CloudSpire Chronicles

Every Friday from 7pm PST to Midnight, we play D&D 5th Edition in a world based on Forgotten Realms in the far future.

A diesel punk setting consisting of a world being consumed, floating expansive islands in the sky and the lifestyle that goes with them.

Airships, flotillas, and entire societies trawl the sky seeking their prey, whatever that may be. Upon the surface of Torril, the denizens try to fight against the destructive forces all around them. In the under dark, great and unnatural things take place, gestating and bursting to the surface.

Fluff aside, the world is based in a northern kingdom known was the Cloud Spires mountain range. It is the northern most point of the Spine of the World, which is still known as the Spine of the World.

The entire Cloud Spires mountain range is approximately 100 kilometers.

Due to the entrenched nature of the civilization and the perilous rock formations, air ships must be specially equipped to traverse more than the primary roost provided at the Royals Peak, the highest, flattest and most open pinnacle amidst the many mountain peaks.

Nearby rest many landmarks including Farspine Monestary from the overlooking Farspine mountain peak, Daeds Outreach at Dorums Plateau.

This campaign has a rich pedigree of characters, a growing scope of challenges with a complex range of variables born of the players doings. The campaign is written as a sitcom, where over an average of 5 hours I take my players through a few paces of drama and the battles that may ensue.

While the combat ranges from base to intensely contextual, the story aims to involve everyone to a degree based on what their character needs out of the world.

I take a lot of pride in how this campaign has turned out, and I can't wait to leave it behind for my next story.

Flux Militant

Body

Seemingly driven by religious zealotry, the SpyMasters clandestine police force worked to keep the streets free of chaos during the times of war.

A natural progression of the madness brought about by the violence at their door step, they were eventually disbanded when the prince disappeared.

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Elizabeth Moonshadow

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A talented high elf woman who practiced her skill in musics, met a young human carpenter, sired a half elf child (Eilonwy Llewellyn) in a whirl wind few years of romance, then abandoned her family for the high stakes adventure of the bards life.

Reknowned throughout Calimshan and the Cormyrean Craters motes, she is a regular guest at many events for the Covenant of the Rose, and Covenant of Silver when either is presenting an official ceremony. Rumour has it that she is in such demand that either faction will schedule events around her schedule.

Originally, they tried to skirmish over her but she nearly died and both factions agreed then and there that it was probably a bad idea.

Incidentally, her sleeping with both sides resulted in the Silver Rose Accord.

Over the years of her career, she has visited the mote a handful of times to play for the house of Saxburg as a close personal friend.

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Llewellyn

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A story of fame and fortune competing against roots and a family.

Dirk Llewellyn and Elizabeth Moonshadow are now separated.

Dirk works as a carpenter and is a devout Oghmite.

Elizabeth has sought her fame across distant motes and lands.

Eilonwy Llewellyn works in the service of Oghma as a priest, scribe, artificer and general field researcher.

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Black Wing, the

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The Black Wing bariarian tribe lays claim to many of the western mountains, largely due to the coverage provided by their 'gods,' a pair of adult dragons, one white and one black. An offshoot of the Black Mountain tribe, they were chased out for heretical beliefs and generally being psycho dickweeds.

Vishava, the black dragon, is a selfish brute with a penchant for watching humanoids melt, fight and altogether suffer. As studies go, if ever the question "Can a dragon giggle" was raised, Vishava could provide a resounding yes. The provider of seed to Kalameets dead mother, Vishava has had a faint connection with his descendant since its birth.

Qalb Barid, the white dragon, is a conniving but violent wyrm with a terrible secret.

While white dragons are typically too beastial in nature to match wits, Qalb Barid possesses a larger intelligence then normal and surpasses Vishava. Also, Vishava suffers an unrelenting natural stupidity.

These two have lorded upon the off shoot tribe for nearly eighty years, or nearly four generations of the Black Wing barbarians.

"Something something, Black Wing wedding, something, dull affair."

The Black Wing is a cultish tribe who until eighty years ago, was as disorganized as they are uncivilized. Nearly animals in their own right, their feral behaviours were curtailed by Vishava, who was then set upon by Qalb. While neither could best the other, Qalb being the smarter, and Vishava being the stronger, the tribe was falling out of control, which is what Qalb was interested in to begin with. Vishava, despite his mental shortcomings, managed to see the situation as well. Both dragons thus work upon a loose alliance, working to keep the tribe in check while constantly fighting for authority over the other.

