Showing posts with label Locations. Show all posts
Showing posts with label Locations. Show all posts

Monday, February 1, 2021

Scouting Report From the Northern Reaches

 Following the conclusion of Comalan's first interstellar war, which saw the liberation of the botanical world of Allene and the end of the aggression they faced from the aquatic world of Mennon, a victory celebration in Dalaska was marred by the capture of a suspicious individual lurking in the city's vacant Chaotic temple. The man remains imprisoned in Heron, having refused to answer any questions. Among his personal effects, the authorities found only a wooden token depicting a wolf standing on a mountaintop and a single document, which only raised more questions.

Though we have discovered much of note in this expedition, it seems appropriate to address the phenomenon that launched our expedition. The mystery of the skybound stars took little time to solve after making landfall on the northern continent. Our journey has taken us across three borders and everyone we've spoken to has spoken with mixtures of worry and excitement that the four nations of this continent, and the system of islands to their immediate east have all banded together to make war beyond the confines of our world. They accomplished this with five large vessels that can fly beyond our skies into the reach of the plane of stars. Even now, their cause is difficult to wrap my head around. One thing is clear, however: despite the spider's foolhardy challenge to their lands, the northerners are unconcerned with any threats from our side of the world.

Our tactical assessment remains inconclusive, however. What our people must understand about the northerners is that, while they have developed some interesting technology--particularly in the southern nation, but some notable examples exist along the eastern shores of Resta and among the visitors from the isles of Midania-- the source of their power lies firmly within the free practice of magic. Here, there are no Eye Witches and Shadow Witches. Their disparate cultures hold distinct views on magic, with the northernmost country being the only region to hold anything approaching a realistic attitude towards the gifts of the Judges. The worst offenders lie within the eastern region of the continent, where magic is practiced freely by commoner and noble alike while two armies of spellcasters wield the official sanction of their royalty.

While this land, known as Resta, wields more magical power under its banner than every single banner that stands over our lands combined, what makes them most dangerous is their political ties to the other countries in the North. While the others have conflicts to exploit, the neutrality and wealth of this kingdom make them a friend to all. Any campaign on this continent must not begin here for to attack them is to provoke four other nations as well.

This leaves the other four nations, which are bound with Resta in an accord of convenience against their otherworldly enemies. But beneath this facade of unity sands two essential alliances, from which the strongest threat stands apart entirely. The southland has developed a warm relationship with the woodlands to the west despite the stark social differences in their cultures. These southern nation, which is called Galeon, feels a lot like home in terms of both society and climate, save for their tolerance of the caste system of their strange, long-eared neighbors. Imagine forming an alliance with the Black Crown and you will understand the confusion with which I observed the relationship between these unlikely allies. There is justified unease among the people of Galeon over this association, but a growing alliance among each of the powers who threaten respectively seems to make it necessary.

The other alliance consists of the archipelago to our northeast and the northlands from which I write this report. The Galeans have come to fear the island nation for their powerful navy. and its recent conflicts with Galean fishermen and oceanic research vessels. Here in the northern nation of Heron, the people are forthcoming with discussion of their centuries-old enmity with the woodlanders of Tanis. While their hostilities have been set aside for now, they are half-expected to resume with the defeat of their common foe. Shrewd politicians from the isles have capitalized on this hatred and the friendship between their foes and Galeon--with whom Heron shares a cold, mildly cordial relationship as is-- to form a compact. Similar to the all-encompassing threat I've referred to in Resta, to launch an attack on Heron is to declare war on Midania as well--and vice cersa.

If you're looking for a weakness in this realm, there are a few bright sides to the dark tidings I've reported so far. The first is that, while their technology has taken unexpected leaps, their most advanced weapons may have been a match for ours no less than twenty years ago. The second is the population itself. From what we've been able to tell, our banner alone carries half as many bodies as all of their combined. If we could get enough ships through the storms, we could overwhelm  each country one at a time. If Raven Hills combines their might with ours, we could claim the entire continent before the red banners realize what's happening.

In conclusion, the northern realm carries a lot of power, but it is not untamable. Although it remains the prerogative of his imperial highness and the Senate whether action in the north realm is appropriate, I offer the following actions in my duty as a scout.

Resta-- This nation is not to be trifled with. Its combination of magical power and political connections make a direct assault on their throne the most dangerous proposal one could make to the Senate. However, their flagrant abuse of the Judges' laws makes them a clear target. A campaign against them must be carefully planned, but cannot be executed swiftly enough from what I can see. But if we conquer their allies or cut their diplomatic connections first, we can put an end to their twisted abuse of magic with little trouble.

Galeon- Limited contact is recommended. Given their agreeable culture, pre-emptive aggression towards this country could be detrimental to morale and their strange ethic of nonintervention would make them poor military allies. Attempts to sabotage their diplomacy with Tanis would be simple and worthwhile, but only to deprive a much higher-priority target of a crucial ally. Whatever we do, we can expect contact with their impeccable spy network. But that is all the more reason to avoid making an enemy of them too quickly.

Tanis- The woodlands are a suitable target for our opening move. The oppressive caste system that guides their society is something few would miss and their reliance on magic is second only to Resta's. Fortunately, nonviolence is their way, so if diplomacy fails, there is little to stop us from subduing them with force once we break through their meager defenders.

Midania- Midania is second in two critical ways. Behind Resta, their legendary navy and political savvy makes them our second-largest threat and their geographically scattered population places them behind Tanis when ranking easy targets. It may be necessary to disable their fleet if our entire army is to make it across the sea.

Heron- Opening a campaign that far north would be most difficult for logistical reasons and their average martial skill could make the empress worry. Not to mention the fact that, while their culture is not as similar to ours as Galeon's, their respect for magic makes them among the least troubling force on the continent. An alliance with Raven Hills would make such a prospect even more unattractive for the same reason I wouldn't ask our own people to attack Galeon. If there was any reason to recommend an attack against Heron it would be the cabal of flame casters that seem to be leading a push to accept magic in the same perverted way the rest of the realm has.

Finally, I would recommend caution around those the north realm folk call Avatars. Their renown is high throughout the entire realm and they are spoken of in the same tones as our own Heroes. But since all of them were involved in this otherworldly campaign, any report I could give on them would be inconclusive. They are said to have been given incredible powers by the Judges, who they have dared to assign names to. It is claimed that each wields the power of a Judge, but the truth of that cannot be determined until they return to the realm. My investigation will continue with these individuals. However the Emperor and Senate choose to act on this information, I reaffirm my commitment to expand the reach of our light.

Monday, March 18, 2019

The Vermilion Collective

The many uncharted lands of  Comalan's southeastern hemisphere have long been speculated to be occupied by uncivilized peoples whose development was suppressed by their perpetual struggle against the elements. These ideas are said to be enforced by the cultural exhibitions of the region's few emigrants, which have proven to be far more alien than even the differences between Mortanis and Midania could compare to. It wasn't until the end of the Second Age when this myth would be dispelled by the unexpected appearance of a naval vessel whose technology was significantly advanced even by Galean standards of the time. The ship flew a red flag and carried a hostile crew, who claimed to be from a nation referred to only as the Vermilion collective upon their capture by the Holy Key Knights. This battle resulted in many casualties on both sides, but their technology was only barely eclipsed by the templars' power.

Following the Archknight Rebellion, Kyle Baldus--the newly crowned king of Resta--received a message that was printed on a red scroll. This letter from the Vermilion Collective explained that their emperor, Julius Hartwell, had led his people in conquest of the vast majority of the southeastern hemisphere. With most of Hydrospace conquered, they had sent out exploratory vessels to establish a foothold out in the wider world. It was one of these vessels that had tested its might against the Restans and lost. After acknowledging the strength of the chosen land, Emperor Hartwell declared war on Resta.

Recently crippled by the bloody civil war they fought to restore the Gods to their seats of honor in Mortanis, the new court of Resta appealed to augurs, bishops, and tacticians alike to assess this threat. The clergy said nothing except that their actions against the templars, devoid as it was of the ritual that the Akisian Empire and Blackstone Order were known for, suggested a godless culture. The seers revealed that any attempts to scry into their future have yielded no visions of the Vermilion Collective. The military speculated that with the vast distance between the two countries, Resta's natural superiority at producing resources, and their long list of allies, the kingdom would be perfectly safe if the Collective decided to invade. So, with no clear idea of the threat they faced, Royal Army Intelligence dispatched spies to the region and focused on rebuilding.

