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# Pirates of Blackfall
### A campaign of Skulduggery, Intrigue, Swashbuckling, and Adventure across the Trackless Seas. By A.P. Klosky \pagebreak # Pirates of Blackfall ## Into the Trackless Seas Blackfall is a setting near and dear to my heart as a GM, as it represents some of the earliest "big design" that got me interested in the hobby game industry as a whole. In its original incarnation, Blackfall provided the stage for a number of massive one-shots featuring conflict against an implacable foe, skulduggery and betrayal, and all manner of squamous horrors. However, this Blackfall represents something new. Rather than its initial landlocked foundation, the Obsidian City has become its own island in the Trackless Seas, becoming a bastion of the Empress's Will and the seat of King Maelbrek IV's power in a realm truly governed by the Pirate Lords that sail for gold, glory, and good fortune. Clashes between the Emperor's Navy, the Pirate Lords, and the native seafaring factions across the islands set the stage for swashbuckling action and tentacular terror in equal measure! ## Resources Allowed For nearly all things 5e D&D related, I utilize the [5e Wikidot Wiki](http://dnd5e.wikidot.com/), which contains pretty much all currently published 5e content. You may use any information (Race, class, items, etc.) in the wiki for character creation purposes with a handful of exceptions as listed below: * Don't use content labeled as "Unearthed Arcana" * Don't use content labeled as "Homebrew" * Avoid using "Setting Specific" information, such as the Knight of Solamnia background (Dragonlance), though something in mind, I'd be happy to hear you out. ## Ability Scores Rather than determine ability scores via dice rolls, please use the following array and assign scores to taste: * **16, 15, 13, 12, 11, 10** ## Races/Lineages All races, as currently listed in the 5e Wiki, are permitted. However, please disregard the racial bonuses to ability scores given by any race. Instead of the listed bonuses, you may instead add a +2 to a single ability score and a +1 to a different score OR add +1 to three different scores. The only exception to the above is Humans, who still receive a +1 to all ability scores. ## Hit Points At Level 1, characters gain their maximum HP. At later levels, if your class would give you a d6 or d8 Hit Die, your maximum increases by 1/2 that Hit Dice +1 HP. If your class would give you a d10 or d12 Hit Die, your maximum increases by 1/2 the Hit Die + 2 HP. \columnbreak ## Classes All default 5e classes are viable in Pirates of Blackfall, with a handful of notable changes: ### Artificer Artificers gain proficiency in Firearms. ### Barbarian Rage Damage now matches your Proficiency Bonus, rather than following the amount listed on the master Barbarian table. For example, a 5th level Barbarian has a +3 bonus to damage while raging, rather than +2. Barbarians also gain the Primal Knowledge and Instinctive Pounce abilities, listed in the 5e Wiki. ### Bard Bards gain the Magical Inspiration and Bardic Versatility abilities, listed in the 5e Wiki. ### Cleric Clerics gain the Harness Divine Power and Cantrip Versatility abilities, listed in the 5e wiki. Clerics may also choose to take the Blessed Strikes ability, replacing Divine Strike or Potent Spellcasting abilities. Clerics should choose a deity (and applicable domains) from The Seven Ascended section later in this primer. ### Druid Druids gain the Wild Companion and Cantrip Versatility abilities, listed in the 5e Wiki. ### Fighter Fighters gain proficiency in Firearms. Fighters gain the Martial Versatility ability. ### Monk Monks gain the Dedicated Weapon, Ki-Fueled Strikes, Quickened Healing, and Focused Aim abilities, listed in the 5e Wiki. Way of Four Elements Monks now gain 1 additional Elemental Attunement ability at each level when they normally would gain such an ability. ### Paladin Paladins gain the Harness Divine Power and Martial Versatility abilities, listed in the 5e Wiki. Paladins should choose a deity from The Seven Ascended section later in this primer. \pagebreakNum ### Ranger Rangers gain proficiency in Firearms. Rangers gain the Favored Foe ability, rather than the Favored Enemy ability. Rangers gain the Deft Explorer ability, rather than the Natural Explorer ability. Rangers gain the Nature's Veil ability, rather than the Hide in Plain Sight ability. Rangers may choose to replace the Primeval Awareness with the Primal Awareness ability. Rangers gain the Martial Versatility ability. ### Rogue Rogues gain proficiency in Firearms. Rogues gain the Steady Aim ability, listed in the 5e Wiki. ### Sorcerer Sorcerers gain additional maximum Sorcery Points equal to their Constitution modifier (minimum +1). Sorcerers gain the Sorcerous Versatility and the Magical Guidance abilities, as listed in the 5e Wiki. Sorcerers also gain an additional Metamagic ability choice at 7th and 13th levels. ### Warlock Warlocks gain the Eldritch Versatility ability, listed in the 5e Wiki. Warlocks gain 1 additional Invocation, negotiated with the DM, upon choosing the Warlock class--this Invocation will be directly related to your choice in Eldritch Pact and cannot be changed or removed unless your Pact changes. Warlocks gain 1 additional spell slot per short rest, in addition to the number of spell slots listed on the master Warlock table. ### Wizard Wizards gain the Cantrip Formulas ability, listed in the 5e Wiki. ## Backgrounds All backgrounds listed in the 5e Wiki are permitted, as long as they fit the "Resources Allowed" criteria. In a campaign of this nature, backgrounds such as Far Traveler, Fisher, Pirate, Sailor, Marine, Smuggler, Shipwright, or the like give a tangible advantage over and above what one might normally expect. You may gladly take one of those backgrounds, if you so choose. However, if you choose a background and class options that are *not* specifically advantageous to a maritime/piratical game, you gain a free Maritime Feat, as later in this primer. ## Deities For those inclined, you may choose a deity from *The Seven Ascended* section later in this primer. \columnbreak ## Feats and Ability Score Increases At each level when a character would gain either an Ability Score Increase (ASI), that character instead gains a Feat. Some feats do raise Ability Scores, but outside of magic items and certain class abilities, those Feats are the only ways to raise ability scores. Feats can be chosen from any available on the 5e Wiki, as long as they fit the "Resources Allowed" criteria. A number of additional Feats--called Maritime Feats--are also available to choose, whenever a character may choose a Feat. These feats are: * Beast Tamer * Canonneer * Firearms Expert * Navigator * Net Master (Fisher) * Sea Legs * Spear Specialist (Harpoonist) * Submariner * Underwater Archer ## Experience and Levels Starting characters will begin at level 3. We will be utilizing the "Milestone" style of experience in this campaign, rather than tracking individual XP. ## Starting Equipment All characters gain the starting equipment listed in their class and/or background, plus 2 Potions of Healing and 150 additional gp to spend or save as they see fit. All characters may also begin play with a single Uncommon or Common magic item of their choice.
