Cambria

Ramblins Pt. 2 (META)

Next bit of metagame bits here…The party has finished with the Temple of the sun Children, and have boarded the airship Seraph, and are on their way back to the Cambrian mainland.

It took longer than I expected to finish off this part of the story, but after delays and distractions, we’re finally moving on. The next portion of the campaign, which I have titled “Flight of the Seraph” will comprise of both the flight back to the mainland resistance (newly set up in the ruins of Keynos) the tasks of resupply and reconnaissance, and the outbound flight towards their next destination, in order to strike a major blow against the invading Pact army.

For the flight back, I wanted to do something a little special. The group has worked hard to get where they are, without much in the way of material wealth to show for it. They’ve also been through a series of grueling fights, some of which can take up an entire night’s session. Long story short, they need a break. something fun. I’ve been able to do some entertaining one-shots and side stories on the nights where I didn’t have a full group, but this will be a nice treat for the entire group.

They’ve all just leveled up to level 7, and I think I’ll go easy on them and give then a nice chunk of the experience they need to get to level 8. And they’ll get to blow stuff up.

Looks like the PCs get to man the cannons of the Seraph.

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Just some ramblings (META)
metagame

This is not an in-game post, just some basic thoughts on the campaign. Forgive me if I ramble a bit, just wanted to make some notes here.

As my players have discovered recently, I’ve been having a lot of fun creating the Xidel written language, and encoding messages left by the long dead race. With the addition of the nice stationary paper, I can create a rather nice prop. Fancy paper covered in mysterious glyphs? Yes please.

I am thoroughly enjoying the written language, and using a bit of creative theft (Thank you Stargate), developed a pronunciation guide for each one of the glyphs. so the 270 angle, the 45-120 angle with a dot in it, and the 90-180 angle glyphs (A-N-D, respectively) can now be pronounced as NGA TAL RTU.

I have already made up a list of Orc Glyphs from then the party was running with a tribe of orcs for a bit as well.

I think that language, symbols, cryptology, and science will play a large part in this campaign. I had a rather complex encryption (the variable substitution, as I called it) that I used at one point, and it may make a return.

One thing that the PCs have not yet encountered are Xidel/Fallen arcane runeforms. These are unique as they function as both a written language, but also have a practical arcane use. Think Fullmetal Alchemist, if parts of the various transmutation circles were used as a code between alchemists to communicate. I’m trying to remember what little I can recall from my high school electronic classes, as I’d like runeforms to be somewhat equivalent to circuits in some cases. Some runeforms can function as storage units for arcane energies (capacitors), some can regulate the power within (transformers), etc. It’s a work in progress, and I doubt the PCs will run accross too many Runeforms until at least mid-paragon tier.

Another bit of language that I’d like to see in play (This should come in useful for the Keynos/Circle bits of the campaign) is Thieves Cant. An Argot (secret language) designed to hide messages in plain sight, thieves cant has a rich real world history, and is something I toyed around with a few years back. WotC, conveniently enough, ended up publishing an article in this month’s Dragon magazine going over the basics of Cant, and providing a lexicon (which I believe comes from one of the real world cant dictionaries)

My last bit of oddity on thus subject comes from my revamping of Xidelian math. I decided that I wanted the Xielian mathematical system to be based off of 8, instead of 10. Sounds easy enough, right? I thought so too until i put it into practice here and there. It actually became challenging to translate (for me anways), when I realized that I had essentially deleted 9 as a single digit number, and the basic grouping number (10) was suddenly in the mid “teens” of my system. Suffice to say, after a rather ironic self inflicted headache, I got the kinks fogured out, and even assigned the numbers their own pronunciation.

1- OSA
2- ORI
3- ISH
4- IKI
5- TEM
6- ISE
7- UNE
8- ITO (Group)

the formatting of grouped numbers gave me some trouble as well (I was never much good at standard math, much less math of my own twisted devising) but I got the basics down

group plus one (standard math 9)
OSA ITO OSA (one group plus one)

2 groups plus 3 (standard math 19)
ORI ITO ISH

Weird, right? No idea as of yet how I’ll work this into the game, but it would be fun to watch the confusion on the players faces for a bit. I cut them a lot of slack in combat, so the least they can do is brain sweat a little for my amusement :P

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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