Over the course of the following decades, the dragons managed to provide the tribe with cohesion and resultantly, growth. The dragons made home in the western valleys and sought prey in the surroundings; with the barbarians at their disposal they could successfully attack bands of giants, especially if the giants had been out hunting. The barbarians, in kind, had the fire power of two dragons leading the way, and in short, they liked it.

So it was that the barbarian tribe of the Black Wing grew and spread, numbering nearly 2000 in population from a few hundred in only two decades.

Attack of the Black Wing

As would be expected, the black and white dragon did help their barbarian horde attack their oppressors. The stories tell of a loud clap of thunder that sealed the fate of over a thousand Black Wing barbarians as the outnumbered mountain men stood onlooking. Swallowed by an impending rush of snow and ice, the Black Wing men disappeared. The subsequent hail of gunfire and arrows chasing away Vishava and Qalb they returned to a valley of the remaining few hundred tribespeople, mostly women and children. There they bided their time, telling stories of failure for lack of faith and curtailing any dissent with greater ease then before.

So it was that the barbarian tribe of the Black Wing faded from the Black Mountains proper and disappeared into the wilderness for decades upon, until the road came.

NIMBY

"The road and its people are more than just fresh meat. The road is our opportunity for us to become that which we rightfully deserve! A new power in the mountains! Surpassing the Black Mountain tribe of fools, and becoming that which the mountain men fear!"

"We will be the feral men no longer! We will be the new men!"

"Hip hip hooray. Hip hip hooray."

Armament

The highest position in the Black Wing is the chief, but second to him are the smiths. The tribe is armed with Fenrizzium blades, mostly axes, and those few members of the tribe who can craft the weapons the rest of the men use are considered the most valuable members of their society.

The manufacture of weapons allows the tribe to collect food, and defend themselves, but also conduct conquest. "In short, he who makes me my tools, is my mvp."

Armour is not the order of the day unless a gift from one of the god dragons.

The tribe has a number of champions and those champions will have whatever magic items the tribe has collected

Of those, rumour has it that the tribe has a number of legendary pieces in their employ. Such as the gatling guns employed during wars by giants.

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Frostburn Bumblebee

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A robust Apidae, this particular bumble bee survives due to its developed immunity to the strange ores and intense heat of the volcanic activity.

Their hives have developed carapaces to help insult their populations while their population has developed carapaces that insulate and retain the heat.

They take the name frost burn for the mild burn that one can experience when a hot one lands upon you, and the intense pain one experiences when bitten by their proboscis or stabbed by their nearly half inch stinger.

The developed proboscis, or madibles are capable of chewing rock and mixed with their mildly acidic saliva, they mold the stone and cover their hives with it.

Themselves slowly covered in the saliva ridden stone, have developed powerful wings, and incredibly resiliant innards as a result of the torturous lives they've lived.

The rewards for their survival are the plethora of strange flora that grow abound within the tropical microcosms afforded by their environs. Surrounded by heat and strange energies, they remain a benign and private race.

They harbour a mild form of sentience, maintaining a psionic mind as a hive that can communicate at a low level language with a high sense of logic.

They have no natural enemies, however they are sought by mountain dwelling humanoids for their honeys. Each hive promises a wealth of new findings such as magical properties as provided by the honey.

Mostly, the honey is a nourishing substance, and not all Frostburn honey is sweet.

Typically, the colouration of the substance gives away the flavour and intended purpose.

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Pasha of Canaan

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The Pasha of Canaan

A Goblin free trader

Shady imports, luxury items, contraband, arms, armor, ship repairs, healing, supplies, all at well above market cost, but offered at the most TIMELY moments.

The pasha's first mate is a scryer of some small talent, and able to chart courses to individuals who will be in need of their goods and Willing to pay when they arrive.

The ship itself is possessed of an ancient and massive cloaking engine, allowing it to slip through most blockades and embargoes completely undetected. The trade off is limited cargo capacity and speed for such a large ship. The Pasha's edge is in strategy, not velocity.

