Scarred Lands: Ask the Sage (Going into Triple OT Folk!)

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I always used to pronounce it ah-SAH-thee. Then I wrote some stuff about asaatthi language in the asaatthi book like double vowel constructions denoting emphasis and being pronounced long, the double tth construction being a "hard" th sound. After submitting (and receiving the book) I'd noticed I'd gone and changed the pronunciation of the word. Now, I like some of the meaning behind the various linguistic constructions of the language but it makes the pronunciation of asaatthi now ah-SAYT-thee. Take it as you will... it's definately not "droe". :uhoh:
 

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Werner,

LOL :) Yeah at least it's not that. We prefer to make our creature's names a lot harder on the tongue. ;)
 

I've always said ah-SA-thee too. I think I'll just keep it that way. It rolls better and sounds very serpentine. :)
 


Detailed Ghelspad Map

Hey Werner --

How can we get out hands on a super hi-res copy of the detailed Ghelspad map on the inside cover of the Campaing Setting book?

I've got my map that came with the Gaz, but the one in the book has got much better detail. The PDF on SSS site doesn't do it justice. I want to print sections, blown up, for my players.

Nightfall --

Edge really kicks *ss. I'm glad they used the (relatively) standard structure (Planar traits, Magic, alignment, etc.) that we are already accustomed to in the Manual of the Planes. It's familiar and new at the same time. And the zodiacal planes unique and interesting as well. And this is only based upon a cursory 1 hour scan of the book.

Real quick -- if an Angel, Custodian (from CC-3) or a Herald is on their God's home plane, how powerful will they be? And if they are on a plane of a diametricaly opposed God (alignment-wise) will that affect their power too?

I also would like to see how the various Demons, Daemons and Devils from CC-3 play out in Edge of Infinity too, still need to do more reading.

I am already scheming for my players as we speak (the black lands will play a part in things, for sure)..... and the campaign doesn't even start until tonight. FYI -- I haven't scoured the feats and prestige classes for balance yet, any thoughts. Just at a glance, theMoonlight Lord looks like something that one of the players might like.

catsclaw
 

I'd imagine most Angels, (in Madriel's Realm) are pretty potent. They'd probably have their spells and/or spell-like abilities amped up pretty well, so long as they are from Madriel's and/or Corean's Domain spell list. The opposite would probably be true for being in say Chardun's Iron Hells or the Black Lands.

(Yeah I love the Zodacial Planes too. Makes it that much more fun if say PCs feel like "Gee I wanna get a really COOL weapon." And their contact is like "Well...I have a High Astrologer friend that might be of assistance to you..." Then the whole Sikkos or Malaeos(sp) angle comes into play.

When it comes to the outsiders from CC3 and other sources, they don't go into too much detail, but again I could see using most any evil or good outsider in the Divine Realms. They are pretty darn spacious. :)

I wasn't THAT impressed with either the feats or the prestige classes, but they aren't too bad. Nothing to me that stood out in terms of over or under powered. I do think they are missing feat for Fire based but then I guess that's what the Scion feat, Brass One, is for. Even so shouldn't be too hard to do something similiar for a fire based one.
 

Cat's Claw --
Alas, I am but a humble freelancer, so I have to make due with what is on the website. Likely there's a file out there but I don't think it's been distributed in any other form aside from the PDF. Maybe send an email to Conrad who handles downloads and web extras. I think his email is on the S&SS website somewhere.

I don't think there are any strict limitations on extraplanar creatures visiting there opposed plane. There is mention of heavy gaurds between the Iron Hell and the Timeless Vault. There are some penalties inherently on planars visiting realms with strong alignment dominance. Still, a solar would be a powerful force even in the plains of Khordeth.

Now, there isn't much in the way of specifics for individual demon types but there is given a lot of room to include whatever planar creature you want. This was really to give people the freedom to populate there realms with creatures not only from MMI and the various Creature Collections, but from other WOTC to third party books or even individual creations. That said, I do remember mentioning locust demons (from CCII if I recall correctly) and going into a creation story for the Mariliths.
 



