## The Expedition Team their goal is to go out there and explore and bring back whatever you find out there back to the base. [[The Expedition - Character Creation]] ## Magic There are three ways of using magic; divine, spirit and weave. ### Diviners, Disciples of Gods There are many gods in the Shattered Isles and the diviners are firm believers of one of the deities. They draw their deity's powers through prayers and perform miracles and receive visions of future and past. They've been believed to have powers to cure or inflict ailments to those who are ignorant or speak ill of their deities. After the sundering there are many smaller religious groups that worships various types of gods and nature to draw powers from them. Some of the gods they worship actively promote to spread the gospels of their teachings and insights to their followers. ### Binders, Contractors of Souls and Spirits Spirits are creatures from beyond the veil with some of them have the power to manifest in Shattered Isles briefly. Some people are sensitive to these beings and able to communicate and able to form an agreement with them. The details of an agreements differ from spirit to spirit but they mostly want to experience the Shattered Isles, what they call the *Bapta-Sha*, the Solid Land. Ghosts, formerly the living who have evaded being ferried over to the *Astral Seas*, are also beings who often form a contract to extend their existence in the Shattered Isles. Those who form a contract with the spirits and ghosts are called the Binders. They act as a conduit to manifest the powers of ghosts and spirits either through their body, allowing them to manifest briefly or extend their powers through other nonliving objects. ### Weavers, Conductors of Magic Magic is prevalent in this world but not everyone has the talent and the understanding to use them proper and takes many cycles of seasons to master all six divisions; Calidum, Lux, Gravis, Sensus, Atomus and Tempus. They weave the Life Threads, *Shilanu*. in various patterns to create various magic and effects. It takes time to weave these powerful magic and some can even use their own life as a catalyst to speed up the weaving with some risk of shortening their own lifespan. ## Exploration ![[The Expedition - Tables Index#Table 1 - Fate Stones|clean]] > [!column|2 no-title] >> [!NOTE|no-title] > > ### Results Explained > > - No and - What you envisioned did not come true and costed you > > - No - What you envisioned did not come true > > - No but - What you envisioned did not happen but you gained something positive > > - Yes but - What you envisioned came true but at a cost > > - Yes - What you envisioned came true > > - Yes and - What you envisioned came true and more happened > > Keep in mind the result will differ based on what question you ask. > >> [!note|no-title] >> ### Leverage >>Whenever you roll for something your fate stones, you would have leverage depending on the situation. When you have a leverage, you add 1d6 equal to its number and keep 3. >> >>**If you have a positive total leverage, you keep the highest three and negative, keep the lowest three.** > >> [!NOTE|no-title] >> ### ^testingset > [!tip] > Try to keep the envision as a positive to not confuse on how to interpret the results. ### Combat Combat works as rolling 3d6 and check the results from the [[#Table - Fate Stones|Fate Stones]] table. #### Contested Checks This is a roll off between players or GM, using the same leverage system, to define the outcome of the narrative. The outcome favors the winner who rolled the higher. ![[The Expedition - Tables Index#Table 4 - Contest|clean]] #### Flat Checks Some checks might not require skills and it might something GM wants to put it random chance on what is about to happen, Ask the Fate Stones a question and modify the condition based on how likely it would be. ![[The Expedition - Tables Index#Table 6 - Likelihood|clean]] > [!example] > The expedition is setting a remote camp for the night. They have done thorough survey of the place and have not found any trace of hostile creatures in the area. GM decides to Ask the Fate Stones with a question: "Will there be an ambush?" and decides to roll with Unlikely condition. The GM rolled and got 7 [2, 2, 6, 3], a flat no. The expedition had a sound sleep that night. > [!example]- > If the question was a negative question, "Will Geese injure from crawling through the brambles?" and the roll was a 5 then it would mean something positive would have come out and 17 would mean she would have injured and more. ## Exploration %%There are couple of dices we will be using, mainly 3d6, 1d100 and some other weirdly shaped die such as d4s d8s%% ## Time ![[The Expedition - Tables Index#Table 7 - Exploration Categories|clean]] ![[The Expedition - Tables Index#Table 8 - Exploration Conversion|clean]] ## Adversaries There are forces that would oppose the expedition team; environment, creatures, and perhaps each other. All these are called Adversaries. ### Challenge Rating This is not the Challenge Rating from the D&D series but rather challenge rating of an encounter against the adventuring party, and is relative to their level. This is obviously relative set up but gives you some idea of how challenging the encounter should be. - Very Easy - Trivial matter the party can easily handle this - Easy - The encounter is underwhelming as it is lacking something, they didn't really pack a punch. - Medium - The encounter had equal footing to the party. - Hard - This encounter is more challenging fort the party and expect at least one member to be in a critical state / near death moment. - Very Hard - This encounter requires some planning and going head on would mean certain death of few members. - Nearly Impossible - It is very likely the party would perish if they confront them and it is best advised they should run away from this unless they have specific tools to face against its powers. ## Creatures There are several categories of creatures in this world, ghosts, spirits, beasts, monsters and sentient beings. ### Ghosts These are sentient beings who passed on by did not cross over to the Astral Seas and remained in the *Bapta-Sha*. They may resemble what they were while they were alive and some would remain in the land by forming a pact with a Binder. ### Spirits Spirits are beings from Dream Forest, a realm defying the laws of *Bapta-Sha*. These two worlds are closely linked, overlapped even, and some of the areas these boundaries are thin and either sides can cross over. Whatever the reasons they crossed over the Spirits require sustenance and usually prey on sentient beings by either possessing them or drain their Shilanu, killing them. ### Beasts These are creatures inhabits the lands naturally. Some of these creatures live long enough and become what it is called Elder Beasts who are bigger and stronger than the regular beasts. ### Monsters It is unsure what these creatures are, either they are magically created or Elder Beast transformed after living so long it no long or a possessed beast by a spirit and lost its original form and mind. They are deadlier than beasts because they are capable of weaving and some are intellectual enough to understand languages. ## Sentient Beings There are several sentient beings known through out the lands have formed a civilization and thrived prior to the Sundering and some have formed their own cities and culture while some mingled and formed a greater kingdoms and unions. ### Humans, ### Catkins, Yanni (?) ### Crocfolk ### Loxons ### Chelonian ### Dwarves ### Elves, Ellenaire ### Halflings, Eranette ### Dragonborn Dracoheir ### Lizardlings ### Crocfolk ### Orcs, Grutash # Comments %% Comments # Words Sha-Grael - Land of Stars # Game Feedback Do we do the base team or the expedition This is like a 4x game like design - ## Base Team Chief Apothecary or Lorekeeper or Cartographer. Rename Head SHART # Thoughts I really love how they want to be in charge of the expedition. ### Starting location Place your character token on a preferred starting location ## Races Pick one from the list and this is addition to the starting 12 Tabaxi - Stealth, Acrobatics, Diplomacy in Basics or one Advanced. Halfling - Stealth, Acrobatics, Goblin - Tortle - Endurance, Athletics, History ## Character Creation unspent points are left marked. ### Skills Stealth - camoflage [[Expedition Team, One Pager v0.10]] %%