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Wiki Navigation Index

This page is the player-facing navigation index for the Thesalon campaign wiki.

Use it when you are not sure where to go next.

The campaign begins aboard the Azure Aviary, a Maritheli vessel traveling through Windrider Gulf waters. Windrider Freeport is expected to become the first major hub, but it is not the opening location.

For Session One preparation, start with the Welcome section and the Campaign Start section.


Start Here

PageUse
Welcome PageMain landing page for the campaign wiki.
Welcome to the CampaignBasic player-facing campaign premise.
How to Use This WikiExplains how to navigate the wiki and avoid spoilers.
Recommended First ReadsGives the best reading order before Session One.
Player Knowledge and Spoiler PolicyExplains player-safe knowledge, rumors, secrets, and DM-only material.
Campaign Tone and ThemesSets expectations for story, tone, danger, and character fit.
What You Need Before Session OnePre-session checklist for players.
Quick Start for Character CreationFast character-building guide for the opening premise.
Player-Safe Glossary StarterStarter glossary of common terms.
Wiki Navigation IndexThis navigation index.

Best Reading Order Before Session One

Read these in order if you are preparing for the first game.

  1. Welcome to the Campaign
  2. Player Knowledge and Spoiler Policy
  3. Campaign Tone and Themes
  4. Campaign Start Overview
  5. The Azure Aviary
  6. Why Your Character Is Aboard
  7. Quick Start for Character Creation
  8. What You Need Before Session One

This is enough to begin play.

The rest of the wiki can be used as reference.


Campaign Start

These pages explain the opening situation.

PageUse
Campaign Start OverviewBasic overview of the opening frame.
The Azure AviaryIntroduces the ship where play begins.
Why Your Character Is AboardHelps players choose why their characters are on the ship.
Passenger, Crew, Guard, and Specialist RolesExplains common shipboard starting roles.
Starting Relationship PromptsHelps connect player characters before play.
What Your Character Knows Before Session OneClarifies player-safe starting knowledge.
What Your Character Might Be Doing at SeaGives shipboard activity prompts.
Shipboard Customs and ExpectationsExplains everyday shipboard norms.
What Is Publicly KnownPublic opening-frame knowledge.
What Is UnknownPlayer-safe list of things not yet known.
Session One Character Placement GuideHelps decide where characters begin aboard ship.

Some of these pages may be planned but not generated yet.


Character Creation

Use these pages to build a character who fits the campaign.

PageUse
Character Creation OverviewMain character-building reference.
Quick Start for Character CreationFastest character-building route.
Character Origins by ContinentHelps choose homeland or origin.
Character Ties to the Azure AviaryHelps connect characters to the starting ship.
Refugee and Exile CharactersGuidance for displaced, hidden, or protected characters.
Healer and Caregiver CharactersGuidance for healers, medics, shrine workers, and caregivers.
Scholar and Scribe CharactersGuidance for scholars, translators, scribes, and record-focused characters.
Sailor, Privateer, and Shipborn CharactersGuidance for maritime characters.
Faction-Tied CharactersGuidance for characters connected to patrons or organizations.
Character Questions Before Session OneFinal character questions before play begins.

Character Creation Expansion

These pages may be used for deeper character work as the site expands.

PageUse
Choosing a HomelandMore detailed homeland selection.
Choosing Why You Are in MarithelHelps explain why a character is in the starting region.
Character Origins by LifestyleOrigin ideas based on work, family, poverty, travel, or status.
Character Origins by FactionOrigin ideas tied to organizations.
Character Origins by FaithOrigin ideas tied to religion and vows.
Character Origins by ProfessionOrigin ideas tied to work and training.
Bonds, Debts, Oaths, and ObligationsHelps create playable obligations.
Starting RelationshipsHelps connect player characters.
Rumors Your Character May KnowPlayer-safe rumor options by background.
Why You May Be Bound for Windrider FreeportDestination hooks.
Character Secrets and DM ApprovalGuidelines for secrets that do not spoil the campaign.

World Overview

Use these pages for broad public knowledge about Thesalon.

PageUse
Overview of ThesalonBroad world introduction.
The Current AgeExplains the current era.
The Crownless AgeExplains the age of damaged authority.
Gods, Magic, and the PlanesBroad player-safe religion, magic, and cosmology overview.
Peoples and Ancestries of ThesalonBroad ancestry and people overview.
Languages and CommunicationLanguage and communication reference.
Trade, Travel, War, and ExileBroad movement and conflict overview.
Kingdoms, Harbors, Routes, and PowerHow power works across the world.
What Most People Know About the WorldPublic common knowledge.
How the Continents ConnectHow continents relate through travel, trade, rumor, and conflict.

