Valacia Campaign Notes

Pen and Paper Role Playing Games. Discuss rules and recruit players for your games.

Re: Valacia Campaign Notes

Postby Iunnrais » 20 Mar 2012, 20:37

Custom Equipment

Dwarven Special Weapons
Matchlock Smooth-bore Rifle - Two-handed superior ranged weapon
Damage: 1d12
Proficiency: +2
Range: 15/30
Weight: 8 lbs
Price: 30 gp
Group: Firearm
Properties: High crit, load rest, brutal 2, critical miss self damage, rain critical miss 1-3
The rifle is a two-handed firearm with a tightly bored end. It is loaded with round or cylindrical shot. The weapon takes a long time to load, and must be reloaded out of combat. Matchlocks are dangerous, and have been known to explode instead of fire-- doubly so in the rain.

Blunderbuss - Two-handed superior ranged weapon
Damage: 1d8
Proficiency: +2
Range: 10
Weight: 8 lb.
Price: 30 gp
Group: Firearm
Properties: High crit, load rest, burst 1, critical miss self damage, rain critical miss 1-3
The blunderbuss is a two-handed firearm with a wide, sometimes flared barrel. It is can be loaded lead shot, nails or even coins, and these can hit several targets (burst 1). The weapon takes a long time to load, and must be reloaded out of combat. It takes ten "bullets" to fire a blunderbuss. Matchlocks are dangerous, and have been known to explode instead of fire-- doubly so in the rain.

Matchlock Pistol - One-handed superior ranged weapon
Damage: 1d10
Proficiency: +2
Range: 3/15
Weight: 3 lb.
Price: 40 gp
Group: Firearm
Properties: High crit, load full, critical miss self damage, rain critical miss 1-3
A matchlock pistol is a marginally smaller weapon than either the rifle or blunderbuss. It is about two feet in length and can only be hidden under a robe, greatcoat or similarly voluminous garments. They are not very accurate. Due to the smaller size, it is marginally easier to reload than other firearms, merely taking a full round of actions. Matchlocks are dangerous, and have been known to explode instead of fire-- doubly so in the rain.

Tarrasque Material Equipment
Tarrasque-Carapace Armor of Reflection +4
Heavy Armor
Base AC: 12
Enhancement Bonus: +4
Special: Reflection - If missed by a ranged attack, make an immediate attack at any target within a 180degree arc of the attacker, using the same attack that missed you, at a -1 penalty. (-5 for trick shot, +4 for enhancement bonus of armor)

Tarrasque-Carapace Shield of Reflection +4
Heavy Shield
Base AC: +4
Enhancement Bonus: +4
Special: Reflection - If missed by a ranged attack, make an immediate attack at any target within a 180degree arc of the attacker, using the same attack that missed you, at a +4 bonus.

Tarrasque-Leather Armor +4
Light Armor
Base AC: 6
Enhancement Bonus: +4
Special: Regeneration - Second Wind becomes an At-Will power for you, and can be activated as a minor action.

No cloth armor can be made directly out of the Tarrasque. However, infusing a robe with various chemicals extracted from the Tarrasque's organs can allow the following enchantment:
Robes of the Tarrasque's Rage +4
Enhancement Bonus: +4
Special: Enhancement bonus applies to all 4 defenses.
Encounter, Minor Action Add the Robe's enhancement bonus to attack rolls and damage this turn. Damage dealt by you this turn cannot be resisted, immunities are treated as if Resist Half instead, and Absorb is treated as merely immune.

Other Materials

Orichalcum, sometimes known as star metal, is a superdense coppery red metal, that is the raw material of dying stars. These dying stars cool over time, eventually being reduced to a solid ball of very dense metal. This metal is coveted by immortal metalsmiths and artisans for both its durability and beauty.

Pure orichalcum is more than two million times heavier than steel. As such few beings have the requisite strength to wield such items. Often however, items are forged with only a fraction of their mass composed of orichalcum, tailor made to a given warrior's strength level. Adamantine is used as the secondary metal for the alloy. The following table lists the weight modifier for seven different ratios of orichalcum purity, as well as the minimum strength required to use such items. (Cost modifiers to be provided on request)

Weapons fashioned from pure orichalcum have their base damage increased by a factor of 12, acting as if it was a weapon 7 size categories larger, and require an amount of strength per a creature 7 size categories larger. (Using numbers directly from 3.5e here... let me know if you think there should be a conversion factor) They also ignore hardness 200 or lower, and attacks with even a medium sized weapon will cause a shockwave, destroying non-magical objects within a burst 7 radius and potentially knocking creatures prone if they fail a skill check (DC=Attack Bonus). Weapons made from orichalcum / adamantine alloys have similar, but reduced effects.

Armor fashioned from pure orichalcum provides Resist: Weapon, Force. ("Weapon" meaning Slashing, Peircing, and Bludgeoning type damage) It also makes it harder to be force moved-- any forced movement is reduced by its Natural Bonus.

Alchemical Special Weapons

Bottled Naptha, 25gp - Single-use grenade-like thrown weapon. Creates a 3x3 area zone of flames and fumes for 1d4 rounds. Any creature starting their turn in the zone takes 1d6 fire damage (2d6 paragon, 3d6 epic). A missed attack roll allows creatures "missed" to move 1 square as an immediate reaction-- this movement provokes opportunity strikes in both the origin and destination squares.

Bottled Firedamp, 50gp - Single-use grenade-like thrown weapon. Creates a 3x3 zone of flammable gas that dissipates after 1 round. Any fire damage dealt within the zone deals an additional 1d6 damage (2d6 paragon, 3d6 epic), pushes 1, and effects all creatures within the area of the firedamp.