Her armament is uncharacteristically heavy, as she is often exposed to dangerous situations while uncloaked to negotiate with clients. Similarly the patchwork hull is plated and engineered more like a battleship than a merchant vessel. Though in the style of Goblins, with many plates layered haphazardly and weaponry bristling from makeshift gunports and hard points.

Her ships complement averages at a couple dozen Goblins, the majority acting as engineers stationed in crawlspaces throughout the hull, in order to repair damage shortly after it is received, or heavily armored marines strapped with trench-brooms and hatchets to repel boarders.

The Pasha of Canaan, (affectionately nicknamed The Stinkfist by her crew) does not accept charter, and because of the manner of her cloaking cannot be contacted, if they are needed they might arrive, if the barter is right.

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Tyr dre Krieg

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A Silver Dragon and High Priest to Bahamut, for the Council of Wyrms in the Cloud Spires.

She overlooks doings and maintains relations within the humanoid kingdom.

In the last year, the Council has all but pulled themselves from the Cloud Spires area of men, leaving 'the humans to sort themselves.'

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Kalameet

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Kalameet (Dragon of Calamity)

Born of a black dragon egg found within the corpse of an elder dragon that attacked the Cloudspires durring the royal burial. Gifted to Ivor Keterog by the Prince Saxburg in front (and much to the dismay) of members of the Council of Wyrms for reasons yet to be made clear.

Black Dragon by birth, Chaotic Evil by nature, Kalameet's disposition is no different then that of its brethren, but Ivors tutelage seems to have instilled a need to concentrate upon logical out comes and use its "negative" emotions as a channeled focus instead of succumbing to errant desire.

Master and Apprentice, Ivor instructs Kalameet in what psionic mysteries he can, in hopes of raising an entity that can depose Tyr dre Krieg and remove the Council of Wyrms influence over the Cloudspires... eventually...

Presently residing deep within the sewers of the Royals peak, Kalameet stalks the lowest levels looking to test its might against its denizens... or those who stray to far, while remaining out of sight of the Cloudspires more powerful individuals.

Present Psionic Mastery

  • Giant Growth
  • Dimunation
  • Psychic Inquisition

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Medina

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The beautiful Lady Medina Brightwood, is an enigmatic woman in an enigmatic family.

Her betrothal to Vane Thal'adriel organized over two decades ago, the family had disappeared during the dwarven wars, thought killed in raids; however it was Vane's own mother Elana Thal'adrial who did in fact locate and return with the young Lady Brightwood to reunite the family and their causes.

Medina is a woman with purpose, and she fulfills that purpose using the people around her and her storied family's extensive resources and capabilities.

She demonstrates a calm yet stern air about her and commands attention when in a room, even when she is quietly sitting by herself. Men who lay eyes upon her are stricken by her beauty, men who stand near her never forget her scent of pine, men who hear her speak are haunted by the melody of her voice for hours afterwards. It has been hinted jokingly, that the Lady Medina is part frost nymph although anyone who has seen her eat, knows that's virtually an impossibility.

Despite all of her traits, Lady Medina eats like a pig as the rest of her family and does not shy from getting dirty. She is quoted as saying, "If it's good enough to eat, if should be good enough to wear." This is of course a reference to the druids way of utilizing the materials of the animals hunted, but is used in jest to refer to gravy, giblets, etc.

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Sid Meir

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The leader of the Oghmite order, Lord Sidney Kessel Meir has been a member of the Church since before his arrival in the Cloud Spires.

A man in his late fifties, Lord Meir led the Church alongside Lord Walthanor Pograff for nearly two decades and was responsible for many of the Chuch's advancements in education and records keeping.

Formally trained as an airship engineer, he became an Oghmite when he joined a fellowship traveling the motes bringing the word of Oghma to all who would listen.

He has curated a small family of two children whom he bore in his late years after settling in the Cloud Spires. Soussan Meir his wife, dotes on their son Rian Meir, a stone worker of 22 years.

He dislikes militant organizations, believing that soft strength is more important than hard displays of power.

He was distraught over the illness of his friend Pograff and when he passed, was stricken with a depression for the loss of "the only sanity this northern hell has ever known."

When he was ousted by Vane, Sid was easily convinced by Daed Al Icarr to set up a new church that would stand apart from the Pelorites.

