THE BAY OF SPIRITS

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13 Jan 2024
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THE BAY OF SPIRITS


Not: This text introduces a supplementary source for role-playing games, titled "The Bay of Spirits," providing additional material. Some terms include Turkish words with similar meanings, while others, including specific names, are left in their original form.

"The Bay of Spirits" is a series of stories published by Roan Studio, a graphic design firm, focusing on fantasy role-playing games with both writing and illustrations by Randy Musseau. It encompasses ready-to-play scenarios, detailed maps, non-player characters, and a rich collection of illustrations. According to its creator, it is the accumulation of thirty years of sketches and notes. Starting with short games prepared for characters of various levels not initially tied to any main story, the process evolved into a unique realm with geographical details and content. The system employs open-source licensed role-playing game rules similar to Dungeons & Dragons.

COLD LANDS and DEEP WATERS


"The Bay of Spirits" is a realm inspired by medieval northern countries, characterized by long and harsh winters. It features steep cliffs and islands, surrounded by fjords, deep valleys, and mountains. The population is concentrated on the narrow coastal strip of the Bay. Beyond that, large mountain ranges with glaciers, rising like spear tips towards the sky, follow. The long and freezing winter (known as the Days of Sleep or Gelid's Days) is the most challenging time for all Bay inhabitants. The temperature rarely rises above freezing, and with the majority of the bay covered in thick ice layers, sea routes are completely closed. Major settlements like Hawkstone have enough food stored in silos for winter, but those living in remote rural areas have no choice but to pray that the god Gelid doesn't unleash his icy wrath. Occasionally, frozen corpses, believed by some to be the unfortunate ones who succumbed to Gelid's madness, are found half-naked. Spring (Thaw) is like the sudden dawn after a long night.


Melting snow nourishes rivers and water sources. Life returns to forests and valleys. While the effects of the harsh winter and the imbalances of the severe climate persist, flowers begin to bloom among the snow piles. With the opening of the sea route in this season, trade also revives. Summer (Sunlight) is the liveliest season for the inhabitants. Trade routes are heavily used. Although occasional storms erupt off the bay, the climate is milder and warmer. The most crucial days between Sunlight and Sleep seasons begin with the arrival of Autumn (Harvest). As it is the time for both harvest and tax collection, autumn is a period of mixed feelings among the people. Bay residents gather for a few weeks of harvest festivals, enjoying and socializing.

The history of the Bay begins with the establishment of the first major settlement, Hawkstone, where the ancient feudal family Wyvernsbane took root, known as the Year of Kronos 1. There are no written records from earlier periods. From ancient times, only myths circulating among dwarves and elves about the Ancients, a civilization that mysteriously disappeared, leaving behind remnants, survive. The mysteries of the Ancients are surrounded by superstitions and fear. Various structures called sea chimneys, many with symbols not belonging to any known language, and menhirs with unknown symbols are examples of the remnants of the Ancients. It is believed that these structures hold dark powers, and there is a superstition that the mushrooms, fruits, and water sources growing near them are highly poisonous. The story plot of the game begins 1512 years after the establishment of Hawkstone.

THE LONGEST WINTER


The year 427 of Kronos is the date of the most dramatic change and tragic event for the entire bay. That year, an unprecedented winter occurred, and a group of nobles united to attack the Wyvernsbane baron and remove him from the throne. However, in the incredibly violent storm, many ships in the fleet sank. In the following days, as the Bay almost completely froze, the remaining ships got stuck in the ice. During the freezing storm lasting for weeks, the entire population tried to seek refuge in Hawkstone. The baron, accepting only a small loyal fraction after the war, expelled everyone else to the outskirts of the bay, leaving them to the cold and hunger. After the ice melted, fishermen could finally return to the sea. However, their nets were filled not with fish but with the bodies of unfortunate people who lost their lives from either side that winter. After 427, Wyvern Bay became known as the Bay of Spirits. Although the nobles seem loyal to the Baron in public, behind closed doors, political games continue.