Thunderstone, 25gp - Single-use grenade-like thrown weapon. Area Burst 1, fixed attack roll +6 vs Fort. Hit: Dazed. Critical: Stunned.

Acid Vial, 25gp - Single-use Ranged Attack. Hit: Ongoing 1d6 acid damage (2d6 paragon, 3d6 epic), save ends.
Last edited by Iunnrais on 18 Dec 2012, 19:57, edited 2 times in total.
Posts: 164
Joined: 11 Sep 2011, 19:50

Re: Valacia Campaign Notes

Postby Iunnrais » 14 May 2012, 12:39

Dragons of Terrestria

All Dragons
While this is scholarly information, dragons are interesting enough to the populace that most people know most of this, with only mild distortions of fact
  • All dragons are self-centered-- in that they typically view events in terms of how it applies to them, or how they apply to it, instead of seeing a bigger picture. Seeing a problem, they'll think "What must *I* do about this" instead of "What must be done"-- a subtle but important distinction.
    • As a corollary, dragons tend to be Randian Objectivists.
    • This is why dragons have hoards. The hoard will vary depending on the personality of the dragon in question, of course, and some will value certain things over others.
  • All dragons are self-confident-- they can intellectually conceive of the idea of something else being more powerful than themselves, but are psychologically disinclined towards truly believing it.
    • Even from a very young age, dragon wyrmlings will believe themselves as capable or more capable than their elders (and everything else).
    • Dragon elders have a correspondingly enhanced opinion of their own relative capabilities.
  • All dragons continue growing for roughly two and a half millennia, at which point they are easily comparable with jumbo jets in size, perhaps with larger wingspans. After they stop growing, they enter their "twilight" and start decaying from old age.
    • The "max" lifespan of a dragon that does not die in combat is around 5000 years, but most will have died around 3600.
    • There are exceptions... just as some humans can live beyond their lifespan via magic or other achievements, so can dragons. The Necromancer is known to have Dracoliches in his service, for instance.
  • All dragons possess breath weapons, which vary depending on species. Dragons often have other tricks up their sleeve as well.

Local Dragon Species
Metallic vs Chromatic
  • Metallic dragons tend to be more social, while chromatic dragons tend to be hermits
    • Already we have a general rule that is known to be contradicted by actual examples. The red dragon Maekrix Hargast hunts in a social pack with at least two other dragons, while the golden Faerlib assaulted Valacia solo.
    • The gods insist that the social/reclusive traits are inborn to dragons, and that this has historically born out. These recent examples are exceptions, and show that dragons can overcome their inherant natures if they desire.
  • Metallic dragons tend to be more patient than chromatic dragons
    • As a corollary, metallic dragons have a reputation as being more docile, and chromatics as being more aggressive. This is because metallic dragons will tend to wait and plan, and collaborate with others before taking action.
  • Metallic dragons have a different wing structure than chromatics-- metallic wings are more "fan like", and extend down most of their bodies, while chromatic wings are more "bat like", more like traditional wings.
  • Metallic dragons' breath weapons are mostly natural, usually consisting of materials found on Terrestria, and developed biologically. Chromatic breath weapons tend to be more magical, and are often linked directly to Elemental Planes. There are exceptions in both cases, but the exceptions tend to be minor.

Gold Dragons
  • Gold dragons were studied in great detail by the College of Applied Biology on Thorncrest after the attacks by Faerlib. A gold dragon egg was donated to the college by an adventurer, and was raised by the college for fifty-three years before he decided to leave on his own. His name was Leif.
  • Gold dragons, form hatching, can breathe a Chlorine-Ammonia mixture as a gas. This mixture is highly flammable/explosive, and can be ignited by a spark.
    • Gold dragons possess an organ within their mouths that acts as a spark plug-- as such, they can ignite their gaseous breath at will.
    • Experiments have shown that it generates this spark not via chemical reaction, but via a tiny magical connection to the elemental plane of lightning.
  • Gold dragon scales are highly reflective, and yet also bioluminscent-- they can absorb sunlight and then glow brightly, even in perfect darkness. Shed scales also show this property.
    • Like a fine wine, the chemical that store the light seems to increase in potency with age.
    • A scale our records show to have been found during the war with the Necromancer was exposed to magical sunlight for a period of a year, and when later exposed to darkness, not only produced a light that could only be described as "blinding", but burned through the table it was resting on.
    • Leif has demonstrated the ability to deliberately suppress his glow while in the dark. Attempts to duplicate suppressing the glow of shed scales via physical means has failed, leading to the conclusion that the glow is natural, but the suppression is magic.
  • At around age 12, Leif developed the ability to assume the form of a human child that appeared to be about three years old. This form slowly aged as time progressed, eventually reaching a teenager's appearance. Leif was unable to form the appearance of any other human, and always looked the same (adjusting for age)-- a golden haired youth with golden eyes (and if we meant "blonde" we'd have said blonde).
    • Experiments showed that dying Leif's hair had no effect on his dragon form, and the dye remained in place when he later returned to human form.
    • On the other hand, an accidental injury sustained by Leif in his 14th year, in dragon form, reflected itself in his human form as well. Throughout his life, minor bruises and scrapes sustained in human form would also be found to correspond with similarly minor injuries in his dragon form.
  • At fifty-two years of age, it was discovered that Leif had been deliberately hiding a second form from our knowledge-- that of a large albino wolf with golden eyes. When confronted, he claimed he'd discovered the ability to enter that form a few years previously.
    • It has been theorized that the resulting arguments eventually led to his disenfranchisement with his adopted family, and was the cause of his disappearance less than a year later.
  • Leif found himself primarily favoring his human form throughout his stay at the college, mostly using his dragon form only briefly to "show off" to peers.
    • He was a rather popular youth, and had amassed a significant number of friends which acted as a gang.
    • Efforts to dissuade him or his gang in performing minor pranks throughout the college and city failed.
  • Leif proved to be a connoisseur of art from a very young age, and absolutely loved the local museums. His allowance and pocket money was frequently spent patronizing local artists, and the only occasions he saved money at all was to afford a larger art piece.
    • It seemed that he valued the actual gold and silver coins as practically worthless, except in that it enabled him to obtain works of art.
    • His final "horde", which he kept in his room, covered every available wall surface with paintings, and was a cluttered maze of carved statuettes and larger statues. He had the ceiling painted, and the floor reworked into a stone mosaic.
    • When he left, the contents of his room were taken with him. A year later, the mosaic had been removed from the floor stone-by-stone, leaving only the painted ceiling. No one was seen removing the mosaic, and it is unclear how he managed it without our knowing.

