Compare commits
5 Commits
e388f9fa5d
...
main
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
920c1547cd | ||
|
|
26250b8b92 | ||
|
|
43a980adf9 | ||
|
|
47af317c97 | ||
|
|
e4a11affa3 |
Binary file not shown.
|
After Width: | Height: | Size: 15 KiB |
@@ -1,7 +1,7 @@
|
|||||||
The term Scourged describes all creatures tainted by an otherworldly corruption—beasts of unnatural form, twisted undead, and entities of darkness that defy the natural order. They are forces of chaos and danger and cannot be truly understood by natural laws—only fought, hunted, and resisted.
|
The term Scourged describes all creatures tainted by an otherworldly corruption. Beasts of unnatural form, twisted undead, and entities of darkness that defy the natural order. They are forces of chaos and danger and cannot be truly understood by natural laws, only fought, hunted, and resisted.
|
||||||
|
|
||||||
A specialized order of fighters known as [[Hunters]] are often sent to combat these creatures, equipped with rare weapons such as pistols and silver-coated rapiers. While anyone can fight a Scourged creature, only Hunters possess the unique skills to track them and combat them without being affected. Others often succumb to the very corruption they face—madness, disfigurement, or a slow descent into becoming one of the tainted themselves.
|
A specialized order of fighters known as [[Hunters]] are often sent to combat these creatures, equipped with rare weapons such as pistols and silver-coated rapiers. While anyone can fight a Scourged creature, only Hunters possess the unique skills to track them and combat them without being affected. Others often succumb to the very corruption they face; madness, disfigurement, or a slow descent into becoming one of the tainted themselves.
|
||||||
|
|
||||||
The persistence and unpredictability of the Scourged make them a constant hazard. Rural settlements, trade routes, and the outer fringes of cities are most at risk, as they often stalk the shadows of forests, ruins, and other untamed areas. When an area is overtaken by Scourged, the land often rots and the waters become poisoned. Only their removal will allow the area to heal.
|
The persistence and unpredictability of the Scourged make them a constant hazard. Rural settlements, trade routes, and the outer fringes of cities are most at risk, as they often stalk the shadows of forests, ruins, and other untamed areas. When an area is overtaken by Scourged, the land often rots and the waters become poisoned. Only their removal will allow the area to heal.
|
||||||
|
|
||||||
The true nature of the Scourged remains shrouded in mystery. Legends speak of dark rituals and ancient curses, fragments of knowledge that hint their existence is not an accident of fate, but a consequence of something far more deliberate—and far more dangerous.
|
The true nature of the Scourged remains shrouded in mystery. Legends speak of dark rituals and ancient curses, fragments of knowledge that hint their existence is not an accident of fate, but a consequence of something far more deliberate and dangerous.
|
||||||
@@ -2,4 +2,4 @@ In ancient times, belief in gods or other omnipotent beings was common and wides
|
|||||||
|
|
||||||
Yet, by far the most enduring belief across the known world is that of The Order of the Arisen, a faith centered around the prophet [[Rael]]. Followers of the Arisen believe that upon death, they will ascend as perfected versions of themselves into a paradise beyond mortal understanding.
|
Yet, by far the most enduring belief across the known world is that of The Order of the Arisen, a faith centered around the prophet [[Rael]]. Followers of the Arisen believe that upon death, they will ascend as perfected versions of themselves into a paradise beyond mortal understanding.
|
||||||
|
|
||||||
The Order is a prominent force across Cantallar, with grand temples established in most major cities. Known for their acts of charity, the Arisen’s followers are deeply involved in public life—rebuilding villages, tending to the sick, and offering shelter to those in need. They believe that defending the world from corruption is part of Rael’s divine purpose for them. As a result, the Order’s influence has grown over the years, and their presence is a familiar comfort in times of peril.
|
The Order is a prominent force across Cantallar, with grand temples established in most major cities. Known for their acts of charity, the Arisen’s followers are deeply involved in public life. They help rebuilding villages, tending to the sick, and offering shelter to those in need. They believe that defending the world from corruption is part of Rael’s divine purpose for them. As a result, the Order’s influence has grown over the years, and their presence is a familiar comfort in times of peril.
