We are in the home stretch - the last section! Time to draw the rest of the fucking owl, as they say.
Now, we tackle the longest part yet - detailing out the rest of the setting, even in sketches. This allows us to drop hints about what else may be out there, waiting to be discovered and played with.
This next session is long, so go get a snack and prepare for the absolute brain-vomit that ensues. This setting has been mostly knocking about in my brain for quite some time, so some bits were already half-filled for me; the other half is being lifted out of the Skulls & Shackles adventure path, though often through a remixed lens.
Remember, you can play along at home - head to Ray Otis' itch.io store and download the workbook (for free!) to get started!
Sketch out the geography of the continent
This one I have already done! The map I made for Part 2 will act as a basis, with a few quick notes to add...
Each hex here is 12 miles; each island will get a smaller scale map (1 hex per mile) as and when I need them. The first session should be mainly land-bound on New Rook, meaning I will have time to work on a backlog system.
The Chain is a series of small-ish islands, which have been under a massive storm for as long as anyone can remember (there are references to it in nearly pre-historic tomes). However, around three decades ago, the storm lifted. The devil-worshipping Elterian Empire saw this as a sign of diabolic provenance; the world itself was opening up to their recent displays of power. So, they began warring against their neighbours, quickly enveloping and absorbing anyone in their path. Many were taken as slaves, while some got the chance to serve as serfs under Imperial rule. However, their overreach was their undoing; by going to war on so many fronts, even the superior numbers, advanced technology and Hellish interference the Empire could call upon couldn't stop them from over-extending. The Empire withdrew from the fronts to regroup, but not before razing the lands they stood in, to make sure no-one could use them until they returned.
Those who fled the wars moved east, away from the Western Empire and towards The Chain. Now that these islands, seemingly uninhabited, had become available, many chose to set up new lives here, hoping against hope the Empire would not be able to recover enough to move this far East. Of course, that was decades ago, and they are already putting out feelers as far as the far east of The Chain. Many locals see it as their sworn duty to avenge their fallen friends, family and countrymen, and will defend their new lands to the death.
1. Eilean Dubh, The Black Island - recently settled by Dhaoine men and orcs, fleeing from a sound defeat by the Empire. Despite their warlike clans and a viscous streak a mile wide, they stood no chance against the overwhelming force of the Empire. Mainly small fishing villages, with a mysterious stone circle dominating the centre of the island.
2. Àite Sabaid - another Dhaoine settlement, with clans reviving old grudges building to skirmishes. Currently making overtures to Eilean Dubh to pick sides and join the fight, much to their dismay.
3. The Sisters - a group of seven small islands, in the process of being connected by bridges. The Southrons who landed here are beginning to build a few settlements, but currently host the Azure City, the only recognised place of magical learning in the Chain (mostly teleported from the Southron Lands a few years ago).
4. Foice, The Sickle - a small Passoa community; most of the Passoa are strong advocates of the Empire, as one of the longest-conquered territories. However, many wish for freedom, and have come to the Chain to try for just that.
5 & 8. Na Leannanan, The Lovers - two small islands, connected by a land bridge. The Dhaoine who settled here are a matriarchal group of Druids, who are aiming to create a site of Druidic power on these islands. This may allow them to control the weather all across the Chain, as well as many other campaign-changing deeds... should they manage before the Empire get a hold of it!
6. The Duchy of Perelandro - recently taken by a Passoan mercenary, the Duchy has become a haven for blackguards, scoundrels, pirates, even apostate Azure City mages. While he was given his title by the Empire, he holds neither love nor loyalty to the Empire; he simply desires wealth above all.
7. The Spires - less a collection of islands, more large, spiked rocks by way of stone termite mounds. Currently occupied by the wyverns of Simryth's Realm.
9. Tirafka - a settlement of Northern Suzrein merchants who are looking to set up and protect proper trading routes towards their Northern home, rather than the small-scale inter-island trade in the Chain.
10. Turok - a small settlement of Guana, who stay out of local affairs.
11. New Rook, the Starter Town!
12. Simryth's Realm - Simryth is a Red Dragon, and seemingly the only Priestess of some dark Draconic god. Simryth breeds wyverns and other strange creatures, much the same way many people breed pigeons. These wyverns are frequently found on the surrounding islands, including The Spires at no.7, with frequent assaults on New Rook.
13. Iǫtunheimr, The Jotun's Land - recently settled by a group of men and Jotun (Fyrðar Goliaths), this small island chain is shaping up to become a place of learning to rival the Azure City, though with a wider focus that just magical knowledge.
14. Currently unnamed and uninhabited, this large island is home to another pair of Black Towers, and seemingly little else - no wildlife or flora aside from the hardiest scrub grasses.
15. Fort Hazard, The Court of Free Captain's Fortress - the current meeting place for the Court of Free Captains, the true rulers of The Chain. Fort Hazard is incredibly well protected, with cannon golems and a standing army.
16. Búðir - a large settlement of Fyrðar, currently undergoing a revolt against a tyrannical leader. This situation is right on the verge of spilling out into full-blown civil war, with the tyrannical Freyr Gottrick and his Hersir, Valen coming to blows over matters of policy and acts of petty tyranny.
17. Currently uninhabited, aside from a large dome built from the same material as the Black Towers. Unlike the others, this one doesn't seem to have affected the area around it, but people are still unwilling to live in the shadow of such a place.
18. The Crucible - a tight, rocky grouping of islands, with plenty of mass just below the surface. Many Captains will try to prove their skill by navigating this treacherous stretch, and a fair number haven't made it. Salvage operations are just as risky, meaning there is a lot of loot just waiting to be found!
