AGE of Rediscovery: 1.1 – The Kingdom of Bandisal

Seekers of Lore

Seekers of Lore

AGE of Rediscovery is a ‘points of light’ setting. This post describes the kingdom of Bandisal, the supposed center of a point of light and nominal homeland of the PCs.

Kingdom of Bandisal

Role

  • Theme: settled lands, fairly regulated and peaceful, where ‘normal people’ live.
  • Goals: grow and prosper for the population.
  • Threats.
    • Threatened by: disruptive elements to social structure (misfits, troublemakers, outcasts).
    • Threatened by: incursion by foreigners, such as gebbling raids.
    • Threatens: societies beyond the borderland, as they are ‘discovered’ and pacified to be brought into the kingdom.
  • Rewards:
    • For those able and willing to abide by the rules, a safe (and unexciting) place to live and grow.
    • For those less able to do so, possibly the chance to gain position and status by claiming new land for the kingdom.

Relationships

  • Allies/positive.
    • Lords of the Border Marches. The demesnes in the borderlands are usually not ready for full incorporation into the kingdom for at least a generation after settlement, but they do generally come to the fold.
    • Dwarven Mountains of Thraz-Dul. The dwarves are pretty insular and do not integrate with the kingdom, but relations are generally positive.
  • Enemies/negative.
    • Gebbling Tribes. Most often the gebblings invade the northern-most of the border marches, but they recognize the border marches as part of the kingdom rather than as a separate group.
  • Conflicted/neutral.
    • Elven Forests of Tirebanil. Where the dwarves are pretty insular, the elves are almost xenophobic… but content to leave well enough alone. They would rather ignore those outside than attack them, unless provoked.
    • Kingdom of du’Chade. Mercantile nation across the water. Relations vary from trading partner to trade wars.

Identification

  • Description.
    • Fertile plains and hills, with sufficient rivers for water. Population is mostly along the waterways, sparser the farther you get from moving water.
    • Bucolic and structured society; everyone knows their place and their duties.
  • Signature.
    • Things are done correctly, in their proper place, time, and means.
    • Tools, gear, and arms and armor are serviceable and well-made, rarely ornamented or striking in appearance: they are what they seem to be.
  • Location.
    • Temperate land, bounded on west and north by the sea, on the east by the Thraz-Dul mountains and on the south by the forest of Tirebanil.
  • Scope.
    • Campaign, obviously, but mostly as a place to have been from than as a place to campaign.

Status

  • Entanglements.
    • Pending marriage between two major houses in Bandisal and du’Chade… a possibility of establishing better peace? or grounds for increased tension?
  • Hooks.
    • None at this time.
  • Events.
    • Established after the Age of Upheaval and grown in the centuries since to occupy their current borders.
    • Made contact with the elves about 260 years ago and eventually agreed on boundaries. Deemed too dangerous to try to force the issue, but act as a buffer zone between the kingdom and whatever is on the other side of the Forest. Might revisit if the kingdom can annex the lands surrounding the Forest.
    • Made contact with the dwarves about 180 years ago and were initially rebuffed, but had learned from the elves and did not push the issue. Moderate amount of trust grown since then, dwarves allow small expeditions through their passes to the border marches beyond.

Mechanics

This campaign uses the Fantasy AGE system, with some changes.

Races

  • Humans are basically as presented. Most people are staid and the culture structured. Undesirable elements are sometimes executed but more often exiled (to foreign trade, to the military, or to the borderlands to become Seekers).
  • Dwarves are basically as presented. Dwarven settlements are even more rules-bound than humans but it is not uncommon that some dwarves find it necessary to adventure before settling down. These dwarves are often encouraged to become Seekers.
  • Halflings are basically as presented. There are halfling villages in Bandisal, many halflings form itinerant groups such as traders and performing troupes.
  • Elves are basically as presented but gain a racial bonus to Accuracy rather than Dexterity. They are very uncommon outside Tirebanil, and any that became Seekers would almost by definition be considered alien by their own people.
  • Gnomes are basically as presented but gain a racial bonus to Perception rather than Dexterity. Largely irrelevant at this time because there are none known in the kingdom.
  • Orcs are basically as presented but largely irrelevant at this time because there are none known in the kingdom.

AGE of Rediscovery: 1.0 – Player Introduction

Seekers of Lore

Seekers of Lore

Long ago, the gods walked this world. Then something happened, and the gods left and the world changed and much was lost.

Gods… knowledge… even places and entire races were lost. In the time since this upheaval, though, some of the things thought destroyed were actually found.

We have relearned some of what we once knew. We have found peoples and places far from where they once were… we found them changed, often reduced or damaged, and yet we did find them.

