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time jump record - history and lore

(2016) - Time Jump Part 2 and Plot Update (5-27-16)

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Time Jump 2016 Part 2 –Plot Update for 2016 - Year 16,049
Table of Contents:
Elder Goddess Diaspora
Sorikonian Interventionists
PLOT UPDATE 2016 - 5/26/2016
Einion Developments
Shadowgaurd Issues
Return of the Dark Heroes
Odilwatch Rebellion
Blackspire Eruptions
A Tribe Scattered
Elder Goddess Diaspora: After the
Seer’s Possession Catastrophe, Anne
Iornbranch, leader of the Priestess of the Elder
Goddess Religion was almost destroyed. She
had been in a coma for months leading up to
the possession, and it is believed this was a
defense mechanism attempting to keep her
safe from the effects. After the collapse of the
tower, she emerged fragile but alive, and has
bounced back surprisingly well, returning to her
usual gritty self within a few years. But Kaya
Gothang, leader of the Sorceress Branch of the
Elder Goddess religion did not fare so well.
While she did not suffer from the Seer’s
Possession, this seeming to be mostly localized to the Priestess Branch and not effecting the Warriors or
the Sorceress directly, Kaya deteriorated very fast in the years after the fall of the tower. She had been
holding together the order during the intense turmoil of the Seer’s Possession effect and, it was
revealed later, had been using time magic, and bilocation to do so, all the while countering Astengrad’s
attempts to dispel her spells while doing so. She had been given charge of a dangerous orb, a Seer’s
Eye, which granted all party members Oracle. The Priestesses insisted it was important to keep, but
Kaya suspected that they were being controlled to say this and thus had several time and space based
Elder Sorcery keeping the orb from being interacted, which she had to regularly update and change the
security access of so as not to be countered by Astengrad, Pinnacle, or the Priestess themselves.
Needless to say, this was draining on her, and shortly after the death of the Seers she began to wither

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rapidly. She aged to what would appear to be almost middle aged in human terms, though she is an elf,
and then collapsed into a deep sleep. Attempts were made to keep her spirit from fading but she fought
these attempts with all of her will and skill even asleep, as individuals tried to reach her unconscious
mind but found themselves suddenly displaced far above the city or into dangerous battles nearby. All in
all, Kaya appeared to not want to be saved, and continued to fade for ten years, being kept alive mostly
by magical means and the care of the Goldenhoof Herbalist Guild. During this period of time, Anne
Iornbranch recruited many new individuals, with new ideas and new philosophies on implementation
and goals for the religion and announced that the High Temple in Randwin posed too much of a threat
as a centralized focus for the religion. Due to the hundreds of years of assaults on the now famous
temple, Anne made a move to return to the old ways of the religion, where shrines were hidden, secret,
and tended by only those who knew
of them locally. While this would
mean a substantial decrease in power
and organizational control, Anne felt
that this was necessary due to the
level of destruction that almost befell
Roekron due to this power structure.
“Our ancestors were once invisible,”
she said, “And now we too must
become as the grass of tended grain,
scattered and of no account to any
but those who know our art.” Thus, the religion split up, sending factions to every nation, and beyond,
some traveling into Teriock, others into the frozen north, and still others to the south attempting to
cross the great ocean. In the years that followed this diaspora various heroes and adventurers returned
to attempt to rebuild what was broken by the Seer Possessions, not just the temple itself, but the
people and the culture. As new shrines were created secretly all across Roekron and beyond, those who
remained in Randwin worked to recover the ailing Kaya Gothang. Eventually, it took several adventurers
working in teams to reach Kaya deep in her mind where she had fled to. She was coaxed out of her
coma slowly, and eventually returned to waking, though she has never been the same. She speaks in
bizarre ravings and often appears to be talking to no-one at all. She seems to have multiple
personalities, one of which is a rather angry little girl. Needless to say, Kaya has been relieved of her
duties as the leader of the Sorceress Division and instead operates as an honored guest. It is not
believed that she will even fully recover, as she appears to have been trying to access the source of the
Seer Possession problem and have discovered something that drove her mad. Kaya, being an elf, and a
prodigy at that, has a long time to work on her sanity, and thus many appear to be content to work her
mind back together in her own time.
Sorikonian Interventionists: During the twenty years leading up to now, the Sorikonians
experience a civil war of their own. This one was marked by a decided lack of violence and instead a
heavy use of philosophy. The debate revolved around the Isolationists and the Interventionists, two
factions that have arisen in the Sorikonian island nation of pacifists. The Isolationists wanted to keep to
Sorikonias plan for the last fifty years which has been to attempt to heal and leave off any involvement
in any other nations. The Interventionist took the opposite stance and argued that the nations needed
guidance now more than ever, and that Sorikonia should lead in this time of confusion. The debates
were fierce, though bloodless, and in the end, the Interventionists won, and Sorikonia sent ambassadors

