Attribution & Copyright

This effort is a culmination of many ideas, experiences, and a love for the game. The adventure was created by Vankaizer, the dungeon master, as an alternate reality in the Paizo Pathfinder universe of Golarion. One of the players that experienced his game, Angemaler, chronicled the events that occurred in the game. This was then transcribed into a document that was shared with the other players. Elaborations and embellishments of all sorts were later added by Angemaler, Vankaizer, and fellow players Exclaimella and LegacyR to make the story flow better, and to give the player characters a chance to have more interactions with each other. Other players that experienced the adventure included BilltheLeadMagnet, Xorby, SsocialCalamity, LeBronGames, Iwannalivelivelive, and a guest appearance by KTGo. The background stories that all the players created were woven into the story at various places, and epilogues were added to give closure for some players, and lead-ins to the next adventure for others.

This novelization uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This novelization is not published, endorsed, or specifically approved by Paizo Inc. For more information, see Paizo's Community Use Policy page. For more information about Paizo Inc. and Paizo products, please visit Paizo online.

Golarion Calendar Reference

January: Abadius ; February: Calistril ; March: Pharast ; April: Gozran ; May: Desnus ; June: Sarenith ; July: Erastus ; August: Arodus ; September: Rova ; October: Lamashan ; November: Neth ; December: Kuthona


Prologue

The World of Nordost

In the world of Golarion during the 3rd Astra Era, westward across the Arcadian Sea, there lies a young continent named Nordost. It comprises four landmasses: Stora the mainland, Andra a large island to the east, Luna a smaller island to the southeast, and finally the smallest of the main landmasses Portilla to the south. Discovered just over 300 years ago, the longer-lived races still remember when she was young and untouched by the Eastern world. Before Nordost was discovered, tribes of Centaur, Lizardfolk, and Serpentfolk had settled the land, but now most have been pushed aside. Centaurs inhabit a southwestern peninsula of Nordost, and most Serpentfolk and Lizardfolk have been integrated into society, or have been driven underground with the coming of settlers from the East during the advent of the 3rd Astra Era. The official ending of the 2nd Umbra Era marked a new beginning for the world now freed from the darkness brought upon by the calamity-some say the second calamity, but none but the oldest and wisest know for sure.

It is rumored that the calamity ended an era when creatures of legend roamed the world; ogres, giants, elementals, dire animals, and dragons. Those monsters are now known in stories that parents tell their children before bed, or old men talk about around the fire. It is also said that the old era was a time when magic was abundant and the gods listened to one's prayers. Now though, magic is a rarity, and the gods have fallen into a slumber.

Shrouds

The year is 323 in the 3rd Astra Era, and the creak of wagon wheels traversing down a dirt road is the only sound to be heard. Waving fields of grass spread out like an ocean of green. From the back of the wagon two long skinny legs kick back and forth. They belong to a teenage elvish boy who is laying on his back, staring up at the blue skies from the back of the wagon, his emerald green eyes following the small puffs of clouds as they float by. He sits up and looks about at the assortment of clay pots and jars packed together along with his family's other personal belongings. He pushes his shoulder-length platinum blonde hair back behind his ears as he looks toward the front of the wagon while eyeing his parents: an elderly couple yet still fair in complexion thanks to their elvish blood. They are casually chatting, paying no mind to their son.

His hands creep toward one of the clay pots, Perhaps I can swipe a roasted chestnut as a snack.

His hand reaches the lid, and ever so slightly begins to move it ajar, just enough to fit his thin hand through. Just before he is about to make his move he looks back at his parents, his movement must be swift and precise or else he will be caught. His father points out something on the horizon to his mother, and with their gaze averted the boy makes his move. With lightning reflexes his hand shoots into the jar, fingertips grasping onto a single chestnut before pulling back out. Suddenly the cart shifts violently when the front wheel drops into a deep rut in the road. The lid of the jar topples onto the bed of the cart, cracking it in two. The sudden sound causes his parents to look back, catching the boy with a chestnut shoved halfway in his mouth.

Punishment would be handed out as the family stops for the night near a small grove. For his stolen chestnut, the teen is instructed to collect kindling for the fire. He reluctantly abides by his parents' instructions and spends a good twenty minutes gathering not only kindling but some dried logs from a nearby fallen tree, grumbling only occasionally at his sentence.

Evening sets in and the family sits around the open fire as they pass around freshly picked berries and roasted nuts while their horse grazes on short thickets of grass around the cart.

The boy's mother looks lovingly at her husband and says, "How much longer, dear, do you think until we reach this city Zerzura?"

The boy's father sighs and shakes his head, thinking for a moment before responding, "Well, that traveling merchant said that Zerzura was on this road to the north...perhaps a day's ride out? It seems like the right place for our current need."