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Brightwood

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The Brightwoods were one of the Cloud Spires oldest families, allies of the Summerhill and dabblers in a range of works. They are a family of shamans, mystics, and druids who were tasked with the production and care of the food stuffs around the Cloud Spires.

During the Dwarven Wars, the family was killed by a dwarven airship crash upon the family compound. Since the return of Juren Brightwood, the compound has been reactivated, and come alive with fresh productions in honey, fruits and vegetables, and all manner of interesting flora.

It has recently come to light that the Brightwood household is in fact a rebirth of the family by way of druidic magicks performed by Juren.

The members of the house were the father, Reyes Brightwood, the mother, Gianna Brightwood, their daughter, Medina Brightwood and Juren Brightwood (Juren is/was Karls character, 'Wyld', hence why his whole name is bracketed).

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Sun Walkers

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The holy symbol of a Pelorite priest

"It seems to be the will of the young, to never see their old age." -- Walthonor Pograff, Pelorite Priest

With the looming threat of Acererak and the result of his phylacteries spawning evil across the Cloud Spires and beyond, Vane Thal'adriel saw that city militia would not be enough to fight off this threat.

Unable to rely on the Echelon, with their questional practices and motives, Vane has begun uniting the holy knights, paladins, and clerics of the Spires to form a holy crusade in the name of their God of Light, Pelor.

Under the command of the Church of Sun & Scroll, the Sun Walkers see the threat that Acererak brings to the world and has made their mission to destroy him and his influence and stop his rise to power.

True to their nature, this army of the light shows true strength in good, pride, and religous law. Should the Cloud Spires be threatened by evil intent, the Sun Walkers will enforce the wrath of Pelor and his strength will fuel the Sun Walkers with holy fervor. Generally created to combat the evils that seek to destroy the world, The Sun Walkers will show vindication and judgement to any mortal that aid said evils and are found guilty in the eyes of the Dawn Father. Those that are found guilty are known to them as "Scorched Ones".

Emblazoned with gold and red, they walk proud in the light, and no darkness can penetrate their resolve.

While the Sun Walkers are formed from the Pelorites of the Cloud Spires, their relationship with the Ohgmites is recognized as crucial and they maintain their symbiotic relationship, to the extent that some Oghmites are included within the Sun Walkers ranks.

Their headquarters resides as a group of three offices in an unused area of the Church of Sun & Scroll.

The organization is working to expand their reach and capability with recruitment and training in the arts of close combat, and magic. A decision to relocate their headquarters was made to allow the Church of Sun & Scroll to be the focus of worship and research. It is currently being built just outside the walls of Royals Peak, and named the Solar Fortress.

Current ranks (in order) of the Sun Walkers:

Keeper of the Flame - Vane Thal'adriel

Right Hand of the Flame - Solaire Mantelar

Left Hand of the Flame - Ornstein Rhadam

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Suntouched (Captain equivalent)

Korenth Ghormiss: Co-leads the Shields

Ulysses Moorsman: Co-Leads the Shields

Barather Mollasuto: Co-Leads the Keepers

Farashaad Talul: Co-Leads the Keepers

Alera Sertais: Leads the Nocks

Gorina Fremos - Leads the Shapers

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Hand of the Light

Second in command after the Sun Touched

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The remaining Sun Walkers are called up according to their speciality

Shield of the Light - Paladins

Keepers of the Light - Clerics and Priests

Nocks of the Light - Bowmen

Shapers of the Light - Thaumaturges

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Elana Thal'adrial

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Elana, the Matriarch of the family, has ventured outside of the city of Shalogh again, this time to attempt to bond with her son Vane Thal'adriel.

Gone for most of his life, she has her eye on a purpose, and she intends to see her plan in fruition. Hiding her Silver Elf characteristics with powerful illusion magic, her determination and resolve is masked behind a glowing, young smile.

Her voice soothing the soul with every word as she glides with grace like she were royalty.

While the citizens of Royals Peak see her with extravagent tastes in clothing and jewelry, some wonder how she attained such wealth to maintain her stature with no apparent land or title.

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Echelon

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The Paramilitary Organization formed at the behest of Ivor Keterog in light of the Cloudspire Kingdom's severely deficient standing army. Under the scrutiny of a few accompanying members of the Commissariat, the soldiers of Echelon are trained to the highest degree of unquestioning obedience, discipline and loyalty. Each personally vetted by Keterog through questionable means, before induction into the official ranks.