\pagebreakNum ## Maritime Feats ### Beast Tamer You have a great ability to communicate with, and command, beasts. You gain the following benefits: * You gain proficiency with the Animal Handling skill if you don't already have it. * If you succeed on a DC 12 Wisdom (Animal Handling) check, the subject of your check serves you for one hour. The beast can perform simple tasks, such as carry messages, guard doorways, or serve as a mount, for one hour. * You gain a Primal Companion, as if you were a Beast Master Ranger of your level. ### Cannoneer You have spent significant time operating siege equipment, earning you the following benefits: * You add your proficiency modifier to attack and damage rolls when using siege weapons. * If a siege weapon would require an action to aim, you can use a bonus action instead. * During a short rest, provided you have access to carpenter's tools or similar equipment, you can restore 1d10 hit points of damage to a siege weapon. ### Firearms Expert Thanks to substantial practice with Firearms, you gain the following benefits: * You ignore the Loading quality of firearms with which you are proficient. * Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. * When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded pistol you are holding. ### Navigator You've developed the skills necessary to assist navigation at land and sea. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in navigator's tools. If you are already proficient in navigator's tools, you can add a bonus equal to your Wisdom modifier to any checks made while using them. * If you can see the stars or sun, you know which way is north. * You can tell which way the weather, including wind and temperature, is going to turn within the next 24 hours. \columnbreak ### Net Master (Fisher) Extensive training with nets has earned you the following benefits: * You don't suffer disadvantage when attacking a creature within 5 feet of you or at long range. * You can add your proficiency modifier to the DC, AC, and damage required for escaping/destroying your nets. * When you use the Attack action and attack with a net, you can use a bonus action to attack with a one-handed weapon you are holding. ### Sea Legs Your time spent aboard boats has earned you the following benefits: * You gain proficiency in Vehicles (Water). * You have advantage on saving throws and ability checks to avoid being knocked prone. * Climbing does not halve your speed. ### Spear Specialist (Harpoonist) You've trained to become a deadly warrior with pole weapons, capable of making lunging attacks and long-distance throws. You gain the following benefits: * When you use a javelin, spear, or trident, its damage die changes from a d6 to a d8, or from a d8 to a d10 when wielded with two hands. This feature has no effect if another feature alters the weapon's die. * As a bonus action, you can extend the reach of your javelin, spear, or trident by 5 feet. * You can make a ranged attack with a javelin, spear, or trident up to its long range without disadvantage. ### Submariner Your time spent training beneath the waves has earned you the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * You gain a swim speed equal to your walking speed. * You add a number of minutes equal to your proficiency modifier to the number of minutes which you can hold your breath. * You can add a number of rounds equal to your proficiency modifier to the number of rounds you can survive after running out of breath. ### Underwater Archer You've spent extensive time using ranged weapons underwater, and have mastered their trajectories: * Increase your Dexterity score by 1, to a maximum of 20. * Your ranged weapon attacks do not automatically miss beyond their normal range underwater. * You don't suffer disadvantage while making ranged attacks within their normal range underwater. \pagebreakNum ## Firearms As this game does allow access to Firearms, using these weapons can provide a significant advantage to those skilled in their use. By default, only Artificers, Fighters, Rangers, and Rogues start with proficiency in Firearms. However, the Gunner feat or the Weapon Master feat may provide proficiency in Firearms for those who might choose to do so. Firearms do require dry powder and bullets in order to function. Firearms do not function underwater under any circumstance. All Firearms have the Loading quality, which requires an Action to reload after being fired, though certain Feats may remove this quality. Firearms are also *loud*, which can alert nearby foes or guards . Currently available firearms include: * **Pistol** -- 250 gp -- 1d10 Piercing -- 3 lb -- 30/90 (One-handed) * **Pepperbox** -- 350 gp -- 2d6 Piercing -- 3 lb -- 15/60 (One-handed) (Burst Fire) * **Musket** -- 500 gp -- 1d12 Piercing -- 10 lb. -- 40/120 (Two-handed) * **Blunderbuss** -- 400 gp -- 2d8 Piercing -- 7 lb -- 20/60 (Two-handed) (Burst Fire) * **Grenade** -- 80 gp -- 2d8 Fire -- 2 lb -- 20/60 (attacks all within 5 foot radius) Cannons and other ship-to-ship weaponry will be detailed in the Ships and Ship Combat section.
\columnbreak ## General House Rules * We don't track ammunition, unless it's magical ammunition. Similarly, we do not track spell components costing less than 10 gp. Certain circumstances may alter this, such as being captured or being underwater. * Characters trained in Survival are capable of continually finding potable water and food while traveling, via successful Survival checks. No roll is necessary, unless there are adverse conditions or when scavenging food for additional party members. * Inspiration may be used to reroll dice after an initial roll and may be used to allow other players to reroll. * Every character starts a session with a minimum of 1 Inspiration, but may gain more through innovative role-play, clever ideas, playing into the 'pirate' side of things, or simply by amusing the GM. Inspiration can be saved from session to session, if not used. * We will be using the rules for Downtime, as listed in the DMG. Most notably, PCs can gain access to languages and tool proficiencies (including water vehicle proficiency), given enough time and monetary investment. * Short rests take only 15 minutes, rather than an hour. * Long rests are difficult to come by and require actual downtime. Sailing a ship and traveling do not allow characters to take a long rest. However, a ship may weigh anchor (if at sea) or moor (if at port), and serve as a location in which to rest. But, if the ship is traveling, long rest is impossible, as characters must actively work towards making the ship *go*. * We don't track encumbrance, outside of notably large or heavy objects. Is it bigger than a goat? Then you might have a problem carrying it. ## Table Decorum * This game is intend to be PG-13, a la *Pirates of the Caribbean*. While elements of horror and violence will exist in the scope of this game, this is not specifically a horror-themed campaign. * Romance scenes are welcome, though any depiction of sexual content will quickly be "boot scened". * If you are troubled by something that comes up in game, please use the [X-card safety tool](http://tinyurl.com/x-card-rpg) or simply make an X over your chest--"Wakanda Forever"-style--and we'll take a brief pause in the game action to address the issue. * If you have concerns over the content in this game, consider filling out a [Consent in Gaming Checklist](https://www.montecookgames.com/store/product/consent-in-gaming/#) and sending that to me! * There is no direct PvP in this game. You're a united crew; act accordingly. * If you have a question or an issue, please let me know. If you're not comfortable bringing it up to the table, message me, and I'll do my best to address it. * This campaign utilizes elements from *Call From the Deep* by JVC Parry, *The Seas of Vodari* by Tribality Press and *Against the Tide of the Pirate Kings* by Wandering Pilgrim Games, in addition to material of my own design. Please avoid spoilers. \pagebreakNum # Seafaring and Sailing Traversing the Trackless Seas is no small task, and it takes quite the group effort to keep a craft afloat. Each individual must pull their own weight aboard any ship--quite literally!--unless they want to be thrown overboard. When making a character for *Pirates of Blackfall*, consider what role your character might take within a ship's hierarchy. Do you maintain the rigging and sails? Are you the ship's cook? Are you a gunner, repairing and firing the cannons? Perhaps you're a lookout, up in the crow's nest? Or, perhaps you're a navigator, assisting the captain with avoiding hazards on the high seas? ## Ships and Ship Combat In terms of rules, we will be utilizing the rules found in [5e Naval Combat](https://drive.google.com/file/d/1_XOQjT7gdbfkDXJRqMdw8XZL54e7mBdU/view?usp=sharing). This document contains numerous rules on how to operate a ship in 5e, rules for the various siege weapons usable aboard a ship, and numerous pre-built ships and various customizations. When in doubt, default to that document. During a ship-to-ship combat, PCs are encouraged to take not only their usual actions--casting spells, attacking, etc.--but also to take the various actions to aid the ship as a whole, such as steering the ship, dousing fires, or rallying the crew. On smaller ships, individuals may need to take on more than one role. A sloop with a crew of 6 may only have a Captain, a Ship's Mage, a Navigator, and a Boatswain, with the other roles taken on collectively by the crew. Only the largest of the Emperor's Navy Destroyers have every possible role filled and, even then, usually only at the outset of a journey. \columnbreak ### Notable Ship Roles * **Captain/Commander** - the authority aboard a given ship. You may not start the game as Captain or Commander of a ship. * **Ship's Mage** - a spellcaster who uses their arcane talents to aid in travel or other 'unique circumstances'. * **First Mate** - second in command to the Captain, you execute the Captain's orders and stand in for the Captain if necessary. * **Navigator** - an indivdual in charge of setting courses, determining distances, and map-reading. * **Helmsman** - responsible for steering the ship and maintaining course, a Helmsman makes adjustments to course when the Captain is elsewhere. * **Boatswain (Bosun)** - supervises the maintenance and supply stores of the ship, including rigging, sails, and other supplies. * **Oarmaster (Coxswain)** - responsible for supervising rowers and oars, keeping a rhythm to rowing, and ensuring lifeboats/longboats are maintained. * **Gunnery Chief** - responsible for maintaining the ship's cannons and other siege engines, stocking ammunition, and leading volley fire. * **Ship Carpenter** - responsible for repairing and maintaining the ship itself, particularly timber. * **Surgeon** - responsible for the health of the crew, treating diseases, and aiding injured sailors. * **Quartermaster** - responsible for overseeing a ship's stores, rationing, and assigning crew quarters. Often acts as ship's cook. * **Shantyman** - responsible for maintaining crew morale playing music, or preparing the crew for battle. * **Lookout** - responsible for spotting other ships, land, and notable landmarks from the ship's crows' nest.
\pagebreakNum # The Trackless Seas ## The World of Salis The Trackless Seas are the largest body of water found on the world of Salis, which is a realm of over 85% water. The largest continent, typically referred to only as The Eastern Continent, is ruled by The Onyx Empress: a once-human woman who attained something akin to immortality. She has ruled over her empire for over 500 years, though few rarely even see the Empress; rulership of various provinces is held by lesser rulers, including kings, queens, and thanes. However, numerous islands, including the relatively-recently discovered Blackfall Archipelago, dot the Trackless Seas and the Empress holds a continual mandate to expand, explore, discover, and share knowledge throughout her Empire. Within the scope of this game, however, we'll not be visiting The Eastern Continent or its smaller Western counterpart. As such, feel free to fill in odd details on your own, or see your GM to flesh out some world detail that you might have interest in.
