This campaign may possibly be starting in the fourth week of April, or the first week of May.
In terms of Trinity, this game will be set in very early CR, and will begin in the Ronkan City-States of southern Sarteri.
This page will house most of the relevant information for the game.
- 1 Game Information
- 2 Campaign
- 2.1 Cast
- 2.2 PCs
- 2.3 NPCs
- 2.4 Others
- 2.5 Session 101 - The Beginning of the End...
- 2.6 Session 102 - Ride like the Wind
- 2.7 Session 103 - The Crumbling Empire
- 2.8 Session 104 - The Bandits of the Bervenia Desert
- 2.9 Session 105 - Symbol and War
- 2.10 Session 106 - Ride the Lightning
- 2.11 Session 107 - The Road Widens
Trinity uses a 32 point buy.
Trinity uses the standard ability score set along with Perception, which is necessary to ensure that firearms are not overpowered.
The list of houserules.
- We're using PEPs. PEPs can be used in the same manner as luck points. They do not refresh between each session (ie, you keep a running total of PEPs).
Unlike most other Trinity games, this game will have a race restriction. The following races are allowed:
- Esper (LA +1)
- Short-lived and impressionable, humans were the prime movers and shakers that produced the Ronkan Empire. Fuelled by a desire for progress and thirst for knowledge, they study and research everything they can get their hands on. In the world of the Ronkan Empire, most of the City-States are ruled by humans. While foundational technological research has a tendency to be performed by other races, humans are at the forefront of their fields, expanding the boundaries of what is known.
- There are three varieties of human found in the Ronkan Empire and the surrounding lands: the ronkans, the gaeli, and the xianese.
- The Ronkans are those that moved southward to found the Ronkan Empire. They are a tall, fair-skinned people, proud and intelligent, though sometimes rash in their pursuit of knowledge. Ronkans are the dominant human subrace in the Ronkan Empire, and they are well aware of this fact; while not utterly arrogant, they tend to look down upon their other human brethren. As a general rule, the Ronkans are open to new ideas, while tending to utterly reject the old - anything resembling the ways of old is scoffed at.
- The Ronkans furiously and vigorously pursue all sorts of knowledge. Few schools of study are frowned upon, if any: everything is up for discussion. While some topics are considered taboo, there are still those who study them, and are begrudgingly respected for being well-versed scholars in somewhat less respected fields (such as those who study the druids or elves).
- The Gaeli were the primary human subrace of the Woodland League. Fair-skinned and often sporting red hair and green eyes, theirs was a culture reminiscent of real-world celtic culture. When the Ronkan Empire conquered the Woodland League, the gaeli were seen as something of a traitor people, having defended the elves and their druidic ways. Unlike the elves, the gaeli remained in the Ronkan Empire, and have attempted to make amends between the world of nature and the world of machine.
- The Xianese are a distant group of humans, who seem to have culturally matured on the island-continent of Distarin. Their culture is one of patience and philosophy; order, tradition, and discipline are their principles of life. Xianese speak little, and what they do say can be quite profound. They excel in the spoken arts, in song and poetry, and have produced some of the world's greatest philosophers.
- A peaceful people, most of clavat culture is unknown to the Ronkan Empire. Hailing from their nation of Colianth on the island-continent of Distarin, they seek to ensure peace both in their homeland and lands abroad. Clavat culture is a melting pot of those societies with which they interact: Colianth itself is a mixture of Xianese, moogle, and clavat society. However, it is clear from the guards upon their foreign seacraft that the clavats know well enough how to defend themselves.
- It is understood by most that clavats are extremely democratic and altruistic, though they are wise enough to know when someone is attempting to take advantage of them. Clavats view almost every other sentient creature as an equal, and treat them with the same sort of respect they expect. Clavats tend to be reasonably level-headed folk, and as such are accepted amongst the Ronkan Empire.
- Strong-willed and industrious, dwarves are acknowledged as the originators of barag'xoth, otherwise known as technology. It was through their efforts that the Ronkans found the means to conquer their old oppressors. Dwarves are greatly respected throughout the Ronkan Empire, despite the fact that few tend to leave their mountainous homes. Dwarven society is responsible for producing most of the metals that are used to fuel the technological designs of the Empire. In recent years, however, with Ronkan society beginning to study magic, the dwarves have begun to withdraw themselves from the limelight, having no desire to deal with such arcana.
