Showing posts with label Sylvaeon. Show all posts
Showing posts with label Sylvaeon. Show all posts

Friday, February 1, 2013

The gods are angry and I don't care !!!


This is a tiny bit rant and a lot my own experiences in gameplay and world-building:


Over the last two days I have been having a discussion, a disagreement really, on YouTube with a vlogger. The disagreement was about the place of gods in a campaign and their role in granting clerics or paladins their "spell" abilities, etc.

The video I was responding to was about how to world build. The vlogger maintained that one creates their world from the top down, beginning with the gods of the world. Top down world-building is one approach, but it is not the only one. Bottom up campaigns work, too. Many world begin as tiny sandboxes with no thought about the gods of that world. Over time the sandbox may grow and details like that fall into place as they are spontaneously or choice-fully revealed after that world has begun its existence. I have no problem with top down design. Granted, that may mean starting with gods, but not necessarily. This was my initial assertion, as I stated that one of my campaigns has no gods in it.

As the discussion progressed, I pointed out that clerics and paladins were allowed to gain "spells" in the 2e Complete Cleric's Handbook & the Complete Paladin's Handbook without worshipping any deity whatsoever. They could choose to follow an ethos, force or cause. Alternately, they could do the usual thing and follow a deity. They could gain spells from the deity they followed or by a natural force, greater being (non-divine) or just through dint of their personal faith in their cause/ethos. The vlogger was adamant that was not possible, even though I quoted the Complete Paladin's Handbook sections that stated these things. He maintained that would be a game design flaw.

Some people may think that clerics and paladins gaining their abilities without divine assistance is a game design flaw. I believe that would be a matter of personal preference, as there is no Uber-rule of RPGs that states one or the other is permitted and the other is verboten. I consider the vlogger's opinion to be that: an opinion. I find that limiting just what can and cannot be allowed by a GM is fictional rules lawyering or close-mindedness. I challenged him to expand his notions of these things, but he remained unconvinced.

It is not that I wanted to convince him, of the correctness of my opinion, rather I wanted him to see that it has been done before and that the things we disagreed upon were really personal choices, not the unshakable foundations of Atlas upholding the world. It's OK to disagree on anything game related.  No one has to agree with me, but I also do not want to be told what I can and cannot do in my own personally created game world. As a real world example, which is translated into game settings such as Kara-Tur,

While my next statements are not a precise exposition of a particular "religious" philosophy,  I thought of the classic Theravadan Buddhist monk and how that makes an excellent game example of what I positing. They worship no gods. Even if the gods exist, according to Buddhism, they are also subject to Karma, Maya, and interdependence, etc. So where does a real world monk's mental and moral strength come from? Where do the abilities that some have to control their bodies in ways that most cannot? From the Buddha within, which is not some external being, but the state of being and non-being, itself.

This convo did not upset me, but it brought me into contact with something that is the antithesis of what the gaming community on Google+ and Facebook is all about: rulings, not rules.

My special world, Sylvaeon, exists without gods. It does have great beings, but there are no divine strictures on how clerics or paladins may function within their normal abilities. I feel in matters of world-building and its effects upon characters, that the GM and the dice should roll as they will.

Jeffrey
(DM Retro)

Wednesday, August 29, 2012

Eternally Born


“'Yes, awaken now likewise, my beloved children, to the dream which you are.' Sylvaeon has been eternally born..."

Tuesday, August 28, 2012

Fairies of Autumn



Autumn in Sylvaeon is both a time of solemnity and celebration.
As the leaves turn with all of their majestic colors, it is a time of fading. The flowers and leaves depart for a time, from Autumn into the season of dying, which is the Winter. Yet, with the withering of the blossoms and the falling of the leaves, the magic of Sylvaeon is not diminished. Each petaled flower, each fallen leaf is but a fairy waiting to be freed again, only to come back in the Spring.

As they are released, the beloved little friends come before She-of-Auburn-Hair for that season's celebration with all of the citizens of the Seelie Court.

She-of-Auburn-Hair greets each one with a kiss and a gift. The time for festivity and preparation for the long Winter begins...



Sunday, August 12, 2012

Autumnal Wonder

The magnificent Lady in her Autumn aspect
Seasons and rhythms are very important in Sylvaeon. Everything cosmological, if in harmony with the Realm, occurs at its appointed time. As such, it is only appropriate that this blog's theme change as it always does with the passage of one phase of the mystery to another.

The Autumn Court is a time of festivity for the Fey Folk of Sylvaeon, when they present themselves before the Lady, whose raiment has changed into the colors of Fall. During this season, the Lady is known as She of Auburn Hair, for her appearance has changed - and the Realm matches it with its own display. Lovely and serene as she mingles with her loyal Fey subjects, the changing of the seasons gives great pleasure to the Fair Lady. During it, she shows her most generous aspect to them. Gifts are given to the myriad citizens of the realm in appreciation of their devotion to the magical Fairy Queen. All are thankful for the peace and the magical land she has created for their benefit. All love her and rejoice.

This little fairy on the blog background is prepared to see her Queen and partake of the feast and fun that only the Fey know. Mortal man and others thank the Lady for her blessings of the harvest and prepare for the Winter ahead, confident that all will be well.


Wallpaper in public domain at: http://www.myhdwallpapers.net/autumn-little-fairy/2367/

Saturday, August 11, 2012

A Previously Unrevealed Region of Sylvaeon

click for larger image
This is an area in the western part of the continent where my Sylvaeon campaign primarily takes place. The city of Seahaven is situated on a bay in the South Western hex side of this regional map. Seahaven is not very old, in game terms. It is populated by mostly humans. It has existed in its present incarnation for about 500 years, but the land had been settled several times before in ancient times, the city being built upon the older ruins.

Seahaven is effectively a city state. It is ruled over by a regency and a bicameral parliament - one of the noblility and the other made up of civilian merchants and many political factions).

By the way, my players have never seen a population center larger than a village at this point... though they have been told that cities do exist!

This is only a draft map of the area, made with Hexographer, which I am still learning.

Tuesday, March 20, 2012

Spring in Sylvaeon: Passing of the Seasons

image from http://img0.etsystatic.com/il_fullxfull.292621848.jpg

In Sylvaeon the season has passed from Winter to Spring.
One character, Smyrynel, witnessed the rite of The Passing of the Seasons. This druidic rite occurs at the equinoxes and solstices. During these times, the most powerful druids of the Realm gather to pass the Staff of the Seasons from the keeper of the prior season to the druid that guards and guides the next.

The druid Mellion appeared to Smyrynel as she was tending the earth planting pine seeds at the end of her retreat to the cave shrine at the Shattered Cliff.  Mellion transported Smyrynel in spirit to the rounded pavilion set in a secret glade. The pavilion serves as the focal place of the ritual of The Passing of the Seasons and The Staff of the Seasons serves as the focal object.

When Smyrynel first saw Mellion, who had finally arisen from his period of Winter sleep, he held the staff. It had ice and snow upon it, but they were melting. At the top of the staff, amidst the ornate carving, were small unopened buds. Once they had arrived to the place of the ritual, Smyrynel saw the pavillion covered in snow. Around the pavilion were standing stones similar to what she had seen before. A snowshoe hare hopped in the snow beneath the pavilion. A cardinal sat in the bare branches of an oak tree. The scene was quiet and serene.

Eventually, druids robed in various colors marched in procession into the sacred grove, taking their places around the pavilion in a ring. Mellion ascended the steps to the pavilion and held up the staff, announcing that according to the ancient custom that he would now pass the Staff of Seasons to the one who would guide Spring. A woman garbed in a robe that shifted slowly across the color spectrum, which created scenes of Spring bloom and life upon it, ascended the pavilion with Mellion. Mellion held out the staff to her, which she took. Covering his head with his cowl, Mellion left the pavilion. The woman let the cowl of her robe drop, revealing that she was an elf. She held aloft the staff and it instantly began to bloom. The snow melted almost instantaneously from the pavilion as the tree budded fort and tender leaves came from the buds. Birds began to fly under the pavilion and chipmunks and other animals seemed to be foraging. The scent of earth wafted into the previously sterile environment. As a brief, gentle rain passed through the pavion, the smell of ozone filled the air.

Now, with the passing of the seasons, the woman left the pavilion and the druids turned to acknowledge Smyrynel with a short bow. They filed away as they had came. The simple but important ritual was complete.

Spring has come to Sylvaeon once again.

(In honor of Spring, I have also changed the blog theme from Winter, back to a Spring one.)


Monday, March 19, 2012

The Paladin's Guide to Reforming Goblins

The Paladin's Guide to Reforming Goblins
(a lesson in training goblinoids from Session #10 of the Aeternal Realm of Sylvaeon)


Previously, thirteen goblinoids had surrendered to the party at the Moon Well. Great evil had been wrought under the leadership of the goblin shaman, as the Red Moon was summoned.

