Tuesday, May 17, 2022

The First Empire: Standalone Post

I thought it might be useful to post the information relevant to the First Empire from this post as a standalone post, pared down to mostly things that are relevant to the entire empire rather than just the Sea of Treasure. I will probably add to this in the future as I run games in the setting and develop other parts of the empire.

Introduction: The First Empire is populated almost entirely by humans, although people of all species are governed by the Empire and recognized as citizens provided they are born inside the borders of the empire or get approved for citizenship. Imperial is the lingua franca of the empire, although many languages are spoken within its borders. The First Emperor, before becoming an undead lich, was a human man and he still sees much value in the strong wills of living people. The most obvious consequence of this is the fact that while necromancy isn't outright banned, the First Emperor only allows living, mortal beings to serve in his government and military. The Emperor, in addition to leading the government of the First Empire, leads the military, religious, and scientific forces of the Empire as well. He does all of this from his palace in the capital city of the empire, Principolis. As far as territory goes, the First Empire controls the entirety of the Sea of Treasure as well as all of the land which surrounds it. Its control does not extend past the mountains which surround most of the sea, although the emperor controls lands far into these mountains. The empire also has influence on parts of the eastern coast of the continent and even one of the major islands off the coast.

Magic and Technology: The technology level of the First Empire is difficult to characterize because magic is common enough to be reasonably available to wealthier citizens but not so common that the average worker can afford magical solutions. Studying and performing magic is expensive in the First Empire because schools charge steep tuition fees and spell components cost money if you don’t know where to get them, so mages have a strong incentive to get as much money for their services as they can, pricing out large swathes of imperial society. While magic allows the wealthy to live like current-day wealthy people, the rest of society lives with a level of technology analogous to the late medieval period in western Europe. There are, of course, levels of wealth between these two groups and these different groups can afford different amounts of magic. Some people may not be able to live in modern-day comfort, but they might have enough to afford climate control charms on their homes and healing for most injuries.
    The First Empire uses a solar calendar that separates the 365 days of the year into 12 months of 30 days with the 5 leftover days placed after the winter solstice and referred to as Feast Days. On the Feast Days, every single person in the First Empire is expected to refrain from working and instead partake in massive public feasts provided by the empire in the town or city square. It is essentially a 5-day long party thrown by the government with near-mandatory attendance. A sixth Feast Day is added every 4 years as a leap day to keep the calendar lined up with the actual year, much like on Earth. Each month is numbered 1-12 with the first month coming after the fifth (or sixth on leap years) Feast Day. Each month has 30 days, numbered 1-30 in order. Days are also grouped into 5-day weeks with the fifth day of each week considered a rest day for most professions. The thirtieth and final day of each month is called a Festival Day and in addition to being a day off for most people, it is also observed as a holiday of thanks to the First Empire by having all farmers and artisans participate in a market in the town and city squares. Festival days also frequently include music, dancing, and public displays of performance art and theater, mostly sponsored by the local First Empire Temple, in addition to the markets. With this calendar, the equinoxes and solstices, important holidays for the First Imperial Cult, also fall on Festival Days, so those Festival Days tend to have specific rituals and art displays compared to the more general thanksgiving of the other Festival Days. The Spring Equinox is the 30th day of the third month, the Summer Solstice is the 30th day of the sixth month, the Fall Equinox is the 30th day of the ninth month, and the Winter Solstice is the 30th day of the twelfth month and also comes right before the Feast Days of the new year. Various cultures and religions from around the First Empire have their own holidays that they use the Imperial Calendar to keep track of as well, although none of their holidays are recognized in any official capacity by the imperial government.
    Boat technology in the empire has advanced much faster than just about anything else, being comparable to the abilities of European shipwrights in the mid-18th century, making wind and paddles the most common forms of boat locomotion, but no longer the only ones. Some of the first magically powered boats are starting to become more common for the most wealthy members of First Empire society, but conventional boat technology still dominates. The First Imperial Navy, for example, still uses mostly conventional sail and paddle boats to get around the Sea of Treasure because magic-propelled boats are generally far too expensive for the navy to operate.