- An enigma in the world, espers are thought to be the product of magic-saturated lands; this theory arose from the fact that those espers who speak of their homeland seem to be speaking of the Lost, a desolate tract of desert in which nothing will live or grow, which was brought about by a great arcane battle. The people of the Empire are uncertain of how to deal with the espers; some are interested in studying them and understanding how magic is incorporated in their being, while others would rather seem them be destroyed, as they are a reminder of one of the human race's greatest follies.
- Those who hail from Distarin see the espers as a curiosity, but have no particular love for nor fear of them. Clavats understand that they are sentient beings, and so treat them no differently from others, while moogles are often very curious of their nature, as espers tend to stand out from the rest of the peoples of the Empire.
- Gnomes are known to the world as sages, wise folk who understand the world from studying the world memory. While usually patient, they sometimes show an intense interest in things previously unseen in the world, as there is nothing in world memory with which it can be compared: for this reason, many gnomes have gone to the dwarves, and begun studying the ways of technology.
- At the time of the Ronkan Empire, the gnomish people are a people divided. Those who remain in the gnomish homeland of the Blue Hills, who honor their peoples' ways and study the blue (world memory); and those who go out into the world to experience and learn of this strange thing called technology. These two groups are sometimes referred to the "blue gnomes" and the "tinker gnomes," respectively. The blue gnomes warn that the human approach to technology is just like their approach to magic, in years gone by, and that it will end in catastrophe; the tinker gnomes believe that, with their intervention, such a catastrophe could be avoided.
- Blue Gnomes
- The gnomes have dwelled in the part of the world known as the Blue Hills for as far back as the eldest amongst them can reach back into the world memory. Some choose to venture out of their homes, however, and dwell in the larger cities of the Ronkan Empire, where their ability to read the past and the memories of those long gone are seen as valuable services. Oftentimes, those gnomes who participate in the culture of the Empire serve as educators or assist in the legal system. For the most part, however, the blue gnomes keep to themselves, studying the blue and attempting to ensure that the mistakes of the past are not repeated.
- Tinker Gnomes
- A relatively new group of gnomes, these are gnomes that have decided that studying the blue will not have much of an impact on the world; instead, they turn to technology, a relatively new field of study. For these gnomes, technology is fascinating in a way that nothing else can be: there is nothing in the world memory that is a parallel for it, and this greatly excites them. Tinker gnomes seek to understand as much as they can about all the facets of technology, and their limited ability with the blue allows them to gain much skill in a rather short period of time. Tinker gnomes are seen as an important part of the growing Empire, as people believe that the gnomes joining in the industrial revolution means that they are progressing further than has ever been done before.
- Only having surfaced in the past few decades, the gremlins are a curious race of scavengers with an intense interest in technology. Having lived in the same cavern complexes as the dwarves, the gremlins had begun scavenging the leftover bits of technology and learned everything they could from them; when they began attempting to steal larger and more difficult-to-move technology, the dwarves finally caught on. While there is some amount of animosity between the two races, the dwarves tolerate the gremlins, as their child-like intensity for technology amuses them.
- In the rest of the Empire, the gremlins have proven themselves incredibly resourceful, and seem to intuitively grasp the basics of technology and what stops it from ticking (and are usually knowledgeable enough to restore things to working order, as well). Gremlins are often put to work in Empire machine shops, repairing machines and constructing new ones.
- Gremlins have an intense animosity towards moogles, with whom they compete for work in the new field of airship design and repair. While this animosity usually takes the form of intense yet friendly competition, one wrong word can often turn an argument into a flurry of scales and fur.
- The halflings are a wandering people, travelling in caravans that traverse the countryside. The first domesticators of the chocobo, the halflings value their freedom and their families above all else. As a people, they are not particularly interested in technology, magic, or other such things as pursuits in and of themselves: such things must have a readily-understood purpose, for a study that produces nothing useful is of no interest to them.