The problem that the party had was that goblnoids had never surrendered before. In the past they either fought maniacally to the death or ran away to fight again another day. Some of the PCs wanted to kill them outright anyway, but Sir Parcifal decided that an attempt to reform the goblinoids should be made.

The party marched their prisoners to the Warden Outpost. Once they arrived, Parcifal began the process of reeducating the goblinoids. One spoke the common tongue, so he was the go-between for the Paladin and the rest of the creatures. The Sword SIster Airyka spoke their tongue, so she made sure that everything was as Parcifal said. She also helped oversee the dastardly little devils and maintain some semblance of order when things would go wrong.

In a conversation with the  only of the unlucky 13 goblinoids that could communicate with him, Parcifal discovered that they did not understand the concepts of hope and freewill; knowing only fear, servitude, strength and weakness. As a man of virtue, Parcifal began to lecture the goblinoids about ethics and civilized concepts, during which the goblinoids stared blankly at him. One even fell asleep. Later, the green-black miscreants became even more bored, because they had no mischief to do. To relieve the monotony, they began to poke each other with sticks or knock one another over the head with rocks.

Seeing that this approach was not working, the Warden Master GIldaril suggested that Parcifal give the goblinoids the task of building their own shelter somewhere outside of the Outpost. Parcifal took a risk that eventually turned out to be a wise decision: he marched them to the river to resettle them in an area somewhat removed from the Outpost. It was risky, because the little terrors were not under the direct supervision of the Wardens anymore.

Gibble, the goblin that spoke the common language, announced that the thirteen had decided that they wanted to build a fort, like the Wardens had. Parcifal agreed and gave a hatchet to Gibble with the instructions that Gibble would give it to the one most capable of using it -  Gibble announced that he was and raised it in triumph, announcing that he was now the leader of the thirteen goblins, at which they all cheered. At last, the goblins set to work in a pathetic attempt to replicate the fort. Airyka had to teach them how to cut and drive small trees into the ground as post and how to make lean-to shelters as places to sleep. The goblins renewed their efforts, taking to the work gleefully.

However, during the night, the goblinoids began to fight amongst themselves again, as there were only 6 shelters built and there was thirteen of the goblins. Only 2 could fit into a shelter at a time, so one hapless goblin was kicked out of every shelter and decided he was going to drag one of his brothers out of a shelter, so that he would have room to sleep. Airyka had to break up the fight and made another shelter. Now everything seemed to be alright… but it was not, because later in the night the goblinoids were fighting again about who would et single occupancy of the new shelter. The next day, Airyka made sure that each of the malcontents had made their own shelter to sleep in and that solved the problem.

After some days of working, a five foot high post wall was created and a wooden gate attached. The goblin fort was ready! Working together finally made the goblins more of a team and there was less trouble over time.

Once the fort was finished, Gibble asked if the goblins would continue to receive rations from the Wardens or if they could have weapons and go hunting. Airyka was a bit concerned about giving the little greenies weapons, but Gibble convinced Parcifal to lend them a dagger so that they could sharpen makeshift spears for themselves. Parcifal allowed the goblins to go out in pairs. Because their were thirteen, the goblins drew lots using darker and lighter stones, determining which one would remain behind at the goblin fort. Parcifal approved, as the goblins were showing increased signs of community and less aggression when conflict or self-interest came into play.

Charging them not to go more than a day's journey away, Parcifal released the pairs to go hunting. Some did not return that night. Parcifal rode off to find them the next day. He found some sleeping in the woods, no more than a day's journey away. Upon seeing Parcifal, they waves and showed him the squirrels they can hunted, chattering at him in their incomprehensible language. Hoisting their kill, they marched confidently back to the fort without being told to.

Upon seeing that it might be possible for the goblins to exist now as a cohesive community, he set up a shield with the White Rose standard of the Lady over the small gateway. The goblins jumped and cheered, because in their minds, they were now just like the Wardens and their outpost.

Before taking leave, Parcifal charged the creatures with a few simple guidelines, which Gibble scratched into wood with his claws. Parcifal said he would return sometime to check on them. The goblins waved goodbye to the paladin and the sword sister and began their new existence as semi-reformed goblins.

Hopefully they will not cause too many problems in the future  ;)

Friday, March 16, 2012

Cultures of Sylvaeon - The Folk

Cultures of Sylvaeon - The Folk


The Folk are the descendants of the oldest human race to inhabit the Realm. The Folk generally have a ruddy brown or fair-skinned in complexion. Most range from 157 to 177 centimeters in height. Common hair colors vary from black, brown to red. Their builds tend to be medium, but that also can vary. The Folk are mostly farmers, fishers or tradesmen. Their dwellings and villages are homey and tend to impact the environment minimally.

