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Undersea Adventures: Comments, Concerns, & Concepts

Just thought I'd let y'all know that there is a tiny bit of news from Alluria Publishing about Cerulean Seas. If you check out Pathways Magazine # 6 from Rite Publishing, there is an interview with Emily Kubisz, lead artistic director and apparently the main writer for the book. The magazine is free as far as I know, and there's lots of other cool stuff included.

Basically, it sounds like they're having some budget trouble, and things have slowed down for the company in general. But, at least they're still planning on writing more Cerulean Seas material if things pick up.
 

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Basically, it sounds like they're having some budget trouble, and things have slowed down for the company in general. But, at least they're still planning on writing more Cerulean Seas material if things pick up.

Echoes of Mystic Eye Games and "The Deep"?
 

Echoes of Mystic Eye Games and "The Deep"?

Well, I didn't want to say anything, but that's how it appears. At least Cerulean Seas is fairly complete, and makes a good solid toolkit for those who are designing their own settings. Perhaps someone will even write up some material of their own as an add-on. Something like Advanced Feats for the Mariner class, or something in that vein. I have a few ideas myself, but my time and attention span are... limited shall we say.
 

Something I have been working on recently is a detailed campaign outline/summary that I'm hoping to start soon with my players. I was inspired to write this up after skimming Paizo's Rise of the Runelords adventure path. This would take place in my own undersea setting, Pelagia, in the wild frontier of the Northern Reach. I was having some trouble with certain elements of my setting like history and local flavor, and I realized that Pathfinder didn't create it's campaign setting all in one sitting, they did it slowly by focusing on one particular area, and slowly expanding through their adventure paths. So I've been trying that same approach.

Anyway, I might as well post what I've written so far, in pieces. I should also note that I was inspired to use Sea Hags as the primary antagonists by Aeolius, and his many colorful characters (feel free to point out any glaring plot holes or confusing bits).

Black Tide

Save your homeland from an ancient evil.

Background/History:
Before the frontier of the Northern Reach was claimed by prospectors, freethinkers and adventurers it was ruled without dispute by the Sea Hags for more than a thousand years. It was the vile offspring of Chthondryse, the Bloated Sea-Mother, who held sway over the wild places and dark depths. Her three most gifted and powerful daughters formed a coven, Imalga, the Black Tide, Thorse the Storm Surge, and Aveldine the Sinful Bloom. After the fall of the Ninth Tribe of Sea Elves, the three sisters reigned over the Northern Reach in secret, but their influence was felt everywhere. The Deepholmers who swam the Northern waters lived in fear of them, and rightly so. Any encroachment on their territory around Hashul's Claw resulted in curses, plagues, poisonous blooms and wild animals that suddenly turned against any settlers. It was Imalga who was remembered as the most fearsome and profoundly evil of the three sisters. Thorse was known for her rages and Aveldine was remembered for her cunning and manipulative ways, but Imalga was an embodiment of cruelty. She had an affinity for plants and all things that grew, and she was a master at spreading plagues, causing poor harvests and famines, and even spreading the growth of kelp and sea weeds to consume whole villages. Along with her considerable powers, she had forged alliances and pacts with the Fey and other deep-dwelling monsters. In 905 SA, she caused what is known as a the Great Black Tide, a wave of dark algae that enveloped the Northern Reach completely. The algae had strange effects on life in the ocean, transforming simple creatures into monsters, and raising dead creatures as horrifying wights and zombies. Imalga seemed to be omnipresent during the Black Tide, appearing to attack a Kanaloan fortress in the Velanthi Isles, and then on the same day seen raiding Elven settlements in Kyrene Bay. The Kanaloans sent wave after wave of soldiers and even mercenaries to deal with the problem, but Imalga overcame them all. The empire was eventually driven from the Northern Reach completely after the witch single-handedly overwhelmed Lakaika fortress, a place now known to be infested with undead.