\columnbreak ## Weather and Topography By and large, the Trackless Seas encompass a largely tropical climate, with only the most northerly islands experiencing a degree of temperate weather. Temperature during the summer regularly exceeds 90 degrees Fahrenheit, with frequent storms and even typhoons. Winter temperatures rarely dip below the 60 degree mark, with most days significantly warmer. Most of the islands in the Trackless Seas are volcanic, risen from ancient tectonic events. Most notably, the city of Blackfall itself is built around a dormant volcano. Seismic activity, while uncommon, is certainly frequent enough for locals to build settlements capable of withstanding earthquakes and other tremors. Mountains are not uncommon, but most have been weathered down to smaller hills. Islands often feature rocky shoals and coral reefs surrounding them, making the prospect of landfall difficult when not near a known, populated port. \pagebreakNum ## The Free Port of Blackfall The dominant economic, military, and political power in the Trackless Seas remains the Free Port of Blackfall. Situated on Blackfall Island, Blackfall was colonized approximately 322 years before campaign start, with ships bearing the seal of the Emperor arriving from The Eastern Continent. While the explorers found Blackfall Island uninhabited--so named, due to the large dormant basalt volcano in the bay in which the colonizers landed--evidence did seem to point that some other group had attempted to create settlements in the area. This suspicion was quickly confirmed as the early Blackfall colonizers were often confronted by sauhagin and kuo-toan natives, regularly clashing in skirmishes surrounding Blackfall Island. After nearly a decade after their initial landfall, the Blackfall colonists struck an accord with the native kuo-toa and sauhagin, forming The Trackless Compact. In effect, this provided a 'cease-fire' for all involved parties. The Blackfall colonists were permitted to establish settlements across the various islands, but were required to provide tribute (usually in the form of finished goods and services) to notable native power structures. This compact stands to this day, and has been extended to additional power centers, not under Blackfall's purview--notably Cathay, Javasu, and Thaal. Notably, Tuvalagi and Ell-Issad have not signed on to the Trackless Compact, and many 'pirate' settlements such as High Horns or Flotsam and Jetsam are not officially recognized by Blackfall as sovereign cities. Blackfall is currently ruled by King Maelbrek IV, second son of Maelbrek III, only taking on the throne following the death of his elder brother Janalus II. Maelbrek is an aged monarch, but a crafty one. Most of the day-to-day rulership of Blackfall, however, comes through Maelbrek's seneschal, Gallius Eng. An overworked, nervous man, Gallius is quick to delegate tasks to his underlings.
\columnbreak ## A City in Three Rings Built upon a dormant volcano and split by the Moonraked River, Blackfall is split into three primary 'rings' which generally reflect the social status of the city's over 65,000 inhabitants. The Inner Ring of Blackfall sits closest to the nine springs that source the Moonraked River, and is home to Blackfall's seat of power. The Royal Palace itself is split into two halves by the river, with numerous walking bridges linking the two halves. The North Palace serves as the home of King Maelbrek and his court, while the South Palace provides for the administration of the city itself. Numerous nobles and well-to-do individuals live in the Inner Ring, with many homes built directly into the side of the volcano, allowing the nobility to have such amenities as cold cellars, spring-fed running water, and even underground relaxation pools. The Central Ring of Blackfall provides the beating economic heart of the city, with numerous mills, shipbuilding facilities, and shipping warehouses capable of launching ships out into the Trackless Seas. Central Ring is also home to Blackfall's "Night Market"--an open-air bazaar in which nearly anything can be purchased, though the Blackwatch--Blackfall's city guard--keep a close eye on illicit activities and are quick to detain would-be thieves or any who disturb the peace. The Outer Ring of Blackfall is easily the poorest and least-defended of the three rings, as it sits outside of the city walls proper. Outer Ring is home to nearly 50% of Blackfall's overall population, most of which are laborers, farmers, or lumberers. Outer Ring is also the most 'cosmopolitan' of Blackfall's districts; while Inner Ring and Central Ring are home to mainly humans, members of nearly every race can be found in Outer Ring, whether they live there or are simply traveling through the area. Outer Ring, unfortunately, also takes the brunt of most attacks against Blackfall. As it is only roughly fortified--especially compared to the high stone walls of Central and Inner Rings--the people of Outer Ring are often subject to pirate raids. Despite this, the docks and shipworks of the Outer Ring represents the work of the Empress' finest craftsmen throughout the Trackless Seas. And, if you're looking to meet a person from anywhere throughout the Archipelago, Blackfall's Outer Ring represents your best opportunity. However, a lingering fear exists throughout Blackfall, in the form of mind-control. At numerous times in Blackfall's history, notable individuals were found to be under arcane influence from outside forces. Mind-control or mind-influencing spells have since become a major taboo in Blackfall, carrying stiff penalties from the Blackwatch, up to and including execution. \pagebreakNum ## Power Centers of the Trackless Sea Blackfall itself is not the only major settlement in the Trackless Seas. Several other cities have been established by enterprising factions, ranging from the 'mundane' to the truly exotic and esoteric. ### Blackfall Island Blackfall itself is not the only city on Blackfall Island. Several towns have popped up across the island, as extensions of Blackfall's influence. These include: * Seahaven (~3,000 persons) * Outset Cove (~6,000 persons) * King's Head (~4,000 persons) * Gullsbeak Port (~2,750 persons) * Daybreak Harbor (~1,500 persons) In all cases, these towns are ruled over by individual Governors, as well as a council of 5-9 notable citizens chosen by those Governors. Most of these ports were built specifically to serve as hubs for trade, ship resupply, and to exploit the natural resources (fish, timber, farmland, or mined stone), but all five of the towns feature lighthouses to guide ships around Blackfall Island. ### Shath-Ekkus Population: ~8,000 persons (mainly sauhagin, sea elves, humans) Ruler: Kt'eh Marrg (sauhagin) A truly amphibious city, Shath-Ekkus was built by the native sauhagin from coral, with several districts of the city either partially or fully submerged underwater. Shath-Ekkus was the first native civilizations to negotiate with Blackfall, eager to trade for Blackfall's finished goods. Currently, Shath-Ekkus' economy revolves around fishing, kelp and seaweed cultivation, and coral cultivation and mining. Renowned for beauty, whole districts of Shath-Ekkus are carved from the living coral in the region, providing a kaleidoscope of color and texture. ### Cathay Population: ~13,000 persons (dwarves, gnomes, warforged) Ruler: Kharhast Thendurik (dwarf) The humans of Blackfall were not the only group to seize upon the opportunities found in the Trackless Seas. After the fall of Forgeholm, a splinter sect of dwarves set out aboard elemental-bound vessels in search of a new home. Their solution? Cathay, a port city specializing in shipbuilding, built adjacent to a major stand of the naturally-buoyant floatwood trees. Today, Cathay has become an economic powerhouse, providing the finest, fastest, most powerful vessels in the Trackless Seas. The Guild of Binders--a group of dwarvish arcanists, skilled in the art of elemental magic--rule the city, with Arch-Magus Kharhast Thendurik serving as city administrator. ### Thaal Population: ~9,000 persons (kuo-toa, humans, merfolk) Ruler: Biloopil (kuo-toa) A relatively new settlement, Thaal is the result of joint kuo-toa and human cooperation, in an effort to better exploit the underwater mineral deposits surrounding the island. While gems and pearls are common, the true wealth here lies in rare ores such as adamantine, orichalcum, and mithril. Because of this, Thaal has become known for its skilled craftspersons, particularly in masonry, stonecarving, and smithing. Cold iron weapons are readily available in Thaal, as the native kuo-toa use an underwater forging technique that prevents the iron from ever touching flame. ### Flotsam and Jetsam Population: ~7,000 persons (any) Ruler: Pirate Lord Nicolo "the Black Flame" (human) Barely recognizable as a "city", Flotsam and Jetsam has become something of a dark mirror of Blackfall. Now a largely-lawless haven for pirates, scoundrels, and other ne'er-do-wells, the once proud city of Shipsend was rocked by a massive earthquake that split the city in two and devastated its infrastructure. Pirate Lord Nicolo the Black Flame seized upon the opportunity, leading his fleet against the foundering defenders of Shipsend and taking over the split city in less than a week. Since that time, the now-elderly Black Flame has become the nefarious pirate-lord of a borderline-anarchist city-state. Numerous known pirates frequent Flotsam and Jetsam--the twin cities of carnage--to say nothing of those seeking to sell illicit or stolen goods. ### Ell-Issad Population: ~14,000 persons (eladrin, elves) Ruler: High Regent Chellis (eladrin) A true anomaly in the Trackless Seas, the floating city of Ell-Issad long predates Blackfall, Cathay, and all but the oldest of settlements. Raised through ancient elven magics, the floating citadel is home only to high elves and eladrin--the "most worthy" of persons, permitted