The Explored Land Book 2 - Careless Allies and Careful Enemies

The Army of City One

Total Size: 2,500
Racial Makeup: Half-Orcs, Half-Elves, Elves, Hobgoblins, Ogrekin, Dwarves, and Humans
Expert Flankers: Your army is skilled at surrounding the foe and distracting them, at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.
Sniper Support: Your army holds some ranged units in reserve to attack a target enemy army during the Melee phase. If your army damages the target army in the Melee phase, it deals 2 additional points of damage from these ranged attacks.
Withdraw: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn’t need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army’s OM and DV by 2 for the rest of this phase.
Special Abilities:
Weapon Specialization: Once per battle, increase the army’s OM for either ranged or melee attacks by 2.
Devout: Increase OM and DV by 1 if a Gorumite leads them in prayer before battle, or, in the case of a surprise attack, if they are being led by a Gorumite. Decrease OM and DV by 1 if there is no pre-battle prayer, or if they are being led by someone of a different faith.
Fierce: Once per battle, when they would otherwise be demoralized, the army can call on the reserves of its faith to keep their spirits high and fight on as normal.
Inspired Brutality: Once per battle, the army can increase their damage on a single attack by 1/2 their ACR (minimum 1).
Healing Potions: Each unit is equipped with several healing potions. At any point during a battle (but no more than twice per battle), the commander can order her units to drink their potions. The army doesn’t attempt an Offense check that phase, but heals a number of hit points equal to twice its ACR.
Improved Armor: The army is armed with masterwork armor, increasing their DV by 1
Improved Weapons: The army is armed with masterwork weapons, increasing their OM by 1
Ranged Weapons: The army is equipped with bows, and can make attacks at range

Average City Guard in City One

Warrior 3
LN or LG Medium humanoid
Init +0; Senses Perception +3

AC 18, touch 10, flat-footed 18 (8 armor)
hp 19 (3d10
Fort +4, Ref +1, Will +1

Speed 20 ft.
Melee halberd 5 (1d103/×3) or heavy flail 5 (1d103/19–20) or sap 5 (1d62 nonlethal)
Ranged heavy crossbow +3 (1d10/19–20)

Str 14, Dex 11, Con 13, Int 9, Wis 10, Cha 8
Base Atk 3; CMB +5 (7 sunder); CMD 15 (17 vs. sunder)
Feats Alertness, Improved Sunder, Power Attack

Skills Intimidate +5, Perception +3, Ride –3, Sense Motive +2
Languages Common
Combat Gear potions of cure light wounds (2); Other Gear half-plate, heavy crossbow with 10 bolts, halberd, heavy flail, sap, 5 gp

The Lord's Iron

Also known as True Iron, this dull-gold-colored alloy consists of equal parts star metal and melted-down plague gears. Star metal is an extremely dense but very brittle ore found mostly in the Bluemoss Mountains, though lesser striations have been mined in the south, near Battlesport. Plague gears are harvested from the bodies of the victims of the arcane sickness known as the clockwork plague, and are made of iron and a carbon-based material not unlike superhard gemstones.

While neither material is particularly useful by itself, when smelted into a 50/50 alloy they form an extremely dense and ultrahard material that can be forged into a weapon or suit of armor. Weapons fashioned from True Iron have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 30. Armor made from True Iron grants its wearer damage reduction of 3/— if it’s light armor, 4/— if it’s medium armor, and 5/— if it’s heavy armor. Due to it being forged partially from metal that is generated by an arcane sickness, True Iron weapons and armor must always be magic, with at least a +1 enhancement. This added cost is included in the prices given below. Thus, True Iron weapons and ammunition automatically have a +1 enhancement bonus on attack and damage rolls. Items without metal parts cannot be made from True Iron e.g., an arrow could be made of True Iron, but a quarterstaff could not.