What Everyone Knows

These pages are intended as quick public-knowledge references.

PageUse
What Everyone Knows About ThesalonGeneral public knowledge.
What Everyone Knows About the ContinentsShort continent summaries.
What Everyone Knows About GodsPublic religious knowledge.
What Everyone Knows About MagicPublic knowledge about magic.
What Everyone Knows About TravelPublic knowledge about routes and travel.
What Everyone Knows About War and PowerPublic knowledge about conflict and authority.
What Everyone Knows About Ships and Sea RoadsPublic maritime knowledge.
What Everyone Knows About Refugees and ExilePublic knowledge about displacement.
What Everyone Knows About Laws, Names, and OathsPublic knowledge about identity and obligation.
What Everyone Knows About MarithelPublic starting-continent knowledge.
What Everyone Knows About Windrider FreeportPublic first-hub knowledge.

Continents

Use these pages for homeland, travel, and broad regional context.

PageUse
Continents OverviewHigh-level overview of the six major continents.
CaerlonWounded survivor continent shaped by invasion and rebuilding.
VorrakFeared eastern continent of Monster Courts, claims, and conquest.
SuthraneSacred southern river and arid continent of water law and pilgrimage.
VeyrskoldNorthern cold continent of oaths, ruins, survival, and hard memory.
MarithelStarting maritime continent of ships, freeports, sea roads, and law.
IlyrSoutheastern living continent of canopy, wetlands, medicine, and ecological law.
People Far From HomeDiaspora, refugees, travelers, and displaced people.
Why Outsiders Come to MarithelReasons people from other continents reach the starting region.
Continental RelationsHow continents view and affect each other.
Goods, Rumors, and Travelers by ContinentWhat moves between continents.

Marithel

Use these pages for the starting continent.

PageUse
Welcome to MarithelStarting-region introduction.
Marithel at a GlanceQuick overview of the starting continent.
Marithel Player GuidePlayer-facing Marithel guide.
Geography of MarithelMajor physical geography and waters.
Major Regions of MarithelRegional guide.
Harbors and FreeportsMaritheli ports and freeport culture.
Ships and Shipboard LifeShip culture, crew life, travel, and shipboard expectations.
Ships as Households, Workplaces, and Legal IdentitiesDeeper guide to ship identity.
Sea Law and Guest LawLegal customs around ships, shelter, and protection.
Privateers, Pirates, and SalvageArmed sea law, piracy, and salvage.
Routes, Reefs, and Safe PassageTravel danger, route knowledge, and maritime geography.
Refugees and Low Lantern LifeRefugee movement and harbor survival.
Religion and Sea RitesMaritime faith and shipboard rites.
Culture and Everyday LifeFood, work, customs, language, and daily life.
Common Maritheli SayingsPhrases and idioms.
Player-Safe Marithel Map NotesNotes for reading player-safe maps.
Why Outsiders Matter in MarithelWhy foreign travelers, refugees, and visitors matter.

Windrider Freeport

Use these pages for the first major hub.

PageUse
Windrider Freeport OverviewMain first-hub overview.
Why People Come to Windrider FreeportCommon reasons to seek the freeport.
Districts of Windrider FreeportPublic district overview.
Freeport DocksDockside activity and ship arrival.
Lantern Court and RegistryCourts, records, names, and hearings.
Blue Lantern LawLocal legal protection and hearing procedures.
Low Lantern Refugee MooringsRefugee moorings and harbor shelter.
Shipwright Ward and Truewave ShipyardsShip repair, shipwrights, and yard politics.
Temple of ThalaraMajor sea-faith presence.
Markets, Inns, and Guest HousesPlaces for trade, rest, and contacts.
Harbor Militia and WatchPublic order and enforcement.
Known Local FactionsPlayer-safe local faction overview.
Starting RumorsRumors characters may hear early.
Why Your Character Might Have Business in Windrider FreeportCharacter hooks for the first major hub.
Character Connections to Windrider FreeportCharacter ties to the hub.

Factions

Use these pages for organizations, patrons, public reputations, and pressure.

PageUse
Player-Safe FactionsBasic faction landscape for players.
Factions OverviewGeneral faction reference.
Blue Lantern FreeportsBlue Lantern legal and freeport network.
Marithel PowersMajor Maritheli power groups.
League of Nine HarborsMajor harbor league.
Windrider ConcordWindrider political compact.
Stormgate AdmiraltyMaritime authority connected to Stormgate interests.
Drowned Reef CantonsReef-region powers.
Tidebound Corsair StatesCorsair and privateering powers.
Sirenward CompactCompact tied to dangerous waters and maritime defense.
Saltglass PrincipalitiesSaltglass political powers.
Shardcrown IslesIsland powers and local politics.
Farwake NavigatorsNavigation and far-route expertise.
Wider World PowersNon-Marithel powers with interests in the region.

