Of Bastards and Exiles

Discussion on game mastering Fading Suns. May contain spoilers; caution is recommended!
Amlost
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Re: Of Bastards and Exiles

Postby Amlost » Fri Aug 01, 2014 7:04 pm

Enroute to Nowhere the cadre catch a ride on the Campos Stellae, a frieghter/ passenger ship owned by a Hazat Baron.


Ship is diversely populated. Noble going on a gargoyle quest, numerous minor merchants, wacky churchman enroute to the monestary, and artist of religious paintings w/ apprentises. Artist got on board before characters at DeMoley where he worked on a commissioned copy of the famous, massive 3 panel work, Siege/Battle/Carnage of Tyre" memorializing the battle during the Ukar War.

Ship is subject to what appears to be a botched hijacking leaving orbit of Istakr.. artist and apprenttises, found dead, thier room tossed. The hijackers fall back escaping via escape pod and are picked up by a known Ukari pirate vessel.

The copied works remain onboard in the cargo bay of the ship; still to bbe delivered to The Li Halon cousilor estate on Nowhere. Little do they know the huge work contains within the frame copies of dozens of other works from the Baattle Brothers archives.....

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Angelman
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Re: Of Bastards and Exiles

Postby Angelman » Sat Aug 02, 2014 3:34 am

Sounds very cool, full of rather fresh ideas, just as I like it :) Love the name of the ship!
I am growing increasingly inspired to set my next game on/featuring Nowhere.
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Re: Of Bastards and Exiles

Postby Leviathan of Maddoc » Mon Sep 01, 2014 9:38 pm

Exiledom in our game is treated more like "Dead to me". The faction has wiped you from their ranks and no longer acknowledges you, which is a good deal worse than just being a freeman.

Black Sheep of Noble Houses are refused any of the civil graces that are shown even a noble of another house and allied houses that show you favor may suffer politically for it. You're not welcome at tourneys or balls or even public holiday events. The idea is that your face will not be seen and your name unspoken in the presence of your Noble Family.

Blackballed Guilders are stripped of rank and right to wear Guild Livery. The guild will not do business with them at all. Engineers stripped of their Apron cannot buy a lightbulb unless a Skraver strips it out of something for them. If a Blackballed Guilder breaks Guild franchise they are dealt with with extreme prejudice. Even those outside of the guild are wary of dealing with a disgraced guilder, it implies poor trustworthiness.

Defrocked clergy are tossed out of the ecclesiasty with no income or prospects. They are forbidden to preach or perform the rituals that priests rely on for income. The Inquisition keeps a close eye on them and they are no longer priests in the eyes of the law.

Excommunicated persons are turned away from the mercy of the church and denied any franchise of the church. They cannot attend mass, marry under the church, or receive defense of the Church. The first time you see a Church rescue boat turn around because you have someone who's excommunicated aboard drives the point home about how much you don't want these guys around. Excommunicated persons can be tried in noble courts and Guild courts but they are treated as property of no value in the eyes of the Ecclesiastical courts.

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Re: Of Bastards and Exiles

Postby Amlost » Sun Oct 04, 2015 11:20 pm



Urzenkai is the name it calls itself but it is known by many names; the Guardian of San Paulo; the Anunnaki of Nowhere; the Gargoyle of the Wastes; The Wisperer; The Screamer of the Wastes….. These names describe the eternal being I met in the great wastes. The pilgrimages grueling path thru the wastes and hazards seems a small price to meet to greet his gaze. He is…. He is…. Urzenkai.

Since the publication of my Exiles Guide to Rudra I have received various requests to write a guide to accompany pilgrims on the route to the Gargoyle of Nowhere. Not considering myself an expert in the matter, I was hesitant to take on the writing of the work. Admittedly there are few living experts on the matter, most being illiterate Nassari Guides, I have had to consult with numerous sources to pull together enough information to put together this brief guide. I have also collected & consulted a number of journals of various pilgrims travels to assist in authenticity.

My personal experience before the Gargoyle, as I have said before, I shall keep to myself. However I will include two accounts from diary’s I’ve discovered and a number of entry’s from various travelers journals that either were lent to me or have been published elsewhere.