Silver Dragons
  • Silver Dragons are have not been seen since the War of the Necromancer.
  • Historical reports are brief, but do discuss their tight familiar structure, fiercely territorial instincts, and love of magic in all forms.
  • Silver Dragon breath weapons consist of a strange gas that reacts chemically with oxygen and nitrogen, causing said elements to compress tightly-- usually into liquid form. This compression happens with a corresponding decrease in temperature, sufficient to freeze most objects.
  • Silver Dragons are the most agile of the known dragons, effortlessly flying with a skill that rivals actual elementals. They are known as "Cloud Dragons" or "Dancing Dragons" in various other cultures, due to this agility.
  • Few Silver Dragon Scales have been found, with only three ancient and damaged samples residing in the Mage Guild Vault. These scales are buoyant in vapor, treating clouds as if they were liquid, and liquid water as if it were solid.

Red Dragons
  • Red dragons are less understood, having only studied them in the wild.
  • Red dragons breathe lances of fire with no physical component-- it has been strongly theorized that they conjure this breath weapon directly from the Elemental Plane of Fire.
  • Red dragon scales are strange in that they possess was seems to be a high specific heat, as well as a low one, simultaneously.
    • Specifically, it takes almost no effort to heat up the outside of a red dragon scale, while it takes significant effort to cool them off. On the contrary, the inside of a red dragon scale cools easily, but requires significant energy to heat.
    • There does not seem to be any heat transfer at all between the inside and outside of the scales, refuting the theory that the scales merely possess "Maxwell's Demon", shunting heat from one side to the other.
    • This property of red dragon scales makes them highly sought after for the purposes of heat-resistant armor.
  • Red Dragons are historically known to love precious metals, caring little for the forms those metals take, merely the amount.
  • Red Dragons are highly territorial, and typically do not allow any other dragons within their territory. Human cities that exist within red dragon territory are typically considered to be part of the "hunting grounds", and red dragons will engage in significant efforts to extract precious metals (usually in the form of coinage) from these cities.
    • Kidnapping nobility, particularly female nobility, in exchange for monetary ransom, was a recurring historical theme before human developments in magic began to act as a significant dragon deterrent.

Brown Dragons
  • Brown dragons are native to the Yellow Desert, but have been seen in more recent years within the Har Wastes.
  • Brown dragons are temperamental, reclusive creatures, leaving their lairs only when absolutely necessary. They are characterized by laziness, and prefer to exert the minimum amount of effort for any activity.
    • A typical brown dragon will "binge" rampage, collecting as much food and other supplies in a single go and then returning to their self-carved lairs dug into rock, dirt, or (more commonly) sand.
    • Brown dragons are known to employ traps, or to hire others (such as kobolds) to build traps for them, in order to reduce the effort needed to hunt when they do go out. These traps are often baited, either with treasure, or with hostages, or sources of water (such as an oasis).
  • Brown dragons have crude weather control abilities, limited to wind. The older the dragon, the larger the windstorm that can be summoned.
    • A combination of this ability and their reclusiveness is why most brown dragons prefer to lair in deserts. When they do need to go out, their can conjure a dust or sandstorm to travel with them, concealing their presence.
  • The Brown dragon breath weapon is a strangely desiccating wind that pulls moisture out of the air, and out of anything that the air touches, easily leaving most water-based living creatures a dried, deceased, husk.
    • The desiccating wind does not merely pull out moisture from objects and carry it further, but actually removes the moisture from this plane, presumably sending it through Briah to the Elemental Plane of Earth, to which Browns have affinity.
    • Additionally, Brown dragons contain a sack within their throats that can be filled with particulate matter, or small debris (larger debris in the case of larger dragons). This debris can be expelled along with the desiccating wind at the discretion of the dragon. The sack itself can be filled either by devouring whatever the dragon wishes to breathe out, or alternatively, by directly portaling matter in from the Elemental Plane of Earth.
  • Brown dragon scales absorb the smallest amount of moisture, passing them through to the other side of the scale where it is utilized by the dragon for its water supply. Brown dragons never drink, and drown quickly when immersed even in small amounts of water.
  • The hoard of a brown dragon is first and foremost in its books. Brown dragons will amass personal libraries with books, especially rare and old books, of every sort-- but typically with a particular focus based on the interests of the dragon. These interests are most commonly in the realm of fiction, mythology, or religion, but some dragons have also collected spell tomes and magical treatises. The libraries will be impeccably maintained, obviously kept free of any kind of moisture whatsoever, and often decorated with elaborate shelves made from exotic polished and carved woods, adorned with fancy bookends, and so forth. Other art is also used.
    • Secondary to the library, brown dragons also hoard supplies much as any survivalist fear-mongering human might. They will stockpile cellars filled with dried foods of all sorts, building supplied and tools, cisterns of water, and other similar items. Additionally, brown dragons collect consumable magic items, such as potions (of all sorts, but especially healing) and scrolls, along with exotic alchemical items (such as ossip wax and sovereign glue).
  • Brown dragons are often more known to research wizards by their remains then by actually encountering them. Their lairs, and libraries, are always a welcome find to any wizard.

