After finding and clearing the Lair of the Legendary Owlbear known as Omnisorith our Heroes travel once again to Aldenwylds Grave and find themselves within Mistress Tiressia's Glade. Now that the group of adventures is ready to undertake their first journey into the Fey home lands known as The First World Tiressia sits them aside in an attempt to prepare them for what they may find there...
" What you must understand first is where the First World gets its name. Eons ago, in a time before Creation itself, the gods decided to build for themselves a conduit of power. After timeless trials they finally completed their greatest works of art, a place where the Gods individual power could flow freely be re-nergized and return to its source with even greater force... this place became what you call The Material Plane, a perfect, FINISHED product...
But as Flynn can tell you, any finished masterpiece of craftsmanship has its rough draft, the practice piece to achieve a new whole, and although most rough drafts are destroyed once the masterpiece is complete such was not so for the rough draft of the Material Plane.
Rather than destroy what had already been created the Gods simply chose to "paint over" their rough draft, covering it with what would be their true creation... but the rough draft does not simply disappear if covered. No. In fact it remains something of its own living Entity. So it is with The First World, the rough draft to the Material Plane remains a constant living thing.
Unlike your completed Material World, which has untold numbers of Physical and Universal Laws that govern its existence, The First World is a place where the Laws you know do not exist. Time, Distance, Space, Magic, and even death itself are not things of FACT in the First World but rather primal forces of energy that behave however they wish and can be manipulated as such by beings with substantial power, such as The Eldest or Fey Gods if you will.
This is what The First World is, a Material Plane with no rules, consistency, or death... just Life in its purest beauty and most violent form. A distorted reflection of the world that you know."
"Now that you understand why it is called the First World you will understand when I say that it is likely to be a disorienting place for you all. To jump from a world set with rules such as Time into a place where such does not truly exist can kill any lesser mortal on its own. You however will have a number of advantages while visiting the First World. First of all because the Material Plane was constructed directly over it's rough draft there are certain places here on Golarion that almost directly connect to the First World, and what you know as The Stolen Lands just so happens to be one of those places. When the conditions are right a sort of portal opens between the 2 worlds. In the First World we call these portals "Breaches" while here on the Material Plane your scholars call them "Blooms". When this type of rupture happens the two planes bleed into each other causing different effects. Here on the Material plane you would notice an abrupt change in the very nature around you, trees grow larger, plants have different shapes and even the colors of the wildlife change to match the more Verdant life of the First World... as you may have noted Aldenwyld's Grave is indeed on of these places as the release of pure magic energy caused by his death has torn open a Breach into the First World. Now normally these Blooms are dangerous to you World, as the First Worlds uncontrolled energy spreads into the Material Plane until it is stopped. My presence here is what holds this Bloom at bay.
On the other side of that coin is what happens when the Material Plane bleeds into the First World. The physical and universal Laws that govern the Material Planes existence begin to influence the chaos of the First World, permanently stabilizing parts of the realm itself. This means that in these stabilized zones concepts like Time follow Material Plane Law. By extension beings whose life essence has lived its entire existence with the confines of the Material Planes laws instinctively cause the wild energies of the First World to semi stabilize around them. What this means is that in YOUR perspective the First World will be much more likely to function more closely to the Laws by which your essence knows... an example? If you cut down a tree in the Material Plane it will fall in the direction you cut, so while in the First World if you cut down a tree it is more likely to do the same rather than float straight into the air or remain standing despite having been cut. All of this will take place without your knowledge or forethought, it is simply how the two worlds interact.
In addition to these inherent qualities your essence brings into the First World you have another even greater advantage at your disposal. The Mythic Power you wield is very much akin to the wild energy of creation the roams the First World unchecked. I believe you will be able to use this power of yours to further influence the First World in your favor. Though I am not sure exactly to what extent your power measures to that of the First World I can tell you that even lesser Fey in the First World can use a small amount of The Shaping.
"Shaping" is what we Fey call the act of manipulating the energies of the First World to produce a desired effect or outcome. For example, Lesser Fey have been known to change the colors of a trees leaves to suit them simply by exerting their Will over the tree in question. Stronger Fey with more Will can use Shaping to craft bridges over a stream or even force the water to part itself creating a path and the Strongest of Fey, The Eldest or Fey Gods as they are called, can use shaping to change 100s of miles of forest into desert in an instant.