Arrival: Unless you have your own Lander and have a great amount of pull with the Imperial Navy, you’ll be forced to start your travels from the gates of Necropolis. Enroute from the Jumpgate till planetfall should allow travelers time to make preliminary arrangements. Communications can be routed thru the Black Fan Tower’s Charioteer control tower. For a two firebird fee they will route your communications to Jules Floyd a minor local Reeves guild sanctioned procurement specialist. His team of adolescent “runners” will ensure that you get everything you need. Jules charges 10% on all materials and services he procures prior to arrival. He will also forward messages to locals in Necropolis for a few talons.

As I have written extensively elsewhere about this city I shall limit my discussions here to a limited amount of pertinent information. It should not need to be said but, I shall say it for posterity’s sake; do not travel the streets. These roads are not your own. Your title or rank means nothing to the locals; a haughty demeanor and an expensive wardrobe is more likely to make one a target of the lowest elements of the city.

The starport will seem abandoned for those accustomed to the busy ports of Acheon, Tsaritsyn, or Samarkand. The blank halls are evidence of the lost significance of the world once known as San Paulo. I recommend one spend a little time in its halls reflecting on this fact. It took me many years and many trips to the empty halls to appreciate the history on this world brought low.

A second reason for taking a moment in these empty halls; you are unlikely to have another quite moment until you leave Necropolis. Yes the streets are dusty. Yes they are blocked in by ancient decrepit buildings. Yes you have reached the edge of the Known Worlds. But you’ll be surprised how busy and crowded that “edge” is. Necropolis is a densely populated city constrained to an area of less than a hundred square miles by the supply of fresh water.

You will exit the spaceport onto either the Regents Way or the passages under the Freeway. Regents Way is usually busier and more crowded; a thru-fare that will lead one from the Trinitine Towers three kilometers north to the Garrison Island just a kilometers to the south.
The Freeway is really two roads; the upper raised road used for long distance and the lower a wide boulevard interspersed with pillars for support of the upper road.

The raised portion of the freeway is connected to ground level by a number of ramps and junctures travelling to the east from Regents Way. To the West the freeway only continues a short way until it abruptly ends just outside the city limits. A few enterprising businesses have begun to build shops on this underutilized section of real estate close to the spaceport. Living in the shadows of the spaceport, the Charioteers in the Black Fan Tower do limit the nature of these enterprises.

The lower section of the freeway is interspersed with temporary structures, parked ground cars, and a good percentage of the cities filth. In stark contrast to the stalls outside the shops in this region are often run by powerful local family’s with long history’s in Rudra.

Most things that travelers will need are located in and around this section of the city.
Accommodations: Upon arrival one should place first priority on gaining appropriate accommodations for a number of days while they prepare and stock up for their trip. Choosing accommodations depends greatly on the size and composition of the party.

For small pilgrim groups accommodations can be found along the eastern side of the Regents Way. Small groups (3-5 persons) should be able to gather supplies and find guides and transport within two to three days.

Carters Boarding; Carters is an old institution in Nowhere and can be accessed from the Freeway just a few dozen meters from the ramps connected to the Regents Road. Joined to the Freeway by a series of catwalks it is separated from the ground level of the freeway for security and structural reasons. The owner Jen’ie Carter has operated the 16 “block” facility with a family of local Obun since the death of her husband four years ago. Each block is made up of 2 small private (1-2 person) rooms, 2 bunkrooms (4 beds each), toilet/washing facilities, and a common/storage room.

Vixen’s Boarding: Is a newer, if less reputable; version of Carters located at the entrance to Vixen’s Lane two blocks south on Regents Way. Vixens spans both corners of the entrance to Vixen’s Lane which further down is home to a mess of seedy brothels from whom the route gets it’s name. The thirty room boarding house is run by Illia Muassi and her two sons. Rooms sleep only 1-2 on a single bed, however Illia will accommodate guests by segmenting blocks of rooms as the situation calls for.

For Pilgrim’s travelling in larger groups accommodations are available at one of the boarding houses on the Freeway. These houses are quite common and can be found in various sizes to accommodate your party. Some are little more than open apartments/storage areas. One or two more similarly resemble decrepit noble townhouses.

A group of five or more pilgrims will require a week or more to make all the necessary arrangements once you’ve hit the ground.

Irvonic Cul-de-Sac: Ten walled encampments surround a central pagoda at the Irvornic Cul-de-Sac on the borders of the lower Freeway. Each encampment is gated and capable of holding upwards of 50 persons, gear, and vehicles for the travels south.