White Dragons
  • White dragons are found in the upper reaches of the Esterwall. Historical records indicate that they also used to be common throughout the Sinster Range, until the Necromancer.
    • Dwarves have been known to keep White Dragons in captivity, and even used as chained war beasts until they become too large to control, at which point they are poisoned by their handlers.
  • White Dragon eggs are the smallest of the "True Dragons", and throughout much of their lives continue to be smaller than similarly aged dragons of other species, but accelerate in growth after about a thousand years. The most ancient of white dragons can be as large as any other.
  • Technically, White Dragons do not exhale a breath weapon, but rather inhale one-- sucking in heat energy from their surroundings.
    • In practice, however, the difference is indistinguishable-- when the dragon opens its mouth, a condensation cloud forms at first closest to the dragon and spreads out from there.
    • In fact, since it is purely heat that is sucked inwards by some magical means, the air pressure differential can create a gust of wind heading in the opposite direction-- again, seeming like an expulsion of breath rather than the intake of heat that it is.
  • White Dragon Scales act as massive heat sinks, but unlike red dragon scales, all the heat that is pulled in from the outside is stored directly on the inside, enabling white dragons to live comfortably in areas of extreme cold, but rendering them vulnerable to heat.
    • Dwarven dragon keeper manuals devote considerable portions discussing how to prevent white dragons from overheating, with the modern solution involving potions that enable the dragon to shunt excess heat into Briah. Prior to the development of this potion, large amounts of ice were carried along with their armies whenever above-ground, and the dragons were mostly used in higher altitudes.
  • White Dragons have very slow metabolisms, needing to eat very rarely. On the other hand, they also tend to be gluttons, and eat as much as they can, whenever they can.
    • Wild White Dragons have been known to enslave communities in order to feed it more regularly-- and by feed it, I mean actual gourmet cooking.
  • White Dragons prefer gemstones, particularly diamonds-- valuing them higher than their rarity would suggest-- but also collecting cut stones of all other types as well. They do appreciate precious metals, but not to the degree that they enjoy gemstones.
  • White Dragons lack maternal instincts, but do possess paternal instincts. White Dragon mothers either abandon their nests after laying, or even destroy them-- while the fathers act viciously to protect the eggs, often leading to injuring the mother in the process. White Dragons do not mate for life, or even more than once with the same partner.
    • Dwarves tend to seek out nests that have been abandoned, for a father that has fought for his children never leaves the nest unattended, whereas merely neglectful mothers will often hide their nests out of spite towards the fathers.

Gem Dragons

Gem Dragons are extremely rare on Terrestria, known only to live in very limited regions of the Southern Hemisphere. As such, they are nearly unknown to the Kingdoms of the North, including most mage guilds, especially since there are no examples of Gem Dragons living in Galamae, a primary habitat for Metallic and Chromatic Dragons and thus a popular location for research.

The Imperial Library in the Kingdom of Flowers and the Hightree Archive in Laima are the only two locations where scholarly information on Gem Dragons can be found, and the information there is both scant and contradictory.

The Kingdom of Flowers claims that Gem Dragons are a species of naturally Psionic dragons, and are considered national treasures either owned by the Empress or under her protection. Stories discuss their wisdom, and state that the Empress may be advised by their council.

The Hightree Archive, on the other hand, reports that Gem Dragons are quasi-real monsters that dwell primarily in dreams and wield powerful reality-warping magic that enables them to have malignant control over the weather. Halfling Archivists insist that Gem Dragons are Extraplanar, much like the gods, except undeserving of worship and evil to the core.

Limited information is available on specific Gem Dragon Species. Where data conflicts, the source has been marked (KoF) for the Imperial Library and (HA) for the Hightree Archives.

Emerald Dragons
  • Emerald Dragons are either highly telekinetic (KoF) or possess magical command of the wind (HA). An Emerald Dragon's breath weapon can create Tornados (HA).
  • Emerald Dragons either horde knowledge and stories, whether in book form or merely orally passed on (KoF), or they horde items by their rarity exclusive to any other property (HA).
  • An Emerald Dragon's scales can be embued with knowledge and then given to a mortal, who will then possess that knowledge (KoF). They can also enable the Dragon to become as invisible and intagible as a thought (KoF). An Emerald Dragon's scales have a hypnotic scintillation to them, which enables them to daze their prey, and that the scales are useful components in Teleportation rituals (HA).
  • An Emerald Dragon's habitat is Above the Clouds (KoF), or they make lairs in Deep Jungles (HA).
Last edited by Iunnrais on 21 Nov 2013, 12:26, edited 9 times in total.
Posts: 164
Joined: 11 Sep 2011, 19:50

Re: Valacia Campaign Notes

Postby Iunnrais » 09 Jul 2012, 17:07

Last edited by Iunnrais on 18 Dec 2012, 20:01, edited 1 time in total.
Posts: 164
Joined: 11 Sep 2011, 19:50

Re: Valacia Campaign Notes

Postby Iunnrais » 14 Oct 2012, 16:46


Unlike what are commonly viewed as "Planes", such as those realms accessed through Briah (The Nine Hells, 666 Layers of the Abyss, The Elemental Planes, etc) the areas known as the Etherial, Astral, and Shadow planes are, themselves, 4 dimensional. While a Layer of the Abyss is a very different world from our own, it has height, depth, width, and you move through time while inside it. Time might be different, but time exists.

