessary Prep:



Pre session Chores:

  • Make authority organization lore

  • Create the captain character

  • Make warship entry and lore

  • Make lore for the captain 

  • Create clues about why the authority is capturing them (its to get more prisoners in old eskor working to get resources for the upcoming war agains the World government. And as a side measure to keep the news and knowledge of the Seep Low, the kingdom of Erisia will be aware of what's occurring but unable to stop it due to political constraints.)

  • Create some battle tactics for the guards to use when the mutiny starts


DM Notes:


Ship will reach destination in 7 days, will take 4 days travel to reach old eskor directly, ship travels 15mph











  • Intro: (3-4 sentence intro meant to set time, place, mood for players. As most impact with as few words)




  • Call to Action (Strong Session Start, Something Happens)

    • A colossal Authority Warship splits apart the seas as it ventures directly toward the party, the Captain of this ship manning the sides ready to call out to the sloop in front of it. This captain will demand the party board their ship, at first peacefully then with force. The Captain will imprison them in LongHold, a town within the ship.


  • Session Plot (The Focus of the session)


  • Authority Warships in Erisia

    • Authority warships swarm Erisian coasts after the ontoclasmic seep, kidnapping civilians and guardsmen alike, taking them aboard their warships and storing them in the brig.

    • They are taking their prisoners to the continent of Old Eskor

    • Kidnap the party and force them into submission, the inside of the warship seems far larger than the outside, some sort of pocket space.


  • A Peaceful Dream

    • The towns populous will be imprisoned in a pocked realm, a mimicry of a small town called Longhold

    • The town has no walls, except the large gate from which all enter and leave, it is surrounded by fields of grass, wheat, and even fields of grazing animals. It even has a river flowing nearby.

    • In the towns center will be a large tower covered in arcane sigil, this tower will be the spellcasting focus for the antimagic field, within it is a mana syphoning artifact, one that takes mana from the outside and from the towns inhabitants and uses it to power a barrier around the gate and various magitech around town. 

    • The gate is sealed by a powerful magical barrier, which can only be broken by either cutting off its mana source, or by extreme nonmagical force (explosives)

    • The town has its own inhabitants who live there full time, managing stores, fields, and livestock.


  • One day has passed on the outside and a quarter of one on the inside, northern shift has happened it is currently 




  • The Captain

    • Earnest, Rosnick  (he knows about nixie and miyu, told guards to find out about them)

      • A Veteran whose shoulders are held high, having served the authority for over a century. 

      • A strong build with sculpted cheeks, solid arms, an air of veterancy surrounds them .

      • He wears black steel plate mail, with Celestine accents. He has a blue cloth undershirt 

      • Around his neck is a maroon scarf with blue accents, one traditionally woven by Navae Nomads

      • By his side is a small bronze bell with clear signs of weathering , tied magically to his belt strap. Alongside the bell is a wooden battle horn, covered in arcane rune, once blown into it will cast a mass sleep spell dc 18 for all creatures in a 60 foot sphere.

    • The warship and its militia are commanded by a vesperian man, one with a mask filled with deep violet cracks that serve as eyes. By his side is a Razor enchanted blade, one whose wounds bleed abnormally long and struggle to heal. He also carries a spyglass and a cracked buckler shield, a well placed strike could split the shield in two.


  • How he fights

    • He holds a very traditional fighting style, hiding behind his shield and going for thrusts with his long sword when able. He maintains a defensive style against multiple opponents, opting to maneuver in a way where they struggle to attack in unison, and swaps to a more aggressive offensive style when facing a single opponent applying pressure with his two handed blade and unarmed follow ups.

  • His features: unarmed follow up attacks, stance change:offensive, defensive

    • Shield break,  defensive movement (increase ac by 1 when moving), 

  • Legendary action: 

    • command (as a legendary action be may command up to two soldiers to move and attack during his turn.

    • Crushing counter: roll an attack against a melee attack, on success you counter the attack and deal a critical weapon attack

    • The bell's song: activates his resonance, gives him true sight in a 20 foot radius, he can no longer be flanked and gains a +2 bonus to his ac when he has no shield, he may also take the parry reaction twice instead of once per turn. 

Ship theme:

 https://youtu.be/y1bg5Y61BgE?si=17GThhPSnb45aYDJ


Shipyard theme: https://youtu.be/WEf7_uUd_R8?si=KRmW4vyatBIn2ZWA


Ambience https://youtu.be/ZmzRGybaAPM?si=-jZteaWpa9cblLUJ

Ship combat https://youtu.be/KtlQ5s071Kk?si=3PPXLzahE3hE2J4u


Brief Ambience https://youtu.be/JrPZhF-8IU8


Heavier theme Could be phase 2

https://youtu.be/WngagJCrtBU?si=LHcXF-kqgkMT0icV


Lighter theme Could be phase 1

https://youtu.be/sqtdWjblu6o?si=Nl6Zwwc7xKUGr1yR


Possible theme feels too much: https://youtu.be/OnSG5lE57Vs?si=_7rM2L1vguFanL0Q


  • Planned Scenes / Events ( Location, Description,)


  • The mass imprisonment

    • Escor Warship hull: Many of the townsfolk from Sorpo will have been extradited by Authority ships and locked away in the brig. The party will see dozens of civilians' families, even familiar characters like Simon or Flynn locked in steel cells.

  • Entering the memory

    • Walking through this large steel door, you all feel the temperature change around you, a warm sensation envelopes all of you, as the sun shines upon you. 

    • As your gaze wanders a small town filled with civilians and guards alike meets it. This town has no walls, nothing of note other than  large fields, a river, and a giant tower covered in runes.

  • Unexpected showers, within the town a turbulent downpour will commence, with high winds and merciless showers, the townsfolk and guards will get off the street, creating the perfect cover for one to sneak about.

 

  • Preliminary Sweep

    • The captain of the vessel alongside his escorts will survey the “goods” walking by offering passing glances at nearby cells as Etrean families beg for their safety and guardsmen or warriors offer minor threats.

      • During this time the captain will notice Miyu then Lenix, he will take note of Lenix for his rarity. 


  • Turbulent Weather

    • The ship itself will start to heel more aggressively, drastically leaning from side to side as the storm following the ontoclasmic seep will worsen heavily, reaching stage 1 of a weather event.

    • Those sensitive to mana will notice the gradual increase of ambient mana as the storm worsens, feeling a sense of dread or danger from somewhere just out of view.



  • Clustered families

  • A group of families will huddle together their children playing together while the adults (including Gideon and the children who lost their parents) 


  • Unlikely opportunity

    • A traveling merchant apprehended near Erisian coasts will be advertising their collection of odd curios and arcane goods

    • The Merchant goes by the name of "Jackel" , they seem to have quite a strong pair of eyes having a naturally high insight score for goods and people.

      • Their Wares: Shady Magic tools Alchemy Potions: potion of healing 5e, potion of lesser healing, potion of clarity, potion of refreshment, antitoxin, Mysterious Colorless Brew (1 gp)

        • Their prices: they sell only uncommon or common potions for 20/10 gold pieces each. For their random trinkets and items refer to the store pages.


  • Prison Gambling Ring

    • Once the atmosphere calms down, some imprisoned adventurers will take advantage of the opportunity to make some coins.

      • There will be three games presented:

        • An arm wrestling booth

          • Led by a large half orc with bulging muscles, the orc's name is Duck.

          • Beating your opponent in a STR ability check moves your arm one step closer to victory. You need three steps to knock their arm on the table. Rolling a natural 20 counts as two steps.

        • Cards (Twenty one)

          • Led by Leo, a small Felinor in a tattered cloak, their fur is white and their eyes blue. When the party comes up to them they will shuffle the cards between their fingers, before placing a deck on the small improvised table in front of them.

            • The buy-in for the game will start at 5 gp but they will accept trinkets instead.

        • Oracle

          • Led by Nave, a young female Adret with long silver hair, her eyes are covered. She offers prophecies for small donations of coins.

          • Roll a d10 on a 4-10 the prophecy is accurate

          • Roll a d20 1-9 its unclear, 10-15 its clear, 20 its perfect and will inform the party with impossible knowledge.




  • A failed Mutiny (3 phases)

    • During another sweep of the town, the townsfolk will start to act unruly as an adventurer confronts the captain directly,  the warrior will be restrained by the guards and swiftly executed by the captain as a display of power and terror for the civilians, as his corpse is left to rot. This event will start the failed mutiny plot.


  • Breaking the Barrier (destroying tower,

  • Escaping the dream,

  • Battle for control of the warship.


Once the party escape the dream, they will start to fight their way to the deck with civilians and adventurers by their side, once they make it to the deck



The fight will start when the captain blows into the horn, rendering most of the mutiny unconscious, anything with a con score of 11 or lower.


From here the captain will descend upon the party ordering the guards to merely watch, as he draws his enchanted longsword, a shimmering sheen reflects across the water pools covering the deck, as the captain assumes an offensive stance and charges Brax attempting to disarm him before kicking his weapon away.


The captain will take hostages, disarm, flank, kick away weapons, grapple, he will do anything necessary to gain the upper hand


Once he finally activates his resonance  the ringing of bells will be heard throughout the deck, all the unoccupied guardsmen and even some onlookers will turn and watch the spectacle, 


When a party member goes unconscious, guards will quickly grab them and start to drag them off, attaching manacles to them and returning them to their cell.


  • The captain is dead, now the ship is being swarmed by dozens of mercenary vessels, this event has heavily weakened internal security for sanctuary.






  • Player Character Desire/Motives: (Name, Description, planned character Scene)


  • Lilith

    • Desire/motive: find a purpose, find somewhere to belong 

    • Character Scene: as Lilith explores children of nearby families are drawn to her asking her to play ball, something about Lilith draws in innocent minds.



  • Brax

    • Desire/motive: survive first, recover his memories 

    • Character Scene: Simon goes up to them, and talks asking about their history and background relating to them as a rare species, building a friendship between two lost folk.


  • Nixie

    • Desire/motive: Keep Miyu Safe, find out if her mom is ok, tame lenix

    • Character Scene: Miyu sticks their tongue out at moxie and runs away, causing nixie to find them crying in a corner about their dog. 


  • Trinkle Top

    • Desire/motive:

    • Character Scene:


  • Atsial

    • Desire/motive: find Alastair’s killer, see his family

    • Character Scene:





  • Plot points (Major long term plots)


  • The Noble Killer

    • The head of house Aratel was murdered Atsial was blamed

    • Nobles from other houses seem in on it

    • Assassins came after Atsial and the party

    • Who knows when they will come again


  • The Authority’s Invasion of the Central Luminant

    • Rising tensions in the luminant, between Authority and World government Remnants

    • A lightkeeper is currently delaying the full scale invasion force

    • Authority troops are imprisoning civilians in the remnants of Old Eskor

    • Invasion will fully commence in two months from game start








  • Subplots (Minor points)


  • Quests:

    • Save Sorpo - Failed

    • Escape the Dream



  • Lost Noble

    • Miyu Calico is currently missing from her respective noble house in Greater Erisia


  • Authority Warships in Erisia

    • Authority warships swarm Erisian coasts after the ontoclasmic seep, kidnapping civilians and guardsmen alike.

    • They are taking their prisoners to the continent of Old Eskor

    • Authority Ships seem to employ some sort of spatial pocket magic?


  • The people of Longhold

    • Some within the town seem to be permanent residents, maybe by talking to them one could learn more about this place. 

    • The permanent residents manage some shops,  the wheat fields, and livestock.





  • Player Character plots (character specific minor plot points)


  • Amnesia Stricken

    • Brax the gunslinger is a rare race with little knowledge where their home is


  • Awakened Ganymede 

    • Something about Nixie has changed, but we're not sure what. Something about her eyes…


  • Undead Magician

    • What is lilith, an undead, a lich? We’re not sure.




  • Actions of the Gods (What the divine are doing)


  • Name

    • Domain

    • Motives

    • Actions

    • Affects




  • Secrets and Clues (information that can be discovered during the session, but not how it can be discovered, Highlight information the party has gotten)


  • The weave / The Depths

    • Void Cracks in Sorpo

      • Otherworldly invaders

      • Contact with Null

      • Something in it awakened Nixie

      • Temporal Leaps??


  • Authority Warships in Erisia

    • Rising tensions in region

    • Swarm Erisia in response to Ontoclasmic Seep

    • They are taking prisoners to an old, abandoned Continent.

    • The inside of their warships are bigger than the outside, spatial magic??

    • Authority has created entire towns in pocket realms

    • Ship and contract activity has increased lately

    • The authority is on contract for the Erisian Nobles to capture refugees.



  • LongHold

    • The guards of the tower rotate every 6 hours

    • The two hours following Midnight the Guarding force falls from 6 to 3 members.

    • A strong Barrier covers the gate

    • An anti magic field covers the town, 

    • The anti magic field originates from the tower

    • A mana syphoning device is in the tower, it powers much of the towns tech

    • On the edges of the memory  lies an invisible barrier, preventing people from traveling further

    • The water from the river is magically generated, as is the rain.


  • The Persephone Engine / Dream Anchor

    • A Pocket realm bound to an Authority Warship,

    • The realm is an imitation of a real place, capable of magically produced weather and ecosystems.

    • Realms are called, memories or dreams

    • The realm can be contained within a smaller interior.