Equipment: Good clothing, travel supplies, and garments should either be brought with incoming pilgrims or purchased locally. Both methods have their merits and failures. While many locally purchased goods are technically inferior they may be functionally superior as they are custom designed for use on Nowhere. Certain types of gear can be exceptionally expensive on Nowhere; leather goods, spices, fusion power packs to name a few. I recommend bringing goods of this type with you.

Baggage should be light and compact. Carts and vehicles are impractical for much of the trip. Pack light and smart. Frivolities and luxury items should be few. Numerous journals I have read recommend bringing items that contain personal sentiment.

Desert gear is essential for the trip. Light Colored linen robes, scarves, goggles, desalinization equipment, desert tents, and rations are a must. Foodstuffs and water are only available at limited number of stops on your trip. Ensure any goods you plan on carrying thru the longer stretches are light weight and compact.

A local family aligned with the Engineers manufacture and supply water bladders that fit along the sides of your lower back that are quite comfortable and work with most backpacks. I recommend picking up a pair. While this may be only a fraction of the water one will need during some longer segments they are useful and assist in spreading the load.

I warn those visiting from investing heavily in some of the higher tech desert survival suits. The members of the local Engineers Guild have been known to pedal the greatest in survival gear to visiting nobles. While it might be as sophisticated and efficient as they claim; many of these suits are discarded or packed away in the first few weeks of the pilgrimage by nobles unaccustomed to their use or who find the wearing of them uncomfortable. That said for those that are accustomed to such devices, natives to desert environments, they can be invaluable.
Last edited by Amlost on Tue Oct 06, 2015 8:30 am, edited 1 time in total.

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Holz
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Re: Of Bastards and Exiles

Postby Holz » Mon Oct 05, 2015 10:01 pm

Nice writing Amlost!
To hell with information, ammunition is ammunition.

If brute for ain't working you ain't using enough.

Fan site of the FS Universe: https://fadingsunsbr.wordpress.com/portal/

Amlost
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Re: Of Bastards and Exiles

Postby Amlost » Sun Nov 22, 2015 12:45 pm

The Routes: Two main routes exist to All Saints, the Caravan Route and the Pampana Route. Both are grueling journey’s to be taken with careful preparation. The Caravan route is longer and in many ways a tougher route; while the Pampana route is shorter if more expensive. Many take a mixture of the two routes; taking Pampana on the way to the Gargoyle and the Caravan back and vice versa.

I will write of both of these two routes separately from their origin to the Sanctuary of All-Saints. From All-Saints to the Gargoyle is a second matter. For those who find other means to of travel to All-Saints feel free to skip ahead. However I will tell you that the trip by shorter means may be less spiritually fulfilling.

I have heard numerous tales of failed and disastrous pilgrimages. Most of these have occurred due to shortcuts taken by nobles. One particularly interesting story tells of a Keddah Lord who attempted a pilgrimage by airship while traveling with a ground caravan of supplies and lesser nobles. All went well until a sandstorm came up suddenly near the Towers and loosed the noble from his supply’s. The airship apparently crashed in Lake Lagos, where he floated until he came to shore west of the Roj Terre Gap. By the time he reached All-Saints his original caravan was already returning from the Gargoyle.

A number of Imperial Knights have visited Nowhere to see the Gargoyle since the fall. Many, in haste to return to the Emperors service, have rushed their pilgrimage. I hear that they have met with varying success. A few attempted to bypass the pilgrimage all together and use landers in the Southern Maya. One of these attempts was nearly disastrous when the ship was engulfed by shifting sands. Since then it appears that the closest the Governor-General will allow one to land is All Saints.

Please note that each group departing and returning to Necropolis are required to register with the Registers Office in the Trinitine Towers. The office is located in the base of Sentinels Tower. You’ll be asked to leave notice of your anticipated route upon departure. This ancient custom, dating back to administration of the world by House Alecto, that was intended to track the number of pilgrims traveling to the gargoyle. Instead it has proved to be a historical log of travelers since that time.

Amlost
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Re: Of Bastards and Exiles

Postby Amlost » Mon Nov 23, 2015 11:38 pm

The Caravan Route: The Caravan Route has been in place for five centuries. It takes a route straight south crossing the equatorial deserts before traveling along Lake Lagos on to All Saints.