They first appeared approximately 4000 to 3500 years prior to the current year 10,000 of the Sylvaeon Revised Calendar. In the past, the Folk quickly became allied with the various Elven tribes in the areas that the Folk initially inhabited upon their arrival in Sylvaeon. The Folk are not a particularly warlike people, but during the Great Wars 3000 years ago, the Folk joined with the Elves to fight in the great conflict that swept over the known lands of the time.

The Folk almost as a whole have reverence and love for the White Lady and hold a deep respect for the Aeternal Realm of Sylvaeon. The ones that felt the most affinity with the land became the first of the Druid and Foresters, who worked to preserve the Balance of nature and the harmony of the Folk with all of the creatures they dwelled in the land with, whether Fey or feral.

The Great Wars decimated much of both the Elven and human populations. After that time, the surviving Folk emigrated from the decimated land to other portions of Sylvaeon that were less tainted. Over the millennium, the land has become restored. During the past few centuries, some of the Folk have returned to their old places of dwelling. Some of the past monuments to the heroes of the Great Wars remain, but little else. The past culture of the humans in these areas has effectively been erased. Having preserved the ancient lore and traditions of the Realm, something calls the Folk back to restore what was.

Tuesday, March 13, 2012

Map of Sylvaeon as the PCs know it


The two rivers in confluence towards the middle of the map are:
The Broken Arrow River (coming from the North)
and the Drake's Wash (coming from the West)

The last two sessions took place primarily at the Goblinoid Totem/Burial area & the Moon Well, both to the North.

Soon the PCs will be headed to the Outpost (except one who is going for a retreat to the Cliff cave shine) and then to the Wayfarer's Inn (which sits at the confluence of the two rivers)

The village at the Eastern edge of the map is Arrow's Mouth. The village population is approximately 500 people. 98 % are human, the rest being Elves and Gnomes.

Monday, March 12, 2012

Session #9 of The Aeternal Realm of Sylvaeon part II

Having purified the Moon Well and the Nymph that dwells in it, the PCs were told by Gildaril, the Warden Master, that Sir Parcifal and the rest of the Warden Patrol were to accompany him back to the Outpost, shortly. The characters were also told that they would soon be given a period of leave, in which they could rest, train, research, etc. Smyrynel chose to go on retreat back at the river-side cliff cave shrine that the party had restored. Parcifal chose to attempt to rehabilitate the Goblinoids captured at the Moon Well. Kelvin has voiced interest in gathering components for his infamous flash bombs and researching the mysterious scroll that the shaman had in its possession. The Sword Sisters opted fro martial training. All of the characters will meet at the Wayfarer's Inn in a couple of weeks to look for the Loremaster so they can get some questions about the past history of Sylvaeon answered. A bit of relaxation at the Inn was discussed, too.


Before they PCs set out, they participated in a meal with the Nord-Landers and the Acolyte Druid. The spot was chosen by the Druid among ancient burial mounds from the time of the Great Wars, over 3000 years ago. In this area, Airdane, the Druid buried the unknown elf who had served as an unfortunate living sacrifice during the summoning of the Red Moon. There, atop the highest of the mounds, under the night sky, as the cleansed aurora danced overhead, the party had a solemn meal. Afterwards, Erel Jolfsen, the Nord-Lander leader, said that during the times of significant event the Runes of old were often sought among his people. While they cannot foretell the future, Erel said, they can aid in unlocking and understanding aspects of a person's Wyrd. All of the PCs drew from the Runes, but their significance is as yet unknown. The wizard kelvin was sternly warned by Erel that the study of the Runes has given great power to the one they call Loge the Despiser, known to the Folk as the Corrupter. Erel said that the twisting of the Rune lore was one of the things the Corrupter has done as he slipped ever deeper into the seduction for power. Leaving the party to return to their search for more Elves and Folk of the Realm, the Nord-Landers parted in peace.


The Paladin of the White Lady, who recently shows skill in the Way of the Balance, the ways of the Druids, was taken aside by the young Acolyte. He told her that the sacrificed elf's spirit may not be returning again to the Realm, which sorrowed him. He also spoke of how he marvelled that humans, who only come once into existence in the Realm should ever give their short lives to the cause of Sylvaeon. Smyrynel and Airdane exchanged gifts of fellowship amidst the burial mounds.