Although they remain fully aware of a hostile presence in the world with technology beyond their understanding, the tentative unease over this declared conflict would fade with the ongoing years of the third age. Scholars and news media have taken to jocularly referring to this as the Empty War. But what information the spies have brought back regularly puts the court on edge. Their technology has been reported to be beyond anything ever witnessed on Mortanis. The mixture of fear and loyalty instilled into the various communities under their rule has slowly turned into hatred against the people of what they disparagingly call the "Gentle North." Finally, a spy who was thought to have been dead when she stopped reporting to the kingdom was revealed by another to have defected to the Collective, giving them access to many of Resta's secrets.

The Vermilion Collective continues to lack any presence in the north to this day, but Resta remains on notice--for when the empire finally makes its move, it will bring with it power that has no discernible counter.

Tuesday, September 25, 2018

Adventures in Comalan: The Fever Plains

Following the aftermath of Salica's retribution for the War of the Gods, Akis' imperial capitol--now known as Midania--has long since had a featureless landscape in which the only people that can live comfortably are the sai'mul. Since the sai'mul have no need for anything but social interaction, all civilization on the once vibrant island have condensed to a handful of coastal cities. This leaves most of the inland space in Midania largely uninhabited. But an empire once thrived here, which explorers frequently note as the cause of their interest in the island. Those who go searching for the ruins of Old Akis, however, must pass through a desolate landscape of gravel and stone. While it is generally agreed by those who've flown over the area that there is little to see here, there has proven to be much to experience here nonetheless for those who walk upon it.

A Katrinean explorer by the name of Mortimer Baltar chronicled his experience in this land in the year 2E274. His journal documents an incredibly surreal month out on what he dubbed "the Fever Plains."

Day 19

The unbearable heat seems to have let up today, but my thermometer disagrees. Could I be getting used to the climate or is this another symptom of my delirium? I can barely read the words I've written on this page. I've found shelter in a cave that is mercifully empty, but it's not the heat that's blurring my vision. There's something in the air. It's not only hindering my vision; it's causing the sights I can discern to be joined by impossible features. I thought I saw a tree near a pond this morning. I was only just thinking that a tree would be the last thing I expect to see out here and there it was. Or so it seemed. When I reached the pond, I saw nothing there but a pile of petrified wood splinters. It was like I was seeing this bit of land back when it was still alive.

What Mr. Baltar saw was an early, yet relatively mild example of the Fever Plains' most notable feature. Those who camp in the region tend to discover that the wildest figures of their imagination consistently appear as hallucinations. These vivid images can expose travelers to the sort of adventures that only they can conceive of. While it isn't widely understood how this is possible, experts have since come to attribute the cause to a layer of magical energy that rests higher off the ground than it would naturally occur. It is said that inhaling these particles causes them to eventually saturate the brain and project images from both their conscious and subconscious minds. While many are led to ask why this only seems to happen in Midania, there are far too many possible explanations to cover in this guide. For a comprehensive listing of the many theories surrounding the nature of the Fever Plains, we recommend Dr. Rolf Whitetree's book, Natural Mysteries of the Land.

Regarding the adventures one can experience in this place, however, we can safely assume that the only limit to what one can see here rests within the traveler's imagination. However, the Midanian government has asked that we warn travelers not to visit these lands without a guide, which can be hired in any of the island's cities. Sai'mul are immune to the hallucinatory effects of the island's ambient magic and so are the only people who can help you should you begin to lose sight of yourself. While extended stays are a difficult undertaking in a place without fauna or vegetation so far from civilization, it is still recommended that no one with a living brain stays longer than a month, as the effects of pure magical energy on the brain aren't widely understood. Despite this, those who spend a week living out their wildest fantasies in the Fever Plains often come back with a plethora of memories that persist even as the magic wears off and their minds return to normal.

Saturday, May 26, 2018

Adventures in Comalan: The Solan Lighthouse.

The eastern Restan city of Solan, located somewhere near the country's southern coast, has long been known as a place of secrets. People silently walk past each other on the streets, visitors pass through unremarked, and no one enters a building uninvited. Those unfortunate few who disregard these unwritten, unspoken rules frequently run into something they wish they hadn't, like a hastily buried corpse, human traffickers, or unethical scholars-- magical and scientific alike. The most famous of these hidden secrets are the catacombs carved from the mountain beneath Solan's iconic lighthouse. Originally built to aid templar ships passing by on their northward journeys, ownership of this historic landmark has changed hands several times as a new local governor takes office in the city. In the final century of the second age, however, is when the sinister rumors that have made the place the legend it is today began.

It all began in the year 2E241, with the fall of the Scarlet Starlings. Following the events of the Second Wave of Death, the newly recognized Champion of Salica began a three-year crusade to eradicate the guild of assassins. With templars at her side, she stormed the Governor Estate that had once been her home and turned over the belongings of her former stepmother, Dinorah Winstrom. Among her personal files, Mia found a letter to a long-deceased associate of the starlings, which mentioned an unknown place referred to only as the vault of shadows. From studying the buildings under the governor's control and thinking of places she remembered Lady Winstrom visiting, the champion had deduced that she would find this vault underneath the lighthouse.

In the opening month of winter that year, Mia and the templars stripped the lighthouse bare until they found the secret staircase leading into a maze of interconnecting tunnels below. The catacombs were filled with countless deadly traps and false paths, seemingly designed to keep the explorers lost and terrified for their own lives. If the maze had worked as it should, they might have fled the very next time they happened across the staircase that would take them back in the direction from which they came. But Mia was stubborn and hungered desperately for revenge against the very organization that was responsible for these deadly tunnels. Her obsession overpowered her fear and she searched every inch of this underground stronghold. When she finally found the remaining Starlings in hiding, she initiated a purge of their hideout in order to rid Comalan of their particular evil.

With the Scarlet Starlings eradicated, the lighthouse became a favored haunt of daring urban explorers for the next few decades. While many sought the accolades of surviving a tour of the catacombs, nearly as many would continue falling victim to previously uncovered traps until Mia, then the governor of Solan, ordered the lighthouse sealed. That might have been the end of the legend, but there were practitioners of forbidden magic who sought refuge in a forbidden safe, away from prying eyes. It was first occupied by a small coven of dark mages who had escaped the Purge of Shaville. These mages managed to revive their demon "breeding" operation for some time before being driven out by the Royal Army under Karen Blackstone's Geosian Regime. 

This left the lighthouse abandoned for quite some time until the new queen's son Michael-- recently appointed Solan's new governor-- appropriated the catacombs as the headquarters for his rebellion against Geos. It was there where he coordinated the efforts of the resistance on behalf of the Fadalians until a very public incident forced him to reveal himself as a leader of his own mother's opposition and flee Solan. Many spellwarriors would spend the rest of their years under the Geosian regime, and during the subsequent Archknight Rebellion, combing these catacombs once more for secrets left behind by Michael Blackstone's resistance.

The lighthouse would once again be occupied in the Third Age, by an entity known to most as Erdas, the God of Suffering. It was there where he kept countless prisoners, including the Avatars of Life, Death, and Time and the innocent people that Erdas used to manipulate the Avatars in games against each other. It was believed at first that he was doing this simply for his own sadistic amusement, but he was actually using them to combine the power of the three demigods in order to create new members of the kilgor-- a nearly extinct race which is comprised mostly of the Fadalians themselves. While these three Avatars were manipulated into creating a new god through suffering, Gyanda Maloran, the third Archknight, was held prisoner here to be tortured with the many mistakes of his past.

The Archknight would find himself returning to this lighthouse months later, when-- with Erdas and his prisoners gone-- blood mages began to take up residence in the catacombs. It was only after taking over the coven, a feat famously* described in his memoirs, that the lighthouse was abandoned for the final time, leaving it in its current state. With Resta in a state of uncertainty as the world's eyes center on the Starlight Crusade, explorers have once again found an opening to explore these catacombs again. Doing so continues to yield lost secrets left behind by each of the lighthouse's past inhabitants, which makes this an attractive for brave adventurers who are most interested in the turbulent history of this mysterious city.