    • Time flow within the realm is faster than time flow outside of it.

    • A device named after a famous Explorer, Persephone Stein.


  • Time dilation in the Dream

    • The party members fall asleep and wake up at times that are asynchronous to the day night cycle

    • Civilians talk about the event as if it was days ago, despite the event having only occurred hours ago for the party.

    • Guards talk about how long the trip will be toward their destination, a month in total


  • Knock The witness

    • Vows loosely made

    • Their role in Sorpo?

    • They refer to some other or greater power


  • Nobles Role in Alastair's Death

    • Assassins sent after Atsial

    • The Queen's Role??

    • He was the people's noble, hosting parties and events


  • The Unions Latest (Illusionary Repeater)(video recorder)

    • Some of the higher folk of society have been discussing rumors of a new artifact forged by the union.

    • Nobles and merchants have been recounting major events in detail they couldn't possibly know, (clothing, color of eyes, hair, weapons or material)

    • High folk know of events that happened only recently to the party, how could it be possible for such accurate accounts to be provided so soon












  • Locations: (Type: Basic, Story, Unique. Name, Description, small lore bits, event occurring at location)


  • Type, Longhold (Unique location)

    • Description: A town found within the Authority warship “Kaido”

    • Lore:

    • This town was created using the Persephone engine or “Dream Anchor”, its a mimicry of a real town somewhere in Lumen, now used as a way of transporting civilians with greater compliance. The engine creates pocket realms known as memories or dreams.


    • Event or scene at location

    • Idea of who/whats inside




  • NPCs: (Name, Basic description, Small bit of lore, Their current motives or plots, piety)

    • Name

      • Location

      • Description

      • Lore

      • Relationships

      • Motive/plots


  • Simon: An elven brewer, one commonly known to patrons of the black market. One of the few elves remaining. They seem quite fond of Atsial M'kall. And ran a shop just beneath The-Nameless-Tavern

    • Relationship: Atsial (Good), Simon (Good)

    • Motives: To make allies within the Brig of the Warship


  • Finn Stone: The former owner of the Nameless tavern within Sorpos black market. Currently recovering from a dagger wound. (Carries a hidden flintlock)

    • Relationship: Atsial (Good), Simon (Good), Nixie (Bad)

    • Motives: To recover while staying out of trouble


  • Saul: “Mixologist” (Bartender) of the Belching tavern, he insists each drink he creates is a fine art.

    • Relationship: Daughter, Misty (Good)

    • Motives: Keep his daughter safe


  • Misty: The cook of the Belching tavern, the daughter of Saul

    • Relationship: Father, Saul (good)

    • Motives: Find something fun to do




  • Miyu Calico: A noble Felinor child clad in Robes, they tend to misbehave and target Lenix. They ran away from their noble house with their dog Ruby to look for their lost Brother.

    • Location: with party

    • Relationships: Brother (good), Brax (good), Lilith (good), Lenix (bad), nixie (bad)

    • Motives: Eat Lenix

    • Piety: Judge



  • Lenix/Carl: A Gift from a noble for Atsial M'kall, an Exotic beetle. More specifically a “Jade Milkweed Beetle”, one that goes for a high price in exotic markets due to its rarity and innate arcanic potential.

    • Location: With party

    • Relationships: Atsial (good), Nixie (good)

    • Motives: Help out their master Atsial, Dont get eaten

    • Piety: Judge, Bear


  • Herald, Authority mercenary, Khan

    • Boarded the party ship.

    • 6 foot give or take


  • Perry, Urn, Authority contractor, shy guard

    • Responsible for transporting captured supplies

    • 5’6




  • Monsters: (Location, Monster Name, basic description, lore, motive)

    • Name

      • Location,

      • Description

      • Lore

      • Motive





  • Magic Items/Treasure:







  • Story Feats/Downtime Activities:

    • Nixie:

      •  Deepbound


  • Lilith

    • —-


  • Trinkle Top

    • —-


  • Brax

    • —-


  • Atsial

    • —--





Session 4, False imprisonment


Necessary Prep:



Pre session Chores:




DM Notes:


Ship will arrive at old eskor in 3 days, its bordering Scoria











  • Intro: (3-4 sentence intro meant to set time, place, mood for players. As most impact with as few words)




  • Call to Action (Strong Session Start, Something Happens)

    • A cold combat start, mercenaries are invading the warship, its success until an angel descends, slashing ships in half .


  • Session Plot (The Focus of the session)


  • Authority Warships in Erisia

    • Authority warships swarm Erisian coasts after the ontoclasmic seep, kidnapping civilians and guardsmen alike, taking them aboard their warships and storing them in the brig.

    • They are taking their prisoners to the continent of Old Eskor

    • Kidnap the party and force them into submission, the inside of the warship seems far larger than the outside, some sort of pocket space.


  • A Peaceful Dream

    • The towns populous will be imprisoned in a pocked realm, a mimicry of a small town called Longhold

    • The town has no walls, except the large gate from which all enter and leave, it is surrounded by fields of grass, wheat, and even fields of grazing animals. It even has a river flowing nearby.

    • In the towns center will be a large tower covered in arcane sigil, this tower will be the spellcasting focus for the antimagic field, within it is a mana syphoning artifact, one that takes mana from the outside and from the towns inhabitants and uses it to power a barrier around the gate and various magitech around town. 

    • The gate is sealed by a powerful magical barrier, which can only be broken by either cutting off its mana source, or by extreme nonmagical force (explosives)

    • The town has its own inhabitants who live there full time, managing stores, fields, and livestock.


  • One day has passed on the outside and a quarter of one on the inside, northern shift has happened it is currently 




  • A Dead Captain

    • Earnest, Rosnick  (he knows about nixie and miyu, told guards to find out about them)

      • Killed by a god's descent, his death has left the command of the ship in pieces. 

      • His second in command takes over, guards within sanctuary are few and far between, making escape possible.

  • A new Captain

    • Bigsby Withersworth, The new captain

      • A Khan warrior that is trying to hold the ship together, he could care less about keeping the prisoners aboard. He wants his crew to survive and reach the safety of old eskor no matter the cost.


  • Unknown Dog

    • A powerful fighter clears the invading mercenaries and oversees the warship, he lets the party leave unscathed but holds fear in his heart when he looks nixie in her eyes.

      • He will travel to Scoria to confront The King in place of the Authority.

Ship theme:

 https://youtu.be/y1bg5Y61BgE?si=17GThhPSnb45aYDJ


Shipyard theme: https://youtu.be/WEf7_uUd_R8?si=KRmW4vyatBIn2ZWA


Ambience https://youtu.be/ZmzRGybaAPM?si=-jZteaWpa9cblLUJ

Ship combat https://youtu.be/KtlQ5s071Kk?si=3PPXLzahE3hE2J4u


Brief Ambience https://youtu.be/JrPZhF-8IU8




  • Planned Scenes / Events ( Location, Description,)


  • Withering of Souls

    • Upon reaching the deck of the warship, dozens of broken warships float all around it while the storm rages on, emerging from the water are eldritch palms grasping the souls and dragging them under. Looking across the crew the soldiers stand still and silent, one part respect another horror. 

    • One thing is clear, whatever transpired beyond sanctuary would never be documented, these events forgotten and left to rot.


  • An Escort of Slaves

    • The guards escort groups of mercenaries into the town, covering their heads in small sacks. Some of them are executed, while others (the more powerful) are unmasked and publicly lashed till inches from death. 

    • Amongst the lashed group is Herald, a guard punished for the little humanity they provided to those captured.

 

  • Guard Sweep

    • Armed guards will patrol the streets of sanctuary and unset intervals

      • They will antagonize and assault citizens


  • Unstable Anomaly

    • The scenery and time of sanctuary seems to shift at unintended intervals.

    • Magically potent individuals feel themselves fall deeper into this “dream”, as if drowning in an ocean.



  • Unlikely opportunity

    • A traveling merchant apprehended near Erisian coasts will be advertising their collection of odd curios and arcane goods

    • The Merchant goes by the name of "Jackel" , they seem to have quite a strong pair of eyes having a naturally high insight score for goods and people.

      • Their Wares: Shady Magic tools Alchemy Potions: potion of healing 5e, potion of lesser healing, potion of clarity, potion of refreshment, antitoxin, Mysterious Colorless Brew (1 gp)

        • Their prices: they sell only uncommon or common potions for 20/10 gold pieces each. For their random trinkets and items refer to the store pages.


  • Prison Gambling Ring

    • Once the atmosphere calms down, some imprisoned adventurers will take advantage of the opportunity to make some coins.

      • There will be three games presented:

        • An arm wrestling booth

          • Led by a large half orc with bulging muscles, the orc's name is Duck.

          • Beating your opponent in a STR ability check moves your arm one step closer to victory. You need three steps to knock their arm on the table. Rolling a natural 20 counts as two steps.

        • Cards (Twenty one)

          • Led by Leo, a small Felinor in a tattered cloak, their fur is white and their eyes blue. When the party comes up to them they will shuffle the cards between their fingers, before placing a deck on the small improvised table in front of them.

            • The buy-in for the game will start at 5 gp but they will accept trinkets instead.

        • Oracle

          • Led by Nave, a young female Adret with long silver hair, her eyes are covered. She offers prophecies for small donations of coins.

          • Roll a d10 on a 4-10 the prophecy is accurate

          • Roll a d20 1-9 its unclear, 10-15 its clear, 20 its perfect and will inform the party with impossible knowledge.




  • A Mutiny (3 phases)

    • During another sweep of the town, the townsfolk will start to act unruly as the guards execute the captured. This event will start the mutiny plot.


  • Breaking the Barrier (destroying tower,

  • Escaping the dream,

  • Battle for control of the warship.






  • Player Character Desire/Motives: (Name, Description, planned character Scene)


  • Lilith

    • Desire/motive: find a purpose, find somewhere to belong 

    • Character Scene: as Lilith explores children of nearby families are drawn to her asking her to play ball, something about Lilith draws in innocent minds.



  • Brax

    • Desire/motive: survive first, recover his memories 

    • Character Scene: Simon goes up to them, and talks asking about their history and background relating to them as a rare species, building a friendship between two lost folk.


  • Nixie

    • Desire/motive: Keep Miyu Safe, find out if her mom is ok, tame lenix

    • Character Scene: Miyu sticks their tongue out at moxie and runs away, causing nixie to find them crying in a corner about their dog. 


  • Trinkle Top

    • Desire/motive:

    • Character Scene:


  • Atsial

    • Desire/motive: find Alastair’s killer, see his family

    • Character Scene:





  • Plot points (Major long term plots)


  • The Noble Killer

    • The head of house Aratel was murdered Atsial was blamed

    • Nobles from other houses seem in on it

    • Assassins came after Atsial and the party

    • Who knows when they will come again


  • The Authority’s Invasion of the Central Luminant

    • Rising tensions in the luminant, between Authority and World government Remnants

    • A lightkeeper is currently delaying the full scale invasion force

    • Authority troops are imprisoning civilians in the remnants of Old Eskor

    • Invasion will fully commence in two months from game start


  • A Conspiracy within the Authority

    • Jericho seemed to call the assault on the warship, why?

    • They gave strict orders to the Elf unknown to not interfere with the warship post mercenary.


  • Hands of the Deep

    • Eldritch hands appeared from the waves, dragging the souls of the lost far under.

    • These hands thrash at Nixie, attempting to pull her down under/












  • Subplots (Minor points)


  • Quests:

    • Save Sorpo - Failed

    • Escape the Dream



  • Lost Noble

    • Miyu Calico is currently missing from her respective noble house in Greater Erisia


  • Authority Warships in Erisia

    • Authority warships swarm Erisian coasts after the ontoclasmic seep, kidnapping civilians and guardsmen alike.

    • They are taking their prisoners to the continent of Old Eskor

    • Authority Ships seem to employ some sort of spatial pocket magic?


  • The people of Longhold

    • Some within the town seem to be permanent residents, maybe by talking to them one could learn more about this place. 

    • The permanent residents manage some shops,  the wheat fields, and livestock.


  • A warrior Unknown

    • A nameless elf that held fear close when they gazed into Nixie's eyes.






  • Player Character plots (character specific minor plot points)


  • Amnesia Stricken

    • Brax the gunslinger is a rare race with little knowledge where their home is


  • Awakened Ganymede 

    • Something about Nixie has changed, but we're not sure what. Something about her eyes…


  • Undead Magician

    • What is lilith, an undead, a lich? We’re not sure.




  • Actions of the Gods (What the divine are doing)


  • Name

    • Domain

    • Motives

    • Actions

    • Affects




  • Secrets and Clues (information that can be discovered during the session, but not how it can be discovered, Highlight information the party has gotten)


  • The weave / The Depths

    • Void Cracks in Sorpo

      • Otherworldly invaders

      • Contact with Null

      • Something in it awakened Nixie

      • Temporal Leaps??


  • Authority Warships in Erisia

    • Rising tensions in region

    • Swarm Erisia in response to Ontoclasmic Seep

    • They are taking prisoners to an old, abandoned Continent.

    • The inside of their warships are bigger than the outside, spatial magic??

    • Authority has created entire towns in pocket realms

    • Ship and contract activity has increased lately

    • The authority is on contract for the Erisian Nobles to capture refugees.