If for some reason you are a player within my SL campaign, Enrique, please stop reading. ;)


Ok, need some help, hopefully by today. :)

I have to run another adventure tommorrow!

Here is a general summary of the campaign.

The PCs are stationed at an island within the archapelego by the southeast tip of Calastia. The island is actually a tooth of Mormo that fell there during the Divine War. The pulp of the tooth still contains some of the Blood of Mormo, resulting in pockets of the Blood being found in various locations on the island. The PCs do not know this.

The island is mostly swamp, with some small mountains to the north, surrounded by a forest to by the northwest. The PCs homebase is on the southern tip of the island.

Underneath the homebase (a small keep) of the PCs, is an ancient Asaathi temple. The army of Calastia constructed the keep over it's ruins to make sure nothing "evil" arose from within. The PCs have only explored a small portion of the ruins, the water system.

There is an Asaathi base within the mountains, who worship Mormo and seek to harness the power of Mormo's Blood. The Asaathi base contains an artifact which is able to shoot a beam of pure energy, causing huge amounts of damage to anything it touches. However, it can only be shot at high noon, when the sun is at its highest. It harnesses the power of the sun to shoot its beam.

Near the center of the swamp are ruins of an ancient Asaathi city, from where the Asaathi of the mountains are descended. The PCs have only discovered 2 locations so far, a small shrine and a small library, the rest of the city being submerged beneath the swamp. The PCs have explored the shrine, but have yet to enter the library. The PCs do not know that the library is a library yet.

Within the forest lairs a covey of 3 Hags, who also worship Mormo, but are at war with the Asaathi. They seek the power of Mormo's blood for themselves. The Hags were once human women, but became corrupted by the power of Mormo. One Hag(a Green Hag from the MM) controls a horde of hookwings, while another Hag (a sea Hag from the MM) controls a horde of dire rats. It is unknown what creature(s) the final Hag (an Annis from the MM) controls.

On the eastern edge of the island, roughly halfway between the swamp and the PCs homebase, is a hidden enclave of Asaathi. During the time of the ancient Asaathi city, these Asaathi have broke away from the worship of Mormo. They are mainly of Neutral alignment and wish to be left alone. They stay out of the war between the Hags and the Asaathi of the mountain.

1. One of the PCs is a worshipper of Hedrada, who has been given the quest of redeeming the Hag(s). Any ideas of how to do that? I don't really care if its possible or not within the SL campaign, I'm going to allow it. I just need some ideas of how to do so.

2. I want this adventure to come to a close with the PCs figuring out that the island is actually "Mormo's Tooth". However, I'm not sure what to do after that. I figure the PCs will redeem the Hag(s), stop the Asaathi of the mountains, and make peace with the Neutral Asaathi. Any suggestions on how to do this will be helpful.

* PLEASE ANSWER THIS QUESTION IF YOU CAN! :D
3. Sorry this is out of order, but this is the question that I really need help with. The PCs have decided to head towards the Hag forest in order to redeem the Hag. Along the way, I will have them encounter the Neutral Asaathi, who will warn them about facing the Hag(s), since the PCs don't really have any clue of how to redeem them. The Neutral Asaathi will either now themselves and reveal the history of the Hags and how they can be redeem, or will direct them to the Asaathi Library, which should have information on how to redeem the Hags. Before the Neutral Asaathi will do that, they need the PCs to complete a quest for them. It is either going to be to stop the Mountain Asaathi and their artifact, or some other mission that I have not thought of yet.

If the PCs do not take this path and head towards the Hag Forest, they will encounter the Hag(s), who will definately slaughter them. So if you can help out with this:
a. How to "redeem" a Hag
b. What quest the Neutral Asaathi can give the PCs
c. What knowledge could be found in the Library
d. What to do if the PCs decide to charge head long into the Hags

Thanks for taking the time to read this and anything would be good since I have to run an adventure tommorrow, Memorial Day! Please tell me what to do!

Thanks!
 

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