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across the land, from nation to nation, again taking up their age old role as impartial mediators, judges,
and guides, for all nations and all sides, taking no stand but what they are asked for or what power they
are afforded. This has helped many nations mired in political infighting and suspicion. With impartial
judges from the neutral nation, many disputes have been well handled and fairly settled. A few
surprising events, however, have been the creation of rebel Sorikonia factions joining bands of outlaws
in attempts to bring not just political balance, but economic balance to the lands. These rebel monks
appear to believe that robbing the rich to give to the poor is a valid form of intervention, and seek to
topple bands of hero’s hording magic items of immense value so that the common laborers can afford
more equitable lives. These masters have drawn
many to their cause and now can be encountered
across Roekron being called the Mercy Men, Giving
Gangs, and Highwaymen of Hope. Another odd
development has been the teaching of Andionion.
This elven nation, having given up the ways of war
after the Seer Possessions nearly whipped out their
entire culture, has adopted the ways of the monks of
Sorikonia and so many of these Interventionists are
now residing in Andionion, teaching their pacifist
ways to the high elves in the hopes of creating a
better, more peaceful world. Regardless of the
different approaches, these attempts at interacting
with the world have brought new philosophies into
distant parts of the world and have sparked new
styles of discourse as well as new styles of martial
arts.
PLOT UPDATE 2016 - 5/26/2016
Einion Developments: A great deal is happening in the world of Roekron and as the months
pass events are beginning to congeal into a time of extreme measures and new discoveries. In the
province of Einion the capital city of Spireguard has seen a new rise in adventurers who have learned
the culture and practices of this elven nation. There three main innkeepers, the musical and often jovial
Gwythlir Logleen, the severe and often dangerous Nehtar Akaris, and the dreamy and somewhat
unpredictable Elien Valisi, helped to orient the group to the ways of the nation, the general threats, and
their role in defending this land they now call home. At first grappling with the strict adherence to the
protection of animals, shrines, and the destruction of evil, these adventurers have learned to adapt to
their environment and have discovered hordes of new creatures in the Wildwood, never encountered
beyond it. These strange beings, from Toadlings to Imps and dangerous whisps were all being armed by
some sinister force in the woods which was abducting elves. This force appears to be associated with
the god Morgoth, the fallen Valar, and an enemy of the elven people. The abducted elves were revealed
to have been changed into beings called Spiderknights, hybrid beings controlled by the followers of
Morgoth. Many more elves vanished months that followed and adventurers discovered a shrine to
Morgoth which they destroyed. This was not the end of their problems however. Gwythlir had revealed
earlier that followers of the fae were dying, fading out, as it were, and that they had been attempting to

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collect pieces of some kind of
writing before they all began to die.
These scraps of paper had been
divided it seems among the
different followers to keep them
safe. The adventures began to
gather these scraps and to attempt
to make sense of what they
revealed, but have not yet found all
the pieces, nor figured out the
meaning behind them. As they
attempted to puzzle out what was
happening in the Wildwood, the
Mienenlore, the small, elusive,
hobbit size elves that live in this
wood only, also began to disappear,
being hunted, Elien said, and that
something was seeking to wipe
them out. They vanished into
hiding, as is their way, though many
appear to have been captured as
well.
But the Wildwood was not the only concern for this nation. Temnor, with a host of Undead that
never seems to run out, continuously batters the eastern border. This has largely been ignored by the
adventurers who have decided to focus on their own plans and mission. To the north, a host of ogres
has masses in a dungeon known as Ghouls Feast and which has been rumored to have a shrine to a
demon in it. These armies of ogres have been disrupted but continue to mass just the same. Many
other dungeons have been discovered around the region, including old hideouts, dwarven structures,
and magical works, like the Singing Doors Dungeon. Haunts have also been a major theme, as players
have learned to sing these beings back to rest, deescalating them from their violent modes for a time.
Missions of mercy have been conducted, attempting to rebuild the storm ravage town of Sweetspring
and assist in keeping an ancient heritage alive. Recently, adventurers attempted to help Pinnacle with a
survey mission and had a bizarre experience which many recount as terrifying, trapped in some other
dimension with a Cobben wielding two Morganti weapons surrounded by wraiths! Needless to say,
things have been exciting. But the central focus seems to return to the party’s interest in the fae. These
tiny immortal creatures have been fading for the past twenty years, and seem to have a strong
connection to the Wildwood. How to help these beings, which now appear to be little more than tiny
lights attempting to maintain themselves appears to be the parties main focus.
Shadowgaurd Issues: In the river city of Shadowguard, adventurers have explored and attempted to
decipher prophecies they have found on various shrines to the Elder Goddess. With the diaspora of the
Elder Goddess religion, they have had a harder time putting together the meaning of the writings, but
have had meetings with the local priestess and warrior of the elder goddess who appeared to be dealing
with haunts at shrines when they first encountered them. Savio Redwild, now having an avid interest in

