On the High Seas of Aeterna

Seeds Planted...

After being slung between the different power players in the city, the adventurers find an unlikely patron in the wife of the Sultan. She offers resources, in exchange for ferrying her newborn child, first heir to the throne, away from the capitol. With Assad's and the Sultana's resources, the party plan to hijack the imprisoned Galleon and make their escape. After all, who would dare challenge the mightiest warship to ever sail the Aternean seas?

Of Festivals and Politics
No man is an Island

Finding that their resources are severely lacking, the party set out to attempt to expand them, and their circle of friends. They quickly found that no one is willing to give anything freely in this city. In fact, in some cases, their claims were so outrageous that required proof that was too risky to provide.

One thing is for sure. Their actions have set the eyes of a number of influential people on them, namely the Grand Vizier, Razorjaw, and the city's thieves guild. And that's the only ones they know of.

On a positive note, however, they met a rather gregareous Leonin who may or may not have a deal for them.

The birthday of the Sultan was also celebrated by the city. In it, it was announced that his first wife would give birth soon, a further cause for celebration.

A day later, a massive galleon, what must have been at least a thousand tonnes, armed to the teeth with cannons and ballistae, and filled to the brim with refugees, sailed into the city. The arrival of this sorry ship may indeed trigger some turmoil, as every fugitive has a hunter.

Excerpts from Captain Jeremiah Seacutter’ Logbook

We’ve barely made it out the harbor before the Theocrat fleet arrived. They must have spotted us, but made no real effort to give chase. Wise. There aren’t many ships that can outrun the Sea Cutlass.


Our passenger, this Yara Talfloe, has barely left her cabin since we’ve sailed. Good thing, as well. Elves are bad luck, and sorcerer elves are even worse. And you need all the luck you can get at sea. Well, orders are orders. And our orders are to take this elf girl away from Lunaria before the Theocrats arrive.


The elf finally spoke. She wants us to take her to Archmage Ophelia. I thought the archmage was back at Lunaria taking part in the defense! This is madness…


We’ve been sailing south for a few days now. The winds have not been favorable, and the seas more rocky than usual for this time of year. The elf girl comes out every once and a while when the sea is calmer, and almost always at night.


…Truth to be told, with a matter this urgent, we should be jumping. The elf insists we must travel by sea.


Barely avoided another Theocrat skipper today. And it will only get worse from hereon. It will be impossible to get to the Broken Chains without being detected.


I’ve had two of the men lock the elf in her cabin, and get Jacob on it. The sooner we get this job over with, the sooner we can go home.


Jacob is dead. Barely a year out of the Academy. Just as completed our jump into Astral Space, he started screaming, then collapsed. Damn kid was bleeding out of his eyes. Died before he hit the floor.


The astral navigator is not working properly. Can’t see any of the beacons or lighthouses. What the hell is going on?

The only other mage on board is the elf witch. We need to convince her to operate the sphere.


The elf was not in her room. She was there before we jumped. The bitch must have teleported away somehow. The northern shore of Jenub would have been her only possible target. That fool. It’ll be weeks before she gets to Nahr. If the desert or any of its beasts in it don’t kill her, then the sand tribes would.



They spotted us and are moving to intercept. They’ll be on us before the day ends. I’ll have to activate the emergency recall. I’d pray that we land in water, but I know we will not be heard. If a prayer could reach the All Mother, then I pray my family have a kinder fate than mine.


Back to Nahr
Swashbuckling memories and other thoughts

The sail back to Nahr was fast and uneventful. Sails high and blowing, it was no effort for Akamu and Agathon to set the route back, as the tides too made the sail upstream unusually easy. The easy winds, the gentle tide, if any sailor would call for luck, Akamu could sense something else. The water flowing around the boat, the splashes, the birds calling, the hissing of the wind between the sails. He couldn't quite make it, but he could feel that there was more that meets the eye in this river. The port of Nahr in sight, the mysterious presence went out of Akamu's graps, but he gently let it go and bid her farewell; happy to have a safe enrollment in Elias's crew, he didn't fear to be kept again for long away from open water. Once back to the city, a disquieting view came in sight: the same pirate ship of the captain who shot Elias was docked right in Nahr. First to see it, Akamu told the other, and while Elias quietly greeted the news, he could see a cunning glimpse in Agathon's eyes. "I wonder what he's about" says Akamu to himself. While docking, Akamu's thoughts go back to the previous days. Together with the arab scholar, they went into the shipwreck, with Agathon behind as a lookout. The retrieval of the ship's treasure was effortless…the way out was a different matter though…a bloody one. The pirates interfered, and the way out was with sword and magic. Akamu fell one by the blade, while the other died by the powerful Elias magic, who made a flaming sword appear out of thin air. It made a short story of other two pirates, before the captain shot it to the chest, with one of these hand cannons. With Elias on the ground, the pirates left the island. Thanks to the readiness of Agathon's wit, the ship was secured from the pirates getback, and the rest of the retrieval operation, both of the treasure and the badly wounded scholar, could be done without hurries. Back to the port, everybody went on his business but Akamu. He chooses the boat as his home, preferring to sleep on the ship's deck, under the stars, to the gentle rocking of the port's water. On the next day he would go looking for Hamid the Hakim, the only man with whom he would his thoughts on the presence he felt in the river.

Retrieval of the mysterious artifact
Taking a breath from playing hide 'n seek with the pirates

Together with his this two companions, Akamu reached the safety of the thick vegetation of this island. It takes him still a moment to shrug off the brutal images of the fight. His side is still dripping blood from the wound just taken, and he finally seems to recognize that, and pushes a hand on it to help the blood clotting.

"Whatever forsaken God lives these waters, let's hope he appreciates human sacrifices."

He now remembers well. One pirate died, his skin blue after being exposed to the magical artifact Elias is looking for. And another by our hands, and Elias lost consciousness right after gesturing in the air. Three pirates, including the captain, just went back to their ship, where other two pirates await. Five in total, we have no reason up to now to think there's more.

"That artifact scares me. I felt a weight in my soul for just being that close." He points at the ship, where the blue body of the pirate still lies on the ground. "What do you want to do Elias?"

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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