Showing posts with label Setting Info. Show all posts
Showing posts with label Setting Info. Show all posts

Friday, 14 November 2025

Visions of the False Sage

Last session most of the characters were granted a vision by the False Sage: a strange creature posing as the Sage of Lune while the real one is imprisoned on the moon. 

[Take notes or bookmark this one, as you'll probably be referring back to it later on. Some questions got a bigger or more complicated answer than others. If a character got an answer that pointed to a place you already know about, or were maybe planning to go anyway, I tried to give you some bonus information.

Some of you get 'instant gratification' answers that you could go investigate right now with your current knowledge, exploration and power level. Others are more long-term things, or lead to areas of extreme danger. As always, it is up to you to decide which are which and what to do about it!]





Finrod

"I wish to see the Temple of Esma, built by my people of old and since lost."


A cracked and crumbling dome of velvety white stone surmounted by towers is perched among the high mountain crags. Through a great crack in the white dome only darkness is visible, and then a brief blur of green, perhaps... the flap of a massive wing?


"Lost Esma can be found on the edge of the Elphand Lands, in the Pinnacle Mountains, on the highest peak overlooking Lake Pernicus."

After returning to the Night Wolf Inn, Finrod asked about the message he had seen on the notice board during the midsummer party. James Everbleed and the others he spoke to had no idea who put it up, or any information on the adventurer who was named in the flyer (Phanouel the Great).


Uriah

"Show me relics sacred to Seker or Solaris that I could use to make a blessed weapon."


"Beneath Wakelinus' Folly, the demon Varthatov keeps a weapon of light stolen from his enemies, a gemstone of scintillating colours. Seize it for yourself."

"In the undercity deep below Viridistan, underneath the Temple of Sürü Miklári and the Theatre of Sutrali Khibari, in the Court of the Triumphant Wedding lies a lost relic of Seker, the Head of the Hawk. It is in the possession of Uromén the Chortling Death, seneschal of evil. He knows not what he has, but is unlikely to give up his prize willingly."



Getorix

"Where can I learn the secret of the Philosopher's Stone?"


"In the City of Brass lies the Library of Xinraedaal. Contained within is all the knowledge accumulated by the city's builders over millennia. If what you seek is not there, then the library can point the way."

You already know the way to the City of Brass. It can be reached through the magical book your group owns: Evocations of the Doomed City.



Xénos

"Show me how I may obtain a weapon suitable for my skills."


In a field of utter blackness, only a distant archway of purplish-red fire can be seen.

"Venture beneath Wakelinus' Folly where the demon Varthatov stalks and the followers of Uthummaos hold their cruel rites. Pass through the Amaranthine Arch and walk the paths of utter darkness, where no light is permitted. Any sane man would fear to tread these halls, but there is the object of your search."



Owen

"Show me how to enhance my psionic talents."


A great cavern where a bitter cold wind howls, held up by an immense column of natural stone. The entire cave is punctuated with strange formations, both mineral deposits and sheets of ice. On the south wall, a rectangular dais of dun-coloured rock is drizzled with mineral deposits resembling melted wax. At the back of the platform, a 10'x10' mirror reflects a distorted image of the entire cavern.

"Venture into the cellars beneath the Night Wolf Inn to find this enigma built by the ancients and touch your reflection to receive its wisdom."



Salzige

"Where can I obtain the means to use the fireball spell?"


Watched over by five towering columns of white alabaster whose tops have been sculpted into flying seraphim, is an open theatre of incredible beauty. Each tier of seating is broad enough to spread a blanket and cut from a different color of pastel quartz. This rainbow of rose, green and lavender forms a stepped quarry with the stage at the bottom.

The backdrop of the stage is equally spectacular, being constructed of enormous boulders - each one an opened geode of sparkling white calcite.

Your heart pounds and you feel light-headed, for the stage is mired in a great trove of gold, jewels and other delights.

"This is the hoard of Al'lahab the red dragon, ancient and powerful. He dwells in the City of Brass near the Library of Xinraedaal, hoarding his treasure and flying on the currents of elemental fire. Here you will find the magic item you seek."



Joe Spruce

"Show me the location of any natural materials as strong as forged materials, or a way to make natural materials stronger."

"In the Groves of the Moon grow mighty and ancient trees that can only be harvested by blessed axes, for their boughs are stronger than any steel."


