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Adventuring! Adventuring, in Faerûnian 13th Age! <b>13th Age content:</b> This website uses trademarks and/or copyrights owned by Fire Opal Media Inc., which are used under the Fire Opal Media Inc., 13th Age Community Use Policy. We are expressly prohibited from charging you to use or access this content. This website is not published, endorsed, or specifically approved by Fire Opal Media. <b>Forgotten Realms content:</b> Adventuring! is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Adventuring!

Adventuring! is a play-by-chat 13th Age fantasy campaign run in the Forgotten Realms, circa 1372 DR. Presently, it is situated in the Dragon Coast.

|> Map of Faerûn's Dragon Coast area, featuring Westgate, Reddansyr, and Teziir |: The current campaign location, an area of the Dragon Coast. {: .right }

Characters

  • Elyan Gareth
  • Ghorin
  • Quarter Roy

Current Events

  • Following a lead regarding the slave fighting group, the party has traveled to Westgate, where they have also encountered Raven's Dawn.
  • The party traveled from Reddansyr to a ruined cavern temple of Ibrandul in search of a robe said to be significant from the Time of Troubles. The robe was sold to a Zhent buyer.

Maps and Current Location

See the right-hand side of this page for the current hexcrawl map. Unexplored hexes will be revealed as the game progresses and rumors are discovered, the wilderness is explored, etc.

|> Hex map of Faerûn's Reddansyr area |: The immediate area of the campaign, including Teziir and Reddansyr. Darker hexes are unexplored. Map legend: forest hills lake/river mountains plains (cleared) badlands {: .right }

Hex Key

Hexes are 6 miles from face to face (7 miles for opposing corners).

  • 0209: Teziir (small city, 10,944) --- a major trade city on the Dragon Coast ruled by merchants, boasting a diverse group of temples and shrines to nonevil divine powers, but nevertheless plagued by a thieves' guild infiltrated by the Night Masks of Westgate.
  • 0511: Dungeon --- believed to contain a relic from the Time of Troubles, sought by an unknown party, somewhere among the hills and forest of the area.
  • 1008 --- a handful of farms dot the area around the small lake.
  • 1009: Reddansyr (village, 608) --- a small town known as an information clearing-house and a fair-sized temple to Oghma. Giant's Folly is the significant festhall (located inside an overturned boat) where information is exchanged freely (or for a price).
  • 1010: Transport --- an unscrupulous rock gnome named Tover operates a ferry service out of this area.
  • 1109: Lair
  • Roads
    • The road connecting Teziir and Reddansyr is the Trader's Road (0110, 0209, 0309, 0409, 0509, 0608, 0709, 0808, 0908, 1008, 1009, 1010, 1111, 1112).
    • The road continuing to the east, to Westgate, is the Grand Ride (1008, 1007, 1108, 1207).

Other Areas of Note

  • 0510: at least one ogre den was discovered by the party in the hills.

Icons in the Forgotten Realms

In 1372 DR, the deities of Faerûn forever changed when Cyric's surprise opus, what came to be known as the Godsfall, cast the pantheon again into mortality, quickly rewriting the power dynamics of the deities forced to maintain their divinity while defending themselves in the mortal realm. Many portfolios and divine essences consolidated into the remaining major deities, still magically and supernaturally tied to Faerûn, but no longer omnipotent.

Each block on the remaining major deities, each tied to an icon in 13th Age terms, includes their general heroic/ambiguous/villainous alignment, their (often expanded or reassembled) portfolio, and additional deities and faiths they subsumed and now serve directly or as avatars.

Mystra (Archmage)

Heroic icon ✦ magic, spells, the Weave, wizards, mages, spellcasters ✦ Azuth, Oghma

Mystra's maintenance of the Weave and enabling of spellcasters across Faerûn has continued unabated, now bolstered by the absorption of Azuth. The threats to her divinity, and the Weave, are more present than ever. Meanwhile, Oghma's dominion over the realm of ideas continues, in service of Mystra.

Bane (Crusader)

Villainous icon ✦ strife, tyranny, fear, hatred, war, battle ✦ Tempus

In the shift in power, Bane finds himself still at odds with his old rivals --- including Mystra, Torm, and Cyric --- and now also with Lolth, as she now represents the forces of chaos and the Abyss; Bane's strongholds and doctrines throughout Faerûn are threatened from both sides. Still, Bane (and now his second in command, Tempus) are always prepared for war.

Lolth (Diabolist)

Villainous icon ✦ chaos, darkness, drow, demons, assassins, spiders, bloodlust ✦ demon lords, the drow pantheon, Malar

The Spider Queen quickly moved to take control of the Abyss as she consolidated power in the Godsfall, and she is now revered also as the Queen of Chaos. She has bound the demons of the Realms in servitude, while still also serving as the head of the drow pantheon. However, the ascent of Eilistraee as the head of the Court of Stars threatens her hold over the drow houses.

Moradin (Dwarf King)

Ambiguous icon ✦ dwarves, creation, smithing, greed, magic item creation, wealth ✦ the dwarven pantheon, Gond

Moradin consumed the majority of the dwarven pantheon without event, but was slightly blackened by some of the greedy and similar elements present in dwarven vices. He remains a reliable ally to the good-aligned deities of Faerûn, but in his own way --- and dwarves always come first. Gond, and by extension many gnomes, now revere Moradin as well.

