Monday, August 31, 2026

The Sea of Lights (Not My Destination)

Not My Destination Index

This map was made with Modality's quite convenient Obsidian text mapper.

Sea encounters are recorded here - though note that the "dragon" result on 20 is now a 1d3 (1: Seafoam Green, 2: Robin's Egg Blue, 3: both). 

Land encounters are rolled on a 2d4 - on any island the first set of results is:

  1. Apple Channel Katrina, a Green M-U, level 6 (HD: 3+1, AC: 9, MV: 12" M6; spells: 4/2/2/-/-), and her entourage of 2 Ents (HD: 8, AC: 2, MV: 6" Can command plants, causing up to 2 trees within 6" to move 3"/turn). Want to go to the Ashen Isle and reforest it. Do not know anything about the fact there are whole entire dragons there.
  2. The Unicorn (HD 4, AC 2, MV 24, saves are all 8, can teleport.)
  3. The weather takes a turn for the worse - wind, lightning, et cetera.
  4. A pursuing encounter - if this is not possible, 2d8 dire wolves (HD 3+1, AC 6, MV 15).

Spacefaring Isle (Northwest) 

Encounters

  1. 1d10 grazing thoats
  2. 1d6 basilisks (40% in lair)
  3. 16 Red Martians (1+1 HD, 7 AC, 3d6 damage radium guns they only use if needed, telepathic), led by "the Velitel Strelec" (2+1 HD, 5 AC).

 01.01 - Tower of the Martian

Upcoming - the home of the wizard Bronwyn Epistemological, used to ferry her to True Mars.  

Home Isle (Southwest)

Encounters

  1. Idri Casseratkil, wandering merchant, and his goods. Sells standard equipment, but is also pretty desperate to get rid of his "exploserous carnelian" (explodes for 2d6kh). If the PCs take it, further rolls of 5 are encounters with 1d6 thieves (Fighter 2) sent by Emung Ostriesem, hoping to take back the carnelian.
  2. Anthony Frame at the head of 3d10 soldiers of the War Monastery.
  3. Manawydan, last survivor of the Hairy Men's expedition - now they creep across the Home Isle in a classically Bigfootlike way, jumping out to scrongle Hostages and so on. 4+1 HD, AC 7, 12 Movement, brachiates, grapples, flees.

 01.07 - Hairy Men's Cairn

Completely looted by the students of the War Monastery - remaining carvings show a great ship sailing down a narrow sea. The carved sun was obviously decorated with some kind of embedded stones, as were the eyes of the sarcophagi.

02.07 - War Monastery

A Hero, a White Conjurer (Cure Light Wounds, Purify Food & Water, Protection From Evil, Bless), and 80 students (half footmen, half archers) train in this hermitage. All are Lawful Hostages. They extract tithes from the town at 03.07 for their protection.

The classed characters wear talismans made from the bones from the cairn at 01.07 - these can be shattered to provide a +2 bonus to a save. After doing so, the ghost of Pebr appears to haunt the talisman’s user on an encounter roll of 5 while on land, or 11 when at sea.

The Monastery has extracted 3000cp and 2000gp in coinage from Silt. Their cultic idol (of the Authority - beaten with rods and covered in rotten food each day) has 16 100gp moonstones and 8 500gp bloodstones embedded in it as decoration. 

The 21 most skilled of the students (as Dervish medium lancers) wear 3000gp torcs. Any student would risk death to reclaim one of these if it were captured or lost - if one of these students died, others would halt combat to pull the torc from their body.

NPCs

  1. Linen Burnt - Hero. Kindly, in a way - almost apologetic about the truth of the world.
  2. Gate Ferocious - White Conjurer. Nice old lady/raving firebrand. Spit in the eye of Innumerable Demons! Die for a drop of the Authority's blood!
  3. Person of Violence Pine - one of the 21 acolytes. Starting to doubt - the world is so beautiful, isn't it? How could it be built so cruelly?

03.07 - Silt

A trading town of 6000 on the edge of the world. Once, they were far smaller - now word of the fallen star has come, and its streets are lined with those hoping to strike gold and those hoping to fleece the seekers.

NPCs

  1. Anthony Frame - one of the 21 skilled acolytes of the War Monastery and their designated tax collector. See him behind his pedestal - Innumerable Demons, he cries. O how does the earth crawl with monsters forevermore.
  2. Emung Ostriesem - head of the Ring, the rapidly expanding thieves' society of Silt. Currently driven into a white-hot rage - the wandering merchant Idri Casseratkil stole his "exploserous carnelian".