Not so in the Yetzirah. Oh, there is the perception of something SIMILAR to time, but it is not in fact time itself. In Yetzirah, time is literally a spacial dimension. Human beings were expressly created without the ability to see more than 3 dimensions at a time, so perceptions within these realms is strange, twisted, and reinterpreted by the brain into something else. The brain, unable to comprehend its surroundings, invents stories that make sense to it, without actually demonstrating the reality.

Each slice of Yetzirah is interpreted differently.

Etherial - The Past

Nature of the Plane
The Etherial Plane is actually the easiest for the brain to comprehend, as it can be related to in terms of following threads of memories. Travelers through the Etherial Plane witness places much as if they were still within Assiah-- that is to say, they see mountains and forests and oceans and even people. Of course, each location contains its entire past within it, but mortals limit themselves to individual moments. These moments are linked in a twisted fashion akin to the links between memories, and in fact, it can be theorized that these links are the true spacial connections between different points in the past, while sequential moments are a mere mortal perception filter.

Even so, most research wizards traveling through the Etherial plane have found that they were only able to progress at a rate of "1 Minute Per Minute" through the different slices. Why? For the exact same reason: Perception Filters.

So what is the actual nature of the plane? Again, an existence of 4 Spacial Dimensions. Mortals are only able to percieve it as 3 Spacial Dimensions (the three they are used to) with a 4th being used akin to a sort of magic, but that 4th is limited in its use based on topology. Perception of "Time" is actually the manipulation of that 4th spacial dimension (through a 5th, enabling travel).

Interactions and Alterations
Figures interacting with the moments they find within the Etherial plane are necessarily limited in what they can accomplish, and will usually find themselves in a situation where all that can be done is watch, and witness. For centuries, wizards believed that interaction with the ghostly etherial world was simply impossible, except in certain very deadly situations (See: Dust Wraiths).

Evidence soon suggested, however, that this was not the case, as occassional "Ghosts" were found in Assiah, and proven to be creatures acting from the Etherial.

It then seemed that alterations made within the Etherial Plane could only be made if such alterations still lead to the same present of the creature doing the alteration. When these changes are made, "Ghosts" appear within the world, interacting ONLY in such ways that will not prevent the same future-"present" from coming about. A different historical track may lead to the destination, but the same destination will be reached. Oftentimes, this may result in additional time being added to history to account for new events needed.

This makes sense once you understand the true "Memory Based" disjointed nature of the moments within the Etherial plane. All possible past moments exist in the plane, it is merely the connections, the roads between them, that forge together it's third of the Prime.

Through an excessively dangerous experiment, one Wizard was able to prove that alerations could be made to the past that prevented the present from existing-- where no possible series of events could lead to the present that the creature came from. Doing so involved the usage of MASSIVE amounts of magical power, and spawned an entirely new world, a plane of Assiah that had no direct connections to our own. Jumping from that plane back home involved new magics that had to be invented on the spot.

The name of the Wizard in question was Archmage Alejandro Nieves. Ever since the experience, he has expressly forbidden any attempts to create new worlds in this manner in the future. He will not speak of what happened, except in the most general of terms.

Astral - The Present

Nature of the Plane
The Astra plane can be imagined in a number of metaphors.
  • The wizards, following the teachings of the Archmage, call it an anchor for the Etherial and Shadow planes, a "Zero Point" for them that is the basis of their existence.
  • The Lady Angelique Miranda calls it a machine for converting the future into the past. Her acolytes have interpreted her words in a number of ways, most often describing it as a Loom, with the raw chaos of the Shadow is woven into the solid, structured ("Lawful") existence of the past. The Lady's own writings, however, describe it as the Great World Tree, Yggdrasil.
  • His Holiness Monte Luther speaks of the Astral plane as a Sea of Minds, whose interactions create both the Shadow and Etherial planes.
It is unclear who is correct. Or if any of them are. Some even say they ALL are.

Despite what you might think, the Astral plane is actually far more difficult for mortals to traverse than the Etherial or Astral planes. This is because while it is still a 4 dimensional space, those dimensions are NOT primarily equivelent to the three dimensions familiar to mortals. Instead, mortals percieve three dimensions as such:

  • Physical Proximity, compressed into a singluar spacial dimension. Distant individuals in the Prime are still distant on the Astral, but only along 1 axis.
  • Mind Proximity. Often called the "Axis of Thought", your entire mind, your way of thinking, your memories, compressed into a spacial dimension.
  • Dream Proximity. Often called the "Axis of Desire", your imaginations and desires compressed into a spacial dimension.

The fourth dimension, unable to be percieved but accessable through something akin to magic (simlar to the time axis of the Etherial plane) is Power, and is traversed via great or small deeds.

These dimensions together forge the future into the past.

Interactions and Alterations
Actions on the Astral plane take absolutely no time on the Prime. Actions on the Astral are immediately evident on the Prime, and reveal themselves as different actions taken by entities within the prime. Moving a tree on the Astral may cause it to grow in a different manner, sicken, grow healthy, or simply change species. Greater changes require greater changes in the Astral, and more effort there. Usually, it is beyond most mortals to change much on the Astral plane, but repeated visits can help.

