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[OCC] The Treasure Map: Resurrection
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<blockquote data-quote="Ancalagon" data-source="post: 6895944" data-attributes="member: 23"><p>I wasn't able to get the character images but the individual players should have that. The maps we created, so again we should have that. I will now try to find the background notes. </p><p></p><p>... I don't have the right thread at the moment, but I'll post important stuff I find.</p><p></p><p><a href="http://webcache.googleusercontent.com/search?q=cache%3Ahttp%3A%2F%2Fwww.enworld.org%2Fforum%2Fshowthread.php%3F489770-OOC-The-Treasure-Map&oq=cache%3Ahttp%3A%2F%2Fwww.enworld.org%2Fforum%2Fshowthread.php%3F489770-OOC-The-Treasure-Map&ie=UTF-8&aqs=chrome..69i57j69i58.1686j0j7&sourceid=chrome-instant&ion=1&bav=on.2,or.&bvm=bv.133387755,d.amc&biw=1280&bih=575&dpr=1.5&ech=1&psi=_injV_XrMuGMjwTtypKoCA.1474505211309.3&ei=_injV_XrMuGMjwTtypKoCA&emsg=NCSR&noj=1" target="_blank">http://webcache.googleusercontent.com/search?q=cache:http://www.enworld.org/forum/showthread.php?489770-OOC-The-Treasure-Map&oq=cache:http://www.enworld.org/forum/showthread.php?489770-OOC-The-Treasure-Map&ie=UTF-8&aqs=chrome..69i57j69i58.1686j0j7&sourceid=chrome-instant&ion=1&bav=on.2,or.&bvm=bv.133387755,d.amc&biw=1280&bih=575&dpr=1.5&ech=1&psi=_injV_XrMuGMjwTtypKoCA.1474505211309.3&ei=_injV_XrMuGMjwTtypKoCA&emsg=NCSR&noj=1</a></p><p></p><p>LOOT</p><p>8/31/2016 - Fight with Gnolls in Hagan's Pass - The (Magical Whip; unidentified), a Small Gold Bracelet worth 25gp, 90gp, and 28sp</p><p></p><p>EXPERIENCE</p><p>8/31/2016 - Fight with Gnolls in Hagan's Pass - Group earns 4,050</p><p></p><p></p><p>Introducing the Viridian Kingdoms</p><p>The region known as the Viridian Kingdoms is comprised of five sovereign lands, each under the rule of a king or queen. The Viridian Kingdoms region is bordered on the north by the Greyfang Mountains, on the west and east by the Sea of Ventain and the Sea of Sorot (respectively), and on the south by the Wildlands, a region of lawlessness and chaos.</p><p></p><p>There are five Viridian Kingdoms - Eregost, the Headlands, Seaward, Turnaine, and Zanarr. Each of these kingdoms is under human rule, although non-humans occupy areas within these kingdoms (and those unsettled lands neighboring the Viridian Kingdoms). Of these, Turnaine is the northernmost, with the Headlands located adjacent, to the east. Eregost is the central of the five kingdoms. Southwest of Eregost is Seaward, while Zanarr is the southeastern kingdom.xp. Each player earns 810xp.</p><p></p><p>The Viridian Kingdoms</p><p>Eregost</p><p>Eregost is located centrally within the Viridian Kingdoms. It is south of Turnaine and the Headlands and north of Seaward and Zanarr. Eregost is a traditional monarchy, with King Frederick at its head. Frederick’s family, House Theron, has ruled Eregost for three generations. House Theron also controls the powerful Viridian Merchants’ Guild, which operates throughout the region.. </p><p></p><p>The Headlands</p><p>The Headlands is located in the northern Viridian Kingdoms. It is east of Turnaine and northeast of Eregost. The Headlands was once a loose confederacy of independent city-states, but was recently united under a powerful warlord, Thunderhorn. This warlord’s son, Thunderson, now rules the Headlands as a simple monarch. King Thunderson answers to a number of feudal lords, who are more in control of the Headlands than the king.</p><p></p><p>Seaward</p><p>Seaward is located in the western Viridian Kingdoms. It is west of Eregost and south of Turnaine. Seaward is separated into two distinct land areas; the Sulanic Peninsula, where the independent port city of Sulaine is located, and the Seaward Reaches, the larger of the two land areas. Seaward’s administration is also unusual in that it has a king and a queen, who are siblings, and each rules one of the landmasses. Queen Eirhana rules the Sulanic Peninsula while King Eiric rules the Seaward Reaches. They rule Seaward in tandem and cannot overrule the other. Seaward is known for its powerful navy and overseas trade. They often come into conflict with the Viridian Merchants’ Guild over price controls and taxation.</p><p></p><p>Turnaine</p><p>Turnaine is located in the northern Viridian Kingdoms. It is north of Eregost and west of the Headlands. Turnaine is a traditional monarchy, although its king is quite unusual. King Raithaine is of half-elven descent. When he rose to the Turnanic throne, the last, bastard son of King Rolance, it caused quite a stir in both the human and elven communities. King Raithaine has proven to be an apt king, although border disputes with Eregost have intensified under his watch. Turnaine controls a number of important mines in the Greyfang Mountains and also the gateway to the Red Hills through Hagan’s Pass.