  • LongHold

    • The guards of the tower rotate every 6 hours

    • The two hours following Midnight the Guarding force falls from 6 to 3 members.

    • A strong Barrier covers the gate

    • An anti magic field covers the town, 

    • The anti magic field originates from the tower

    • A mana syphoning device is in the tower, it powers much of the towns tech

    • On the edges of the memory  lies an invisible barrier, preventing people from traveling further

    • The water from the river is magically generated, as is the rain.


  • The Persephone Engine / Dream Anchor

    • A Pocket realm bound to an Authority Warship,

    • The realm is an imitation of a real place, capable of magically produced weather and ecosystems.

    • Realms are called, memories or dreams

    • The realm can be contained within a smaller interior.

    • Time flow within the realm is faster than time flow outside of it.

    • A device named after a famous Explorer, Persephone Stein.


  • Time dilation in the Dream

    • The party members fall asleep and wake up at times that are asynchronous to the day night cycle

    • Civilians talk about the event as if it was days ago, despite the event having only occurred hours ago for the party.

    • Guards talk about how long the trip will be toward their destination, a month in total


  • Knock The witness

    • Vows loosely made

    • Their role in Sorpo?

    • They refer to some other or greater power


  • Nobles Role in Alastair's Death

    • Assassins sent after Atsial

    • The Queen's Role??

    • He was the people's noble, hosting parties and events


  • The Unions Latest (Illusionary Repeater)(video recorder)

    • Some of the higher folk of society have been discussing rumors of a new artifact forged by the union.

    • Nobles and merchants have been recounting major events in detail they couldn't possibly know, (clothing, color of eyes, hair, weapons or material)

    • High folk know of events that happened only recently to the party, how could it be possible for such accurate accounts to be provided so soon












  • Locations: (Type: Basic, Story, Unique. Name, Description, small lore bits, event occurring at location)


  • Type, Longhold (Unique location)

    • Description: A town found within the Authority warship “Kaido”

    • Lore:

    • This town was created using the Persephone engine or “Dream Anchor”, its a mimicry of a real town somewhere in Lumen, now used as a way of transporting civilians with greater compliance. The engine creates pocket realms known as memories or dreams.


    • Event or scene at location

    • Idea of who/whats inside




  • NPCs: (Name, Basic description, Small bit of lore, Their current motives or plots, piety)

    • Name

      • Location

      • Description

      • Lore

      • Relationships

      • Motive/plots


  • Simon: An elven brewer, one commonly known to patrons of the black market. One of the few elves remaining. They seem quite fond of Atsial M'kall. And ran a shop just beneath The-Nameless-Tavern

    • Relationship: Atsial (Good), Simon (Good)

    • Motives: To make allies within the Brig of the Warship


  • Finn Stone: The former owner of the Nameless tavern within Sorpos black market. Currently recovering from a dagger wound. (Carries a hidden flintlock)

    • Relationship: Atsial (Good), Simon (Good), Nixie (Bad)

    • Motives: To recover while staying out of trouble


  • Saul: “Mixologist” (Bartender) of the Belching tavern, he insists each drink he creates is a fine art.

    • Relationship: Daughter, Misty (Good)

    • Motives: Keep his daughter safe


  • Misty: The cook of the Belching tavern, the daughter of Saul

    • Relationship: Father, Saul (good)

    • Motives: Find something fun to do




  • Miyu Calico: A noble Felinor child clad in Robes, they tend to misbehave and target Lenix. They ran away from their noble house with their dog Ruby to look for their lost Brother.

    • Location: with party

    • Relationships: Brother (good), Brax (good), Lilith (good), Lenix (bad), nixie (bad)

    • Motives: Eat Lenix

    • Piety: Judge



  • Lenix/Carl: A Gift from a noble for Atsial M'kall, an Exotic beetle. More specifically a “Jade Milkweed Beetle”, one that goes for a high price in exotic markets due to its rarity and innate arcanic potential.

    • Location: With party

    • Relationships: Atsial (good), Nixie (good)

    • Motives: Help out their master Atsial, Dont get eaten

    • Piety: Judge, Bear


  • Herald, Authority mercenary, Khan

    • Boarded the party ship.

    • 6 foot give or take


  • Perry, Urn, Authority contractor, shy guard

    • Responsible for transporting captured supplies

    • 5’6




  • Monsters: (Location, Monster Name, basic description, lore, motive)

    • Name

      • Location,

      • Description

      • Lore

      • Motive





  • Magic Items/Treasure:







  • Story Feats/Downtime Activities:

    • Nixie:

      •  Deepbound


  • Lilith

    • —-


  • Trinkle Top

    • —-


  • Brax

    • —-


  • Atsial

    • —--





Entering Scoria - The Festival of Fleeting Lights


Necessary Prep:



Pre session Chores:




DM Notes:


The festival spans a few days, two otherworldly meteors crashed upon Scorian land











  • Intro: (3-4 sentence intro meant to set time, place, mood for players. As most impact with as few words)



As the festival began, an air of mystique and allurement of awe enveloped all of Perimore, from the weary traveler to the oppressive guard all bore witness to the grand iridescent streaks lighting up the sky, alongside them cracks within the stars slowly mending. Unbeknownst to her people Lumen dropped two gifts from the very heavens themselves, a wishing star fragmenting into two *Crashing* into the Scorian Expanse. 


It is here we find our heroes awestruck by the glimmering of lanterns and passing stars, though they find themselves troubled… searching for a prophet that rather remain lost than found.


We start with our apprehensive princess, as a peculiar sound caught her ear, the sobbing of a prophet. 


As you Nixie happen upon Nave hidden away, concealed from Lumen passing stars, sobbing having torn herself apart. As she rests on the verge of collapse, lingering on the edge of her own ambitions and fears. What do you do?  



Though within this grand festival, hidden under countless glimmering lights lies a family torn, seeking aid wherever they can.


  • Call to Action (Strong Session Start, Something Happens)

    • Countless lanterns spread across the sky, endless commotion and an air of mystique swallow Perimore, the first night of the festival. With countless passerby indulging in the pleasures of celebration, a family remains trapped hidden under the glimmering stars, they’ve been split and seek help wherever they can.


  • Session Plot (The Focus of the session)


  • Festival of Fleeting Lights

    • Annual festival held all around Lumen

    • Celebrating local meteor showers during the final parts of Oro

    • Oro is the month of omen and prophecy, it's said the annual passing stars are an omen from the heavens themselves.

    • The sight of shooting stars are said to be a sign of good fortune for years to come. 

    • While a collapsing star is a sign of bad fortune.


  • The Aletheia Syndicate

    • Led by Erelim Lee Chance, a human

    • Young Criminal Syndicate formed in Northern Scoria

    • Filled the gap left by the retreating Militia and guard

    • Having begun expanding their influence and claiming settlements, some kick townsfolk from their homes while others offer services such as protection and hunting.

    • Has a powerful hidden backer

    • Have a tight hold on Northern Scoria and have started expansion south.





  • Planned Scenes / Events ( Location, Description,)


  • A Family in need

    • A felinor mother, Maria, and her children begging local guard and adventurers to help save her husband

      • They were offered gold to leave the town if they wished,

      • The Father tried to steal more and was captured.

      • Elias is the husband's name.

  • A Mayors Speech

    • Leon Elireck

      • Old Felinor - Runs town

      • Had a meeting with Simon

      • Will give a speech to start the Festival.


      • Oracle

        • Led by Nave, a young female Adret with long silver hair, her eyes are covered. She offers prophecies for small donations of coins.

        • Roll a d10 on a 4-10 the prophecy is accurate

        • Roll a d20 1-9 its unclear, 10-15 its clear, 20 its perfect and will inform the party with impossible knowledge.






  • Player Character Desire/Motives: (Name, Description, planned character Scene)


  • Lilith

    • Desire/motive: find a purpose, find somewhere to belong 

    • Character Scene: 


  • Brax

    • Desire/motive: survive first, recover his memories 

    • Character Scene: Simon goes up to them, and talks asking about their history and background relating to them as a rare species, building a friendship between two lost folk.


  • Nixie

    • Desire/motive: Keep Miyu Safe, find out if her mom is ok, tame lenix

    • Character Scene: 


  • Trinkle Top

    • Desire/motive: To Survive

    • Character Scene:


  • Atsial

    • Desire/motive: find Alastair’s killer, see his family

    • Character Scene:





  • Plot points (Major long term plots)


  • The End? - Something is Coming

    • Nave the prophet foresaw a great event in Lumen's future.

    • An otherworldly god alluded to it as well.

    • Something is coming and it is up to the heroes to prepare

    • One thing remains certain, Lumen shall not remain the same after its arrival.


  • The Aletheia Syndicate

    • Led by Erelim Lee Chance, a human

    • Young Criminal Syndicate formed in Northern Scoria

    • Filled the gap left by the retreating Militia and guard

    • Having begun expanding their influence and claiming settlements, some kick townsfolk from their homes while others offer services such as protection and hunting.

    • Has a powerful hidden backer

    • Have a tight hold on Northern Scoria and have started expansion south.


  • The Last Human - Erelim Lee Chance - He who challenged the Stars

    • An otherworlder originating from the Desert.

    • The Leader of Aletheia

    • Gunning for the title of Duke within Scorian Lands

    • Has a stern distaste for anything that appears nonhuman.

    • Has a mutated eye from lingering in the lands between the veil of this world and the next.

    • Strategic, Empathetic, Arrogant, and Scornful, he will use whatever means necessary to achieve his goal starting with diplomacy and onwards.


  • The King of Nothing - Gabriel Stalwart (A powerful Fighter and Wizard) 

    • The current puppet king of the World government Remnants.

    • They have limited political power over the faction beyond Scorian territory.

    • An old Immortal Half-orc that seeks to create a better future for Eskor

    • They remained stationed in the Mountain Capital of Scoria.

    • Always alongside his sworn brother Caleb.


  • The Ministries hold on Scoria

    • They’ve swallowed one world, what's one more.

    • They are attempting to destabilize Scoria in an attempt to increase the chances of an Authority invasion. 

    • They have pushed the local military to the coast in anticipation of such an invasion

    • They have nurtured the Aletheia Syndicate with the goal of filling the gap the military left, further taking Scoria out of Gabriels hands.


  • The Noble Killer

    • The head of house Aratel was murdered Atsial was blamed

    • Nobles from other houses seem in on it

    • Assassins came after Atsial and the party

    • Who knows when they will come again


  • The Authority’s Invasion of the Central Luminant

    • Rising tensions in the luminant, between Authority and World government Remnants

    • A lightkeeper is currently delaying the full scale invasion force

    • Authority troops are imprisoning civilians in the remnants of Old Eskor

    • Invasion will fully commence in two months from game start


  • A Conspiracy within the Authority - Created a Reason to go to war

    • Jericho seemed to call the assault on the warship, why?

    • They gave strict orders to the Elf unknown to not interfere with the warship post mercenary.


  • Hands of the Deep

    • Eldritch hands appeared from the waves, dragging the souls of the lost far under.

    • These hands thrash at Nixie, attempting to pull her down under/




  • Subplots (Minor points)


  • Quests:

    • Save Sorpo - Failed

    • Escape the Dream - Succeeded 


  • Festival of Fleeting Lights

    • Annual festival held all around Lumen

    • Celebrating local meteor showers during the final parts of Oro

    • Oro is the month of omen and prophecy, it's said the annual passing stars are an omen from the heavens themselves.

    • The sight of shooting stars are said to be a sign of good fortune for years to come. 

    • While a collapsing star is a sign of bad fortune.


  • Dead Zones

    • Within scoria existed zones contaminated with toxic antimagical materials, leaving large areas with limited infrastructure and colonization.


  • Ruined Gateways Within Scoria

    • Abandoned Relics from a greater age, these relics seem to require a key and a power source.

    • Brax has one but not the other.

    • Only Lumens grand lights may know where these gates lead.


  • The Queen - Loren Aristoska

    • The queen of Erisia

    • They have begun to close off the borders of Erisia and send search parties out for her daughter.

    • They are preparing for something, and god knows what.



  • Lost Noble

    • Miyu Calico is currently missing from her respective noble house in Greater Erisia


  • Lost Dog - Ruby

    • Rumor has it a magical beast resembling a dog was sold at an Auction within Elsin markets.

    • It was purchased by a noble who remains in the dead north.


  • Authority Warships in Erisia

    • Authority warships swarm Erisian coasts after the ontoclasmic seep, kidnapping civilians and guardsmen alike.

    • They are taking their prisoners to the continent of Old Eskor

    • Authority Ships seem to employ some sort of spatial pocket magic?


  • The people of Longhold

    • Some within the town seem to be permanent residents, maybe by talking to them one could learn more about this place. 

    • The permanent residents manage some shops,  the wheat fields, and livestock.


  • A warrior Unknown

    • A nameless elf that held fear close when they gazed into Nixie's eyes.






  • Player Character plots (character specific minor plot points)


  • Amnesia Stricken

    • Brax the gunslinger is a rare race with little knowledge where their home is


  • Awakened Ganymede 

    • Something about Nixie has changed, but we're not sure what. Something about her eyes…


  • Undead Magician

    • What is lilith, an undead, a lich? We’re not sure.


  • A Traveler

    • Trinkletop has wandered for years searching for somewhere to belong… is it here?