Forested Isle (Central)

Encounters

  1. 3d10 Hairy Men knights (4+1 HD, AC 7, 12 movement), out to seek whatever could be to blame for the ghost.
  2. 1d8 of the Cursed (4+1 HD, AC 4, 12 movement, harmed only by silver) hunting for food.
  3. The ghost appears on a hilltop with a flash of light and sobs.

03.04 - City of the Hairy Men

1,700 bigfoots lair here, behind a wall of woven living trees. Their king, the honorable Wallt Efryn, is sleepless and grim. A ghost haunts his manor of mortarless stone. He pleads for an exorcist - and the ghost howls that it is all that remains of Wallt Efryn’s father Pebr, killed for the crown.

Wallt Efryn denies this - his father sailed away to the south, and never returned. 

This is true - Pebr died on an expedition to the Home Isle. However, he blames Wallt Efryn for planning the expedition, and then for staying as Pebr left.

04.04 - Lair of the Cursed

18 wereboars, relatives of Wallt Efryn cursed by the ghost of his father, lair in this cave in misery. They were exiled due to their danger, with 2000sp (worn over their heads in veils in an attempt to hold back the curse) and one of the Hairy Men’s signet rings (to remember their home with - worth 2000gp).

Isle of the Fallen Star (Northeast)

Encounters

  1. 2d8 gryphons (10% in lair)
  2. 3d10 cultist-pirates.
  3. A hydra, come down from the mountains. (25% in lair)    

07.02 - Villa of the Fallen Star

The campaign tentpole dungeon. See floor one here.

08.01 - Sword Saints' Keep

150 maddened cultist-pirates howl chants and hymns in this stronghold, armed with 3 light catapults and walled in wrought-iron spikes. 

They are led by a trio of impaled sword-saints (stats as Ogre - all adore and despise their lord equally, and hope alternately to escape or to claim his power) and their king, the ancient hero Senam the Unconquered, now possessed by an accursed sword. He is a Superhero with a Girdle of Giant Strength, a Concussive Coronet and a ring of Spell Turning, wielding and wielded by the evil 12 INT, 12 EGO sword NAMELESS SHAPELESS BLAMELESS (+3, aflame, paralyzing, teleporting).

If NAMELESS SHAPELESS BLAMELESS were separated from him, he would slowly return to his senses and his heroism - haunted forever by hazy memories of hundreds of years ago, and all-too-clear ones of his time under the blade’s thrall.

Ashen Isle (East)

There are no random encounters here.

Home of a pair of blue dragons, Seafoam Green (8 HD, 48 HP) and Robin’s Egg Blue (9 HD, 45 HP). Both of them are gossips - self-exiled from a distant land (that they will not even name, such is their hatred of it) due to its myriad petty failings. Seafoam Green (impetuous) thinks that, obviously, the solution to this is to return home and microwave it with lightning bolts. The elder Robin’s Egg Blue (conspiratorial) thinks that they should, instead, spread propaganda to prove to all others that this mysterious land should be a pariah to the world. 

Both of them have been here long enough to remember the impact of the fallen star - but their lives revolve entirely around their obsession with and hatred of a tiny mountain village. Robin’s Egg Blue wants a printing press, and contact with important political figures. Seafoam Green hopes to turn the Hairy Men into an army to crush his enemies with an iron fist.

Giant's Isle (Southeast)

Encounters

  1. The volcano howls, audibly, and a shower of burning sparks rains down across the isle, setting fire to vulnerable gear and hapless PCs.
  2. A drifting fire elemental, split from TEMER-EL-PANE. 8 HD, AC 2, 2d6 damage, made of. fire.
  3. Axmat and Guldara, sparring in full combat gear to test it.

08.08 - Forge of the Giants

Staffed by 17 Fire Giants (11+3 HD, 4 AC, 2d6+2 damage per strike, count as light catapults, immune to fire).

In the depths of the volcano known as Mount Saint Awlistlenge, the forge runs, building weapons beyond imagining for the use of the Empire of the Giants - men say it is lost to time, but the Giants are confident that this is only a slight inconvenience, and the bright-sailed bronze ships will cross the horizon at any moment.