- Halfling legend holds that creatures known only as prophet moths plague their people, for unknown reasons. In an earlier age, it is said that the halfling Liat'ned of the Eld traveled to the various races of the world to seek their help against the menace; from the gnomes, his people learned the art of the learner, and from the dwarves, his people learned of the ways of the gunslinger. Liat'ned himself was gifted with the gunblade called Excalibur, and armed with it, he and twelve of his most trusted gunslingers rode out and smote the queen of the creatures. Halfling prophecies tell of a time when the moths will return, and in that time the halflings will build and gather in the city of Medibaria, the last halfling city.
- However, such things do not concern most of the rest of the world. The halflings are known for their ability to take the most useful capabilities of new ideas or technologies and put them to expert and immediate use, though they themselves innovate little. Most Ronkans are content to leave the halflings to themselves; they are allowed to travel throughout the Empire unhindered, so long as they do not interfere with the workings of the Empire.
- Hailing from the island-continent of Distarin, moogles share their homeland with the clavats and the xianese breed of humans. Moogles are cheerful, optimistic, and intelligent, often approaching the world with a sort of cheerful innocence. Moogles came to the Ronkan Empire accompanying clavats, and immediately became fascinated with technology. In the few decades they have interacted with Ronkan society, the moogles have engineered a machine that can fly: an airship.
- In Ronkan society, moogles are oftentimes spoken to like children, though most are aware enough of the world to recognize that moogles tend to be smarter than humans; the seemingly condescending speech is a byproduct of the moogles' short statures and childlike demeanor. Moogles are also well-known for their animosity with gremlins: from the moogle standpoint, gremlins are disgusting, uncivilized creatures, who destroy machines simply for the sake of destruction, and such behavior is unthinkable to a moogle.
- The southern mountains of Sarteri are a harsh land, filled with various predatory creatures. This unforgiving land is where orcs first rose and howled at the moon in defiance. Unfortunately, orcs are not gifted with an abundance of intelligence, and thus their population rapidly dwindled. However, when their numbers were at their lowest, something unusual happened: the orcish young began to change, growing vicious claws and leathery wings, physiology which no orc before had possessed. But not all the orcs changed in the same way: some developed powerful vocal chords that let them bellow forth screams that could shatter rock, while others developed immunity to fire or electricity, while yet still others grew to giantic sizes. Armed with this strange new armament, the orcs fought back against those who preyed upon them, and the hunted became the hunter.
- Orcish society did not grow past this point, though orcs did begin to grow in number, and expanded outward. They encountered the dwarves, who saw them not as sentient beings, but as bizarre creatures whose only purpose in life was to consume - and they were not far off. However, after realizing that the dwarves were not specifically hunting them down, the orcs stopped attacking the dwarves, and instead sent a small group of orcs to speak to the dwarves. While communication was difficult, a peace was reached, and the dwarves and orcs dwelled in the same lands in relative peace.
- In modern times, the orcs are recognized as being naturally highly mutagenic - when exposed to high levels of evolutionary stress, a single orc can rapidly assume strange new evolutionary paths. As a race, they are tolerated, but seen as bizarre and unnatural: the Ronkans do not approve of them, as they lack the intellect to understand technology and properly progress, and the druids and other remaining proponents of nature despise them, as they are an aberration and affront to the natural order. Of all the races to interact with them, only the clavats seem to accept them simply as they are.
- No one is quite sure where selkies originated, but it is somewhat known that most hail from the Skipstones, an island chain off of the southwestern coast of Sarteri. The selkies are a primarily seafaring race, rarely setting foot on land, and are known amongst the Ronkans as shrewd merchants. Selkies often bring unrecognized foreign goods to the Empire's ports, and though there are often reports of a disturbingly high number of merchant vessels ransacked by selkie pirates, the selkies are still allowed to dock in the Empire's cities, given that they bring exotic goods.
- Amongst the clavats and other denizens of the island-continent of Distarin, the selkies are something of a menace: the selkies have terrorized their shores for ages. While not all selkies tend towards a life of piracy, almost every selkie ship has, at one time or another, flown the pirate's flag. Despite this reputation, the clavats are a forgiving people, and often are willing to give an individual selkie the benefit of the doubt - once.