The only survivors of the Black Tide were a few scattered villages, the Sea Elves of the Lost Tribe, and the nomads who knew where to hide. The Northern Reach once again was a wild and forbidding place, and the Hags ruled freely. Imalga seemed to disappear, and almost nothing was heard of her for over a hundred years. Her sisters ruled in her place, and had numerous progeny of their own. All was fairly quiet and stable for hundreds of years, even after Imalga returned from her mysterious absence. No one dared challenge the witches, and the people of the South would not settle beyond the Anuvel Coast. It wasn't until after 1300, when the Sea Hags became complacent, and interest in the Northern Sea's riches grew, that conflict began anew.

The creation of Athune Reef City, and the rise of civilization in the North, came about because of the destruction of Imalga, and the valiant efforts of a party of adventurers known today as the Crimson Coil. The Coil was created with the specific intent of defeating Imalga and her sisters, and making the ocean safe for all peoples. As settlers began to move North again, Imalga responded slowly, but with a disproportionate amount of strength to these encroachments. The Coil was formed from a diverse range of people and backgrounds: Khozed Thross, a paladin from Kanaloa, Rythal Laneir, a Sea Elven sorceress who lost her home to Imalga, Arrluk, a warrior of Inuvaq whose people had suffered at the witch's hands, and even the Sahuagin champion Ar'Thrussk, whose people had recently recovered from a plague spread by the witch. The Crimson Coil gathered armies to fight Imalga, they searched for ancient artifacts of the Agwe Sea Giants, and they even found ways to turn Imalga's allies (including her own sisters and daughters) against her. In the end, they destroyed Imalga in her own lair, and dispersed the Black Tide so it could never again grow in the North.

With the worst of the Sea Hags defeated, the other supernatural elements in the North retreated to the wild reefs and kelp forests. Kanaloa again settled the North, and found ways to exploit it's bountiful resources, while still working to preserve them. Athune Reef sprang up quickly, and a massive migration from the South was triggered. The temporary alliance with Ar'Thrussk and the Sahuagin crumbled as they instigated war once again (they lost). In another century, the rule of Kanaloa would be overthrown in Northern Pelagia, and Athune would become it's own independent anarcho-state.
 

The campaign itself is meant to be very sandbox, after the introductory scenario. The players will be residents of the small frontier village of Spiralstone, which is attacked by the vile spirits of the forest, and one of their dear friends (who is also the village elder's daughter) is kidnapped. They soon learn that the Sea Hags are behind the kidnapping, and that Imalga has returned. From there, they are free to explore the Northern Reach in search of ways to defeat her, and learn more about her weaknesses. This is a summary and explanation of all the plot elements, and some of the likely locations the PC's will visit.

The Campaign:
Imalga was truly defeated and killed by the Crimson Coil, but not all traces of her Black Tide were destroyed. What very few were aware of is that the algae of the Tide was not just another of her vile creations, it was her own body, transmuted into a swarm of plant life. At the height of her power, she could appear anywhere that the algae was present, and work her magick across vast distances. What no one except Imalga knew was that she eventually lost control of the Black Tide. She had become too massive, too powerful, and in the years following her war with Kanaloa, her consciousness slowly faded and dispersed as the algae spread across the ocean. She nearly lost her mind as her body wandered away. With a tremendous force of will, she reformed herself in her lair, but she had lost much of her power and control. For the next few centuries, she would have occasional bouts of insanity or fugue as the Tide took control of her.

The Crimson Coil recognized the power of the Tide, and they took steps to defend themselves from it. They used divine magick to kill any traces they found (Khozed Thross summoned a powerful angelic being), and after Imalga's death they managed to wipe out all of the algae. The secret to actually killing Imalga, as the Coil learned, was to pull her heart from her body before it could disperse to the rest of the algae bloom. They froze her body, cut out the heart with a sacred Sahuagin weapon, then proceeded to destroy the rest of the Black Tide. There were actually two major traces of the algae left. One was stored in a giant sponge in the wild reefs beyond the Elderstar Islands. The mass of algae in the wild reef was kept safe by the Fey spirits who were loyal to Imalga. The witch's mind and spirit were destroyed, so the algae could not revive her, although it would frequently spawn strange, deformed monsters that could manifest many of her powers.

