Add Seventh Ancillary Journal
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journals/seventh/lore/3rd-army.md
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journals/seventh/lore/3rd-army.md
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---
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layout: journal
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no-footer: True
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tags: seventh-lore
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title: On the 3rd Army
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---
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# {{ page.title }}
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#### Worries
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- There is an orc warlord, unfriendly with the Accords, that is assembling a
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massive warband to the North.
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- There are waves of refugees coming from the far east fleeing "the horde"
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- The elves of the hidden settlement, who occasionally gave the army
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information, have not visited for many months
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- The Snakefriend Clan of the Accords has vanished, every man woman and child
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- While the eastern roads of the Long Pass have been repaired, the Bore has not
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been retaken. Until it is, large forces will not be able to march to the Far
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Territories from the interior.
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- A brigand has slain the 13th Ancillary squad and taken the Golden Labyrinth.
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What was once a small source of income is now a nigh impregnable staging
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grounds for raiding parties.
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#### Good News
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- The second Ogre King of north has been slain and the road to the Accords
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completed
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- A cessation of hostilities with the daemons of the Pool of Al Jeezir was
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negotiated by Baron Calder Black
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- The crop blights in the South were the work of the Fairy Court of Worms and
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stopped with the help of the ghouls of Nemes
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- The Church of Damerrich has built a church in the town of Hope, and sent hero
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level characters to run it.
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journals/seventh/lore/arconus-journal.md
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journals/seventh/lore/arconus-journal.md
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---
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layout: journal
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no-footer: True
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tags: seventh-lore
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title: The Journal of an Arconis
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---
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# {{ page.title }}
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### The Sun in Rags
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A deity that resides within the Pathways of the Raven King. Its rights are the
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ones the alternate Kaldur / Arconis uses to hide from other outer gods and to
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make the pathways safer. The Sun in Rags glories in the decay of the physical
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and the enlightenment of the mind. It either is, lives in, or is just strongly
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associated with the sun that shines between worlds.
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At Tier 3 you'd get:
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- Sojourner Magic: -6 saves vs conjuration, +3 saves vs illusion, +3 saves vs
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necromancy
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- Sun's Casting: Necromancy spells are cast 1 level higher, spells with the
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\[Light\] descriptor are cast 2 levels higher. Undead you create that would
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normally be vulnerable to light are not. These bonuses double if you are
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standing in area of bright light.
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- Flesh is Rags (Su): Anytime you take 10 or more physical damage from a single
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attack, you may, as an immediate action raise the light level around you by 1
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step. The radius of this effect is 40 ft. If you take 20 more physical damage
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while standing on solid ground, you may do the same targeting your blood and
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flesh that falls to your feet.
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- Light is Being (Su): As a swift action, you may take one point of Con damage
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and teleport to any space in your line of sight that is lit by bright light.
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Forming a connection with the Sun in Rags requires that you have seen the sun
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between worlds with your own eyes and the completion of a ritual that requires a
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mirror portal to the Paths and the corpse of a creature that had an Int score of
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12 or higher. The ritual takes 3 hrs to complete and a Knowledge (Arcana) test
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DC 15 and a Knowledge (Planes) test DC 20.
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### The Chiliarch
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A deity that lives on The Manse demi-plane (another interstitial plane, but one
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you are mostly unfamiliar with). The Chiliarch typically appears as a humanoid
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covered with wounds, with bleeding eye sockets and an empty mouth. He is blind
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and mute, but sees and communicates in other ways. The Chiliarch understands
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suffering, but endures.
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If you embrace his teachings, at Tier 3 you would get:
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- Sojurner Magic: -6 saves vs Conjuration, +3 saves vs evocation, +3 saves vs
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enchantment
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- Fading eyes: Your natural sight range ends at 30 ft and you receive -4 to
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sight based Perception tests. You are immune to sight based attacks that
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originate from over 30 ft away. You gain tremorsense with a range of 90 ft.
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- Colonel's Endurance (Su): For every active point of bleed you receive DR 5/-
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this stacks with every point of bleed. As a standard action you can give
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yourself the bleed condition up to your Sojourner Tier, so long as you carry a
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broken bladed weapon.
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To form a connection with the Chiliarch, you must have been brought below 0 hp
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and stabilized without outside healing. You must perform a ritual which requires
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an iron door frame gilded with silvered symbols (100 gp), and ritualized self
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mutilation of walking on broken glass and cutting yourself with a broken weapon
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12d4 damage. You must pass a Knowledge (Planes) DC 20 test, but the DC is 4
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lower for each 5 ranks you have in Profession (soldier). If you have ever lead
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other intelligent beings to their death in combat, this DC is 4 lower.