Unbeknownst to even the highest Cloudspires personnel, Echelon is being suitably designed, armed, and manned in order to embark upon a genocidial campaign against neighboring Giant and Drow clans (for their disgusting opportunistic raiding and razing of the Cloudspire Kingdom immediately after the Great War) before turning a great crusade upon the true threat... the Dwarves of High Helm.

For while the enemies of the Cloudspires still draw breath, there can be no peace...

Lord Commander Keterog, addressing his officers before a cadre of Echelon troopers.

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West Cloud Spires

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The newly established western arm of the Cloud Spires kingdom, this frontier is currently being foraged and developed by interested parties across the kingdom.

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Garden of Delights

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This expansive and growing plot of land is where the Summerhill gardeners call home. A multi acre spread of forest, vinery, open field, and moss covered gulley, \the garden' is tread by none save those who live there.

While amazing natural things do come from the grove of delights, it is said that things grow within its hedged walls, that would consume the flesh from a man within moments, if only to sweeten the tincture that what ate the man be pressed into.

Fearsome, awesome, and tasty.

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Gardeners

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The gardeners of the Summerhill family are a loose knit cabal of individuals who, for lack of better term, worship the ways of nature.

Be they magical or not, the gardeners, as they're known to Lord Cecil and his sons, are an indispensable tribe of artists and creators, producing some of the finest ice wines that the Cloud Spires could offer.

The Garden of Delights is where the gardeners conduct their affairs.

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Wine of the Wyld One

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A small batch wine produced by one of the Summerhill Gardeners, this particular concoction is pressed from good berries with a mild alcoholic punch.

Each bottle consumes 10 berries and requires fermentation in a press cask for 1 weeks time to retain potency. The concoction is good for 1 year, during which time consuming a glass of the wine assays hunger for a day, provides 1d4+1 hitpoints of rejuvenation, and allows a user to stay up for another 6 hours without any ill effects

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Shalogh

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Hidden deep in the Scosglen Woods, this ancient Elven city is purely a myth. Stories told by parents to their children as they go to sleep. Bards weave tales of the legend in taverns while peddling for coin. Many variations of the city are present at a time, and changes with every alteration to make it their own story. The city and the Elves grew out of the Woods itself and breathe as one. Some say the Elves fled to the Woods during the Sundering, taking their secrets with them. Bardic songs tell of the Elves falling from beams of the moon, creating the city using their innate magical abilities. Some parts of the legend stay constant; the Elves that live there have silver hair and eyes, their skin glistening in the sunlight. Attuned to magic and nature, they lived secluded from the outside world. Some say they are forbidden to leave the Silver Gates, wether by choice, or by force, and the latter has created a common saying the people of Cloud Spires use to scare troublemakers, "Don't make me lock you in your room like a silver elf!"

With rumors of powerful magical artifacts and ores, immense wealth, and waters that can stop aging completely, many adventurers attempt to find the city, and very few come back to tell their stories. The Woods are haunted by spirits, or enhabited by ancient magical beasts, or the Elves themselves are vicious and protective. Every count of what is in the Woods only taunts the brave. One bardic song tells that powerful magics prevent it from being found and only "the blood of Shalogh" can find it. Whispers of it's existance are present today - are the Elves still alive? Have they been wiped out and the city remains empty, along with their riches? Has it been taken by an evil force?

The legend remains...

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Skar Lagos

Race

The son of Carbohn Lagos, pilot, merchant prince and heir of the Lagos house.

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Froth

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Made from the pulp of a citrus green fruit, Froth is blended with naturally carbonated water to create a fizzy juice loved by all citizens of the Cloud Spires.

It is produced in Sols Rising where the fruit naturally grows.

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Sols Rising

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A small city of nearly 2000 people, resting on the edge of a cliff facing east, the sun shines upon Sols Rising foremost every day. The people who follow Pelor can be daily seen upon the cliffside in all but the worst conditions to give their daily thanks for another blessed day.

Sols Rising farms cattle and vegetables, as well as maintains manufacturing facilities where they produce a fizzy beverage known as Froth made from a citrus fruit that naturally grows in the area.

The Esquee family maintains a compound here where they conduct research and development upon the lava streams that flow off the cliffside into the ravine beyond. Their research primarily deals in developing methods to route the lava and how to engineer tubing that can carry molten liquids.

