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A post-Zeitgeist campaign (spoilers for Zeitgeist, Saltmarsh, PotA, Avernus, and now War of the Burning Sky)
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<blockquote data-quote="skotothalamos" data-source="post: 7971505" data-attributes="member: 83398"><p>I'll copy and paste the game intro splash page for my last post of the night:</p><p></p><p>The Sacred Kingdom of Crisillyir fell into chaos and disorder during the Year of No Stars almost a century ago, but the former capital city of Alais Primos is still the center of Clergy power. Clergy primarchs abandoned the people and sacrificed all they had (including some of their worshippers) to the fiery rift of Enzyo Mons. When the sun returned, its light shone upon a 2000-foot-tall spire where the caldera had been. No one knew if this spire represented the favor or displeasure of the Clergy's god Triegenes, or if it was a portent of a new doom to come.</p><p></p><p>Now called by its pre-Clergy name of Ptolus, to call the city a dynamic place with a strange and varied identity is to understate the situation greatly. Only now are explorers truly discovering how ancient the city really is and unearthing details of its varied history. Ptolus is where that strange breed that calls itself “adventurers” congregates. It’s a place where people are as concerned with what lies below the ground as they are with what’s above. This is like no place else in the world.</p><p></p><p>This decaying society looks upon previous centuries and sees grander, more civilized, and certainly better days. Progress seems on the decline—skills and lore that people possessed just a hundred years ago are lost now. Too much was sacrificed in the Year of No Stars.</p><p></p><p>But this is not a time to lose hope altogether. A myriad of races and peoples have come and gone. Good struggles against evil, and law against chaos. But the shadows only threaten the light— they do not yet consume it.</p><p></p><p>Not so long ago, the first men and women who would one day be called “delvers” returned from exploring the catacombs below the city of Ptolus laden with gold and magical treasures. Today, hundreds of new would-be delvers pour into the city each month, hoping to strike it rich like others before them. Most never crawl up from the realms below, but adventurers keep arriving with dreams of gold and fame. Those who do emerge back into the light bring with them tales of surprisingly vast reaches of natural caverns and ancient hewn passages, perhaps dating back to the dark days when this area lay in the thrall of the terrible Demonocracy and the region was pocked with winding warrens and subterranean chambers created by his dark armies. They also tell of the horrors that dwell outside the life-giving reaches of the sun: unknown monsters and devious demon-minded things with a cunning unknown to human-, elf-, or dwarfkind. In the city, entire industries have evolved quickly to service the needs of these adventurers.</p><p></p><p>Creatures and individuals that normally remain in the shadows are drawn to this large gathering of adventurers and magic. The needs of the delvers prompt renewed devotion to magic, science, and religion. Ptolus is quickly becoming the center of something much larger than itself. Omens and prophecies of children born with strange birthmarks surface in the city with increasing frequency. No one yet knows exactly what, but something is happening in Ptolus. Something new stirs in this city . . . and that something is very, very old.</p><p></p><p>-=-=-=-=-</p><p></p><p>Situated about one day's sail south-east of Ptolus, the town of Saltmarsh used to see a good amount of shipping traffic on its way to and from Elfaivar and Ber. This nondescript fishing village is tucked away on the southern coast of New Kellandia, an island colony established by Risur around the former Crisillyiri city of Sid Minos.</p><p></p><p>For several generations, New Kellandia was a formidable military power. Its superior cavalry and bold knights pushed the colony’s borders outward to the north, west, and east until it had taken over the entire island.. Each successful campaign increased the colony’s wealth and power, and each one in turn drew the colony’s attention even farther north to the mainland. The southern coastal regions of New Kellandia declined and Saltmarsh is now a backwater.</p><p></p><p>The colony’s benign neglect allowed piracy and banditry to flourish. Saltmarsh and similar towns kept to fishing, content to maintain a low profile and avoid governmental entanglements. Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose confederacy known as the Hold of the Sea Princes. With the rise of that nation came increased raids on Saltmarsh and its neighbors. The Sea Princes’ raiding ships pillaged the coast for more slaves to support their growing realm, and Saltmarsh suffered heavily. The memories of those times loom heavily over the area, and the locals’ hatred of the Sea Princes runs deep.