Society: People in the First Empire generally think of their society as a meritocracy. Political positions, professions, and social status are never inherited or passed down, they are to be earned by the individual. The only people who are allowed to be appointed to political positions or even work as bureaucrats in a First Empire Office are those who have passed the Imperial Service Exam, a notoriously difficult test of an individual’s civic knowledge and overall intelligence. Only half of the people who take the Imperial Service Exam every year are able to pass and get approved for government service. Because wealth and property are the only things that families can pass down to their children, the wealthy go to great lengths to ensure their children are able to gain status in their own right while the poor must attempt the same things with far fewer resources, leading to some level of class entrenchment even in a supposed meritocracy. While the truly exceptional can certainly rise up the social ladder, those who start at the top have a much easier time staying there.

Religion: Part of what helps tie the peoples of the First Empire together is the First Imperial Cult, the state religion of the First Empire. The First Imperial Cult worships the First Emperor as a hand-picked vessel of the collective wills of all gods on the material plane. In this way, the First Imperial Cult is pantheistic, accepting any and all deities and practices into it so long as the absorbed religions accept that the new head of their church and avatar of their god's will is the immortal First Emperor. Religions that cannot adapt to the new theology are wiped out, violently, while religions that accept the new way of things find their practices almost entirely unchanged save for the addition of a few lines paying homage to the First Emperor in their sermons and rituals. All serious worship of the First Emperor and his empire is taken care of by priests of the First Imperial Cult in temples that they build in each town and city under the First Empire.
    Led by the First Emperor, the imperial cult is generally overseen by an archbishop who is the head liaison between the cult and the emperor. The First Emperor has declared that a temple of his cult is to be erected in every town and city in his empire, and the archbishop's primary duty is to oversee the team of bishops who acquire supplies and handle the logistics of organizing such a large organization. Each temple is led by a priest who has a team of deacons to assist them, with priesthoods being bestowed upon deacons by bishops. The cult is mostly concerned with spreading the worship of the First Emperor as the avatar of all collective divine wills in the material world, which they do through regular sermons based on the teachings of the emperor and by throwing a festival at the end of each month with special meanings assigned to the Festival Days on solstices and equinoxes. The winter solstice is for celebrating the military might and tactical genius of the emperor, the spring equinox celebrates how the emperor's authority brings new life to previously desolate and wild places, the summer solstice is used to celebrate the abundance that the emperor brings to the lands under his rule, and the fall equinox is when the fairness and justness of the emperor is celebrated.

Towns: Each town is administered by a governor appointed by the Emperor. Governors lead from a First Empire Office that also functions as a town hall and courthouse where residents can seek audience with the governor or go about any other business they have with the Imperial government. By tradition, the First Empire Office has its front door open to the town square of whatever town it is in. Town squares are where important announcements are made to the population, as well as where markets are held, along with most large public events. These towns are mostly left to their own devices so long as they keep producing goods to send back to the First Empire's capital city. As such, each governor is assigned a force of several dozen First Imperial Marines or Soldiers, led by a sergeant, to command and enforce imperial law with. The strength of the garrison can vary a lot based on what the governor requests and what the military deems necessary. Civilians in these towns usually all work in the same industry except for those who provide necessary goods and services. Living on the frontier without much support from home, governors tend to order their garrison to strictly uphold the law and make examples of any rule-breakers. Despite relatively infrequent communication between settlements, there appears to be a sense of rivalry between the towns based on the amount of value generated for the First Empire by each town.

Cities: Cities are like towns in that they are fortified civilian settlements, but they are much bigger and are usually trade and processing centers for whatever region they are in. First Empire cities are led by emperor-appointed governors, like towns, but instead of a garrison of enlisted people, cities have a force of city guards hired from among the population of the city. City guard forces are led by a captain of the guard, appointed by the governor, who usually oversees several lieutenants, themselves overseeing several guard squads. The governor and captain of the guard operate out of a First Empire Office much like the leadership of imperial towns, but these offices are often much larger than they would be in towns. Offices must still open their front doors to the city square of the city they are in, but these squares are often just the main ones out of several in a given city. In cities, squares hold similar functions for hosting public events to town squares, but city squares are often more specialized due to there being more than one. City squares where First Empire Offices are located may be called things like first square, main square, or empire square and be centers of government business in the cities. Squares in other districts may be focused on other things like a market for a specific trade, or the cultural practices of a specific ethnic group, while helping to create an identity for the districts they are in.
    Cities tend to naturally break up into districts based on geography, culture, and industry. Not all districts in cities are centered around squares, but they all have features that make individual districts distinct from other parts of the city. Smaller cities will usually have only 3 districts, while larger cities can have upwards of a dozen before the First Emperor will force the city to split up into several smaller cities with new, less powerful governments.
    Port cities often have an Inspector General who is in charge of the port, docks, and associated warehouses. Port inspectors, as well as keeping order on the docks, are in charge of checking ship manifests and inspecting cargo to ensure it matches the manifest. Cities tend to lack a direct military presence and have relatively large populations, making them hubs of crime where people can easily disappear into the masses of citizens.

