It is the Age of Lost Omens.
The old empire of Azlant has fallen beneath the ocean. The god Aroden is dead, somehow destroyed on the eve of his deific return to the world over one hundred years ago. Ruined civilizations dot the globe. In the lands that border the Inner Sea, a sense of exploration and discovery is driving civilization forward from the precipice of oblivion.
This is Golarion, the world of the Pathfinder Chronicles.
You will venture forth, into the Age of Lost Omens, to the continent of Avistan, in the country of Andoran, on the northern side of the Inner Sea. There we find our group of intrepid heroes traveling through the land known as the Darkmoon Vale, where strange things are afoot.
Darkwood is a magical hardwood that is prized and rare. It is something very important to the people of the Vale, and the Lumber Consortium whose influence is felt througout the entire area. There are two towns of note: Olfden and Falcon's Hollow. Olfden is a larger town, and Falcon's Hollow is a rustic backwater on the edge of the woods.
Numerous cutyards line the trees, and the Lumber Consortium estimates there may be twenty or so years before the entire forest has been destroyed. However, a large number of factors are beginning to slow down production...
Wide Overview
The Valers (natives of the Darkmoon Vale) divide the land into three areas: the Uplands in the south, Lowlands in the middle and the Highlands in the north. The most important part of the area is the Darkmoon Wood, which is the largest concentration of the fabled darkwood in all of Andorhal. It was once part of the Arthfell Forest, but the constant logging over years and years separated them by miles.
To the North, the Vale is bordered by the mighty Five King's Mountains, the ancestral home of the dwarfs. Foothills in the Highlands border the Vale and Five King's and lead to the volcano called Droskar's Crag. The volcano has been largely dormant for quite some time, but is always burning ash and steam whenever it is beheld upon the horizon. To the South is the Elberwick Rise, a large, rising plateau upon which sits most of the Arthfell Forest.
Darkmoon Plain is the largest area of the Vale, and is also called the Lowlands. The place is ridden with geological activity such as geysers, mudpots and other such events. The activity happening below the earth near the volcano means that most of the events on the surface are irregular, but quite common.
The area's largest river, the Foam, is ridden with rapids, waterfalls and alligators. There are but two fords and a single ferry (at Falcon's Hollow) to cross the foam, and no boat can negotiate the nasty rapids upon the tormented waters. The area's waters are the main danger, but certain sorts of nasty creatures such as naga and other aquatic monstrosities see a golden opportunity for lairs in this area.
In the east, the Wolfrun Hills are made up of series of rocky, rolling rises that are topped with trees and rimmed with basalt. There are tons of wildlife in the area, including pack animals such as the (you guessed it) wolves that plague the area. The monster-ridden peaks of the Aspodell Mountains to the west mark the tenuous border between the kingdoms of Cheliax and Andoran. This mineral rich area is patrolled vigorously by the Aspodell Rangers, who work to clear out the beasts that infest the land.
Bignutt's time as GM is over for now, but that doesn't mean the adventure is over!
We'll be giving him a short break from the mad responsibilities of Game Mastering for the rabid gamers here at the Wargate, but what's happened to our brave adventurers?
We'll be picking this game back up when his time comes around again, and he's left us with a doozy of a cliffhanger! When we begin anew, the game will pick up where we left off for several months of Pathfinder action!
Angbornh, Boris the Beautiful, Brother Mentok and the rest are beneath the ruins in the forest, searching for the remaining children. The impression they have is not good - the children were to be sacrificed to the worthless and conniving god of the kobolds. The party is strong, and it's members won't rest until they see justice done.
There are questions that need to be answered. Why are the werewolves helping the kobolds? Which evil god do the kobolds truly worship - could it truly be the dwarven god of toil and suffering?
Can our warriors act fast enough to prevent a tragedy, and perhaps avert a supernatural disaster?
There are questions that need to be answered. Why are the werewolves helping the kobolds? Which evil god do the kobolds truly worship - could it truly be the dwarven god of toil and suffering?
Can our warriors act fast enough to prevent a tragedy, and perhaps avert a supernatural disaster?
Only time will tell!

No comments:
Post a Comment