</p><p></p><p>In time, New Kellandia’s victories in the north gave way to a string of defeats in which its neighbors pushed the colony back off the mainland. With the world closing in, colonial governor Kimbertos Skotti looked to the south and saw unchecked banditry and a rising pirate nation. Risur struck peace treaties with its former foes to the north, raised a navy, and dealt a sharp check to the ambitions of the Sea Princes—but the conflict is by no means over.</p><p></p><p>Governor Skotti has decreed that the pirates must be put down, the sea lanes secured, and trade cultivated. If New Kellandia cannot prosper as a military force, it must grow mightier as a center of trade.</p><p></p><p>Saltmarsh, remote though it might be from the center of power in the city of Sid Minos, is entering a new phase of its life as it reacts to the governor’s plans. The crown’s agents want to expand the village’s port and make it a prime location for trade with the world beyond. In another recent development, a band of dwarves—bearing a decree from the governor himself—have arrived and begun to excavate the hills and seaside cliffs near town, looking for precious metals. If their work bears fruit as expected, the mine stands to become a major factor in the village’s—and, indeed, the entire region’s—prosperity.</p><p></p><p>Naturally, not all of Saltmarsh’s residents feel the same way about the recent developments in and around their community, which is the key issue that affects their lives and livelihood. Although the recent changes stand to bring new prosperity to the area, many locals don’t want to see their home changed. At the same time, as an undercurrent through all the goings-on, agents of the secretive and mysterious Scarlet Brotherhood work to thwart New Kellandia’s ambitions while advancing their own.</p><p></p><p>The land near Saltmarsh is safe for travelers, as are the roads that cut through the region. Small farms and manor houses dot the area, many maintained by army veterans who were granted land by gubernatorial decree. A number of small halfling villages are scattered around the area, located just off the main roads. Such locations consist of several farmhouses clustered around a pub that provides a warm welcome to visitors who come in peace. Once one journeys off the beaten path, however, a variety of threats emerge from the swampy wilderness...</p></blockquote><p></p>
[QUOTE="skotothalamos, post: 7971505, member: 83398"] I'll copy and paste the game intro splash page for my last post of the night: The Sacred Kingdom of Crisillyir fell into chaos and disorder during the Year of No Stars almost a century ago, but the former capital city of Alais Primos is still the center of Clergy power. Clergy primarchs abandoned the people and sacrificed all they had (including some of their worshippers) to the fiery rift of Enzyo Mons. When the sun returned, its light shone upon a 2000-foot-tall spire where the caldera had been. No one knew if this spire represented the favor or displeasure of the Clergy's god Triegenes, or if it was a portent of a new doom to come. Now called by its pre-Clergy name of Ptolus, to call the city a dynamic place with a strange and varied identity is to understate the situation greatly. Only now are explorers truly discovering how ancient the city really is and unearthing details of its varied history. Ptolus is where that strange breed that calls itself “adventurers” congregates. It’s a place where people are as concerned with what lies below the ground as they are with what’s above. This is like no place else in the world. This decaying society looks upon previous centuries and sees grander, more civilized, and certainly better days. Progress seems on the decline—skills and lore that people possessed just a hundred years ago are lost now. Too much was sacrificed in the Year of No Stars. But this is not a time to lose hope altogether. A myriad of races and peoples have come and gone. Good struggles against evil, and law against chaos. But the shadows only threaten the light— they do not yet consume it. Not so long ago, the first men and women who would one day be called “delvers” returned from exploring the catacombs below the city of Ptolus laden with gold and magical treasures. Today, hundreds of new would-be delvers pour into the city each month, hoping to strike it rich like others before them. Most never crawl up from the realms below, but adventurers keep arriving with dreams of gold and fame. Those who do emerge back into the light bring with them tales of surprisingly vast reaches of natural caverns and ancient hewn passages, perhaps dating back to