to bask in the glow of fey arcana. Visitors to the citadel are permitted only by the expressed permission of High Regent Chellis. Even "lesser" elves are not permitted to set foot in Ell-Issad proper, with the citadel's labor force living in a makeshift settlement literally in the shadow of their "high elf" brethren. However supremacist their views may be, the historians and arcanists of Ell-Issad remain the best source of information on the prior civilizations and ancient treasures within the Trackless Sea. Knowledge-seekers and explorers often make pilgrimages to Ell-Issad in the hopes that the High Regent will allow them even a glimpse of the citadel's legendary libraries. ### Bensallem Sailors passing by this tiny island claim to see a golden city on its shores, though none who have ever made landfall have ever returned... \pagebreakNum ## Other Notable Locations ### Shovelport Population: ~4,000 persons (any) Ruler: Pirate Lord Nyala Greenscale (dragonborn) What does a pirate do when they've made off with a haul of illicit goods? So-called legitimate ports are off-limits. Burying a treasure carries the risk of being discovered. Enter the Pirate Lord Nyala Greenscale. Seeking ways to offload a haul of emeralds, she made landfall on the settlement now known as Shovelport, turning it into a city of fences, loan-sharks, and "investors" in treasure-hunting expeditions. The market at Shovelport has become legendary for wealth changing hands, resulting in quite the reputation amongst more "civilized" ports. However, with how quickly goods are bought and sold in Shovelport, locating a specific item quickly can become a wild-goose chase. ### Tuvalagi Population: ~3,000 persons (dragonborn, lizardfolk, vodanyoi) Ruler: Chanador the Bronze (dragonborn) A lush, fertile island, Tuvalagi was quickly identified as a potential breadbasket for the surrounding islands, though upon first contact with Blackfall colonists, Tuvalagi's elders rejected their protection and accepting only the most basic of trade agreements. Tuvalagi's rice paddies and citrus farms are legendary across the Trackless Seas, though the island has quickly become a haven for more 'monstrous' races, such as dragonborn, lizardfolk, tieflings, and more. Unfortunately, their desire to 'go it alone' has left Tuvalagi vulnerable to raiders and pirates, seeking a quick score. Current elder Chanador the Bronze currently faces a conundrum: bend the knee to Blackfall or try to endure continual raids. ### Javasu Population: ~2,000 persons (elves, halflings, humans) Ruler: Hierophant Arrich (half-elf) A tropical paradise in every sense of the world, the settlers on Javasu trace their origins to the earliest days of Blackfall, choosing to leave the city over unknown grievances. Choosing an agrarian lifestyle, Javasu is governed by a Hierophant Druid and all who choose to live on Javasu must adhere to their druidic traditions. No meat is eaten on Javasu, and no resources are taken which cannot be regrown. Hierophant Arrich has opened trade with Blackfall and Cathay, though visitors and traders are warned not to violate Javasu's taboos. Those willing to agree to terms enjoy days amongst houses sculpted into living trees and comfort beyond measure. Those unwilling to do so find that the jungle itself turns against them.
\columnbreak ### Bosun's Folly This ruined colony is surrounded by a rocky shoal, which threatens any ship that dares approach its shores. Rumor of what lurks within the ruins haunts pirate taverns to this day. ### High Horns Population: ~3,000 persons (any) Ruler: Xalthiliak the Randomizer (rogue modron) Maybe the strangest settlement in the Trackless Seas, High Horns is nothing short of a massive casino-city, where games of chance rule the day. The only force of law in High Horns comes from the enforcers of Xalthiliak the Randomizer, a dice-shaped creature claiming to hail from a clockwork citadel perched within The Misty Border. While known for its table games, its entertainment, and its black market, the highlight of High Horns is certainly its underwater racetrack, The Anemone Ring. Within the Ring, riders race on giant seahorses, orcas, and sharks, for the amusement of the viewers above. ### Chanter's Cove Population: ~900 persons (sirens, humans, sea elves) Ruler: Solfege (siren) Not a true settlement, Chanter's Cove has become part commune, part bard-college, led by a group of sirens. Here, commune members are trained in the magic of song, as well as how to provide for their fellow humanoids. However, few ever seem to leave Chanter's Cove of their own volition... ### Voya Nui Population: ~450 persons (tieflings, humans) Ruler: Grandmaster Xaltesh (tiefling) Built upon an already-extant temple complex, the monastery of Voya Nui stands as the pre-eminent martial arts academy in the Trackless Seas. Grandmaster Xaltesh teaches a style of combat known as "Typhoon Winds", typically utilizing staff and unarmed combat. However, Voya Nui also plays host to numerous visitors each year, as the mosaics covering the temple's walls and floors supposedly detail events from ancient history and seem to indicate some degree of prophecy. Further, the monks continually discover new sub-floors beneath the monastery, each covered with disturbing mosaics. ### Shaitan Shaitan is the ruin of a long-abaondoned stone city, whose inhabitants were subject to some great cataclysm. Their damned spirits continue to relive their daily lives. One such spirit, called The Wail, leads the spirits into a central temple each sunset, for reasons unknown. ### Keelhaul Cay The island stronghold of The One Living Man, these shoals are known by the numerous shipwrecks across its shores. None dare cross the four obelisks marking his domain. \pagebreakNum ## The Pirate Lords The title of "Pirate Lord" is not one that is given out lightly. In fact, it's not really "given out" at all. Though there's no true test or induction for a being to become a Pirate Lord, enough notoriety, pillaging, and derring-do will spread an individual's personal legend to a memetic degree. As the tales of a successful corsair spread throughout the Archipelago, the term "Pirate Lord" will surely be added to their name, providing an even-more-fearsome appellation to add to their deeds. Poseurs to the Pirate Lord title, however, quickly find that their bravado attracts unwanted attention, often ending with the ignominious death of the grasping upstart. What does being a Pirate Lord get you? Not much, as it turns out. There's no crown, no piece-of-eight, no magic talisman marking your status. What the title of Pirate Lord does get you, though, is infamy. The other Pirate Lords will do their best not to cross you (at least openly), the Emperor's Navy will hold an ever-increasing bounty for your head, and the fearful populace will give you deference both in port and on the high seas. That said, holding the title of Pirate Lord does allow one two notable benefits: the ability to Call the Compact and to declare the Twilight Feast. The Compact of Corsairs allows a Pirate Lord to declare a parley to all the other known Pirate Lords, calling them to a secured location (typically Flotsam and Jetsam or Shovelport), to discuss major issues, settle grudges, or even force another Pirate Lord into a duel. While a meeting of the Compact is rarely bloodless, it does provide a nominally-peaceful method to confront the Pirate Lords in one location. Calling the Compact is not a magical compulsion and does take time: at least a week, for word to spread to all the Pirate Lords. While a Pirate Lord can reject the Call, doing so means losing face with the other Pirate Lords, few ever turn down a Call to the Compact. The Twilight Feast, however, is a much different affair. After a major victory and once their ship and crew are in a place of safety, a Pirate Lord may declare a Twilight Feast for their crew. The next 48 hours descend into a Bacchanalia of wine, rum, and hedonism of all sorts, as the crew celebrates their victory and toast the acumen of their leader. Doing so drastically raises the morale of the Pirate Lord's crew and grants several additional benefits. The Twilight Feast counts as a long rest for all involved, allowing participants to drown their wounds in grog and revelry. Further, participants gain the benefits of a Heroes' Feast (as per the spell) for the next 3 days. However, a crew can only gain these benefits after a major, significant victory in which the whole crew participated--sinking an enemy flagship, raiding a major port, uncovering a fabulous treasure horde, or defeating a massive sea-monster. Individual victories are not enough to declare a Twilight Feast. \columnbreak ### The Known Pirate Lords To date, there are 10 known Pirate Lords sailing the Trackless Seas. * **The One Living Man** -- a lone necromancer with a skeletal arm, who commands a crew of the damned. * **Dhurge** -- a sahuagin raider who took command of a surfacer's ship, crewing it with slaves and fellow sahuagin. * **Jarl Iceberg** -- a brutal frost giant who left his home on the Continent to pursue a life of piracy. * **Sea King Tentrix** -- a human spellcaster mutated by a mysterious sea-curse, commanding a cursed crew. * **The Storm Maiden** -- A barbarian from the Far North, known to wield a spear of pure lightning. * **Markos the Madwoman** -- a fiendish woman of unknown origin, whose crew is unswervingly loyal. * **Drakos the Forgeborn** -- a warforged captain who deserted his creation-unit, choosing a path of piracy. * **Kalliope the Organ-Grinder** -- A maiden having fled from arranged marriage in an elven noble house, known for her grim efficiency in combat. * **Nicolo the Black Flame** -- a devious human, known best for his use of pitch grenades and arcane flame when attacking ships. * **Nyala Greenscale** -- a rare dragonborn pirate, Nyala accentuates her emerald scales with jewelry and rings, stolen from the Emperor's own treasure ships.