* This represents a passage in TMR, which is an actual book in canon. But said passage hasn't been written yet as of the most recent update-- and probably won't for a long time, anyway.

Saturday, May 19, 2018

Adventures in Comalan: The Bog of Anguish

Deep in the Tanisian wilderness lies a decrepit region where the trees are hollow and the ground reeks with the stench of decay. This bog encompasses a large swath of the country's northern lands. Surrounded by lands of dense, unpopulated forest and an unforgiving ocean, it is said that there is nothing to be found in this region but misfortune, which have led many to accept the "Bog of Anguish" as its moniker. For some reason, this harsh land seems to exist as a refutation of everything the elves of Tanis hold sacred. This is not an area that supports much of the life that Tanisians revere, apart from the tanistriders who feed on the decayed plant matter on the ground.

Discovering what causes this land to reject most life has been the subject of Tanis' longest-running scientific endeavor. Researchers stationed in the area reside in Boggarde, one of Tanis' few above-ground cities. The population of this city has eschewed the traditional caste system in favor of an open democracy because the dangers of the Bog of Anguish far outweigh the priorities that justify the existence of the castes. Everyone in Boggarde wants competent leadership that doesn't exclude any good ideas based on their source. Apart from organizing the study of the local region, Boggarde also exists as a sanctuary for travelers who get lost in the bog, where people may be guided back to the rest of civilization.

While many people have fallen victim to the bog's thick, perpetual fog and random sinkholes, the greatest danger lies in the warlocks who call the place home. Here, dark magic is practiced with impunity because few dare to wander this land to bring them to justice. For as long as the Bog of Anguish has been charted, stories have reached the rest of the Tanisian cities of travelers who get lost, only to return as an image of their worst fears. These fever morphs roam the bog in search of mortals to share in their unending terror. They, and the dark mages who created them, stand as a rare exception to Tanis' legal condemnation of fatal action. Among everything that threatens a Tanisian, they alone are to be killed on sight.

Even in an adventure guide such as this one, it cannot be stressed enough that the Bog of Anguish is to be avoided unless you have business in Boggarde. But even if you don't, this place is the ideal destination for those seeking to learn more about dark magic-- or punish those who dare to use it.

Sunday, April 29, 2018

Fides

Fides is Galeon's internationally recognized capital and center of diplomacy and consensus. Located on a large hill in the center of Galeon's eastern river region, the city is made up of three major boroughs: Fides proper, Old Fides, and the Fides Outskirts. The main part of the city, which is what most mean when they refer to Fides, is a bustling metropolis known as a place where people from all over Mortanis and beyond travel for either business, politics, or pleasure. It is home to Galeon's main public forum, the Fides Amphitheater, as well as several foreign embassies containing portals to their respective nations. Old Fides sits at the western base of the hill, on the bank of the Draconis River. While a few people still reside in this area, it is largely considered a historical site, popular with students, researchers, and those looking to learn about the region's past. The Outskirts, located farther down the hillside in a circle around the metro area, is home to several farms, residences, and workshops, as well as the famed Fides Academy of Engineering, known as FAE.

Culture

As Galeon's center of diplomacy, Fides is home to a large population of foreign immigrants and diplomats. While Rashara also houses a sizeable immigrant community, the perception of the two cities is starkly different. Rashara is considered to be a haven for social outcasts fleeing their old countries, while Fides is largely seen as a respectable place for, for instance, affluent Restan expats to settle down in retirement. It is considered an easy place to start for those travelers who are unfamiliar with Galean culture, since one can always find a community of people from one's own country somewhere in Fides. 

In addition to hosting a large contingent of diplomats, the city is also home to those from within Galeon who seek to involve themselves with the greater workings of the nation. Because of this, there are some who view the city as a breeding ground for a new generation of Windtalkers - those they believe would regress the nation towards a culture of hierarchy and dishonesty.

Places to Visit

The Fides Amphitheater 

While there are many who attend the Amphitheater every day in order to discuss political matters of great importance, it is also a highly popular travel destination. People go to not only to observe the Galean political process in action, but to lay eyes on one of the oldest standing structures in Fides' metropolitan area. The grand, round coliseum is made of a striking red marble, and is visible from  almost anywhere in the city. 

Fides Academy of Engineering (FAE)

Located in the outskirts, this institution is known across Mortanis for its cutting edge research and the inventions it yields. For those who are interested in seeing some of these innovations in action, the Academy holds monthly showcases which are open to the public. Like many destinations in Galeon, many people also travel here to see some unique architecture. FAE is notable in particular for the manner in which the majority of the structure sits within the eastern side of the hill. When flying over Fides, many note that the visible side of the structure looks like a crescent moon. 

The Candle

While the official name of the structure is Helios Tower, it is far more often affectionately referred to by the locals as the Candle. The name is fairly self explanatory - this narrow tower juts out over the city and culminates in a grand, golden dome that comes to a point. Popular largely with tourists, traveling to the top provides one with a birds-eye view of the entire city, as well as much of the landscape beyond. 

Old Fides

As was previously stated, while there are some who still reside in Old Fides, most of these are people who are staunchly devoted to the preservation of the site, and as such, have opted to live much like the people who lived there long ago, when these original structures were built. Old Fides was, of course, the original metropolitan area back when it was far more beneficial to have direct access to the river and the trade and travel that came along with it. As the population grew and methods where devised to transport goods and people with greater ease, the people gradually migrated to the hilltop. A visit to Old Fides is a must for those with an interest in history or archaeology. 

Abu Moya

This fine dining seafood establishment, open only for dinner, is located in the heart of the metropolitan area. The restaurant is open air and located on a terrace atop the Fides Museum of Modern Art, high enough above the city to provide a quiet, comfortable, romantic atmosphere with a sparkling view of colorful Fides at night. It is a must visit for distinguished guests to the city, though reservations generally should be made a few weeks in advance because of high demand and the terrace’s limited space. It is a popular spot for those looking to book a memorable, romantic night out.

Abu Moya’s menu specializes in fish found in the rivers that outline Fides, which guarantees that all food served is freshly caught. While the restaurant’s famed chef utilizes many traditional Galean ingredients, their unique creations and reinterpretations of traditional dishes are considered daring and modern, and feature bold, exciting combinations of flavor and texture in addition to being visually striking.

Poached Verdant Riverbird
A flavorful cut, poached in white wine, served with olive brine popping pearls and chips of Galean fig. 
Trout Tamarind
Petite filets of trout, encrusted in a mixture of tamarind paste and crushed pistachio. Served with a rice pilaf and a tart lemon sauce. 
Fida Moya
River crab cakes - infused with spicy harissa, served with cooling goat cheese and a sprinkling of pomegranate seeds and almond.

The Red Lord’s Foot

This colorfully named inn and pub is one of few Heronite establishments in Galeon, and is discreetly located in one of Fides’ darker back alleys. Many well-traveled visitors say walking into the restaurant is like stepping from Galeon into an authentic Dalaskan pub. The founder and bartender is a first generation Heronite immigrant who moved to Galeon for unknown reasons, and is known as a shady, but charismatic character who often tells stories about his homeland.

The menu features several traditional Heronite dishes, making it a fine choice for anyone looking for a heavier meal than what many Galean restaurants feature. This makes the pub particularly popular in Fides’ colder months. The Foot is also known for its wide variety of alcoholic beverages, not only from Heron, but from all of Mortanis and beyond. It has a reputation for being loud and occasionally rowdy, frequently featuring live music — which often leads to patrons breaking out into drunken song and dance.

Rabbit Stew   
A traditional, hearty Heronite stew of rabbit, pearl onions, and several varieties of mushroom and root vegetable. Served with a heel of bread and goat cheese. 
The Foot’s Breakfast 
Lamb sausage, black pudding, morels with pearl onions and root vegetables, and fresh bread topped with fried egg.  
Boiled Lamb Dumplings 
One of the few dishes originating from the far eastern region of Heron. Boiled dumplings stuffed with spiced ground lamb, served with a side of roots and picked apples.