"In a high mountain fortress built by warriors of legend lives a craftsman with the skill to work this wood and many other materials besides. Only those whose hearts are pure shall ever get close enough to ask for his help. This fortress lies in a land of snowy mountains and volcanoes known to you as the Cerebral Cliffs."

[If & when you guys go to these areas, I will mark these spots on your map.]


Cassia

"Show me what you really look like."


A spindly and hideous beast, giant-sized, with an eyeless face and a forest of whiplike tentacles emerging from its head.

"If you must know..."

[If you guys fight the False Sage again and she "reveals her true form somehow" I will show you her stats thanks to the insight delivered by this vision.]



It was at this point that hostilities commenced with the False Sage. It is unlikely that further visions will be forthcoming, so make good use of this information!

Monday, 23 June 2025

[Setting Info] The Temple of Nephtlys

Nephthlys is the goddess of wealth and fate. Merchants sacrifice to her to decrease the risk of their journeys. In the last thousand years her temples have become a focus for banking with merchants able to make deposits in one temple and withdraw them in a temple in another city. She has temples or shrines in all the major cities of the Empire. 

Her primary temple is on the Street of Gods, in the shape of a gigantic black sphere that takes up almost a city block, and puts the temples of many lesser gods completely in the shade. From here, her High Priest Grenspanios oversees all financial transactions. 

The goddess herself is depicted as a beautiful woman with the lower body of a spider. Nobody knows why this is, although some irreverent types joke that once a man begins dealing with the usurious priesthood of Nephtlys, he is forever ensnared in their 'webs' of debt and credit - but most are careful not to say such things within earshot of the masked and robed priests.




TEMPLE SERVICES AVAILABLE

Nephtlys' priests accept all customers regardless of their piety or lack thereof - as long as they bring money!

- Holy water, incense, and religious/mystical paraphernalia are available in generous quantities.

- Magic items are sometimes sold. At any time, there may be potions, scrolls, and some completely random magic items available. Items of interest are also purchased by the temple, after magical identification (one day required).

- Money-changing to other denominations (silver to gold, etc.) is at a 2% processing fee. The temple will also purchase and sell easily converted valuables such as gems, jewelry and art objects.

- The most popular financial service is the sale of certificates in the form of silk strips which may be easily carried in clothes or perhaps a turban without detection. The certificates are redeemable at any of Nephtlys' temples, and of course many other locations at face value. Available in denominations of 200, 500, 1000 and 5000 sp at a surcharge of 10%, they are absolutely secure from duplication or counterfeiting. They save against all harm at +4.

- Deposits of coins and other valuables in the treasury are at a monthly 2% of deposited value.

- The temple will handle wills and other authorized transactions on a 5–10% commission (depending on risk and complexity).

- Sophisticated financial instruments are available to the discerning customer making an investment of over 5000 sp. These high-risk, high-yield derivatives count as carousing (at a rate of 5 sp = 1 xp), but there is a chance of a big payoff in the future.


[DM Note: does this mean that Lolth, the AD&D drow spider goddess, doesn't exist in this campaign world? Are Nephtlys and Lolth the same?? I guess you'll just have to find out...]



Sunday, 1 May 2022

[NWI] Evocation: the magical card game

Before his untimely death, Suba-Jin took a book on games of chance out of the Night Wolf Inn's library. Amongst poker, parcheesi and other pastimes it mentioned a game often played in the land of Adummim, called Evocation.

It is a magical, Tarot-like gambling game. The cards drip with gorgeous imagery and are themselves enchanted, relying on each player's focused will, deftness of thought and social skills to bluff, bid, strategize and so on. The deck itself seems to 'know' the players' actions and breaking the rules, loss & theft of the cards seems impossible.

A table consists of 4-6 players. A full game is nine hands although few games of Evocation go that length and it is considered heroic to play "a full nine." Few would attempt more than one full game per month. The game can be played for any stakes, but experienced players call their preferred style "prestige betting" - an ante & minimum bet of 50 silver or more.

Some hands are called "Mystical Combinations" and have special effects on the players. Few have been written down but rumours include endowment with spell abilities, mystical insight, beastly transformations and crippling curses.