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sailing, has attempted many times to take the adventurers on missions to plunder the pirates of Geb but
has failed too many times and had to be ransomed back to the city and thus has been banned from
sailing. As adventurers continued to fight Temnorian Zombies from the south, and Blackspire refugees
from the east, a new development had many more concerned. Adventurers discovered fae in the Alon
forest that were being hunted by undead. These beings, when rescued, would lead the party to a lake in
the woods, through odd openings in
the trees and there, the party
discovered cocoons, some filled with
treasures, others filled with long lost
friends from years past, many of
them now changed and appearing
more fae like in their manner or
looks. Some of these fae changed
people sent the party to a spider den
to rescue more cocoons, and the
adventurers discovered a huge
dragon like creature, which appeared
to be molting, and which was in
league with the spiders. Many
adventurers were captured, and
eventually rescued from this place,
but the menace still exists.
More haunts began to appear around Shadowguard and as players solved these haunts they
discovered pieces of a paper which has yet to be decoded. What it reveals about the world or why
these haunts had it is still unknown, but each set of
haunts was found at a shrine attempting some kind of
prayer, and each was solved by discovering how
during that prayer or service, they all died.
Return of the Dark Heroes: In Shadowguard, and
beyond, the Undead Dark Heroes have returned from
Temnor. More broken up and individualized than
before, these bands of evil groups appear to operate
almost exactly like groups of adventurers, setting out
on quests and looting magic items for their own
personal use, exactly as adventurers do. They have
caused great havoc in Shadowguard recently, and are
just now being seen more and more across Roekron,
picking of groups of adventurers and attacking villages
to raid them for supplies and more undead minions.
Whether they are controlled by Rysic or Medallion,
none can say, but in either case, they are not to be
dealt with lightly.

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Odilwatch Rebellion: Through the year, Odilwatch has quietly been attempting to overthrow its
taskmasters, the Dagdeoth government. A rebellion operating out of a secret location known as The
Shadow Den has been very successful at making Dagdeoths attempts to control the region an
impossibility. They have been able to mount no organized assault on any regions from Odilwatch, and
have barely managed to keep their own systems operating. Assaulted on all sides by allied forces,
Dagdeoth has been hard pressed to keep the ground the hold, and has made no progress on any other
front. This is largely due to the rebels and their work at thwarting Dagdeoths aims, first by posing as
Dagdeoth Dark Heroes and sabotaging their missions, and later directly battling Dagdeoths secret police,
the Talon, and showing the people that they will not
be intimidated into submission but will fight for what
is right at all cost. A large uprising has unsettled the
region and perhaps would have destabilized the
government completely, were in not for other
developments in the Blackspire Mountains. The
rebels discovered a mining operation by Dagdeoth,
harvesting some rare obsidian from an ancient forge
deep under the mountains. What this was to be used
for can only be guessed at, but rebel forces leaked the
information about the mine to Pinnacle who in turn
assisted the rebels in finding out more and attempting to stop whatever it was that Dagdeoth was up to.
Griffins from the region, being protected by Oriri elves also attempted to attack Dagdeoth as did the few
remaining Blackspire fighters and clans, but very quickly most of Blacksprie began to evacuate,
something they are not know to do. Many clans and tribes began to move into the low lands, taking
territory for themselves and causing border wars all around. This destabilized the neighboring regions
and has made it very difficult still for these nations to function with the huge influx of refugees, some of
whom are very violent. In the end, it was discovered that the Blackspire Shamans had summoned a
huge number of fire elementals, and that these beings would weaken the mountains until they triggered
a volcanic eruption. This would force an end to Dagdeoths mining and also render the area
uninhabitable for Dagdeoth.
Blackspire Eruptions: Two days ago, a
series of massive eruptions rocked the
Blackspire region and all its neighbors.
First, Mt Shadowfall erupted violently,
causing deadly shockwaves and
pyroclastic flows into the Odilwatch
region. Thousands were killed
instantly. Battle continued in the
region, as the rebels fought to free
their captured friend amidst all the
chaos. But the eruptions didn’t end
there. Next, the border mountain of
the Solicron pass exploded, and more
pyroclastic flows engulfed the region and much of Oriri. Shortly after this, three more eruptions laid
waste to the region, as Mt Blackspire, Mt Cora Lowd, and Mt Sozilath all exploded in similarly deadly