Only changes to things with motive force are possible. Usually, this means that you will only enounter living things on the Astral, but it is possible to find inanimate objects there, including entire planets... but you will be influencing things such as physical constants. In the case of a planet for instance, you might be influencing continental drift, or gravity. However, the mass and power of a planet puts it out the reach of most mortals-- literally out of reach. The distance to travel would be tremendous.

Shadow - The Future

Nature of the Plane
The Shadow plane is both similar, and dissimilar, to the Etherial plane. In one sense, it is the Etherial plane in reverse, and yet that reversal is quite significant in how it is perceived.

Instead of individual moments of time being held seperate and distinct, entire "trees" of possibilities are lumped together, mashed about, and elements from each melt into each other forming shadowy, spiritual essences from the possibilities that are observed. No actual specific event or thing seen in the shadow realm by a mortal is necessarily the literal appearance of the future as it is, but instead will reflect a sort of "parable", a dreamlike story combining literally uncountable futures together.

It is possible to view different slices of the possibility tree, seemingly warping the dreamlike parables into different configurations as probabilities and possibilities are weeded out or included.

Interactions and Alterations
Unlike the Etherial Plane, which has entrances and exits at discrete points in history, allowing a strange form of time travel; and unlike the Astral Plane, where time does not exist, time does pass on the Shadow Plane corresponding to time on the Prime. The time passed will not be a 1:1 ratio, depending on how the Shadow Plane is traveled. It is possible to wait out centuries on the Prime in minutes on the Shadow, or the reverse.

Actually altering the Shadow Plane is simple in small respects, but nigh-impossible in larger respects. Manipulating the Shadow is the magical art known as "Prophecy", and is accomplished by selectively destroying various branches of the possibility tree. The difficulty lies in the fact that so many branches can lead to the same place, that removing all the branches, or weaving together the ends of all the branches, can actually be a task infinitely long. Instead, Prophets tend to find a particular branch, and "prune" it, such that by ensuring a certain set of sequences, a particular outcome can be guaranteed. Even this is not foolproof-- simply by jumping to a non-pruned world line, the prophecy can be completely undone.

It is of significant note that The Necromancer, before being known as such, was an accomplished Prophet.
Last edited by Iunnrais on 21 Oct 2012, 14:45, edited 2 times in total.
Posts: 164
Joined: 11 Sep 2011, 19:50

Re: Valacia Campaign Notes

Postby Iunnrais » 21 Oct 2012, 14:17

World Map of Terrestria
With Accuracy Approximate to that of European Maps from the 1500s

Click for bigger, with labels
Last edited by Iunnrais on 31 Oct 2012, 18:06, edited 1 time in total.
Posts: 164
Joined: 11 Sep 2011, 19:50

Re: Valacia Campaign Notes

Postby Iunnrais » 22 Oct 2012, 20:16

Since you wanted to know.... the Tarrasque's Stat Block!

Posts: 164
Joined: 11 Sep 2011, 19:50

Re: Valacia Campaign Notes

Postby Iunnrais » 24 Oct 2012, 20:22

Great Art of History

  • Type: Painting
  • Dimensions: 60' x 100'
  • Age: Between 11,000 and 10,100 years old (dated by references from the War of the Necromancer)
  • Frame: A masterwork in it's own right, being reliefs of the gods, angels, and various titans. Historical records states that the faces used for the various figures were all taken from various political figures of the ancient world, and there was apparently some underhanded political commentary in whose face was chosen for which god, angel, or titan. Between the reliefs of these figures are intricate patterns, trees, clouds, and other similar shapes.
  • Picture: Depicting the War of Titanomachy and the Creation of the World, with fine detail down to a scale of fractions of an inch. Spectacular usage of perspective, contrast, and lighting. Good balance between simple and complex areas... simpler portions merely depicting the beauty of the sky, the stars, and the heavens, while the more complex segments detail combat between the gods and the titans. Careful study reveals depictions of faeries in the distant background. The whole scene is so lifelike, some mages wrote that they wondered if it wasn't painted from life... or rather, the etherial... except that if that were the case, the colors wouldn't be so perfect.
  • History: Painted by an unknown artist hundreds of years before the War of the Necromancer. Originally hung within an unknown palace of a long dead civilization, it changed hands repeatedly in various wars, possibly even provoking some of those wars, for the hundreds of years until the War of the Necromancer, in which the painting was lost to the Sinster Range. It was always considered to be a great honor for the kingdom who possessed it, a jewel of civilization.

Crown of the Orc Kings
  • Type: Clothing
  • Material: Enchanted Steel (+1)
  • Appearance: A filligreed band twisted into a double helix, circling around as a Mobius Strip. Etched into the band is an abstract representation of Orcish history and/or legend. Said to glow when a rightful Orc King made a particularly wise decision.
  • History: Lost when the Orcs were lost

The Rose of Eladris
  • Type: Sculpture
  • Material: Ruby, Emerald, Diamond
  • Appearance: A single ruby cut into the shape of a rose bloom, a single emerald cut into the leaves and stem of a rose, including thorns. Diamonds placed as dew, and also forming the base that the rose grows from.
  • Special: The Rose is also an astrological clock, turning within its diamond stand to face in certain directions at different times. The rose bloom itself opens and closes over time. There is no magic detected from the peice, and no mechanical contrivance visible in the transluscent material.
  • History: Work given to the Eladrin Princess roughly 300 years ago by an unknown human wanderer, who died soon after

Crenellated Carvings of the Tenfold Resurrection
  • Type: Monument
  • Form: A Marble Spire 50 feet tall, topped with a marble disc 660 feet in diameter. On top of the disc is a classical Labyrinth (no branching paths) that is constructed so that the configuration of the Labyrinth can be modified by mechanical means. All surfaces are polished smooth. The structure's weight is supported internally by mythril.
  • History: Created as a form of worship to a now dead god at least 15,000 years ago.
  • Location: Thought to be destroyed in the War of the Necromancer. At the very least, the Kingdom it was located in was certainly destroyed, and the location of the Kingdom is lost to history.

