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Skia Thalassa

 

 

 

 

 

 

 

 

 

The campaign is set around Skia Thalassa (the Sea of Shadows) that separates the two halves of the human empire of Iconium and borders much of Faerie. The area of Skia Thalassa is a bit larger that the Black Sea, but not quite the size of the Mediterranean on our world.

It is a place of brisk trade and occasional piracy and raiding — of both the more mundane and supernatural (monstrous) kind. Most merchants are well armed and stick to well—known routes. Only a few of the braver and more powerful Iconian flotillas actually stay under sail at night. Most merchants have small boats that put into shore at night.

Even armed with magic and miracles, it's a scary place for many. There are sea serpents, waterborne dragons, aquatic races, and magical isles that seem to move about its surface. The most common threats are rather mundane, pirates and the destructive force on the sea — the weather. Mighty storm clouds build over its waters and they have sent more ships below the waves than any other power.

Generally speaking the Iconians (humans) have the most advanced ships, but these are relatively few in number. The bulk of trade is done in smaller keelboats owned by private merchants of all the races. Still, of all the "nations," only the Ionians have an organized, well—trained navy. The orcs of Rolgulka have some enormous slave galleys, the ljosalfar are generally regarded as the best seamen, but the Iconians are the most dangerous, ship for ship. Still, the navy can't be everywhere and there's plenty of piracy on the Skia Thalassa — the Iconian navy and patrols only a small part of the sea.

While large human cities dot the southweastern shores of this sea, they treat much of the rest as a vast, unfriendly Faerie wilderness. They are half right.

There is a strong faerie presence here. One of Rolgulka's largest and most cosmopolitan cities, Varnia, broods over the northeastern corner of the sea. Scattered Cimbri tribes dot the northern shores, and a few rogue ljosalfar jarls have carved tiny kingdoms among the isles and inlets that dot its surface. From its shadows rises the great rock of Jormunsteinn, a seeming contradiction — a sunken mountain. Jormunsteinn's reportedly a single piece of granite, one of their holy mountains and great strongholds of the dekkalfar. (But then again the dekkalfar don't measure their kingdoms above the ground anyway.) Moreover, aquatic faeries, some inimical to all other cultures, are found here as well.

The straits of Iconium, at the human's capital, experience some of the world's strongest tidal action as salt water slips into the Skia Thalassa — gradually pooling into its lightless depths. While freshwater creatures ply the rich waters above, even the mighty Kraken can live in its dark, salty depths. Generally speaking the areas around the straits and along the shores are saltier than the rest of the Sea of Shadows.

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New Races and Cultures

There are several new races found around the Skia Thalassa that have not been introduced in Palaestra before.

Kulkan (Kulkas, pl.) — These lizardfolk are relatively few in number. They live in small tribal groups all over the shores of Skia Thalassa. Their legends profess they are descended from a group of kings which were unjustly driven from their homes in the south, although they speak a variation of draconic. They have a primitive, tribal culture in the eyes of most of the other surface people. When kulkas make war upon one anther they often engage in ritual sacrifice of their captives. This has earned them a fearsome reputation — and probably led to their relatively few numbers. Strangely, they do not sacrifice members of other races. Some lizard folk have been known to come under the sway of black dragons not hard to see why the dragons would prefer the kulkas to their normal servitor races. These "black kulkas" have a penchant for man and orc flesh.

Kulkas are air breathers, but well adapted to a semi—aquatic life. While frightening to many humans, they have learned to cultivate freshwater pearls and so have formed some strong ties with human and non—human traders. Kulkas are sometimes found as bodyguards and mercenaries due to their menacing appearance and skill in the arts of war. They make excellent (Kulkas, D20 lizardfolk, have an ECL of +2 if you want to play one.)

Merfolk (mermaid, merman, s.)— These are reclusive Tuatha that rarely interact with other Faerie peoples. Strangely, they have penchant for humans. Tales abound of them rescuing human sailors, sometimes taking them for mates.