Due to its extraordinary density, True Iron weapons and armor are both stronger and much heavier than their steel counterparts, weighing 50% more and having 50% more hit points. Because of this, no weapons that qualify for use with the Weapon Finesse feat can be made of True Iron, and armor made with it imposes an additional -4 Armor Check penalty on top of any other penalty the item would have if constructed normally. Also, its innate magical properties have a high chance of interfering with arcane spellcasting, adding 30% arcane spell failure chance on top of what the item would already have if manufactured with typical materials. True Iron has 60 hit points per inch of thickness and hardness 30.

Weapons and armor made from True Iron automatically receive the following qualities:

  • Weakness to cold damage
  • Weakness to sonic damage
  • Can be affected by the spell Shatter as if it were a crystalline life form
  • Resist force: 5
  • Immune to fire damage and heat, up to and including spells like Heat Metal
  • Does an additional 1d4 damage just from sheer weight and power of impact

Type of True Iron Item || Price Modifier
Ammunition +100 gp per item
Light armor +12,800 gp
Medium armor +16,000 gp
Heavy armor +24,000 gp
Weapon +4,800 gp

The Boskalins

The Boskalin Flag

The Boskalans are a race of alien humanoids that have suddenly started showing up all over the Land. They are short and slim in stature, usually 5’ tall and weighing 85 lbs regardless of gender. The Boskalans themselves are yet to come forward in any organized kind of way to talk about who they are, where exactly they come from, and why they are here, so all of the information here is pieced together from various meetings, visions, and other encounters.

Boskalans are quite intelligent, capable of creating and using phenomenally complicated technological devices, including enormous metal conveyances which they employ to fly around both in-atmosphere and between stars. They have their own language — Boskalan — and when first arriving in the Land are unable to communicate with anyone. To rectify this, the resourceful aliens either make use of a piece of technology that functions similarly to the Tongues spell in that it is a two-way translator, or they hunker down and use their enormous capacity for learning to pick up as much as they can as quickly as they can, and then trust in time and the kindness of others to help them learn the rest.

These slight aliens are very industrious and business-minded, and always quick to make a deal or exchange engineering work for food or knowledge. They find Alchemists to be kindred spirits. They do not like to travel by foot and as such, if their ship crashes, they are likely to stay put there and wait for rescue or at least an alternate mode of transportation to present itself.

Perhaps most significantly, it has recently been learned that there is a large rift in Boskalan society, with one part of their population assisting the gods and their champions in their fight against the Masters, and the other part attempting to assist someone or something called “Unity” whose goals at the moment are not well known.

Meanwhile, In Laston...
Where did everyone go?

It’s been a strange year.

Your trip to Laston, begun on such straightforward orders, has devolved into an exercise in surviving boredom. 10 months ago Lord Molebottom left town, never to return. His store, The Rusty Feather, closed shortly after his departure and has since been turned into a bookbinder’s. 8 months ago the hole in the sky mysteriously repaired itself, and almost immediately after that event Chrynal, Scott, and Tanessa of The Church Of The Masters disappeared. That erstwhile Church is still around, but the congregation is leaderless and without inspiration. They meet but rarely now, and no longer ingest Fractus. The drug trade continues unabated, and Ninko never received a reply to her initial reports. Six months ago you all stopped receiving orders from Swordcaster Guard or Executor Steele. Since then, Ninko has gotten work at a bakery and continues her “night work” on the side. Slagwen works as a Chymist at Brewlaw’s Apothecary near the West Orchards, and Saavi works for Gasper’s Fishmongery, fishing for the indifferent aquatic creatures that populate the Lannelore River running through and around town. She also moonlights as a helper at the church of Gozreh, assisting Skeller and Hart where she can, though she’s careful not to be too open about going there, even though church reprisal for her beliefs seems less and less likely with every passing week.