Saturday, March 31, 2018

The Aurora Festival

While the waning of the brutal winter season is a cause for joy all on its own, the Spring Equinox signals the start of one of Heron's most beloved festivals, celebrating the arrival of a phenomenon the Heronites consider to be sacred. The Aurora Festival lasts an entire month, and is notable in particular for bringing even the least devout Heronites to temples across the region. Sermons during this festival take on a different flavor than they do during the Festival of Chaos. Rather than emphasizing the virtues of austerity, discipline, and obedience, services encourage templegoers to show gratitude for the natural wonders the Gods have provided for them, and to revel in their connection to the environment around them. For many, this serves as a time of healing after being forced to survive Heron's harsh winter.

The Aurora Festival is said to have originated in northern Karn Territory, not only because this area is where the Pyrisian Aurora features most spectacularly, but because many of the festival's customs seem to be influenced by the culture of the region. The Karns have often been referred to as the Lords of the Stars and Sky, after all. During the Aurora Festival, revelers bundle up and spend time gazing upwards into the darkness, waiting for the aurora and sipping dala tea. It is customary that for an hour every night, all torches and outdoor lamps be completely darkened, so as to increase the visibility of the phenomenon. During the day, the festival tents serve largely as venues for storytelling and simple theatre performances.

In the last few decades, the Lords of Heron, in a tradition begun by a former Lord Karn, have used the Aurora Festival as a time for the noble families to meet in Dalaska and celebrate as a group while working out any pressing diplomatic matters; particularly those that relate to Heron's natural environment and its protection. 

Friday, March 30, 2018

Adventures in Comalan: Greyview Cemetery

Up in Resta's northern foothills, to the north of Foldo and east of Ridge lies a terrible reminder of the bloody history that once ruled the ancient kingdom of Coronos. Once oppressed by the superior warriors of Pyris, the people of this unassuming land lived lives of constant desperation. As the occupying Brokamac tribe worked the natives to the bone on their fertile lands, the earliest heroes of the eastlands that would one day become Resta waged a bitter war to reassert the independence of Coronos. To this day, a massive cemetery lies on the spot of its deadliest battle, which claimed the lives of thousands of Restan ancestors as well as the entire Brokamac tribe. The graves are all unmarked so as to discourage desecration of the enemy Pyrisians' remains and between them lie the carefully preserved remains of the village that the combatants destroyed in the process.

To understand the carnage that marked one of the most important events in Resta and Heron's collective history, one need only visit the Royal Library of Resta's Gilded Keep, where countless books are devoted to remembrance of what would be known as the Greyview War. The event was named by historians for the pact made between various people devoted to Coronos' liberation. The first of these was Alan Whitetree, the elder of Whiteview, the northernmost village in the country-- which was among the first to fall under the Brokamac Tribe's control. The second was Karla Blackstone, a general from Necros who viewed the liberation of their northern sister country as a test from the Gods. These two friends would be joined by Hem Maloran, a man widely hailed throughout history as the first to uncover the secrets of magic. Together, these three leaders of Resta's past met on a hilltop near the Pyrisian border that would one day become the site of Fort Brokamul-- so named because the accord that was made in this spot would spell the death of the Brokamac tribe. This agreement was named the Greyview Accord for both the village of Whiteview and the historic kinship between the Whitetree and Blackstone families.

While the particulars of the war that followed aren't best described in an adventure guide, understanding this much of the history of the once proud village of Whiteview and the charge for freedom that began with its destruction is vital to grasping the significance of the Greyview Cemetery. It is a place of reverence for both templars and spellwarriors alike as their respective orders were founded by two of the Greyview Accord's signers. It is in this place alone that templars and spellwarriors, who typically share an otherwise antagonistic relationship, will greet each other as brethren. In addition, Heronite travelers will occasionally venture to this place to contemplate the last clan to be destroyed in the feudal lords' struggle for control of their country. This cemetery is also frequented by wildly curious adventurers drawn by rumors that the ghosts of those who died in the Greyview War still wander the surrounding ruins at midday. It is said there that they remain to act out the war's old hatreds-- the spirits of the freedom fighters appear to wish harm on Heronites while the Brokamac spirits are said to inflict their vengeance on Restan visitors.

Those who return from Greyview Cemetery all seem to return with haunting tales of the horrors of the war, but seem to flinch when asked anything that could confirm their stories. But despite the clear danger of trauma that faces those who seek out the ghosts, they have also come back with years of historical details that cling so vividly to their memories that they might have experienced the war themselves. Piecing together these details has helped to further the understanding of the violence that once took place on those grounds. Among these many mysterious recollections are secrets centered around the foundations of both the Hem and Blackstone orders and the fall of Pyris' fourth most powerful clan. Historical researchers pay handsomely for the information one can glean from an hour spent among the graves if they can confirm that you were there. So adventurers who can make the trek and brave the onslaught of hostile ghosts will do so, thinking that learning a little history is an easy way to make some money. But be warned: the vengeance of the deceased may not always be fatal, but it is never harmless.

Saturday, March 24, 2018

Adventures in Comalan: Turtle Island

For years following the Archknight Rebellion, the unification of Midania's republic of island clans has been the desperate objective of the sai'mul who longed for the recognition they earned for their role in ending Karen Blackstone's reign as Queen of Resta. It was unfortunately for most of this time that the sai'mul of Mainland Midania failed to make any meaningful connections with the other islands that once flew the banners of the Akisian Empire. Credit for the progress that allowed Midania to finally join with Katrine, Sister, Eagle Isle, and Ravager Isle in their new nation would ultimately go to the Mariknights, as well as the Avatar who sanctioned their revival. They would acquire the lost secrets the original mariknight fleet left behind on a deserted island in a remote corner of Midania's territory known as Turtle Island. This has allowed the newly formed fleet to reclaim its supremacy over the world's oceans and facilitate safer travel between the islands.

Since the Republic of Midania's official foundation, Turtle Island has been designated as an unincorporated territory. While it remains a place of some importance to the Mariknights and the Midanian government, travel there is restricted to those on official business. This island's shores are defended by Mariknights with the same ferocity usually reserved for the country's precious hopefish population. Little is known about this place, even within the public of Midania itself, but few would miss the almost perfect dome of stone that composes the island's only peak and comprises its namesake. But apart from the common knowledge that the island resembles a massive turtle, the island's entire nature is one of the world's largest mysteries. But ask the adventurers who claim to be experts on the island and you will hear only the tale of the people who once lived there before the dawn of the Akisian Empire.

It is said that in the First Age, a river ran along top of the mountain and created a gigantic waterfall that emptied into the ocean. It was under this waterfall, in a secluded cove that early mages first began to experiment with water magic. By manipulating the flow of this waterfall, the tribe of Turtle Island are said to have drawn Salica's attention to the islands in the first place. As the first practitioners of the Doctrine of Storms made their covenant with their new goddess, a strange light that was believed to be a sign of Salica's feelings for the people of Akis began to grow in the sky over Turtle Island. Believed to be a potential source of power, the first Emperor of Akis sent his sturdiest fifty boats with full crews of hardened corsairs to occupy this land. His ambition was to create a legacy that was great enough to erase that of his father-- the last chieftain of his once-modest island.

But when the corsairs attempted to assail the island, they were repelled by water mages and acolytes of Salica's new doctrine, who enjoyed nearly limitless power thanks to the might of the ocean itself. With their control of the water, they were able to keep the Akisians from landing entirely, although their attackers were undeterred by their miraculous abilities. For a year, the fleet rotated ships to keep the island under siege until the frustrated Emperor sent his entire fleet to overwhelm the island. Day and night, ships attempted to make a landing until the defenders fell from exhaustion. Turtle Island became the first island annexed into the Akisian Empire, but this heavy battle came at the cost of allowing the people of Turtle Rock access to influence their new countrymen with the Doctrine of Storms.