I'm not going to give an explanation of every class in Trinity, but here I'll try to provide a short synopsis of what possible role some classes could play in this game.
- Ages ago, men wielded arcane power, only to abuse it, and the elder races - elves, primarily - sought to deny man access to that power. Now, the elves are gone, and humanity reaches out for power wherever it can be found. The artificer is the result of relearning ancient arcane lore and attempting to combine it with the new technology of the modern world. You are part of the bleeding edge of a science termed "arcanodynamics," the combining of magic and technology into a cohesive whole; while you aren't there yet, your ability to use arcane magic to repair technological items is considered a giant leap towards success. Purist researchers of both the arcane and technological may either scoff at your attempts to bridge the two disciplines, or have respect for your ability to combine the best of both worlds.
- Religious options in the Ronkan Empire are few, and the dominant religion of the day is that of the Glabados Church. Perhaps you are one of the faithful, espousing humanity's will to power and believing that humanity is truly the dominant race of the world - after all, who founded the great Ronkan Empire? If you are a cleric in the Ronkan Empire, what other choice is there: the church wields great political power, and being branded a heretic is as good as a death sentence, if you are a Ronkan. While those who hail from Distarin practice another religion, there is a distinct lack of what a Ronkan would consider a priesthood.
- Common only amongst the dwarves, the ancient tradition of the defender is slowly dying, even amongst your people. While you have been trained to make the most of armor, firearms and other advanced technology have shown that something greater than a defender would be required to protect the dwarven homelands. If you are a dwarven defender, your profession is seen as strange amongst non-dwarves, while you are shown the same honor and respect by dwarves, though this is tinged by a sadness appropriate for the loss of the tradition. If you are not a dwarf, your choice of profession is seen as very strange in a world with firearms, and some may even question your sanity; amongst dwarves, however, you are given much greater respect than you would otherwise deserve, and are praised as someone who recognizes the importance of tradition and dwarven values.
- It was only a short time ago that the Woodland League held the majority of northern Sarteri, and under their rule, nature flourished - the elves and dryads sought a balance between civilization and nature. Since the Ronkans invaded, however, that has all changed: the Empire has no concern for nature, instead choosing to improve its industry and technologies. As a druid, you may seek retribution against the Empire for its crimes against nature; or, you may be of a gentler sort, seeking to remedy the pains the Empire has caused by attempting to show them the error of their ways. Amongst the peoples of the Ronkan Empire, you are seen as backwards, someone who refuses to accept the changing times and clings to out-dated ideologies; while some may feel sympathy for you, the most common reaction to you is one of frustration and anger.
- Yours is a dying breed. In a world where guns and 'walkers are nearing commonplace, it is thought that the age of the sword and shield is coming to a close. Those who yet teach or value these skills, however, point out that martial skill is an honorable tradition, a symbol of man overcoming his own limitations and reaching a pinnacle of physical power, health, and skill. While most soldiers of the Empire carry swords in addition to their guns, few focus on weaponry and martial lore as you do. Should you choose to be one of those few who wield guns but ignores the path of the gunslinger, you are viewed as an oddity, somehow deficient in skill - perhaps you are not as quick as you must be to be a gunslinger, or perhaps not as insightful as is required.
- 'walkers were what enabled the Ronkans to take the lands of the Woodland League, and their might and power is feared and respected throughout the Ronkan Empire. You are one who has developed the skills necessary to both build and pilot these vehicles - or perhaps you seek to make improvements on existing designs, or maybe even design new vehicles wholecloth. In recent years, moogles have begun constructing and using airships to travel and for commerce; perhaps you are a mechanic who repairs them, or a pilot who steers them through the clouds.
- Perhaps you are a halfling, trained in your peoples' age-old tradition of gunnery; perhaps you are a Ronkan, and have chosen to take up arms in the name of the Empire; or perhaps you are a Xianese monk, and seek a union between the mental discipline of the west and the combat style of the east. No matter your origin, your skill is respected throughout the Empire, and you are seen as a paragon of progress: war is no longer fought with uncivilized, barbaric weapons that hack and rend, but rather with the finesse and keen sight that gunnery requires.
