Pentangle Games



Home

The Hidden Coast: About the lands
House Rules:
Campaign specific classes
Creature Catalog
Contact Me
D20 legal stuff
Links
The Hidden Coast: About the lands

The Hidden coast: Heavy fog blankets the area for most of the year, thus its name. The Real World equivalent to the hidden coast would be Eureka California and the surrounding area.

To the north of the Hidden coast is the thick woods of Greymear then Fort Bell and the Bell wall. Beyond that are the untamed wild lands. To the south is an area of vast marsh and swamps. To the east are the windswept wall and then the Bronze Hills. Somewhere in the BronzeHills is the mysterious Hidden Valley and beyond the Bronze Hills are lands unknown. To the west is the ocean.

1: Old Rock: This Island is a favorite hang out of sea lions, snowy egrets, seals, otters and other coastal marine life. Wild sheep graze along the grass of the island. Rumors of long forgotten pirate hordes hidden on the isle exist to this day.

2: The Hag Needles Isles. These islands were once the home of a cult that worshiped a dead god years before any humans set foot in the area. To this day the islands are bare of all but the most simple of plant and insect life and no one dares walk across them at night. The Hag Needles are a favorite hiding place for pirates.

3: Brians Island. This large chunk of land was sold to a Nobel to make a summer home on, but he died before he could ever begin construction. Now the island remains abandoned except for sea birds and ground hogs. It still retains the name of the Nobel that bought it.

4: Poisson Village: Named after Captain Emil Poisson, the man who founded the village. Despite its rather evil name, it is a pleasant village where the people go about their daily business with out much thought for the world outside their walls. The main export from Poisson is wood, food goods, wool, fish, art work and Hemp products. The main import is iron, food stuffs, alcohol and settlers.

5: The Dark Valley: Orks and other foul creatures call the valley home but they seem to keep to themselves for the most part. River traffic through the area is often harassed and no one dares travel through the area after dark.

6: The Mossy woods: the main source for food and wood for the villages in the area. About a dozen permanent settlements are scattered throughout the area. The trees are mostly redwood, oak and ash. Wild hemp, ferns, tubers and other plants also grow in the woods.

7: Holdens Wood: Named after a great ranger, the woods were once the home to tribes of Hobgoblins and Orks but the Ranger Holden cleared them out years ago. Somewhere in the woods a small stone monument to Holden and his deeds stands, many say it is enchanted. It is said an ancient witch lives deep in the woods as well.

Giant ferns and mushrooms abound in the woods as do Oak, Ash, redwood and other plants.

8: The North Wood: A small clan of Elves lives deep in these woods. They trade with the villages in the area but keep to themselves otherwise. They also have some kind of relationship with the Gnomes in the Windswept Wall but what it is no one knows. The Elves raise Giant Spiders and trade in spider silk items.

9: Carole Point.  A small secluded town situated along the coast. Population is mostly Halflings with a few humans thrown in. Mainly an artists community they also make their living off fishing and harvesting. The town also boasts very rich tobacco and hobbit weed plantings.

10: Drunk Duck Inn. Built on the ruins of a ship that crashed into the rocks long ago, the drunk duck offers food, ale, warmth and good cheer to all who enter. A great source for rumors and tales of adventure. Plenty of old Sea Dogs can be found in hear telling tales of the old days. A small support village is beginning to spring up around the Duck and in a few years it may become a town.

11: Old rock isles.  A small grouping of uninhabited rocks known for their sea caves that have sparked many a Childs fairy tale of mermaids. The islands are homes to sea lions, sea birds and small wild sheep.

12: Misty bay. A small half moon shaped bay known for the moonstones and other rocks that fill its beach. A safe harbor and easy access to the fishing lanes of the hidden cost make Misty bay very desirable real estate. A small fishing village has sprung up along its shore and many well to do merchants have begun to settle in the area.

13: Old captains rock and the Old Light House.

No one recalls who the old captain is that old Captains rock is named after, or if there even ever was one. The light house is manned all year round by Bill Hanson the lighthouse keeper and his family. Two other families live on the island, making a living as fishermen. The island is known for is rich crab beds and numerous otters and sea birds.

The wreck of the War Ship Espanola lies 200 feet below the water level of the island. The hulk of the ship lies atop a series of underwater caves and caverns that are the home to a Water Elemental named Slanishan. He has taken the treasure of the Espanola as his own.

14: The Windswept wall. A natural series of sandstone hills and granite cliffs. The Windswept wall borders the Bronze hills and protects the Hidden Coast from the winds that rage along the Bronze Hills. They are the home of an elusive tribe of Gnomes known as the Brotherhood of the Crookshank Nutwad

* Greymear woods. Vast, thick woods of old growth redwoods and ironwoods. Giant ferns, sequoias, oaks and pines also make up the woods. The land is uncivilized at best other then a few brave woodsmen, no one lives in these woods because they are known to be haunted and dark creatures such as giant spiders, orks, ogres and the undead make their home hear. The ruins of an old Fort of the first men is located hear and is believed to be the resting place of a vampire. Rangers from Fort bell try to keep the forest safe but they are unmanned and often overwhelmed.

