Saturday, March 16, 2019

Salt Ring

Loot from one of the previous sessions.


Salt Ring

Stores a total of 24 cubic feet of salt.  Currently loaded with 5 ft of salt (oceanic).

Power 1:  (automatic) Can add salt to any magic cast, leaving a salt rime on any target or targets of the magic. 
Power 2:  (automatic) Removes dangerous amounts of salt from any food or liquid ingested, as well as salt that touches the skin.  Breaks the effect of OP 4 or less salt-based magic in 1 turn.

Requires activation; only one of these can be active at a time

Power 3:  (24 hour cycle).  Convert 1 cu. ft of salt to another salt type.
    Troll salt — damages trolls like acid; works on oceanic/sea trolls as well.
    Elemental Salt - damages elements, regardless of type, like acid.
    Life Salts — damages undead, disintegrating them 1 HP per round that the salt is on them.
    Wake Salts - Will awaken any sleeping creature if applied to the skin
    Burn Salts — Burns the skin of living beings, causing 1 HP per round until washed off.  If wounded, this doubles to 2 HP per round.

Power 4: (1 per day).  Summon a Salt Elemental.  Requires a ready source of salt (like the ocean) or at least 20 cu. feet of salt to be used from the ring storage.  Lasts until dismissed or maximum 4 hours, whichever happens first.

Sunday, March 10, 2019

Great Current Road

Wanted to talk about this phenomena of the Green Vault Sea area.

The Sea Witches of the area maintain their underwater dominance primarily by being able to move rapidly and in numbers from place to place.

Most of that happens via a couple of powerful currents that they control like roads under the sea.  It allows them to move large amounts of troops rapidly, at depths of up to 8 atmospheres (2400 ft) of depth, including "land" troops in hardened bubbles.

It also happens to be something that is used for transportation of goods, people and other sundries as needed.  It takes roughly 8 days to travel via current from Chorynth to the Damned Isles.  It otherwise would take 8 to 20 weeks by sea or roughly 3 weeks by skyship.

Saturday, March 2, 2019

Green Vault and Ilustrain Island

:::: More background


Green Vault
Range of ocean from the southern coast of Khaora to a point near the Shrinking Shoals, which are the last remnants of the previous Ilustrain Islands nation.  The dominant ocean leaders are said to be the loose confederation of Sea Witches, Aranzian Isles and the Chorynth Isles, in that order.

While the Sea Witches are considered the strongest, their disorganized loose tribes find it difficult to wield power as effectively as the other two nations.  At least on the surface.




Ilustrain Island's
This island nation was destroyed, physically and culturally, when the giant hulk of a decaying starship dropped on it from the sky.  The impact caused massive upheaval but the island was truly decimated when the winner of their space duel launched massive kinetic strikes on the wreckage and the island.  This destroyed the area and submerged a majority of the islands. 

In the afterwards, the area became polluted from toxins leaking from the starship engine, creating a zone of poison in the water and as noxious fumes above the islands and shoal remnants.  It's avoided by all but the hardiest of adventurers or thrill seekers, as the radiation is still very active.  The currents are hectic and twisted in the waters of the area.  Rogue currents and winds are known to drag in ships from even miles away unexpectedly and send them racing into the rocks and shoals.  This has created a maze of shattered ships that rises out of the water when the shoals surface.

Ilustrain was known for their coffee and a few other miraculous plants that grew on the island.  While mostly hailed for their use in cooking, magical or otherwise, some were outright powerful in their raw or natural state.  One, the Royal Inusett Fruit, grew only once a decade but had the power to rebuild a man, from inside to out, re-crafting them into a more powerful version of what they were.  Another, the In-In-Ott flower, had a scent so powerful that it was said to rid a man of poisons, parasites or illness immediately.  The caro-caro-ton root was celebrated for its strengthening effect on a man's inner power (Ki/Chi) and was a hallmark of their island martial arts monastic traditions.

Geographic Places and Locations of Note:

  • Green Vault
  • Khaora
  • Ilustrain Island
  • Shrinking Shoals

Saturday, February 23, 2019

Setting and Game Theme

We are on game day 6 of the recent campaign reboot.

It's set in an oceanic environment in the southern part of Arduin.  The starting game play is in an area of the ocean known as the Green Vault, which is south of Khaora, the main continent of Arduin, where the county of the same name lies.  Consider it placed north of the equator but south of that continent and between the islands of Chorynth and Aranzian Isles.

The focus is primarily on the interplay between the two island countries and their ongoing economic war.

Chorynth is a loose federation of cities ruled by a ruling class of city-state princes.  It is a renaissance styled swashbuckling culture with a strong sea faring and freedom fighting tradition.  Its previous name was the Malanchian isles and home to the Malanchian Kingdom.  It was overthrown by a religious sect that followed the deity Set.  The great world snake corralled the island in its shadow and for 48 years slaughtered and murdered the inhabitants.  That rule ended in a final rebellion that cost the island the lives of 3/4 of its population but destroyed every trace of the snake priests and their god.

In the near 3 decades since, the islands have seen vast repopulation, mostly from Viruelandian refugees escaping the mainland and an influx of amphibious oceanic races that have carved out a home on the island.

  • Slavery is considered intolerable
  • Openness to many races is desired, except for serpent races
  • Open worship allowed except for Set or similarly aligned deities

Aranzian Isles is home to a militant and strict people who have cut their island home into a series of strong city-states ruled by a single military authority from the main island.  Each city-state serves under the dictator but has a strong ruling power known as a seawall prince. 

The Aranzian ideal is to serve one’s country faithfully and well, earning standing and fame through militant and adventurous deeds edifying themselves, their family and kingdom. Aranzians are very rank conscious due to the power afforded to reputation and fame.

Even if one's leader is a scumbag, worst of the worst, not following their orders is tantamount to vilifying one's family and casting shame on them.


  • Faith to the kingdom, family and self, in that order.
  • Being industrious is everything.  Move up in life by service, deeds and power.
  • Anything goes as long as its an order from above or in keeping with being productive

Economic War

Chorynth lost command the ocean trade when they fell to the religious rule.  Aranzian Isles stepped into that gap and took over nearly all the shipping lanes in the Green Vault area.  In that last decade, the two island nations have been at economic and sometimes outright war as they fight and scramble to maintain dominance.


Wednesday, February 20, 2019

New Game start

New game is set in Arduin, on the ocean area south of Khaora.  It lies between the Aranzian and Chardosian isles known as the Green Vault sea.

I'll start documenting the escapes of the gaming group as time goes on.  It has a core group of five, with 2-3 that show up every other game or so.

More to come.

Tuesday, February 19, 2019

Rebooted Arduin Game

Rebooting my Arduin game for the millionth time after a long bout of illness.

Stay tuned for new adventures!