Sols Rising, due to the proximity of the lava flows and mild volcanic activity, enjoys temperatures 20 degrees higher than the surrounding areas and while the rest of the Cloud Spires is a white washed winter wonderland, Sols Rising is lush with greenery sprawling about.

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Steamworks

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Operated and mantained by the Esquee family, this network of pipes leads from subterranean hot springs, up into Royals Peak and some of the outlying villages.

The pipes provide a route for heat to travel from the depths of the mountain range into the homes and structures of the peoples.

This service is available to anyone who is able to pay for the initial installation and a monthly up keep fee.

The installation costs vary based on the requestor, but can range from a few hundred to a few thousand gold pieces in materials and labour. The monthly upkeep is 10 copper pieces per foot per month per user or collective; collective being a general grouping of buildings with an agreement for the sharing of the piping upkeep.

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Kinya

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Loved by the children of her Orphanage and by Thurrass'X Blackmountain, Kinya is a warm hearted and doting woman in her early thirties.

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Orphanage

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The Blackmountain Orphanage is established by Kinya Blackmountain.

Officially sanctioned by the merchant council and royal house it is currently supported by the Church of Sun & Scroll.

Employing 14 people including Kinya, it is currently housing:

Total
171
Age Population
1 11
2 4
3 8
4 11
5 6
6 5
7 5
8 14
9 17
10 17
11 12
12 19
13 20
14 10
15 9
16 3

The orphanage is considered a gods send by many of the citys populous and the general public was quick to respond with donations of foodstuffs and barrels of frostberry juice.

The church ofiicially and happily supports the orphanage knowing that for a pittance, they are no longer the point of care, and their church may return to being a church.

The Orphanage receives

1000gp Church of Sun & Scroll

As a gift donation, the orphanage received the following:

200gp Saxburg

225gp Ketterrog

400gp Summerhill

320gp Lagos

100gp Esquee

310gp Barl

290gp Ardratiche

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Blackmountain Farmstead

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The farmstead of Thurrass'X Blackmountain is a small piece of 15 acre property.

A robust family at his back, his wife is now head of the Orphanage, conducting the housing and care of the cities downtrodden youth.

His eldest son is attempting to handle duties at the farm and is doing well enough at this time.

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Blackmountain

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The Blackmountain family rides on a series of peak in the distant outlands that share their moniker.

The mountain range so named for a high concentration of coal, and a mild volcanic activity, the peaks can be lush with vegetations or over run with magma and black with fresh soot.

The slopes see an array of strange creatures although civilized life keeps the peoples away from the lava runs as best they can.

Resultantly, this tribe has a hard existence.and breed a hardy people who are accustomed to farming in a harsh environment.

A patient and reverent sort, they have seen first hand the power of nature and the resurgence and regrowth that can come of it.

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Grand Market

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The Royals Peak market is connected to the North Roost by the Main Street that winds through the city.

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Fountain of Aurie

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"Oy! Put your cock away! Pissin in the foremothers basin?! Imma give you a beatin what for!-- Get'em Lorry!

A two basin water fall fountain with a centre piece topper shaped as hands with an offering, pouring the water.

Upon the side is etched: 'For the beauty that was beauty oh the beauty of our fore, let my thanks be our thanks with our thanks ever more."

It is located just inside the Grand Market and in times of revelry rarely does the fountain go unsung to at least several times over.

The fountain has all manner of coin thrown into it. The fountain's bottom basin is 1 feet deep with a spell of paralysis placed in the water by Daed Al Icarr.

A net is lowered into the fountain once ever few months and the coins are donated by the Church of Sun & Scroll to the downtrodden and needy.

It is generally frowned upon, but neverheless hilarious to push people into the water. The paralysis is onset after six second, and lasts for a minute after the individual is removed from the water.

Water that is removed from the basin does not retain this effect.

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Outlands

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Consisting of farms, barbarians, and raw tundra, the Outlands surrounding the Royals Peaks are home to many settlements and nomadics.

In some cases subsisting, and in other having established facilities for producing their foods (eg: underground farming).

The population of the Outlands is not known, nor is it a specifically set region. it effectively behins outside of the Royals Peak, and ends with civilization, where ever that may be.

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