The second trace of Imalga was left intentionally as a contingency plan, she passed on a part of herself, in the form of a worm-like parasite, to each of her female offspring. Imalga's brood was almost entirely wiped out by the Crimson Coil after her death, and by various witch hunts. Only one child survived, a beautiful Merfolk girl, her father one of the Mers as well. Her heritage remained a secret, even to her father (Imalga seduced him in disguise). The only indicator of the girl's heritage were her bright, purple eyes, which she passed on to all of her daughters. The worm that held Imalga's spirit died, then grew again within each new daughter for every generation. In the present day, the carrier of the worm is Nairine Voluman, the daughter of the Headman of Spiralstone Village, not far from the Elderstone Islands. If she were ever brought in contact with the Black Tide, Imalga would be revived (likely killing Nairine in the process).

Hundreds of years have gone by, and it would seem that Imalga's plan for revival is doomed to failure. Her monstrous followers have lost all trace of her offspring, believing them dead. Although they successfully preserved the witch's remains in the form of the Black Tide algae, they don't know what the next step is. Many believe that their master's heart is still intact somewhere (this is false) and have been searching frantically for it. The deciding factors in the return of Imalga have been her two sisters, Aveldine and Thorse. The other two Hags were by no means friendly with their sister. They were essentially slaves to Imalga when she was at her strongest. They were bound together by a complex web of magickal oaths, the most powerful being their Coven Seal. This was a geas that bound the three of them to meet every 99 years and renew the rituals that made them immortal. Part of their agreement was to revive Imalga if she were ever killed by natural means, as it was her power that fueled the spell. If they ever failed in this duty, they would suffer a terrible curse, and a slow painful death.

Aveldine and Thorse naturally panicked when Imalga was finally killed. The curse of the geas quickly took effect, not to mention that they had become the next targets of the Crimson Coil. Rather than honor their oath and revive their sister, they decided to escape to the only place where their sister's curses wouldn't affect them, the home of their mother. Chthondryse resided in a magickal realm that was separate from Pelagia, the Pit of Abhorrence. Aveldine and Thorse took refuge there for more than 300 years. Conflicts with their cantankerous mother, and the other denizens of the Pit, eventually forced them out, back into Pelagia. At that point they had no choice. They had no way of unraveling the geas, as their power was too weak. They had to revive Imalga or die slowly and painfully. They made use of some powerful scrying magic, and eventually learned about Nairine and what was left of Imalga's body (the Black Tide). Aveldine set in motion a plan to invade Spiralstone Village, kidnap Nairine and a number of other sacrificial victims, and perform the ritual of resurrection.

The players are residents of Spiralstone Village, many of them probably being childhood friends of Nairine. The events of the story begin with the village coming under attack by monsters, and Nairine being kidnapped. The players will, presumably, want to rescue her, or at least get revenge on the Grindylows and other monsters that attacked their community. They will follow the trail all the way out to the Elderstar reef, but one way or another, they will not be able to stop Imalga's revival. If they arrive in time, they might be able to save Nairine, and possibly defeat Imalga's incarnation (slowing her down considerably and making future battles easier), but the witch's followers have too much of a head start, plus Aveldine is overseeing the operation personally. If the players find some way to overtake the kidnappers, she will step in. Though she suffers from the effects of her sister's curse, she is still more than a match for low-level adventurers.

From there, the PC's have to do everything they can to learn about Imalga, the Crimson Coil, and how they defeated her in the past. They will likely visit Athune to commune with the Vision Reefs, possibly visit the Sea Elves of Kyrene Bay to learn what they know. They have the option of exploring the Shrine of Davoral, which houses the Tomb of Khozed Thross (and a valuable summoning ritual). They could also visit the Sahuagin city of Athalfar to recover the Blade of Daganys, a weapon that proved most effective against the witch in the past. Once Imalga is revived, she will start moving on her own (more about that later), and Aveldine and Thorse have little choice but to help her with her plans. If the players were to approach either of the other two Hags, they would be open to betraying their sister, but the PC's would have to do most of the work in unraveling their magickal bonds. Another good idea (once they're strong enough) would be to visit the Pit of Abhorrence and ask for a boon from Chthondryse. The Mother of Monsters is not exactly feeling kindly towards any of her three daughters, so she would be open to negotiations. While they ready themselves for a final battle, Imalga is not sitting idle.