He lowers his voice, trying to not include the boy in the conversation as he continues, "I want us to hide in a city...we need to disappear. I will try to explain when we have the time, and when I think we are safe-"

The mother gives a frustrated huff, "Well I don't understand why we had to leave Celahir Lossehelim so suddenly, and why you can't tell us where we're going...you have never been so secretive like this."

The boy pretends to not be listening as he munches on a handful of dried blueberries, What would father be hiding from us? I have never seen him act so secretive.

He wonders to himself what may be causing his father so much worry; taking the effort to suddenly uproot his family and head off in a random direction. He is snapped out of his inner thoughts by his mother, who nestles up next to him with a warm smile and offers him a chestnut.

It is the middle of the night, and the young elf blearily opens his eyes; the tent is dark, its thin tarpaulin canvas lightly billowing in the breeze. He feels the warmth of his mother next to him and hears her light breathing. He hates that he needs to leave the comfort of their shared blanket, but nature is calling. As quietly as he can he scoots himself out from under the covers and out the end of the tent. A cool air disturbs the warmth of the tent as he pushes the tent flap open and steps outside, and he hears his parents shift slightly from the disturbance.

Best do my business away from camp, he thinks as he shuffles toward a more wooded area.

A few rows of trees in he finds a quiet spot, and relieves himself with a sigh. He finishes with a few shakes, ties his trousers back up, and begins to head back to camp. The sudden realization of the silent night hits him: not the sound of an owl, or chirp of a cricket has broken the still air of the woods. Every step sounds an echo of crunching leaves disturbing the unnatural silence. His stomach sinks from a moment of fear at the silence of the dark night, and then he gasps as he hears the sound of steel being plunged into bodies.

The terrifying sound is followed by unfamiliar voices shouting, "Where's the boy?! The Organization wants the whole family dead! Find him! You two find the journal! Everyone else, find the boy, then rendezvous in Trampa!"

True fear grips the boy, and without thought he turns and blindly sprints into the woods. He rushes past trees that seem to jump out in front of him, and pushes brush aside, scratching his thin legs on brambles. His foot suddenly catches on an exposed root, and he plunges headfirst down into a deep gully. The force of the landing knocks his breath out momentarily, and the world goes dark.

Early morning rays slowly bring the boy out of his stupor. A layer of fallen leaves and dirt cover his thin body. As he lifts himself up he feels sharp pain from the back of his head to his legs. He slowly rolls over, pushes himself up onto his knees, and looks up from where he fell. The steep side of the gully ascends some 30 feet; no signs or sounds of his pursuers, just the coos of the morning doves. That moment of peace quickly dissipates as the haunting sounds of the night before begin to creep back into his mind. He begins to panic, and frantically starts climbing up the steep gully, desperate to find his parents.

By the time he reaches the top his hands are scratched and covered in dirt. Despite the danger he knew might be nearby, he takes off, striding through the forest undergrowth. Barreling his way forward, he ignores the multiple cuts and lacerations he receives from the flora that lay in his path. The campsite quickly comes into view and he slows down, ducking behind the trunk of a large tree. His heart races, and his eyes dash around looking for any sign of his pursuers, ears fixed on picking up the sound of movement.

There was nothing.

Slowly he begins to move forward, keeping a low profile, heart racing ever more as the scene of the upturned campsite unfolds. He feels the blood rush out of his face and a cold sweat sets in; his family's collapsed tent is stained with blood, and sits in a heap near the burned out fire. His hands tremble, he knew what lay underneath. He stares transfixed, eyes welling with tears, his legs buckle, and he can no longer stand. He slouches to the ground with tears running down his face. There the boy cries, calling out for impossible aid from the gods, from anybody. He cries, and curses all of Nordost for why or how this could happen.

Hours pass him by, until his cries are nothing more than whimpers.

Soon the sun begins to fall behind the horizon, and a cool night breeze sets in. The boy shivers and his stomach growls. With the little energy he has left, he pulls himself to his feet and fumbles his way over to the cart, pushing himself up into the back where he lies down among the scattered personal belongings. His mother's clay jars were smashed, the dried fruits, nuts, and berries scattered everywhere. His eyes begin to well up once again at the sight of chestnuts. Wiping away his tears, he pulls a nearby heavy blanket over himself, and for awhile he just lays there, eyes open, trying to gather his thoughts. Thoughts race through his head, he tries to make sense of everything, and keeps the thoughts of his parents to a minimum. Looking around at all of the goods thrown about he realizes that there isn't much missing, and at a second glance determines that nothing at all is missing!

