The Distant Shores Of Home

META: Session 2

True Day, Maeve 3rd to Woe Day, Maeve 4th, 1153 of the Shielded Age

You discussed various options for proceeding with Lady Lawton's case, in the end deciding on taking a ship through the locks to get to the mining town of Lazareen, which is very close to the Lawton Mine, among several others. Lazareen operates as a hub for all these various operations.

While still in Katta, you saw a large group of aristos appraising the Lawton family dock.

Slagwen completed his analysis of the alchemical formula being used by Lady Lawton, and found that it requires two extremely difficult-to-procure ingredients; tincture of Mare Curie, and Sun Sand. The former can only be brought in from Ghyr Mahdud, and Sun Sand is formed only at the Queens' Gate, in the center of the mainland. Both materials are quite expensive.

Ninko made some friends at the dockside bar & grill called "The Solid Pike" by teaching the cook there how to make puff cake.

You all learned that Lord Lawton had taken a ship called the Avorille, a freighter belonging to House Rasika, who are currently on the Convocation.

CatBatman and Inariel met at night to inspect the Lawton dock and found out that it had been heavily reinforced, as if to support extremely weighty cargo.

The next morning, Inariel scries on Lord Lawton, and sees that he is in a stone chamber not unlike a crude cavern-based prison cell, or a room in a dungeon. There is very little around him save for a couple crude tin dishes, like what mine laborers would use, and some dust and loose pebbles.

The next morn, you all set out aboard your chartered boat, the Dorsa, for Lazareen. Upon arriving, you met Lord Lawton's friend Trill, who it turns out is one of The Clend. The gentle giant told you that Lord Lawton came back to his mine because Pech miners had discovered a long vein of Mithral inside it, one long enough to restore his family's fortune many times over.

Trill then gave you a key to a storage unit, and departed.

META: Session 1

True Day, Maeve 3rd, 1153 of the Shielded Age

You were all invited to the home of the Lawton Family in Northlock. The Lawtons were once on The Convocation, some years ago, but have long since fallen out of favor. All that remains of their line is young Lady Lawton and her father. 

Lady Lawton has asked you to find her father, who disappeared mere days ago. The lease is coming due on their dock in Rhimesport in just a week's time, and her father needs to sign the papers to renew or they will lose said lease. The family cannot afford this.

Lady Lawton appears to be suffering from a type of mummy rot.

In the basement dungeons of Lawton House were two locked rooms, both of which contained heavy evidence of alchemical and magical experimentation, likely to halt or reverse Lady Lawton's condition. In one room was the ruined corpse of a young sailor named Tristan Phar, in the other was dozens of putrescent and desiccated rat corpses. Both came to life and attacked, and both were destroyed.

You also found a cipher machine known as a "word box", an old piece of Boskalan tech. You were able to use it to decode a final message in Lord Lawton's journal that made reference to someone named "Trill" who he needed to meet out at the old Lawton family mining concern near the town of Lazareen, a few hours west of the city. This same journal also told of a falling out between Lord Lawton and Old Terrorlock, the necromancer who lives in the deadlands, not far from the cemetery, though the exact nature of their disagreement remains a mystery.

The Bellucenians

These half-silicate ooze, half-undead creatures are calm, quiet, peaceful, and endlessly patient. They are gifted technologists and their bodies can take almost any form they desire. For reasons unknown even to themselves, most Bellucenians have a strong preference for winged quadruped forms, and can often be seen accompanying junkers, adventurers, and explorers in a forms that resemble strangely-colored, winged dogs.