Common Institutions

These faction and institution pages are useful during play.

PageUse
TemplesReligious institutions and public services.
Merchant HousesTrade, cargo, debt, and patronage.
ShipwrightsShip repair, construction, and technical authority.
PilotsRoute knowledge, safe passage, and local waters.
Lighthouse OrdersSignals, coastal safety, and route warning.
Salvage CourtsClaims over wrecks, goods, bodies, and evidence.
Refugee NetworksAid, shelter, movement, and trust.
Legal AdvocatesHearings, papers, testimony, and claims.

Wider World Factions

These pages help connect characters from other continents.

PageUse
Caerlonian Powers and ExilesCaerlon-linked powers abroad.
Vorraki Interests AbroadVorrak-linked claims and foreign pressure.
Suthrane Merchants and DiplomatsSuthrani trade, diplomacy, temples, and travel.
Veyrskold MarinersNorthern sailors, shipwrights, and oathbound travelers.
Ilyrian HealersIlyrian medicine, care, ecology, and travel.

Peoples and Cultures

Use these pages for identity, ancestry, culture, diaspora, and everyday life.

PageUse
Peoples, Cultures, and Everyday Life OverviewMain culture section overview.
Peoples of ThesalonBroad people and society overview.
Ancestry and CultureDifference between ancestry, homeland, and culture.
Ancestries in ThesalonAncestry reference.
Regional IdentitiesLocal and continental identities.
Life in Cities, Harbors, Ships, and ExileDaily life in major social spaces.
Food, Dress, Work, and CustomEveryday material culture.
Names and Naming CustomsName customs and identity.
Marriage, Family, and HouseholdFamily and household structures.
Death, Burial, and MemoryDeath customs and remembrance.
Oaths, Debts, and Social StandingSocial obligations and status.
Outsiders in MarithelHow outsiders are treated in the starting region.
Cosmopolitan Harbors and Mixed CrewsMixed crews and harbor society.
Mixed Heritage and DiasporaMixed identity and diaspora.
Monster-Born and Feared LineagesPlayer-safe handling of feared ancestry and prejudice.
Shipborn CommunitiesShipborn identity and route families.
Refugees, Exiles, and Low Lantern LifeDisplacement and harbor survival.

Religion

Use these pages for gods, temples, shrines, rites, divine magic, and religious law.

PageUse
Religion in ThesalonMain religion landing page.
Religion OverviewBroad player-safe religious overview.
The Gods Most People KnowCommonly known gods.
Gods of ThesalonFull gods reference.
Regional Worship TraditionsHow worship differs by region.
Divine Magic and Public BeliefHow people understand divine magic.
Temples, Shrines, and PilgrimagePublic religious institutions.
Sea Rites and Shipboard AltarsMaritime religious practice.
Sea Rites and Drowned NamesNames, death, and sea rites.
Temples, Saints, and Local CultsLocal religious practice.
Death, Burial, and ResurrectionDeath and resurrection beliefs.
Religious Law and MercyMercy, law, temples, and conflict.

Gods

Use these pages when your character is religious, oathbound, divine, or temple-connected.

PageUse
ThalaraSea, voyage, passage, or maritime reverence.
VeyraOath, order, judgment, or hard promises.
MorvaneDeath, burial, memory, or endings.
OlyrraMercy, healing, or care.
AurelionLight, law, public order, or authority.
SelariTravel, trade, roads, or luck.
IstravellKnowledge, record, truth, or stars.
BravikLabor, craft, tools, or hard work.
HalvenHome, shelter, hearth, or kinship.
MyrrakaiMystery, dream, depth, or hidden things.

Travel, Ships, and Trade

Use these pages when travel, cargo, passage, ship work, or route danger matters.