</p><p></p><p>Zanarr</p><p>Zanarr is in the southeastern Viridian Kingdoms. It is southeast of Eregost. Zanarr is a theocracy, with the Priest-King Zorus ruling the kingdom. The Temple of the Elemental Gods is also the head of the political state. There has been quite a lot of civil strife within Zanarr, with citizens resisting theocratic rule. The Temple has been able to maintain some order, but civil war may be on the horizon.</p><p></p><p></p><p>The following are major organizations within the Viridian Kingdoms.</p><p></p><p>Noble Houses of the Viridian Kingdoms</p><p>This “organization” is a collection of the various noble houses within the Viridian Kingdoms. These noble houses are the sources of political power within the kingdoms. It is important to note that not all of these “houses” respect or even recognize each other. House Theron rules Eregost and has for three generations. House Rolance rules Turnaine, though this reign is tenuous because the current king is a bastard. House Eir’s two monarchs rule Seaward. Other lesser houses also exist in the Viridian Kingdoms. </p><p></p><p>Temple of the Elemental Gods</p><p>This religious organization, based in Zanarr, represents the worship of the Elemental Gods, the eldest of human religions in the region. The Temple of the Elemental Gods rules Zanarr through the theocracy and is represented in other kingdoms, such as Eregost, Seaward, and Turnaine.</p><p></p><p>Viridian Merchants’ Guild</p><p>This mercantile organization represents many smaller guilds operating in the Viridian Kingdoms. It receives some political power through its sponsorship by the Eregostian nobility. The Merchants’ Guild represents many different types of merchants - craftsmen, middlemen, traveling merchants, and specialists. They do not represent sailors on the Sea of Ventain, hunters in the Headlands, and miners in the Greyfang Mountains, all of whom have their own independent guilds. </p><p></p><p>Ventain Sailors’ Guild</p><p>Sailors on the Sea of Ventain belong to this guild, which was organized to protect the sailors’ interests and regulate docking fees, sailors’ pay, and foreign exchange rates (although this is also subject to the rules of the Viridian Merchants’ Guild). The Sailors’ Guild is most concerned with piracy at the moment and is working with the rulers of Seaward in this matter.</p><p></p><p>Headlands Hunters’ Guild</p><p>The people of the Headlands are rustic and self-sufficient and have been hunters for dozens of generations. As the Viridian Merchants’ Guild started to move into the Headlands, the Hunters’ Guild was organized to protect the interests of the Headlands native people. </p><p></p><p>Greyfang Mining Guild</p><p>One of the oldest guilds in the Viridian Kingdoms is the Greyfang Mining Guild. Organized along with the dwarves in the Greyfang Mountains, this guild represents not only the miners, but also mine operators and those who trade in raw ore, refined ore, and gemstones. </p><p></p><p></p><p>Religion in the Viridian Kingdoms</p><p>The Viridian Kingdoms features a religious system comprised of three distinct pantheons and a set of “small” or “local” deities. The original pantheon is known as the Elemental Gods. There is also a pantheon known as the Scions of Undarr, which was borrowed from the dwarves. Another, borrowed from the elves, is the Winds of Arcadia. While the religious system presented here is done from the human point of view, it should be mentioned that the dwarves and elves also revere some of these deities and are generally respectful of all of these deities.</p><p></p><p>The Elemental Gods</p><p>Amathir: God of Air. Patron of Elves, Growth, and Weather.</p><p>Hashir: God of Fire. Patron of Dwarves, Metalsmithing, and Passion.</p><p>Ogorir: God of Earth. Patron of Humanity, Honor, and Traditions.</p><p>Walir: God of Water. Patron of the Merfolk, Sailors, and Travel.</p><p></p><p>The Scions of Undarr</p><p>These deities are “borrowed” from Dwarven mythology. The dwarves still revere these deities, albeit under different names.</p><p>Anderhoth: God of Trade and Avarice.</p><p>Katharin: God of Brewing and Festivals.</p><p>Misthander: God of Courage and Sacrifice in Battle.</p><p>Sothorin: God of Stonework and Defense.</p><p>Unamar: God of Competition and Hatred.</p><p></p><p>The Winds of Arcadia</p><p>These deities are “borrowed” from Elven mythology. The elves still revere these deities, albeit sometimes under different names.</p><p>The Faerie Court: This court is revered as an entity unto itself. It is either a Summer Court or Winter Court, depending on which fey are in power at the time.</p><p>The Northern Wind: God of Cold and Preservation.