Cambria
This game is based off the world building exercise done by Rich Burlew. You can find his original discussion here. I have been a big fan of his work and fell in love with the campaign world he started so, unless he has issues with it, I’m using it.
For the backstory, click here.
As it stands right now:
The tipping point has been reached. 7 weeks ago, a comet appeared in the skies over Cambria. Universally heralded as an evil omen, the comet broke into pieces in the sky and rained destruction over the whole of Cambria.
In the aftermath of the Catastrophe, the balance of power has shifted. Redwater is slowly being crushed between the new breed of Raider attacks in the north and the steadily advancing armies of Fauchard in the south. Not content with outside threats, internal politics threaten to shatter Queen Katrionna’s domain into civil war. Fauchard has suddenly gone on the aggressive, annexing large swathes of territory from Redwater. Unkard has nearly doubled in population as refugees from all over the empire stream into its borders, taxing the clergy-run city’s capacity. Shipments of trade goods between the Dragonborn of Dharta to their allies, Vertland, have suddenly stopped, leaving the northern country vulnerable. Meanwhile, the Children of the Twelve have expanded their repertoire of attacks, striking in lands distant from their own.
Cambria Comments
Magic items are fairly rare in Cambria. Collecting the necessary residuum to enchant an item was the work of a lifetime – several lifetimes, if the collector was incautious. Mages would send out highly-funded expeditions to Northern Everwood to collect it from the creatures there. When Dharta was part of the empire, its jungles and swamps also yieled some quantity of the material.
However, you’ve run into it several times in the past two adventures (you have 7 vials of the stuff). Using it works as follows: Each vial is ‘worth’ 300g and may be used to upgrade any existing magic item. You’ll need to find someone able to cast the “Enchant Magic Item” ritual. The market price value is always there: 175g, whether you cast it yourself or not. The “Special” component cost is an amount of residuum equal to the difference in the cost of the two weapons. Level restrictions stated on the ritual do not apply – if you can find the residuum, you can enchant the item.
Quick example time:
You have a +1 Magic Wand. You want to upgrade it to a +2 Magic Wand. 1800g (the value of a +2 wand) – 360g (the value of the +1 wand that you have) = 1440g/300 = 5 vials of residuum. If you have that, the 175g and someone who can cast Enchant Magic Item, you have a +2 Magic Wand.
Note: right now, only direct upgrades are an option. The magic wand can be +X, but it can’t turn into a Wand of Fiery Bolt.
This seems as good a place as any to compile a loot list:
Weapons/Implements
Magic Spear – Frost Weapon
Magic Longspear +1
Rod of Dark Reward: Talara
Armor/Protection
2 Amulets of Protection +1
Black Iron Plate
Sylvan Hide +1
General
Belt of Vigor: Toriel
Misc
Sphere of communication
Pouch with various colored pigments
Brass Key stamped with HC:22
Money
320 gp from Borin
Pouch of gems – turquoise, jade, 2 pearls, garnet (worth 500g)
7 Vials of Residuum (Value equivalent to 300 gp each for purposes of upgrade, I believe.)
Each PC gets access to one magic item up to 500gp from Gwillym