  • Fateless

    • Atsial once controlled by the heavens seems to have broken free, the strings of fate guide him no longer




  • Actions of the Gods (What the divine are doing)


  • Name

    • Domain

    • Motives

    • Actions

    • Affects




  • Secrets and Clues (information that can be discovered during the session, but not how it can be discovered, Highlight information the party has gotten)


  • The weave / The Depths

    • Void Cracks in Sorpo

      • Otherworldly invaders

      • Contact with Null

      • Something in it awakened Nixie

      • Temporal Leaps??


  • Authority Warships in Erisia

    • Rising tensions in region

    • Swarm Erisia in response to Ontoclasmic Seep

    • They are taking prisoners to an old, abandoned Continent.

    • The inside of their warships are bigger than the outside, spatial magic??

    • Authority has created entire towns in pocket realms

    • Ship and contract activity has increased lately

    • The authority is on contract for the Erisian Nobles to capture refugees.



  • LongHold

    • The guards of the tower rotate every 6 hours

    • The two hours following Midnight the Guarding force falls from 6 to 3 members.

    • A strong Barrier covers the gate

    • An anti magic field covers the town, 

    • The anti magic field originates from the tower

    • A mana syphoning device is in the tower, it powers much of the towns tech

    • On the edges of the memory  lies an invisible barrier, preventing people from traveling further

    • The water from the river is magically generated, as is the rain.


  • The Persephone Engine / Dream Anchor

    • A Pocket realm bound to an Authority Warship,

    • The realm is an imitation of a real place, capable of magically produced weather and ecosystems.

    • Realms are called, memories or dreams

    • The realm can be contained within a smaller interior.

    • Time flow within the realm is faster than time flow outside of it.

    • A device named after a famous Explorer, Persephone Stein.


  • Time dilation in the Dream

    • The party members fall asleep and wake up at times that are asynchronous to the day night cycle

    • Civilians talk about the event as if it was days ago, despite the event having only occurred hours ago for the party.

    • Guards talk about how long the trip will be toward their destination, a month in total


  • Knock The witness

    • Vows loosely made

    • Their role in Sorpo?

    • They refer to some other or greater power


  • Nobles Role in Alastair's Death

    • Assassins sent after Atsial

    • The Queen's Role??

    • He was the people's noble, hosting parties and events


  • The Unions Latest (Illusionary Repeater)(video recorder)

    • Some of the higher folk of society have been discussing rumors of a new artifact forged by the union.

    • Nobles and merchants have been recounting major events in detail they couldn't possibly know, (clothing, color of eyes, hair, weapons or material)

    • High folk know of events that happened only recently to the party, how could it be possible for such accurate accounts to be provided so soon












  • Locations: (Type: Basic, Story, Unique. Name, Description, small lore bits, event occurring at location)


  • Type, Perimore Commercial Harbor (Basic)

    • Description: A large Harbor town with a large influx of trade goods.

    • Lore:

    • This is a prime location for trade companies and travelers alike. It's one of few port locations unclaimed by the local militia. It's also the main southern harbor the Aletheia Syndicate operates out of. Overall, a modest town, one that holds few secrets.


  • Event or scene at location - Festival of Fleeting Lights

  • Idea of who/whats inside

    •  Townsfolk, criminals, guards


  • Type, Old Rock (Story)

    • Description: A small town built around an inland scorian lake.

    • Lore:

      • A town taken over by the Altheian Syndicate, the first claim by their group in the South.

        • They kicked all the residents out and have quartered numerous mercenaries and criminals


  • Event or scene at location - Meeting Erelim, Fighting the Stone forged Druid

  • Idea of who/whats inside

    •  Criminals, a mini boss, a boss





  • NPCs: (Name, Basic description, Small bit of lore, Their current motives or plots, piety)

    • Name

      • Location

      • Description

      • Lore

      • Relationships

      • Motive/plots


  • Simon: An elven brewer, one commonly known to patrons of the black market. One of the few elves remaining. They seem quite fond of Atsial M'kall. And ran a shop just beneath The-Nameless-Tavern

    • Relationship: Atsial (Good), Simon (Good)

    • Motives: To make allies within the Brig of the Warship


  • Finn Stone: The former owner of the Nameless tavern within Sorpos black market. Currently recovering from a dagger wound. (Carries a hidden flintlock)

    • Relationship: Atsial (Good), Simon (Good), Nixie (Bad)

    • Motives: To recover while staying out of trouble


  • Saul: “Mixologist” (Bartender) of the Belching tavern, he insists each drink he creates is a fine art.

    • Relationship: Daughter, Misty (Good)

    • Motives: Keep his daughter safe


  • Misty: The cook of the Belching tavern, the daughter of Saul

    • Relationship: Father, Saul (good)

    • Motives: Find something fun to do




  • Miyu Calico: A noble Felinor child clad in Robes, they tend to misbehave and target Lenix. They ran away from their noble house with their dog Ruby to look for their lost Brother.

    • Location: with party

    • Relationships: Brother (good), Brax (good), Lilith (good), Lenix (bad), nixie (bad)

    • Motives: Eat Lenix

    • Piety: Judge



  • Lenix/Carl: A Gift from a noble for Atsial M'kall, an Exotic beetle. More specifically a “Jade Milkweed Beetle”, one that goes for a high price in exotic markets due to its rarity and innate arcanic potential.

    • Location: With party

    • Relationships: Atsial (good), Nixie (good)

    • Motives: Help out their master Atsial, Dont get eaten

    • Piety: Judge, Bear


  • Herald, Authority mercenary, Khan

    • Boarded the party ship.

    • 6 foot give or take


  • Perry, Urn, Authority contractor, shy guard

    • Responsible for transporting captured supplies

    • 5’6




  • Monsters: (Location, Monster Name, basic description, lore, motive)

    • Name

      • Location,

      • Description

      • Lore

      • Motive





  • Magic Items/Treasure:

    • A Floating Lantern - 5 Silver Each

      • These may be set off to float and shed light upon the Night sky


  • Oranite Lantern Keychain - 1 Gold Each

    • A small trinket with an Oranite frame and a small shard of a mana crystal trapped inside. It offers a soft blue glow to its surrounding area

      • As an Action those proficient with arcana may channel mana into it and spread its soft blue glow to a 5 foot area surrounding it. This area counts as dim light. This effect lasts for one minute.


    • Roll an Arcana check, on a 1-5 the crystal breaks, anything higher is a success. On a natural 20 the crystal is imbued with higher levels of mana and will continue to glow in this manner until stopped.


  • Ring of Lost Lights - 25 Gold Each

    • A small Oranite ring with crystalline gemstones embedded within it.

      • A magical ring that has several runes engraved within it, that come to spell “link”


  • It has 3 charges and regains 1d3 expended charges when placed under moon light. 


  • While wearing it you may expend one charge to cast the dancing lights spell


  • While wearing it you may expend two charges to cause another Ring of Lost Lights within 5 miles to Emit a brilliant Blue light, this can act as a sort of signal, a link between two.

  • Runes - Stick, Stone, Parchment, Iron Charms - Everything will have a 30% markup from scribing cost.

    • Cantrips, 1st level, 2nd level, 3rd Level spells






  • Story Feats/Downtime Activities:

    • Nixie:

      •  Deepbound - “Something deep within you, far deeper than your heart, perhaps even more intrinsic than your soul, murmurs as if stirred awake if only slightly” “Your vision is refreshed, as if even the most minute details are clear to you.” “When you tap into this force, it's as if you gain the ability to see the world for what it truly is, not what they want you to see.” And the cons: “You feel an inexplicable force loom over you, as if your existence has been noticed by something resting abroad” “You feel a metaphysical pull from the tear, as if something within it or possibly yourself calls out to you”


  • Lilith

    • —-


  • Trinkle Top

    • —-


  • Brax

    • The Judge and Jury -  Pro. Guillotine stare: Common folk struggle to meet your gaze, flinching when your fingers brush past your weapons hilt Con. Taking the lives of others to further your own position or goals is acceptable within reasons


  • Atsial

    • —--







To Save Just One - Pushing North toward Oldrock


Necessary Prep:



Pre session Chores:




DM Notes:


The festival spans a few days, two otherworldly meteors crashed upon Scorian land











  • Intro: (3-4 sentence intro meant to set time, place, mood for players. As most impact with as few words)




  • Call to Action (Strong Session Start, Something Happens)

    • Countless lanterns spread across the sky, endless commotion and an air of mystique swallow Perimore, the first night of the festival. With countless passerby indulging in the pleasures of celebration, a family remains trapped hidden under the glimmering stars, they’ve been split and seek help wherever they can.


  • Session Plot (The Focus of the session)


  • Festival of Fleeting Lights

    • Annual festival held all around Lumen

    • Celebrating local meteor showers during the final parts of Oro

    • Oro is the month of omen and prophecy, it's said the annual passing stars are an omen from the heavens themselves.

    • The sight of shooting stars are said to be a sign of good fortune for years to come. 

    • While a collapsing star is a sign of bad fortune.


  • The Aletheia Syndicate

    • Led by Erelim Lee Chance, a human

    • Young Criminal Syndicate formed in Northern Scoria

    • Filled the gap left by the retreating Militia and guard

    • Having begun expanding their influence and claiming settlements, some kick townsfolk from their homes while others offer services such as protection and hunting.

    • Has a powerful hidden backer

    • Have a tight hold on Northern Scoria and have started expansion south.





  • Planned Scenes / Events ( Location, Description,)


  • A Family in need

    • A felinor mother, Maria, and her children begging local guard and adventurers to help save her husband

      • They were offered gold to leave the town if they wished,

      • The Father tried to steal more and was captured.

      • Elias is the husband's name.


  • The Last Train out - Military Rails Arriving at the coasts

    • Massive Locomotives filled with artillery and crates market with WGR Crests arrive at Perimore

    • The whistle of the train can be heard as it enters the railyard

    • Soldiers can be seen taking crates off and loading them unto wagons

    • Some soldiers are standing idle


  • A City of Trade - Arriving at Bjorn

    • Guards standing at the gates seeing identification to allow people in

    • Bustling city, dozens of markets large buildings

    • Steampunk lights and gates

    • Large ballistas at the gate pointed outwards and In

    • Tall walls made of stone with metal reinforcements, up to 25-30 feet tall.

    • Steampunk Trolleys on tracks to take people around the city quicker

    • Equipment store,  Run by Johnny, has grapple hook, steampunk lanterns, guns, Explosives if you have a permit etc

    • Stables, Run by Axton, sells horses and wagons


  • They Come in Threes - Grant Marnie and Lure

    • A group of strong warriors guard the passage of the party

    • They demand high amount of coin for passage

    • They are here to test the party's capabilities while Aletheian people scry them.


  • Random Events/POI/NPC


  • Refugee Posse

    • Common folk pushing hand carts filled with their belongings 

    • They seem to have pushed to the coast following the Guard

    • They talk of the Aletheian Syndicate and its expansion, taking over the town they called home.

    • Some mention smells of sulfur in the town water supplies, signals contamination in the area’


  • Traveling Wolves/horses

    • A pack of wolves or horses are traveling and encounter the party

    • They maintain their distance

    • One is sickly and seems to be affected by poison of some sort

    • The party can attempt to heal and tame it


  • Passing Smith

    • A traveling blacksmith is found resting at a small camp off the side of the road

    • They offer some information on the caves nearby and ores

    • Offer to repair a small weapon for a story or drink


  • Passing Train

    • Large tracks can be seen far off the trail

    • A long train is seen stopped in the middle of the forest

    • It has markings of the world government 

    • Large crates can be seen on it

    • Few soldiers can be seen guarding it

  • Ruins

    • Small ruins can be found just off the trail

    • They hold inscriptions in a language none can read

    • Let Brax roll a history check DC 20 to try and remember a language he once knew

    • The ruins talk of nearby strongholds


  • Anomaly

    • Roll off the world anomaly table


  • Fallen Lanterns

    • Party finds fallen lanterns with basic tier mana crystals inside

    • There are 1d3+2 lanterns.


  • POI’S

    • Crystalline Vein

      • Party can see an opening in a cliffside radiating a soft blue hue

      • Deep within the cave are potent mana crystals

      • The danger is the lead pockets within the cave rendering any magical items or casters inert

      • Casters can feel a physical weight on their chest from the lead

      • Within the cave there are gas pockets, a spark or flame could set them off

    • The Dusted Dogs Tavern

      • An Aged inn with cracked wood floors and a strong scent of venison and beer in the air

      • The innkeeper is a khan

      • Inside a few travelers and refugees can be found

      • Outside a small workshop can be found with a wood working station and a smelter station

      • The son of the innkeeper was a blacksmith, he left a few years ago for the capital.

    • The Kings Idol

      • A rusty statue of King Gabriel

      • A weathered Katana can be seen standing at his side

      • The king is an old half orc with a long beard

      • If the party polishes it they get a small blessing, luck point

    • Random Cave

      • A random cave off the beaten path, it contains a random mineral

      • Provides shelter from rain

      • Houses wolves,

      • One wolf is sickly and tameable  

  • Survival Events

    • Weather

      • Rain, wind, thunder storms

    • Black Rain

      • Dark oily rain falls, it smells of sulfur and lead, equipment left exposed starts to rust  and gains a -1 to damage or AC

      • Party must find shelter immediately

      • Casters lose the ability to cast spells entirely.

    • Looming Fog

      • All visibility is reduced, stealth checks are made with advantage and perception checks with disadvantage





  • Player Character Desire/Motives: (Name, Description, planned character Scene)


  • Lilith

    • Desire/motive: find a purpose, find somewhere to belong 

    • Character Scene: 


  • Brax

    • Desire/motive: survive first, recover his memories 

    • Character Scene: Simon goes up to them, and talks asking about their history and background relating to them as a rare species, building a friendship between two lost folk.


  • Nixie

    • Desire/motive: Keep Miyu Safe, find out if her mom is ok, tame lenix

    • Character Scene: 


  • Trinkle Top

    • Desire/motive: To Survive

    • Character Scene:


  • Atsial

    • Desire/motive: find Alastair’s killer, see his family

    • Character Scene:





  • Plot points (Major long term plots)


  • The End? - Something is Coming

    • Nave the prophet foresaw a great event in Lumen's future.

    • An otherworldly god alluded to it as well.

    • Something is coming and it is up to the heroes to prepare

    • One thing remains certain, Lumen shall not remain the same after its arrival.


  • The Aletheia Syndicate

    • Led by Erelim Lee Chance, a human

    • Young Criminal Syndicate formed in Northern Scoria

    • Filled the gap left by the retreating Militia and guard

    • Having begun expanding their influence and claiming settlements, some kick townsfolk from their homes while others offer services such as protection and hunting.

    • Has a powerful hidden backer

    • Have a tight hold on Northern Scoria and have started expansion south.


  • The Last Human - Erelim Lee Chance - He who challenged the Stars

    • An otherworlder originating from the Desert.

    • The Leader of Aletheia

    • Gunning for the title of Duke within Scorian Lands

    • Has a stern distaste for anything that appears nonhuman.

    • Has a mutated eye from lingering in the lands between the veil of this world and the next.

    • Strategic, Empathetic, Arrogant, and Scornful, he will use whatever means necessary to achieve his goal starting with diplomacy and onwards.


  • The King of Nothing - Gabriel Stalwart (A powerful Fighter and Wizard) 

    • The current puppet king of the World government Remnants.

    • They have limited political power over the faction beyond Scorian territory.

    • An old Immortal Half-orc that seeks to create a better future for Eskor

    • They remained stationed in the Mountain Capital of Scoria.

    • Always alongside his sworn brother Caleb.


  • The Ministries hold on Scoria

    • They’ve swallowed one world, what's one more.

    • They are attempting to destabilize Scoria in an attempt to increase the chances of an Authority invasion. 

    • They have pushed the local military to the coast in anticipation of such an invasion

    • They have nurtured the Aletheia Syndicate with the goal of filling the gap the military left, further taking Scoria out of Gabriels hands.


  • The Noble Killer

    • The head of house Aratel was murdered Atsial was blamed

    • Nobles from other houses seem in on it

    • Assassins came after Atsial and the party

    • Who knows when they will come again


  • The Authority’s Invasion of the Central Luminant

    • Rising tensions in the luminant, between Authority and World government Remnants

    • A lightkeeper is currently delaying the full scale invasion force

    • Authority troops are imprisoning civilians in the remnants of Old Eskor

    • Invasion will fully commence in two months from game start


  • A Conspiracy within the Authority - Created a Reason to go to war

    • Jericho seemed to call the assault on the warship, why?

    • They gave strict orders to the Elf unknown to not interfere with the warship post mercenary.


  • Hands of the Deep

    • Eldritch hands appeared from the waves, dragging the souls of the lost far under.

    • These hands thrash at Nixie, attempting to pull her down under/




  • Subplots (Minor points)


  • Quests:

    • Save Sorpo - Failed

    • Escape the Dream - Succeeded 

    • Save the Father - Succeeded


  • Festival of Fleeting Lights

    • Annual festival held all around Lumen

    • Celebrating local meteor showers during the final parts of Oro

    • Oro is the month of omen and prophecy, it's said the annual passing stars are an omen from the heavens themselves.

    • The sight of shooting stars are said to be a sign of good fortune for years to come. 

    • While a collapsing star is a sign of bad fortune.


  • Dead Zones

    • Within scoria existed zones contaminated with toxic antimagical materials, leaving large areas with limited infrastructure and colonization.


  • Ruined Gateways Within Scoria

    • Abandoned Relics from a greater age, these relics seem to require a key and a power source.

    • Brax has one but not the other.

    • Only Lumens grand lights may know where these gates lead.


  • The Queen - Loren Aristoska

    • The queen of Erisia

    • They have begun to close off the borders of Erisia and send search parties out for her daughter.

    • They are preparing for something, and god knows what.



  • Lost Noble

    • Miyu Calico is currently missing from her respective noble house in Greater Erisia


  • Lost Dog - Ruby

    • Rumor has it a magical beast resembling a dog was sold at an Auction within Elsin markets.

    • It was purchased by a noble who remains in the dead north.


  • Authority Warships in Erisia

    • Authority warships swarm Erisian coasts after the ontoclasmic seep, kidnapping civilians and guardsmen alike.

    • They are taking their prisoners to the continent of Old Eskor

    • Authority Ships seem to employ some sort of spatial pocket magic?


  • The people of Longhold

    • Some within the town seem to be permanent residents, maybe by talking to them one could learn more about this place. 

    • The permanent residents manage some shops,  the wheat fields, and livestock.


  • A warrior Unknown

    • A nameless elf that held fear close when they gazed into Nixie's eyes.






  • Player Character plots (character specific minor plot points)


  • Amnesia Stricken

    • Brax the gunslinger is a rare race with little knowledge where their home is


  • Awakened Ganymede 

    • Something about Nixie has changed, but we're not sure what. Something about her eyes…


  • Undead Magician

    • What is lilith, an undead, a lich? We’re not sure.


  • A Traveler

    • Trinkletop has wandered for years searching for somewhere to belong… is it here?


  • Fateless

    • Atsial once controlled by the heavens seems to have broken free, the strings of fate guide him no longer




  • Actions of the Gods (What the divine are doing)


  • Name

    • Domain

    • Motives

    • Actions

    • Affects




  • Secrets and Clues (information that can be discovered during the session, but not how it can be discovered, Highlight information the party has gotten)


  • The weave / The Depths

    • Void Cracks in Sorpo

      • Otherworldly invaders

      • Contact with Null

      • Something in it awakened Nixie

      • Temporal Leaps??


  • Authority Warships in Erisia

    • Rising tensions in region

    • Swarm Erisia in response to Ontoclasmic Seep

    • They are taking prisoners to an old, abandoned Continent.

    • The inside of their warships are bigger than the outside, spatial magic??

    • Authority has created entire towns in pocket realms

    • Ship and contract activity has increased lately

    • The authority is on contract for the Erisian Nobles to capture refugees.



  • LongHold

    • The guards of the tower rotate every 6 hours

    • The two hours following Midnight the Guarding force falls from 6 to 3 members.

    • A strong Barrier covers the gate

    • An anti magic field covers the town, 

    • The anti magic field originates from the tower

    • A mana syphoning device is in the tower, it powers much of the towns tech

    • On the edges of the memory  lies an invisible barrier, preventing people from traveling further

    • The water from the river is magically generated, as is the rain.


  • The Persephone Engine / Dream Anchor

    • A Pocket realm bound to an Authority Warship,

    • The realm is an imitation of a real place, capable of magically produced weather and ecosystems.

    • Realms are called, memories or dreams

    • The realm can be contained within a smaller interior.

    • Time flow within the realm is faster than time flow outside of it.

    • A device named after a famous Explorer, Persephone Stein.


  • Time dilation in the Dream

    • The party members fall asleep and wake up at times that are asynchronous to the day night cycle

    • Civilians talk about the event as if it was days ago, despite the event having only occurred hours ago for the party.

    • Guards talk about how long the trip will be toward their destination, a month in total


  • Knock The witness

    • Vows loosely made

    • Their role in Sorpo?

    • They refer to some other or greater power


  • Nobles Role in Alastair's Death

    • Assassins sent after Atsial

    • The Queen's Role??

    • He was the people's noble, hosting parties and events


  • The Unions Latest (Illusionary Repeater)(video recorder)

    • Some of the higher folk of society have been discussing rumors of a new artifact forged by the union.

    • Nobles and merchants have been recounting major events in detail they couldn't possibly know, (clothing, color of eyes, hair, weapons or material)

    • High folk know of events that happened only recently to the party, how could it be possible for such accurate accounts to be provided so soon












  • Locations: (Type: Basic, Story, Unique. Name, Description, small lore bits, event occurring at location)


  • Type, Perimore Commercial Harbor (Basic)

    • Description: A large Harbor town with a large influx of trade goods.

    • Lore:

    • This is a prime location for trade companies and travelers alike. It's one of few port locations unclaimed by the local militia. It's also the main southern harbor the Aletheia Syndicate operates out of. Overall, a modest town, one that holds few secrets.


  • Event or scene at location - Festival of Fleeting Lights

  • Idea of who/whats inside

    •  Townsfolk, criminals, guards


  • Type, Old Rock (Story)

    • Description: A small town built around an inland scorian lake.

    • Lore:

      • A town taken over by the Altheian Syndicate, the first claim by their group in the South.

        • They kicked all the residents out and have quartered numerous mercenaries and criminals


  • Event or scene at location - Meeting Erelim, Fighting the Stone forged Druid

  • Idea of who/whats inside

    •  Criminals, a mini boss, a boss





  • NPCs: (Name, Basic description, Small bit of lore, Their current motives or plots, piety)

    • Name

      • Location

      • Description

      • Lore

      • Relationships

      • Motive/plots


  • Simon: An elven brewer, one commonly known to patrons of the black market. One of the few elves remaining. They seem quite fond of Atsial M'kall. And ran a shop just beneath The-Nameless-Tavern

    • Relationship: Atsial (Good), Simon (Good)

    • Motives: To make allies within the Brig of the Warship


  • Finn Stone: The former owner of the Nameless tavern within Sorpos black market. Currently recovering from a dagger wound. (Carries a hidden flintlock)

    • Relationship: Atsial (Good), Simon (Good), Nixie (Bad)

    • Motives: To recover while staying out of trouble


  • Saul: “Mixologist” (Bartender) of the Belching tavern, he insists each drink he creates is a fine art.

    • Relationship: Daughter, Misty (Good)

    • Motives: Keep his daughter safe


  • Misty: The cook of the Belching tavern, the daughter of Saul

    • Relationship: Father, Saul (good)

    • Motives: Find something fun to do




  • Miyu Calico: A noble Felinor child clad in Robes, they tend to misbehave and target Lenix. They ran away from their noble house with their dog Ruby to look for their lost Brother.

    • Location: with party

    • Relationships: Brother (good), Brax (good), Lilith (good), Lenix (bad), nixie (bad)

    • Motives: Eat Lenix

    • Piety: Judge



  • Lenix/Carl: A Gift from a noble for Atsial M'kall, an Exotic beetle. More specifically a “Jade Milkweed Beetle”, one that goes for a high price in exotic markets due to its rarity and innate arcanic potential.

    • Location: With party

    • Relationships: Atsial (good), Nixie (good)

    • Motives: Help out their master Atsial, Dont get eaten

    • Piety: Judge, Bear


  • Herald, Authority mercenary, Khan

    • Boarded the party ship.

    • 6 foot give or take


  • Perry, Urn, Authority contractor, shy guard

    • Responsible for transporting captured supplies

    • 5’6




  • Monsters: (Location, Monster Name, basic description, lore, motive)

    • Name

      • Location,

      • Description

      • Lore

      • Motive





  • Magic Items/Treasure:

    • A Floating Lantern - 5 Silver Each

      • These may be set off to float and shed light upon the Night sky


  • Oranite Lantern Keychain - 1 Gold Each

    • A small trinket with an Oranite frame and a small shard of a mana crystal trapped inside. It offers a soft blue glow to its surrounding area

      • As an Action those proficient with arcana may channel mana into it and spread its soft blue glow to a 5 foot area surrounding it. This area counts as dim light. This effect lasts for one minute.


    • Roll an Arcana check, on a 1-5 the crystal breaks, anything higher is a success. On a natural 20 the crystal is imbued with higher levels of mana and will continue to glow in this manner until stopped.


  • Ring of Lost Lights - 25 Gold Each

    • A small Oranite ring with crystalline gemstones embedded within it.

      • A magical ring that has several runes engraved within it, that come to spell “link”


  • It has 3 charges and regains 1d3 expended charges when placed under moon light. 


  • While wearing it you may expend one charge to cast the dancing lights spell


  • While wearing it you may expend two charges to cause another Ring of Lost Lights within 5 miles to Emit a brilliant Blue light, this can act as a sort of signal, a link between two.

  • Runes - Stick, Stone, Parchment, Iron Charms - Everything will have a 30% markup from scribing cost.