Forts: Forts are operated by marines or soldiers enlisted in the First Imperial Navy or Army. Each fort is in a location that has been deemed to be of strategic importance to maintaining control of the area. The forts usually house one commander, half a dozen sergeants, and several units of regular infantry. The forts usually have cannons on the fortifications and a fleet of smaller vehicles at their disposal as well as enough supplies to last at least 6 months in the event of a siege. Left to their own devices with little to do except be prepared to defend the territories, these garrisons tend to be less disciplined than those in the towns with civilians to keep in line. The forts seem relatively apathetic towards the towns despite being there, ostensibly, for their protection. They also send out regular patrols to see what’s going on in the territory around the fort.

The First Emperor: In order to attain immortality and lead his empire for all time, the First Emperor had to become an undead being known as a lich. To do this, the First Emperor is said to have sacrificed the previous leaders of the lands that unified into the original borders of  the empire, using their life forces to fuel the spell of undeath. While details are hazy, it is said that the terms of the ritual were that the emperor's life would continue for as long as his empire lives and that he would be unable to ever go beyond its borders. When he must make public appearances, the First Emperor puts on a magical disguise to appear like a strong, healthy man in the prime of his life, apparently much more handsome than he looked in life. No citizen of the First Empire is aware of this, but when not wearing his disguise, the First Emperor appears to be a desiccated corpse, shambling around in a mockery of life. While quite capable of performing highly advanced magic and fulfilling all of his duties in this wretched form, the First Emperor has always cared greatly for his appearance and wouldn't dare to be seen like that.

Monday, May 16, 2022

The Exploding Hedgehog Room

This is an encounter that I have sprung on multiple groups through the years to good effect. It is a puzzle with difficulty that varies based on how much the party cares for the wellbeing of an innocent hedgehog, and it tends to go over pretty well with most groups.

The Setup
The party finds themselves locked in a room resembling a science lab of an appropriate style to match the rest of the area the encounter is embedded in. The lab consists of a main lab with a table, a testing chamber, and a hedgehog pen. To leave the lab, the party must locate a key that is hidden somewhere in the science lab to be able to unlock the door and leave.

The Rooms
The main lab is clean and the table holds several pieces of scientific equipment and a journal. The journal belongs to a wizard who claims to have been studying exploding hedgehogs. The last journal of the entry explains that the wizard has gained all the knowledge that they can, that they have left enough food and water to last the hedgehogs the rest of their lifespans, and that the wizard will teleport out of the lab, leaving it locked from the inside, because one of the hedgehogs ate the key and will probably never pass it from its stomach.

The testing chamber is made of a material that is strong enough to be relatively unaffected by small explosions. There are a number of scorch marks on the floor of the testing chamber. The door to the testing chamber is heavy, but has slot that can be opened without opening the rest of the door that is large enough to shoot an arrow or cast a spell through.

The hedgehog pen uses magic to maintain an ideal habitat for the hedgehogs. There are 6 hedgehogs, each with one of the numbers 1 through 6 on its belly, which do, in fact, explode upon their deaths. When I run this encounter in 5th edition Dungeons and Dragons, the hedgehogs have these stats with the additional trait that upon hitting zero hit points, they explode, dealing 4d8 fire damage to anyone within a 5ft radius of a hedgehog when it explodes. The key is inside hedgehog number 6. The hedgehogs are generally friendly and appear to be used to being handled and tested on.

Notes
In practice, this encounter usually ends with the party locating the key inside hedgehog number six, but accidentally killing the poor creature in their attempt to extract the key without harming the hedgehog. It is worth noting that there is no downside to simply detonating the hedgehogs one by one until a key is found, but there should definitely be ways to get the key out non-lethally. I prefer to have this require a roll based on the method of getting the key out. If the party tries to induce vomiting, they need to have someone roll to make sure they only induce vomiting and don't poison the hedgehog to death, for example. This encounter works best when you let the party come up with their own solution with the items and abilities they have on hand, rather than trying to think of a single solution that the party has to figure out, so I try to be open-minded in what may or may not work as a solution to get the key.

