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Ports of Call

This is a list of all the ports of call for the Waverider, in suggested order. Other orders will work, but this is set up to minimize issues with people and events being introduced in the wrong order.

How to interpret the length of each arc:

Different groups have different playstyles, so this might vary wildly, but it is an indication.

Port List

Campaign Start: Estoria, Estoria Ventura

Campaign start. This is where they get the mission, and set off in search of the Waverider.

The Desert Rim, Ironspire

The crew gets pulled into tension between warlords, becoming the force which tips an uneasy balance.

Montosho, Drevas Post

A trek into the jungle, and into madness, and a race out.

Albirica Arc

This is a longer arc, which showcase the fragile situation in Tir Albireth. It shows the Empire hungrily moving in on Ardenvale, as well as using starvation as a weapon against Caerduin. It ends with the crew striking a blow against the Empire.

Ardenvale, Millford

The crew arrives in Ardenvale, and soon get dragged into hunting down an imperial diplomat who knows too much. Afterwards, they are asked to ship a load of food to Caerduin.

Caerduin, Ardwych

The crew get to see the starvation caused by the Empire first hand. They get involved in clan rivalry, and sides will have to be chosen. Evidence of imperial sabotage is found. They get a message for Eamon mac Braigh, who is operating under a false name in Albirica.

Albirica Colony, Corvessia

The crew arrives to a city in panic. Eamon is captured, so they must rescue him.

A mysterious man named Sandros Pellaios shows up, and offers to make the rescue happen, if they do a couple of errands for him. The errands is a sabotage and an assassination of the local imperial governor.

The sabotage is easy enough, but they find that they are too late for the assassination. Another assassin, a woman known as The White Lily has already killed him.

Sandros is satisfied, and gives them the info needed to rescue Eamon, but he frames it as a debt they owe him. The information is good and the rescue is easy.

Meanwhile, the city descends into panic and chaos.

Olydrian Isles, Zyranthos

The crew meets an old friend of the Waverider crew, Ormun, an enslaved ogre and the childhood friend of the navigator on the Waverider, Phaedros. They talk to his owner, Alepos, brother of the Phaedros. He gives them information on the waverider and her crew. Ormun asks to join the crew, and Alepos frees him, as he trusts him to do everything to find his brother.

He also asks a favor of the crew, a mission to find out what the Empire is up to in Portus Gravellum. This turns into a spy mission to uncover the Empire's latest combat ship.

Necropolis Arc

The crew investigate the dead city of Necropolis. There, they rescue several enslaved children, one of them Nera, from Varro Licentius.

The Great Empire, Solcanum

Some time to explore an imperial city, before moving on to Necropolis.

Necropolis

Finding Varro Licentius who is using slave children to hunt treasure in Necropolis. One girl, Nera, hurt her leg, and is left inside. Varro doesn't care, but the crew do, and in a wild race manage to rescue her with the aid of a hidden friend. They do not know this yet, but the friend is Samden.

As they get out, there is a confrontation with Varro, but he backs down and runs.

The Great Empire, Solcanum

Back in Solcanum, the crew is confronted by the Licentius couple, who accuses them of theft, and tries to turn the crowd against them.

Amazireth Arc

A dark arc about blood, revenge and redemption.

Amazireth, Kethyris

The crew gets an audience with the Amazon queen. She doesn't trust them, and sends them on a mission to prove themselves. On the mission, they find that an entire town has been sadistically slaughtered by the Sreli, and proceeds into Srel for revenge.

Srel Colony, Eshkar

The crew finds another massacre, now on the Yelthari, the people indigenous to the region now held by the Sreli. They move on the Eshkar, where the perform acts of sabotage, before making a run for it back to Amazireth.

Amazireth, Kethyris

The crew returns to Kethyris, expecting an easy pay-out. They are wrong. Silvio has been taken by his previous owner, General Thessa Vael. When they get to her villa, they find Silvio broken and dead, a brutal revenge by Thessa and her daughters for escaping. The crew faces a hard moral dilemma.

When they meet the queen, they get the information they need, and Amaxia gets redemption.

The Great Empire, Luminara

The crew arrives in Luminara, but soon, history catches up to Amaxia, Junia and Skarnulf, all with their own troubles, all which needs to be handled. On top of this, Sandros Pellaios appears and offers to help them, for a small favor.

The Great Empire, Alborum

Two crew members are taken by the legion, to be used as entertainment at the inauguration of the Emperor's floating pleasure palace. They need to be rescued before the party ends, as none of the "entertainers" are planned to survive.

This evolves into a heist story under pressure, followed by a daring escape.

Karuun Rebellion, Marothis

Once again, the crew journeys into the jungle, this time to rescue a healer who has the next port of call for the Waverider. In doing so, they see the worst of both the Empire and the Karuun Rebellion, and have to escape through the jungle.