    • Cantrips, 1st level, 2nd level, 3rd Level spells






  • Story Feats/Downtime Activities:

    • Nixie:

      •  Deepbound - “Something deep within you, far deeper than your heart, perhaps even more intrinsic than your soul, murmurs as if stirred awake if only slightly” “Your vision is refreshed, as if even the most minute details are clear to you.” “When you tap into this force, it's as if you gain the ability to see the world for what it truly is, not what they want you to see.” And the cons: “You feel an inexplicable force loom over you, as if your existence has been noticed by something resting abroad” “You feel a metaphysical pull from the tear, as if something within it or possibly yourself calls out to you”


  • Lilith

    • —-


  • Trinkle Top

    • —-


  • Brax

    • The Judge and Jury -  Pro. Guillotine stare: Common folk struggle to meet your gaze, flinching when your fingers brush past your weapons hilt Con. Taking the lives of others to further your own position or goals is acceptable within reasons


  • Atsial

    • —--





The Scorian Conspiracy - The Journey to Kymas


Necessary Prep:



Pre session Chores:




DM Notes:








  • Intro: (3-4 sentence intro meant to set time, place, mood for players. As most impact with as few words)




  • Call to Action (Strong Session Start, Something Happens)







  • Session Plot (The Focus of the session)



  • An Aged Tortle - An Escort of Utmost Importance

    • Their name is Leonis, they are a former soldier who now works as an informant.

    • An old Tortle desperately trying to get to Kymas

    • They will only travel on foot

    • They know of the group backing the Syndicate and need to bring the knowledge to Kymas Ruler.

    • They will refuse to share their knowledge with anyone but the Eastern Queen Eriene

    • The guards of Perimore will prevent them from leaving as ordered by their superiors, bandits, assassins, and even a ministry agent will be sent after them.

      • The journey will take a minimum of seven days travel between Perimor and Kymas, Currently there are few maintained roads between them, the train network replaced most foot travel.

        • Day 3 and 5 of the escort will have powerful ambushes waiting, day 6 will have a ministry agent, all the inbetween will have occasional assassins throughout rests and natural encounters


  • The Bandit Ambush - Syndicate dogs

    • First: Four swordsmen, two spearmen, two crossbow men and two bowmen will attack the party, they will use the bandit, spearman, crossbow, and archer statblock.


  • Second - Will only happen if the party takes two days rest

  • Assassins: Common bandits that will try and take the party by surprise, will easily be handled by a party member standing guard.



  • A Wandering Vagrant - The Maiden of the Ministry

    • Will appear on day 6 if the party chooses to take a rest of any kind, she will attempt to assassinate the target. If she fails she will start combat until they kill her. Beautiful women with long dark hair down to the hip, wears black attire and a blind fold, has no arcane presence, has glimmering ruby eyes.


  • An Old Friend - Eriene the ruler of Kymas

    • A beautiful Aasimar with long golden hair, she wields a rapier by her side  and has an ornate golden crest featuring constellia on her pauldrons.

    • They are an old friend of Simon and specifically gave orders to the open ports to seize him once he arrived

    • She is looking for his wisdom in alchemy and knowledge of history to help her push back against the Nobles in the capital

    • Fierce yet patient



  • A Fallen Star - A blessing or a curse?



  • Planned Scenes / Events ( Location, Description,)


  • A Family in need

    • A felinor mother, Maria, and her children begging local guard and adventurers to help save her husband

      • They were offered gold to leave the town if they wished,

      • The Father tried to steal more and was captured.

      • Elias is the husband's name.



  • The Glorious East - Kymas, the Eastern Crown

    • Guards standing at the gates seeing identification to allow people in





  • Random Events/POI/NPC




  • Traveling Wolves/horses

    • A pack of wolves or horses are traveling and encounter the party

    • They maintain their distance

    • One is sickly and seems to be affected by poison of some sort

    • The party can attempt to heal and tame it


  • Passing Smith

    • A traveling blacksmith is found resting at a small camp off the side of the road

    • They offer some information on the caves nearby and ores

    • Offer to repair a small weapon for a story or drink


  • Passing Train

    • Large tracks can be seen far off the trail

    • A long train is seen stopped in the middle of the forest

    • It has markings of the world government 

    • Large crates can be seen on it

    • Few soldiers can be seen guarding it

  • Ruins

    • Small ruins can be found just off the trail

    • They hold inscriptions in a language none can read

    • Let Brax roll a history check DC 20 to try and remember a language he once knew

    • The ruins talk of nearby strongholds


  • Anomaly

    • Roll off the world anomaly table


  • Fallen Lanterns

    • Party finds fallen lanterns with basic tier mana crystals inside

    • There are 1d3+2 lanterns.


  • POI’S

    • Crystalline Vein

      • Party can see an opening in a cliffside radiating a soft blue hue

      • Deep within the cave are potent mana crystals

      • The danger is the lead pockets within the cave rendering any magical items or casters inert

      • Casters can feel a physical weight on their chest from the lead

      • Within the cave there are gas pockets, a spark or flame could set them off

    • The Dusted Dogs Tavern

      • An Aged inn with cracked wood floors and a strong scent of venison and beer in the air

      • The innkeeper is a khan

      • Inside a few travelers and refugees can be found

      • Outside a small workshop can be found with a wood working station and a smelter station

      • The son of the innkeeper was a blacksmith, he left a few years ago for the capital.

    • The Kings Idol

      • A rusty statue of King Gabriel

      • A weathered Katana can be seen standing at his side

      • The king is an old half orc with a long beard

      • If the party polishes it they get a small blessing, luck point

    • Random Cave

      • A random cave off the beaten path, it contains a random mineral

      • Provides shelter from rain

      • Houses wolves,

      • One wolf is sickly and tameable  

  • Survival Events

    • Weather

      • Rain, wind, thunder storms

    • Black Rain

      • Dark oily rain falls, it smells of sulfur and lead, equipment left exposed starts to rust  and gains a -1 to damage or AC

      • Party must find shelter immediately

      • Casters lose the ability to cast spells entirely.

    • Looming Fog

      • All visibility is reduced, stealth checks are made with advantage and perception checks with disadvantage





  • Player Character Desire/Motives: (Name, Description, planned character Scene)


  • Lilith

    • Desire/motive: find a purpose, find somewhere to belong 

    • Character Scene: 


  • Brax

    • Desire/motive: survive first, recover his memories 

    • Character Scene: Simon goes up to them, and talks asking about their history and background relating to them as a rare species, building a friendship between two lost folk.


  • Nixie

    • Desire/motive: Keep Miyu Safe, find out if her mom is ok, tame lenix

    • Character Scene: 


  • Trinkle Top

    • Desire/motive: To Survive

    • Character Scene:


  • Atsial

    • Desire/motive: find Alastair’s killer, see his family

    • Character Scene:





  • Plot points (Major long term plots)


  • A Fallen Star - A blessing or a curse?

    • Two beautiful stars fell unto Scorian lands the night of the Festival

    • These stars crashed down near Archies Port, they radiate an almost otherworldly energy that has made traveling the nearby area difficult

      • Otherworldly Beasts - Strange creatures seem to be spawning from the energy emanating from the star, magical beasts in the area seem drawn to it as well

        • This star comes from the Past, a piece of constellia that was swallowed long before it fell.

        • The star is made of otherworldly Crystals (Demi-God Tier), Astruline, and Celestine.

        • Currently outposts have been made surrounding the stars with wooden fortifications as local militia and syndicate are debating on how to defeat the guardians and scavenge the star.


  • The End? - Something is Coming

    • Nave the prophet foresaw a great event in Lumen's future.

    • An otherworldly god alluded to it as well.

    • Something is coming and it is up to the heroes to prepare

    • One thing remains certain, Lumen shall not remain the same after its arrival.


  • The Aletheia Syndicate

    • Led by Erelim Lee Chance, a human

    • Young Criminal Syndicate formed in Northern Scoria

    • Filled the gap left by the retreating Militia and guard

    • Having begun expanding their influence and claiming settlements, some kick townsfolk from their homes while others offer services such as protection and hunting.

    • Has a powerful hidden backer

    • Have a tight hold on Northern Scoria and have started expansion south.


  • The Last Human - Erelim Lee Chance - He who challenged the Stars

    • An otherworlder originating from the Desert.

    • The Leader of Aletheia

    • Gunning for the title of Duke within Scorian Lands

    • Has a stern distaste for anything that appears nonhuman.

    • Has a mutated eye from lingering in the lands between the veil of this world and the next.

    • Strategic, Empathetic, Arrogant, and Scornful, he will use whatever means necessary to achieve his goal starting with diplomacy and onwards.


  • The King of Nothing - Gabriel Stalwart (A powerful Fighter and Wizard) 

    • The current puppet king of the World government Remnants.

    • They have limited political power over the faction beyond Scorian territory.

    • An old Immortal Half-orc that seeks to create a better future for Eskor

    • They remained stationed in the Mountain Capital of Scoria.

    • Always alongside his sworn brother Caleb.

    • Currently missing, wandering around hidden within Scoria

      • Unable to directly act as nobles are ready to check his power, currently in search of a group capable of being his proxy.


  • The Ministries hold on Scoria

    • They’ve swallowed one world, what's one more.

    • They are attempting to destabilize Scoria in an attempt to increase the chances of an Authority invasion. 

    • They have pushed the local military to the coast in anticipation of such an invasion

    • They have nurtured the Aletheia Syndicate with the goal of filling the gap the military left, further taking Scoria out of Gabriels hands.


  • The Noble Killer

    • The head of house Aratel was murdered Atsial was blamed

    • Nobles from other houses seem in on it

    • Assassins came after Atsial and the party

    • Who knows when they will come again


  • The Authority’s Invasion of the Central Luminant

    • Rising tensions in the luminant, between Authority and World government Remnants

    • A lightkeeper is currently delaying the full scale invasion force

    • Authority troops are imprisoning civilians in the remnants of Old Eskor

    • Invasion will fully commence in two months from game start


  • A Conspiracy within the Authority - Created a Reason to go to war

    • Jericho seemed to call the assault on the warship, why?

    • They gave strict orders to the Elf unknown to not interfere with the warship post mercenary.


  • Hands of the Deep

    • Eldritch hands appeared from the waves, dragging the souls of the lost far under.

    • These hands thrash at Nixie, attempting to pull her down under/




  • Subplots (Minor points)


  • Quests:

    • Save Sorpo - Failed

    • Escape the Dream - Succeeded 

    • Save the Father - Succeeded


  • Festival of Fleeting Lights

    • Annual festival held all around Lumen

    • Celebrating local meteor showers during the final parts of Oro

    • Oro is the month of omen and prophecy, it's said the annual passing stars are an omen from the heavens themselves.

    • The sight of shooting stars are said to be a sign of good fortune for years to come. 

    • While a collapsing star is a sign of bad fortune.


  • Dead Zones

    • Within scoria existed zones contaminated with toxic antimagical materials, leaving large areas with limited infrastructure and colonization.


  • Ruined Gateways Within Scoria

    • Abandoned Relics from a greater age, these relics seem to require a key and a power source.

    • Brax has one but not the other.

    • Only Lumens grand lights may know where these gates lead.


  • The Queen - Loren Aristoska

    • The queen of Erisia

    • They have begun to close off the borders of Erisia and send search parties out for her daughter.

    • They are preparing for something, and god knows what.



  • Lost Noble

    • Miyu Calico is currently missing from her respective noble house in Greater Erisia


  • Lost Dog - Ruby

    • Rumor has it a magical beast resembling a dog was sold at an Auction within Elsin markets.

    • It was purchased by a noble who remains in the dead north.


  • Authority Warships in Erisia

    • Authority warships swarm Erisian coasts after the ontoclasmic seep, kidnapping civilians and guardsmen alike.

    • They are taking their prisoners to the continent of Old Eskor

    • Authority Ships seem to employ some sort of spatial pocket magic?


  • The people of Longhold

    • Some within the town seem to be permanent residents, maybe by talking to them one could learn more about this place. 

    • The permanent residents manage some shops,  the wheat fields, and livestock.


  • A warrior Unknown

    • A nameless elf that held fear close when they gazed into Nixie's eyes.






  • Player Character plots (character specific minor plot points)


  • Amnesia Stricken

    • Brax the gunslinger is a rare race with little knowledge where their home is


  • Awakened Ganymede 

    • Something about Nixie has changed, but we're not sure what. Something about her eyes…


  • Undead Magician

    • What is lilith, an undead, a lich? We’re not sure.


  • A Traveler

    • Trinkletop has wandered for years searching for somewhere to belong… is it here?


  • Fateless

    • Atsial once controlled by the heavens seems to have broken free, the strings of fate guide him no longer




  • Actions of the Gods (What the divine are doing)


  • Name

    • Domain

    • Motives

    • Actions

    • Affects




  • Secrets and Clues (information that can be discovered during the session, but not how it can be discovered, Highlight information the party has gotten)


  • The weave / The Depths

    • Void Cracks in Sorpo

      • Otherworldly invaders

      • Contact with Null

      • Something in it awakened Nixie

      • Temporal Leaps??


  • Authority Warships in Erisia

    • Rising tensions in region

    • Swarm Erisia in response to Ontoclasmic Seep

    • They are taking prisoners to an old, abandoned Continent.

    • The inside of their warships are bigger than the outside, spatial magic??

    • Authority has created entire towns in pocket realms

    • Ship and contract activity has increased lately

    • The authority is on contract for the Erisian Nobles to capture refugees.



  • LongHold

    • The guards of the tower rotate every 6 hours

    • The two hours following Midnight the Guarding force falls from 6 to 3 members.