PageUse
Travel in ThesalonMain travel overview.
Sea Travel in MarithelMaritime travel in the starting region.
Naval and Ship Combat Cheat SheetFast reference for ship fights.
Travel Procedures and Watch OrdersWatches, route routines, and shipboard procedure.
Common Ship TypesShip type reference.
Shipboard LifePractical shipboard life reference.
Ships, Crews, and Passenger LifeCrews and passenger expectations.
Ship Bells and NamesShip identity, bells, and naming customs.
Cargo Manifests and SealsCargo records, seals, and legal concerns.
Cargo, Trade, and SmugglingGoods, trade, and illegal movement.
Convoys and EscortsProtected travel and armed routes.
Pilots and ChartsNavigation knowledge and maps.
Public Sea RoadsKnown maritime routes.
Trade Between ContinentsGoods and travel across the world.
Refugee Ships and Relief RoutesMovement of displaced people.
Salvage and WrecksWreck recovery and salvage issues.
Dangerous WatersDangerous maritime regions.
Dangerous Waters and Travel RisksTravel hazards.
Ports, Tolls, and DockingPort entry and fees.
Ports, Lighthouses, and PilotsPort safety and navigation.
Passenger and Overland TravelNon-ship and passenger travel.

Law, Names, and Customs

Use these pages when identity, legal status, claims, oaths, hospitality, or testimony matters.

PageUse
Law, Names, and Social Customs OverviewMain section overview.
Law, Names, and Customs OverviewAlternate broad overview.
Law in ThesalonBroad legal overview.
Harbor Law and Guest LawHarbor protection and obligation.
Blue Lantern LawLegal hearing and protection procedure.
Harbor CitizenshipLegal belonging in ports.
False Names and Drowned NamesIdentity, secrecy, and memory.
False Names and SanctuaryName protection and refuge.
Storm-Debt and Route-DebtDebt tied to survival and travel.
Captain’s Law and Cargo LawShipboard authority and goods.
Salvage Law Player-Safe VersionSafe salvage law overview.
Salvage Law and Ship ClaimsClaims over ships, wrecks, and goods.
Quarantine LawDisease, isolation, and legal authority.
Oaths, Witnesses, and TestimonySworn statements and proof.
Names, Records, and IdentityLegal identity and recordkeeping.
Names, Papers, and IdentityPapers, names, and status.
Courts, Claims, and DisputesDisputes and hearings.
Contracts and DebtDebt and obligations.
Public Punishments and Legal ProtectionsPenalties and safeguards.
Guest Law and Safe HarborProtection and hospitality.
Common Social CustomsEveryday manners and expectations.

Rules and Character Creation

Use these pages for mechanical references and table rules.

PageUse
Rules Version for This CampaignRules baseline.
Using 2024 / 5.5 RulesRule edition guidance.
Condition and Combat Quick ReferenceFast combat reference.
Species in ThesalonSpecies options and setting fit.
Backgrounds in ThesalonBackground options and reskins.
Origin Feats and Life StoryOrigin feats and story fit.
Classes in ThesalonClass fit in the setting.
Languages in ThesalonMechanical language options.
Tools and Proficiencies in PlayPractical use of tools and skills.
Weapon Mastery and Martial TraditionsMartial options and setting traditions.
Starting Equipment and WealthStarting gear and money.
Character Advancement NotesLeveling and advancement notes.
House Rules and Table RulesTable procedures and rulings.
Rules Reference LinksReference links and sources.

Shops, Prices, and Equipment

Use these pages when buying, selling, repairing, hiring, or preparing for travel.

PageUse
Shops and Prices OverviewMain shopping section overview.
Shops, Prices, and Equipment OverviewAlternate shopping overview.
Currency and CoinageMoney and exchange.
Buying and Selling in ThesalonMarket expectations.
Common Equipment Price ListCommon item prices.
Common Equipment and ServicesCommon goods and services.
Adventuring Gear Price ListAdventuring gear pricing.
Weapons, Armor, Tools, and Trade GoodsEquipment reference.
Weapons, Armor, and ToolsArms and tool reference.
Services, Hirelings, Lodging, and Lifestyle CostsPaid services and living costs.
Ships, Passage, and Docking CostsMaritime expenses.
Shipboard SuppliesSupplies for voyages.
Repairs, Crafting, and Custom WorkRepairs and custom items.
Religious, Legal, and Healing ServicesTemple, court, and healing services.
Magic Item AvailabilityPlayer-safe magic item access.
Magical Items and Rare GoodsRare goods and magical items.
Black Market GoodsIllegal or hidden markets.
Regional Price DifferencesHow prices vary by region.
Market Rumors and AvailabilityRumors and supply.

Downtime and Services

Use these pages between adventures or during port stays.

PageUse
Downtime in ThesalonMain downtime guide.
Downtime and Services OverviewBroad downtime overview.
Finding WorkJobs and temporary employment.
Work in PortHarbor work and contacts.
Hiring HelpHirelings and specialists.
Crafting and RepairMaking and fixing items.
Crafting, Repair, and Ship WorkShip-focused crafting and repairs.
Ship Repair and MaintenanceMaintaining vessels.
Research and LibrariesResearch actions and sources.
Research, Records, and Legal HelpArchives, registries, and advocates.
Temple Aid and Legal AidSupport from temples and legal workers.
Healing and RecoveryRecovery and medical care.
TrainingLearning skills or improving abilities.
Carousing and Social ContactsSocial downtime.
Contacts, Favors, and Rumor GatheringSocial and investigative downtime.
Faction and Harbor JobsWork tied to factions and ports.