The Clend

NG Huge humanoid (giant)
Init +8; low-light vision, true seeing; Perception +28
Aura calming (60 ft., DC 23)

AC 32, touch 12, flat-footed 28 (4 Dex, +20 natural, -2 size)
hp 220 (21d8
Fort +15, Ref +13, Will +18
Defensive Abilities improved rock catching; Resist cold 30, fire 30

Speed 50 ft.
Melee 2 slams 29 (3d616) 
Ranged rock 19/14/9 (2d624 plus impact crater)
Space 15 ft.; Reach 15 ft.
Special Attacks impact crater, rock throwing (180 ft.)
Spell-Like Abilities (CL 20th; concentration +23)
Constant—true seeing, endure elements
At will—dancing lights, detect magic, message
3/day—clairaudience/clairvoyance, control water, divination
1/day—commune, dream, scrying (DC 18)

Str 42, Dex 19, Con 22, Int 16, Wis 19, Cha 17
Base Atk 15; CMB +33; CMD 47
Feats Combat Reflexes, Far Shot, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (rock)
Skills Knowledge (arcana, nature) +24, Perception +28, Sense Motive +25, Stealth +17 (
25 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant, Terran, Celestial, Draconic

Environment any
Organization solitary, pair, or cult (2-5 plus 35% noncombatants and one oracle of 4th-7th level)
Treasure standard

Calming Aura (Su) Creatures within 60 feet of a clend are affected by its calming aura as long as they remain with range (Will DC 23 negates). Affected creatures are calmed as per calm emotions. Aggressive action against a calmed creature breaks the effect for that creature only. A lycanthrope that fails its save is also affected by the true form spell. A creature that succeeds at its save against the aura is immune to that particular clend's calming aura for 24 hours. A clend can activate or suppress the effect of the aura as a free action, and the giant can choose whether to include itself as part of the same free action. The save DC is Charisma-based.
Impact Crater (Ex) When a clend throws a rock, it creates an area of difficult terrain in a 10-foot radius around the spot where the rock landed. If the rock was thrown at a creature, the giant can choose the point of origin for this radius anywhere within the target's space. If the clend misses with a rock attack, roll to determine where the rock lands as if it were a splash weapon.
Improved Rock Catching (Ex) A clend gains rock catching, and it additionally receives a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

The Clend are a powerful servitor race about whose creators nothing is known. These gentle, murmuring giants dwell mostly in rocky badlands and other scarred, deserted places. They revere the moon, stars, and comets and seek wisdom in these celestial bodies' movements. They are  placid scholars who appreciate reserve, calmness, good company, and lively philosophical debate, and many city governments all over the whole world actively lobby local Clend clans to live in or near their cities, in the hopes their calming presence (not to mention their naturally calming auras) will help keep the peace.

The Clend have enormous respect for the Yahwli, and it is not at all uncommon to find a small number of Clend travelling around the arctic with a tribe of Yahwli, discussing the movements of the stars and celestial bodies, or, as often as not, saying nothing at all.

The average Clend is about 24 feet tall and weighs almost 18,000 pounds.

The Yahwli

LG Large humanoid (yahwli)
Init –1; Senses tremorsense 30ft., low-light vision; Perception +5

AC 13, touch 9, flat-footed 13 (2 armor, +1 Dex, +2 natural, –1 size)
hp 30 (4d8
Fort +6, Ref +0, Will +3

Speed 40 ft.
Melee greatclub 7 (2d87)
Ranged javelin 1 (1d85)
Space 10 ft.; Reach 10 ft.

Str 21, Dex 13, Con 18, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5, Survival +5
Languages Common, Draconic, Aklo, Giant

Environment: any cold
Organization solitary, pair, hunt (3–4), or family (5–16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)

The Yahwli are one of two races (along with The Clend) who are native to Heart's Home. They are the only race that has cultural memory of the entire recorded history of their world, and they guard its secrets with a taciturn zeal unknown to other races. In fact, the Yahwli claim that while they have always been a minority population on this world, they have an unbroken lineage dating back to before the first age, and that they were once one of several races on Heart's Home, a fact that Boskalan global surveys seem to corroborate. 

Yahwli are somewhat ogre-like in appearance, being on average 12 feet tall and covered in thick layers of body fat and durable muscle. There the similarity ends, though, as the Yahwli are comely in an exotic way. They have smooth, obsidian skin and large glittering eyes protected by dual eyelids. Their hair is thick and almost always black or deep brown, and while they are always very rotund they move with surprising grace. The vast majority of these indigenous people live north of the frost line and are invaluable as guides for anyone seeking to travel through that frigidly inhospitable wasteland. 