\pagebreakNum ## The Pirate's Code Rules governing piracy vary from ship to ship, but nearly all corsairs adhere to rules-of-engagement collectively referred to as The Pirate Code. A typical Pirate Code covers at least the following items: * Division of treasure/spoils * Voting rights within the crew * Punishments for various crimes, which might include mutiny and assault, up to murder of a crewmate * Restitution for injured or disabled pirates * Rules for daily duties or responsibilities One such code from real history might be as follows: 1. Every man shall obey civil Command; the Captain shall have one full share and a half in all Prizes; the Master, Carpenter, Boatswain and Gunner shall have one Share and quarter. 2. If any man shall offer to run away, or keep any Secret from the Company, he shall be marroon'd with one Bottle of Powder, one Bottle of Water, one small Arm and shot. 3. If any Man shall steel any Thing in the Company, or game, to the Value of a Piece of Eight, he shall be marroon'd or shot. 4. If at any Time we should meet another Marrooner (that is Pyrate) that Man that shall sign his Articles without the Consent of our Company, shall suffer such Punishment as the Captain and Company shall think fit. 5. That Man that shall strike another whilst these Articles are in force, shall receive Mose's Law (that is 40 stripes lacking one) on the bare Back. 6. That Man that shall snap his Arms, or smoak Tobacco in the Hold, without a cap to his Pipe, or carry a Candle lighted without a Lanthorn, shall suffer the same Punishment as in the former Article. 7. That Man that shall not keep his Arms clean, fit for an Engagement, or neglect his Business, shall be cut off from his Share, and suffer such other Punishment as the Captain and the Company shall think fit. 8. If any Man shall lose a Joint in time of an Engagement he shall have 400 pieces of Eight; if a limb 800. 9. If at any time you meet with a prudent Woman, that Man that offers to meddle with her, without her Consent, shall suffer present Death. The Players are encouraged to come up with their own Code for their ship, should they manage to acquire such a vessel. Each of the Pirate Lords hold to their own Codes, though all Pirate Lords recognize the right of parley, the sanctity of the Twilight Feast, and the compulsion of the Compact of Corsairs. \columnbreak
Another Code, from *Seas of the Vodari*, reads as follows: * You must obey the captain and officers. * You must keep your weapons ready for battle and always fight when faced with an enemy. * You are not to engage in one-on-one combat with an unarmed foe. * You will accept any request for a duel with an honorable opponent. You will respect a duel between others and not interfere. * You will not game at cards or dice for money while aboard your ship. * You are never to fight another crewmate while aboard your ship. Any quarrels must be set aside until shore leave. * You will always accept an honorable foe's surrender or request for parley, and they will fear no harm from you. * You are never to plunder the poor. * You will not speak to any creature of the sea without the captain's permission. * Your words is as strong as your steel--you shall never break a promise or agreement. * You are consdered fit for duty unless ordered to rest by the ship's doctor. While on duty, you will never be found asleep or drunk. * You shall receive an equal share of food, drink, and profits. The captain and officers receive extra shares as written in the ship's charter. \pagebreakNum # Faith, Gods and Exarchs The gods of Salis--known collectively as The Seven Ascended--are creatures beyond true comprehension. They, in and of themselves, are not good nor evil, not lawful nor chaotic. They do not adhere to any known set of ethics or morality, though there are a handful of rules which they seem to follow. Gods who have ascended to their divine seat after living as a mortal, notably, are not immune to this effect. Rather, their ascension shatters a new deity's consciousness in many aspects, resulting in this removal from moral introspection. Power has its price. ## The Rules of Divinity * Gods cannot interfere directly in mortal affairs. While they can gift followers with the ability to cast spells and call down power in their name, the gods themselves cannot willingly leave The Swirling Black. While some have made the attempt, every god that has attempted to leave The Swirling Black has died. This is circumvented only through Exarchs, temporary vessels of divine will capable of interacting directly with mortals. * Gods can die. While the gods cannot leave The Swirling Black, powerful individuals have sailed the Infinite Current to arrive there in the Black, most often to challenge one of the Gods themselves for their font of divine power. Slain gods crash to Salis in a cataclysmic event capable of leveling cities and drastically changing the landscape. The flesh, bones, and viscera of slain gods are often picked over, with these materials used in powerful magic items or as ritual components. * Gods can take on four known forms. Listed in the next section, the Gods of Salis are only able to present themselves in four forms. If slain in each of their four forms consecutively, that deity perishes. * Gods are inscrutable and alien. Understanding the will of Salis' deities is a fool's errand, suitable only for madmen and those divine-touched souls known as Sanctified. While various faiths might claim certain truths about their chosen deities, reality has demonstrated that the Gods provide their divine power to champions of good, evil, and every scope in between. The Gods do not seem to care about their followers' dogma and practices, caring only that they are praised and revered and that their followers obey only the broadest of edicts. * Gods are beyond our basic morality. The Gods of Salis exist beyond the concept of societal norms. Becoming a deity means giving up lesser concepts such as gender, wealth, friendship, or want. \columnbreak ## The Four Forms of Divinity * **Exarch** While the Gods of Salis only rarely interact directly with mortals, when they do, they do so in the form of a humanoid. While they are capable of disguising themselves as any sort of mortal, the Gods most often appear in a few discrete forms, for ease of recognition. Gods may only have one Exarch at a time and, if slain, that deity cannot manifest itself as an Exarch for a significant period of time. A deity's Exarch form is the weakest of its four forms, the most often defeated, and the fastest to rejuvenate. * **Elemental** Sometimes, deities may appear in an elemental form. While not directly linked to the Elemental Source, each deity can take on the attributes of an elemental, appearing as some blend of an elemental force and some representation of their divine governance. * **Protean** Few mortals even know of the deities' protean forms, much less see them. Often, this form is only encountered when a challenger reaches the Swirling Black, with the intent of challenging that deity. A god's Protean form is one of chaos and madness, of oozing flesh and swirling tendrils. It brings with it tentacular madness and a hunger beyond the realms of mankind. Those unprepared for the sight of such a being may surely have their mind shattered. * **Primal Glyph** The final, truest form of a deity comes as a Primal Glyph. Primal Glyphs are nothing more than a floating rune or symbol, blazing with eldritch energy. Deities are most powerful in the form of their Primal Glyph, and few ever see a deity's Primal Glyph in person and survive the sight. This is not, however, to say that the species of Salis do not know their deities' Primal Glyphs. Rather, these Glyphs are passed down through a deity's Sanctified, becoming the "holy symbol" of that deity. While these symbols are altered and re-styled within individual cults of each deity, the core symbol and its importance remains. ## Sanctified The most revered members of a deity's faith are known as Sanctified--those who have briefly touched a deity's mind or will. While many Sanctified take on high-ranking places in their faiths, others are cast out and treated as heretics. In all cases, though, Sanctified are gifted with bouts of divine prophecy: fits of madness surrounding kernals of unknowable truth. \pagebreakNum ## Nadir Lord of Sun and Night. The Eclipse Everlasting. Father Night and Mother Moon. Solatis. ### Portfolio Sun, Moon, Astrological Phenomena, Beginnings and Endings, Darkness and Light #### Domains Granted: Light, Twilight ### Forms Taken * Exarch: A male high elf, glowing with radiance. A pale human female with glowing blonde hair. * Elemental: An eclipsed sun, rotating wildly and flaring with solar energy. * Protean: Unknown * Glyph: Spokes of light radiating from two silver orbs, which continually eclipse one another. ### Primary Ethos * The cycle of light and dark cannot and will not end. After day comes night. After night comes dawn. * The sun and moon are the eyes of Nadir. They see all, into forever. * All that begins and ends falls under Nadir's gaze. His watch scours the unworthy and illuminates the faithful. ### Major Cults * **The Scouring Sand** Sun worshippers who believe that Nadir must forever be placated, lest his gaze remain fixed on the world until it burns in so much cosmic fire. * **The Way of Sunset** A monastic order that utilizes seasonal weather and atmospheric events to define their martial artistry and to determine prophecy. * **The Duskwall** A nocturnal military order dedicated to making the night safe for common people. Often, they serve as lone monster hunters or watch commanders. * **The Coronal Masters** A group of secret asectics who equate knowledge and erudition with radiance and holiness. Oftentimes, Coronal Masters attempt to insinuate themselves into positions of power to further their aims. \columnbreak ### Scriptures and Holy Texts * **The Noonday Canticle** A book of hymns written by theurgist/bard Sanctified Clerinda, called the "Blessed of the Morning" * **The Calendar of Illumination** A series of menhirs, enchanted to reveal dates, times, and places. Believed to be the construction of Sanctified Adelard, a hermit member of The Scouring Sand. * **Edicts of the Lord of Light** A series of laws and beliefs set down by Brother Makyl, a once-Sanctified prophet who was removed from his seat in the Coronal Masters and executed. It is believed that Makyl had 4 other, similar works. * **Testaments of the Phoenix** The autobiography of an unknown prophet--believed to be Sanctified Ioan or Sanctified Illis--who wandered through the Blasted Waste for fifteen years, before being entombed alive by a mummy-revering cult of Nadir ### History Nadir’s priests speak of Nadir as having been among the first of creatures to walk Salis, ascending to godhood through mastery of elemental magic and other eldritch forces, well over 1800 years ago. After breaching into The Swirling Black, Nadir found itself as a glowing beacon in the misty dimness. Seeking to embrace that self-image, Nadir planted itself as the undisputed master of light and dark, taking the sun, moon, and other celestial bodies as its sphere of influence, reaching out to followers across Salis. Nadir has fended off two major challenges to its godhood: the dwarven arch-warlock known as Shatterstone and its own Sanctified follower known as The Phoenix. Shatterstone and her legions were utterly annihilated by Nadir in its protean form, while The Phoenix managed to escape and deliver all manner of prophecy to The Scouring Sand.