</p><p>The Eastern Wind: Goddess of Wisdom and Strategy.</p><p>The Western Wind: Goddess of Hearth and Safety.</p><p>The Southern Wind: Goddess of Humor and Sincerity.</p><p>The Unknown Wind: God of Mystery and Secrets.</p><p></p><p>Local or “Small” Deities</p><p>In addition to the above deities, each locality or region may have one or more “local” or “small” deities. These are, essentially, patron deities for that city, town, or village. There are dozens of these deities and most are only recognized or honored in their own region or locality.</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 6895944, member: 23"] I wasn't able to get the character images but the individual players should have that. The maps we created, so again we should have that. I will now try to find the background notes. ... I don't have the right thread at the moment, but I'll post important stuff I find. [url]http://webcache.googleusercontent.com/search?q=cache%3Ahttp%3A%2F%2Fwww.enworld.org%2Fforum%2Fshowthread.php%3F489770-OOC-The-Treasure-Map&oq=cache%3Ahttp%3A%2F%2Fwww.enworld.org%2Fforum%2Fshowthread.php%3F489770-OOC-The-Treasure-Map&ie=UTF-8&aqs=chrome..69i57j69i58.1686j0j7&sourceid=chrome-instant&ion=1&bav=on.2,or.&bvm=bv.133387755,d.amc&biw=1280&bih=575&dpr=1.5&ech=1&psi=_injV_XrMuGMjwTtypKoCA.1474505211309.3&ei=_injV_XrMuGMjwTtypKoCA&emsg=NCSR&noj=1[/url] LOOT 8/31/2016 - Fight with Gnolls in Hagan's Pass - The (Magical Whip; unidentified), a Small Gold Bracelet worth 25gp, 90gp, and 28sp EXPERIENCE 8/31/2016 - Fight with Gnolls in Hagan's Pass - Group earns 4,050 Introducing the Viridian Kingdoms The region known as the Viridian Kingdoms is comprised of five sovereign lands, each under the rule of a king or queen. The Viridian Kingdoms region is bordered on the north by the Greyfang Mountains, on the west and east by the Sea of Ventain and the Sea of Sorot (respectively), and on the south by the Wildlands, a region of lawlessness and chaos. There are five Viridian Kingdoms - Eregost, the Headlands, Seaward, Turnaine, and Zanarr. Each of these kingdoms is under human rule, although non-humans occupy areas within these kingdoms (and those unsettled lands neighboring the Viridian Kingdoms). Of these, Turnaine is the northernmost, with the Headlands located adjacent, to the east. Eregost is the central of the five kingdoms. Southwest of Eregost is Seaward, while Zanarr is the southeastern kingdom.xp. Each player earns 810xp. The Viridian Kingdoms Eregost Eregost is located centrally within the Viridian Kingdoms. It is south of Turnaine and the Headlands and north of Seaward and Zanarr. Eregost is a traditional monarchy, with King Frederick at its head. Frederick’s family, House Theron, has ruled Eregost for three generations. House Theron also controls the powerful Viridian Merchants’ Guild, which operates throughout the region.. The Headlands The Headlands is located in the northern Viridian Kingdoms. It is east of Turnaine and northeast of Eregost. The Headlands was once a loose confederacy of independent city-states, but was recently united under a powerful warlord, Thunderhorn. This warlord’s son, Thunderson, now rules the Headlands as a simple monarch. King Thunderson answers to a number of feudal lords, who are more in control of the Headlands than the king. Seaward Seaward is located in the western Viridian Kingdoms. It is west of Eregost and south of Turnaine. Seaward is separated into two distinct land areas; the Sulanic Peninsula, where the independent port city of Sulaine is located, and the Seaward Reaches, the larger of the two land areas. Seaward’s administration is also unusual in that it has a king and a queen, who are siblings, and each rules one of the landmasses. Queen Eirhana rules the Sulanic Peninsula while King Eiric rules the Seaward Reaches. They rule Seaward in tandem and cannot overrule the other. Seaward is known for its powerful navy and overseas trade. They often come into conflict with the Viridian Merchants’ Guild over price controls and taxation. Turnaine Turnaine is located in the northern Viridian Kingdoms. It is north of Eregost and west of the Headlands. Turnaine is a traditional monarchy, although its king is quite unusual. King Raithaine is of half-elven descent. When he rose to the Turnanic throne, the last, bastard son of King Rolance, it caused quite a stir in both the human and elven communities. King Raithaine has proven to be an apt king, although border disputes with Eregost have intensified under his watch. Turnaine controls a number of important mines in the Greyfang Mountains and also the gateway to the Red Hills through Hagan’s Pass. Zanarr Zanarr is in the southeastern Viridian Kingdoms. It is southeast of Eregost. Zanarr is a theocracy, with the Priest-King Zorus ruling the kingdom. The