|
||||||
@@ -1,3 +1,3 @@
|
|||||||
![[Hunters (by Anato Finnstark).jpg]]
|
![[Hunters (by Anato Finnstark).jpg]]
|
||||||
|
|
||||||
Hunters are a secretive order forged in the crucible of desperation, sworn to combat the unknown and the monstrous. Those that wish to become a Hunter must undergo a harrowing initiation: consuming the blood of a [[Scourged]], a ritual that binds them to the essence of their prey. This blood grants them a heightened awareness of and strength against the unnatural and protects them from its influence, but comes with a price—a perpetual struggle to maintain their humanity. The ranks of the Hunters are as varied as they are fearsome, caring little for a recruit’s origins, so long as they have the resolve to face what lurks beyond the light.
|
Hunters are a secretive order forged in the crucible of desperation, sworn to combat the unknown and the monstrous. Those that wish to become a Hunter must undergo a harrowing initiation: consuming the blood of a [[Scourged]], a ritual that binds them to the essence of their prey. This blood grants them a heightened awareness of and strength against the unnatural and protects them from its influence, but comes with a price; a perpetual struggle to maintain their humanity. The ranks of the Hunters are as varied as they are fearsome, caring little for a recruit’s origins, so long as they have the resolve to face what lurks beyond the light.
|
||||||
@@ -2,6 +2,8 @@ Crofton Dudley is a rascal and a scoundrel living in [[Varlaine]]. When the [[B
|
|||||||
|
|
||||||
He wears cheap cologne, a nice coat, and has a mustache. Most people in his life tend to avoid him since he is deemed not cool. Contrary to popular belief, he smells quite nice. This puzzles his close friends [[Magnus Brand]] and [[Marie Beaumont]] whenever they are together.
|
He wears cheap cologne, a nice coat, and has a mustache. Most people in his life tend to avoid him since he is deemed not cool. Contrary to popular belief, he smells quite nice. This puzzles his close friends [[Magnus Brand]] and [[Marie Beaumont]] whenever they are together.
|
||||||
|
|
||||||
|
Crofton is a devout atheist.
|
||||||
|
|
||||||
## Early life
|
## Early life
|
||||||
|
|
||||||
### Crystalum Academy
|
### Crystalum Academy
|
||||||
|
|||||||
@@ -1,3 +1,3 @@
|
|||||||
Moran is the God of Inbetween and Balance, worshipped on the island of [[Caelmire]]. Often depicted as a deer, Moran is one of the three deities—alongside [[Sedna]] and [[Ymros]]—who maintain the balance of Caelmire.
|
Moran is the God of Inbetween and Balance, worshipped on the island of [[Caelmire]]. Often depicted as a deer, Moran is one of the three deities alongside [[Sedna]] and [[Ymros]] who maintain the balance of Caelmire.
|
||||||
|
|
||||||
Followers of Moran play a role in keeping the local fauna in harmony. When a species begins to dominate another, followers are responsible for ensuring the balance by regulating the population.
|
Followers of Moran play a role in keeping the local fauna in harmony. When a species begins to dominate another, followers are responsible for ensuring the balance by regulating the population.
|
||||||
@@ -0,0 +1,7 @@
|
|||||||
|
![[Ricard de Fronsac.png]]
|
||||||
|
|
||||||
|
Ricard de Fronsac is a man in his mid thirties with shoulder length blond hair and a scruffy beard. He bears a large scar across his face from his first hunt against a Scourged. He is tall and has terrible posture, especially when hunched over a book by the fire.
|
||||||
|
|
||||||
|
He grew up on the streets of [[Varlaine]] without a dime to his name. He resorted to petty crime and schemes to get by, mainly using flattery to get what he wanted. He is convinced that he cannot be fooled in the way that he fools others.
|
||||||
|
|
||||||
|
One day, his schemes went to far and he found himself at the end of a rope at the gallows. At the last second, he got conscripted to become a hunter by ???. ??? mentored him and Ricard owes him all that he is now. ???'s death weighs heavily on his conscience.
|
||||||
@@ -1,3 +1,3 @@
|
|||||||
The Shattered Isles are a group of islands in the [[Cerulean Sea]]. Primarily a nature reserve, the population mostly consists of older people who never left. In regards to trading the Isles mostly deal in delicacies with [[House Aelerion]] and [[House Renaux]].