Eilistraee (Elf Queen)

Heroic icon ✦ moon, stars, elves, music, beauty, moonlight ✦ Selûne, Corellon Larethian

The Court of Stars has formed under the merged essence of Eilistraee, though the significant power of Selûne and Corellon Larethian hold much sway in their combined persona, and in worship, many denizens of Faerûn still revere their names before Eilistraee's. Still, they hope Eilistraee's significance as a rival to Lolth will eventually sway the drow, who generally remain out of favor of the Court as long as they cling to evil.

Tyr (Emperor)

Ambiguous icon ✦ justice, trade, money, civilization, fortune ✦ Waukeen, Tymora

When the Godsfall struck, Tyr immediately sprung to the defense of order across Faerûn, assisted by Waukeen and other such deities, whose portfolios were eventually subsumed into his. As the many threats across the continent increased their prominence, the church of Tyr led the push to secure a (relatively) unified front of peace and security. Everyone sees the cracks forming across the many lands and kingdoms of Faerûn, as ideas of "order" and "good" vary from region to region.

Helm (Great Gold Wyrm)

Heroic icon ✦ guardians, protection, duty, loyalty ✦ Torm

Despite the shared enemy of the forces of the Abyss, Helm and Torm maintain their opposition to Bane, standing as a sentry against either form of corruption and ruin from the dual threats of Bane and Lolth. Helm continues as the ultimate guardian of the realm, the two closely-aligned clergies having now merged entirely.

Mielikki (High Druid)

Ambiguous icon ✦ nature, forests, rangers, dryads, druids, barbarian tribes, travel, exploration ✦ Silvanus, Shaundakul, Uthgar

Silvanus, wisely choosing a more active participant in the Realms to lead the forces of nature, transferred his portfolio to the prominent Mielikki. Mielikki, good-hearted by default, aligns herself against destructive forces such as Bane and Lolth, but also recognizes the tensions represented by the expanding reach of civilization on natural lands. Her absorption of Uthgar's power and portfolia nevertheless gives her a furious edge, should it need to be applied.

Velsharoon (Lich King)

Villainous icon ✦ necromancy, undeath, evil liches, fatalism ✦ Jergal, Kiaransalee

The Godsfall gave Velsharoon the opportunity he needed to defeat Jergal, removing one of the barriers to total control over death, and its progression to undeath. If Velsharoon is able to unseat Kelemvor, himself weakened by the Godsfall, Velsharoon may be able to simply bide his time until his undead armies are an insurmountable threat. Kiaransalee secretly cedes some of her power in the drow pantheon to Velsharoon, in an attempt to unseat Lolth.

Sune (Priestess)

Heroic icon ✦ beauty, love, passion, birth, dawn, agriculture ✦ Lathander, Chauntea

Expanding her portfolio beyond the simple aesthetes her clergy was once known for, Sune has taken on the influence of Lathander and other deities and now represents a celestial goodness with power that she has begun to flex against forces such as Lolth and Shar. However, the complicated histories of Sune and Lathander especially have left her with an imperfect relationship with Torm and Tyr.

Cyric (Prince of Shadows)

Ambiguous icon ✦ lies, intrigue, deception, illusion, shadows, thievery, thieves ✦ Mask

In what might have been Cyric's last act of madness, the Godsfall reset the field of power among the deities of Faerûn, and he was no exception --- he absorbed all of Mask's essence and strengthened his title as the Prince of Lies. Accordingly, he lost the portfolio of murder to Shar. Don't call it a rehabilitation, but Cyric's most evil tendencies have been tempered by the scheming nature of Mask.

Shar (The Three)

Villainous icon ✦ dark, loss, night, murder, the Underdark, caverns, evil dragons ✦ Tiamat

Appearing often as Tiamat since stealing her power in the Godsfall, the Dark Goddess has now amassed massive followings among the evil people and monsters of Faerûn. Many of those who live outside of normal society, or especially those in the Underdark, pray to Shar and Tiamat equally. Her battles with Selûne (and now Eilistraee) go back to creation, and her coveting of Mask's former dominion over shadow draws her into conflict with Cyric.

Other Deities

These deities found their power waning in the Godsfall, cursed by their relative stagnation and lack of involvement in the times of change brought about by Cyric's madness. They still take on worshippers and maintain their faiths (and were cast into Faerûn like the rest of the deities), but they no longer maintain the significance of deities that would be considered icons.

Resources, Notes, etc.

Character Creation

Aside from the icons above, I have not made any changes to 13th Age 2e, either for this campaign or in general, so you will do fine to follow my light notes on my core 13th Age page.

Play-by-Chat Structure and Guidelines

Adventuring! will run on a weekly tick system where players will have a week(-ish) from the last update to get their updates in, converse about strategy, ask questions of the GM, etc., and then the GM will update with outcomes and move the game forward. More details can be found here.

Map of Faerûn

You can view the whole map of Faerûn here.

Legacy Stuff

This campaign used to be run in the Cypher System; stuff specific to that game is here.