The entire realm is seemingly ruled by nobles loyal to the southern King. However, with its isolated structure, the Bay is like a separate country, and the absolute dominance belongs to the Wyvernsbane lineage. The ordinary people and other nobles of the Bay have been in the service of this lineage for almost 1500 years. Also, it is said that Baron Cadarn, a paranoid tyrant, owns them. As long as taxes are collected, neither the King nor the Baron interferes much. The source of the barony's power lies in the well-trained Dragon Wardens and the feared but unpopular Dragon Cavalry due to their violent actions. A few Wyverns still have nests in small groups on the islands. Their eggs are under the supervision of the barony and, though their numbers are few, they have a reputation for their terrifying power and fame, thanks to their specially trained riders.

Fishing and sea trade are intense. There is little arable land, but there is enough space and time for basic grain and fruit production. The most notable product is the high-quality ice wine produced from grapes unique to this region, with high commercial value. Also, various alcoholic beverages produced in monasteries have high monetary value, and the right to produce, ship, and manage them is granted only to the monasteries by the Wyversbane barony.
The faces of the Bay residents carry a seriousness embedded by harsh climate conditions. However, the people, who enjoy drinking and listening to music, have a tolerant nature, except for a few exceptions. The society is predominantly composed of humans, followed by the widespread dwarf race, mostly engaged in ironwork. Their rural cousins have settled in the rich mines of the Bay and occasionally come to the cities to trade. Gnome communities prefer to settle in the old mines left by the dwarves and are adept at repair and renovation. Elves rarely leave their forests. Although rare, it is possible to encounter half-elves in towns, all of whom are either adventurous travelers or traders. The Half-Orc race is rare. Due to their physical strength, they sometimes come to settlements for work, but the local people do not tolerate their presence. Far beyond the Bay, in the depths of the forests and dark valleys, a dense population of orcs and goblins lives. Despite the bad reputation of their race, humans trade with them. Apart from that, they are a problem for the people in every season. For every goblin, orc, ogre, etc. hunted, hunters are paid in gold for each ear. Piracy is common in the outer bay during the summer months. Besides, raiders who divide ships that run aground due to accidents, etc., down to the splinters are the nightmare of trade ships. The tension between the marauders and the local population frequently escalates. According to a rumor, some pirate and marauder groups work on behalf of the Baron.


LET THE ADVENTURE BEGIN


The books containing the story plot are available in small booklets. The designs and contents are organized, ensuring that you don't lose track between the pages. The fact that all illustrations are drawn by the creator, the details of non-player characters and locations, and the distinctive features of the Bay of Spirits are noteworthy. With the addition of abundant detailed maps and dungeon drawings, it would be appropriate to say that this work is a labor of love. The author (also the illustrator) has meticulously blended well-known elements such as the North, harsh winters, and the Middle Ages to create a unique world. As you experience the stories, you feel as if you are a native of the Bay. If you are interested, you can find the list of main booklets in this series below.

  • The Bay of Spirits (source book)
  • The Wreckers of Windward Isle (source book)
  • Hinterland a Guide to the Wilds (source book)
  • The Bounty (character levels 5-7, ready scenario for 3-6 players)
  • Piper’s Quay and The Secrets of Wyrim Cove (source book)
  • Blood in the Snow (character levels 2-4, ready scenario for 3-6 players)
  • Crackle’s Vale and the Boarman of Reeker’s Keep (character levels 3-5, ready scenario for 3-6 players)
  • The Haunt of Crow Gulch (character levels 4-7, ready scenario for 3-6 players)

The following are early gaming works that, although not directly related to the Bay of Spirits, offer ready-to-play stories with a similar atmosphere.

  • Dire-Tomb of The Fallen (ready scenario for character levels 4-7)
  • Pretty Little Lairs-The Squid God of Wraith Isle (character levels 2-5, ready scenario for 3-5 players)

Portfolios with detailed drawings of buildings and settlement locations prepared for use in games.

  • Winter Adventures-Starter Maps
  • The Bone Marrow-Isometric Style Illustrated Map


Thank you for reading.

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