Last month, with no explanation, Executor Fin Gahad of the Laston Inquisitorius of The Iron Church told you all that you were being officially released from the Branch of Inquisitors, collected your rank and insignias, gave each of you a small pension, and sent you on your way. The stoic tengu’s raspy delivery of this news made it sound like as far as he was concerned you had all been released some time ago, and this just made things a matter of record. With cash and spoils you’ve saved kept, you are now sitting on a fairly decent sum of money – each of you has 22,023 gp to their name, and a Writ of Pension for 5,000 more per year at any branch of the Iron Bank in any town in Safewall.

Two weeks ago, fire rained from the sky in the form of dozens of giant steel vessels crashing to the earth. None landed near enough Laston for you to see what they were, though, and nothing of consequence has thus far happened as a result. Then, one day ago, each of you received a coded message and an odd item. The message reads as follows, and is identical for each of you:

“Please help. Trapped underwater. Kaiju coming, oceanborn all around. Come through the Mithburn mines, look for the signs.” The monogram at the bottom belongs to none other than Swordcaster Willicks Guard.

While the message is the same, the items are all different; Ninko has received an orb about the size of an orange that is made from a strange, fleshy material, Slagwen received a nondescript lump of raw ore, and Saavi received a broken whistle…

The Multiverse
All there is in all creation...maybe

The Multiverse is the whole of creation, containing all things, even other Universes and Planes. It is unknown at this time whether it is singular, fractal, recursive, or encompassing, but it does seem to entail both the Fractalverse and the Alterverse as well as all the known planes and planets, though some of the metaphysical planes could of course be considered wholly separate given their nature.

The Alterverse
Strange perpendicular CC-1 toroidal multiverse

A separate multiverse contained wholly within the larger multiverse (and giving credence to the theory of fractal or recursive multiversality) that has physical and metaphysical laws obeying CC-1 (cosmological constant minus 1), making travel to and within it extremely dangerous for native inhabitants of any other ’verse. Only the Elemental Gods may safely traverse it, and even they must use caution. The only mortal race to frequent the Alterverse are the business-oriented Boskalans, engineers to a thousand different planes and places. It is the Alterverse that birthed the Androids now seen in The Explored Land of The Masters, and gave rise to Unity, the collective mind of six mutated Boskalan elders, now exiled and hunted by the true Boskalan people.


The Fractalverse
The Masters' out-of-control experiment

The Fractalverse (or “Fractal Tree”) was originally started as an experiment in universe creation by the High Elohim known as The Masters, who are a Sequence of seven Elohim granted mythic power by Animon (see: Elementalism) so they could have a laboratory in which to create new forms of life and eventually give birth to vessels for the continuance of their own fallow race. Animon granted them this power after they had completed a great task whose nature is unknown, then enlisted Pondulon and Aevum to assist in setting strict boundaries on what The Masters were given so as to preempt any kind of takeover schemes or other malfeasance.

Unbeknownst to Animon, though, The Masters created their universe as a Fractal construct, giving them the power and freedom to build infinite worlds while still staying within the bounds of their granted space. It took them a very long time to work out the particulars of this scheme, though, and it was only after millennia of failures that they arrived at a formula that would allow them to make a world, watch it unfold, then freeze it in time, and repeat. Inhabitants of the land would view it as the apocalypse, but The Masters would see it simply as the end of one experiment cycle and the beginning of another one; just one more step in their methodical quest to create their idea of a perfect and subservient world.

Lately, though, unintended consequences of their experiment have given them pause – the denizens of the land have somehow created their own gods, and other gods from strange and distant planes have interfered, looking for a raw, untrammeled universe to claim as their own. At first these incursions could be handled as a matter of course, but now they are combining, and coming more rapidly, forcing the Elohim to get personally involved, something they are loathe to do.


The oldest religion - worship of the Primal Forces

The elemental gods are far, far older and more powerful than any other gods currently worshiped by the denizens of The Land, being, as they are, the conscious and ever-living embodiments of fundamental forces of existence across ALL planes and different versions of the Multiverse. It is generally accepted that the Mysterons and perhaps the Primals are some of the only beings that are “saved” and re-instantiated by the Meta-Machine (the “gears of the multiverse”) every time it resets itself and destroys/re-creates all of existence.