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### The Lost Hour
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The book also contains a brief description of a deity called The Lost Hour, a
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being that wanders at will between worlds with a magic map of time, but does not
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have enough information for rites. It also suggests that the fey have a method
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of hiding from outer gods, but not what it is.
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journals/seventh/lore/coming-invasion.md
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journals/seventh/lore/coming-invasion.md
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---
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layout: journal
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no-footer: True
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tags: seventh-lore
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title: On the Coming Invasion
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---
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# {{ page.title }}
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Many signs and portents across the realms have predicted total disaster.
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Alternate timelines have suffered from several different sweeping disasters, but
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clues the party has gathered (and probably forgot) point to a coming invasion
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from the Dark Tapesty. These clues were: a stone obelisk made by ancient ghoul
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prophets, the cryptoc ramblings of an eclipse giant, the warnings of the dark
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priest, the prophecy of the hainted castle, the artifacts and writings of
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marooned space farers, and the signs and entreaties of the black butterfly. The
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party knowns that Orlon, the king of the undead River Kings went in seatch of
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more information, but never returned. They also known that in the alternate
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universe of The Soaring Place, fairyland suffered an invasion by the creatures
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of the Dark Tapestry, and The Crown Pronce in Exile wars againat them. Finally,
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they know that a small incursion from the Dark Tapestry happened about 950 years
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ago in the Far Territories and a coalition defeated that force.
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journals/seventh/lore/dark-folk.md
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journals/seventh/lore/dark-folk.md
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---
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layout: journal
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no-footer: True
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tags: seventh-lore
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title: On the Dark Folk
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---
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# {{ page.title }}
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"Dark Folk" is a catch all for couple species that share the same language and
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have some physical similarities. The small ones are dirty, vicious things that
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dress in rags and love stabbing people. The medium sized ones hold nearly all
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leadership positions, dress in immaculate black outfits and while less directly
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quarrelsome tend towards sadism. All species have bodies that behave violently
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when killed.The party had several run ins with them in the past, largely
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centered around the noose. They used Acronis as an oracle, and were mad when the
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party absconded with it. However, at some point Barri managed to convince, or
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bully, them into serving him. The details of that are not known to the party.
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The Dark Folk are known to be skilled at stealth, poison use, and arcane lore
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that is considered abstract, in particular they are knowledgeable about many
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facets of the Shadow Plane and the Underdark. They famously hate dwarves of all
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kinds, gnomes and light.
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journals/seventh/lore/disappearance-twin-cities.md
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journals/seventh/lore/disappearance-twin-cities.md
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---
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layout: journal
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no-footer: True
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tags: seventh-lore
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title: The Disappearance of the Twin Cities
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---
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# {{ page.title }}
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The party was previously roped into a widesweeping investigation on behalf of
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Breach who was engaged in a frantic battle against kytons on the Shadow Plane.
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One Breach agent mentioned to Calder that the kytons were trying much harder
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than usual to "save us". There were several unusual trends on the material
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plane: 1) people were disappearing all over the cities, in Busura it was a large
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number of people, mostly children, in Al'Jira a small number of adults of
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varying professions. 2) A worrying number of people developer total amnesia 3)
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an intellegent zombie was discovered working as a night watchmen and was slain
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immediatly. The party was in the process of tracking down where the children
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were being taken when they blundered into another universe, except for Calder
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Black. Calder continued the investigation on his on, and then with Barri and
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discovered that a daemonic priest was kidnapping them and leaving them in the
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care of a mostly benign undead orphanage master in a ramshackle building inside
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the city. The priest was killed. The orphan master was killed, the children were
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released into the streets, save for the undead ones, who Barri adopted. They
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declared the investigation complete and began planning their raid on the Dark
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Priest. The cities vanished about a month later, leaving behind only a massice
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stone slap with a single symbol carved on it. Later, the Bishop of Nemes threw
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out a bunch of doomsayers from his lands and only afterwards learned from his
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ghoul priests that they may be far more fangrrous than they seemed and
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potentially responsible for the Twin Cities disappearance. The Bishop passed the
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warning along to General Vandeemer and several cultists were captured in Fort
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Rather and several more were apprehended and put death in the town of Hope.
