Sunday, September 3, 2017

Ánemos Anthology

***This a formalized post that is to be used as a continuously updated resource for all of my writing on my current setting of fascination, Ánemos. The goal here is to have one page that links to all of the resources I have made and adding a little context to the links.

Its also a rewrite of this post that is meant to reorient, refocus and reaffirm my goals with the setting (a la this post by +Jack Shear) and to provide an evocative hook (a la this post by +Jeff Rients ) for fresh players.***

Setting Hook:

It is the end of an Age of Peace and Hope, across the Scattered Sea change is on the wind.

The Minoan Republic's grand democratic experiment is floundering in a sea of war and political strife quietly fanned by the  subversive poet-priests, the Vardini. Arsuf revolutionaries are working to shatter an Age old system of oppression with blood magic and ritual, while rumors of the rise of a new War-Leader spread. Monsters out of half remembered myth emerge from the sea foam in Chalcis to challenge the Council of Magi's dominion. Ramsay Stellar's company of hired killers, the Stellar Jays, have risen to prominence quickly and have proven to be an unstoppable tool in the hands of the highest bidder. The Obsidian Bank remain in the shadows brokering deals and lending captial, though they have begun to collect ancient debts and consolidating their power.

Dead things thought to be banished beyond the mortal veil have been seen on foggy moonlit nights proffering power in return for mysterious favors. The outcast Tribes of Arsuf wander the Sea with their patron Daemons lovingly feeding off of their binder's misery and causing a reign of horror on the high seas. The Spirits have sensed a change coming, and have redoubled their efforts to consume Civilization in feral fury. The slow machinations of the Hecatoncheires are coming to fruition, and the first sighting of one of the titans in generations is causing panic across the Windswept Isles.

The hunt for the Amphora of Dákrya is being called in Iolcus, whosoever returns with the Amphora will be granted any boon from the Lady of Iolcus. The siege of Gythium has finally been broken, the Orichalcum Citadel has been shattered, and the forces that were united under King Agathokles' Banner of Vengeance are scattered to the winds on their way home. The tombs of Sea Kings long buried are being rediscovered, and the brave and foolish are disturbing them in search of ancient relics. The Flowing Forest is descending on Oropus, and the Storm King Mountain Battalion has been hired to not only fend off the danger, but once and for all destroy the verdant scourge. The long-thought-lost Magi Trophonious the Fool has risen out of the depths on the back of a Kētos and is looking for a crew to sail with him to the bottom of the Abyss.

In the midst of all of this astronomers locked in their lonely towers are gleaning whispers from the stars about an Age of Blood and Thunder on the horizon...

Ánemos in Five Lines:

A Sea of Adventure: Your ship is your life blood, with it you have freedom to decide your own destiny. In the Season of the Sun you must travel across the seas to exotic lands where glory will be won, riches made, and ancient secrets uncovered.

For Home and Hearth: As a player you come from a small settlement in the vast Scattered Sea and your goal is to see your home grow and prosper in this time of upheaval and change. Every Season of Storms you return home to help mange the growing settlement and to bring back riches from across the sea. You must carve a place for your people in myth, or at least help them weather the coming storm.

Monsters of Myth: The people of Ánemos are plagued with beasts and monsters unleashed by spiteful Gods and Spirits. These mythic foes demand mythic heroes to rise to their challenge.

Of Gods and Spirits: In Ánemos metaphysical forces clash, the spiritual landscape is as important as the physical. Gods demand worship and the march of Civilization while Spirits necessitate placation to prevent Extinction. The immortals are petty and short sighted though, and each can be dealt with in their own time and manner.

War of Thoughts: There is a war of ideas being waged: Gods are the products of their follower's beliefs, Spirits are cast into opposition to the march of civilization, Daemons embody our darkest tenancies, the very geography of the Islands is mutable through belief. Who ever wins the war of thoughts may determine the fate of Ánemos.


Character Options and Information:

Monsters and Creatures:

Adventuring Content:

Races and Factions:

Gods and Spirits: