Campaign Information

Monday, November 14, 2016

Autumn Vale

Autumn Vale is a Realm of average size as populated Realms go, about 64 Grand Acres in arable land (about a five mile radius). It has modest mountain peaks at its center as many Realms of its size do. Autumn Vale gets its name from its gentle, tree-crowded mountains and valleys as well as the gentle nature of its people. Autumn Vale is a two day airship voyage from the Grand Realm of Bastion and the people count themselves among that Kingdom's subjects. Autumn Vale provides a substantial tithe to their parent realm in return for military protection from pirates and other threats.

The Realm's largest town, also called Autumn Vale, rests between the shoulders of the Realm's little mountains. As with most other Realms, the town is clustered around the Realm's Anchor Stone. The town of Autumn Vale boasts no more than fifteen hundred souls and the last Bastion census held population of the entire Realm at twelve thousand humans and eleven hundred halflings.

The Realm's largest structure is built around the Anchor Stone, the Sanctuary of Erod, the god of life. To the people of Autumn Vale, Erod's avatar is depicted as a mother swolen with child, though these depictions are rarely stationary. For example, the ten foot tall statues standing guard over the Sanctuary's entrances depict her sewing seed, her hand splayed over those passing beneath her smiling gaze.

At the moment, the Realm also supports no more than a dozen villages and a single market town called Verge. Verge clings to the northern edge of the Realm where ships arrive during harvest seasons to trade away Autumn Vale's agrarian exports for raw metals, tools, paper, and other trappings of civilization. In addition. During other times of the year, shipping traffic is very slow. Only the Bastion Royal Courier vessels dock at Verge every six weeks.

Life in the realm is fairly simple and slow. Some farmers scoff at the amount of tithe they must provide to Bastion for their protection. Others complain about bureaucratic regulations they must pay tax to maintain, such as limitations on hunting and maintaining the "honey wagons" which move waste out of the town and is dumped over the Realm's edge (when there's no updraft, that is).

These complaints are half-hearted, though. Every harvest time, travelers from afar tell tales of terrible wars and vicious monsters who not only pillage smaller, more remote Realms, but devour them whole. Old granddads and grandmarms have long memories, too, and oft remind their younger kin of a time when the likes of Goblins and Orcs would regularly raid their little Realm. For this reason, unrest is rare and unwelcome.

Town of Autumn Vale
Type: Small town
Population: 1500
Alignment: Neutral Good
Government: Colonial (Mayoral representative to The Crown of Bastion)
Revered Deity: Erod
Deity Aspects: motherhood, life, self-sufficiency
Base Limit: 1,000 gp
Purchase Limit: 5,000 gp
Spellcasting: 4th
Qualities: Insular, Rural

Corruption: +2 Bluff vs city officials & +2 Stealth in town streets
Crime: -2 to Sense Motive avoid being Bluffed and -2 to Pick Pockets
Economy: +0 Craft, Perform, and Profession
Law: +2 Intimidate someone to act friendly, +2 Diplomacy vs city officials and guard
Lore: +0 Diplomacy to Gather Information and +0 Knowledge checks
Society: +1 Disguise & +1 Diplomacy with non-officials
Danger: -5 on the random encounter chart

Notable Characters:
Bleys Tandar: Royal Mayor and Protector of the Realm (Level 8 Aristocrat)
Kora Tandar: Sergeant-at-arms, commander of the Realm's law enforcement and military resources. Daughter of Bleys (Level 5 Fighter)
Alvan Erodson: High Chanter of the Sanctuary of Erod (Level 7 Cleric)

Town of Verge
Type: Small town
Population: 1000 (1500 during harvest)
Alignment: Chaotic Good
Government: Plutocracy (Low-ranking Members of the Trade Guilds of Bastion)
Revered Deities: Erod and Joyan
Deity Aspects: Locals worship Erod as they do in the Town of Autumn Vale while others tend towards the travel, trade, and luck aspects of Joyan and depict the god as a smirking, spindly man.
Base Limit: 1,100 gp
Purchase Limit: 10,000 gp
Spellcasting: 4th
Qualities: Strategic Location, Trading Post

Corruption: +2 Bluff vs city officials & +2 Stealth in town streets
Crime: +3 to Sense Motive avoid being Bluffed and +3 to Pick Pockets
Economy: +4 Craft, Perform, and Profession
Law: +0 Intimidate someone to act friendly, +0 Diplomacy vs city officials and guard
Lore: +0 Diplomacy to Gather Information and +0 Knowledge checks
Society: -1 Disguise & -1 Diplomacy with non-officials
Danger: +0 on the random encounter chart

Notable Characters:
Naten Elion: Sub-Chairman of Tradesmen (Level 4 Aristocrat, Level 4 Wizard)
Lara Mordelle: Enchantress and retired socialite, shopkeep (Level 8 Sorcerer)

Stats based on Pathfinder settlement rules.

Tuesday, September 27, 2016


Rumor tells of a time when gods were extinct from the hearts of the faithful. In a time beyond memory, their followers rose up against the gods and laid them low. The people never quite forgot the gods, however.

When the time of the Sundering came, some people cried out in panic and begged the gods for their mercy. They did not know the gods' names, but they begged just the same. The slumbering gods took pity on the faithful. They created the Realms, hung them in the heavens, and gave them to the despairing faithful, thus saving them from certain doom.

Some say it was the lack of faith which had brought the Sundering upon the world in the first place. It matters not to the faithful. Worship is a part of daily life among the Realms. Every Realm, no matter how insignificant, boasts a Worship Stone upon its surface. There, priests lead worshipers in rituals of thanksgiving and devotion. Some sects are more esoteric or even violent in their rituals. In any case, however, faith plays a major role in all communities.