Arranging transport for the first section of your trip is quite simple; a handful of convoy agents maintain stalls on the south-west side of Regents Way daily. The convoy drivers from Necropolis only hire out as far as Fort Vladamir. Planning your trip further out can be difficult as Fort Vladamir is still considered a military outpost and non-official communications are hence officially limited.

Necropolis to Fort Vladamir: Convoy’s run to and from Necropolis every 48 hours. These convoys are large affairs; even the commercial convoys are typically provided with an armed escort. Transport of your group and gear can be arranged on a wide variety of merchants around the bridge gates to Garrison Island. Expect to pay between 90-120 fb’s per person. The more you pay the more you get… usually.

Midway thru, evening of day two, you will pass thru the Gambaine Station. This rural station used to be a Regency run outpost but has recently been entrusted to the retired General Tyke Ransom. The overnight stay in the small outpost is necessary to refuel and resupply for the next two days of the trip. Personally, I have not been this way since Baron Ransom assumed his position but have been informed that he is a courteous host. Take advantage of the last soft beds before your trek the next months into the south.

Most travelers will spend this section of the pilgrimage in covered wheeled vehicles, the entirety of the drive hidden from the elements. Don’t feel obligated to take in the views of the desert. You will see more than you will ever need on your trek.

Fort Vladamir:

Arriving at Fort Vladamir pilgrim convoys will break to the east of the military convoy’s. Once mainly a military fortress designed to hold back the nomads; Fort Vladamir is now forced to take on a commercial role as the marketplace for the same nomads. This has led to the development of two distinct but intertwined towns existing outside the fortress proper; locally called the Plateau and “Little Istakhr”.

The Plateau, or Governors Plateau, was fortified in 4702 by the Governor/Bishop Abijah Zemarian. Abijah’s Mission sit’s gracefully at its center. The mission was marginally attractive to the nomads; but more so provided a secure outpost for local guildsmen to barter and trade with the locals. Hostels capable of holding a dozen small party’s and two dozen shops sit atop this hill. Pilgrims will overnight in these walls, goods (legal ones) will pass thru the shops, and the faithful will worship.

The Little Istakhr Encampments lie in the valleys and canyon between the fortress and the Governors Plateau. This land is a maze of small markets. Each market is controlled by a specific nomad clan. Gangs of young, clan less nomads, known locally as Sharzi, occupy the gaps in between. The trading camps typically consist of a few permanent central structures surrounded by temporary stalls and campsites.

Anything is for sale in the markets. Blades, guns, and ammunition are reasonably priced. Drugs and drink can be found on every lane. The human vices can be satisfied in the canyons and glimpses of human misery in every shack.

Having spent some time here during my pilgrimage I found two items most interesting, Nomad gadgets and military recruits. The nomadic clans of Nowhere have developed an impressive talent for gadgetry, tinkering, mechanization, and tech redemption. All is of lower tech than the gadgetry of your local Scaver shop; however I have found much of it more inventive and of finer craftsmanship. I have found their gadgets to be more reliable in the desert sands than their “superior” counterparts. This talent has lent perhaps to the quality of the local nomads who search out Imperial Recruiter. I witnessed the recruitment of an entire battalion of in just a three day span. This feat would be unmatched at any recruiting post of this size on another world.

Fort Vladamir itself is an impressive fortification situated in the midst of a series of plateaus. The main fort is a six pointed star shaped masonry structure with thick walls, protective bunkers, and a reinforced masonry keep crowning its center. Advanced artillery and shielded gun ports adorn each bastion. In the center a metal command tower is protected by energy shielding and laser grids.

The Imperial forces manning the facility have not slackened in the absence of nomad uprisings. The troops stationed at Fort Vladamir are often young and inexperienced, but disciplined and well drilled. I saw many companies arrive at the Stigmata Garrison during my tenure there; those that came from Nowhere were always amongst the best prepared Regency Troops.

The success of the fortress settlements has waxed and weaned over the years and failed spectacularly in 4977 during the great siege. The Plateau was breached early in the siege, townsfolk and defenders alike driven into the missions chapel where they lay besieged for over a month. Nomads would not enter the sacred ground and the inhabitants faced death outside. Little Istakhr was turned into a siege encampment for the duration, leaving it devastated after the withdrawal of troops. It took twenty years for the inhabitants of both to return and rebuild.

