Southern Cross
This Era started after the Blood Mother Era was complete. The group was given a mission to visit Contrain.
Goals & Themes
- Exploring as a mature group of adventurers
- Exploring the Island Kingdoms
Discussion Threads
- Southern Cross - In Character Discussions
- Southern Cross - Out of Character Discussions
- Southern Cross - Session Summaries
Story Arcs
- East Coast Swing
- The Ten Kingdoms
- The Missing Pyramid
- The Hidden Library
- Regrouping & Training
- The Ten Kingdoms
- The Big Curve
- The Kingdom of Jillingrad
- The Central Islands - {adventure 130}
- Contrain
Movement & Combat - from Ships And Water Travel
| Type | Crew | Passengers | Move | Seaworthiness | Hull/Crippling Points |
| Canoe | 2/1/1 | 0 | 6 | 10 | 5/0 |
| Fishing Boat | 2/1/1 | 5 | 6 | 14 | 21/21 |
| Grim Lady (Knarr)1 | 12/8/6 | 8 | 12.17/6.17/6.17 | 16 | 48/48 |
Notes:
Crew - first number is the maximum number of people that can work on a vessel without getting in each others way; the second number is the average number of crewmen needed to operate the vessel; the third number is the skeleton crew, the absolute minimum number of people needed to operate the vessel
Passengers - total number of extra people the ship can carry, this includes Marines or extra crewmen for long voyages
Move - this number is in tens of yards per round; with slashes the first number is under sail & oars, the second is under sail only and the third is under oars only. For movement for an entire day multiply the movement rate by 2 for rowed vessels and by 3 for sailing vessels.
1 - The Grim Lady has the magical Manta Figurehead built into her. This increases her speed and allows the Captain to summon 4 sharks for 10 rounds Once per day
To help keep track of the new NPC's being encountered:
| Name | Island | Helpful | Neutral | Harmful |
|---|---|---|---|---|
Chat Logs
| 2025-09-05c | 2025-09-12c | ?? |