(NOTE: Imalga has returned from death, and been reborn from a worm, and as a result she is COMPLETELY insane, and doesn't approach her situation logically). Here is the timeline for Imalga -

One: She returns to her former lair, which is unfortunately where the Alchemist's village of Shoronoe is now located, she bolsters her defenses there, and turns everyone in the village into mindless tunicates.

Two: She flexes her muscles and attacks a few other outlying settlements from Shoronoe, using the Black Tide again as her primary weapon. She tried to do this secretively, but the players might find out if they have their ears open.

Three: She begins to secretly infect agricultural villages and even migrating fish-herds with her algal plagues. Sickness starts to spread around the North, undead are on the rise.

Four-Six: In no particular order, Imalga starts a campaign of revenge in which she defiles tombs and monuments associated with the heroes of the Crimson Coil. She also makes a point of hunting down known descendants of the heroes. This can offer the players some good chances to run into her personally during their own adventures. She will likely visit Laneir's Grotto in Kyrene Bay's kelp forests, the Shrine of Davoral, Arrluk's Monolith in the farther North, and even the Sahuagin city of Athalfar. Once the players are strong enough (they may not know everything they need to), Imalga will attack the Athune Reef City itself. If the party manages to thwart her early on, their final showdown with the witch will likely be in her cavern near Shoronoe. But if she continues unabated during this whole time (roughly eight to ten months sounds good) she will envelop Athune in the Black Tide, and release a horde of monsters and undead into the city.

The witch will not be defeated easily, in the end. Imalga may or may not confront the party several times over the course of the campaign, but she will not be at full strength. She will not even be able to manifest her body completely, so she technically can't be killed, just slowed down. In the end, she will be forced to remove the PC's, so she will risk fully manifesting so she can use all of her class abilities and natural attacks. The same tactics the Crimson Coil used can defeat her, but she has taken a few extra precautions this time. Cutting out her heart will have no effect this time, she must be fully isolated from the rest of the Black Tide, then somehow destroyed on a massive scale (disintegration should do the trick). This is because she was reborn from a worm, so she technically has several hearts. ALSO, while she doesn't have any hidden phylacteries or horcrux-type things, she does have Nairine, assuming she survived Imalga's rebirth. If she is destroyed, she can use Nairine again to be revive herself, as the worm always reproduces before it grows to the next stage. This is bad for Nairine, but there are a few solutions for her. Any of the other Sea Hags, including Chthondryse, can remove the worm safely. The angelic spirit summoned by Thross can also cure her, but this may limit the amount of boons the players can ask of the spirit (it could, for example, kill all the traces of the Black Tide again, or help with Imalga).

However they do it, the players will become the new heroes of Athune and the Northern Reach if they are successful. If Imalga had won, she would almost certainly have conquered the North again, and destroyed the dreams of those who worked so hard to build it up. The players may want to continue their crusade and defeat the other Sea Hags in the wild, or they may be in serious debt to those same Hags, especially Aveldine and Thorse. The party may have also triggered a war with the Sahuagin, promised to go on some ridiculous quest to the Abyss on behalf of the angels.
 

Just thought I'd let y'all know that there is a tiny bit of news from Alluria Publishing about Cerulean Seas.
I thought of them just this morning, when I was cooking:
Cerulean_Seas_by_cerulean_seas.jpg
 



I guess things never picked back up?

Apparently not, I check the site frequently, I've sent emails, things seem pretty dead at the moment. Still, one has to look at the positive end of things. Those who game under the sea still have a really awesome core book to work with, and I believe they are still doing the print on demand thing at RPGNow.

I dunno, does anyone have any other ideas about getting a response from the company? We could send them a dead fish in the mail. Good symbolism, but it would probably get me arrested.

Awesome tattoo by the way.
 


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