19. The Triplets - a trio of Black Towers, one of which has been broken. The strange black stone has shattered like hardened glass, but is still just as impervious to any attempt to break it further. The Cult of the Eye have set up a small base here, with some mysterious plan of action.
20. Little Helike - a group of Southrons from Helike have made their home here, bringing unique grapevines and wine-making techniques from their homeland. Currently most of the island is taken up with vineyards.
21. Palmas - this small island has recently come under the control of a group of pro-Imperial Passoa settlers. While they are not officially part of the Empire, they do espouse a desire for the Imperial Navy to pass through the area and conquer all the surrounding islands. They hold close to Imperial law, meaning most pirates will want to steer clear (aside from a spot of light robbery and raiding, perhaps).
The islands at the bottom will remain undefined, just yet - means I can see which parts of the setting catch the player's attention, and utilise those themes here.
Develop a pantheon of Gods & Powers
One of the aspects I want to emphasize is the melting pit of cultures and religions.
Pesha Gods are based on Hindu deities or their Tamil equivalents. As the Pesha are the predominant ethnic group of Peridot (though not its only one), those deities will be of particular focus at the start of the campaign.
The Dhaoine bring the Celtic pantheon, with a focus on warlike aspects (somewhat tempered by an embarrassing defeat by the Empire). They are somewhat close to the people of the Scottish Isles, with Orcs, Goblins and Elves mixed in.
The Fyrðar bring Norse deities to the table, though they aren't Vikings; while it is hard to see Reinassance-era Norsemen without the influence of Christianity, enough of their history and folklore existed into that time to make a decent approximation. Fyrðar settlements often have Goliaths, Ogres and Orcs from their homelands as well.
Northern Gods are often smaller, animistic spirits. Some have brought idols of their Gods to try and transplant them to their new environment. The Northern Lands have been somewhat undefined; I think a large continent, like Africa with all its unique cultures and peoples would be good, so let's say the main body that are settled in the Chain are similar to the Mali Empire, with a Shintoesque spiritual system instead of Islam as the state religion; Mansa warrior-kings, mercantile culture, a decently long history, griot bards! There are a hundred countries to The North, but the Empire halted at the Suzrein's doorstep, leading them to be the most concerned with halting their progress.
Southron Gods are the ancient Greek/Roman pantheon, with all the divine drama and interference with the mortal world that implies. Similarly to the Fyrðar, Southrons aren't exactly Ancient Greeks, but a possible continuation of that culture without the rise of Christianity. Southron settlements often have Dwarves and elves
The Empire are devil-worshippers, so they venerate Archdevils and castes of devils as minor saints. Indeed, The Archfiend Asmodeus, the literal God of Evil, sits at the top of their hierarchy; they do manage to keep enough sanity to actually run an empire, so they should be strongly Lawful Evil (even if we aren't using alignment in this game). The Passoans are another group currently under Imperial rule, though there are definitely some who see the Chain as an escape from a life of diabolic slavery.
Create some high-level NPCs and villains, including DNA
This one is a cheat; I am going to lift the Free Captains from the Skulls & Shackles books. Pre-made and loaded with plot hooks, each is a worthy adversary, and some can take the role of allies, villains or speedbumps depending on player action.
The Court of Free Captains are the true rulers of the Chain. While there are local councils and rulers, the overall laws of the Chain are passed down from this Court.
While anyone can declare themselves a Free Captain (one need only be the captain of a ship), a seat on the Court is a much higher ask - you need to be sponsored by at least 2 current members, and have a reputation as a great pirate. What this means seems to shift, depending on the pirate in question and which two current members are sponsoring them.
(And no, you can't win a place on the Council by running in a fucking boat race you cannot lose because the plot says so, why do you ask?)
The Court is currently ruled by The Hurricane King Kerdak Bonefist, a legendary pirate known for his attacks on Imperial ports. The rest will be revealed as they are required...
Create a calendar with festivals and other important dates
Due to the exceptional number of cultures in the area, there is no set calendar as yet. Each island has its own set of special dates and festivals, to be listed as I need them.
Rival NPC adventuring companies
Again, there are too many to count! Every boat captain worth their salt is trying to make a name for themselves out here. but I will list at least one type the PCs may come into contact with; pirate hunters!
Captain Fiorella Pictor is an Imperial pirate hunter, focused on getting the maximum bounty she can - ships intact, crew subdued for trial rather than dead. Where possible, she will disarm the most obvious leader in a group, hoping to end the fight before it gets bloody. Her crew are armed with mancatchers and nets, though a few do bring cutlass and pistol for those who won't come quietly.
Pedro Carrera Mao de Ferro is currently undergoing a crisis; as a Passoan, his family happily serve the Empire. However, he has yearned for freedom since arriving in The Chain, and is currently working out how to best unshackle himself from the Empire without risking his family's safety in the process. With the wind at his back and his crew by his side, he knows he can find a way. Until then, he will hunt enough bounties to make him seem the picture of compliance.
Lucantius Iulus is less pirate hunter and more assassin, but he relishes in his work. Used to bring particularly dangerous prey to heel, Lucantius is held in very high esteem amongst the nobility of the Empire. Between his highly-trained crew, state-of-the-art ship and weapons, and his powers as a Diabolist, he is a dangerous foe and no mistake.
… And that's all she wrote. For now, at least - I will continue to add posts as I work on individual islands, and hopefully play reports at some point soon!
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