* Fort Bell and the Bell Wall. Perhaps the last standing fort of the First men. Fort bell has stood like a beacon against the night for over 1000 years, and it is said the blood of the First men still flows in the veins of its inhabitants. Yet that beacon is fading.

Fort bell and the Bell Wall stand on the very edge of Greymear woods and guard the lands to the south from the barbarian hordes and the creatures of the Wild lands beyond.

The Rangers and inhabitants of Fort bell are fading fast, where once over a thousand rangers populated the wall now only 50 to 100 can be mustered at any given time. Yet still they stand, in their long watch against the demons of the night to the north.

* The Wild Lands. The Wild lands of the north are thickly forested tundra of giant caribou, wild wolves, barbarians and other creatures of the night. It is a vast, savage land where only the strong and the cruel survive. Orks, ogres, trolls barbarians and worse live in this land of strife. It is a vast, harsh, cold and unforgiving land where the only magic is old and wild. It is said that wild fairies and elemental spirits still live in the wild lands and creatures of myth and legend can still be found there as well.

* The Bronze Hills. Hard, vast, unforgiving. The Bronze Hills stand on the other side of the windswept wall. Wild winds ravage the Bronze Hills as well as wolves, giant eagles, goats, wild apes, mountain lions, orks, ogres, trolls and even a giant or two. Ancient dwarfs eak out an existence in their hidden mines somewhere within the Bronze Hills and a few rag tag human mining villages have popped up as well.

*The Hidden Valley. The exact location of the hidden valley is vague at best, some say it moves at the whims of the Mushroom Mage. It is a small. Pleasant, mist shrouded valley where giant mushrooms thrive and ancient and powerful magics still live. The legendary Mushroom mage is said to live somewhere in this land.

*Wrens Crossing, Crows Bridge, and Eagle Rock. Small mining villages nestled deep in the heart of the Bronze Hills where hardy men and brave dwarves work side by side to take the treasures of the hills as their own. They are hard, ugly towns where life and ale is cheep and a man can make and lose a fortune in a blink of an eye. There is no law in these towns save the law of the blade.

* The Swamps and lands to the south. To the south of the Hidden coast are Marsh lands and a series of small lakes, rivers and streams that are the home to abundant wild life including Giant frogs, Snowy Egrets, Marsh Foxes, Green hags and other things. As you go further south the Marsh Lands become dark and swampy. Thick cypresses and mangroves overhang the twisted swamp lands where alligators and giant insects pray on the week. Lizard men and other strange creatures make their homes hear. It is unknown what lies beyond the swamps though legends exist of thick unexplored jungles and ancient ruins filled with forgotten treasure.

The Hidden Coast

Core Ethos Sentence: This is a High Fantasy anime inspired world. Pretty much clasic D+D with an Anime flair. Very simple, small and fun.

The Hidden Coast originally appeared on the Wizards of the Coast Map a Week page in 2001. Much of this information is taken from that posting as well as additional postings. It is printed here without permission from Wizards of the coast.

Who are the heroes? As always the players are the heroes of the Game Masters stories. Playing any one of the many races and coming from every walk of life. The Player characters will forum a rag tag band on an epic quest of exploration and adventure as they seek to learn their destinys .

 

What do they do? They do what heroes do best. They strive against impossible odds and succeed. They strive, they seek, and they adventure.

The party will go on the quests and adventures set down by the GM to make up his story. Each player will bring to the world his or her own morals and attitude and through the actions of their characters help to shape the outcome of the game.

Primarily the characters are there to gain experience and seek out their destiny (As well as EP and Stuff) but as they uncover the major plots of the campaign they will find themselves in the center of the whirlwind that is the power struggle of the world.

Threats, Conflicts, Villains.

From the orks next door to ancient evil cults the villains of the world are many; all of them are four color and have their own distinct personality and motivation. Threats range from haunted tombs and mysterious dungeons to the crazy old lady at the end of the block to the floods of winter. This should be a simple, fun world

: Anime magic system. The Anime magic system is more free flowing skill based then the existing D20 magic system. While it uses the players hand book as recourse, spells now are much freer flowing to better reflect the system.

The Schools of magic are

Earth, Air, Fire, Water, Spirit, Shadow.

All spells come from one or more of the following schools.

