Tag: Age of Myths

  • Diary: Airxip Sadijh took me to meet a dead man who can blink

    Diary: Airxip Sadijh took me to meet a dead man who can blink

    Been flying on the Sadijh since Captain Crilbort and the crew picked me up outside Oojar a few feylfs ago (weeks). My canoe broke, and, curse it, somehow I couldn’t repair the clackety rudder and the self-paddler lost its energy. My path was to go upriver, but upriver is hard when you have to paddle yourself. Harder at 3’4″.

    Oh, yeah. Sadijh. It’s big magic, not minors. No balloons, fancy tendrils of powers and a magic crystal in it. I ain’t helping with that. They have me doing comms. It’s ’cause my talents. Also, cause the old comms officer died — I was available. They weren’t. It’s not that I was conscripted, it’s just that I didn’t have a choice.

    Wait, here I am filling out my diary talking to myself and I cannay focus enough to stay to the story. I guess that’s why I write. Gotta figure out the best tale for the next campfire. I miss campfires, Mate Pryn told me we can’t have them on Sadijh.

    I figure this story’s going to be a big deal.

    Riding in Sadijh after defeating some pirates we get called back to work for the Ruling Council. This is when I learn I’m on a formal military ‘xip. Guess I’m an officer now?!

    So we’re called back. We have to pick up ‘authorities.’ One is dragonborn (first time I’ve seen ’em!) – Artok, big and beefy. The other is part of Les Remoden Eisha, a studious wizardly type. At least Amos likes books, even if I can’t read his.

    We’re to take Artok and Amos to Mirrstone. There’s been a lot of livestock gone missing out there. Enough that the Council is getting involved, but also, only enough that there’s two assigned to this investigation, plus the Sadijh.

    That’s both a lot, and a little. On Sadijh we’ve a few officers and not-quite two dozen crew (some work nights and I ain’t getting up at night).

    Captain Crilbort is in charge with First Mate Pryn helping. They both gobs. Most of us are gobs. There’s a navigator and a medic/cook too. And I guess, me?!

    Master-at-arms Holx has five guard (it was six, but Prix went overboard — I’ll get to that | whoa, I have asides to my asides). They work with three on duty and three off duty. (that’s got to change soon).

    Bosun Musi manages the deckhands. There aren’t as many hands on this kind of airxip as their are on the dirigibles or sail boats, because the magic takes care of a lot. It’s great. Almost nice enough I’d crew one.

    Cabin chile Fokz is the one of the chilles I deal with. Fokz helps Crilbort. There’s two others, one helping the cook mostly and another that does general service for the rest of the crew.

    Let’s get back to the tale. If I’m going to do this diary to help my memory I’m going to need to focus.

    So, we pick up Artok and Amos for this investigation. It’s a couple days flight, which is great! Walking would take a feylf. We only encounter one problem during the journey. There’s a storm about halfway through and it’s big enough it opened up a rift. Two elementals try to bust up our ‘xip.

    Artok helps us with some aid. That’s great, because I’m a hob that’s sized like a gob.

    I’m not here to sound like the hero, but me and Midqh pert-much saved the day. Midqh catapulted a block and tackle at one, used its tail to shield Crilbort. Spells and sundry thrown all over the place.

    Both me and Amos made big booms! He does it differently, no powders or tools involved. I’ll figure that out when I can focus. Battle was rough. A few us forgot to latch in during the storm and fight, so we were thrown about quite a bit. Only Prix went over the rail (knocks on chain).

    Not to be casual, but when a rift opens and elemental forces attack a ship I’m used to the whole thing going down, but that’s because I’ve only been on balloon boats before — I only crashed once!

    We get to town the next day. The crew lands at a field and Captain Crilbort orders me to go with Artok and Amos so I can message the ‘xip if they need rescue. This is a rather smart thing to do, if it didn’t involve me.

    Mirrstone is about two dozen buildings, mostly stone. The residents are mostly human. The area seems to be primarily ranches — cattle and sheep. First we talk to Fiendhere, who is like a mayor. He doesn’t know why the herds are disappearing and the town doesn’t have many clues. I overpay for our food and lodging. They have a comfy chair for me to sleep under, which is so much better than the ‘xip’s hammocks. Plus, it’s on ground, so there’s no wobble from the air.

    Fiendhere had told us the ranch most impacted was run by Glovin, whose entire herd of oxen is gone. The three of us inspect the area. The house and fields don’t show anything. No tracks, no trails, no signs. It’s baffling. Amos points out that if the herd was magicked away that it would take an immense amount of power and a portal that many would see.

    I head into the barn. Something is amiss there. Artok and Amos are looking at stalls while I head up a ladder. I leave a tinkering behind so they can find me. This is smart. I’m a communications officer!

    Up in the loft it stanks, rotten and musty. Like mushrooms and fairies (I hear). I call for help and the Two A are behind me, not far at all. We move slowly in this space, me because it’s scary. Them because the roof is low and there’s bales all over.

    We round one place and discover why it stank. Glovin is dead. His body has fungus on it and the smell is intense. We all stop, look at each other. Then we look at the body again. Someone will have to inspect it and though I’m short I don’t want that short straw.

    Then Glovin’s eye opens.

    I need to stop here. That moment put me in a mood, bad one. I’ll write more later.


    In our current Age of Myths campaign I’m playing Xabal, a smaller hobgoblin artificer that uses an eldritch cannon called Midqh. My goal is to be the party notetaker, but with a twist. I’m writing our recaps as if Xabal, a motormouth former Tinkerer is the author.