Regardless of how much influence you are able to produce using Shaping the effect are only temporary and requiring massive amounts of concentration and effort to maintain beyond a few minutes. The exception to this are perhaps cities within the First World where a large number of Fey can pool their collective Wills to enforce a permanent state of Shaping and of course any Shaping by The Eldest is likely permanent until they see fit to release it..."
"Now that you understand what you face and the advantages you have during your travels we can discuss what must be done while you travel my homeland. I will use the connection that the Bloom here has created to open a path for you to travel into the area of the First World connected to the Narlmarches. As I've said the influence of the Material Plane has stabilized a large area of the First World now known as Aldenbreach. It is within Aldenbreach you will begin you journey. I know not what types of Fey now inhabit Aldenbreach but they will likely be Nuetral and not pledge to one of the Fey Courts as my presence here will have attracted such.
Uldon, once again I am sorry for the betrayal Grimhoof has committed upon you, but I have kept my promise to aid you in recovering your lost Blade. The good news is that I have found that Grimhoof has not yet left Aldenbreach and likely still has the Blade in his possession. Though I can not tell you where exactly in these woods he may be I can tell you that he has likely rejoined his Kinsman there and that you will face a number of Fey before being able to recover it... I wish you the best of luck in this task.
Once you have recovered your Blade you will all need to focus on the task of tracking down one of Queen Grenwielda's daughters, as their blood is the only way for me to complete the Ritual needed to revive Saleyssa, my Mistress and the Original Dancing Lady (she gestures to the life sized golden statue of a naked dancing Elven women that you recovered from the Abandoned Keep) and ensure the safety of these woods from your Fey enemies. While likely much less powerful than their mother, these Fey are noble born and most certainly have courts of their own that you will have to contend with to complete this task. I leave the actual completion of the task to you all, as there are many ways you can go about gaining the Blood we need, Fey are not above even bartering for such things after all...
For my part at least I can provide you however with a way of FINDING Grenwielda's daughters! "
*Tiressia present a scroll marked with Sylvan symbols made from paper thin bark wood. The scroll radiates strange magic that doesn't quite match any you've felt before ... She goes on to explain that this scroll will teach one of our Heroes a ritual of summoning that can only be used in the First World, and only summons ONE specific type of creature...*
"Travel in the First World is a strange and difficult thing, even for those Fey that live their entire lives in that Realm. Sometime ago a Unique type of Fey appeared, your scholars call these beings Timekeepers. While surely only the Eldest know how these Fey came to be we do know what purpose they serve as all Timekeepers possess a number of powerful shaping abilities and magic items that allow them to sort of track the thousands of random portals that open and close throughout the First World... these Fey unlike the rest seem to function with some concept of Time though noone can say for sure how or why...
With the Ritual you have learned you will be able summon one of the Timekeeper Fey to you and barter for its assistance in finding one of Grenwield's daughters... remember that in the First World gold and jewels have little wealth, you will need to offer something else to entice the Timekeeper into helping you...
Which leads me to another warning of the First World. Even here on the Material Plane Fey are notorious for the ability to take seemingly harmless things and turn them against others around them. In the First World this is an even greater danger to travelers and I caution you to be careful when bargaining with any Fey there, not just the Timekeepers. Fey in the First World will often except magical items for barters but likely prices will include pieces of your actual essence or things meaningful to you. Remember that in the First World your BEING is a tangible thing... so if you accept a barter from a Fey whose price is your ability to see the color blue for example know now that this is not a Magical Effect that can be reversed when you return home... you will have given away that part of your essence for good and nothing short of intervention from your Gods could alter that change to you... so be careful with the things you think you are willing to give up.
I wish I could do more to help prepare you for what you will encounter in the First World but I have told you all I can. Now I wish you only luck and safe passage, I pray that you will return alive."
Monday, March 20, 2017
Monday, March 6, 2017
Latverian National Army : Statistics!
The Fledgling kingdom of Latveria has grown large indeed in the months since its founding, and when a Nation grows large so to does it's need for protection and stability. Our Heroes have answered the call of a Ruler once again and begun constructing Latverias first National Army!
Currently Latveria has 300 well trained soldiers split between two separate armies commanded by trustworthy allies!
The largest of these armies is 200 men strong and is commanded by the redeemed Paladin of Erastil, Akiros Insmorte. Akiros's lack of experience as a Professional Soldier does show but it s made up for in his unique ability to bring men together for a singular purpose and keeping up morale!
Latverias second army is 100 men strong and is commanded by the charismatic youth, Figaro Mordred. Unlike Akiros, Figaro has spent much of his life in and around Military Service and it shows in the men under his command having the ability to employ multiple tactics during battle!