\pagebreakNum ## Gilatian The Code and The Loophole; The Law Once Broken; The Great Executioner; The Pen and The Plan ### Portfolio Civilization, cities, laws, legality, loopholes and deceit, judges and arbiters, contracts #### Domains Granted: Order, Trickery ### Forms Taken * Exarch: A human executioner with a bloodstained hood; an ink-stained gnomish barrister. * Elemental: A seamless stone tower, collapsing and reforming over and over. * Protean: Unknown * Glyph: A bronze scroll rolled onto the handle of a double-bitted axe, with ever-shifting green text. ### Primary Ethos * Without law, society cannot exist. Without society, mankind cannot exist. * Those who dictate and manipulate the law wield the power of the universe. * As with all things, law is as strong as the believer makes it. Bend, but never break. ### Major Cults * **Guild of Truths** A speech-writing and societal public house, dedicated to quick-witted debate, lies and exaggerations, and all manner of wordplay. Often home to charlatans of all sorts. * **Imperiators** A tyrannical band of military-worshiping disciplinarians, who seek to impose their draconian laws across Salis to create a world perfect enough for Gilatian to leave The Swirling Black. * **The Questioners** Ascetic group dedicated to unraveling mysteries and uncovering hidden truths. Often works with adventurers and other law-enforcement forces to expose crimes and secret agendas. * **Wiktal's Abacus** Mercenary band who comes to the defense of extant cities, townships, and border settlements, in the name of expanding civilization whatever the cost. \columnbreak ### Scriptures and Holy Texts * **The Code of the Minotaur** A code of ethics and laws set down by Sanctified Zekiah, a minotaur warlord who sought to expand his empire across a series of islands along the southern edge of Salis. * **Mortimer's Mathematica** An esoteric text believed to have hidden prophecies encoded within a number of unsolvable mathematics problems, long agonized over by universities across the continent. * **The Nineteen Crimes** A book of parables often used to demonstrate Gilatian’s supreme intellect and cunning, wherein his exarchs lie and manipulate their way through an unfamiliar celestial hierarchy. * **Names of the Dead** A holy artifact of Gilatian and Demiscal, supposedly held by the Guild of Truth’s most revered lodge members. Supposedly, the constantly-writing book holds the date and method of death for every person who has ever lived. ### History Gilatian was the first mortal to reach The Swirling Black. Untold centuries ago, the being that became Gilatian breached the planes, walked The Endless Path, and managed to take up the mantle of power lurking within that forbidden plane. No record exists of what race or profession Gilatian once was, but it has fended off countless challengers to its throne across the centuries. Few records exist of these challengers, save the archmage known as Rikard Deadquill, who thoroughly documented his attempts to tear down the laws of probability and mathematics through arcane theory. Some believe that Gilatian did not find The Swirling Black, so much as the god simply manifested within it as some degree of cosmic sentience, brought about to both arbitrate the very laws of reality and to skirt around those very laws as the universe continues to shift, change, and morph.
\pagebreakNum ## Demiscal Lord of Omens and Epitaphs; Wanderer Among the Dead; Warden of the Necropolis ### Portfolio Death, Prophecy, Healing, Survival, Eternal Rest, Time #### Domains Granted: Death, Grave ### Forms Taken * Exarch: A pale elf wearing a skeletal mask; a floating skull; a stern man with a skeletal hand. * Elemental: A flowing mass of tombstones and grave-ash * Protean: Unknown * Glyph: A cracked rectangle in silver, radiating five points of multi-colored light. ### Primary Ethos * Death is the end for all. It is the final truth, the final mystery, the final knowledge for all. * Suffer not the undead to remain; they are a blight upon Salis. * That which has fallen in the past remains only to teach those in the present. ### Major Cults * **The Forgers of Chains** A rare pro-undead cult of Demiscal, devoted to raising those who have sinned in life as undead, forcing them to serve Demiscal’s priests as atonement for their past sins. * **The Gravereaders** A group of would-be prophets who wander through burial sites, seeking some esoteric signs in the various epitaphs on grave markers. They often sponsor expeditions through tomb-cities, battlefields, and other locations where people have died en-masse. * **Respite** An itinerant group of like-minded priests, aiding in embalming, burial, and grief-counseling. Respite often wanders far and wide, with few major gatherings ever called. * **The Gluttons** A militant order, believing that they are but soldiers in the army of Death itself. They seek to conquer and rule all those faithful, and return the non-believers to Demiscal’s necropolis. \columnbreak ### Scriptures and Holy Texts * **The Revelations of the Ninth** A series of prophecies set down by Sanctified Calloun, an extremely long-lived priest who claimed to have wandered The Necropolis during nine near-death encounters and seen Demiscal’s face. * **The Skulls of Fallen Lerneus** A series of 28 hydra skulls, taken from a single beast over the course of a decade, and etched with archaic runes, devotions, and a mysterious ritual rumored to grant regeneration. * **The Executioner's Dream** A parable novel about Alexis, a wandering executioner, mortician, and priestess who sought to study death as a philosophical axiom. * **Names of the Dead** A holy artifact of Gilatian and Demiscal, supposedly held by the Guild of Truth’s most revered lodge members. Supposedly, the constantly-writing book holds the date and method of death for every person who has ever lived. ### History Of all The Seven Ascended, the least is known about Demiscal. It’s widely believed that Demiscal is the second-longest tenured of the gods, with only Gilatian holding godhood for a longer period. However, no record seems to exist as to when Demiscal ascended to The Swirling Black, nor of any other potential challengers or pretenders to Demiscal’s ephemeral throne. If anyone has challenged the Lord of Omens, no tale has ever been told of the conflict. One item of note, however, is that Demiscal alone can leave The Swirling Black, spending much of its time in The Necropolis, overseeing the City of the Dead from an ebony spire at the center of the city. However, theologians have made note that Demiscal cannot wander freely throughout The Necropolis, implying that the ebony spire is as much a prison as it is a method of freedom for the Warden of the Necropolis.