They cannot make nonmagical gear magical, but they can alter magical gear - you want this sword to be armor? Sure. We'll see what happens.

NPCs
Axmat - head smith of the Forge. Condescending - what do you mean your ships don't fly. Haven't you had long enough to figure that out? Why are you still leaning on us.

Gulnara - messenger and sailor, out each week to send signals to the Imperial vessels that are surely waiting. Curious - what does the world look like out there, now that grace and beauty are gone from it?

Xamza - keeper of the Elemental - as such, he is mostly deaf and has a tendency to flinch. Worried - the elemental will soon escape, he says, and the volcano will explode. Neither of the others believe him; nothing could stand against the might of the Giants.

TEMER-EL-PANE - the Elemental of the mountain, HD 16, AC 2, 12", hits do 2d6, only affected by magic. Screams and screams and screams and screams and screams. If it broke out, the isle would be destroyed - but perhaps it could be released safely?

Rumors

  1. From a monk of the War Monastery - "Linen and Gate've been wearing new kit. Blessed bones from a cairn up north, proof against the curses of Innumerable Demons..."
  2. From an archaeologist - "This was once the edge of the Empire of the Giants, you know. Dig a couple feet and you hit solid layers of their scrap - especially if you sail southeast, around Mount Saint Awlistlenge."
  3. From a mercenary - "No, no, I'm headed back west. There's no point moving east, nobody's getting through the doors of the star now that those killer-kings have dug themselves in on top of it."
  4. From an apprentice magician - "Fallen star? No, I had no idea, I was here to work with Bronwyn Epistemological, the Martian, up north - couldn't find her, so I'm just drinking my money away until she's back."
  5. From a sailor - "I saw GIANT APE MEN on the forested isle. GIANT APE MEN! Unbelievable. What's the world coming to."
  6. From a monk of the War Monastery - "Did you do it? Did you see who did it? Took Torture Edmonton and pulled his head off?"
  7. From a second-story worker - "Hey, if you meet Idri Casseratkil remember that the Ring is looking for him, and we'll pay good money for what he took from us."
  8. From a fellow dungeon delver - "I got a peek into the Villa before the pirates ran me off - it's snowing in there, somehow."
  9. From a naval officer - "Not the worst post I've ever had! Sure, you keep one eye on the horizon for skull-clad pirates and the other on the sky for those paired dragons, but let me tell you about my tour around Coto Nera..."
  10. From an astrologer - "Reading? No, no reading, nobody gets a reading. One star falls to the northeast, something else flies up and down to the north, omens are closed. I don't know what to tell you."
  11. From a trading vessel's crewman - "Mount Saint Awlistlenge's gonna go off again any minute now - we sailed past and it showered sparks and smoke. Thing that messes with me is, I can swear I saw someone standing there, on the lip of the caldera. Smoke must've gotten to my head, I suppose."
  12. From one of the townsfolk - "I saw a unicorn once, just standing on the still sea. Course I went and asked Idri what he'd pay for the horn, but I spose the answer doesn't matter now that we won't see him again."
  13. From an Inquisitor - "This isn't the first time people've flocked to this wasteland. Centuries ago, Senam the Unconquered came here, shattered the giants, looted their hoards..."
  14. From a fisherman - "I got sent off-course once, to the north where that witch lives. There're strange people on that island, real strange ones, who took shots at me with handheld cannons. I still have one of the bullets - it burns in the sun."
  15. From an Inquisitor - "There's a ghost around here, somewhere. Northwest. I can feel it. A new one. Angry... not human, not quite."
  16. From a raving captured pirate - "NAMELESS! SHAPELESS! BLAMELESS! NAMELESS! SHAPELESS! BLAMELESS!"
  17. From a Good Man priest - "There's something to the northeast - something dead and walking. Angry, betrayed..." 
  18. From someone flashing too much money around - "A treasure-vessel, older than dirt and covered in gold! Those dried-out bodies weren't using it, ha!" 
  19. From an aged scholar - "The lightning strikes backwards over that spit of land to the east - it rises up into the sky on clear nights." 
  20. From a whaler - "I had a catch stolen from me once - a catamaran like a palace sailed over it, and dragged it right from the ocean with a harpoon the size of a tower." 

Digression: Names

Human names are piles of fantasy syllables. It is common, especially among wizards, to wear a masking name for privacy and as a defense against curses - these masking names are gibberish.

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