Maps and Visual References

Use these pages when geography, route knowledge, or visual reference matters.

PageUse
Maps and Visual References OverviewMain map section overview.
Maps OverviewBroad map guide.
Player-Safe World MapPlayer-facing world map.
Thesalon World MapWorld map reference.
Player-Safe Marithel MapPlayer-facing Marithel map.
Marithel Region MapRegional Marithel map.
Windrider Freeport Player MapPlayer-facing first-hub map.
Windrider Freeport MapWindrider map reference.
Windrider Gulf MapStarting waters map.
Known ContinentsMap note for major continents.
Public Sea RoadsPlayer-known maritime routes.
Trade Routes and Travel NotesTrade routes and travel notes.
Regional Map NotesHow to read regional maps.
Map Reliability and Missing PlacesNotes on incomplete or unreliable maps.
What Maps Do Not ShowPlayer-safe limits of maps.
Azure Aviary Deck ReferencePlayer-facing ship layout reference when available.

Glossary

Use these pages for definitions.

PageUse
Player-Safe Glossary StarterStarter terms for Session One preparation.
Glossary OverviewMain glossary overview.
Glossary A-DTerms A through D.
Glossary E-HTerms E through H.
Glossary I-MTerms I through M.
Glossary N-RTerms N through R.
Glossary S-ZTerms S through Z.
Important TermsKey terms that appear often.
PlacesPlace glossary.
FactionsFaction glossary.
Laws and CustomsLegal and cultural terms.
Ship and Sea TermsMaritime terms.

Rumors

Use these pages for hooks, not confirmed truth.

PageUse
Player Rumors and Common Knowledge OverviewMain rumor section overview.
Player Rumors OverviewGeneral rumor guide.
Rumors by ContinentRumors organized by continent.
Rumors in MarithelStarting-continent rumors.
Rumors in Windrider FreeportFirst-hub rumors.
Rumors Aboard the Azure AviaryShipboard rumors.
Sailor RumorsRumors sailors may know.
Merchant RumorsTrade and cargo rumors.
Refugee RumorsRefugee network rumors.
Temple RumorsReligious and mercy rumors.
Scholar RumorsRecord, map, and archive rumors.
Soldier RumorsVeteran and conflict rumors.
Dangerous Waters RumorsSea danger and route rumors.

Campaign Tracking

Use these pages after play begins.

PageUse
Before Session OneFinal pre-session tracker.
Character Submission ChecklistCharacter submission status.
Session ZeroSession Zero notes.
Lines, Veils, and Table SafetySafety tools and boundaries.
Party Connections and Shared Backstory OptionsParty connection tracking.
Campaign Calendar and Time TrackerTime and dates.
Current Objectives and Active QuestsCurrent goals.
Active QuestsQuest tracker.
The Party Ledger and Shared AssetsShared coin, cargo, equipment, and debts.
Party RosterPlayer character roster.
Known NPCsNPCs known to the party.
Discovered RumorsRumors found in play.
Ship LogShipboard and travel record.
Session RecapsSession summaries.
Player Notes IndexIndex of player notes.
Player Questions for the DMOpen questions to resolve.

NeedStart With
I am new to the campaign.Welcome to the Campaign
I need to know what to read first.Recommended First Reads
I want to avoid spoilers.Player Knowledge and Spoiler Policy
I need the campaign tone.Campaign Tone and Themes
I need to make a character quickly.Quick Start for Character Creation
I need a checklist before play.What You Need Before Session One
I need to know where play begins.Campaign Start Overview
I need information about the ship.The Azure Aviary
I need a reason to be aboard.Why Your Character Is Aboard
I need the starting continent.Marithel at a Glance
I need the first major hub.Windrider Freeport Overview
I need factions.Player-Safe Factions
I need terms defined.Player-Safe Glossary Starter
I need world context.Overview of Thesalon
I need homeland ideas.Character Origins by Continent

Notes on Missing Pages

Some links in this index may point to pages that are planned but not generated yet.

That is expected during the build process.

The site is being built in release waves. A missing page means the page is part of the planned structure, not that the idea is absent from the campaign.

For Session One preparation, prioritize the Welcome, Campaign Start, Character Creation, Marithel, and Player-Safe Factions pages that already exist.