Thursday, May 12, 2022

The Sea of Treasure: The Scattered Jewels

I made some islands using the generator in this post while I was finalizing the procedure, so here they are. If they look a little messy, it's because they are.


 
SymbolNameDetailsLocation
N1Three-eyed Fish Tribe VillageThe lizard folk of this village get all of their food from a single crater filled with water which is home to fish which all have 3 eyes.Southeast end of the Opal
N2Emerald Parrot Tribe VillageThe buildings of this village are all carved out of individual pieces of emerald. The lizard folk of this tribe do not know how to make more buildings, so they have a strictly enforced population limit that is maintained by deadly force and planned euthanasia of older tribe members.North of the tree carved ruins
B3Wyvern NestThese cliffs contain hundreds if not thousands of large holes and crags suitable for wyvern nesting. Due to the suitability of the location, there are often thousands of wyverns swarming the southern end of the Ruby. It is an ideal place to witness Wyvern social behaviors and daily life.Southeast of Wyvor's Crag
F4Fort BlueleafThis coral brick fort has been the focal point of many experiments with the magic dye made from the blue plants on this island, leading most of the marines here to be a bit more aggressive than average.Southeasternmost point of the Sapphire
T5SweetThis town is built of brick, mostly, with tall dirt mound fortifications around the most important parts of the settlement. Most people here work in the surrounding sugarcane fields. Nothing ever seems to threaten the town and things seem almost unusually calm and peaceful in the streets.East peninsula of the Diamond
R6The Tree Carved RuinsThe section of forest that these ruins occupy was carved by the ancient lizard folk into a large city at one point. Today, most of the original buildings have become overgrown and unrecognizable, but the downtown area is still present. In the center of the ruins is a ritual circle that will teleport whatever is inside of it to an identical circle in the center of the Cliff City on the Summer and Winter Solstices each year.Southern tip of the emerald
U7The Blue Man's LairA huge Sapphire crystal with several pointed spires grows out of the blue plains. Although it has several entrances, the only ones that know where they lead are the Blue Man and his sapphire servants. The Blue Man himself is 12 feet tall and made of sapphire, although he is the only being in his lair who takes a humanoid shape. The Blue Man silently controls hundreds of sapphire servants of every imaginable shape and size.Northwest of the Blue Entrance
U8The Mastermind's LairThe Mastermind, a creature that appears to be a gigantic, misshapen, green human head without a body, sits in the back of a large cave. The Mastermind is able to exert mental control over the unintelligent mutants and animals of the island and is able to communicate with intelligent beings via telepathy. It controls the local fauna and compels them to hunt and bring the food they catch to the Mastermind.Southwest of the Lair of the Rotten Creeper
M9The Blighted EntranceThis entrance to the Coral Caverns is a cave that sits on an island in the middle of a massive crater filled with highly concentrated hydrochloric acid.West side of The Opal
R10The Orange OutpostAn ancient stone fort built entirely of a strange, dull orange stone not found on any of the Scattered Jewels. While the walls and most buildings are crumbled beyond recognition, a central tower 40 feet tall and roughly 100 feet in diameter still stands, although it is not particularly stable.West of Scrimgour's Tower
T11TrampleA larger town that is mostly built of local clay bricks with tall, brick walls. All of the buildings are as tall as they can be made and space is used as economically as possible to ensure that as many things can be behind the walls as possible. The walls are 20 feet tall, five feet wide, and vertical on the sides in order to keep out the massive tortoises that migrate through the area every year. Most of the residents work in the surrounding pineapple fields, only about a quarter of which are walled to prevent trampling.North of the Massive Tortoise Nesting Grounds
U12The Lair of the Rotten CreeperSitting on top of a crater full of dead animals is a massive lump of putrid black tendrils that is able to leave its nest to go hunting. The creature itself is about 3 feet thick at its center but covers a roughly circular area about 100 feet in diameter.East of the Mangy Seagull Tribe Village
B13Massive Tortoise Breeding GroundsWhere massive tortoises the size of elephants, native to the Scattered Jewels, come to breed every wet season. Of note is that the females do not nest or lay eggs here.North of the Obvious Entrance
R14The Northwest SpireThis 100ft tall coral tower appears to have been grown directly out of the ground and seems to have several entrances and balconies leading inside.Northwestern end of the Emerald
B15Massive Tortoise Nesting GroundsWhere cow-sized tortoises native to the islands come to nest, at least for the Diamond population. Their nests are often large enough for 30 humans to stand in with hundreds of eggs the size of a cat piled inside.South of Trample
B16Massive Tortoise GraveyardsMassive tortoises, native to the islands, come to this place to die. The tortoises native to the Sapphire are a similar blue to the plants, and so this area is full of not only the truly massive oldest tortoises on the island, but the skeletons of those that came before as well.Southwest of Scrimgour's Tower
O17The Expanding BlobThis large impact crater is full of a huge mass of red translucent jelly which appears to pulsate and jiggle of its own accord. Any organic matter thrown in will be dissolved within a few seconds. The mass is slowly growing and will soon begin to overflow the crater that currently holds it.North of the Portal to the Outer Realms