The Yahwli are deeply devoted to the Dragon Queens and have even named Heart's Homes twin suns after them. They feel that Minathiel and Nurianna "saved them from themselves and their neighbors", and that Heart's Home would have been an uninhabitable ruin if they hadn't come along and helped when they did. This feeling of trust and respect must be at least somewhat reciprocated, as it is known that over six centuries ago the Dragon Queens entrusted the Yahwli to guard nine great secrets of Heart's Home, and that trust has never been broken.

Average Aristo Bodyguard

Humanoid fighter 7
LN, LE, or NE Medium humanoid
Init +1; Senses Perception +6

AC 20, touch 11, flat-footed 19 (9 armor, +1 Dex)
hp 57 (7d10
Fort +8, Ref +4, Will +4; +2 vs. fear
Defensive Abilities bravery +2

Speed 30 ft.
Melee 1 halberd +14/9 (1d10+10/×3) or sap 11/6 (1d6+4 nonlethal)
Ranged composite longbow 8/3 (1d8+4/×3)
Special Attacks weapon training (pole arms +1)

Str 18, Dex 12, Con 14, Int 13, Wis 8, Cha 10
Base Atk 7; CMB +11 (15 trip); CMD 22 (24 vs. trip)
Feats Alertness, Combat Expertise, Dazzling Display, Greater Trip, Improved Trip, Iron Will, Persuasive, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Diplomacy 5, Handle Animal +4, Intimidate +12, Knowledge (engineering) +5, Perception +6, Profession (soldier) +5, Ride +2, Sense Motive +8
Languages Common plus six more
SQ armor training 2
Combat Gear potions of cure moderate wounds (2), tanglefoot bags (2); Other Gear masterwork full plate, +1 halberd, composite longbow (
4 Str) with 20 arrows, sap, cloak of resistance +1, 35 gp

Average Cop/Port Guard of Kattashahar

Humanoid fighter 4
LE or CN Medium humanoid
Init +1; Senses Perception +3

AC 20, touch 11, flat-footed 19 (9 armor, +1 Dex)
hp 34 (4d10
Fort +6, Ref +2, Will +1; +1 vs. fear
Defensive Abilities bravery +1

Speed 20 ft.
Melee mwk guisarme 9 (2d45/×3) or sap 7 (1d63 nonlethal)
Ranged net 5 ranged touch (entangle) or javelin +5 (1d62)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)

Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12
Base Atk +4; CMB +7; CMD 18
Feats Combat Reflexes, Dazzling Display, Exotic Weapon Proficiency (net), Skill Focus (Intimidate), Weapon Focus (guisarme), Weapon Specialization (guisarme)
Skills Intimidate +11, Perception +3, Ride +2, Sense Motive +2
Languages Common plus one more
SQ armor training 1
Combat Gear potion of cure light wounds; Other Gear full plate, masterwork guisarme, javelin, nets (2), sap

Average Citizen of Kattashahar

Humanoid expert 3
N Medium humanoid
Init +0; Senses Perception +8

AC 10, touch 10, flat-footed 10
hp 13 (3d8)
Fort +1, Ref +1, Will +4

Speed 30 ft.
Melee dagger +1 (1d4–1/19–20)
Ranged dagger +2 (1d4–1/19–20)

Str 9, Dex 10, Con 10, Int 11, Wis 13, Cha 12
Base Atk +2; CMB +1; CMD 11
Feats Alertness, [Iron Will or Great Fortitude], Skill Focus (Profession)
Skills Appraise +6, Bluff +9, Diplomacy +7, Disguise +6, Knowledge (local) +6, Linguistics +6, Perception +8, Profession (merchant) +10, Sense Motive +9
Languages Common plus at least two more