Civilization is not yet what it was, but it exists, and it continues to grow. The rules for civilization are sometimes strict and unyielding, because we must keep what we have regained.

There is a place for those who… do not fit in so well, who chafe under these rules. They can go to the borderlands, to search for what was lost. To learn what we forgot. To find the places that cannot be reached.

These are… you are… the Seekers of Lore.

AGE of Rediscovery: 0.3 – Amorphic Storm

Seekers of Lore

Seekers of Lore

The greater gods created the seed of Paradise. The lesser gods came out of the waves of amorphia and joined their wills to those of the greater gods to make Paradise greater.

Where did the greater gods come from, though? Amorphic waves only created lesser gods and the greater gods could not know what came before, nor what created them.

While working on their new haven, the gods learned, and learned painfully.

The greater gods came from an amorphic storm, an overwhelming confluence of waves.

An amorphic storm struck. The gods in the haven were wrenched out by their peers in their struggle to survive, to keep Paradise together as it was torn asunder around them.

Greater gods were created by the score, and lesser gods by the legion. Many gods, greater and lesser, were consumed by the storm.

The survivors gathered around the shards of Paradise, scattered now about amorphia and warped by the experience. New alliances formed to replace those destroyed, and the shards of Paradise reformed into smaller, more secure refuges from the Storm.

Even the new haven was affected. The gods would have been gratified that the changes were limited to the sorts of things they themselves did while building it… and even as inconvenienced as the mortals were, many — a small fraction to be sure, but still enough — survived to start rebuilding.

AGE of Rediscovery: 0.2 – A New Haven

Seekers of Lore

Seekers of Lore

When the gods created Paradise, it was purely through their instinct and will to survive. As much as it did shelter them from the worst ravages of amorphia, it was not perfect.

It kept amorphia away from the gods, mostly, but was itself within amorphia. It required constant effort from the gods to maintain it, and even then there were breaches… and amorphic waves that could only be reduced in effect.

The gods needed a better place.

The devised a great plan to create a new haven. Rather than a brittle shell protecting them from amorphia, they would create a series of defenses to insulate them more thoroughly.

All together, they enacted this plan.

They created the plane of fire. High energy and malleable, close to but not the same as amorphia. Little is created here, but much is changed or destroyed. This is the first barrier against amorphia, setting change against change.

Inside this plane, they created the plane of air. Still very malleable, and in fact almost empty of matter, but lower energy than the plane of fire. Most change here is change of location only. Already this was safer than Paradise, but barren.

The gods learned this when an amorphic wave swept through Paradise. With so many gods working on the new haven the defense against amorphia was reduced, and while those in the plane of air were sheltered, those still in Paradise were hard-pressed to survive… and it was a minor wave.

More work needed to be done.

Inside the plane of air, the gods created the plane of water. This provided more weight to resist amorphia, while still be fluid enough to move with amorphia rather than be forcibly broken.

Inside the plane of water, the gods created the plane of earth. This was the final shield for their new home. The plane is rigid and unyielding; what amorphia made it through the other three planes would be so weakened that it would wash away harmlessly.

Inside this, they began making a home for themselves. They made the world, made the sky, filled the oceans, all with material taken from the other planes. Even fire, to provide the necessary warmth and energy needed for life.

The gods walked the world, shaping it to suit their needs and whims. Mortal life grew from the remnants and wisps of the gods’ power. While initially the gods saw this only as a curious side effect of their work, eventually they saw use to it and some even became fascinated by it. In the end, the gods kept the interesting bits around rather than obliterating it when it inconvenienced other plans.

Mortal life flourished, and civilizations grew.

Then came the Storm.

AGE of Rediscovery: 0.1 – Amorphia and the Gods

Seekers of Lore

Seekers of Lore

Amorphia is the beginning and the end of everything. An unstoppable power of creation, transformation, and destruction, it cannot be stopped.

There are some who, while they cannot stop it, can at least give it pause. These are the gods.

The elder gods are immune to it. They came into existence in their current forms and have remained seemingly unchanged by it. They change by their alien will alone.

The greater gods were created by amorphia and can bend it to their will. These are the gods that created the gods’ home, Paradise. They forced amorphia away from themselves to make a haven of sorts.

Over time, the lesser gods, as they came into existence, found their way to this haven and joined with the greater gods. They added their wills and strengths to those of their benefactors, and Paradise grew.

Amorphia is implacable, though. As mighty as the gods are, amorphia could still insinuate itself into Paradise, and amorphic waves could sweep Paradise with change… though the gods, at least, were mostly unaffected.

Mostly.