Now, with no charges or quests before them, the PCs will be finding themselves adrift in the Realm. Their Wyrd lies before them, such as they choose to make it...

Sunday, March 11, 2012

Session #9 of the Aeternal Realm of Sylvaeon

Session #9 of The Eternal Realm of Sylvaeon

Last time, the PCs had just defeated the Goblinoid horde which was melting some sort of slag from a nearby mine. The two large large hulk-like goblinoids that the PCs killed were dumping it into a hole in the ice into the Moon Well. The tribe's shaman had summoned the Red Moon with power drawn from the Moon Well through an elaborate ritual involving a shine placed at the center of the Moon Well, the burnt sacrifice of an Elf (which the PCs were sadly unable to stop) and a desecrated standing stone devoted to the White Lady, which had a red moon crescent drawn on it with the elf's blood.

The first of the obstacles to the liberation and restoration of the Moon Well had been overcome; namely the defeat of the Goblinoids. Now the PCs set to disabling the red aurora and its pillar manifestation that emanated from the center of the Moon Well. The Sword Sister Airyka thought that the pillar might be some transport to the Red Moon and placed her hand inside of it. Whether it was a transport or not, she did not figure out, because she was violently thrown back and went skidding unconscious across 70 feet of the ice.



Some of the party began to chop the ice around the aurora pillar & the goblinoid shine at the heart of it with the aid of the newly arrived Nord-Lander Warden, Erel Jolfsen, and some of his fellow clansmen. After an hour's labor the shine fell into the lake with a steamy explosion that rocked the ice, sending Nord-Landers tumbling into the cold water of the Moon Well. These were rescued by the mighty aid of Brynn, a Sword Sister of such prowess that she almost effortlessly drew several of the large Nord-Landers from the waters.

Smyrynel dove into the water to rescue one Nord-Lander that had sunk. As she tied him off to a rope held by another Nord-Lander above and signaled that the rope be drawn up, she spied a water nymph struggling to break free from the slaggy muck that now polluted the bottom of the moon well heavily. The evil shrine that had sunk to the bottom was pulsing fading light and had illuminated this scene, so Smyrynel caught the Nymph's ethereal hand, which became tangible in her grasp and plucked her to the surface of the small lake. The Paladin of the WHite Lady, Smyrynel cleansed the nymph with the water that she had gotten from the magical stream in the druid's grove. When she saw this was effective, she swam back to the center of pollution at the bottom of the moon well and cleansed it by releasing the stream water into the heart of the moon well. This caused the pollution to scatter almost sentiently, but it did dissolve the pollution of the moon well in a brief period of time.


Kelvin the Curious wizard had searched the shaman's body and found he wore a carved bone ring that said "Me No Sleep" upon it. He deduced that it was probably the reason his sleep spell upon the shaman failed in the battle that had recently raged. Kelvin also found the scroll that the goblinoid shaman had used to perform his summoning ritual. The scroll contained lore and spells of the goblinoids that Kelvin decided to decipher better at a later time.

In the shelter structure near the moon well was found a druid acolyte that had previously been tasked by Mellion to seek out the forgotten moon well which now lay in goblinoid territory and to discover its plight.  The moon well had alerted the the great druid to its distress somehow, but Mellion was nearing his time of Winter hibernation and could not go himself. The acolyte was beater and cut, but was alive. Kelvin aided the young druid in removing the body of the burnt elf for burial.

Sir Parcifal helped Brynn, Airyka and the Nord-Landers to tie up the remaining living goblinoids that had either been entangled or had emerged from the mine in surrender. Gildaril, the Warden master and Lydia, the elf maiden that had been rescued from the sink hole, arrived on the scene around this time. Gildaril agreed that Parcifal could attempt to reform the prisoners at the Outpost and placed him in charge of this task. Lydia gave Parcifal a white scarf to carry in her name and told Parcifal that she wished it to bring him good fortune. Being gallant, Parcifal kissed the maiden's hand and the two set about calming and herding the very frightened goblinoids in preparation to take them to the Outpost. Parcifal did need to recapture one of the frightened creatures, which slipped its bonds and tried to run off.

Erel told Airyka that a couple of the Nord-Landers wanted to know if she was interested in marriage. She politely declined, but was given a Nord-Lander axe as a sign of respect for her battle prowess.

