So thanks to sickness and more, this
post is not one but three
weeks late. I apologize to anyone that actually cared enough to read
these things.
Getting
back to my adventures in Vathak, I wanted to talk a little bit about
scale and pacing. Vathak doesn't look it at first glance, but it's
frickin' huge. The continent is intended to be roughly the same size
as North America, making the vast empire that Grigoria has managed to
acquire a seriously impressive accomplishment.
Now,
part of this is due to the fact the map of Vathak lacks a scale. I
believe (I am not in charge of anything, so this is just my personal
understanding of the decision) the map was left without a scale to
better accommodate dropping Vathak into GMs' games. Vathak can be as
big or as small as you need it to be, since only the major cities are
on it.
In
trying to stay as canon as possible, I've kept Vathak big. Really
big. And the scale of just getting across Grigoria was staggering to
my players. It would take two to three weeks to move from the
foothills of the Gray Peaks to the capital of Grigoria. They would
need to deal with the trackless hills and windy highlands between the
two mountain ranges, all while keeping supplied with food and water
and making sure the cart they'd loaded full with ill-gotten-goods (as
any good adventurer's goods should be) survived the journey.
This
could have been a quick pan-and-skip to the city, but I wanted to
highlight some of the more mundane aspects of Vathak. They'd just
come off the bloody halls of the Sanguine Laboratory, revived their
friend from the dead, and made a new necromancer ally... so showing
off some parts of Vathak that didn't involve murder cults or vampire
lords seemed a nice change.
Enter
the town of Verdenalder, a simple hamlet of no more than one hundred
souls. They knew little of the war with the Old Ones, knowing only
that some of the young men had journeyed off to Eisin'dorf to join
the army. They had little to provide the players, offering only a
place to keep warm in the village's Common Hall. Their most powerful
residents paled in comparison to the players, but they showed not a
glimmer of the same world-weary troubles as the adventurers. In
Verdenalder, the sun shone high over great fields of grains and the
troubles of Vathak were distant.
A lovely sampling of Vathak's more homely folk, thanks to Rick's Patreon.
Within
the week the PCs would find themselves struggling to navigate their
cart over a half-flooded bridge in the midst of a storm. But, for a
brief moment, they got to experience a calm and peaceful Vathak. One
that was not mired in the gray morality of the Church's actions, nor
the grim reality of an endless, unwinnable war. They could see priests sans political motivations, and cambions living (mostly) free of the discrimination they might face elsewhere, getting along just like everyone else.
And sometimes, especially in Vathak, that is just fine.

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