Because of this, worship of the elemental gods is quite rare. Due to their persistence across realities, the lives of mortals are even more brief and flickering and ephemeral to them than they are the other gods, and as such they are extraordinarily difficult to contact. In addition, their persistence has left them rather inured to the concepts of “worship” and “prayer” by mortals, since they do not require it for any form of sustenance, and since they perceive the multiverse in ways beyond our imagining, they understand the ramifications of our wishes far better than we do, and especially how little our own hopes and dreams and schemes matter in the grand scope of things, and the pointlessness of answering any prayers. Thus; living creatures, mortal and even most so-called immortals, are ignored. Only Animon seems to have a doting fondness for those thinking creatures not of his own kind — the “lesser” consciousnesses of mortals, immortals, gods and demons.

However. All that having been said; it is written that even though the Mysterons and Primals answer naught but the very tiniest percentage of prayers, those prayers that ARE answered tend to be answered in unimaginable and mind-shattering ways.

Elemental Gods (Primal Gods):
Aurus – air
Favored Weapons – Shortbow or Longbow
Domains – air, chaos, destruction, liberation, luck, nobility, trickery, weather
Terrus – earth
Favored Weapons – Club or Greatclub
Domains – destruction, earth, nobility, plant, protection, repose, strength, travel
Aquas – water
Favored Weapons – Whip or Spiked Chain
Domains – chaos, destruction, madness, nobility, plant, storm, travel, water
Ignus – fire
Favored Weapons – Flail or Heavy Flail
Domains – chaos, destruction, fire, glory, madness, nobility, sun, trickery
Fulgus – lightning
Favored Weapons – Dagger or Whip
Domains – air, chaos, death, destruction, fire, luck, weather
Lutus – mud
Favored Weapons – Sling or Greatclub
Domains – animal, earth, healing, plant, repose, trickery, vermin, water
Glacius – ice
Favored Weapons – Short Sword or Hand Axe
Domains – air, darkness, madness, protection, repose, trickery, void, water
Torrenus – magma
Favored Weapons – Great Axe or Halberd
Domains – death, destruction, earth, fire, liberation, scalykind, strength, sun
Mysterons (the “Fundamental” elemental gods):
Pondulon – gravity
Favored Weapons – Great Club or Warhammer
Domains – darkness, knowledge, law, magic, nobility, repose, strength, void
Aevum – time
Favored Weapons – Blowgun, Longspear
Domains – darkness, death, knowledge, magic, nobility, repose, strength, void
“The Navitum” (twin, diametrically opposed gods of elemental energy):
Abnutia – negative energy
Favored Weapons – Light Crossbow or Sickle
Domains – chaos, charm, glory, magic, nobility, repose, strength, void
Certua – positive energy
Favored Weapons – Punching Dagger or Spiked Gauntlet
Domains – chaos, charm, glory, magic, nobility, repose, strength, void
Animon – consciousness, thought, intelligence, self-awareness
Favored Weapons – Rapier or Longbow
Domains – artifice, community, glory, knowledge, law, liberation, magic, travel

The Oceanborn
Bastard hybrids of the Deep Ones

The Oceanborn were somehow created by the Deep Ones from the misbegotten residents of Crabsmash. Whether by foul arcana or alien biological processes or some twisted combination thereof, the Oceanborn now bear the appearance of both deep water denizens and humanoids and are fanatically loyal to their underwater masters. The Oceanborn come in many sizes and forms, all of which are hideous to behold. They are currently engaged in fighting both the Iron Army garrison of the Greywatch, and the fey armies of the Erlking.

An amniotic Barakkan

A fully-developed Barakkan

A bipedal Greesga

A fully-developed Mutate known as an Anemolon


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.