Kohver is a magical city that floats over a the Cellian Lake. Because of an ancient kingdom swallowed by the giant lake, students of magic especially those in search of magical artifacts, are drawn to the city of Kohver in order to excavate. Evidence uncovered by archaeologists and magic users has suggested that the kingdom swallowed by the lake was buried by a powerful primordial of water and predated many of the current cities on the Erisia-Iridesse continent.
The floating nature of the city as well as the lake forms a natural barrier against land incursions, protects it from orc, ogre and other mountain tribes that come from the Sarinam Mountain Range. Kohver also houses a few portals that reach other realms most notably the Astral Sea and Elemental Chaos.
A blog containing the DND adventure Moose runs, fantasy, scifi and video game musings, and a collection of stories.
Wednesday, March 28, 2012
Sunday, March 25, 2012
D&D Atlas: Syrn
The area of Syrn, which sits just north of the now called Trillium, was the major battleground of the Mid-Land Lordship Wars. Originally the area was the seat of power of one of the four lords that governed the now changed Four Cities, a massive city in the center of the Erisia-Iridesse Continent. At the beginning of the major war, the four lords had peace and controlled the Four Cities through cooperation. However, after squabbling turned to mistrust, and mistrust became open hostility, the four lords began organizing troops from the Four Cities and the entire continent.
Many people became mercenaries and were drawn into the war, however a major shift changed when three of the powers allied together in order to defeat and split the Lord of Syrn's land. In a desperate gamble, the Lord of Syrn called upon demonic powers in order to survive and defeat the combined powers of the three lords. The magic users that enacted the unholy ritual were infiltrated by agents of the allied forces and managed to sabotage the ritual.
With the ritual improperly conducted, the area of Syrn was obliterated by the omnipotent magical forces. Now all that remains of Syrn is a broken and devastated land, devoid of vegetation and natural forms of life.
Many people became mercenaries and were drawn into the war, however a major shift changed when three of the powers allied together in order to defeat and split the Lord of Syrn's land. In a desperate gamble, the Lord of Syrn called upon demonic powers in order to survive and defeat the combined powers of the three lords. The magic users that enacted the unholy ritual were infiltrated by agents of the allied forces and managed to sabotage the ritual.
With the ritual improperly conducted, the area of Syrn was obliterated by the omnipotent magical forces. Now all that remains of Syrn is a broken and devastated land, devoid of vegetation and natural forms of life.
Thursday, March 22, 2012
D&D Atlas: The Continent of Nephilae
Here is a quick sketch of the Continent of Nephilae where the adventurers in my campaign will mostly travel in, with occasional travel to other realms, of course. The continent is located somewhere in the primal world, with ports along the coasts that have ship travel to other continents. I'll also update the characters background information with pertinent locations.
Certain areas may be subject to change and others may be added in the future.
Certain areas may be subject to change and others may be added in the future.
Friday, March 16, 2012
D&D: Meet the Mercs: Elisia
Elisia is an eladrin sorceress who specializes in elemental magic. She blasts enemies from afar with bolts of elemental lightning, thunder and cold magic.
She enjoys helping others and is extremely altruistic. Elisia often sacrifices herself or puts herself in danger in order to follow her nature. When she is not adventuring, Elisia spends her time reading books about all subjects often getting lost in the information she internalizes.
While still rather inexperienced with parties, her solo practice and days spent at her magic academy have helped hone her skills in combat. She only needs to work on social conventions.
She enjoys helping others and is extremely altruistic. Elisia often sacrifices herself or puts herself in danger in order to follow her nature. When she is not adventuring, Elisia spends her time reading books about all subjects often getting lost in the information she internalizes.
While still rather inexperienced with parties, her solo practice and days spent at her magic academy have helped hone her skills in combat. She only needs to work on social conventions.
D&D: Meet the Mercs: Soren
Soren is a dwarven swordmage, which is a rarity for his kind. As a mercenary he joins parties that need a helping hand and provides them with the powers of an arcane defender. Melding magic with his sword skills, he keeps enemies away from party members and punishes monsters that strike his allies.
Like many dwarves, Soren enjoys drinking ale. He has tried various varieties of liquor though he prefers his dwarven spirits and other dwarven refreshments. Soren also enjoys gambling and making silly wagers to pass the time.
When he's drunk, Soren is a rather amiable fellow. However, without ale in his system, he becomes grumpy and hard to manage.
Like many dwarves, Soren enjoys drinking ale. He has tried various varieties of liquor though he prefers his dwarven spirits and other dwarven refreshments. Soren also enjoys gambling and making silly wagers to pass the time.
When he's drunk, Soren is a rather amiable fellow. However, without ale in his system, he becomes grumpy and hard to manage.