Kattashahar Magic Shops

Kapowzer’s Boom Shop
Spellcasting for hire Yes 
Max spell level 7th 
Spell list(s) wizard/sorcerer spell list only
Specialty school(s) Evocation
Magic Items bought No
Magic Items sold Yes
Max level sold Greater Medium
Magic Weapons/Armor sold Yes, but rarely; case-by-case basis
Scrolls scribed Yes
Potions brewed No
Custom magic items crafted No
Inventory Small
Location 158 Anchor Street, Port of Heart, just south of City Clinic Heart.
Brindlebull Kapowzer is an elderly gnome mage who bears the distinction of having adventured on every continent of Heart’s Home at least once in her long life, and has now settled into proprietorship for what she assumes are her final years. She is frail of body, with poison-wracked lungs, a weak heart, and ruined legs, but her mind is as sharp as it ever was. Her gnomish wanderlust has all but disappeared, but her curiosity about the world and joy in meeting and speaking with other people are alike undiminished and she is always happy to speak with patrons of her shop, regaling them with stories of her adventures, dispensing hard-won wisdom, or just passing the time trading tales.

Old Terrorlocke’s House of Mystery
Spellcasting for hire
Max spell level 7th
Spell list(s) Wizard/Sorcerer
Specialty school(s) Necromancy, Illusion
Magic Items bought Yes
Magic Items sold Yes
Max level sold Lesser Medium
Magic Weapons/Armor sold Yes
Max level sold +3 total enhancement
Scrolls scribed Yes
Potions brewed Yes
Custom magic items crafted No
Inventory Small
Location 28 Jukith St., Deadlands, west of the cemetery
Winter Bakstrom is an eccentric gargoyle of indeterminate age who claims to have been exiled to Kattashahar by something he calls The Iudex Petram, a term he speaks with terrified loathing. He lives under his storefront in his statue form by day, protected by a strong, well-hidden trap door, and only opens for business well after the sun has gone down. He has a special relationship with the residents of the Deadlands such that they tolerate his occasional grave-robbing forays or the odd reanimated monstrosity run amok, though how he gets away with this is not known. He is a fair and reliable businessman, but has no use for phatic communion or other niceties, and can be very abrasive to work with.

Bellimeany Family Magic
Spellcasting for hire No
Max spell level 4th
Spell list(s) Cleric
Specialty school(s) Healing
Magic Items bought Holy or healing only
Magic Items sold Holy or healing only
Max level sold Greater Minor
Magic Weapons/Armor sold No
Scrolls scribed No
Potions brewed Yes
Custom magic items crafted Holy or healing only
Inventory Medium
Location 500 Sutton Alley, Southlock, southeast of the Adventurer’s Guild
The Bellimeany family (father and mother Roger and Deliah, daughters Kateena, Natalia and Tammy, and sons Beryl and Talis) are very devout Abadarian halflings who gladly provide magic services to the community, always accompanied by a healthy dose of proselytizing on behalf of the Master of the First Vault. Despite (or perhaps because) of this, their store does a brisk business and is open long hours. They get huge amounts of business from the police and guilds, especially for healing potions and potions of Shield of Faith.


Crystal Casting
Spellcasting for hire Yes
Max spell level 5th
Spell list(s) Wizard/Sorcerer
Specialty school(s) Abjuration, Conjuring
Magic Items bought Yes
Magic Items sold Yes
Max level sold Lesser Medium
Magic Weapons/Armor sold Yes
Max level sold +2 Enhancement
Scrolls scribed Yes
Potions brewed Yes
Custom magic items crafted Yes
Inventory Very Small
Location 282 Needle St., Lackwyst, west of Police Precinct 3
Crystal casting is run by the aged human wizard Julieta Kutsama and her half-orc husband Bolg. The two met while adventuring in the dangerous jungles of South Elleth and use their experience to dole out wisdom and advice along with their wares. Julieta’s ability and willingness to craft custom magic items guarantees her a steady stream of business from all corners of the city. The two proprietors are friendly and forthcoming, but always swamped with work so do not have much time for favors or socializing outside of the acceptable parameters of keeping good business relations.