The Tomb of Im
  • Type: Sculpture
  • Location: An unknown valley or quarry located somewhere within or near the Kingdom of Flowers
  • Form: A valley or pit carved into the shape of two spirals, one clockwise, one counterclockwise, superimposed on each other. At the center of the spirals is an Obelisk with a hidden door. The door leads to a smooth shaft descending some hundred feet or so into the earth. Inside the shaft are 100 Stone Dragons, either carved or transmuted via "Flesh to Stone" spells, and the detail of the dragons tend to suggest the latter. These dragons are positioned in concentric circles around an unadorned stone coffin, inscribed with the text:
  • History: Im the Betrayer is a classical figure of Floral History, a King who ruled anywhere between 500 and 50,000 years ago, or perhaps who never ruled at all. The difficulty in obtaining accurate details of this individual is that he has been utilized as a modern scapegoat, boogeyman, and all around "bad example" for parable purposes. If a political point is to be made, all one side needs to do is state that Im the Betrayer, in his reign, performed the action the speaker wishes to discourage, and it is immediately understood that no one should do that thing. Modern scrolls of history compare rulers to Im the Betrayer's actions, and do so in a tense that suggests that the other historical rulers also knew about Im. Given his nigh-mythlogical nature, dating Im's actual reign, or, for that matter, actual existence, is difficult. The existence and description of the tomb, however, has been reported in the diary of an adventurer circa 500 years ago.

  • Type: Gemstones
  • Form: A set of 8 large gemstones, each an exquisite example of the type.
    • Khaius - The Dusk Star - Alexandritre, Step Cut, 70 carat
    • Fetril - Star of Tears - Aquamarine, Pear Cut, 125 carat
    • Airegles - The Hidden Star - Diamond, Radiant Cut, 195 carat
    • Lharian - The Mind Star - Opal, Cabochon Cut, 250 carat
    • Krusa - The Blood Star - Ruby, Princess Cut, 105 carat
    • Sarelies - The Hunt Star - Star Sapphire, Sphere Cut, 720 carat
    • Trelcas - The Dark Star - Imperial Topaz, Trilliant Cut, 6500 carat
    • Grailei - The Harvest Star - Emerald, Emerald Cut, 860 carat
  • History: Not only possessing some of the largest stones of each type in the world, the Constellation set has attracted attention because of it's lurid history. Possessing any of the stones has frequently driven their owners ambition to own the rest, to the point of assassinating the other owners. However, owning all 8 stones is widely regarded to be cursed, and indeed, all five individuals who have ever owned all 8 at once died shortly afterwards, the stones being lost for a time. The most recent owner of all 8 was killed by a White dragon 60 years ago. Since then, the Fetril and Krusa have both been found by adventurers in seemingly random locations.
Posts: 164
Joined: 11 Sep 2011, 19:50

Re: Valacia Campaign Notes

Postby bac8434 » 02 Nov 2012, 11:46

The Seafarers

The Seafarers, as the people of Valacia collectively know them, are a nation of maritime traders and pirates led by a governing council of ship captains, the Brethren of the Rising Tide. The Brethren council, though powerful, grants a great deal of autonomy to member islands, only exerting direct influence on matters of national importance such as foreign policy and external trade.

Diplomatic relations with the Brethren are notoriously difficult to maintain, as the structure of their governing council is extremely fluid. Any ship captain of sufficient merit and renown can be appointed for leadership, but must be approved by a three-fourths vote. Seated members then hold their positions for life, unless they are convicted of treason or recalled by another three-fourths vote in the council. If a captain on the council is killed, there is no law compelling their replacement, meaning that the council’s size can radically shift during times of war, famine, or disease. This also means that, should a decision in the council be hard to come by, conflict might arise amongst members. Assassinations are known to happen, though any member of the council convicted of murdering his brethren is put to death himself, as a means of maintaining balance. So far, this has proved enough to dissuade assassination from becoming a common trend.

Rarely, captains from outside nations are appointed to the council, though only after the completion of some great act on behalf of the Brethren. They are not expected to sever all ties with their home nation, but are expected to come to the aid of the Brethren when called upon. Occasionally, this leads to difficulty, particularly if the Brethren votes to blockade or go to war with a council member’s home nation, but this is rare, as members do not often appoint citizens of hostile nations to the council. Most often, this situation arises after a massive shift in membership, during which old allegiances are sometimes found null due to lack of remaining support.

Individual islands under the Brethren’s banner are ruled by lesser monarchs, known as a Dhow, who retain control of their domestic affairs and local trade at a level similar to that of Valacian duchies. Dhow holdings are passed down through cognatic succession, therefore a number of female Dhow, or Dhowen, exist. Dhow may, and often do, serve simultaneously as members of the Brethren council, but they are not guaranteed council membership. Generally, Dhow are appointed to the council when they have proven their leadership capabilities through war or piracy. On occasion, Dhow serve on the council alongside their own subjects, though this is not seen as unusual. All citizens of the Rising Tide know that if they work hard enough and prove their worth, they can earn a seat on the council alongside their leaders, giving them a sense of power which tends to ease class tensions with the holdings of the Rising Tide. To this day, no large scale uprising has occurred amongst the Seafarers.