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eruptions. Tens of thousands died in these initial eruptions and thousands more are predicted to die
from the fallout, lava flows, and various complications. It is believed that the Shamans sacrificed
themselves permanently to the fire elementals to accomplish their aim, and that Astengrad was unable
to counter this because it is not a spell but rather, the natural action of this type of fire elemental.
Whether this is true or whether Astengrad simply chose not to act, remains to be seen, though the
eruption had little noticeable effect on the school itself. The fact that Pinnacle was not able to counter
this effect, does, however, give some credence to the claims that this method erupting the volcanos was
not within anyone’s power to stop via magical means.
A Tribe Scatters: This year has seen a rise in the nomadic centaur tribes. Many adventurers have tried
out a new way of life as they have joined with these more rare groups of hunters and gatherers as they
migrate across Roekron in search of food and game and in following the teachings of their varied
religions. One such tribe, the Spirit Walker tribe, has recently vanished. They begin their journey in far
eastern Dsesnor and have crossed the entire region, traveling through Estorock Keep, Amir, into
Stonehammer, and Illionass, and then appear to have met a gruesome end. Long the group had sensed
that something was following them, attempting to hunt them down and destroy them. Always on the
move, they were hard to catch. Having recently stumbled upon an ancient mystery in the forests of
Randwin, the party began to attempt to meet with the royalty of neighboring regions and to help solve
an ancient puzzle. But then, camped between the Soliden Forest and the Blackspire ranges, they were h
it by not one, but four of the volcanic
eruptions. In the aftermath of these
explosions, their leader, Hinarass
Stillwalker, a great Shaman himself,
appeared to be passing on to the
afterlife. In a weakened state he
warned the party about the threat of
beings hunting down those hurt by
the volcano. First, they went into the
woods that were burning due to the
fiery rain, and tried to rescue animals
and plants. Given that one of them
was a Stone Giant and the also
brought their riding Drake, this was
not too hard. But then they
encountered a fae ring on fire, with
many fae lights trapped inside.
Unable to escape through the flames
they were being mercilessly killed by a ghoul. The party fought a battle bones that kept them busy long
enough for the ghoul to finish off all but one of the tiny creatures. The forest was saved, but the fae
grove destroyed. Upon returning to their camp, the party decided to split up and send one group to
scout and gain information on the beings hunting them from the north. The rest stayed to make
fortifications of their tents. In the end, this was their doom. While the scouts were busy dealing with
Zombies, a small group of Specters led by a Wraith, easily bypassed all the fortifications and massacred
the entire tribe. When the scouts returned, they too were killed. Now the tribe is broken, and no one is
sure where any of them have gone, but a few adventurers escaped and now seek a new path.

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Fire burns in the heart of the lands as forces move in all directions. Where do all the threads
lead? Do we follow them like clues to the source, or is the source merely the spider reeling us in. What
threats are pressing and which are mere distractions. Can we find our way and choose the best course,
or is there no way to win, no path but to destruction. All of these, and more, are the questions the
adventurers must now answer. What do we do, and what can it accomplish. For worse than choosing
wrong is choosing to do nothing at all, for then, surely, the dark will win. When we are the only pieces
remaining to hold back the night, there is no wrong act, but the refusal to hear the call to action.