Tuesday, December 18, 2012

Session One, Part One - Introductions


Raw Podcast:

List of Player Characters
Vynn and Iris - Controlled by Shawn.  Sprite wizard
Hiwi Deadgrove - Controlled by Hazel.  Sol Shaman
Luke Ferris - Controlled by Sam.  Human Bard
Jack Kincaid - Controlled by Alan.  Human Sorcerer
Chunkus Boulderfist - Controlled by Cisco. Guarg Warden
Toy and Amulet - Controlled by Rachel.  Sprite Barbarian (Berserker)

List of Races:
For now I will only list the races that are being played by characters in the game, or are characters that they encounter in the podcast.  At some point during Episode One the characters will encounter a Waren, which is a race in the world but not one of the ones listed.  When they encounter that character I will detail the race associated with it.

Sprite - These tiny balls of light and energy are the keepers of elemental magic in the world.  If they so choose they can burn off pieces of their life essence in order to cast spells around them, but instead they take on apprentices to do their work for them.  Basically the player plays as the two characters combined and in combat functions as either one.  In the group Amulet functions outside of direct interactions (Basically as the voice and mind of the character) while Toy is the physical counterpart in combat.  Vynn and Iris are a little different in that they both have minds of their own and both contribute outside of combat.  However in combat only Iris fights while Vynn offers advice.

Sol - These are living plant people similar to Hamadryads.  One thing that sets them apart is an Eidetic memory for sounds, which means they can remember the exact tones of everything they hear.  They also use hollow vines in their bodies to make music and can replicate almost any noise they have heard.

Guarg - These are giant four-armed characters.  Generally speaking they have a reputation of being gentle giants but they can be powerful enemies once angered.  They are slightly larger than Golaiths and their torso is much larger than their lower body.  They use their short, wide legs for balance and to jump with but when they want to run long distances they tuck their legs behind them and run on all four knuckles.

Reran - These are the closest thing to "undead" in the world.  They are also the self-appointed keepers of law and order on the Mortal World as well as in the afterlife.  They can change their shape in the afterlife to resemble humans (which they usually do) but that is not their true form.  Reran characters are Rerans who have used their limited control over the death of mortals to slip backwards from the Veil to the mortal world. These beings inhabit the bodies of dead humans and those humans slowly take on more and more "Reran" traits such as growing wings.  Rerans also do not see as per usual, but instead have a bubble of perception around them that slowly grows as the Reran levels.  Within this bubble the Reran has the ability to concentrate on anything to an incredibly specific degree, but their senses generally default to looking at just the outside of objects.  A creature standing outside a Reran's range is completely hidden from the Reran, but a creature standing within the range on the other side of a wall, or under the ground, is not hidden from the Reran at all.

Talikma - Lizard people that are extremely common in the parts of the world where the players are spending most of their time.  They are broadly divided into three categories: Crocodile, Raptor and Gila.  Crocs are usually very large and mostly female.  Raptors are mid-sized and a mix of the two genders and Gila are small and mostly male.  One of the big things is that for them human gender roles seem backwards.  The females occupy most of the traditionally male roles (leadership, soldiers, manual laborers).

The Source, The Veil and the Mortal World (The Garden)

The cosmology of the campaign setting is broadly defined in three different levels:

The Source
This is the furthest from the mortal level. It is a giant ball of spiritual energy left over from the creation of the universe.  The Source is where all souls return to and where all Souls bud off from to make their trip to the mortal world.

The Veil
This is the "world between worlds".  It is a covering, or Veil wrapped over the mortal world and expanding between the realm of the mortals and the Source.  It is divided into a few categories:
  1. The Great River of Souls - Running straight through the center of the Veil is a massive River of Spiritual Energy that connects the realm of the Mortals to the world of the living.  In the middle of the river are souls going from the Source to the Mortal World.  Surrounding that are ever-expanding layers of existences for souls traveling from the Mortal World back to the Source.  The further a section is from the "center" of the river the longer the soul takes to go from one side to the other.
  2. The Afterlife - This is the realm where the players who enter the Veil will spend most of their time.  While it is called the afterlife there are a lot of creatures native to the Veil that were never part of the Mortal World.  This area is further divided into four sections that are always in flux.
    1. The Wastes - This is most of the Veil.  There are vast wastelands of rough basic material called "Planar Wax".  The Wastes are strongly effected by whatever is in them.  Souls and creatures native to the Veil have a lot of control over their surroundings.  For instance during the first session one of the NPCs makes a table out of the Planar Wax.
    2. The Shining City - Home of the Rerans.  An immense complex of Shimmering towers, Great Walls filled to the brim with souls who are not yet ready to join the Source.
    3. Archaus - Home of the Sollarium.  These are the ancient enemies of the Rerans who are crusading to wipe their kind from the universe.
    4. The Void - Battlegrounds between the two rival forces.  Rerans have limited control of the negative flow of souls into the Mortal World (Creatures dying and coming into the afterlife) and Sollarium have limited control of the positive flow of souls into the Mortal World (Creatures being born).  When these two forces wage all-out war it creates giant tears in the fabric of the Afterlife that utterly destroy anything that enter them and send their souls directly to the source. As such the two sides often refrain from fighting one another directly and instead try to use mortal souls to fight their conflicts.  This is what the mortals refer to as "The Eternal Battle"
  3. The Elemental Worlds - Little pockets of elemental energy nestled on the edges of the afterlife.  They are not within the direct flow of life from either direction but instead are the "coating" on the edge of the great pillar of souls going between the other two realms.
  4. The Realms of the Gods - Gods, and other supremely powerful creatures, can remove themselves from the cycle all-together and create small pockets of reality completely removed from the pull of life and death.  These exist outside of the Great Flow.

The Mortal World
This is the area where most of the campaign has taken place.  Within the Mortal World are many different planets and systems but the one that matters most to the campaign is "The Garden of the Gods" or more simply "The Garden".  That is the name for the system in which the game takes place on.  The system consists of one large planet, three medium sized moons and a single star.

“Unlocking Paragon Paths”
Each of the players is currently undergoing their setups for their Paragon Paths.  These are customized adventures that explore the parts of the world / mechanics / races / classes / character backgrounds that are going to lead into their powers in Paragon.  The characters are level 9 and will be entering Paragon within the next 6 or so sessions.

Each of these Paragon Path "unlocking" arcs will focus on a particular character and the pieces of the paragon path that appeal to him.  The group has just finished Chunkus' Paragon Path and finish up the last little touch of Jack's during the session.


The Map:

They start just south of Ketrace and then spend the campaign heading to Knine.

No comments:

Post a Comment