Para Omros, Sanctum Omros

The crew see Para Omros in all its cruelty, and gets involved in a witch hunt. Hard moral choices must be made.

Draknir, Stormvik

The crew has to find the last surviving member of the Strongaxe family, apart from Ulfar Strongaxe, boatswain of the Waverider. It turns into a chase through a snow storm, and a confrontation with the Frostvein family, the family responsible for the death of the Strongaxes.

Olydrian Isles, Ostranos

Two crew members vanish. It turns into an investigation to find them, and then an assault on the house where they are kept.

Elarune Arc

This is a chase for a man taken by slavers, rescuing him in a race against time. In the end, a hard choice must be made.

Elarune, Oakhome

The crew arrives, and quickly has a confrontation with slavers, gaining them a guide to the forest. They encounter signs of slavers and slave raids. It becomes a race against the slavers to reach Oakhome in time, and a fight happens as the village is attacked.

The learn that Morthen Briarbound knows, but has been taken as a slave and taken to Twin Cities.

Twin Cities, Port Iron

Arriving in Twin Cities, the crew has to find Morthen. This involves an investigation which involves both factions. Once they find out his location, it turns into a heist into a hell hole mine.

At the end, a tough decision has to be made. When is a man guilty, and when can he be trusted?

Grashkaar Arc

A wild chase for the journal of a holy man.

Grashkaar, Urganmaar

The crew meets with Drogath, and he offers them the wanted information if they can find a holy book in Estoria.

Estoria, Estorio Ventura

When the crew arrive in Estoria, the journal has changed hands. They must chase it, always one step behind. Eventually they catch up, but it ends with them owing Sandros Pellaios another favor.

Grashkarr, Urganmaar

The crew hands over the journal, which will have long term consequences. The next port of call is in the Skarthuun steppe, and Drogath provides them with a guide, Grishna.

The Steppe Orcs, Tharaan, River Bone Tribe

The tribe the crew is seeking has been wiped out, but Grishna explains that their women and children has been absorbed into the attacking tribe. They find the tribe and the women, but to get the information, they need to steal back horse stolen by another tribe Running Wolf tribe.

Afterwards, they learn of a looming threat, before having another confrontation with the Running Wolves.

Ashkar, Varethul

A trek into the jungle, where they find out that the cruel customs of Ashkar might have a more sinister purpose.

Khazryn, Tseradun

A walk, or pilgrimage, to Tseradun monastery, where a monk gives the crew the needed information.

Pirates, Goldgate

A search through the rough and dirty city of Goldgate, meeting all kinds of people. It ends with a trap, set by an old enemy.

Zarhalem, Zarhalem

Conflicting priorities clash as history catches up with the crew.

Zanakwe, Zanakwe

An old friend of Mbaru, and with him, an entire noble house, is in trouble. The opponents are the ones who put Mbaru in dishonor. The crew must solve this by navigating the social elite.

Medium, open Social manipulation, minor conflict Introduces Meyrha

Zverilov, Moryanev

A quick stop in a sleepy Zverilov turns into a life and death chase with strange allies. The return journy, which should be simple, turns into an odyssey.

From there, they go inland, to find the wanted information.

Mataraaj, Varhana

A dangerous heist turns bad, and a very creepy man needs rescuing.

Ozukari, Kaoriyo

A tragedy of duty and responsibility.

Tikirri, Skeleton Bay outlet

Following a track, discovering an empire which wants to kill them, and a frantic escape.

Tekrissal

Searching a dead city for clues and for the connection to Tikirri, with a frantic rescue and escape.

Lumekhet Arc

Lumekhet, Oshiren

Getting involved in regal and divine politics, getting separated from the ship, rescuing a god who is just a confused and spoiled woman. They make a desperate run across the desert, where they meet a strange woman, before fleeing into the deep desert with the Tazulmar.

Tazulmar, Dunewind Tribe

Ssar'et, Varr'thol

Kaelthir

Drowned Marches, Rotmere

Murkwater, Zuth'Morra

N'Gazama, Tazenga

Kai'ono, Pao'kiri

Freevalor, Harrowcrest

Morvelyn, Tellenmar

Borealia, Black Run

Lake of Life Arc

Lake of Life, Lanith's Rest

Lake of Life, Raelith's Drift

Yelthari, Uxatel

Itzalcoa, Coaxoch

Badlands, The Green Verge

Eclipse, Nyxthar

Coralwyn, Lahoru

Solanthar, Solantharion

Tideforest, Clutch of Lightning Leaves

Sylvaranith, Randelia

Childern of Nazhira, Caruvalas

Chalan, Tavana

Sea Elves, Sylirith Tidebloom

End

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