- A rarity amongst the peoples of the Ronkan Empire, the ways of the monk have been brought by the Xianese from far-off Colianth. The monk is exotic, a rarity amongst the bustling peoples of the Empire. Few people in this age have the patience and discipline to focus as much as you do, and so you often feel a disconnect while in the crowds of the Empire. If you are yourself a part of the Ronkan Empire, you are seen as a curiosity, and some may even feel that you are a traitor to your people; if you are from Distarin, your strange ways are accepted as your own, and your occupation does not hinder peoples' opinions of you.
- You are a champion of the Glabados Church, a member of the Temple Knights. You combine religious devotion with martial training, and you have been invested with divine power that furthers both goals. You are a protector of the Church, and it is likely that you are one of the number of Temple Knights given free reign to travel where you choose, so long as you uphold the laws of the Church. You may be an enforcer of the laws, hunting for heretics hidden within the populace; or perhaps you seek to spread goodwill, protecting the weak from those who would prey upon them. Those of Distarin find your conviction similar to that found in their own religious practices, but the way of the paladin is not found amongst their people.
- You are a stranger in the world of the Ronkan Empire. Most Ronkans are utterly unfamiliar with your abilities, and find you strange and exotic - and perhaps a touch dangerous. Unlike magic and technology, both of which have their signs and are relatively well-explored, your powers are a source of uncertainty in an otherwise certain world; your ability to call upon your gift with no outward sign makes you that much more bizarre. If you are from the far-off lands of Distarin, the Ronkans accept your oddity without much fuss, but if you are a Ronkan exhibiting such abilities, you may either be encouraged to cultivate your unusual gift, or cast out from society as a heretic.
- You are of a rare breed, a member of a mortal race that has within you the raw capacity to wield magic. The reaction of most Ronkans to a sorcerer is one of awe and respect - here is one with the power to mold reality, yet he has never read a single tome of arcane lore. The Xianese and other races from Distarin see you as strange; your ability with magic is similar to their understanding of psionics, yet you are clearly a user of the arcane. Dwarves are distrustful of you, while orcs believe that you are part of the upper echelon of evolution. Those who have devoted their lives to learning, be it magic or technology, are often frustrated by the ease with which you wield your talents.
- Amongst the peoples of Distarin, yours is a discipline that combines mental focus with martial skill. Able to manifest your will as a blade of energy, some see you as the culmination of Colianthic beliefs, while others see yours as a discipline that abuses either psionic focus - in that you use your internal calm to wreak destruction - or martial prowess - in that you are essentially "cheating" by using your mind as a weapon, rather than training for years with a well-made piece of steel. In the Ronkan Empire, you are seen much as fighters and other melee warriors are: outdated and working with antique methodology. While there are some who are intrigued by your ability to use the power of your mind to manifest a weapon, others are afraid of the power you wield.
- There are dark things that lurk in the shadows of the world. Most denizens of the Empire know not these creatures and entities by name; the Glabados Church refers to them simply as "the Dark." There are some, however, who catch wind of the whispers of these powers, and they whisper of power unattainable by mere mortals. By turning to the Dark and appealing to these powers that be, you attain arcane power that requires neither study nor internal power: yours is a gift given by things best left unspoken. Even amongst those who study the arcane, you are seen as walking a dangerous road; for those of the Glabados Church, you are a heretic, and in cities strong in the Church's influence, you are at best unwelcome. Those of Distarin may either fear you or see you as weak, consorting with evil to attain personal power.
The World of the Ronkan Empire (108 RIY)
This section will provide details regarding the world.
The known world consists of two continents, Sarteri and Distarin, and an archipelago off of the southwestern edge of Sarteri, known as the Skipstones.
- A vast stretch of desert east of the Rynol River, this place was once a flourishing plains, but was destroyed in a massive arcane battle long before the rise of the Ronkan Empire. It is a wasteland, a place where nothing lives or grows; prior to the rise of the Empire, the elves and druids forbade anyone from entering the place, but it is rumored that a small group of humans rebelled against this order, and went to dwell in a hidden fortress somewhere within the Lost.