Many of the faithful worry that a lack of faith and a failure to pay their respects at the Worship Stone can cause a Realm to sink into the Underworld or fling off into the High Heavens, never to be seen again. Indeed, many myths and legends are full of such anecdotes. For this reason, faith is not just a matter for the priesthood, but for all.

Deity Descriptions

Although most deities possess multiple Domains and Favored Weapons, most of the time, you will have to pick one of each when referring to Class abilities and Feats. Try to think of how each choice relates to your character concept because each deity has many different aspects to their being.

Alignment: Lawful Good
Domains: Air, Good, Law, Nobility
Favored Weapons: Mace, Longbow

Deity of the sky. The eternal one.

Alignment: Neutral Good
Domains: Earth, Fire, Sun, Void (Stars)
Favored Weapons: Shortbow, Morningstar

Deity of the sun and stars, the maker. Parent of Erod.

Alignment: Neutral Good
Domains: Knowledge, Rune
Favored Weapon: Dagger

Deity of knowledge. The Explorer. Child of Reposa.

Alignment: Chaotic Good
Domains: Animal, Healing, Plant,  Protection, Water, Weather
Favored Weapons: Natural Weapons, Scimitar, Scythe, Sickle, Sling

Deity of water. Bringer of life. Ia's spouse.

Alignment: Chaotic Good
Domains: Chaos, Community, Liberation, Luck, Travel, Trickery
Favored Weapons: Dagger, Rapier, Whip

Deity of freedom and revelry. The comrade-in-arms. Parent of many mortals.

Alignment: Lawful Neutral
Domains: Law, Repose, Death
Favored Weapons: Scythe, Sickle

Deity of death. The inevitable friend.

Alignment: Lawful Neutral
Domains: Earth, Darkness, Strength
Favored Weapons: Longspear, Pick, Ranseur

Deity of earth. The Realm-god. Child of Ia.

Alignment: Neutral
Domains: Travel
Favored Weapon: Quarterstaff

Deity of speed and travel. The messenger of the gods. Child of Drochian.

Alignment: Chaotic Neutral
Domains: Artifice, Earth (Metal), Fire
Favored Weapon: Warhammer, Light Crossbow

Deity of fire. The Forgemaster. Helian's child. Erod's spouse. Parent of Xar.

Alignment: Chaotic Neutral
Domains: Charm, Glory, War, Weather, Wind
Favored Weapons: Longsword, Shortsword, Greatsword, Battle Axe

Deity of wind and war. Lover to many of the other gods, even the married ones.

Alignment: Lawful Evil
Domains: Darkness, Evil, Law
Favored Weapon: Trident

Deity of the Underworld, the soultaker. Child of Reposa

Alignment: Neutral Evil
Domains: Charm, Evil (Corruption), Knowledge, Nobility
Favored Weapon: Dagger

The Father of Lies.

Alignment: Neutral Evil
Domains: Destruction (Catastrophe), Evil (Fear), Madness, Weather (Storms)
Favored Weapon: Javelin

Deity of Lightning. The wrecker of ships. The woeful figure. The Thunderhead. Spouse of Belvar. Child of Drochian.

Alignment: Chaotic Evil
Domains: Chaos, Destruction, Luck (Curse)
Favored Weapons: Blowgun, Quarterstaff, Whip

Deity of misfortune. Spouse of Morgada. Child of Reposa.

Friday, September 23, 2016


The world's Realms drift amidst the AEther. Each is inexplicably rooted in place, suspended among the clouds. Upon these Realms, life persists. Empires and dynasties rise and fall with the passing centuries. Travel and trade between the realms ensures that the people do not suffer from famine and cultural stagnation.


There are thousands of Realms throughout the AEther. Most of them are either farming communities or lifeless hunks of rock. An uncountable number of Human and Halfling farmers populate the farms, doing trade with the dirigible-equipped Shipper's Guild. Similarly, the barren rocks tumbling through the AEther are often populated with Dwarves, Gnomes, or other subterranian species. Their mining operations also deal with the Shipper's Guild. Some Realms are totally wild and teaming with life. Some captains see these Realms as ripe for exploitation, though they must take care. These realms re often dangerous and under the protection of creatures such as Elves and Dragons.

The Core Realms

Often, groups of Realms are anchored by a single, powerful Realm representing a kingdom or empire. These Core Realms are often very large, some scores of miles across and just as tall. The Core Realms work to protect their territory from piracy and other threats while receiving a portion of the resources produced by their charges. Entire navies of dirigibles sponsored by Core Realms ply the AEther in protection of their territory. These navies are prepared to do battle with all comers, be they freebooters, other conquering nations, or even the likes of Dragons.

Beyond the AEther

Hundreds of miles north, south, up, and down, few ships venture. To the north and south, the powerful and unpredictable crosswinds are capable of tearing even the mightiest vessels to matchsticks.

Down, deep in the lower clouds, the pressure becomes unbearable. In the Underworld, only the most despicable and alien of beings are capable of persisting. Life is also not so easy at the higher altitudes where the air becomes thin and unbreathable. Some dirigible captains will risk venturing into the High Heavens and Underworld, however, in search of lost treasures and glory.

Untold Possibilities

No nation nor any dirigible captain has ever charted all of the Realms. They seem to stretch to the East and West infinitely. There are always treasures to claim and Realms to discover. Those who seek a life of adventure amidst the AEther are a unique breed. They risk their lives on a daily basis.

Some do it for money. Others choose that life to spread the message of their faith. Some simply do it for the experience or the glory that comes with the lifestyle. Some groups are even bankrolled by the Core Realms in the hopes of expanding their reach. Whatever their motivation, it takes a certain kind of person to cut ties with their Realm and find their own path amidst the AEther.