W18Wyvor's CragThe wizard Wyvor lives in a home built into one of the crags that wyverns nest in on the island where she perfects the art of breeding, training, and riding wyverns.Center of the Ruby
O19The Portal to the Outer RealmsThis is a circular portal about 25 feet in diameter which does not let air or other gasses pass through and leads to the middle of nowhere in outer space. There is no air or gravity on the other side of the portal and it lets out far away from any visible planets, stars, or even gas clouds. Occasionally, monsters from the depths of space will find the portal and go through it onto the Opal.North of Three-eyed Fish Tribe Village
N20Mangy Seagull Tribe VillageA giant featherless seagull sits in the center of this village. The lizard folk bring all of the food they collect to this seagull as an act of worship and in return, the seagull regurgitates a nutrient-rich slurry into a massive cauldron each night which the lizard folk may eat from.East of the Blighted Entrance
F21Fort WoodwallThis fort is made almost entirely out of wood due to the abundant supply. Oddly enough, using so much local wood seems to have imbued the fort with some of the Emerald's natural energy. Marines here tend to be more relaxed and take lots of time to enjoy nature. There are rumors that the leadership has even gone full druid and worships the jungle behind closed doors.West of the Emerald Parrot Tribe Village
R22The Cliff CityThe ruins of a relatively large ancient lizard folk settlement that is composed primarily of pueblo-style cliff dwellings. Today, the ruins are home to a population of pygmy wyverns that are half the size of normal wyverns. In the center of the ruins is a ritual circle that will teleport whatever is inside of it to an identical circle in the center of the Tree Carved Ruins on the Summer and Winter Solstices each year.Northeast of Wyvor's Crag
R23Tortoiseshell ArenaA relatively large arena built primarily from the scutes and bones of massive tortoises. The arena is a 100ftx200ft rectangle and is built of the remains of all known species of massive tortoise from the scattered jewels, including the now extinct Opal Massive Tortoise.West of Massive Tortoise Graveyards
W24Bushi's HutBushi's Hut is grown from a single living tree, although it is rather short and small in diameter. Bushi the wizard lives here where he spends most of his time plotting against Scrimgour, the wizard on the Sapphire who is sponsored by the Empire to study the unique plants there. Although Bushi is a less powerful wizard, he feels entitled to the position.West end of The Diamond
F25Fort LonesomeThe only structure on the otherwise empty Pearl. The marines here are strange and insular, their relative isolation apparently getting to many of the people stationed here. The commander, in particular, seems to be very wary of anyone from outside the fort.The center of the Pearl
U26The Bone Dragon's LairA massive undead dragon patrols the maze of coral alleys of the Amethyst. Almost no one is aware of this because most people can't get to the island, let alone meet the bone dragon and live to tell the tale.The Amethyst
W27Scrimgour's TowerScrimgour the wizard has built his home here, a 50ft tower painted the same bright blue as all of the plants on this island. Scrimgour is sponsored by the First Empire to study the effects of the blue plants.North of Fort Blueleaf
M28The Blue EntranceThis entrance to the Coral Caverns is really just a hole in the ground, but it is completely covered in dense plant growth that makes finding and accessing it somewhat difficult.Northeast end of the Sapphire
M29The Jungle EntranceAn ancient lizard folk temple that appears to have been grown from live coral and then bleached sits on top of this entrance to the Coral Caverns and has been completely overgrown by the jungle.Southeast of the Northwest Spire
M30The Obvious EntranceThis entrance to the Coral Caverns is a 100 foot tall spire of coral bricks which has a ground level entrance to a spiral staircase which leads down to the caverns proper.East of Bushi's Hut
Z1The RubyA rocky island covered in reddish rocks and scrubby bushes. A large number of wyverns can be found on this island, taking advantage of the rocky crags for their nest sites.North of the Opal
Z2The EmeraldThis island is uniquely rainy compared to the other islands due to ancient lizard folk magic, causing the island to be covered in dense jungle. traversing this island is known to be quite difficult.North of the Ruby
Z3The OpalThis island is covered in stunted plants, craters, and ash with a lake of acrid, green water in the middle. Many extra-dimensional visitors have come here over the years.South of the Ruby
Z4The PearlThis island has nothing on it except a single fort from the First Empire, Fort Lonesome. Otherwise there is sand.Between the Opal, Emerald, and Diamond
Z5The AmethystA massive island made of tangled and bleached coral with no sand on it at all. No one is aware that the Bone Dragon makes its lair here.Southwest of the Diamond
Z6The DiamondThe island with the most fertile soil, all of which is locked beneath the grasslands that cover the entire island. Most of the First Empire's colonization efforts have been focused here due to the potential for growing cash crops like sugar and pineapples.South of the Sapphire
Z7The SapphireAll of the plants on this island are bright blue and can be used to produce a magic dye that strengthens the bravery and valor of warriors. The First Empire is very interested in studying these effects.North of the Diamond
Z8The ShoalsThe shallow waters full of reefs and sand bars that surrounds the Scattered Jewels. It takes a skilled navigator and a boat with a shallow draft to safely get between the islands.Around and between all of the islands
2d6Z1: The RubyZ2: The EmeraldZ3: The OpalZ4: The PearlZ5: The AmethystZ6: The DiamondZ7: The SapphireZ8: The Shoals