- In modern times, some Ronkans do indeed dwell here, though they usually live close to ocean or to the Rynol to ensure that they have a steady supply of food and water. The most common occupants of the Lost are those interested in the arcane: some intend to study the after-effects of the catastrophe that gave rise to it, in an attempt to understand what happened, while some believe that the arcane energies still linger, and hope to harness that power.
The Map for Season 01
A map of the world as the players knew it (yes, that is my handwriting).
The languages of the time of the Ronkan Empire are much less varied than the languages of later ages.
In the Ronkan Empire, the Ronkan language is the most commonly-used tongue (and is sometimes referred to as "Common" in the Empire).
When choosing languages, keep in mind that you cannot select secret languages unless you have a class feature, feat, or other ability that allows you to select it. Also note that telepathic languages can only be spoken in via telepathy or similar such mental contact; if you know the language, that means that you understand it, but you can make no use of it if you have no means of telepathy.
TABLE: STARTING LANGUAGES RACE BASE LANGUAGES Human Gaeli Quenya, Ronkan Ronkan Ronkan Xianese Tipan Clavat Tipan Dwarf Ronkan, Runic Esper Arcanic, Ronkan Gnome Lynaen, Ronkan Gremlin Ronkan, Runic Halfling Lynaen Moogle Mogri, Ronkan or Tipan Orc Runic Selkie Tipan, Lerner Trade CLASS ADDITIONAL LANGUAGES Artificer Arcanic Cleric Saigue or Lucavic Druid Druidic Paladin Saigue Warlock Lucavic Wizard Arcanic
- The language of magic. Though magic had been outlawed for ages in the Woodland League, the arcanic language was passed on; in more modern times, the language has seen a resurgence in use, as it has enabled artificers and other users of magic to read ancient tomes from before the creation of the Lost. Aside from spellbooks, written Arcanic is rather rare.
- The language of the druids. A carefully-guarded tongue, the druids refused to teach it to any not of their own. In the age of the Ronkan Empire, the few remaining druids of Sarteri have hidden themselves away in the forests of the world, waiting or hoping for a time when they will be welcome amongst their people again; their language is amongst the traditions they keep alive, and rare is the soul in the modern world that has heard or can even understand the language.
- A dark tongue, Lucavic is known as the language of the so-called "Dark." It is known that this language is spoken by demons, devils, and other such infernal creatures; rare is the scholar that learns the language, as the Glabados Church has deemed it dangerous knowledge, and that those who learn it flirt with supernatural danger.
- The language of the halflings, Lynaen is a gently-rolling tongue that has remained relatively unchanging since the halflings were first encountered. Most occupants of the Empire know at least a few snippets of Lynaen, as halflings venture throughout the Empire in their caravans without heed of political borders. This fact makes halflings an excellent source of news of other places, and most find it convenient to be able to speak with the halflings in their own tongue to facilitate this sort of communication.
- The native tongue of moogles, mogri is a rapidly-vanishing language, what with most moogles learning Tipan - or, in more recent years, Ronkan. Mogri is a wholly telepathic language, which allows for much more rapid communication and relaying of complex topics. Even for moogles born and raised in the Empire, mechanic and engineering moogles find this language useful as a means of relaying schematics and blueprints much more rapidly than would otherwise be possible.
- The language of the elves, quenya is a dead language, insofar as the Empire is concerned. While some people find it an interesting pursuit, to attempt to learn this rather complex tongue, some claim that this is an indication of treasonous thoughts against the Empire: after all, the Gaeli continue to use the language, and they - as a race - seem opposed to the Empire. However, more powerful political figures acknowledge that learning the language of defeated enemies could be useful: after all, it is possible that the elves could return, and being able to communicate with them may be helpful, should they decide to be more reasonable.
- The so-called Common tongue of the Ronkan Empire, the Ronkan language grew out of a human need for a new language that could contain all of the new concepts learned before the rise of the Empire. Drawing inspiration from Runic, Ronkan is fairly straightforward, but is a much more varied tongue.