Sahuagin — These "fish-men" hate all other sentient races, regarding them a food. After their first clashes with this race, the humans went on a very focused naval campaign to drive them from their territory, aided by the tritons — the sahaugin had never dealt with Iconian fire before and vast amounts of it were used to destroy sahuagin cities in the shallows nearest human ports. They were driven into the depths of the Skia Thalassa, where they live today, brooding upon their vengeance (and taking every opportunity to raid human boats and settlements.)

Their origins are a mystery. They do not claim to be a part of Faerie, although they seem somehow connected to the Sylva. During the Great War in Faerie, they allied themselves with Balor. For the most part this alliance was one of name only; they rarely cooperated with his forces.

Selkies — there is a large seal population in the Sea of Shadows, and these shapeshifters make their home near them — often intermarrying with Cimbri. They are few in number, but said to possess power over ocean creatures.

Tritons — Tritons are powerful Sylva people and the dominant power beneath the waves of the Sea of Shadows. They too hate the sahuagin and aided the humans in their quest to remove them from their shores and often bring news of sahuagin raiders to humans. For this reason they are allowed to move unmolested through human—controlled waters. Human sailors consider tritons to be lucky — they often favor Tritons with gifts (much to the chagrin of many local priests). Tritons druids can command the wind and waves and all tritons have the ability to call sea creatures to their aid. Their cities are secret, although reportedly wealthy beyond belief.

Important Places and People of the Skia Thalassa

Aeneas Doukus Kaloethes — Baron Aeneas is the grand Admiral of Iconian Fleet. His flagship, the trireme Imperious, is the finest warship on the Skia Thalassa. It has seen action only twice, both times literally plowing though its victims. It is crewed not by slaves, but professional marines. Its deck is dominated by Kratos, his ex—gladiator, minotaur bodyguard — another of Aeneas' not-so-secret-as-to-make-my-enemies-soil-their-pants weapons. Domninus, a master Incanter (Wizard) is said to maintain several powerful enchantments on the vessel and its crew.

Brigantes — This Cimbri tribe destroyed the Itrabates with help from an Iconian noble, Count Zarides. They now occupy their land and have made war against the Silures. Brigantes " barbarians" are indifferent seamen, but their skill with the greataxe makes them formidable in a boarding action.

Celyddon — Celyddon is a well known Brigantes warrior/bard whose exploits are known for being… ahh…colorful — including cutting the head off a sea serpent while on its back and sneaking into a party thrown by Dimas disguised as one of his Rolgulkan wives — and making it out alive (and unviolated).

Deep Haradrak (Large City) — This is the largest settlement of dwarves. Few non—alfar are allowed to venture here. Most business is conducted in one of the surface towns.

Dimas — The Rolgulkan lord (ogre mage) of Varnia. Dimas is old and fat and a brilliant naval commander. His sons, Vyach and Kasimer are currently vying for his favor, for he has not designated an heir to his rich city. Dimas and Baron Aeneas are said to have a long running chess match going on.

Eskil Hardhand — a ljosalfar jarl of great renown. Eskil was once one of the most feared pirates on the sea of shadows, but has "settled down of late.

Forhast — Forhast is a storm giant that is often blamed for squalls around Jormunsteinn and other Alfar ports. A dekkalfar hero named Volsung slew his son and he is mad for revenge.

Greyfell — Greyfell is the name of an ex—Varangian guard who now owns a large tract of land in the costal region of the themes.

Gerdhold — the island kingdom of the (cloud) giantess queen, Herdis.

Haradrak (Small Town) — this is the name of the largest town on the surface of Jormunsteinn, the gateway to Deep Haradrak. Actually most of the town is still underground, but not deep enough for many dwarves.

Herdis — a (cloud) giant queen of Gerdhold, an island she and her folk took from an Alfar raider. Herdis followed the raider from the great north all the way to the great sea. After the battle in which her husband died, she decided to stay here. Since that time others of her kind have moved in.