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journals/seventh/lore/on-arconis-barri-traitors-noose.md
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journals/seventh/lore/on-arconis-barri-traitors-noose.md
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---
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layout: journal
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no-footer: True
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tags: seventh-lore
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title: On Arconis, Barri and the Traitor's Noose
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---
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# {{ page.title }}
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The noose was first discovered by Barri, Argon, Calder and Helga as the journed
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through the Long Pass with the remnants of the 18th Infantry of the 4th Army of
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Altay under the command of Lt. Sydney. The Hanged Man was being used/worshipped
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by the Dark Folk that lived in the Spire as a prophet. The party, acting on
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Helga's dream, raided the the Spire and took the noose for themselves. Barri
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decided to wear the noose personally, to help mitigate the ill effects of the
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curse Sulnaj had inflicted upon him. Over time, the party learned the Arconis's
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story; he was a prince of a small human city state subservient to the Dwarvish
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Triarchy. When the Triarchy declared war on the Halfling Empire, they cled on
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Arconis's people. At the time, the human city-state had more in common and
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better relations with the Halfling Empire than their suzerain. Arconis resented
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being forced to a war his people dis not want, and resented that an unrelated
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law would force him to give up his daughter so she could serve as a priesthood
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as an oracle. The war declaration pushed him over the edge into rebellion.
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Knowing his dutiful father would bring his people to war, Arconis killed him and
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his older brother both. His rebellion failed, largely because of the interence
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of a Magi, whondefeated Arconis and his followers. However, before he was
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captured, to prevent the Magi from taking his daughter from him, he threw her
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over the Spire instead, earning the appellation 'Child-slaying Arconis".
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Afterwards, he was hung as a traitor and cursed by the Magi, the nature of the
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curse forces all his male descendants to eventually betray what they should
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protect and in doing so, meet a painful death. Arconis was cursed with unlife to
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watch this happen to all his line, unable to die while it endures. The party,
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largely at Barri's insistence, promised to help Arconis kill off his remaining
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heirs so he could finally die. Presently, all but one have been killed, and
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Arconis has gotten more powerful with each death. He has become more lucid, but
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when confused his madness is contagious and the living around the bearer of the
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noose can be convinced they are Arconis's long dead companions. Such as Argus,
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his spear bearer, or Clytemnestra, his lover. At night, any of the souls held in
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the noose can manifest as ghosts, during the day, they can attempt to commune
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with or posses the bearer, these abilities work best at dawn/dusk and poorly at
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noon. At Barri's request Arconis is willing to fight Sulnaj and has helped
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design a ritual so the revivifying god can be stopped and destroyed once and for
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all. Barri's motivation is because the god cursed him at one point. The current
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concern is that Barri's subservient Dark Folk may torture Arconis's last heir to
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death before the ritual is performed, nullyfing the ritual and leaving Sulnaj
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unchecked and able to return to true godhood. Sulnaj itself hungers to return to
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power so it can proclaim and witness the end of the world. That would probably
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not be helpful for anyone who wants to live.
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journals/seventh/lore/sojourners.md
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journals/seventh/lore/sojourners.md
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---
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layout: journal
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no-footer: True
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tags: seventh-lore
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title: On Sojourners
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---
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# {{ page.title }}
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The places in between universes and the Raven King: There are several ways to
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move between universes that the party knows of:
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1. The Pathways of the Raven King- named after the famous sojourner but far
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older than he, the pathways connect alternate universes and timeliness
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through reflective surfaces. Magically induced light behaves strangely here
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and physics tends to be relative. People who die seem to quickly be raised
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into undead. Powerful outsiders, and even dieties, fear to use or even
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observe these paths, however it is known to the party that several versions
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of Caymden Cailen have done so.
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2. Portals of the Old Ones- built by ancient cults of obscurity, the party
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decided not to even consider using them at the advice of Palemon, the Crown
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Prince in Exile (an alternate version of the Forgotten Lord, who tended to
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rage instead of melancholy).
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3. Harvey and Gek were returned to their home universe by either a technological
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or magical beam employed by servants of the Throne of Worlds that used
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neither of these methods.
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Visiting other dimensions is perilous, largely because of the predatory
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multiverse entity known as Tindalos. Hiding from Tindalos is the Sojourner's
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best bet and the ways the party currently knows of are:
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1. To bend the knee to the Throne of Worlds, a LN force that values obedience to
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hierarchical order, taming the wild and dangerous facets of nature and
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growing civilizations
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2. Become a student of the Raven King, an arcane caster that has delved into the
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secrets of the pathways between worlds and used them to his own advantage
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3. Eat a piece of Tindalos and become one of its many mouths, in so doing you
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get feed instead of be food but you will suck at parties forevermore
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4. Learn the "Shaded Way" an arcane practice that learned from how Tindalos does
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what it does without being at its unsatiable whims. They feed on Sojourners
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and psychic casters, but exactly how is not somethinf the party knows.
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