the dark days when this area lay in the thrall of the terrible Demonocracy and the region was pocked with winding warrens and subterranean chambers created by his dark armies. They also tell of the horrors that dwell outside the life-giving reaches of the sun: unknown monsters and devious demon-minded things with a cunning unknown to human-, elf-, or dwarfkind. In the city, entire industries have evolved quickly to service the needs of these adventurers. Creatures and individuals that normally remain in the shadows are drawn to this large gathering of adventurers and magic. The needs of the delvers prompt renewed devotion to magic, science, and religion. Ptolus is quickly becoming the center of something much larger than itself. Omens and prophecies of children born with strange birthmarks surface in the city with increasing frequency. No one yet knows exactly what, but something is happening in Ptolus. Something new stirs in this city . . . and that something is very, very old. -=-=-=-=- Situated about one day's sail south-east of Ptolus, the town of Saltmarsh used to see a good amount of shipping traffic on its way to and from Elfaivar and Ber. This nondescript fishing village is tucked away on the southern coast of New Kellandia, an island colony established by Risur around the former Crisillyiri city of Sid Minos. For several generations, New Kellandia was a formidable military power. Its superior cavalry and bold knights pushed the colony’s borders outward to the north, west, and east until it had taken over the entire island.. Each successful campaign increased the colony’s wealth and power, and each one in turn drew the colony’s attention even farther north to the mainland. The southern coastal regions of New Kellandia declined and Saltmarsh is now a backwater. The colony’s benign neglect allowed piracy and banditry to flourish. Saltmarsh and similar towns kept to fishing, content to maintain a low profile and avoid governmental entanglements. Decades ago, the pirates who prowled the waters off Saltmarsh grew strong enough to create their own realm, a loose confederacy known as the Hold of the Sea Princes. With the rise of that nation came increased raids on Saltmarsh and its neighbors. The Sea Princes’ raiding ships pillaged the coast for more slaves to support their growing realm, and Saltmarsh suffered heavily. The memories of those times loom heavily over the area, and the locals’ hatred of the Sea Princes runs deep. In time, New Kellandia’s victories in the north gave way to a string of defeats in which its neighbors pushed the colony back off the mainland. With the world closing in, colonial governor Kimbertos Skotti looked to the south and saw unchecked banditry and a rising pirate nation. Risur struck peace treaties with its former foes to the north, raised a navy, and dealt a sharp check to the ambitions of the Sea Princes—but the conflict is by no means over. Governor Skotti has decreed that the pirates must be put down, the sea lanes secured, and trade cultivated. If New Kellandia cannot prosper as a military force, it must grow mightier as a center of trade. Saltmarsh, remote though it might be from the center of power in the city of Sid Minos, is entering a new phase of its life as it reacts to the governor’s plans. The crown’s agents want to expand the village’s port and make it a prime location for trade with the world beyond. In another recent development, a band of dwarves—bearing a decree from the governor himself—have arrived and begun to excavate the hills and seaside cliffs near town, looking for precious metals. If their work bears fruit as expected, the mine stands to become a major factor in the village’s—and, indeed, the entire region’s—prosperity. Naturally, not all of Saltmarsh’s residents feel the same way about the recent developments in and around their community, which is the key issue that affects their lives and livelihood. Although the recent changes stand to bring new prosperity to the area, many locals don’t want to see their home changed. At the same time, as an undercurrent through all the goings-on, agents of the secretive and mysterious Scarlet Brotherhood work to thwart New Kellandia’s ambitions while advancing their own. The land near Saltmarsh is safe for travelers, as are the roads that cut through the region. Small farms and manor houses dot the area, many maintained by army veterans who were granted land by gubernatorial decree. A number of small halfling villages are scattered around the area, located just off the main roads. Such locations consist of several farmhouses clustered around a pub that provides a warm welcome to visitors who come in peace. Once one journeys off the beaten path, however, a variety of threats emerge from the swampy wilderness... [/QUOTE]
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