Iconium (metropolis) — This is the largest city on Palaestra, the seat of the human empire, etc. Iconium is huge beyond belief to most fay who venture there.

Jormunsteinn — the island/mountain fortress of the Dekkalfar. It is said that stone giants live in its upper reaches. The island appears as a vast granite spire rising from the waters of the sea.

Kegan — Kegan is the King of the Silures, a great hero of his peoples who had many exploits recounted in song. Nonetheless, he is unpopular among some of the lesser kings of the Silures since he took a wife — Megaris, a human wizardess, no less! Much of their grumblings were silenced when Megaris took to the fore of their last battle with the Brigantes with devastating results (for the Brigantes front lines, that is).

Lodur —King Lodur is the ruler of Jormunsteinn. There is a popular song concerning Lodur's ship — a vessel made of stone that can float on water, or even travel beneath the waves. If it exists is another secret of the dekkalfar.

Mako — A Hokuri outlaw and privateer of some repute. (He has the equivalent of a letter of marque from the Hokuri.) He and his mixed crew of Hokuri and Iconian seaman center their efforts on Akkadian and Hokuri vessels. He seems to winter in Sea of Shadows, though none know how he manages to slip past the Iconian navy.

Nighean — Nighean is the current Queen of the Vacomagi. Nighean is regarded as the most potent sorceress in the area.

Odran — Odran is a hobgoblin warrior who maintains a sizable and now expensive mercenary force. He is famed for holding off a band of black kulkas who were threatening a small fishing village when he was a rather green commander. Nonetheless, he and about 20 of his followers defeated a band of twice that many lizardfolk and managed to slay their draconic leader. The appellation "Odran's heels" — has become synonymous with resolve in the face of overwhelming odds.

Phiala — Phiala is one of the few sidhe found in the area. She is best known for her ship, Avonmora, one of the famed flying boats of the sidhe. It can move across land, sea and air. Phiala is an outlaw of sorts, but not a pirate. She is a smuggler and adventurer, who counts friends, lovers and enemies among all the peoples of the Sea of Shadows.

Rurik — Rurrik is a half—orc pirate who has a "Robin Hood"—like reputation among many ordinary Rolgulkans. He is infamous for getting the best of Dimas' sons, Vyach and Kasimer on the high seas, although he' s made a point of never tangling with "dad."

Silures — this tribe of Cimbri lives in a mountainous region, they call themselves the people of the rocks. The tribe's people are noted for their aggressive, fiery nature and their mass of thick, black curly hair.

St. Ezra's Galleon — Many devotees of St. Ezra believe the archangel plies the waters of the Skia Thalassa in an enormous ivory and gold boat, engaging foes of the one true faith and rescuing devoted sailors.

Three Mothers — Hags are unfortunately found in small coveys all around the Skia Thalassa. These coveys are often referred to as "The Three Mothers." They are greatly feared and many believedorganized on some level, sponsoring pirate ships. It is said that the original Three Mothers travel about the Sea of Shadows on an island formed from the rotting hulks of captured ships, lashed together with the entrails of their victims.

Vacomagi — believed to be the most dangerous of the Cimbri tribes bordering the sea. The Vacomagi have a tradition of being lead by a sorceress queen, and magic runs deep in their blood. Their tattoo artists are the most prized both for their artistry and their power and their mystic archers are greatly feared. Vacomagi sorcerers are prized for their battle and sea magics and often find places in Alfar raiders or in the employ of Iconian merchants. The regard the Brigantes as traitors and don't have a much higher opinion of the Silures recently.

Varnia — The largest Rolgulkan city on the Skia Thalassa, actually renown for its (darkly) beautiful architecture.

Weyland — Welyand is smith that travels the lands incognito, setting up shop in backwater towns and staying long enough to craft weapons of great power, often harpoons, sometimes swords. Many are reputed to be holy. Most of the cultures claim him as one of their own. It is said that Celyddon and Aeneas both have weapons made by Weyland.


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