Economy & Trade
While everything can be paid for with gold flower, there are plenty of bartering options , especially with spirits who prefer New Age or First Age technology.
On Obojima the most advanced technology is also its oldest.
For as long as anyone can remember, and even as far as
historians can discern, the island has always been home
to this peculiar category of technology. Instead of being an
oddity, however, the islanders have embraced what they call
First Age relics and integrated them into their society so
that Obojima today is a mix of vaguely medieval and near
modern technology.
The adoption of relics from the First Age into the everyday
lives of Obojimans is one of the things that gives this setting
its unique flavor. A wizard with headphones might cast
spells from a cassette instead of a spellbook. A vending
machine at a dangerous crossroads might provide a desperately needed healing potion to an injured traveler. A floppy
disk might be the key to a hidden vault. First Age relics don’t
have to be fully understood in order to be fully embraced.
That’s not to say that the mystery of the First Age is
ignored. There are those who devote themselves to studying
it, but technology has been part of island life for so long
that it is just a part of their world.
Spirits, Magic, and Tech
Many relics from the First Age require power to run. Without gasoline, batteries, or outlets, Obojimans have had to
find other ingenious methods to get them powered up.
Certain spirits possess the ability to function like batteries
or as a source of fuel known as “whelming”, and they are
happy to lend their services for the right price. Alternatively,
Obojimans can turn to magic. At some point in the island’s
long history, wizards discovered the spell, Jolt, which can be
used to power devices.
First Age Technology Conditions
Working Condition: The machine can be powered by a
spirit or the Jolt spell.
Damaged: The machine won’t work if whelmed by a spirit
or targeted by the Jolt spell, but could be fixed by making the
appropriate skill checks.
Sundered: The machine is damaged beyond repair. It’s time
to scrap it for parts.
Here are some examples of how this technology has been
incorporated into Obojiman society:
Vending Machines. Obojima is full of wonders and oddities of every shape and size, but few are as numerous as the
vending machines littered throughout the island. Most of
these relics of metal and glass from the First Age stand as
part of the landscape like any other rock or shrub. But many
have been given renewed purpose. By means of magical
enchantment, these once abandoned vending machines are
operational again, but with magical trinkets on display. The
trend is so widespread that it’s safe to assume a machine
found in decent condition is already claimed by a young
wizard making plans to turn it into their own magical shop.
Over the years, many boastful wizards and witches alike
have claimed the idea to enchant vending machines was
theirs, but that’s an argument best left to historians.
Leaving dozens of magical whatnots on display amongst
the wilds of Obojima certainly has its risks. For every
talented mage that enchants a vending machine, two
talented thieves are plotting to steal the vulnerable goods.
This is why most vending machines are protected by a
guardian in the proprietor’s absence. Guardians are often
spirits, monsters, or another willing person who has
entered a deal with the wizard. Of late, awakened cats have
become the guardian of choice.
Cartridges, Cassettes, and VHS. Once the curious, crinkly
black ribbon was first unspooled from the plastic casing
of a cassette, it didn’t take long for sages to uncover it
contained hidden messages—singing voices and music
somehow contained within, and revealed only through the
use of a cassette player. The same was true of the cassette’s
larger cousins, the odd black blocks labeled VHS, only these
contained images too. These objects, which seemed to reveal
a world from beyond, captivated sages.
Tapes were among the first objects from the First Age
to be adopted by spellcasters when they learned to imbue
tape with their own magic. This became incredibly popular amongst witches and wizards who would use the odd
trinkets as spell scrolls. When portable cassette players were
discovered, wizards quickly adopted them too, replacing
their spellbooks with an array of cassettes.
Instaprint Cameras. A favorite among the First Age gadgets
that are found on the island is the camera, particularly
instaprint cameras, which miraculously spit out a small card
that reveals the captured image after a few moments, with
the help of vigorous shaking. In addition to the (almost)
instant gratification, it was discovered that the film cards
these cameras use are sensitive to magic, which shows up
as an aura in pictures. It was through the playful use of an
instaprint camera that a family in Okiri Village discovered
that their heirloom ladle was, in fact, enchanted with a
powerful curse that soured every soup it touched.
Original packs of film cards are hard to come by these
days, but savvy alchemists have recently found a way to
make new ones using silver dust and a bit of magic
Law & Society
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Factions
This section describes organizations that have a presence
throughout Obojima. Over the course of a campaign, characters could become affiliated with one or more of them. Or,
characters who run afoul of a faction might find they have
created a whole slew of enemies.