|
The Shattered Isles are a group of islands in the [[Cerulean Sea]], with [[Caelmire]] as its largest island. Primarily a nature reserve, the population mostly consists of older people who never left. In regards to trading the Isles mostly deal in delicacies with [[House Aelerion]] and [[House Renaux]].
|
||||||
|
|
||||||
At the end of 1723 there was a plague that spread to the Isles. Clerics from [[Grand Cathedral of the Arisen]] were send to help, and the plague was under control by the beginning of Hoarfrost 1724.
|
At the end of 1723 there was [[1723 Caelmire Plague|a plague]] that spread to the Isles. Clerics from [[Grand Cathedral of the Arisen]] were send to help, and the plague was under control by the beginning of Hoarfrost 1724.
|
||||||
@@ -38,7 +38,7 @@ At six in the morning on the 25th of Hoarfrost, the party arrived in [[Caelmire]
|
|||||||
|
|
||||||
Crofton climbed into the crow's nest of [[The Interceptor]] and to survey the surroundings. Besides a few people starting their day, the village seemed calm and peaceful. No signs of life were seen aboard the Mariner. On the docks, a group of five people approached The Interceptor: a dockworker and four priests. [[Maxwell McKinlay]] was asked to join [[Magnus Brand]], [[Marie Beaumont]], and [[Crofton Dudley]] in exploring The Mariner's Fortune, since his knowledge of a ships condition could prove useful in determining the status of the ship and her crew.
|
Crofton climbed into the crow's nest of [[The Interceptor]] and to survey the surroundings. Besides a few people starting their day, the village seemed calm and peaceful. No signs of life were seen aboard the Mariner. On the docks, a group of five people approached The Interceptor: a dockworker and four priests. [[Maxwell McKinlay]] was asked to join [[Magnus Brand]], [[Marie Beaumont]], and [[Crofton Dudley]] in exploring The Mariner's Fortune, since his knowledge of a ships condition could prove useful in determining the status of the ship and her crew.
|
||||||
|
|
||||||
Exiting The Interceptor the group was greeted by dockmaster [[Corvin]] and [[Elios|Father Elios]]. Magnus greeted the clerics with the customary Greeting of the Arisen. Corvin explains that the Mariner had docked in Caelmire late at night on the 12th of Hoarfrost. Captain [[James Davenport]] requested repairs for an unspecified "incident," though the ship appeared undamaged from the outside. Some crew members ventured into town for a bite to eat, but by morning the entire crew had vanished. When questioned about any unusual behavior from the crew, Corvin evaded the question.
|
Exiting The Interceptor the group was greeted by dock master [[Corvin]] and [[Elios|Father Elios]]. Magnus greeted the clerics with the customary Greeting of the Arisen. Corvin explains that the Mariner had docked in Caelmire late at night on the 12th of Hoarfrost. Captain [[James Davenport]] requested repairs for an unspecified "incident," though the ship appeared undamaged from the outside. Some crew members ventured into town for a bite to eat, but by morning the entire crew had vanished. When questioned about any unusual behavior from the crew, Corvin evaded the question.
|
||||||
|
|
||||||
Corvin and the town elder boarded the Mariner to investigate, but they found no one. Due to Caelmire neutrality position between the houses, meaning that they have an agreement with [[House Aelerion]], [[House Renaux]], and [[House Guissard]] to not interfere with any business of theirs, and in turn they will treat Caelmire as neutral ground, they could not force any locked doors on the Mariner, and thus were unable to continue any more than the top deck.. This agreement includes a clause that Caelmire is to help any of the house equally when it comes to emergency situation, like the Mariner requesting aid, while prohibiting them from asking any questions.
|
Corvin and the town elder boarded the Mariner to investigate, but they found no one. Due to Caelmire neutrality position between the houses, meaning that they have an agreement with [[House Aelerion]], [[House Renaux]], and [[House Guissard]] to not interfere with any business of theirs, and in turn they will treat Caelmire as neutral ground, they could not force any locked doors on the Mariner, and thus were unable to continue any more than the top deck.. This agreement includes a clause that Caelmire is to help any of the house equally when it comes to emergency situation, like the Mariner requesting aid, while prohibiting them from asking any questions.
|
||||||
|
|
||||||
@@ -90,7 +90,7 @@ The party ventured into the village proper. A small square was nestled between t
|
|||||||
At the end of the square was located a building made of sturdy driftwood and dark stone encapsulating the Elder's Longhouse and the [[Temple of Three]]. Inside, three alcoves lined the back wall, each dedicated to a different spirit.
|
At the end of the square was located a building made of sturdy driftwood and dark stone encapsulating the Elder's Longhouse and the [[Temple of Three]]. Inside, three alcoves lined the back wall, each dedicated to a different spirit.
|
||||||
|
|
||||||
- [[Ymros|Ymros]]’ alcove was dark and solemn, lit only by the faint glow of silver lanterns. A carved raven’s skull rested upon a black stone pedestal, surrounded by offerings of feathers and small, carved figurines.
|
- [[Ymros|Ymros]]’ alcove was dark and solemn, lit only by the faint glow of silver lanterns. A carved raven’s skull rested upon a black stone pedestal, surrounded by offerings of feathers and small, carved figurines.
|
||||||
- [[Sedna]]’s alcove glimmered in the light of polished shells set into the wood. A shallow basin of water reflected the faint blue glow of a pearl that rested at its center. Small tokens of gratitude—fishbones, beads, and strands of seaweed—were scattered around its base.
|
- [[Sedna]]’s alcove glimmered in the light of polished shells set into the wood. A shallow basin of water reflected the faint blue glow of a pearl that rested at its center. Small tokens of gratitude like fishbones, beads, and strands of seaweed were scattered around its base.
|
||||||
- [[Moran]]’s alcove felt alive, draped in moss and crowned with antlers. A living tree root twisted up from the floor, encircling a slab of amber embedded with an ancient insect.
|
- [[Moran]]’s alcove felt alive, draped in moss and crowned with antlers. A living tree root twisted up from the floor, encircling a slab of amber embedded with an ancient insect.
|
||||||
|
|
||||||
At the temple's center stood a circular stone altar adorned with carved depictions of ravens, waves, and entwined branches.
|
At the temple's center stood a circular stone altar adorned with carved depictions of ravens, waves, and entwined branches.
|
||||||
|
|||||||
@@ -32,13 +32,13 @@ summary:
|
|||||||
|
|
||||||
![[Temple of Three (by Patrick Jensen).jpg]]
|
![[Temple of Three (by Patrick Jensen).jpg]]
|
||||||
|
|
||||||
Continuing their conversation with [[Nannouk Innana]] in the [[Temple of Three]], the party inquired about the religious customs of [[Caelmire]]. Nannouk explained that the island’s balance is maintained by three gods: [[Ymros]], [[Sedna]], and [[Moran]]. Each inhabitant of Caelmire follows one of these deities, dividing the populace evenly among them. According to local myths and legends, should this balance ever be disrupted, the island will sink into the sea—a belief that has persisted for thousands of years.
|
Continuing their conversation with [[Nannouk Innana]] in the [[Temple of Three]], the party inquired about the religious customs of [[Caelmire]]. Nannouk explained that the island’s balance is maintained by three gods: [[Ymros]], [[Sedna]], and [[Moran]]. Each inhabitant of Caelmire follows one of these deities, dividing the populace evenly among them. According to local myths and legends, should this balance ever be disrupted, the island will sink into the sea. This belief has persisted for thousands of years.
|
||||||
|
|
||||||
Nannouk recounted an event from forty years ago when this legend nearly came true. On the island’s western side, a [[Western Caelmire Settlement|settlement]] of scholars and alchemists mysteriously sank into the sea. Out of the original three hundred residents, fewer than one hundred survived. The settlement had been home to the [[Stormcallers]], a group of seers with unparalleled abilities concerning the winds and seas. Only three Stormcallers returned to the eastern settlement after the disaster, and all have remained silent about what transpired.
|
Nannouk recounted an event from forty years ago when this legend nearly came true. On the island’s western side, a [[Western Caelmire Settlement|settlement]] of scholars and alchemists mysteriously sank into the sea. Out of the original three hundred residents, fewer than one hundred survived. The settlement had been home to the [[Stormcallers]], a group of seers with unparalleled abilities concerning the winds and seas. Only three Stormcallers returned to the eastern settlement after the disaster, and all have remained silent about what transpired.