    Other PCs are;
    Artok — bronze dragonborn paladin
    Amos — elven wizard

    and more that we’ll meet soon.

    The header image is the ribbon jammer from Dyson Logos.

  • Age of Myths, the Uncoupling: Campaign One Sheet

    Age of Myths, the Uncoupling: Campaign One Sheet

    For the first time I’m going to be playing a character in my world. One of my players in the last two campaigns is going to DM and together we set up the one-sheet so as to not change too much lore. One of the ideas I came up with early, was by playing in the Age of Myths, because any lore changes can just be referenced as legend when we play in the current era.


    The Road to the Uncoupling

    Your story begins in a prosperous world of togetherness and mutual can-do spirit.  Before the battle for the heart of Kirtin on the Lake (KotL) or the sacking of Kirtin in the Sky (KotS), before the Proctors spread death and misery in Sas Rurulit, and before the unprecedented events of the Awakening and the finding of Lorebooks, there was The Uncoupling.  The apocalypse that destroyed the weave of magic for the Kin and Kon, leaving Ken and the 5 coloured dragons of the Chromatic Convocation in complete possession of magik. 

    Players are part of a select group that were born with innate magical ability (you’ve been everflow touched) that is prized even in this magic-rich world.  Possibly you inherited your trait from a bloodline trait or ancestral ties to deeper magik of the Everflow.  It has shaped your early years, possibly enrolled at a young age by family in the scholarly studies to become part of the magik ruling core of society or you hid your talent and nurtured it on your own. 

    However, recently there have been rumblings, rumors about a shadow organization unhappy with the status quo, who seek to eliminate the existing ruling council and rule not by consensus but by force.  You’ve each been selected by the bronze Dragonborn Artok, tasked with this mission by his patron, the adult Bronze Dragon (Othimbane) who sits on the council, to identify and either infiltrate or forcefully break these fools of their notions and ensure that no other plots are forthcoming. 

    A global map of the world centered on the spaces where play in the campaign has occurred to this point.

    The following is written by the DM for this campaign.

    Premise 

    • This campaign takes at least three millennia before the Born Generation and the return of magic to the Lands of the Everflow.
    • Gain information about “The Shadows”, a secretive organization bent on wiping out the Ruling Council of Aur.
      • Artok has the rough information about several potential members that could lead you to a hideout or meeting place. 
    • Infiltrate or brute force your way into the group. 
    • Identify other members and find potential leads about who is the power behind “The Shadows”.
      • Keep (human council) and (gnome council) members apprised of your investigation. 
    • Possibly assist the council with additional tasks at your discretion.  

    Factions  (NPC names to come soon)

    • The Ruling Council of Aur (RCoA) – A group of 9 members, three of each Ken, Kin, and Kon, and 4 dragons, two each of metallic and chromatic. 
      • The RCoA is the “federational government” of Aur, with different cultures/regions governing in their own way and answering to the RCoA.
      • Kin: Human (F), Goliath (they), Halfling (M)
      • Ken: Elf (F), Elf (M), Dwarf (M)
      • Kon: Goblin (M), Bugbear (They), Hobgoblin (They)
      • Dragons:
        • Elder Metallic (Silver) – Tanargnyvur
        • Adult Metallic (Bronze) – Othimbane
        • Elder Chromatic (White) – Dwargauth
        • Adult Chromatic (Blue) – Nymaryxon
    • In occurrence with the rise of The Dragon moon (the fourth moon of the Aurian system), the dragons withdraw from the council for a year (draakmoeten) and meet at an undisclosed location with the world dragon (a deep time dragon) named Andarawus Del-mos. 
    • The Metallic Dragons
    • The Chromatic Dragons 
    • The Shining Order of Dreki – Holy dragonborn order who serve the Draconic races as paladins, clerics, and religious personages located across the world. Some that choose a more individual path travel and assist as Priests and Mortuary persons in smaller towns and villages.
      • Necromantic magic is thought to primarily flow through the draconic race). 
    • The Shadows – A heretofore unknown organization/cult/religion(?) focused on the overthrow of the RCoA, and to rule through force and oppression rather than through consensus. 

    Campaign Facets 

    • 2nd & 3rd tier drop in/out campaign play, starting at 5th level 
    • All PCs start at lv.5 with the added feat “Everflow Touched”, adding a +1 to spell attack modifier and adding one free 1st level spells (from any school except necromancy, unless your PC is dragonborn) to your spell list which can be cast once per long rest.
      • Material components will not be needed.
      • at lv. 9 this will increase to +2 and an additional spell (2nd lv.) can be learned.
    • Rules used are core 2014 WotC D&D, plus most player facing options from WotC
      • Check with the DM about using setting-specific feats, subclasses and spells
    • Allowed races are Kin (human, halfling, goliath), Kon (goblin, hobgoblin, bugbear), Ken (elf, dwarf, non-rock gnomes) and dragonborn/kobold as shining order of Dreki
    • Divine magic is thought to come from the forces of nature and the philosophies, there is no active pantheon of faith, beyond those who worship the dragons.
    • Potential for multiple pathways to quest completion
    • Player driven story creation in a sandbox setting
    • Wide regional/worldwide settings with airship and/or teleportation travel 
    • Actions may become legend
    • Milestone leveling – several sessions per level gain; saves time when we all don’t have to track XP