    • A strong Barrier covers the gate

    • An anti magic field covers the town, 

    • The anti magic field originates from the tower

    • A mana syphoning device is in the tower, it powers much of the towns tech

    • On the edges of the memory  lies an invisible barrier, preventing people from traveling further

    • The water from the river is magically generated, as is the rain.


  • The Persephone Engine / Dream Anchor

    • A Pocket realm bound to an Authority Warship,

    • The realm is an imitation of a real place, capable of magically produced weather and ecosystems.

    • Realms are called, memories or dreams

    • The realm can be contained within a smaller interior.

    • Time flow within the realm is faster than time flow outside of it.

    • A device named after a famous Explorer, Persephone Stein.


  • Time dilation in the Dream

    • The party members fall asleep and wake up at times that are asynchronous to the day night cycle

    • Civilians talk about the event as if it was days ago, despite the event having only occurred hours ago for the party.

    • Guards talk about how long the trip will be toward their destination, a month in total


  • Knock The witness

    • Vows loosely made

    • Their role in Sorpo?

    • They refer to some other or greater power


  • Nobles Role in Alastair's Death

    • Assassins sent after Atsial

    • The Queen's Role??

    • He was the people's noble, hosting parties and events


  • The Unions Latest (Illusionary Repeater)(video recorder)

    • Some of the higher folk of society have been discussing rumors of a new artifact forged by the union.

    • Nobles and merchants have been recounting major events in detail they couldn't possibly know, (clothing, color of eyes, hair, weapons or material)

    • High folk know of events that happened only recently to the party, how could it be possible for such accurate accounts to be provided so soon












  • Locations: (Type: Basic, Story, Unique. Name, Description, small lore bits, event occurring at location)


  • Type, Perimore Commercial Harbor (Basic)

    • Description: A large Harbor town with a large influx of trade goods.

    • Lore:

    • This is a prime location for trade companies and travelers alike. It's one of few port locations unclaimed by the local militia. It's also the main southern harbor the Aletheia Syndicate operates out of. Overall, a modest town, one that holds few secrets.


  • Event or scene at location - Festival of Fleeting Lights

  • Idea of who/whats inside

    •  Townsfolk, criminals, guards


  • Type, Old Rock (Story)

    • Description: A small town built around an inland scorian lake.

    • Lore:

      • A town taken over by the Altheian Syndicate, the first claim by their group in the South.

        • They kicked all the residents out and have quartered numerous mercenaries and criminals


  • Event or scene at location - Meeting Erelim, Fighting the Stone forged Druid

  • Idea of who/whats inside

    •  Criminals, a mini boss, a boss





  • NPCs: (Name, Basic description, Small bit of lore, Their current motives or plots, piety)

    • Name

      • Location

      • Description

      • Lore

      • Relationships

      • Motive/plots


  • Simon: An elven brewer, one commonly known to patrons of the black market. One of the few elves remaining. They seem quite fond of Atsial M'kall. And ran a shop just beneath The-Nameless-Tavern

    • Relationship: Atsial (Good), Simon (Good)

    • Motives: To make allies within the Brig of the Warship


  • Finn Stone: The former owner of the Nameless tavern within Sorpos black market. Currently recovering from a dagger wound. (Carries a hidden flintlock)

    • Relationship: Atsial (Good), Simon (Good), Nixie (Bad)

    • Motives: To recover while staying out of trouble


  • Saul: “Mixologist” (Bartender) of the Belching tavern, he insists each drink he creates is a fine art.

    • Relationship: Daughter, Misty (Good)

    • Motives: Keep his daughter safe


  • Misty: The cook of the Belching tavern, the daughter of Saul

    • Relationship: Father, Saul (good)

    • Motives: Find something fun to do




  • Miyu Calico: A noble Felinor child clad in Robes, they tend to misbehave and target Lenix. They ran away from their noble house with their dog Ruby to look for their lost Brother.

    • Location: with party

    • Relationships: Brother (good), Brax (good), Lilith (good), Lenix (bad), nixie (bad)

    • Motives: Eat Lenix

    • Piety: Judge



  • Lenix/Carl: A Gift from a noble for Atsial M'kall, an Exotic beetle. More specifically a “Jade Milkweed Beetle”, one that goes for a high price in exotic markets due to its rarity and innate arcanic potential.

    • Location: With party

    • Relationships: Atsial (good), Nixie (good)

    • Motives: Help out their master Atsial, Dont get eaten

    • Piety: Judge, Bear


  • Herald, Authority mercenary, Khan

    • Boarded the party ship.

    • 6 foot give or take


  • Perry, Urn, Authority contractor, shy guard

    • Responsible for transporting captured supplies

    • 5’6




  • Monsters: (Location, Monster Name, basic description, lore, motive)

    • Name

      • Location,

      • Description

      • Lore

      • Motive





  • Magic Items/Treasure:

    • A Floating Lantern - 5 Silver Each

      • These may be set off to float and shed light upon the Night sky


  • Oranite Lantern Keychain - 1 Gold Each

    • A small trinket with an Oranite frame and a small shard of a mana crystal trapped inside. It offers a soft blue glow to its surrounding area

      • As an Action those proficient with arcana may channel mana into it and spread its soft blue glow to a 5 foot area surrounding it. This area counts as dim light. This effect lasts for one minute.


    • Roll an Arcana check, on a 1-5 the crystal breaks, anything higher is a success. On a natural 20 the crystal is imbued with higher levels of mana and will continue to glow in this manner until stopped.


  • Ring of Lost Lights - 25 Gold Each

    • A small Oranite ring with crystalline gemstones embedded within it.

      • A magical ring that has several runes engraved within it, that come to spell “link”


  • It has 3 charges and regains 1d3 expended charges when placed under moon light. 


  • While wearing it you may expend one charge to cast the dancing lights spell


  • While wearing it you may expend two charges to cause another Ring of Lost Lights within 5 miles to Emit a brilliant Blue light, this can act as a sort of signal, a link between two.

  • Runes - Stick, Stone, Parchment, Iron Charms - Everything will have a 30% markup from scribing cost.

    • Cantrips, 1st level, 2nd level, 3rd Level spells






  • Story Feats/Downtime Activities:

    • Nixie:

      •  Deepbound - “Something deep within you, far deeper than your heart, perhaps even more intrinsic than your soul, murmurs as if stirred awake if only slightly” “Your vision is refreshed, as if even the most minute details are clear to you.” “When you tap into this force, it's as if you gain the ability to see the world for what it truly is, not what they want you to see.” And the cons: “You feel an inexplicable force loom over you, as if your existence has been noticed by something resting abroad” “You feel a metaphysical pull from the tear, as if something within it or possibly yourself calls out to you”


  • Lilith

    • —-


  • Trinkle Top

    • —-


  • Brax

    • The Judge and Jury -  Pro. Guillotine stare: Common folk struggle to meet your gaze, flinching when your fingers brush past your weapons hilt Con. Taking the lives of others to further your own position or goals is acceptable within reasons


  • Atsial

    • —--




The Scorian Conspiracy - The Journey to Kymas


Necessary Prep:



Pre session Chores:




DM Notes:








  • Intro: (3-4 sentence intro meant to set time, place, mood for players. As most impact with as few words)




  • Call to Action (Strong Session Start, Something Happens)







  • Session Plot (The Focus of the session)



  • An Aged Tortle - An Escort of Utmost Importance

    • Their name is Leonis, they are a former soldier who now works as an informant.

    • An old Tortle desperately trying to get to Kymas

    • They will only travel on foot

    • They know of the group backing the Syndicate and need to bring the knowledge to Kymas Ruler.

    • They will refuse to share their knowledge with anyone but the Eastern Queen Eriene

    • The guards of Perimore will prevent them from leaving as ordered by their superiors, bandits, assassins, and even a ministry agent will be sent after them.

      • The journey will take a minimum of seven days travel between Perimor and Kymas, Currently there are few maintained roads between them, the train network replaced most foot travel.

        • Day 3 and 5 of the escort will have powerful ambushes waiting, day 6 will have a ministry agent, all the inbetween will have occasional assassins throughout rests and natural encounters


  • The Bandit Ambush - Syndicate dogs

    • First: Four swordsmen, two spearmen, two crossbow men and two bowmen will attack the party, they will use the bandit, spearman, crossbow, and archer statblock.


  • Second - Will only happen if the party takes two days rest

  • Assassins: Common bandits that will try and take the party by surprise, will easily be handled by a party member standing guard.



  • A Wandering Vagrant - The Maiden of the Ministry

    • Will appear on day 6 if the party chooses to take a rest of any kind, she will attempt to assassinate the target. If she fails she will start combat until they kill her. Beautiful women with long dark hair down to the hip, wears black attire and a blind fold, has no arcane presence, has glimmering ruby eyes.


  • An Old Friend - Eriene the ruler of Kymas

    • A beautiful Aasimar with long golden hair, she wields a rapier by her side  and has an ornate golden crest featuring constellia on her pauldrons.

    • They are an old friend of Simon and specifically gave orders to the open ports to seize him once he arrived

    • She is looking for his wisdom in alchemy and knowledge of history to help her push back against the Nobles in the capital

    • Fierce yet patient



  • A Fallen Star - A blessing or a curse?



  • Planned Scenes / Events ( Location, Description,)


  • A Family in need

    • A felinor mother, Maria, and her children begging local guard and adventurers to help save her husband

      • They were offered gold to leave the town if they wished,

      • The Father tried to steal more and was captured.

      • Elias is the husband's name.



  • The Glorious East - Kymas, the Eastern Crown

    • Guards standing at the gates seeing identification to allow people in





  • Random Events/POI/NPC




  • Traveling Wolves/horses

    • A pack of wolves or horses are traveling and encounter the party

    • They maintain their distance

    • One is sickly and seems to be affected by poison of some sort

    • The party can attempt to heal and tame it


  • Passing Smith

    • A traveling blacksmith is found resting at a small camp off the side of the road

    • They offer some information on the caves nearby and ores

    • Offer to repair a small weapon for a story or drink


  • Passing Train

    • Large tracks can be seen far off the trail

    • A long train is seen stopped in the middle of the forest

    • It has markings of the world government 

    • Large crates can be seen on it

    • Few soldiers can be seen guarding it

  • Ruins

    • Small ruins can be found just off the trail

    • They hold inscriptions in a language none can read

    • Let Brax roll a history check DC 20 to try and remember a language he once knew

    • The ruins talk of nearby strongholds


  • Anomaly

    • Roll off the world anomaly table


  • Fallen Lanterns

    • Party finds fallen lanterns with basic tier mana crystals inside

    • There are 1d3+2 lanterns.


  • POI’S

    • Crystalline Vein

      • Party can see an opening in a cliffside radiating a soft blue hue

      • Deep within the cave are potent mana crystals

      • The danger is the lead pockets within the cave rendering any magical items or casters inert

      • Casters can feel a physical weight on their chest from the lead

      • Within the cave there are gas pockets, a spark or flame could set them off

    • The Dusted Dogs Tavern

      • An Aged inn with cracked wood floors and a strong scent of venison and beer in the air

      • The innkeeper is a khan

      • Inside a few travelers and refugees can be found

      • Outside a small workshop can be found with a wood working station and a smelter station

      • The son of the innkeeper was a blacksmith, he left a few years ago for the capital.

    • The Kings Idol

      • A rusty statue of King Gabriel

      • A weathered Katana can be seen standing at his side

      • The king is an old half orc with a long beard

      • If the party polishes it they get a small blessing, luck point

    • Random Cave

      • A random cave off the beaten path, it contains a random mineral

      • Provides shelter from rain

      • Houses wolves,

      • One wolf is sickly and tameable  

  • Survival Events

    • Weather

      • Rain, wind, thunder storms

    • Black Rain

      • Dark oily rain falls, it smells of sulfur and lead, equipment left exposed starts to rust  and gains a -1 to damage or AC

      • Party must find shelter immediately

      • Casters lose the ability to cast spells entirely.

    • Looming Fog

      • All visibility is reduced, stealth checks are made with advantage and perception checks with disadvantage





  • Player Character Desire/Motives: (Name, Description, planned character Scene)


  • Lilith

    • Desire/motive: find a purpose, find somewhere to belong 

    • Character Scene: 


  • Brax

    • Desire/motive: survive first, recover his memories 

    • Character Scene: Simon goes up to them, and talks asking about their history and background relating to them as a rare species, building a friendship between two lost folk.


  • Nixie

    • Desire/motive: Keep Miyu Safe, find out if her mom is ok, tame lenix

    • Character Scene: 


  • Trinkle Top

    • Desire/motive: To Survive

    • Character Scene:


  • Atsial

    • Desire/motive: find Alastair’s killer, see his family

    • Character Scene:





  • Plot points (Major long term plots)


  • A Fallen Star - A blessing or a curse?

    • Two beautiful stars fell unto Scorian lands the night of the Festival

    • These stars crashed down near Archies Port, they radiate an almost otherworldly energy that has made traveling the nearby area difficult

      • Otherworldly Beasts - Strange creatures seem to be spawning from the energy emanating from the star, magical beasts in the area seem drawn to it as well

        • This star comes from the Past, a piece of constellia that was swallowed long before it fell.

        • The star is made of otherworldly Crystals (Demi-God Tier), Astruline, and Celestine.