|
||||||
|
|
||||||
When the party asked who might have been keeping watch on the night of [[The Mariner's Fortune]]'s arrival, Nannouk directed them to [[Yuka]], a farmer, hunter, and trainer who resides at the village’s outskirts.
|
When the party asked who might have been keeping watch on the night of [[The Mariner's Fortune]]'s arrival, Nannouk directed them to [[Yuka]], a farmer, hunter, and trainer who resides at the village’s outskirts.
|
||||||
|
|
||||||
Shifting the discussion to Caelmire's political landscape, Nannouk explained that the island is governed by a council of elders responsible for managing relationships with the three neighboring houses. However, the council has not made any significant decisions in quite some time. The most notable ruling in recent memory was the declaration of Oliebollen—a savory fried dough with raisins—as Caelmire's official snack.
|
Shifting the discussion to Caelmire's political landscape, Nannouk explained that the island is governed by a council of elders responsible for managing relationships with the three neighboring houses. However, the council has not made any significant decisions in quite some time. The most notable ruling in recent memory was the declaration of Oliebollen as Caelmire's official snack.
|
||||||
|
|
||||||
Meanwhile, Magnus turned his attention to the statue of Ymros within the temple. As he studied it, an eerie familiarity washed over him, though it was tainted by an underlying malicious energy. This dark presence seemed restrained by the corvian energy emanating from the statue. Determined to deepen his connection, Magnus entered a trance, only to inadvertently link with the malevolent force instead. A figure approached him from the darkness, a spiral carved into its palm. The figure reached out to Magnus, while blood was pouring from the wound, creating dark tendrils of energy wherever it landed on the ground.
|
Meanwhile, Magnus turned his attention to the statue of Ymros within the temple. As he studied it, an eerie familiarity washed over him, though it was tainted by an underlying malicious energy. This dark presence seemed restrained by the corvian energy emanating from the statue. Determined to deepen his connection, Magnus entered a trance, only to inadvertently link with the malevolent force instead. A figure approached him from the darkness, a spiral carved into its palm. The figure reached out to Magnus, while blood was pouring from the wound, creating dark tendrils of energy wherever it landed on the ground.
|
||||||
|
|
||||||
@@ -48,3 +48,14 @@ The party set off toward Yuka’s house at the village’s edge. As they passed
|
|||||||
|
|
||||||
## Yuka's House
|
## Yuka's House
|
||||||
|
|
||||||
|
Exiting the forest, the party saw fields of crops surrounding a farmhouse being tended to by some villagers. A watchtower stood next to the farmhouse, providing a good view into the forest. When the party approached the farmhouse a small child bumped into them while playfully chasing their dog. The dog stopped and started barking at the party, when a woman came out of the farmhouse and calmed it down in in Caelmirian. She sent the child inside together with the dog and introduced herself as Yuka.
|
||||||
|
|
||||||
|
![[yuka (by terry wei).jpg]]
|
||||||
|
|
||||||
|
Yuka confirms that she is in charge of the watchtower at the edge of the forest. When asked if she saw anything out of the ordinary on the night of the 12th. Another guard was on duty that night, she replied, and he fell asleep shortly after his watch had started. Frustrated, she explains that she already told this all to the clerics who came to Caelmire to help with [[1723 Caelmire Plague|the plague]]. [[Panuq]], Yuka's grandfather, was part of the council before he succumbed to the plague at the end of 1723.
|
||||||
|
|
||||||
|
Prying a bit further, the party learns that Yuka is very frustrated with the current council. She feels that they are reluctant to decide on anything conclusive, and they lack ambition. Caelmire is losing all their young adults to the mainland, and the island is slowly losing its identity. She is suspicious of the council, reminiscing of times when they did not seem as seemingly unwilling to enact any change.
|
||||||
|
|
||||||
|
After Hoarfrost 12, Yuka tried to go into the forest herself to see if she could find any tracks of the complement of The Mariner's Fortune. The council explicitly forbade her from doing her own investigation, citing Caelmire's neutral position in the larger geopolitical landscape. Yuka went anyways, but to her frustration found no traces of the seamen. Crofton and Marie admired Yuka's tenacity.
|
||||||
|
|
||||||
|
## The Inn
|
||||||
@@ -1 +1 @@
|
|||||||
Notes
|
Good notes!!
|
||||||
Reference in New Issue
Block a user