CHRONICLE > The North Revealed is a Living World campaign set in The Northern Hearthlands of the [Fantasy] Steel Realms. The Heartland Spark has re-shaped the realm and new opportunity beckons the brave and bold to the north. Brought together by circumstance, bound by camaraderie, finding fortune in the conflict of the northlands…
North Revealed: The Fate of Asil – A Shared Experience of the ORIGINAL campaign characters of the North revealed campaign
The crew raises sail, not wanting to stick around the area through the night. Setting sourse due south at first, then cutting west to the sea you sail, going across the channel and following the Queens Coast of Umbak. Sailing through the night, neither umbakian or gwinnish make themselves clear. To the south lies the homeland of Gwinn and its dominance. North is the weakened Dunstrand, and the navy of the Merchant Cities. you turn northwest, and take a risk further off the coast.
West (out of Crestwold, Sabin Bay, and the Hoolip Coast) = NO ENCOUNTERS w/1 water elemental use; West (between Umbak and Tarmysia) = NO ENCOUNTERS; North (past Tarmysian Coast) = NO ENCOUNTERS; North (to the Merchant Cities of the north controlled region) = NO ENCOUNTER
You make it to the city coast, Karolak. Karolak was once a major city of the Sea King empire, not it is the jewel of the Merchant Cities of the North. It is spectacular even from a distance. Massive, , part of it stands on cliffs that overlook the mouth of the Beyne River and Glassheart Bay – with its artificial breakwaters. The city technically spans both sides of the river. At any given time there are at least 25 galleons and even more smaller boats in the harbor. A northeast breeze blows up the river, pushing the shallow Beyne Brannacks shipping fleet up and down the river. Over the river runs the famous cargo lines, 200 feet in the air. Casting lines on the Prinze’s Quay, you await the junior harbormaster. A new boat, you need get registered for traffic and travel along the Prinze Coasts. Thankfully, you have a means of paying for it. None of the sailors want to leave as you decide to stay a couple nights, re-supply and decide your next step.
> Gained item: North Merchant Cities: Registration
This would also be a chance to change the name of the boat officially if you wanted to > “DIE-ENTE” = German for “The Duck.”
From here, you can choose to go further north – into the freelands, or go east up the mighty Beyne River, the “highway of the north” > East, up the river and see where it leads.
That sets the final destination for the new campaign.
Life on the boat reached a point where Asil was going to retire, and pass the craft on to “the foundlings”. They had several regular ports that he was registered in and took jobs in, as well as a few that were homes to the institutions he had paid to educate and train them. In the midst of trying to decide what his final port would be, a massive storm descended upon them, blowing them due east for days. It was an odd storm, a cold storm – probably one aided by the hoarwinds from the Lich Lords of the north down the Red March. The mast snapped, and holes were made in the hull that required the elemental to work overtime to pump the water out. Asil, in his usual paternal and selfless way, arranged for the safety of the foundlings first.
In the end, Asil got the last of the foundlings in the longboat and was assisting the crew to get the 2 jollyboats into the water when a wave came from the north and capsized the entire boat. The foundlings have a hazy recognition of a giant hand that seemed to be part of the wave, a massive hand of water. Perhaps the angry druids of Pranin Moorswood far away had finally gotten tired of supporting the bound greater elemental. A few could swear that a massive spectral ice covered hand pushed the boat beneath the waves, and that a chain wrapped about its wrist and pulled the hand up. There was a lot of confusion and all of them were disoriented. The storm quit almost as fast as it came out, leaving the foundlings aground on the east shore of Lake Caolite with the few goods they could quickly carry as they abandoned the ship.
Thus vanished Asil and his crew… Word did get out on Lake Caolite that his ship was downed with all hands but that no one survived and there were no witnesses.
Possible Outcomes: 1 epic and terrifying, 2 anonymous and quiet, 3 famous and crazy, 4 strange and accidental; each on limits what items from existing campaign can be brought into the new campaign…
1 = ALL gathered treasury goods survive
2 = MOST gathered treasury goods survive
3 = ROLL for each treasury item
4 = 1 item per PC can be taken
Request to Ben: 100% for “i can either roll for the ending or you can pick” / DISCORD CHECK = 4 (by Ben)