        • Currently outposts have been made surrounding the stars with wooden fortifications as local militia and syndicate are debating on how to defeat the guardians and scavenge the star.


  • The End? - Something is Coming

    • Nave the prophet foresaw a great event in Lumen's future.

    • An otherworldly god alluded to it as well.

    • Something is coming and it is up to the heroes to prepare

    • One thing remains certain, Lumen shall not remain the same after its arrival.


  • The Aletheia Syndicate

    • Led by Erelim Lee Chance, a human

    • Young Criminal Syndicate formed in Northern Scoria

    • Filled the gap left by the retreating Militia and guard

    • Having begun expanding their influence and claiming settlements, some kick townsfolk from their homes while others offer services such as protection and hunting.

    • Has a powerful hidden backer

    • Have a tight hold on Northern Scoria and have started expansion south.


  • The Last Human - Erelim Lee Chance - He who challenged the Stars

    • An otherworlder originating from the Desert.

    • The Leader of Aletheia

    • Gunning for the title of Duke within Scorian Lands

    • Has a stern distaste for anything that appears nonhuman.

    • Has a mutated eye from lingering in the lands between the veil of this world and the next.

    • Strategic, Empathetic, Arrogant, and Scornful, he will use whatever means necessary to achieve his goal starting with diplomacy and onwards.


  • The King of Nothing - Gabriel Stalwart (A powerful Fighter and Wizard) 

    • The current puppet king of the World government Remnants.

    • They have limited political power over the faction beyond Scorian territory.

    • An old Immortal Half-orc that seeks to create a better future for Eskor

    • They remained stationed in the Mountain Capital of Scoria.

    • Always alongside his sworn brother Caleb.

    • Currently missing, wandering around hidden within Scoria

      • Unable to directly act as nobles are ready to check his power, currently in search of a group capable of being his proxy.


  • The Ministries hold on Scoria

    • They’ve swallowed one world, what's one more.

    • They are attempting to destabilize Scoria in an attempt to increase the chances of an Authority invasion. 

    • They have pushed the local military to the coast in anticipation of such an invasion

    • They have nurtured the Aletheia Syndicate with the goal of filling the gap the military left, further taking Scoria out of Gabriels hands.


  • The Noble Killer

    • The head of house Aratel was murdered Atsial was blamed

    • Nobles from other houses seem in on it

    • Assassins came after Atsial and the party

    • Who knows when they will come again


  • The Authority’s Invasion of the Central Luminant

    • Rising tensions in the luminant, between Authority and World government Remnants

    • A lightkeeper is currently delaying the full scale invasion force

    • Authority troops are imprisoning civilians in the remnants of Old Eskor

    • Invasion will fully commence in two months from game start


  • A Conspiracy within the Authority - Created a Reason to go to war

    • Jericho seemed to call the assault on the warship, why?

    • They gave strict orders to the Elf unknown to not interfere with the warship post mercenary.


  • Hands of the Deep

    • Eldritch hands appeared from the waves, dragging the souls of the lost far under.

    • These hands thrash at Nixie, attempting to pull her down under/




  • Subplots (Minor points)


  • Quests:

    • Save Sorpo - Failed

    • Escape the Dream - Succeeded 

    • Save the Father - Succeeded


  • Festival of Fleeting Lights

    • Annual festival held all around Lumen

    • Celebrating local meteor showers during the final parts of Oro

    • Oro is the month of omen and prophecy, it's said the annual passing stars are an omen from the heavens themselves.

    • The sight of shooting stars are said to be a sign of good fortune for years to come. 

    • While a collapsing star is a sign of bad fortune.


  • Dead Zones

    • Within scoria existed zones contaminated with toxic antimagical materials, leaving large areas with limited infrastructure and colonization.


  • Ruined Gateways Within Scoria

    • Abandoned Relics from a greater age, these relics seem to require a key and a power source.

    • Brax has one but not the other.

    • Only Lumens grand lights may know where these gates lead.


  • The Queen - Loren Aristoska

    • The queen of Erisia

    • They have begun to close off the borders of Erisia and send search parties out for her daughter.

    • They are preparing for something, and god knows what.



  • Lost Noble

    • Miyu Calico is currently missing from her respective noble house in Greater Erisia


  • Lost Dog - Ruby

    • Rumor has it a magical beast resembling a dog was sold at an Auction within Elsin markets.

    • It was purchased by a noble who remains in the dead north.


  • Authority Warships in Erisia

    • Authority warships swarm Erisian coasts after the ontoclasmic seep, kidnapping civilians and guardsmen alike.

    • They are taking their prisoners to the continent of Old Eskor

    • Authority Ships seem to employ some sort of spatial pocket magic?


  • The people of Longhold

    • Some within the town seem to be permanent residents, maybe by talking to them one could learn more about this place. 

    • The permanent residents manage some shops,  the wheat fields, and livestock.


  • A warrior Unknown

    • A nameless elf that held fear close when they gazed into Nixie's eyes.






  • Player Character plots (character specific minor plot points)


  • Amnesia Stricken

    • Brax the gunslinger is a rare race with little knowledge where their home is


  • Awakened Ganymede 

    • Something about Nixie has changed, but we're not sure what. Something about her eyes…


  • Undead Magician

    • What is lilith, an undead, a lich? We’re not sure.


  • A Traveler

    • Trinkletop has wandered for years searching for somewhere to belong… is it here?


  • Fateless

    • Atsial once controlled by the heavens seems to have broken free, the strings of fate guide him no longer




  • Actions of the Gods (What the divine are doing)


  • Name

    • Domain

    • Motives

    • Actions

    • Affects




  • Secrets and Clues (information that can be discovered during the session, but not how it can be discovered, Highlight information the party has gotten)


  • The weave / The Depths

    • Void Cracks in Sorpo

      • Otherworldly invaders

      • Contact with Null

      • Something in it awakened Nixie

      • Temporal Leaps??


  • Authority Warships in Erisia

    • Rising tensions in region

    • Swarm Erisia in response to Ontoclasmic Seep

    • They are taking prisoners to an old, abandoned Continent.

    • The inside of their warships are bigger than the outside, spatial magic??

    • Authority has created entire towns in pocket realms

    • Ship and contract activity has increased lately

    • The authority is on contract for the Erisian Nobles to capture refugees.



  • LongHold

    • The guards of the tower rotate every 6 hours

    • The two hours following Midnight the Guarding force falls from 6 to 3 members.

    • A strong Barrier covers the gate

    • An anti magic field covers the town, 

    • The anti magic field originates from the tower

    • A mana syphoning device is in the tower, it powers much of the towns tech

    • On the edges of the memory  lies an invisible barrier, preventing people from traveling further

    • The water from the river is magically generated, as is the rain.


  • The Persephone Engine / Dream Anchor

    • A Pocket realm bound to an Authority Warship,

    • The realm is an imitation of a real place, capable of magically produced weather and ecosystems.

    • Realms are called, memories or dreams

    • The realm can be contained within a smaller interior.

    • Time flow within the realm is faster than time flow outside of it.

    • A device named after a famous Explorer, Persephone Stein.


  • Time dilation in the Dream

    • The party members fall asleep and wake up at times that are asynchronous to the day night cycle

    • Civilians talk about the event as if it was days ago, despite the event having only occurred hours ago for the party.

    • Guards talk about how long the trip will be toward their destination, a month in total


  • Knock The witness

    • Vows loosely made

    • Their role in Sorpo?

    • They refer to some other or greater power


  • Nobles Role in Alastair's Death

    • Assassins sent after Atsial

    • The Queen's Role??

    • He was the people's noble, hosting parties and events


  • The Unions Latest (Illusionary Repeater)(video recorder)

    • Some of the higher folk of society have been discussing rumors of a new artifact forged by the union.

    • Nobles and merchants have been recounting major events in detail they couldn't possibly know, (clothing, color of eyes, hair, weapons or material)

    • High folk know of events that happened only recently to the party, how could it be possible for such accurate accounts to be provided so soon












  • Locations: (Type: Basic, Story, Unique. Name, Description, small lore bits, event occurring at location)


  • Type, Perimore Commercial Harbor (Basic)

    • Description: A large Harbor town with a large influx of trade goods.

    • Lore:

    • This is a prime location for trade companies and travelers alike. It's one of few port locations unclaimed by the local militia. It's also the main southern harbor the Aletheia Syndicate operates out of. Overall, a modest town, one that holds few secrets.


  • Event or scene at location - Festival of Fleeting Lights

  • Idea of who/whats inside

    •  Townsfolk, criminals, guards


  • Type, Old Rock (Story)

    • Description: A small town built around an inland scorian lake.

    • Lore:

      • A town taken over by the Altheian Syndicate, the first claim by their group in the South.

        • They kicked all the residents out and have quartered numerous mercenaries and criminals


  • Event or scene at location - Meeting Erelim, Fighting the Stone forged Druid

  • Idea of who/whats inside

    •  Criminals, a mini boss, a boss





  • NPCs: (Name, Basic description, Small bit of lore, Their current motives or plots, piety)

    • Name

      • Location

      • Description

      • Lore

      • Relationships

      • Motive/plots


  • Simon: An elven brewer, one commonly known to patrons of the black market. One of the few elves remaining. They seem quite fond of Atsial M'kall. And ran a shop just beneath The-Nameless-Tavern

    • Relationship: Atsial (Good), Simon (Good)

    • Motives: To make allies within the Brig of the Warship


  • Finn Stone: The former owner of the Nameless tavern within Sorpos black market. Currently recovering from a dagger wound. (Carries a hidden flintlock)

    • Relationship: Atsial (Good), Simon (Good), Nixie (Bad)

    • Motives: To recover while staying out of trouble


  • Saul: “Mixologist” (Bartender) of the Belching tavern, he insists each drink he creates is a fine art.

    • Relationship: Daughter, Misty (Good)

    • Motives: Keep his daughter safe


  • Misty: The cook of the Belching tavern, the daughter of Saul

    • Relationship: Father, Saul (good)

    • Motives: Find something fun to do




  • Miyu Calico: A noble Felinor child clad in Robes, they tend to misbehave and target Lenix. They ran away from their noble house with their dog Ruby to look for their lost Brother.

    • Location: with party

    • Relationships: Brother (good), Brax (good), Lilith (good), Lenix (bad), nixie (bad)

    • Motives: Eat Lenix

    • Piety: Judge



  • Lenix/Carl: A Gift from a noble for Atsial M'kall, an Exotic beetle. More specifically a “Jade Milkweed Beetle”, one that goes for a high price in exotic markets due to its rarity and innate arcanic potential.

    • Location: With party

    • Relationships: Atsial (good), Nixie (good)

    • Motives: Help out their master Atsial, Dont get eaten

    • Piety: Judge, Bear


  • Herald, Authority mercenary, Khan

    • Boarded the party ship.

    • 6 foot give or take


  • Perry, Urn, Authority contractor, shy guard

    • Responsible for transporting captured supplies

    • 5’6




  • Monsters: (Location, Monster Name, basic description, lore, motive)

    • Name

      • Location,

      • Description

      • Lore

      • Motive





  • Magic Items/Treasure:

    • A Floating Lantern - 5 Silver Each

      • These may be set off to float and shed light upon the Night sky


  • Oranite Lantern Keychain - 1 Gold Each

    • A small trinket with an Oranite frame and a small shard of a mana crystal trapped inside. It offers a soft blue glow to its surrounding area

      • As an Action those proficient with arcana may channel mana into it and spread its soft blue glow to a 5 foot area surrounding it. This area counts as dim light. This effect lasts for one minute.


    • Roll an Arcana check, on a 1-5 the crystal breaks, anything higher is a success. On a natural 20 the crystal is imbued with higher levels of mana and will continue to glow in this manner until stopped.


  • Ring of Lost Lights - 25 Gold Each

    • A small Oranite ring with crystalline gemstones embedded within it.

      • A magical ring that has several runes engraved within it, that come to spell “link”


  • It has 3 charges and regains 1d3 expended charges when placed under moon light. 


  • While wearing it you may expend one charge to cast the dancing lights spell


  • While wearing it you may expend two charges to cause another Ring of Lost Lights within 5 miles to Emit a brilliant Blue light, this can act as a sort of signal, a link between two.

  • Runes - Stick, Stone, Parchment, Iron Charms - Everything will have a 30% markup from scribing cost.

    • Cantrips, 1st level, 2nd level, 3rd Level spells






  • Story Feats/Downtime Activities:

    • Nixie:

      •  Deepbound - “Something deep within you, far deeper than your heart, perhaps even more intrinsic than your soul, murmurs as if stirred awake if only slightly” “Your vision is refreshed, as if even the most minute details are clear to you.” “When you tap into this force, it's as if you gain the ability to see the world for what it truly is, not what they want you to see.” And the cons: “You feel an inexplicable force loom over you, as if your existence has been noticed by something resting abroad” “You feel a metaphysical pull from the tear, as if something within it or possibly yourself calls out to you”


  • Lilith

    • —-


  • Trinkle Top

    • —-


  • Brax

    • The Judge and Jury -  Pro. Guillotine stare: Common folk struggle to meet your gaze, flinching when your fingers brush past your weapons hilt Con. Taking the lives of others to further your own position or goals is acceptable within reasons


  • Atsial

    • —--









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