Leaves of Dream Apothecary
Spellcasting for hire
Max spell level 6th
Spell list(s) Witch
Specialty school(s) Healing
Magic Items bought It is not common practice.
Magic Items sold Yes
Max level sold Lesser Medium
Magic Weapons/Armor sold No
Scrolls scribed Yes
Potions brewed Yes
Custom magic items crafted Tattoos only
Custom mundane items crafted: Yes
Mundane: medicines, poultices, wound dressing, teas, lucky items, sachets, smokes, herbal ritual items/magical components.
Special: Open to barter for neighborhood residents
Inventory: Small (magical) -Medium (non-magical)
Location: 68 Dulldandy circle, Seepings, northeast of the crafter’s guild
Belthorion Noromin  (Bel to his neighbors) is a soft-spoken elf who came to Katta when his daughter was entering her teenage years with a background as a hedge witch for a number of small towns.  His caring for others is obvious by the tenderness he has with clients, who come to him as often for his mundane healing poultices and medicines as for his magical concoctions.  Further, his willingness to barter with Crumbweed and Seepings neighbors has gained him favors, dinners and a wide range of supplies from those with less coin. His daughter, Inariel, helps out at the shop and is also a skilled artist with a specialty in tattoos, magical and mundane. She has her own space set up in a back corner room of the shop for tattooing. Both live in shared apartments above the shop. Has a shop cat, a haughty old orange and white tabby named Titus.


Madame Jenaya
Spellcasting for hire Yes, 
Max spell level 4th
Spell list(s) Witch
Specialty school(s)  Divination
Special: Harrow Readings

  • Non-Magical:

    • Lucky Lady – 1SP (one card pull)
    • Maiden, Mother, Crone – 5SP/10SP (three card spread, no explanation/with explanation)
    • The Cross, The Bridge, The Tapestry, The Path, The Sword —25SP
  • Magical:

    • Focused Reading (using Augury) = 150GP
    • Ritual Reading (using Harrowing) =300 GP
    • Touch of the Divine Reading (using Harrowing and Divination) = 700GP

Spells: Augury, Guidance, Locate Object, Divination
Location: Shack on the second level, accessed from a ladder in the alley next to 104 Ixonia Trace, Crumbweed, Southeast of the Hospital
Madame Jenaya is an older eccentric woman fortune teller who claims to be from Varisian, the last of an ancient harrowing bloodline. There’s little about her that is scrutable, including her hours of operation, but her fortune telling tends to be fairly reliable and at the very least, entertaining. If an appointment is made in advance, she is always there. Otherwise, for spontaneous inquiries, the rule is: if the lantern is lit, she is open for business.


Basic Information about Heart's Home

Months of the Year:
Major Holidays:
Janniairy 22 – Elemental Day, when the Elemental gods and planes are celebrated
Major Holidays:
Fooluairy 13 – All Fools' Day, celebrates the arts, also the center of a five-day festival
Fooluairy 28 - Nurianna's Day, celebrating the birth and life of Nurianna
Major Holidays:
Maeve 11 – Mysteron Day, when the Mysterons are celebrated
Major Holidays:
(Soon 6th of every other year is The Annum)
Soon 21 – Dragon's Day, celebrating draconic culture
Augur 12 – Athleta, celebrating athletics and physical accomplishment, also the center of a five-day festival celebrating such games, contests, and achievements
Major Holidays:
Vasktober 1 – Study Hall, day celebrating reading and knowledge
Major Holidays:
Newvember 5 - Day of Renewal, when we take stock of our lives and selves
​​​​​​​Major Holidays:
Dismember 1 – War Day, remembrance of those who fell in battle
(Dismember 26 of every other year is the Election Gala in Power's Pulse)
Dismember 28 – Souls' Day, a celebration of the cycle of birth, death, and rebirth

Each Month has exactly 28 days

Days of the week:
Suns’ Day
Moons’ Day
True Day
Woe Day
Thirst Day
Fly Day
Sever Day

Current year: 1153 of the Shielded Age

Previous ages:
The First Age lasted about 2,000 years
The Second Age lasted nearly 4,000 years
The Gilt Age lasted 1,200 years
The Selvine Age lasted 3,400 years


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.