AHA
ACADEMIC ADVENTURERS
Much of Obojima’s past may be unknown,
but the guild of archaeologists, historians,
and archivists known as AHA believe it is not unknowable.
From their observatory headquarters in the Coastal Highlands, AHA oversees a collection of field research teams
scattered throughout the island at no less than a dozen ruins
and excavation sites.
AHA is directed by a trio of academics—one drawn from
each of the guild’s three traditions. Collectively, they are
known as the Asloh. The trio is made up of an archaeologist
known as Gurriko, a female Nakudama interested primarily
in the ancient building techniques of her people; Loninni,
a female human and historian from the foothills of Mount
Arbora; and finally, a towering male blue dara named Uba,
who serves as the guild’s chief archivist.
The nature of AHA’s work takes its research teams to
some of the most perilous and wild parts of the island, so
they are always in need of intrepid research assistants and
armed escorts.
Mariners’ Guild
UNDERSEA EXPLORERS
Thirty years ago, enthusiasts of the world
beneath the waves formed the Mariners’
Guild to support submarine exploration.
Under the leadership of its founder,
Captain Clintock, the guild established four lodges—one at
each of the islands’ cardinal directions. These lodges serve
as both home and workshop for the divers of the guild,
each equipped with a small boatyard and launch, where
members can test their latest seagoing vessels.
After an initial boom in popularity, the guild’s membership has diminished over the decades. Of the four lodges,
only the north and south ones remain in use, with Captain
Clintock’s two daughters, Holly and Paloma, operating out
of them respectively. The captain only rarely comes ashore,
preferring to remain aboard the Pointue, his famous swordfish submersible.
Of late, Captain Clintock, his daughters, and the remaining members of the Mariners’ Guild have all been working
diligently to figure out how to fight back the Corruption that
has emerged on the eastern side of the island. Most of their
recent studies are regarding the Corruption’s effects on the
marine flora and fauna. In an expedition to the corrupted
coastline, the captain’s sub was damaged. His efforts to get
to his daughter, Holly, a gifted engineer who could repair
the Pointue, have been thwarted by the Lionfish King.
Society of
Young Stewards
YOUTH SCOUTS
Youths all across Obojima are members of their local chapter
of the Society of Young Stewards, an organization dedicated to teaching stewardship of nature and general good
citizenship. Young Stewards earn special badges that mark
particular achievements or masteries, such as whittling,
making campfires, or demonstrating the best way to calm
an angry hill dragon.
Chapter leaders hold ceremonies to honor exceptional
service, acts of kindness, and other achievements that
exemplify what it means to be a Steward. As the saying goes,
“Once a Steward, always a Steward.” Stewards have all kinds
of ways that they help the community and the island, and
there’s been more than one example of a Steward finding an
ingenious way to save the harvest, cross a flooded river, or
help a lost flock of goats get back to the safety of their barn.
The wilderness is a Steward’s second home. That means it’s
not uncommon for Steward camping trips to become imperiled by one of the many dangers the island has to offer. Howlers might descend on a camp, or the Steward might wake to
find themselves in the middle of the Crawling Canopy. In
such cases, adventurers often muster to come to their rescue.
Courier Brigade
KNIGHTS OF THE
POSTAL SERVICE
“Deliverance Through Delivery.” This is
the code of the Courier Brigade, an order
of postal knights devoted to the safe delivery of parcels all
across Obojima, no matter how dangerous the trip or remote
the destination. Most of the time, couriers deliver packages,
but they also serve as escorts for travelers. Most couriers
prefer large flightless birds as mounts, though this is not a
requirement of the brigade’s regulations.
Most settlements have parcel boxes that fall under the
jurisdiction of a courier, and the larger towns have brigade
halls, where squads of couriers reside.
The brigade also maintains a string of forts that protect
important crossroads, including the formidable Fort Harglo
in the Gale Fields. In Yatamon, Postmaster General
Escalante oversees the brigade’s operations and personally
leads a small group of elite knights who are dispatched to
relieve imperiled couriers.
Sword Schools
RIVAL MASTERS OF
THE BLADE
Obojima boasts a proud tradition of
swordplay—several, actually. Each sword
tradition has two masters of equal rank who oversee a
school and take on worthy pupils to share the secrets of
their craft.
Students who train at a sword school earn the opportunity to train alongside, and eventually test their skills
against, one of the masters in a duel. These tests are most
commonly first to touch, where the combatants use blunted
blades to see who can land a blow first. The reward for
scoring a touch against a master is something truly
special—the opportunity to learn that school’s signature
master technique.
The schools are named after the founding masters. Here
is a list of the current schools and their locations.