The Pcs finally managed to clean up the desecration of the Moon Well. The aura obove it is a now a faint white, but the smallish red moon still glows in the night sky…

(more to come)

Tuesday, March 6, 2012

More Recent Additions To The RPG Collection



I have had many issues purchasing from IPR which I will not go into detail about here, but I am happy that I FINALLY got my copy of A Dirty World. This Film Noir-type game has simple mechanics. I hope to play it soon! This is a 70pp,  about digest-sized printing and it really is a beauty.

The Wilderlands of High Fantasy purchase may come in handy with my Sylvaeon campaign in several ways.

Firstly, I love this Judges Guild wonder and I could easily use most of it straight up as an easy way to generate encounters when my brain goes dead. JG stuff is the goodness! I am very pleased with this purchase... besides some minor wear, the thing is in great shape and is as usable as the day it was printed!

Secondly, I am gathering resources and thoughts for creating more of my own wilderness terrain and encounter charts. I have gotten great advice from people and am scouring everything I can get the time to, but eventually I will have a way to practically let random hex generation & encounters blossom of their own accord! When i first started the Aeternal Realm of Sylvaeon campaign the Wilderlands of High Fantasy was one of the first things I thought of and having it in my grubby hands I remember why!

Monday, March 5, 2012

Session #8 in the Aeternal Realm of Sylvaeon




The events of session #8 in the Aeternal Realm of Sylvaeon were perhaps a hallow victory for the party.

click for larger image

The last session ended with the encounter with the goblinoids back in their home turf and also with the mysterious "Old Man" (see previous post). The wizard, Kelvin the Curious was still wreathed in the black flames cast upon him by the Old Man. Trying to put the flames out in the snow availed naught. The black fire was not burning Kelvin's skin, but was consuming his very essence, so he called upon the aid of his Wyrd to cause them to subside.

Night now descended as the waxing crescent of the Silver Moon rose. Deciding to move on towards the North, where a few of the goblinoids had escaped to and where the Moon Well that was reported to be in peril lay, the party pressed on into the darkness. Soon a strange phenomenon that none had seen before illuminated the Northern skies. A red aurora that seemed to sometimes have the shape of a dragon from the old tales lit up the night. Smyrynel's Kite companion returned with a message that "new" Wardens would meet the party... and Sedgewick the giant snowy owl arrived shortly afterwards to confirm the message that wardens would join the party to the North.


During the night, whole families of animals were seen to move through the forest to the south, fleeing the direction that the PCs were moving towards. After a brief daytime rest, the party continued to follow the tracks in the snow of the fleeing goblinoids, who made no attempt to cover their escape, but were moving post-haste deeper into their territory. During the day as large black cloud swallowed up a flock of hundreds of crows that were also fleeing from the north. As night descended again, the red aurora was seen again and the aurora pillar was originating just up ahead of the group.

 Coming upon the Moon Well clearing the PCs heard the cries of "Lady have mercy!", as to their horror the beheld the burning sacrifice of an elf and a chanting goblinoid shaman... and to the polluted moon well which had become the center of great evil caused by the green-black menaces. Some goblinoids worked to mine slag while others heated it in a huge kettle. An eight foot tall hulk of their kind was pouring the boiling mess into a hole in the moon well ice, as another hulk tried to push down one of the giant standing stones around the moon well. Yet another standing stone near the shaman and his grim sacrifice had been turned into a totem. It has been augmented with large, bat-like wings and a red moon crescent was painted upon it in the elf's blood.


The party decided to split into three groups in order to attack the three main congregation of creatures... rushing in on horseback, they had the surprise!

Airyka and Brynn, the two sword sisters fought one of the hulks and several lesser goblinoid and had a tough melee against them. One sister was pounced on the hulk, while the other dispatched the other goblinoids, but ultimately it took them both to take down the foes together.

The male paladin, Parcifal tried to save the elf, but was blocked by the alpha Black Wolf that he had encountered once before and grudge battle between them ensued; swords and teeth flashing! Kelvin was "called out" for a wizard duel by the Shaman and it got pretty nasty after spells were exhausted - the shaman kicking the Wizard with his clawed feet, biting and trying to knife him!

Oban the Ranger and Smyranel the female elven paladin/druid rode across the frozen moon well, avoiding the horrid red aurora pillar at its center. On the other side they faced two of the black wolves, which brought down Oban's horse. The miners were entangled by Smyranel in the wintered thorn vines that snaked across the lower forest floor. Then the hulk began to pound mercilessly on Smyranel as she sliced it again and again. Oban shot arrows at the hulk to further wear it down and managed to kill one of the wolves that had caused him to have to leave his horse.