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Re: Of Bastards and Exiles

Postby Amlost » Tue Nov 24, 2015 7:25 pm

Fort Vladamir to the Shores of the Lagos Sea:
650 km to the east of Fort Vladamir lies the Lagos Sea; the first leg of the journey (350 km), thru scrub deserts and dismal roads, can be completed via petrol vehicle or by foot. Petrol land craft based around Fort Vladamir can be hired for 150-450 fb’s dependent on how far you expect to travel. None venture farther than the northern shores of Lake Lagos. Recently pack animals have been reintroduced to Nowhere. They are still a rare site but can sometimes be obtained (at x2.5 times normal cost) at the fort.

The terrain is similar to that you see in route to Fort Vladamir; hard clay pounded roads. The terrain ranging from rough to dry to rocky as you look out over the horizon. Numerous caravanserai are located along the road for your overnights. Most have deep wells for water, short walls to keep out local wildlife, and often come with nomad caravans. While you shouldn’t trust that these nomads won’t rob you; I recommend you remain hospitable and outwardly friendly. They have been here far longer than you. The blood of their ancestors is in the earth and the mortar of the walls that surround you.

You will travel over 500 miles of bleak land before you enter into the scrublands of the Lagos Sea. The road ends at the northeastern tip of the sea. Here you will wonder if the rise and fall of the ocean is due to he oppressive heat or the tides. Temperatures

A second, more circuitous, route diverts to the west and lands one at the Port Terrence. This often uninhabited natural harbor on the north western shore of Lake Lagos is a frequent home port for the few sailing vessels that travel this shallow lake. A few native guides will take this route and land you anywhere between the Philosopher Oasis and Dogfish Point.

Lagos Seas to the Towers:

The Northeastern tip of the Lagos Sea is a series of tidal flats that are difficult to cross. Most caravans skirt the outer limits of the flats to be safe. A local guide has told me that a natural causeway with a series of tidal gaps is preferred by some guides, cutting days off of a voyage. These tidal flats are the most difficult part of this leg of the trip with dangerous footing and only saline pools of water.

Once past this stretch, the eastern shores of Lake Lagos are not overly difficult to travel. Water is readily available, plant life is common, and the trails are good. Travel is easy; many will wonder why this land is uninhabited until one realizes that how close it lies to the disparate tribes of the northwestern Maya Desert. This long trek can be dangerous during bad years should the tribes in the Maya Desert become restless.

A local saint, engineer, and philosopher known locally as Saint Burru is legendary on Nowhere for creating the Philosophers Oasis. He was said to hold miraculous powers to cut stone from the local quarry and move these stones into place himself. Many stones weigh up to 50 tons. He is credited with building a dozen minarets, a handful of the huge moisture traps, three large semi-domed amphitheatres, and a hundred meters of shield walls.

Philosopher’s Oasis lies on the shores of the Lagos Sea. Amphitheatre, moisture traps, monuments, and ornamental wells surround this massive Oasis. The place is maintained and expanded by native hermits (both male and female) who live high up in the wind towers that line the outskirts of the Oasis. The garden like interior of the oasis is a miracle of engineering. It is rumored that in 4780 as the Green Scorpian Clan was driven out of the Tumbric Hills the Oasis sustained a refugee population of many thousands for over two years.

Leaving the Oasis caravans turn east to head deep into the desert. The route is dry and dusty. The air is stale, even mild winds are rare, and the sands are hot. The weeklong trip to the Towers will only be interrupted by the Sink; a small sinkhole oasis amid a small rock outcropping. Even here you will find little comfort as the plateau’s surrounding the oasis is home to a flock of loud Munster Larks that will make sleep nearly impossible in it’s vicinity.

Amlost
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Re: Of Bastards and Exiles

Postby Amlost » Sun Nov 29, 2015 7:43 pm

The Towers:

The Towers are Anunnaki monoliths that standout in the desert across a stretch of over 80 kilometers. Locals call them the “Spires of the Dawn Gods.” Visitors will see the tips of the towers emerge from the sand hazed mornings days before they arrive. The towers are rectangular constructs of solid black metals similar to that of the human built towers of Old Rudra. Ranging from 150 – 400 meters and 15-25 meters in width; hundreds of these towers rise out of the stony surface.

It is traditional to throw rocks from the ground to the east and west thru this region; clearing a path for future travelers. Few rocks of appropriate size can be found along the narrow route. I recommend picking up a bag or two of rocks as you approach. I view the ritual as a mid-voyage chance to exert frustration at the desert and hard life.