2A gigantic wyvern that leads a pack of a dozen other wyverns on the huntA giant monitor lizard with the ability to turn invisible appears and attacks the partyA group of mind controlled mutant animals hunting food for the MastermindA ship wrecks on a reef off the shore of the Pearl, about 100 feet from the shorelineThe Bone Dragon walks around a corner and prepares to attack the partyThe main herd of Diamond massive tortoises with over 5,000 tortoisesThe Blue Man, apparently out for a stroll with half a dozen of his pets, although none of them will attack unless provokedA nearly impassable coral reef, going around rather than trying to navigate it will double the amount of time it takes to get to the destination
3A discarded saddle for riding wyverns, it only needs a few small repairs to be usable againA lone wyvern from the Ruby, very lost and very hungryA strange creature that has traveled to the island through the Portal to the Outer RealmsTwo sand elementals rise out of the sand and demand the party solve a disagreement over human anatomy for themThe Bone Dragon flies overhead but does not seem to notice the partyA marine patrol from Fort LonesomeExplorers on an expedition to find the Blue Entrance and explore the Coral Caverns around thereA dolphin jumps in the distance
4A flock of seagulls that make the same sounds as a massive group of wyvernsA patrol of marines from Fort WoodwallHunters from the Mangy Seagull TribeA sea turtle comes up onto the beach to dig a nest and lay her eggsSomething shrieks in the distance, it is unclear whatA bright blue bird from the SapphireA marine patrol from Fort BlueleafA First Imperial Navy patrol boat
51d4 Ruby massive tortoises, a smaller variety with very round shels to help them roll over if they fall while climbing1d4 Emerald massive tortoises, smaller, more slender tortoises that are a mottled green to help them blend into the forestThe skeleton of a dead Opal massive tortoise, it's shell half buried in asha small flock of seagulls picking at a pile of seaweedA massive tortoise skull sitting on the ground, the animal was killed sabout a week ago1d4 Diamond massive tortoises, the largest variety of massive tortoise1d4 Sapphire massive tortoises, a variety which has a blue shell to match the plants on the Sapphire1d4 sea turtles
6A glimpse of a massive wyvern in the distanceA branch rustles in the distance, it is unclear what caused itA terrible stink is carried on the windA pleasant sea breeze cools the party offLarge gouge markes in the coralA nearby tuft of grass rustles as a lizard runs out of itA bright blue lizard runs into a tuft of grassA raft with several people and some salvage from a shipwreck on it
7Some finches fly overheadBright green parrots fly overheadMangy seagulls fly overheadA patrol of marines from Fort Lonesome, asking the party what their business on the island is and directing them to go to the fort no matter what their answer isSome seagulls fly overhead, they appear to do everything in their power not to land on the island for more than a few secondsSome finches fly overheadSome bright blue birds fly overheadsome seagulls fly overhead
8the remains of a wyvern's mealA tree with bright red fruit growing on it, lots of small animals are picking at the fruit which has fallen to the groundA quivering mass of goo that recoils when touched, although it makes no soundSome seagulls fly overheadSome footprints left by the Bone DragonA grove of escaped pineapple plants, with 2d4 of them bearing fruitA blueberry bush, although the berries are the same bright blue as the leavesSome birds call in the distance but cannot be seen
91d8 wyverns on the huntHunters from the Emerald Parrot TribeHunters from the Three-eyed Fish TribeSome mangy seagulls from the Opal fly overheadAn abandoned campsiteA herd of free-range cattle, nearly 500 animals in totalA large chunk of sapphire skewering what used to be a giant monitor lizardA large but not abnormal amount of driftwood floats by
10A pack of 1d6 giant monitor lizardsA pack of 1d6 giant monitor lizardsA pack of 1d6 giant monitor lizardsA pack of 1d6 giant monitor lizardsA pile of giant monitor lizard bonesA pack of 1d6 giant monitor lizardsA pack of 1d6 bright blue giant monitor lizards1d4 monitor lizards swim by, ignoring the party
11A couple of pygmy wyverns from the Cliff City, they are very lostA group of 1d12 poison dart frogs hanging out on a bushA three-eyed fish crawls across the ground, apparently able to breath and move on landA wyvern from the Ruby which appears to be very lost and very hungrySurvivors of a shipwrech making camp and cooking a mealA very lost green parrot from the EmeraldSome normal finches from the Diamond fly overheadSome birds from the nearest island fly overhead
12Wyvor the wizard riding one of her trained wyvernsThe Duck Man, an entirely average looking man save for the fact that his nose and mouth are replaced by a bill like that of a duck; he runs a magic item shop out of the back of a wagon pulled by a duck the size of a horse. The massive duck's name is Mary Lou and she is able to create portals to anwhere in the Material Plane for her, the Duck Man, and their wagon to trael throughThe Rotten Creeper on the hunt, its putrid tendrils taking the shape of a 50 foot long snakeA three-eyed fish from the Opal crawls across the ground, apparently able to breath and move on landThe Duck Man, an entirely average looking man save for the fact that his nose and mouth are replaced by a bill like that of a duck; he runs a magic item shop out of the back of a wagon pulled by a duck the size of a horse. The massive duck's name is Mary Lou and she is able to create portals to anwhere in the Material Plane for her, the Duck Man, and their wagon to trael throughBushi the wizard, on his way to send yet another letter petitioning the First Emperor to give him Scrimgour's positionScrimgour the wizard, collecting samples for his researchA merchant ship that hs recently run aground and no one else has arrived to help or loot them yet