D&D Day 11: Lord Bastar's Labyrinth Part 2
After traveling in the labyrinth for a few hours, Vanielle lead the party to a large pool of water. Surrounding the pool were piles of gold. Cautiously the party filled their bags with the coins. As they stuffed the final piece into their pockets, a young black dragon emerged from the pool. It tried to extort them for every single gold piece they had. The black dragon confused Elius by saying that they were thieves. Thorry the Reckless managed to convince Elius that it was an evil black dragon and that it probably earned the treasure through duplicitous acts.
After defeating the dragon, the party entered the throne room. Standing atop the balcony, Lord Bastar threw a black dagger at Thorry the Reckless. However, Elius, a knight of Pelor, took the poisoned dagger in the chest. The party had to fight Lord Bastar's soldiers and mages while the self proclaimed lord stood protected behind a magical barrier. Hadarai unleashed powerful magic first hurling a blazing fireball that managed to damage the mages, and then ebony razors that damaged the soldiers. The mages, however, focused their spells on the assassin.
After breaking an opening in a wall, Torion forced his way into the throne room. Unable to be aided by his party members, the minotaur fought against the Tiefling wizard, Relen, and Lord Bastar by himself. Strangely, Relen used his magic to control Torion and attack Bastar. Thorry the Reckless used his arcana in order to discover the magic of the barrier and found out it was being generated by Relen.
Torion focused his assault on the tiefling wizard but after taking serious damage, Relen fled the room. With his anger focused the minotaur slew Lord Bastar. The fighter held his axe over Bastar and demanded he get the antidote to cure Elius' poison. With his last ounce of strength and defiance, the human lord crushed the antidote. The minotaur swung his greataxe downward and beheaded the tyrant.
Elius said his goodbye to Torion as the poison took his life.
The party decided to enter the door where Relen vanished. A portal to the Nine Hells was waiting for them. Relen revealed that he was actually a devil and not a tiefling. He would be rewarded by his true lord for killing Thorry the Reckless. Instead of confronting the devil vizier, the heroes fled towards the entrance of the keep where Bastar's soldiers were waiting for them.
After defeating the dragon, the party entered the throne room. Standing atop the balcony, Lord Bastar threw a black dagger at Thorry the Reckless. However, Elius, a knight of Pelor, took the poisoned dagger in the chest. The party had to fight Lord Bastar's soldiers and mages while the self proclaimed lord stood protected behind a magical barrier. Hadarai unleashed powerful magic first hurling a blazing fireball that managed to damage the mages, and then ebony razors that damaged the soldiers. The mages, however, focused their spells on the assassin.
After breaking an opening in a wall, Torion forced his way into the throne room. Unable to be aided by his party members, the minotaur fought against the Tiefling wizard, Relen, and Lord Bastar by himself. Strangely, Relen used his magic to control Torion and attack Bastar. Thorry the Reckless used his arcana in order to discover the magic of the barrier and found out it was being generated by Relen.
Torion focused his assault on the tiefling wizard but after taking serious damage, Relen fled the room. With his anger focused the minotaur slew Lord Bastar. The fighter held his axe over Bastar and demanded he get the antidote to cure Elius' poison. With his last ounce of strength and defiance, the human lord crushed the antidote. The minotaur swung his greataxe downward and beheaded the tyrant.
Elius said his goodbye to Torion as the poison took his life.
The party decided to enter the door where Relen vanished. A portal to the Nine Hells was waiting for them. Relen revealed that he was actually a devil and not a tiefling. He would be rewarded by his true lord for killing Thorry the Reckless. Instead of confronting the devil vizier, the heroes fled towards the entrance of the keep where Bastar's soldiers were waiting for them.
Thursday, March 15, 2012
D&D Atlas: Merchaise
Merchaise is a large town on the edge of the Serpentfang Mountain Range. Because of its location just beyond the pass, it serves as a trading stop for merchants on either side of the mountains. Goods trickle in from the Trillium, the Frontier and Elan from the East, and the Bahren Forest (where Duskhome and other Elven villages are) Marden in the South and Ole-Var in the West. The trade has caused Merchaise to face an explosion in its economy and many travelers as well as adventurers visit to shop or to search for work (usually in protecting merchant caravans).
However recently, there have been strange events transpiring in the growing town. Cultists of Zehir are starting to gather and are spreading their faith which is making the Church of Pelor and the mayor of Merchaise wary. Orphans are disappearing from the shelters and the streets. Finally, an orc tribe is assaulting caravans along the main mountain road, delaying or otherwise stopping trade.
However recently, there have been strange events transpiring in the growing town. Cultists of Zehir are starting to gather and are spreading their faith which is making the Church of Pelor and the mayor of Merchaise wary. Orphans are disappearing from the shelters and the streets. Finally, an orc tribe is assaulting caravans along the main mountain road, delaying or otherwise stopping trade.
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