The Towers to All Saints:


After leaving the towers you will spend weeks in the desert walking from tribal outpost to oasis along the edges of the Greater Maya Desert. The first half of the road is mostly flat the trail leads along the various ridgelines of hundreds of dry valley’s. This eventually gives way to sand, rocks, the occasional abandoned human habitations (ancient and modern), and rock outcroppings will blend together in your mind. The intoxicating if mundane ritual will get stale; only to be interrupted by the evening cries of the Ruxt Criers (A creature ½ baboon ½ warthog with a cry’s similar to both).

This is the segment of the pilgrimage prior to the arrival at All Saints is one of reflection and internal contemplation, ones visit to the gargoyle near at hand. This long trek will drive one to question; “What do I expect of the pilgrimage.” You will see various versions on this question upon the rock faces of this region, teasing visitors into contemplation.

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Re: Of Bastards and Exiles

Postby Amlost » Tue Dec 01, 2015 11:15 pm

The Pampana Route:

The route to All Saints, and on to the Gargoyle, via the mining city of Pampana is a newer route added only after regular flitter and airship traffic was established in the 4760’s. Reasonably priced air transport enabled the pilgrims to establish a route quickly in the region and made this route economical. Most travel to Pampana done by airship. The Charioteers own and operate the airship traffic on Nowhere. The great airships are wonders of travel on Nowhere and provide exceptional service but have few amenities. Travelling nobles should be aware that private accommodations are extremely limited. Pilgrims will be accompanied by a two person staff, two pilots, and twenty six other passengers for the five day trip. One way travel can be booked for 15fb per person with a reasonable allotment for luggage. Additional luggage allotments may be purchased for a price (to be negotiated).

Legitimate native guides familiar with the route can (and should) be hired in Pampana. Talk to brokers in the Forum, they will be most willing to set you up with a native guides, transportation and gear for a small percentage.

Pampana to the Salvadi Gates: Pampana is situated high in the Amazonia Mountains. The first road you must take is that out of the high cooler mountain vista’s to the hot burning deserts below. This is a far easier first trek than it is returning up the mountain after your pilgrimage. Most of the locals you’ll meet are children, grandchildren, and great-grandchildren of the Valleniado’s expulsion from Stigmata. They are men and women who remember the rugged hard life of carving out life in this fiefdom. They are hard working and stern but friendly and fair.

The main road down the mountain passes thru Blythe Valleniado’s Downslope Barony. Exiting Pampana via the Agra Valley you will come upon the Rossa Monument, a simple gate made of two arches balanced against each other release you into the Baroness realm. The two-three day trek downhill is pleasant and safe. Petrol vehicle travel is possible to and from the Salvadi Gate; it is rare and costly (200-400 firebirds for a one way trip).

I recommend spending a day in Salvadi before departing. Build your strength for the journey ahead. The locals are friendly and the last place of safety pilgrims will see for months. Stock up on foodstuffs and water before stepping out into the wastes.

Salvadi Gates – Lagos Shores: Once you leave Salvadi you will slowly descend thru series of rocky valleys for hundreds of kilometers. Aside from the Atlas Stella, a small Annunaki ruin, one will see little in the way of indications that this region was ever inhabited by human beings. While not a pleasant hospitable region, it is not wholly un-amenable to human habitation, mining / salvage teams do occasionally visit the area. Cold nights and simmering days under the sun will wear you down but it is easy to make good time particularly across this sections gentle downhill routes.

The last 200 kilometers before reaching Lake Lagos travels across some strange gravel paths of dark brown gravel interspersed with dunes of bright white sand carried in from the Little Maya Desert. Mesa’s of the same dark brown rock are regular sites in the distance. Camps are typically set up near the bases of these mesa’s for protection in case of the rare sandstorm comes off the Little Maya Desert overnight.

This region is known for bandits and nomad raiders. Your trip should be completely safe till you pass the Atlas Stella. This marks the northern most extent of the claims of Minnoc Nassari claims in the region. Beyond that your guides, be they Taz will lead you along a northerly route, Minnoc guides will take you by a more southerly route. Either route is fine, the northern route being more prone to sandstorms but of far less risk if you have Taz guides. Trust your guides decision on this. Also don’t go with Minnoc Guides based on this reason alone, you have a thousand kilometers of territory ahead that borders the Taz claims.


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