While the story that Turtle Rock is where the Doctrine of Storms originated is popular in most parts of the world, this is a fact that is critically debated among Restan theological scholars as well as the more remote citizens of the Midania. Indeed, while the events of the story are widely considered to be true, there is some confusion about the timeline of Salica's earliest interactions with Comalan among her devoted. Although no waterfall remains as evidence of the once-sacred source of water magic, one thing about Turtle Island remains clear: the ferocity of the mariknights who patrol the surrounding region and the absolute secrecy with which the island is regarded in the modern age speak of more than just historical reverence. That makes Turtle Island an enticing, but quite illegal, destination for any of the bravest adventures with the vision to hire the most skilled sailors to evade its naval patrol.

Monday, March 19, 2018

Adventures in Comalan: The Zoo of Bion

Western Galeon, in contrast to the east, is known primarily for the vast stretches of unsullied land that lie between its few large settlements. The Galean people hold nature in high regard, but respectful travelers are encouraged to spend time appreciating the land's natural beauty, and can often find the locals to be very helpful when one seeks advice on places one should explore, and those one should avoid. Western Galeans often advise foreigners to use caution when traveling the expanse of chaparral between Abuk and Gienah. Queries about this are generally met with a smile and a response akin to, "The monorail route that curves through the desert is far more pleasant", as if everyone had agreed to just not speak of it. For a nation that so values knowledge and transparency, the culture of silence surrounding this place can be quite the mystery, at least until one understands the full story of what lies there. 

The Zoo of Bion, as the stretch is sometimes called if one is willing to pry, is a place that Galeans from the region are taught of at a very particular age; when they are old enough to understand the intended moral of the story, but young enough to absorb the lesson in a way that will shape their future development. When one asks why this story is not shared with those not of the region, the answer one will often receive is, "To avoid planting a seed of temptation". Seemingly, the reason that this particular site continues to be shrouded in secrecy is that knowledge of whatever lies there could, contrary to much of what Galeans believe with regards to the spread of knowledge and transparency, cause a particular atrocity to occur again, rather than be avoided. 

Of course, despite this secrecy, there are always those willing to explore areas they are cautioned against venturing into. A university student from Fides points to a well-poked at map of the country pinned to his wall, which shows the increased prevalence of a particular kind of report in the settlements surrounding the Zoo of Bion. A sighting of odd creatures that have the head of a lion and the body of a massive serpent,, which travel in packs. An attack by a monster that looked like a massive scorpion, but with as many legs as a centipede. A mysterious woman who wanders through the edge of a settlement, and when someone approaches, she turns and shows that she bears the face of a hairless mole. The reports go back as far as there have been reports, he says. He recalls a friend of his who sent him a correspondence while exploring the area. 

I reached the midpoint between Abuk and Gienah today, and set up camp. There's a dim glow in the distance, but it's too close to be from Gienah. Going to check it out tomorrow.

He claims this is the final letter he ever received from his friend, and that the boy never returned from his venture into the Zoo. He also claims that reports he made to the relevant forces in Galeon and to the council fell on deaf ears. This could not be confirmed, however, as they claim they never received such a report in the first place. 





Friday, March 9, 2018

The Triangle Festival

Galeon's Triangle Festival is a holiday that none outside of certain niche communities ever believed would turn into a national celebration embraced by the general public. The name encompasses the entire purpose of the day, which is, of course, to celebrate a particular geometric shape. Customs on this holiday include eating triangle shaped foods, wearing triangle based costumes, and, of course, ruminating on the incredible mathematical properties of the triangle. It is common, in major cities, for the day of the festival conclude with the demonstration of a newly created magical sigil; an obvious nod to the importance of geometry and mathematics to the craft of calculating sigils. In Rashara in particular, the festival has taken on a particularly artistic bent, with enthusiastic participants all working hard to create the most spectacular triangle based piece of artwork, or perhaps to put together a stunning triangle-inspired clothing ensemble.

The festival originated in Savasorda, Galeon, a town with a large population of mathematicians and astrophysicists. Naturally, this whimsical tradition then spread to Gienah, FAE, and certain enclaves in Rashara; all places where trigonometry enthusiasts can be found. In the past few decades, however, the popularity of the holiday has increased dramatically. The sudden surge in celebration of and subsequent interest in triangles has generally been credited to a mathematics student at FAE, a Terran immigrant, who celebrated the holiday by baking triangle-shaped pastries with a particular poppy seed filling and dressing up in a large, triangle shaped disguise. Other students at the academy were intrigued and delighted, and the festival began to spread from FAE outward. As a result, not only has the festival grown, but it has come to signify the positive relationship between Comalanian Galeans and Galeon's Terran immigrant community. 

Saturday, January 27, 2018

Adventures in Comalan: Spiral Island

In Comalan, the spiral is a symbol of love akin to the heart. On a large island to the south of western Galeon, there is a resort devoted to this theme. Spiral Island is so named for the winding mountain that comprises the majority of the island's surface. While it was under the control of the Akis Empire during the First Age, the inhabitants chose to glorify romance in the belief that the spiral surrounding the mountain is a work of Salica's art. However, with the empire's fall, Spiral Island was ultimately abandoned. It wasn't until a Galean adventurer named Kamran Farsea set foot on the island in the year 2E160 that it would be inhabited again. His initial aim was to create a living museum in tribute to the Akisian tribe that once inhabited the island as a sort of performance art piece. The success of this project and the coming of countless visitors caused the museum to expand into a luxury resort for lovers to bask in blissful romance.

But beneath the surface of this paradise celebrating love lies a plethora of dark secrets from two different sources. The first of these is in the legacy of Kamran Farsea, who grew to regret what Spiral Island had become. What had originally been an elaborate tribute to a far gone culture had developed into a commercial exploitation of the emotions of tourists. He was said to have resisted these changes very hotly but became withdrawn when the resort was officially open. He continued to live on the island in seclusion until his death, but no one has ever managed to discover where. The current owner of the resort as of Age Three, Adin Lovejoy, has offered a standing reward for anyone who can find Farsea's old home in the hopes that he was hiding ancient scrolls that might contain insight on the unique magic contained within the island's natural environment.

The second of these mysteries lies in the spiral of the island of itself, which seems to be marked with layer of stone that's inconsistent with the soft earth composing the mountain. The oddity of this stone formation fuels speculation that the gods have arranged this island deliberately for some reason. Whether their reasoning for doing so is related to the romantic significance that Akisians have attached to it is highly doubted in academia, but the Salican clergy takes a more positive stance on this question. 

Possibly related to this is the strangest aspect of the island, which is the very bliss that people feel while staying there. For whatever reason, the atmosphere seems to attract visitors to want to stay indefinitely. Those who spend more than a week there often find themselves extending their stays for even longer, which the resort enables by allowing people to stay without compensation in exchange for work. The longer people stay there, the less they want to leave. While most people attribute this to the island's natural charm, the Windlords have taken a particular interest in this quality. Where most explain this mystery with nature or magic, they seem to sense a conspiracy among the resort's staff.

Spiral Island remains a site of natural beauty and the resort built upon it is equipped with countless amenities to help people celebrate and inspire their romance. But for any but the most dedicated adventurers, the island's powerful allure is a trap for any who don't limit their enjoyment of the resort to a few days.

Sunday, January 21, 2018

Adventures in Comalan: Muldwarof Temple

In the northern part of Marble Desert, to the west of the elven settlement of Oasis and near where the sand meets the mountains, there lies a temple that stands as monument to the violence of Tanis' path. Muldwarof Temple is known as the final resting place of the last dwarves known to have seen the surface during the First Age. It is a recommended location for a customary pilgrimage taken by elves with doubts about their society. In observing the tombs of a society believed to be destroyed by genocide, the elves reflect on the barbarism that once ruled their homeland and in the superior values of modern Tanisian society. But like all structures in Tanis, a lot more to this temple lying beneath the surface.

Shortly before the end of the Second Age, elven visitors to Muldwarof found a secret passage in a coffin leading into a deep tunnel. Where this tunnel leads has been the subject of years of speculation and debate Some believe that the tunnel leads to the Oasis, or the capitol city of Orion, which are the nearest towns to the temple. If this is the case, no one has ever managed to find a similar passage in either place. Another prevailing theory is that this tunnel leads into the far subterranean territory that the surviving dwarves were believed to have been driven to. Proponents of this idea suggest that the dwarves created the tunnel themselves so they could make journeys to the temple as well in secret, but no living dwarf was seen using it.