Because they trade in a variety of goods from all around the globe, the Seafarers have no discernable industry of their own. Nearly all citizens of the Rising Tide earn their primary living onboard a ship, either through aquaculture, trade, or piracy, though recently a large artisan population has appeared. Seafarer artisans are known for their masterful ability to weave together the styles of different cultures, something born of necessity due to the Seafarer’s lack of a dominant race or culture for most of their known history. Seafarer weaponry, for instance, often combines the style and grace of Eladrin weaponry with Dwarven metallurgical knowledge, resulting in incredibly well-balanced and resilient daggers and one-handed weapons. Scimitars and rapiers are very commonly seen in the hands of Seafarer sailors, though handaxes and polearms are also popular amongst certain island cultures. Overall, the blending of influences created by the Seafarers’ unique location and cultural composition has resulted in an extremely diverse society, which is still attempting to develop its own identity.

Religion is an important part of everyday life for most Seafarers, though some islands’ citizens are decidedly more pious than others. Worship of Malakath is unquestionably the most common religious practice, as the people of the Rising Tide rely on the seas for their living, and are most drastically affected by ocean storms. The island of Malat, named for the Seafarer’s earliest known interpretation of Malakath’s name, is home to the largest temple of Malakath in the known world. The temple is carved into the stone atop a sloping bluff, where wind speeds average nearly 80 mph. Carved into the temple’s ornamentation are channels which, when selectively opened to the wind via an elaborate musical mechanism, whistle songs in eerie harmony that can be heard up to 90 miles away. Worship of Vamir is also common amongst pirates and sailors, particularly because of Vamir’s command of the moon and of luck, something superstitious sailors are always concerned with. Sailors who travel to the furthest corners of the globe, gathering information about long-lost cultures and reclusive civilizations, often find that their luck noticeably improves. Some think this is a blessing from Vamir in exchange for their pursuit of knowledge, but others are skeptical.
Posts: 92
Joined: 14 Oct 2011, 03:06

Re: Valacia Campaign Notes

Postby Iunnrais » 07 Nov 2012, 13:51


Alabaster, the Amidah, the Paragon of Paragons, the 19th of 18, the Lord of Blades, the Darkness who Surrounds, Destroyer of Hope, Mocker of Wonders, appears in the form of a Human Vampire, and resides in the Demi-Plane known as The Graveyard of Swords, somehow acting as the gateway to the Great Wall isolating Briah from Atziluth. His counterpart, nemesis, perhaps antithesis, is Vigil Ryathesu, the Watcher at the Gate.

His legend is known only to the gods and to those who have peirced the veil. Those who know, speak in whispers of his Six Swords...
  • Dark Nemesis, echoes of your greatest foe
  • Godsend, made of a dying star and capable of severing divinity itself
  • Steel Hydra, which can steal your future
  • The Were Sword, slayer of the sun and moon
  • The Undersword, forged from an Umbral and destroyer of the past
  • The Sword of a Thousand Names, with the potential of every choice you may have made

Despite being undead (or at least, appearing to be), Alabaster is beholden to no one, including the Necromancer. Indeed, the Necromancer wishes to slay Alabaster himself, as do all the gods, all the devils, all the demons, and perhaps even the fae if anyone knew what they were thinking from moment to moment.

He allows the mighty to challenge him, but only after challenging each other first, in his Grand Tournament that has lasted at least a million years. In that time, few have ever risen high enough in the ranks to actually challenge Alabaster himself, but those who have, die. Twice in history known to the gods, Alabaster has run out of competitors. Both times, Alabaster has gone hunting, slaughtering gods, demons, and devils himself, and then devouring entire demiplanes much as a vampire might drink blood. The most recent was the 10th Hell, sucked dry of Quintessence ~8000 years ago.

The gods are not eager for a repeat.
Posts: 164
Joined: 11 Sep 2011, 19:50

Re: Valacia Campaign Notes

Postby Iunnrais » 12 Nov 2012, 17:29


Prophecy of War
Ten and Ten and Ten Again
Ten and Ten Again
Threads gathered from every corner
Burning their dawn, blood ties forgotten
Sunrise and sunset
Sunset and sunset
Sunset and sunset
Ten and Ten Again
And again
And again

Look Down
Burning Fire
Fuming and Calling
Blessing and Cursing Fates Below
And all who look up have always then fallen deep down
As Blessings fester Maggots' Soil
Ten below rise up
Tearing Down
The Dawn
If light shall be dark then dark shall be darker till light shall be light to earth and true sky

Ten and Ten Again
Leaf is cut when winds do blow
Rose will wilt when teeth will rise
All who were friends are now deadly foes
Bow strings were snapped when arrow flies by
Plowshares beaten into blades

Act I
Within thickets spread bare the wastes are unfurled
Hours of shadows extend to seas white topped clouds
Stars reflect in the stormlight, mirrors of the sea
And silence, sweet silence, is filled with naught but fear

Hope is distant; a circle without end
Locks of hair like rain shines by earth
To the void! To the void! Voices call from the depths!
Turn away! Look far from here.
A tiger's eye swallows the sun

There is no stillness within these edges
For those that honor the fell
Beside her hearth her shadow waits
And lifts up to see the love that cannot be

A sound in the stillness shakes the foundation
The loom's threads of gold are filled with the other
Crimson is the sheet and she whispers
Songs of discordance where there is order, and order to the winds

The Sun and Moon enter the winds
Winds fall into the sea
Sea into fire
Fire into wind
And the world is covered with wind
Posts: 164
Joined: 11 Sep 2011, 19:50


Return to Role Playing Games

Who is online

Users browsing this forum: No registered users and 1 guest