Druids, Sorcerers and Shamans draw their power directly from the weave of magic and focus it by their will and imagination alone. Sages and Book mages are simply sorcerers who have chosen to write down their study of the weave in the hopes of passing it on, there is great power in the written word and these spell casters have found ways to imprint their magic on paper. Bardic spell songs are very rare, they date back to the time of the cataclysms and the songs that were taught to a chosen few by the angels that came down to help during that awful time. A handful of men and woman still are able to sue those songs to this day and weave the magic of their music. Clerics and other Devine spell casters draw their power not from the weave of the worlds magic but from their faith in their god. These miracles defy explanation and often surpass any magic a sorcerer could call upon.

Races of the Hidden coast.

The following races make their home in and along the Hidden Coast...

Humans: 95% of the humans in the Hidden coast are descended from settlers that arrived about 150 years ago during a gold rush. The other 3% are descended from tribes that settled these lands about 500 years ago from the North and the last 2% are of the blood line of the First men. The great sea kings who first settled these lands well over 1000 years ago.

Elves: Rae and wonderful. The elves of the Hidden Coast are few and keep to themselves. There are maybe only 1000 eves total in the entire hidden coast though it is hinted that there are more in the wild lands of the north.

½ Elves:  the ½ elves or paralabel are strangers in a strange land. Neither at home in human or Elf society they exist on the outskirts of booth. Of the few 1/ elfs that live in the Hidden coast. Most have found a home among the Rangers of Fort bell or serving the Druids.

Dwarves: the Dwarves of the Bronze Hills are a proud, stern and secretive grope of miners and craftsmen. They keep mostly to themselves except in time of dire need though they are known to trade with the Human miners. The Dwarf society of the Bronze Hills is about 800-1000 years old. They are descended from Craftsmen that came to this area at the invitation of the first men to help construct the Bell Wall.

Gnomes: Reclusive and strange. The Gnomes or Gwenalon of the windswept wall belong to a tribe known as The Company of the Crookshank Nutwad. Wild, feral and almost childlike. They tend to keep to themselves though the do trade with the elves. They pride themselves on their abilities of illusion and deception.

Halflings: Peaceful, reclusive, happy homebodys the Hobbits of the Hidden coast live a quite life of farming, cultivating, brewing, fishing, cooking and making works of art and toys, When not working they are eating or drinking or celebrating the simple joys of life.

 

 

Religion in the Hidden Coast

Religion is pretty simple and generic in the Hidden coast. The current, established religion was brought to the area with the settlers from 150 years ago. The older pagan gods predate that time and have existed since the Time of the First men, if not before then.

 

The Six old gods

Sylph (Goddess of Wind and Sky).

Portfolio: Weather, Air, Sky, Birds. Alignment: Any chaotic. Symbol: A hawk.

Valkrrie (Goddess of Fire and Light).

Portfolio: Fire, Light, Energy. Alignment: Any chaotic. Symbol: A ball of fire

Marmo (God of Earth and Stone).

Portfolio: Earth, Stone, Strength, Dwarves. Alignment: Any lawful. Symbol: A hammer.

Vanya   (God of Water and Cold).

Portfolio: Water, Cold, winter. Alignment: Any lawful. Symbol: A crashing wave

Gia (Goddess of Life and Spirit).

Portfolio: Nature, Animals, Plants, Life. Spirit, Healing. Alignment: Any non evil. Symbol: A circle

Non (God of Shadow and Death).

Portfolio: Death, Darkness, Shadow. Alignment: Any. Symbol: Two red eyes on a black field.

 

The Six old gods date back to the time of the first men, and may in fact have existed in some forum since before that. The Six old gods are primal elemental gods and are deeply associated with the day to day working of the world.

 

The Six new gods are.

Tyro. (The all father).

Portfolio: Leadership, Protection, Civilization. Alignment: Any.  Symbol: A crown

Fiona. (The life giver).

Portfolio: Healing. Alignment: Any non evil. Symbol: A pair of open hands palm up.

Heda (The wise).

Portfolio: Knowledge. Alignment: Any. Symbol: An owl

Uri. (The fair)

Portfolio: Love, Beauty, Mercy, Innocence. Alignment: Any good. Symbol: A feather

Arin. (The warrior)

Portfolio: War. Alignment: Any. Symbol: A sword.

Brandon (The Builder).

Portfolio: Craft, Progress. Alignment: Any. Symbol: A hammer

 

 The Religion of the six new gods is mostly a human religion and is only about 200 years old, though in that time it has spread to the entire world in some forum or another.  The existence of the 6 new gods dates back to a short lived but mighty kingdom from 200 years ago. During the time of the kingdom a great crusade was embarked upon to spared the word of the six new gods and destroy the worship of the six old pagan gods. The crusade failed and was directly responsible for the end of that kingdom.

The surviving history books from that time tell of an angel who appeared in the kingdom 220 years ago bringing the word of the 6 new gods.

 


Game Philosophy