Explorers who chose to explore this tunnel almost never return for reasons revealed only by the scant few who have. As the adventurer plumbs deeper into the tunnel's depths, they soon find themselves assailed by twists and turns that seem to defy logic. Backtracking never seems to lead back the surface. Attempting to leave a trail inevitably fails as the markers seem to rearrange themselves. Those who have escaped this unnatural labyrinth all admit to having done so through pure luck. Without exception, they admit to only escaping the underground after giving up on navigating it. Whatever lies at the source of this curiosity, one thing remains clear: those wishing to explore the Muldwarof tunnel must forget everything they know about subterranean exploration.

This mystery has given birth to a legend of its own about an explorer who claims to have seen what lies at the end of this tunnel. Hailing from Galeon, Saira Sadalbari famously declared that she reached the end of the labyrinth. This claim has been disputed for years, owing to the lack of evidence she produced of her journey and the fact that she remained cagey about what she found. She died without ever telling anyone where the tunnel leads, but left everyone with a tantalizing message. While she was in the deepest part of the tunnel, she allegedly left something behind: a personal treasure that proves she fully explored Muldwarof and remains valuable enough to be a prize for the next person brave and lucky enough to do the same.

For centuries, Muldwarof has humbled and confounded the people of Tanis. While tourism in this temple remains a constant in the elves' culture on the surface, the constantly evolving mystery of Muldwarof's caverns has drawn some of the bravest souls and sharpest minds. Even with the eventual resurgence of the dwarven race in the Third Age, most of its questions remain unanswered and all possibilities remain unconfirmed. 

Monday, January 15, 2018

Midania

The Island Republic of Midania, or simply Midania, is a nation of various island states spread through the northwestern seas. They are the modern descendants of Akis, an empire which sought dominion over all of the seas. When this empire fell, the various islands which composed it fell into isolation which lasted for the entirety of the Second Age. When the Miracle of the Lost Creeds brought Mariknights back to the seas, however, the former empire's capitol of Midania reached out to the other islands of the lost empire. The result of their collaboration was the establishment of a unified republic with Midania as its new capitol. Since then, the islands have worked to unify disparate cultures under a new identity tied to the glory of Akis, but which improves on the mistakes which led to its fall.

The Republic gives equal representation to each of the islands under its banners, so the direction of Midania is driven by many different cultures. They are led by two central powers that are idealized as completely equal: a Chief Council consisting of three representatives from each island who determine national policy, and a president who is elected by popular will of all citizens to carry out the Council's will and mediate the Council. While five islands comprise the republic now, its leaders resolve to find and annex all of the islands which were once part of Akis into a new, diverse society. Their government finds inspiration to do so in the many different ways Salica interacts with the various islands.

Mainland Midania- The capitol of the republic and former capitol of the Sea Empire. It was once a barren, lifeless land occupied only by sai'mul. Since the formation of the country, sai'mul have welcomed living travelers from other islands to bring life back to this place. Sages of Eagle Island and shaman from Katrine have collaborated to restore the earth, allowing the mainland to flourish as a vibrant hub for all Midanians. While sai'mul comprise the majority population of the island, many living Midanians now call it home too, as of the Third Age. This is said to be aided by the blessing of Salica, who can ease the worries of sai'mul in no other way than to guarantee this island pleasant weather at all times.

Katrine- The forest island of Midania has a shamanic culture dedicated to moral balance and truth. They once followed a Moon Goddess named Katrine until it was revealed that she was a character created by Salica herself. Salican priests who have studied the matter can only conclude that she projects a more mature image of herself to Katrine.

Sister- The jungle island has a druidic culture that is dedicated to the absolute preservation of their natural environment. Many of the fauna that share this island with the locals are unique to this place, which makes them suspicious of potential poachers. Like the people of Katrine, they once worshiped a goddess who shared the name of the isle. While Sister has proven to be yet another alter ego of Salica, Serene priests can easily see the inspiration in their ways. Some people see this name as a point of mockery given that Serenity is literally Salica's sister.

Ravager Isle- This rugged, chaparral land is home to some of the world's most dangerous animals both large and small, which has produced a hardened culture who forsakes comfort for the perceived glory of fighting the land itself. They are tempered in the ways of the holy Ravager, a violent deity that Chaotics now realize in retrospect is Salica's attempt at parodying their god.

Eagle Island-This region consists of two large rocky plateaus jutting side by side out of the water, forming a mile-wide channel between them. Residents of this land are few and there is little to keep them there. Their culture is a philosophical one which emphasizes deep contemplation in all followers of their local deity, the Grey Eagle. The Eagle is said to represent Crane, but Intalan scholars will question the meaning of Salica's interpretation of Crane for generations due to the lack of infrastructure that the locals willingly accept while lost in their aimless contemplation. 

People

Ekera of Sister, The Avatar of Serenity- A former protector of Sister who now serves Serenity as her Avatar.

The Mariknights- A fleet of magical corsairs who protect Midania's sovereign waters with deadly swordsmanship and their mastery over water itself.

Other Locations

Vortex Archipelago- A set of islands which surround a huge maelstrom and are battered by storms. The dangers of this place are obvious, but the potential rewards are a beacon for adventurers.



Friday, January 12, 2018

Adventures in Comalan: Vortex Archipelago

Close to the center of the world lies a forbidden place, an archipelago consisting of seven islands surrounding a great maelstrom. It is here where Karashartal, the mother of all krakens, makes her nest. This region is known as the Vortex Archipelago or, as Salican priests like to call it, the Birthplace of the Storm. It is in this treacherous part of the sea that the Doctrine of Storms was originally penned and it remains a powerful font of Salica's energy to this day. While it rests within the territory of Midania, it is uninhabited and no Midanian ship bothers to guard it. That is because the local environment, with its near-constant battery of thunderstorms and its terrifyingly large kraken population.

Even  with the dire warnings to stay away inherent in every inch of these lands, the fact that it is considered holy land is not lost on the hundreds adventurers who explore its center-most island. The Isle of Endless Rain hosts a slick, muddy mountain whose pinnacle glows with a shimmering blue light. It is said that those who bask in its glow can feel a sense of rejuvenation as their troubles begin to melt away. This is an experience that the templars who compose Resta's navy in particular covet as part of their training. In making the perilous journey to the summit, they cleanse themselves of their doubts, guilt, and fears to better prepare them for their duties at sea.

Further to the south is the Thunder Spires, a jagged crag of an island whose natural spires are made of a mineral that conducts lightning. It has been written by many visitors that a graveyard lies underneath the surface containing the remains of a lost civilization believed to have belonged to the same tribe from which Karashartal originated. Kraken activity is particularly heavy around this island, which makes it a draw for hunters, who camp there in droves beneath rubber shades to confront these fearsome beasts. While many accept that the krakens frequent this area as a result of Karashartal's residual loyalty to her human tribe, there are some who believe that the beasts are also protecting the treasure of the pirates who doomed the people that once lived there.

The Vortex Archipelago is a location synonymous with Adventures in Comalan because it weighs mortal risk against mind-blowing reward. Similar locations which resonate with divine magic exist, but this is the only place that such magic has ever been seen with the naked eye. To those who venerate Salica, there is nowhere that better embodies the forbidden paradise for only the most faithful to enter.

Sunday, January 7, 2018

Adventures in Comalan: The Dragon Pillar

Somewhere in the Lost Sea, just to the south of the Galean city of Rashara, lies an unnatural construct that appears to be an artificial island. A thick, metal pillar that juts out of the water and twenty feet into the air, stretching out across an expanse of ocean roughly two miles wide is the only thing one can see from afar. But those who can brave the harsh winds drawn to this part of the sea and manage to reach the top find the starting point of an adventure with worldly implications. It is in this place that adventurers have found old draconic symbols pointing to the existence of Skyres, a mythical city known not only for being inhabited by dragons, but for containing a repository of all of Crane's knowledge.