At the end of the battle, tall men with fair skin and blondish hair, dressed in heavy chain mail and furs
(quite unlike the usual Folk of the Realm) came crashing through the woods, killing goblins that were fleeing into the clearing from them.

Eventually only the alpha Black wolf and one of his pack members escaped... before the shaman was dispatched, it cackled and pointed to the sky, saying it did not matter that he lived or died because "he now comes"... the "he" being a large red light in the sky that was larger than a star.


The moon well is still tainted as the evils of the goblinoid tribe continue their course... there is a new red light in the heavens.... an unknown group of new humans has arrived on the scene... what will next week bring?





Sunday, February 26, 2012

Session #7 of the Aeternal Realm of Sylvaeon



Well, it was a strange session for the characters in Sylvaeon today.
They succeeded in clearing the cliff cave of the hundreds of offspring of the giant phasing spiders that they slew last session. The baby spiders phased in and out and bit the PCs repeatedly for 1 point of damage every time, but they were finally burned out from the cave. The PCs also restored an ancient shrine that had been disturbed within the cave, with its elven metal statue and thousands of  silverish coins - of which only a few PCs dared take any (and a small amount at that!).

A new party member, Brynn (a Sword Sister) joined the party when she was sent to track down the other wardens to inquire about the status of Lydia, an elven Warden maiden that they had rescued last session. Brynn slew some of the creatures that appeared later, but did not avoid being hit by several arrows.

Oban the Ranger hunted to replenish the dwindling rations with some venison.

They encountered a shamanic goblinoid burial platform in the woods north of the riverside cliff cave. Evil juju magic struck the Sword Sister Airyka, but they were able to overcome it by destroying and burning the burial platform and its hideous humanoid and fur banner (complete with animal skull and a red crescent moon upon it). However, the black smoking fire alerted the nearby goblinoid tribe patrols who engaged the PCs with hit and run tactics. The party overran some of the retreating goblinoids and slew them viciously.



The bombs of the wizard, Kelvin the Curious, once more were used against him and he suffered other further humiliations at the hands of an old man that Smyranel, the female elven paladin of the White Lady "detected" as being non-existent. The old man was "rescued" from the goblinoids, but was really a manifestation of Corruption. The male paladin, Sir Parcifal, tried to heal the old man, but instead took a great amount of damage as the old man revealed his malice with black energy that struck the paladin as he laid on hands. The "old man" levitated was enveloped in a thing black swirling mist and began to cackle and taunt the PCs, telling them they were fool, that their path was only a dream and that everything they do only serves him. The old man was deal damage to all of the party by telekenetic-like slaps, black flames, etc. Nothing they did affected him, except Smyrynel's abjuration, which she accomplished by burning her point of Wyrd.

Smyrynel taunted the corruption manifestation, but he did not leave before telling Smyrynel that he would have the last laugh.

The moon pool situation has not yet been discovered by the PCs, who were sent to investigate an unbalance in it by the druid Mellion from his slumber in his ice block amidst a grove.

If the PCs survive the next session, perhaps they will discover what is infecting the Aeternal Realm of Sylvaeon.

Tuesday, February 21, 2012

Players Hex Crawl Map of Sylvaeon


This is the world as the players know it after six sessions in the Aeternal Realm of Sylvaeon

Monday, February 20, 2012

The Use of Real World Biomes in a Hex Crawl Campaign Setting


Because of its location and how it was formed from inland sea to a glaciated region to the place it is today, Minnesota is a unique place containing many lakes and is the meeting place of four biomes.

http://www.dnr.state.mn.us/biomes/index.html

The starting point of my Sylvaeon campaign is partially based upon the land that I love  :)
I have populated the initial hex crawl with many of the native flora and fauna of Minnesota. The weather patterns mimic those occurring seasonally.


The flow and joining of the Drake's Wash & the Broken Arrow rivers in this starting area are based upon the real world confluence of the Minnesota & Mississippi rivers. The PCs have encountered these large rivers already. I used a riverside cliff cave in the last session based on those that are on the banks of these rivers. One encounter took place in a sink hole, like the ones that are present in various parts of the state.

Hex crawls and world building do not always entail reinventing the wheel. Using what is in the real world can ease the process greatly.