Odd that bandits wouldn't take anything, he ponders while absentmindedly shifting some of the scattered goods.

With the blanket still around him he sits up in the cart. Near the front sits a small chest used to store some of his father's more prized possessions: it is open. The boy scooches towards it. Inside he finds a fountain pen, parchment, a few gemstones, and even a pouch of silver coins,

What is this? Nothing is taken!

Riffling through his father's things again and again, he tries to make sense of it all. Then it dawns on him; there was one thing that was missing.

Pushing the blanket off, he begins looking around the cart in a frenzy, but the object in question is nowhere to be found. His father's leather bound journal; it was gone. The only thing that was gone...

Ekat Kassen

The town of Kassen is located at the southern edge of Ani, a nation situated to the north and in the center of the mainland continent of Stora. Known as the Southern Freelands of Ani, this region missed much of the war with the advancing armies of Isidore 16 years ago, being located deep in the woods and off major roads. It is so-called for being far to the south, and away from the regular goings-on of the kingdom's heart in the city of Elysia to render Kassen and the region self-governing. Culturally Ani is a kingdom that favors physical strength and willpower. The Great White Bear that stands upon the flag of Ani symbolizes a hardy people: rugged, and adapted to harsh, long winters. Kassen is small and poor, having only about 750 inhabitants and a total wealth of about 500 gold. The population is not very racially diverse with the bulk of the people being human, and a few halflings, half-orcs, half-elves, and elves making up the rest of the village. They are a people devoted to the god Erastil: the lawful good god of family, hunting, trade, and farming. Within his temple there are also altars to Gozreh, the neutral god/goddess of the sea and weather; Gorum, the chaotic neutral god of battle, strength, and weapons; Shelyn, the neutral good goddess of art, beauty, love, and music; and Torag, the lawful good god of the forge, protection, and strategy. The local tavern and inn, the Seven Silvers, is the centrally located public venue where many of the inhabitants gather after a hard day's labor in the fields or hunting in order to gather news and share stories.

Kassen's founding begins with a man. Ekat Kassen set out to tame a section of the wilderness for himself after receiving a sizable profit from helping in the founding of Ani. From 197 to 199 he had served under a city-state ruler named Shramg during the Lehor War between the city state of Morrona and neighboring city states that it hoped to claim for itself. In defeat Kassen had followed Shramg to found a new land in the harsh tundra to the north. Shramg claimed the territory for his own and they became the first lords of Ani. Ekat Kassen was given leave to find a place to govern for himself with Shramg's blessings. He would eventually stumble across a clearing of land along the Tourondel River in the midst of the Fangwood Forest in the year 206. Untouched, peaceful, and full of resources Ekat began to build what would over the next 10 years become the town of Kassen.

Those 10 years were a pleasant time for Ekat and the townsfolk, but all that would change when Asar Vergas came to Kassen's hold. Asar was an old companion of Ekat during the war between what would eventually become the nations of Ani and Reynes. The two had parted ways on bad terms, Asar sure of himself that Ekat had cheated him out of some resources. Asar had returned with a band of mercenaries, and the town was raided on and off for two months. With Ekat leading them, the townsfolk located the mercenary camp in an ancient Lizardfolk crypt, and after a bloody battle Asar was slain. It was not a joyous return to the town: Ekat was badly wounded, and passed away two days later. In honor of their fallen leader, the townsfolk named the town after him, and buried him in the crypt where his final battle was fought. Within his tomb an eternal flame was placed.

The Crypt of the Eternal Flame has become an important part of Kassen's history, a memorial to the difficult past the town had faced. Every autumn a group of townsfolk light a lantern from the eternal flame to burn throughout the winter: a symbol of the town's resilience. However, every few years a group of younger individuals are selected to make the journey. The quest acts as a rite of passage into adulthood; a taste of adventure before settling down to work and marriage. It commemorates the founding of the village of Kassen and the man it was named for, a crusader and fortune seeker who came to serve Ani when the kingdom was first forming.

Nordost in Recent Times

Nordost's recent past has its own dark clouds: it is now the year 367 in the 3rd Astra Era, and the continent is in its 16th year of recovery after a terribly long war with the Isidorian Empire located on the eastern island of Andra. Much of the east still remains in Isidorian control (Onogoro: home of the dwarves, Meropis: land of the Gnomish Caravans, and Orestes: Nordost's cultural capital). If it were not for the exhaustion of men and resources the war might have carried on, but now it stands as a prolonged peace that none wish to see end. Perhaps one day the Allied Kingdoms (Ani in the northern realm, Solaris: home to the Solar Knights, Reynes and the Knights of the Rose, and Kish: The Ruby of the Desert) will bring justice back to those fallen kingdoms in the east.