Visitors to the Dragon Pillar will find two landmarks on the surface of the island, both built into towers to save some of the limited space to found here. There is a small resort, which is the public face of the island. There, tourists are shown samples of the ancient dragon scripts that first inspired mortals to find the city hidden in the sky. This is all that most travelers will ever see of the island, but dedicated scholars flock instead to the older of the two towers, which seems to be full of dusty shelves bearing many more scrolls of seemingly draconic origin. The altar that comprises the center of the ground floor bears a silver scroll that resists being opened in the mouth of a statue depicting a dragon. This tower is known as Pillar Temple.

Considering the artificial nature of the island, it has been long assumed that the Dragon Pillar might be a hollow structure. This was confirmed towards the end of the Second Age, when a secret floor was found beneath the dragon altar. This floor once stored a trove of gold until it was seized by a bishop from Resta and his acolytes. Now this space is occupied by the Windlords, who operate an outpost there in the hopes of uncovering more of the pillar's secrets. If there is one room beneath the surface, people reason, who is to say that the interior doesn't reach the sea floor and beyond? That is the question that has driven adventurers into the temple's depths for years, leading to the discovery of ten stories of hidden treasures. But what drives people even deeper isn't the promise of treasure, but the hope of uncovering more insight into the dragons and the inner workings of Crane's mind.

Adventures in Comalan: Lightning Ridge

In the southern mountains of Resta lies a rugged valley full of both wonder and danger known to all as Lightning Ridge. For some it is a treacherous, but direct path between the western and southeastern regions of the country; one to be traversed only with a multiple bodyguards and when time is of the essence. For most, it is a cesspool of vicious beasts and unsettling mysteries that is to be avoided at all costs. But to the spellwarriors of the Hem Order, and any other warrior brave enough to face its dangers, it is a playground of adventure and the most advanced natural training ground for both their martial and magical abilities.

The valley zigzags between the mountains and features precarious footpaths alongside dark pits, jagged cliffs, and hidden caves full of snakes that can grow to over fifty feet in length. Alongside the kingdom's sprawling ridgewolf population, these gargantuan reptiles gorge on both weaker fauna and hapless travelers alike. Fleeing from these predators in a region in which the slightest misstep could send you sprawling to your death is the primary danger of Lightning Ridge, and the biggest reason that authorities strongly warn all but the most seasoned adventurers to stay away. And, owing to the tendency of ridgewolves to hunt in packs, it is why no one should ever go alone.

This region has two major landmarks for any adventurers who visit it to find. Lying to the north is the Tomb of Nicholai, a cave which composes the final resting place of Nicholai Desmond, the First Champion of Chaos. The cave is surrounded by seven strange stone spires that glow dark red in the moonlight, known as the Spires of Desmond. These stones are a particular curiosity because they are made from a dense mineral that is not known to be found anywhere else. Attempts to study these unique rocks have revealed that they are known for reflecting spells. The spellwarriors take advantage of this quality by practicing their magic on them, making of a game of volleying their spells back and forth to improve their power and control.

Nestled somewhere in the middle of the valley, adventurers may also find the ruins of an old Hem Academy outpost known as Fort Greymont. Built for the purpose of nestling some of their order close to the Spires and the dangerous predators of Lightning Ridge so that they may train the strongest of spellwarriors, this fort was commanded by a powerful Elder of the order known as Scott Whitetree. That was until a tragic rock slide buried the fortress for many years, causing the Elder and all of the people inside to starve to death. Although most people recognize this as little more than a natural disaster caused by a tree root growing out of the side of the mountain and dislodging some boulders, the templars of the Blackstone Order would learn a darker truth about the fall of Fort Greymont upon excavating the ruins.

Various journals and notes scrawled in a panic reveal that Scott Whitetree was no mere spellwarrior, but a terrifying despot who led his followers to his doom at the hands of Chaos himself. The details implied that he began to grow hungry for power in his mission to train the strongest fighters and arrogantly assumed that he could eventually become the strongest man in the world through the rigors of living in Lightning Ridge. Because of this, he began to order his subordinates to address him as the Snake God, the man who would become a peer to the Gods by killing snakes. He reinforced this idea through intimidation and frequent displays of incredible agility and magical skill and soon, he had turned all of his followers into believers.

The reports continued to unveil details of the death of Nicholai Desmond, who one day visited Fort Greymont to warn its inhabitants that the Snake God's ambition angered Chaos. Renounce their idolatry, he threatened, or be crushed by the wrath of the gods. The Snake God responded to this message with anger, commanding his spellwarriors to kill the Chaotic champion. Nicholai held his own against the newly superhuman spellwarriors, but was killed by the Snake God himself. In his rage, Chaos was said to have deliberately caused the rock slide to punish the man who made himself into an idol. Since then, the tower remains abandoned and partially buried, a haunting vision of desperation that proves that anyone can suffer no matter how strong they are.

Adventurers who explored the area since the templars cleared it of its dead and its secrets, have managed to find seemingly limitless stockpiles of documents containing the results of many years of research on the Spires of Desmond. Just a few of these papers have proven instrumental in the most significant magical discoveries of the Second Age, but the rest are surrounded by snakes, making them a most unobtainable treasure.

Saturday, January 6, 2018

Adventures in Comalan: The Rashara Operahouse

Rashara, the lively metropolis on the southern coast of Galeon, is known not only for its bustling nightlife and picturesque beaches, but for its rich culture that values art in all its forms. Public art is found in every corner of the city, with mosaics and murals adorning the walls and walkways and musicians and performers sharing their craft on every corner. One of the city's most prominent landmarks is the Rashara Operahouse, where free performances are held daily for the public. In addition to the operas, concerts, and plays one can attend, the centuries-old building is a common destination for aficionados of beautiful architecture, with travelers flocking to the site to observe the Operahouse's grandiose dome. To the citizens of Rashara, the Operahouse is more than just a landmark, however; it is a familiar, beloved aspect of the city's culture. Most citizens have many memories associated with the place, but like many large, ancient structures, the Operahouse also has its share of secrets.

The Operahouse is, indeed, very large; the dome can be seen from rather far outside the city, and its famed auditorium has a capacity of almost 4,000 seats. It's entry hall and courtyard is large enough to serve as the site of an annual masquerade attended by many, many people. Those who work at the Operahouse know that its size is not limited to that which can be seen on the horizon, however. In addition to a large backstage area, a series of basement levels wind beneath the building, the first three serving as storage for props, costumes, and scenery. Some workers say that this is where it stops, claiming that any basement levels beyond the third are simply a rumor. There are others, however, in addition to a group of Rasharan history enthusiasts, who claim that there are more. Many more.

The Operahouse was designed two and a half centuries ago by famed Galean architect and eccentric Desta Zaman, and constructed over a decade. Despite only designing a few known structures, Zaman was known for putting an immense amount of thought and consideration into the symbolic meaning and purpose behind each detail of a building, and this is obvious when one looks closely at the Operahouse's construction. Devotees of Zaman have looked closely at notes left behind by the architect, which detail a number of deliberate design choices based on an intricate series of magical sigils, and the more mathematically inclined among them have surmised the existence of a number of additional levels for many years, claiming the currently accepted floor plan appears to be like, in the words of one mage, a puzzle with many missing pieces. 

These claims, in addition to the circulation of rumors telling of hidden doors in the third basement level that seem to lead deeper into the ground, have been enough to inspire Rasharan adventurers to plan secret expeditions into the lowest level to attempt to find a way deeper into the structure. There are plenty of unfounded, but creative theories about what might be down there; a vast catacomb structure filled with ancient magical artifacts, a trove of Desta Zaman's most beloved treasures and journals, and even Desta Zaman themself, alive and well after having constructed a large magical sigil system devoted to powering their life essence well after their body should have died. Mages who have studied Zaman's notes claim this last possibility is highly unlikely. Regardless, there are many who seek the truth with regards to the Operahouse's true nature, as it remains one of Rashara's greatest mysteries. 


Monday, January 1, 2018

Adventures in Comalan: Valanholm

While most outside of Heron can name its three main ruling families; the Karns, Crowmonts, and Piers, only those who keep an eye on Heronite politics or have a knack for history will have much knowledge about the subdivisions within in each of these clans. While there is, indeed, a primary ruling line in each region, offshoots from each of these families serve as managers for lands too far to remain under the main estate's direct control. The patriarchs of these families are referred to as Counts, and their wives as Countesses. While the average Restan would know nothing of Count Alexander Crowmont or Countess Adele Piers, to the Heronite citizens who live under the rule of these lesser nobles, they carry a great deal of cultural significance. 