◊ Canden and Moon is located in Yatamon in the south of
the Gift of Shuritashi.
◊ Lom and Salt is located on the northern slope of Mount
Arbora close to the summit.
◊ Tellu and Scale is located in the Gift of Shuritashi’s
northern coast.
◊ Toraf and Boulder is located in the middle of a waterlogged plain in the Brackwater Wetlands.
Becoming a Pupil
There are two common ways to gain admittance to one of
the sword schools. The first is by invitation. Sword masters
are always on the lookout for prospective pupils, so folks
who have earned a reputation as a sword talent through
their exploits are likely to garner attention from one or
more of the schools. It’s not uncommon for a talented
candidate to be given multiple invites to attend two or
more of the schools. Alternatively, a warrior can earn their
way into a school by proving their skill and challenging a
designated champion to a nonlethal duel. At the champion’s
discretion, they will gift a challenger with a signet, which
can then be presented to any master that recognizes the
champion at their school.
Training
Students train at a school for as long as they like. Some stay
for a season, while others have become permanent fixtures
and masters in their own right. During their training they’ll
live alongside other pupils and work to maintain the school.
Students who wish to train for longer periods can even be
assigned quests and simple tasks, which they oversee and
complete as representatives of the school. These quests are
often charitable acts the school has chosen to take on and
can take as little as a day to complete or stretch as long as a
year’s time.
The Duel
When a pupil believes they are ready to learn a school’s
master technique, they can ask to challenge one of the
masters during one of the testing periods, which occur
4 times a year. The test is a duel with blunted swords.
To prove they are ready, the pupil must land a hit on the
master in three rounds without the use of magic. Those
who succeed are given the opportunity to learn the school’s
master technique. Those who fail must wait three months
for the next testing opportunity.
Witches and Covens
WITCHES BOUND TO EACH
OTHER BY OATHS
Need to diagnose a curse? Are you looking
for ingredients to brew a potion? Do you
want to learn for yourself the magical
secrets Obojima keeps hidden from those
who don’t know where to look? If the answer is yes to any
of these questions, you’re likely seeking a witch. Witches
are found all over the island. They are found operating out
of settlements as resident magic specialists or in wilderness
dwellings and strongholds where they develop their craft
away from the prying eyes of jealous rivals.
Most witches are linked to a coven—a group of witches
sworn to aid the other members and share their arcane
secrets with each other. Other witches remain solitary,
preferring to stay out of inter-coven feuds. That doesn’t
mean that covens won’t try to recruit them, or at least exert
influence over them.
Covens are always on the lookout for apprentices worthy
of their unique tradition of magic. Individual witches, with
the right kind of convincing, might agree to take on an
apprentice as well.
Joining a Coven
The decision to join a coven is no small thing. Typically,
young mages apprentice with a coven witch for a time
before being asked to join. Others are talented witches who
practice on their own and are then recruited directly into a
coven’s ranks. In either case, when a new witch is chosen
for potential membership, it is the coven who ultimately
decides whether or not to extend an invitation to join.
For a witch to be admitted into a coven, they must
take the coven’s oath. This is a special ritual that binds
that witch to the coven and in return the coven becomes
bound to the witch. Those who take the oath become fully
inducted into that coven’s ways. They gain access to the
power and magical traditions at the coven’s disposal, and
they gain the protection of their covenmates against threats
both arcane and mundane. Some covens offer witches a
place to stay and practice magic, though many witches
prefer to keep their own dwellings.
A witch who breaks a coven oath suffers a curse that
manifests physically to mark the oathbreaker. The nature of
the curse varies by coven.
Fish Head Coven
From their domain in the Gale Fields, the witches of the
ascendant Fish Head Coven spread their arcane influence
across the island to control the discovery and trade of magical ingredients, to feed their insatiable obsession with their
art. Dozens of witches on the island are affiliated with the
Fish Head Coven, answering to the whims of the coven’s
ruling Council of Three and Thirty, an arrangement that
smaller covens envy or bemoan.
Other Covens
Though the Fish Head Coven wields the most influence,
there’s still enough room on Obojima for a handful of other
covens, with lairs of their own. Inter-coven hostilities are
usually kept to a sportsmanlike rivalry, but feuds bubble up
from time to time, and some even result in duels.
Other notable covens include:
◊ Cloud Cap Coven at the base of Mount Arbora
◊ Patchwork Robe Coven in the Land of Hot Water
◊ The Tall Hats who wander in their caravan primarily in
the Gift of Shuritashi
◊ Crowsworn in the Brackwater Wetlands
◊ League of the Gilded Gourd in the Coastal Highlands