Sweet

Governor: Sinclair Saccharine

Sergeant: Toussaint Louverture

Garrison: 5 squads of 10 marines, each squad led by a lieutenant

Primary Industry: Sugarcane growth and production of raw sugar

Population: 5,000 workers involved in sugarcane and raw sugar production, 1,000 tradesmen and professionals, 100 bureaucrats, 16,000 non-working dependents

Description: Sweet was founded about 20 years ago, making it ten years younger than Trample. The people in this town diligently go to work every day without complaint and go home every night without getting into trouble. Most people in town have a placid, glazed-over look to their face that does not go away when people talk to them. People are generally disinterested in conversation and do not appear to do anything besides work, eat, and sleep. This is because the governor, Sinclair Saccharine, has made a deal with a powerful, otherworldly entity to enchant everyone in town to act as they currently do, increasing production in the town significantly. The town is situated to get a lot of rain throughout the year, making it an ideal place for growing sugarcane. Prior to the mass enchantment, the town was not much more exciting than it currently is, although people acted less robotic. The governor’s actions are not illegal outright under First Empire laws, but if the spell is broken, the town will most likely revolt against him and force a change of governor regardless.


Trample

Governor: Lindsay Grisham

Sergeant: Marvin Archer

Garrison: 10 squads of 15 marines, each squad led by a lieutenant

Primary Industry: Pineapple cultivation

Population: 12,000 workers involved in pineapple production, 5,000 tradesmen and professionals, 240 bureaucrats, 42,000 non-working dependents

Description: This town was the first one founded in the Scattered Jewels, the first settlers arriving 30 years ago after the archipelago was opened to colonization. Trample has an unusually large brickmaker and bricklayer presence due to the ongoing process of building walls around the developed parts of town. Trample was founded and almost the entire town square constructed by the time the first massive tortoise migration came through. By then, people had grown attached to the area and they refused to move, deciding instead to build walls large enough to keep the tortoises out. As a result, the town is much more vertical and has a much smaller footprint than most towns with such a large population in order to keep as many people inside the walls as possible. While most people live in multistory apartment buildings, most of them also work in the pineapple fields, only a quarter of which are walled, meaning many people’s pay is in danger of being trampled during the migrations. Pretty much all town politics revolve around how to mitigate the tortoise issue, with roughly half the town wanting to start exterminating the Diamond massive tortoises and the other half wanting to continue building walls and leaving the tortoises to migrate.