\pagebreakNum ## Enamos Lord of the Charnel Fields, The Shattered Shield, The Splintered Spear, The Impossible Peace ### Portfolio War, Peace, Conflict, Battle, Pacifism, Negotiation #### Domains Granted: War, Peace ### Forms Taken * Exarch: A heavily armored male orc, a blindfolded human shieldmaiden, a maimed dwarf holding a banner. * Elemental: A raging pyre, with the screams of the dying echoing all around. * Protean: Unknown * Glyph: A kite shield in bronze, cleft in twain by a red line that seems to bleed. ### Primary Ethos * Victory is given to the worthy, the crafty, and the mighty. * The aim of war is peace. War for war’s sake, peace for peace’s sake are foolish aims. * Even the battlefield has law. Uphold the code of war, else you will never achieve peace. ### Major Cults * **The Zaar** A barbaric horde who believe only in victory and conquest. Only once the whole world falls beneath their blades will they ascend to Enamos’ hand in the Swirling Black. * **The Holy Order of Bonesaws** A group of gifted battlefield medics that follow in the trail of war, healing the wounded and saving those caught within the crossfire of conflicts. * **The Bulwark** A band of mainly-dwarven mercenaries who offer their services to besieged cities and fortresses. Their services are costly, though their expertise in siege-breaking is unparalleled. * **The Peacebrokers** A militant order devoted to maintaining The Impossible Peace, serving as mediators and diplomats between warring factions. Their diplomatic abilities border on the arcane. \columnbreak ### Scriptures and Holy Texts * **The Quatrains of Battle** A series of poems and chants, often set to the war-drums of a marching corps. These poems reiterate the laws of the battlefield and the glory of victory. * **Kaelos' Analect** The autobiography of a dwarven warlord, describing his conquests, his stratagems on the battlefield, and his personal code for rulership. Often cited by militant leaders and tyrants. * **The Blood Chroniclet** A mystic tome with no author, detailing full and “unbiased” accounting of battles past, present, and future. Long lost, believed to be held within a mountaintop fortress by undead monks of Enamos. * **Drops of Marrow** A series of stepping stones within a Holy Order of Bonesaws temple, each of which is carved with Draconic runes celebrating the deaths of numerous Sanctified of Enamos. ### History Enamos is one of only two deities for whom their mortal name is known: the storied elven general Mahariel Ataviel. Enamos is a relatively new deity, ascending to the Swirling Black only about 450 years ago, though strangely slew no other deity in its ascension to The Swirling Black. Enamos has already fended off three challengers to its dominion: the orcish artificer Hammerhand, the elven warlock Adi Vistalos, and the gnomish archdruid Fang. In all three cases, Enamos handily defeated these upstarts, devouring their essence and denying them the reward of the Necropolis. One unique thing about these clashes, however: Enamos seems to have a fixation with having mortals bear witness to its victories. Several of Enamos’ most storied prophets and Sanctified claim to have watched the conflicts between their lord and his adversaries, resulting in numerous accounts of titanic battles in the heavens.
\pagebreakNum ## Nascene The Overgrowth, The Rot and the Seed, The Chain of Life ### Portfolio Nature, Life, Birth, Plants and Animals #### Domains Granted: Life, Nature ### Forms Taken * Exarch: A pregnant elven woman in robes, a fetus with attached umbilical cord, a massive ash tree. * Elemental: An oozing morass of mud, moss, and mire. * Protean: Unknown. * Glyph: A bronze seed, cracked and sprouting green tendrils. ### Primary Ethos * The strong survive; the weak feed the strong. * Life finds a way. * Grow, multiply, spread, and cover the lands. ### Major Cults * **The Final Grove** A group of dwarven druids, devoted to ensuring that every form of plant and animal are saved within their underground vault, such that they might survive any form of cataclysm. * **The Predators** A borderline-feral elven sect, which actively hunts sentient species for both sport and for meat. The Predators are known to prowl on the outskirts of civilization, seeking out poorly-defended travelers. * **The Bloody-Handed Ones** Well-regarded and respected, a group of medics and midwives, most often called upon to aid in the birthing process across civilization. Led by Sanctified Malaris, a blind halfling woman. * **The Armilarrius** Barely a sect, this group of devotees hopes to infect all life on earth with The Armilarrius, a semi-sentient fungal parasitic hive-mind linked to a massive fungus beneath forests stretching across Salis. \columnbreak ### Scriptures and Holy Texts * **Of Birth and Death** The reflections and observations of Sanctified Kha-Thuun, an orcish shamaness, passed down throughout both tribe and “civilized” temples. Lengthy and droll, over four chapters are devoted solely to watching a single seed sprout. * **Anatomica Mercador** A medical text, revered for its recommendations and innovations in health practice. Even those who do not follow Nascene often reference this widely-published text when seeking medical advice. * **The Broken Bough** An esoteric text of unknown origin, describing and elucidating a series of ley lines that link living creatures, which supposedly can serve as a reservoir of arcane and occult power. * **Seeds of Greatness** The autobiography of Sanctified Da’Len, an elvish archdruid, which discusses the foundations of his grove. Often serves as a historiography of the various druidic orders, regardless of whether they follow Nascene or not. ### History Along with Enamos, Nascene’s mortal name is known, as they are the newest deity in the pantheon. In a titanic battle that shook the Swirling Black, Magus Elena Baelich, a powerful sorceress, slew Omilech--the long-standing deity of the moon and of prophecy 212 years ago. A relatively secretive mortal, few records of Baelich’s ascendance remain, though the mage bastion known as Lightning’s Dawn claims her as a member. The battle shattered Salis’ moon, leaving it cleft in three, even as it hangs in the night sky. Strangely, Nascene has not yet faced any challenges to their immortal dominion. Rumors have often swirled of potential challengers to Nascene, though her various cults and followers have spread the tale that destroying their goddess means the destruction of all life on Salis. Such dire warnings give even the most ambitious warriors pause.
\pagebreakNum ## Precis The Maelstrom, The Living Whirlwind, The Eye of Calm Within the Storm. ### Portfolio Storms, Wind, Elemental Forces, Arcane Power, Lightning #### Domains Granted: Arcana, Tempest ### Forms Taken * Exarch: A drowned human man; an elven child with wind-tossed hair. * Elemental: A swirling cyclone of dark clouds, crackling with lightning. * Protean: Unknown * Glyph: A golden spiral, spinning outward, with occasional flashes of blue lightning. ### Primary Ethos * Be relentless, endless, and unstoppable as the coming storm.. * Only power can match power. None can stand before the hurricane. * Chaos is the only universal truth. Either endure it or embrace it. ### Major Cults * **Lords of Storm** A notable mage-guild, specializing in weather manipulation. The Lords of Storm often hire themselves out as rainmakers, bringing gentle rain to farms and cataclysms to battlefields. * **The Sea Breeze** A thieves’ guild noted to operate out of coastal cities, specializing in stealth heists and quiet assassinations. Supposedly, they claim to be “quiet as the sea breeze itself.” * **The Hurricane's Eye** An isolated retreat, maintained by monks and clerics of Precis devoted to making sense out of the chaos of life. Often used as a ‘neutral ground’ by conflicting factions’ leaders. * **Thundercrack** A group of anarchists and nihilists, eagerly seeking the downfall of civilization out of pure spite. Led by a half-elf known only as Shrapnel, cells of Thundercrack have caused devastation to numerous cities. \columnbreak ### Scriptures and Holy Texts * **The Nalicor Shards** A series of stone plinths of unknown origin, describing the cataclysm that destroyed a long-extinct civilization known as the Nalicor. * **Carvings from the Caverns of Eth** Published and republished in numerous versions--often conflicting with one another--these are supposedly a series of prophecies located in a forgotten cavern by the hobgoblin Sanctified Galen. * **Revelations in the Clouds** A fairly recent text by the excommunicated Sanctified Elias, this text claims that Precis will be cast out from the Swirling Black by her fellow deities, having committed an unknown, unfathomable crime against the remaining pantheon. * **The Drowned Man's Calling** The dwarven mariner Sanctified Kalgrim had died 7 times. Each time, he was returned to life by unknown means, though he claimed it to be divine intervention from Precis’ exarchs. Each time, he recorded his experience as holy testimony. ### History One of the lengthier-tenured deities of Salis, Precis is believed to have ascended to the Swirling Black over 1200 years ago, defeating an unknown deity of Seas and Time. While Precis was unable to fully assimilate that deity’s portfolio, they were able to take dominion of storms and raw elemental chaos, and are still often associated with seafarers and others who depend on the weather for their livelihood. Precis has faced relatively few challengers to their dominion, having fended off the archdruid Calanthe Blackpaw, the dwarven assassin Redhand, and one of their own followers, Sanctified Elias. In all cases, the offending interloper was cast down on an arc of divine lighting, causing tidal waves and storms across Salis. Followers of Precis often celebrate such occasions as holy portents--evidence that their deity has ascended over all others.