Remember the Giant Beaver in the Monster Manual? We had those things here.In fact, the most complete skeleton of a giant beaver was unearthed right here in Minnesota. The PDF linked below talks about some of the giant mamals of the past that roamed the state. I am itching to toss some megafauna at my players  ;)

http://files.dnr.state.mn.us/publications/volunteer/young_naturalists/giants_iceage/giants_iceage.pdf


Wednesday, February 8, 2012

Synopsis of Session #4 of the Aeternal Realm of Sylvaeon


it is a few days overdue, but here is the skinny on the continuing misadventures of my player's party:

After helping defend the Warden outpost from the goblinoid attack, the party set forth on New Years Day in the year 10,000. They decided to head to the southwest in order to find the missing Elf Warden, Lydia.

The rapid and rocky Broken Arrow River, which is impassable from any other direction that the PCs know, had to be forded. The ranger found the least dangerous place to cross it in the immediate area. Everyone made it across, but not before the mage and his horse were nearly swept down river! Continuing on, the party had to ford yet another river, the Drakes wash, which is a tributary that joins the Broken Arrow later on downstream. Thankfully the Drakes Wash is slower and more shallow, so it was not a difficult crossing.

Heading into the edge of the prairie lands, the party decided to camp for the night. They set up their six person tent and made a fire. Attracted by the fire was a wandering soul, Beldac the Mad Trapper, who explained that he had lost his mule recently to some trolls. Beldac sold a few skunk pelts and their scent glands to the party for some silver. Parcifal offered to share a meal with the trapper, who promptly ate the entire evening's rations. Setting in near the fire, Beldac slept and snored. This and the fire attracted something: the trolls!

Hunting the trapper down, the trolls finally had a clue as to his whereabouts and they approached the camp. Beldac ran off as the party gave combat. The mage was severely injured, but the PCs eventually slew the horrid towering creatures just as the trapper returned with a stick to help them fight the now dead trolls. Everyone was quite effective against them. Hard work does not go unrewarded! Inside pouches that the trolls carried was an uncut diamond, 2 dried bullfrogs and a few silver pieces! Parcifal also found a quivering green blob in one of the pouches, which Kelvin wanted to experiment upon, but Parcifal decide to keep to determine what it was and whether it was living or not. Some of the party affectionately named it the "troll booger".

in the morning, the mad trapper departed, heading towards the village of Arrowsmouth to procure another mule. The party broke camp and headed out on the trail of Lydia once more, eventually picking up a faint trail, because it had not snowed.

Following this disappearing then reappearing trail, the party reached the place where Lydia abruptly ended her journey to see Mellion the Druid - a sinkhole! Oban the ranger almost fell into it, too, as he came upon it. Leaving Parcifal and Oban to watch the horses, the rest of the party tied off a few ropes and defended into the sinkhole. It initially bottomed out at 60 feet, but had a slightly downward sloping part that continued from the floor of it. The carcass of the horse of the missing Warden was found at the bottom of the sinkhole.

As Airyka the sword sister, Kelvin the mage and Smyrynel the Paladin delved deeper into the darkness, a voice cried out. It demanded to know who and what the characters were, told them that nobody was here and to go away. Kelvin cried out a challenge in return and the voice from the shadows ceased.

Eventually the party came upon a creature dressed in patchwork rags, that one decried as a "dirty Gnome". In reality, unbeknownst to the party, this is a Brownie. The creature was seen in the light of the sword sister's lantern to be emptying a pouch into its hand. Not knowing what the diminutive being was doing, the party was fearful and attacked. What the thing was pouring out was Kelvin's pouch, which it had deftly stolen without being seen. I guess the Brownie was not impressed with Kelvin's unprovoked challenge ;)

There were some slapstick events:
 The mage grabbed it upon realizing just what it had in its hands. The Brownie placed the paladin in a stasis after she tried to continue past down the tunnel. It then blew sparks out of its mouth at Kelvin's eyes, so that the mage let go of the mischievous little thing. Running down the passage back into the darkness, the Brownie made a deal with the two mobile PCs in the sinkhole for the release of Smyrynel from its spell. Kelvin the Curious curiously decided to trade it one of his flash bombs for the release of the paladin! The being told them to back up and came and retrieved the bomb which was now in the darkness. The being emerged after a bit with the bomb in one hand and its dagger in the other! Keeping his word, the Brownie released Smyrynel from the enchantment, but she then launched upon the attack once more! Airyka also drew her sword, but hit the sinkhole wall, dropping her sword. The Brownie tossed the bomb at the mage, giving him a taste of his own medicine. The mage, recovering, tossed a net at the Brownie, but in the narrow passageway only managed to ensnare the sword sister. The Brownie, after doing a dance near the enraged Smyrynel, dodging her blows, finally ran off down the passage, which split into three other channels…

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