Akiros ( Medium Army of Humans/ Fighter 3rd )
ACR (Army Challenge Rating) : 2
HP (Hit Points) : 11 (ACR x Average of HD of Army (5.5 for Fighters ))
DV (Defense Value) : 12 ( 10+ ACR+ Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
OM (Offensive Modifier) : +2 (ACR + Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
Tactics (Usable Army Tactics) : Standard, Withdraw
Rescources : Healing Potions, Ranged Attacks
Special : Armor Training, Bravery
Speed: N/A
Consumption: 2 ( Base = ACR/2 + 1 From Ranged Attacks)
Morale Score : 0
Morale Check Modifier : + 3
Commander : Akiros Insmorte ( 4th Lvl Barbarian/5th Level Paladin, Warden of Latveria, +3 Cha , 3 Ranks in Profession Soldier )
Commander Leadership ( Character Level + Cha Modifier ): + 11
Commander Boons ( Max 1 ) : Hold the Line
Figaro Mordred (Large Army of Humans/ Fighter 3rd )
ACR (Army Challenge Rating) : 4
HP (Hit Points) : 22 (ACR x Average of HD of Army (5.5 for Fighters ))
DV (Defense Value) : 14 ( 10+ ACR+ Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
OM (Offensive Modifier) : +4 (ACR + Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
Tactics (Usable Army Tactics) : Standard, Withdraw, Expert Flankers
Rescources : Ranged Attacks
Special : Armor Training, Bravery
Speed: N/A
Consumption: 3 ( Base = ACR/2 + 1 From Ranged Attacks)
Morale Score : 0
Morale Check Modifier : + 3
Commander : Figaro Mordred ( Fighter (Expert Tactician) 5th, +3 Cha , 5 Ranks in Profession Soldier )
Commander Leadership ( Character Level + Cha Modifier ): + 8
Commander Boons ( Max 2 ) : Bonus Tactic (Expert Flankers)
Currently Latveria has 300 well trained soldiers split between two separate armies commanded by trustworthy allies!
The largest of these armies is 200 men strong and is commanded by the redeemed Paladin of Erastil, Akiros Insmorte. Akiros's lack of experience as a Professional Soldier does show but it s made up for in his unique ability to bring men together for a singular purpose and keeping up morale!
Latverias second army is 100 men strong and is commanded by the charismatic youth, Figaro Mordred. Unlike Akiros, Figaro has spent much of his life in and around Military Service and it shows in the men under his command having the ability to employ multiple tactics during battle!
Akiros ( Medium Army of Humans/ Fighter 3rd )
ACR (Army Challenge Rating) : 2
HP (Hit Points) : 11 (ACR x Average of HD of Army (5.5 for Fighters ))
DV (Defense Value) : 12 ( 10+ ACR+ Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
OM (Offensive Modifier) : +2 (ACR + Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
Tactics (Usable Army Tactics) : Standard, Withdraw
Rescources : Healing Potions, Ranged Attacks
Special : Armor Training, Bravery
Speed: N/A
Consumption: 2 ( Base = ACR/2 + 1 From Ranged Attacks)
Morale Score : 0
Morale Check Modifier : + 3
Commander : Akiros Insmorte ( 4th Lvl Barbarian/5th Level Paladin, Warden of Latveria, +3 Cha , 3 Ranks in Profession Soldier )
Commander Leadership ( Character Level + Cha Modifier ): + 11
Commander Boons ( Max 1 ) : Hold the Line
Figaro Mordred (Large Army of Humans/ Fighter 3rd )
ACR (Army Challenge Rating) : 4
HP (Hit Points) : 22 (ACR x Average of HD of Army (5.5 for Fighters ))
DV (Defense Value) : 14 ( 10+ ACR+ Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
OM (Offensive Modifier) : +4 (ACR + Any Value from Strategy, Fortifications, Tactics, Terrain or Boons)
Tactics (Usable Army Tactics) : Standard, Withdraw, Expert Flankers
Rescources : Ranged Attacks
Special : Armor Training, Bravery
Speed: N/A
Consumption: 3 ( Base = ACR/2 + 1 From Ranged Attacks)
Morale Score : 0
Morale Check Modifier : + 3
Commander : Figaro Mordred ( Fighter (Expert Tactician) 5th, +3 Cha , 5 Ranks in Profession Soldier )
Commander Leadership ( Character Level + Cha Modifier ): + 8
Commander Boons ( Max 2 ) : Bonus Tactic (Expert Flankers)
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