\pagebreakNum ## Incaleon The Chisel Which Shapes the World; The Last Forge; The Anvil upon which The Way is Writ. ### Portfolio Creation, Making, Forges, Knowledge, Vaults, Writing #### Domains Granted: Knowledge, Forge ### Forms Taken * Exarch: An orcish smith, clad in a leather apron; a dwarven scribe carrying a tome; an elven weaver. * Elemental: A raging forge-fire, spewing smoke and metal ingots. * Protean: Unknown * Glyph: A purple quill, at the tip of which rages a crimson flame. ### Primary Ethos * The cycle of light and dark cannot and will not end. After day comes night. After night comes dawn. * The sun and moon are the eyes of Nadir. They see all, into forever. * All that begins and ends falls under Nadir's gaze. His watch scours the unworthy and illuminates the faithful. ### Major Cults * **The Quiet** A cabal of secret-keepers and knowledge brokers, operating in every major city and settlement. Few know the group’s true reach and structure, but they supposedly all defer to a leader known as The Split Tongue. * **The Order of Emeraldt** An association of adventurers and their supporters, dedicated to locating either destroying or secreting away powerful artifacts in a series of hidden vaults across Salis. * **The Obsidian Architects** An order of builders, led by a dwarven explorer, set to build repositories of knowledge throughout all major cities. This group often sponsors universities, libraries, and schools across Salis. * **The Shapers of Truth** An order of assassins specializing in removing ‘inconvenient truths’ by killing witnesses to crimes, influencing powerful individuals, and ensuring that their patrons’ word becomes the ‘truth’. \columnbreak ### Scriptures and Holy Texts * **The Worldforge** A massive foundry, covered with ancient Dwarven runes, ranging from basic forging instructions to esoteric instructions to create bizarre, arcanely-powered devices. Pilgrimages to this site are frequent, though the journey remains precarious. * **Codex Universalis** Supposedly written by Incaleon’s first Sanctified-- the orcish carver Mog--this text details instructions for everything. Reading this knowledge may be simple, but comprehending it is a mind-bending task in and of itself. * **On Simple Machines** An indoctrination treatise written by Sanctified Myr, this short pamphlet extols the importance of the most basic of machines-- levers, pulleys, and the like-- and how their simplicity allows them to create greater works. * **That Which Ends** A long-forbidden tome, this legendary manual was written by the mad artificer-lich Klorr, daring any to complete its instructions and utterly destroy Salis. Followers of Incaleon universally destroy this book on sight. ### History Incaleon ascended to The Swirling Black approximately 860 years ago and was believed to be a dwarven rune-mage known as Tagrin Sholandar. However, several sects within Incaleon's faith believe that Incaleon may well be one of Tagrin's apprentices or cohorts, as the accounts of Incaleon's ascension are disputed. Incaleon has faced two known challengers to its seat of power: the halfling warrior Tack and the goblin artificer Ganth Gnarlfang. However, in both cases, the challengers were not slain. Rather, both returned to Salis as Sanctified of Incaleon, bound under a geas to never reach the Swirling Black again, in exchange for a modicum of deific power. None seem to know why Incaleon chose this route, nor why any of the other deities have not followed suit.
\pagebreakNum ## Dead Gods Despite what some might claim, the gods of Salis can die. Slaying a deity is no small task, however, involving phenomenal amounts of cosmic power, the ability to travel to and survive in The Swirling Black, and defeat the deity itself in all 4 of its manifested forms. Despite this, deicide is not an impossible task, as recorded history has shown twice-over. The deity Precis overthrew was supposedly the first deity--a being that claimed dominion over the seas and time itself on its own way towards godhood. However, much of this belief comes from conjecture, based on the death of that unknown deity and its corpse's appearance in the Trackless Sea. While Precis' followers would have most believe that their deity was behind the cataclysm, little proof actually exists as to their claims. To the inverse, countless accounts of Nascene's heavenly battle against Omilech exist, with scholars still discussing the implications of the newest deity's ascension and the fallout surrounding Omilech's defeat. The most notable change in Salis, of course, is the sundering of the moon, which now lies in three pieces that are slowly drifting apart. Numerous fragments of Omilech's corpse have rained down across Salis, with powerful spellcasters sparing no expense in acquiring what are colloquially known as Quintessence Fragments: the blood, bone and sinew of a fallen deity. These cataclysms have caused many theologians to wonder what, exactly, might happen when the current deities are overthrown. If Nascene were to die, would all life go with it? If Incaleon were deposed, would the written word simply disappear? Many have theorized dire outcomes, but only the gods themselves know the truth.
\columnbreak ## When the Gods Die Deicide in Salis is no small show. Beings across the planet become fundamentally, intrinsically aware of a clash between deities. The skies roil, storms shake the land, beasts flee in maddening stampedes, and the very air seems to crackle with eldritch power. Sanctified beings spout prophecy and madness in equal measure, and panic engulfs whole nations. The actual death of a deity typically results in two major cataclysms, however: that of the body and that of the faith. A deity's body, once cast down from the Swirling Black, crashes down to Salis in numerous pieces. Called Quintessence Fragments, these body parts are capable of fueling powerful rituals, empowering eldritch devices, or even serving as world-shaking weapons in their own right. These fragments act much as a powerful meteor shower would in our own world, causing massive impacts and profound changes to local climate. The cataclysm of faith, however, may be even more dire. When a deity dies, its followers experience a tangible crisis of faith. Those with divine powers find themselves stripped of their divinely-granted abilities, with nearly all experiencing a profound sense of woe and existential loss. Many do not survive such a personal crisis, with mass suicides and nihilistic conflicts enveloping their minds and bodies. However, those that manage to survive often cling to their faith blindly, trying desperately to convert others to their dying faith and finding other ways to garner divine power. Some scholars believe that dead gods live on, in some strange undead torpor, but are still able to contact the living world as a “vestige”. Certain warlocks have certainly claimed that their powers stem from such vestiges, though others are quick to decry such lunacy as the work of a fiend or other powerful being. \pagebreakNum # The Planes of Salis Like most campaign setting, Salis (and the Western Archipelago, including Blackfall Island and its environs) finds itself at the center of a number of overlapping planes which can be traversed through incredible spellcasting or other esoteric arcane phenomena. However, those same spellcasters often find that their incantations and rituals work quite differently, the farther they drift from the Prime Material. The planes surrounding Salis are as follows: ## Salis, The Prime Material The home to mortals, Salis itself stands as the junction of all other planes--its existance can only remain so long as the other planes stand to uphold it. ## The Misty Border (The Ethereal) More of a transitory space, mist fills the borders between The Prime Material and the other planes, insulating it from the most damaging effects caused by the various Elemental planes and other, more hostile areas. An handful of strange beings have made The Misty Border their home: primarily the githyanki and githzerai, the shadar-kai, the inevitables, and all manner of weird horrors that seem to leak in from places unknown. ## The Roil (The Elemental Spheres) A constantly swirling chaos of pure elemental force, The Roil represents the continual clash between the four primal elements: earth, fire, water, and air. Travel through The Roil is possible, but actual navigation through the The Roil is a fool's errand. The plane constantly churns and swirls; a burning city of efreeti might be in one location one day, only to be swept under by a bottomless tide and shunted to some far off mountain floating in the midst of a hurricane. Nearly all inhabitants of The Roil are mindless elementals--creatures made purely of a given primal element or combination of primal elements, such as the murk elementals that linger where a mote of earth meets a mote of water. However, in the areas closet to The Prime Material, the line between elemental and mortal blur, with beings like djinn, efreeti, and genasi establishing grand citadels from whence they can exploit the raw power of The Roil. \columnbreak ## The Swirling Black A lightless void, flowing like a river into eternity. The Swirling Black is home to no mortal being--it is a realm exclusive to the Seven Ascended, inimical to life itself. However, some mariners still claim that the deepest of whirlpools lead straight into The Swirling Black, inevitablly leading to a reckoning with some inscrutable deity. Few have claimed to have ever reached The Swirling Black. Only a scant handful--usually the Sanctified of a deity--ever return. ## The Necropolis The domain of Demiscal, The Necropolis is an infinite rolling plain covered with mausoleums, tombstones, and memorials of all shape and size. Visible from every part of The Necropolis is The Ebon Citadel: the unreachable, omnipresent home of Demiscal itself. The Necropolis is the final destination for all souls in Salis, whereupon Demiscal measures the deeds performed in life by that soul and assigns them a suitable afterlife. Each soul's afterlife is unique unto their own tomb in The Necropolis: a virtuous warrior might find themselves in an eternal clash, wherein they can earn glory across time, while a miserly crone might find herself atop a never-ending sea of gold coins, with naught to spend it on. Some souls that have bonded strongly throughout life may even cross between one anothers' respite for brief periods, but this seems to happen only rarely. ## Khorasan, the Endless Battlefield Something of a "shadow-world"--reflecting and distorting Salis itself--Khorasan is home to all manner of creatures without a soul. Prime among these are factions of devils, demons, and celestials, all of which claim to be among the first created of Salis. These beings, soulless though they are, place a high price on the immortal spirits of the beings of Salis. Some make deals with these creatures, exchanging their souls and eternal afterlife for power, wealth, or other boons while alive on Salis. Unfortunately for those foolish beings, their souls often become fodder for the eternal conflicts that wrack Khorasan, pitting demon against celestial against devil over and over again throughout eternity.