Temple of the Elemental Gods is also the head of the political state. There has been quite a lot of civil strife within Zanarr, with citizens resisting theocratic rule. The Temple has been able to maintain some order, but civil war may be on the horizon. The following are major organizations within the Viridian Kingdoms. Noble Houses of the Viridian Kingdoms This “organization” is a collection of the various noble houses within the Viridian Kingdoms. These noble houses are the sources of political power within the kingdoms. It is important to note that not all of these “houses” respect or even recognize each other. House Theron rules Eregost and has for three generations. House Rolance rules Turnaine, though this reign is tenuous because the current king is a bastard. House Eir’s two monarchs rule Seaward. Other lesser houses also exist in the Viridian Kingdoms. Temple of the Elemental Gods This religious organization, based in Zanarr, represents the worship of the Elemental Gods, the eldest of human religions in the region. The Temple of the Elemental Gods rules Zanarr through the theocracy and is represented in other kingdoms, such as Eregost, Seaward, and Turnaine. Viridian Merchants’ Guild This mercantile organization represents many smaller guilds operating in the Viridian Kingdoms. It receives some political power through its sponsorship by the Eregostian nobility. The Merchants’ Guild represents many different types of merchants - craftsmen, middlemen, traveling merchants, and specialists. They do not represent sailors on the Sea of Ventain, hunters in the Headlands, and miners in the Greyfang Mountains, all of whom have their own independent guilds. Ventain Sailors’ Guild Sailors on the Sea of Ventain belong to this guild, which was organized to protect the sailors’ interests and regulate docking fees, sailors’ pay, and foreign exchange rates (although this is also subject to the rules of the Viridian Merchants’ Guild). The Sailors’ Guild is most concerned with piracy at the moment and is working with the rulers of Seaward in this matter. Headlands Hunters’ Guild The people of the Headlands are rustic and self-sufficient and have been hunters for dozens of generations. As the Viridian Merchants’ Guild started to move into the Headlands, the Hunters’ Guild was organized to protect the interests of the Headlands native people. Greyfang Mining Guild One of the oldest guilds in the Viridian Kingdoms is the Greyfang Mining Guild. Organized along with the dwarves in the Greyfang Mountains, this guild represents not only the miners, but also mine operators and those who trade in raw ore, refined ore, and gemstones. Religion in the Viridian Kingdoms The Viridian Kingdoms features a religious system comprised of three distinct pantheons and a set of “small” or “local” deities. The original pantheon is known as the Elemental Gods. There is also a pantheon known as the Scions of Undarr, which was borrowed from the dwarves. Another, borrowed from the elves, is the Winds of Arcadia. While the religious system presented here is done from the human point of view, it should be mentioned that the dwarves and elves also revere some of these deities and are generally respectful of all of these deities. The Elemental Gods Amathir: God of Air. Patron of Elves, Growth, and Weather. Hashir: God of Fire. Patron of Dwarves, Metalsmithing, and Passion. Ogorir: God of Earth. Patron of Humanity, Honor, and Traditions. Walir: God of Water. Patron of the Merfolk, Sailors, and Travel. The Scions of Undarr These deities are “borrowed” from Dwarven mythology. The dwarves still revere these deities, albeit under different names. Anderhoth: God of Trade and Avarice. Katharin: God of Brewing and Festivals. Misthander: God of Courage and Sacrifice in Battle. Sothorin: God of Stonework and Defense. Unamar: God of Competition and Hatred. The Winds of Arcadia These deities are “borrowed” from Elven mythology. The elves still revere these deities, albeit sometimes under different names. The Faerie Court: This court is revered as an entity unto itself. It is either a Summer Court or Winter Court, depending on which fey are in power at the time. The Northern Wind: God of Cold and Preservation. The Eastern Wind: Goddess of Wisdom and Strategy. The Western Wind: Goddess of Hearth and Safety. The Southern Wind: Goddess of Humor and Sincerity. The Unknown Wind: God of Mystery and Secrets. Local or “Small” Deities In addition to the above deities, each locality or region may have one or more “local” or “small” deities. These are, essentially, patron deities for that city, town, or village. There are dozens of these deities and most are only recognized or honored in their own region or locality. [/QUOTE]
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