Valanholm, a small island estate off the northern coast of Piers Territory, was the stronghold of the Lowland Piers family for centuries before a mysterious event a few decades past forced the family to move to a new estate on the mainland, Nacre Hill. While only the late Count Roland Piers and his family knows the true extent of what happened to the ancient estate, its odd fate has been a source of rumor and intrigue to the people who live along the northern coast and in the Lowlands. Where the castle once stood strong and tall on the horizon, there now seems to be nothing but a mass of sunken ruins.

Ghostly lights, bloodcurdling screams, stones flying through the sky; this is just a sampling of what one might hear if one asks what was seen that night from the coast; the night the Lowland Piers family evacuated their home as most people slept. Many people dismiss these claims, saying they saw nothing; that it was simply there one minute and gone the next. The foundation must have finally crumbled, some say, while others attribute the sudden destruction to nefarious dark magics. What is known for certain is that the family left the island with only the clothing on their backs and what they could fit in their arms, meaning that the riches of the Lowland Piers family likely remains in the ruins.

Since the family evacuated, the waters have been routinely patrolled by the Piers Guard to prevent looters from venturing into the ruins, though this has not prevented some brave bandits from trying. It isn't unusual to find some braggart in a pub claiming that he was one of the few who made it in, who claims they fought off waves of sai'mul or glowing spectres, or braved winding, flooded catacombs, or who claims they found nothing at all, even, but none have produced any hard evidence of their having been inside the sunken estate. It remains a mystery to most, though its appeal to adventurers has not waned, and it has been rumored among Heronite Resistance circles that a more organized operation to try and claim the riches within is in the works. 

Friday, December 22, 2017

Resta

Resta, Mortanis' Heartland to the East, is known throughout the continent as the Chosen Land. With Heron to its north, Tanis to its west, Galeon to its south, and only the various Midanian islands to its east, Restan citizens consider their lands to be the center of the known world. This, combined with their abundant access to gold and the majority of the world's most valuable metals and minerals, a ratio of arable farmland that rivals Galeon, and its frequent staging of historical events of theological significance, has contributed to Resta's moniker, the Chosen Land. This combination of rich resources and a rich history of divine intervention instills its denizens with a strong sense of significance that brings them to the forefront of theological and philosophical debate.

Resta's story begins in the very beginning of the First Age, when the first human tribes drew breath on the eastern shore of Mortanis. As mortal civilization began to form, it did not take long for its path to develop several branches. This ultimately led humanity to spread through Mortanis to the North and South and settle the lands of Eris and Pyris, or modern day Galeon and Heron. Those who remained in the Eastland did so because they couldn't abide the respective partisans that had driven their people so far apart. The people of the Eastland continued to lived as the first tribes did without much organization until tragedy split them apart in the 51st year of the First Age. Back then, barbarians and pyromancers of the long-defunct Brokamac clan had forcibly taken over most of a large section of the region, ending at the Pledge River. 

Those south of the river took a hard line against allowing the tyranny of the Brokamac spread any further. This led the remaining Eastland tribes to unite into a powerful resistance that fought tooth and nail to hold the Pledge's southern banks at all costs. They formed a city-state close to the Pledge which was dubbed Necros, so as to promise death to any Pyrisian who crosses the river. However, this fierce resistance did nothing to help the villagers trapped to the north. So, when the first arcanists wielded the power that would allow them to repel their oppressors from their land ten years later, the survivors would form a city-state of their own close to Necros. This city was known as Coronos, a name which symbolized their timeless endurance and boundless pride. While this victory pushed Pyris' border all the way back to the mountains, the people of Coronos couldn't reconcile the sense of betrayal they felt towards the people of Necros for abandoning them. They remained a separate state for over the entirety of the First Age, claiming ownership of the entire Eastland region north of the Pledge.

The people of Necros and Coronos enjoyed a cordial relationship despite this fractured trust since they still otherwise shared the same values. In both cities, they differed from the people of Eris and Pyris by prizing the unity of humanity over its excellence. While the rest of the world fought with each other in the War of the Gods, the two peoples of the Eastland determinedly avoided any participation in any hostilities. But this didn't keep them safe from harm. During the war's peak, a plague known as the Curse of Suffering swept through the Pledge River, infecting the people of both cities with a sinister pathogen that caused a strong and persistent depression and unbearable physical pain. The plague took a powerful toll on the populations of both civilizations that caused the people of Coronos to rethink their priorities. 

Left in a weakened state after the plague had run its course, the prince regent of Coronos proposed a union of the two countries through marriage by its respective leaders. This was done as a matter of pragmatism, with the people of both countries overwhelmingly believing that reuniting with their former Eastland brethren and forming a stronger nation was necessary to protect their non-involvement in the great war. But by the time their efforts to consolidate were complete, the war was over. Thus, the people of the Eastland found itself the lone superpower in a ruined world. With destiny perceived to be on their side, they chose the ancient Fadalian language word for destiny as the name of their new nation, Resta.

Theocratic monarchy has always been the rule of law to the people of Resta, whose traditions are considered beyond reproach in their culture. Foreigners observing this attitude from the outside have come to call this phenomenon Restacentrism, a seemingly in-built assumption by all Restans of their inherent favor by the Gods. While the people of Resta generally feel no ill will towards anyone, they have unfortunately cultivated an image of privilege and arrogance that provokes the ire of most of the international community. Nowhere is this disdain more pronounced than in Midania, whose undead leaders frequently denounce Resta for the kingdom's unfair treatment of those its society consider to be less than perfect. 

While Midania is the only country whose leadership openly condemns Restan culture, sympathies toward Resta aren't much stronger in the rest of the world. In Heron, Resta is considered to be a pit of decadence, elitism, and laziness while, in Galeon, Resta is seen as overly hierarchical, narrow-minded and distasteful for its self-centered culture. Only in Tanis are general sympathies towards Resta neutral, since their experiences with its people are infrequent and usually positive

Despite this, most official relations with Resta are friendly since, while its people remain oblivious to the inherent arrogance of their culture, they are especially generous in trade and their dispersal of magical research. This is especially evident in the existence of the Goodwill Company, a military organization that consolidates the skills of various Royal Army, Spellwarrior, and Templar soldiers into a combat unit with the sole purpose of lending military strength to foreign countries. Their services are rarely requested and always offered preemptively. While this further contributes to common perception of Restan arrogance, the Goodwill company has managed to consistently justify its existence since its foundation in 3E2.

As the only country with a foreign occupation and a population-culling plague in its history, the people of Resta has taken a unique path into the modern era of the Third Age. Intentionally isolated from the affairs of the rest of the world, their culture can be seen as ignorant and self-centered, but they are a people with generally kind hearts whose strongest motivation is reminding the world of its conscience. While their approach to doing so is usually seen as condescending and sometimes hypocritical, no one can truthfully claim that a Restan is stingy with their good fortune.

Society

The Festival of Autumn- A holiday that Resta shares with Galeon, in which intellectual pursuits are glorified in celebration of the positive effects of science on yearly agricultural harvests.

The Festival of Winter- A holiday that Resta shares with Midania, in which people are encouraged to reflect on their emotions and release them in a healthy way before winter comes to isolate them.

The Oculus Program- Excepts from The Restan Star, a news publication, celebrating a technological milestone for Resta.

Armed Forces of Resta- A brief overview of the four military orders under the control of the Restan crown.

Locations

Iris Isle- A small island located close to Galean waters but which is legally part of Resta. Iris Isle is significant to the pilgrims Resta because it contains a holy place known as the Bishop's Pinnacle.

Shaville- A once-idyllic village that has fallen into oblivion thanks to the wide influence of demonic corruption.

Stories

Death Touch- The current flagship tale of Comalan. When the Goddess of Death makes an attempt to sow fear and violence among all mortals, a group of Restan champions must come together to stop her.

The Magister's Rage- The memoirs of Gyanda Maloran, whose dreams of becoming a spellwarrior were disrupted by the unfortunate presence of a violent spirit.