- The language of the gnomes, dwarves, gremlins, and orcs, Runic is a harsh language, gutteral and rough. Rarely used outside of these lands, Runic is fairly straightforward, and favors function over form: there is little beauty to be had in dwarven writings.
- The language of the Glabados Church, Saigue is taught only to the priesthood. Considering that the majority of church services are performed in Saigue, and that the entirety of their holy books are written in the language, the only understanding the majority of the laity have of their religion is what they hear from their priests.
- The language of the clavats, it is a fluid mix of what appears to be several languages, all of which have been seamlessly combined into one tongue. The clavats say that, in their history, they reconciled themselves with the other races of Distarin, which included taking the languages of all involved and mixing them into something new: a symbol of the creation of the Colianthic nation.
- A pidgin tongue, the Lerner Trade language is a combination of Tipan, Lynaen, and Ronkan. It is mostly used by lesser-educated merchants and fishermen from both the Empire and Colianth. The language itself is not terribly complex, and has no written form; it is difficult to relay esoteric concepts in this language, and for that reason it is rarely used by most occupants of either nation.
What follows is a summary of each game session.
The cast of Iron Twilight.
- Eric as Thron (human warlock)
- Mike as Mochos (moogle greasemonkey)
- Dan as Waldo (human duskblade)
- Jason as Windi (esper warlock)
- Mitch as Engro (dwarf defender)
- Brian as Zarthys (gremlin gadgeteer)
None so far...
Session 101 - The Beginning of the End...
A small group of unrelated strangers is present at the unveiling of the Thalassian, a massive 'walker powered by arcanodynamics, otherwise known as magitech. As the final spell is placed, there is a bright light, followed by an explosion - and the Thalassian is destroyed, taking out large swathes of the city with it.
Miraculously, six survive - only to find that the explosion has unleashed arcanomentals, which were bound into the bindings of the giant 'walker. Dealing with them, they then find that the Emperor of the Ronkan Empire is dead. Not wishing to be held accountable, they make their escape from the city.
Questor (PC) leaves the group.
As they exit the city, the cloaked stranger leaves the rest of the group to their fate.
Session 102 - Ride like the Wind
The group heads southward, and encounters one of the halfling caravans, Mejis. Thron arranges a trade, trading a few bits of carabini - arcanically-enhanced orichalcum - for enough chocobos to go around.
A human vagabond is among the halflings, and joins up with the group, on account of Windi.
Waldo (PC) joins the group.
The group continues heading southward toward Lesalia, the capital city. On the way, they are assaulted by three large moth-like creatures, which they make short work of.
The group then safely arrives in Lesalia, and return the emperor's signet ring to a relatively low-ranking guard, who doesn't seem to believe them. Windi thinks that the group needs to book, but before they can, they are taken into custody by Chancellor Glevanne.
He interrogates them regarding the explosion in Arcadia, and finds that they are telling the truth.
He then brings them into an office and informs them that he has a job for them...
Session 103 - The Crumbling Empire
Chancellor Glevanne seems to have recognized that the group's ability to escape from the explosion in Arcadia may not directly translate into their ability to topple Wayverith. As such, he sends them to deal with a group of bandits attacking the road between Lesalia and Mullonde.
The group proceeds to deal with the bandits.
Session 104 - The Bandits of the Bervenia Desert
The group finishes up dealing with the bandits.
In the process, they release a prisoner, who identified himself as Corbin. They ask him about what he was doing, and he was apparently heading into the mountains; he refuses offers of gear. The party - as a whole - shrugs and lets him go.
The group finds a strange door in the bandit's vault, with a strange symbol. Trying to figure it out, they find out that it has a temporal aura.
Session 105 - Symbol and War
Some stuff happened.
Session 106 - Ride the Lightning
Mochos recovers from the crash, but his eyes glow strange colors, and he seems to have been gifted with unusual powers over water. He mumbles something about having to repay a favor, and calming the elements, but is unclear as to what he needs to do.
They head into the mountains outside of their
Session 107 - The Road Widens
Some stuff happened.