Geological/Biological History

The Scattered Jewels began life as a weak spot in the planetary crust beneath the Sea of Treasure which allowed a slow drip of magma rich in magnesium and iron into the water to be cooled into basalt mostly. Over millions of years this rock built up beneath the water’s surface and the point that magma erupted from shifted, creating an underwater plateau before finally breaking the surface of the sea to form the Ruby, the only island in the archipelago with any hills or cliffs to speak of. The rest of the islands in the chain are formed around massive coral atolls which have accumulated large amounts of sediment over the course of millions of years. The large underwater plateau provides plenty of great habitat for corals to grow, meaning there were many opportunities for sediments to accumulate over the years. The abundance of reefs does, in fact, pose a serious danger to larger ships, with some areas only being passable by a skilled navigator and the shallowest of drafts. The prevailing winds move from East to West, bringing a lot of precipitation to the eastern islands in the chain despite their lack of trees.

Prior to ancient lizard folk colonization 5,000 years ago, it is understood that the Jewels all looked very different from how they look today. They were uniformly covered in tough grasses which supported the massive tortoises, wyverns, and large monitor lizards of the islands along with a large number of smaller birds and herptiles. With lots of open plains, the tortoises on the islands were able to evolve into species that regularly grow to the size of elephants, pushing their predators to get bigger as well. The groups of lizard folk that initially colonized these islands apparently had an eye for landscaping because they are responsible for creating the forest that covers the Emerald, the charm on the island that makes any soil on the Emerald perfect for growing trees, the blue plants of the Sapphire, the Coral Caverns in their entirety, and the conflict that cratered and blighted the Opal. For the Scattered Jewels, it seems like the decline of the Ancient Lizard Folk was a welcome reprieve.

The Scattered Jewels were discovered by the First Imperial Navy about 250 years ago along with the islands that were opened to colonization first, but the archipelago proved difficult to establish a presence on. After an extended period of time studying the unique ecosystems of each island, colonists were allowed to settle on the Diamond, bringing pineapples, sugarcane, and cattle to the island. All of these domestic organisms have not had much time on the islands to escape captivity and establish feral populations, so they are pretty much only found near towns and forts despite the Diamond being well suited to cattle.


Political History

The ancient lizard folk arrived on the islands around 5,000 years ago and have been on them ever since. While their ability to influence the archipelago diminished 4,000 years ago, lizard folk tribes still control small territories and fight with each other. The First Imperial Navy first scouted the island about 250 years ago and found it difficult to scout and study. As a result, it took longer than normal for the Scattered Jewels to be opened to colonization, although it did happen about 30 years ago. In the time since being opened to colonization, two towns and three forts have been established. The large amount of rain that the Diamond gets makes it ideal for growing food plants like pineapple and sugarcane, the main exports of the Diamond.


Recent Events

  • The most recent massive tortoise migration on the Diamond did more damage than usual to the pineapple fields, causing money issues for many of the farm workers

  • No one in Trample has seen anyone from Sweet in a few years, although they continue to get regular communications saying all is well

  • The wizard Wyvor claims to have recently seen a massive skeletal dragon on the Amethyst last time she rode a wyvern over it

  • Scrimgour the wizard is being pressured by his First Empire sponsors to start producing large amounts of blue plant extract for military use, he is struggling to find a consistent method of isolating the blue pigment responsible for the magical effects of the plants

  • The Mangy Seagull Tribe and the Three-eyed Fish Tribe of lizard folk have recently formed an alliance against the dangerous monsters of the Opal

  • Recent reports from Fort Woodwall have not been paying due respect to the First Emperor, making some of the admirals in the capital city nervous that a rebellion is stirring there

  • Several boats full of valuable cargo have run aground off the western coast of the Diamond recently, they were all looted, but it is bound to happen again until something is done to warn people of the shallow areas and reefs