A few combinations are spoken about, including "The Moondrop," "The Six Stars," "World Without End," "The Demimonde," "The Empress" and "The King of Fools." What they do is not exactly clear except that drawing out the King of Fools is very bad!


[System]

1 - Players ante up

2 - First cards are dealt [roll 1d24+INT+WIS+CHA]

3 - Betting: all players must place minimum bet, raises can happen in any order.

4 - More cards are dealt [roll 1d6+1d24] 

5 - Cards are revealed [highest total wins & takes the pot]


Wednesday, 27 January 2021

[Setting] Peoples of the Empire

Humans are the most common race in the Empire, by far. The human race has no "sub-races," only cultural and ethnic divisions—of which most humans unfortunately make far too much of a difference. Most humans of Viridistan are a mix of a number of bloodlines, with the most common being a mix of Viridian, Tharbrian and Ghinoran, though some may have Skandik, Avalonian, Altanian or even Amazonian blood.


ALRYAN

This is the name applied to the city folk of the large cities of the northeastern Empire, such as the City State of the Invincible Overlord, Warwik and Modron. They are in fact a mix of Tharbrian and Altanian blood, but they consider themselves “civilized.” Most Alryans have disdain for the uncivilized barbarian Altanians to the south, and would be appalled if they knew of their actual close kinship. Wise city dwellers, Alryans have keen eyesight and are sensitive to the body language of many races. They consider a highly developed sense of humour is the prerequisite to civilized conduct. 

Description: Skin color ranging from fair to olive to reddish skin (due to the Altanian influence), brown hair, brown eyes, 5 ft. 8 in., 170 lbs, average build, typically Neutral.


ALTANIAN

The “barbarian” Altanians occupy the portion of the Pazidan Peninsula south of the City State of the Invincible Overlord known as Barbarian Altanis. Families are organized into animal totem clans within each tribe. Some clans remain completely nomadic in nature, while most have settled into a semi-nomadic way of life, settling in small ramshackle villages. Clans include Grizzly Bear (the largest tribe), Mountain Lion, Forest Ape, Tusked Boar, Gray Wolf, and Spotted Wolverine. Altanians are among the
most renowned trackers in the world. Altaninians maintain their youth and vigor through old age, and then continue with a mature physique until the day that they die—though few ever live to reach the natural end of their life.

Altanian society (non-nomadic tribes) is dominated by the women, who own all chattel and property, save the weapons wielded by the warrior men. The men follow the Way of the Sword, which is a quasi-religious cult led by Sword Knights—Altanians that have earned the right to carry Ancestral Swords. Most women stay at home, tending to gardens, while the men go hunting and raiding, or form mercenary bands and adventure in other regions. 

There are reputedly some pureblooded Altanians, with the darkest blood red skin, who claim descent from various Chaos Lords—powerful inhuman creatures from the Chaos Planes of the Netherworld. 

Description: Copper to reddish brown to blood red (purebloods) skin, sandy to black (pure bloods) hair, hazel eyes, 5 ft. 6 in., 180 lbs, average to stocky build, typically Neutral or Chaotic.


AMAZON

Known in the northern lands as “Shield-Maidens” due to their disdain for armor other than shields, the Amazons are dominated by the female. They are said to have originated in the Ament Lands, far to the south, and over millennia migrated, pillaged, and battled their way north. In the north, Amazons can be found in their castle near Sea Rune on the Pagan coast north of Ossary. They can also be found in the southern lands in and around the city of Rallu and near Ghinor and the Ament Tundra. 

Mercenary Amazons can be found in nearly every fighting force in the Empire. Friendly with most forest dwelling races, they often unite to protect an area endangered by woodsmen or some natural calamity. Amazons frequently have trained animal companions. The Amazons near Sea Rune are rumored to use trained lions as pets. Highly dexterous and very well toned, they are noted for preferring little or no armor in combat. In grouped combat, they fight in unison as if telepathically linked with their sisters. They often anticipate the tactics of opponents.

Amazons take their captives as slaves, though only the female slaves are put to work. Male slaves (including male Amazons) are used solely for reproductive purposes and sport. Pure lineage Amazon males are often traded between queens of different tribes. Male Amazons are not pampered as are the female concubines of other races, they are instead expected to maintain themselves in top athletic condition, though not to learn the ways of war.

Description: Fair to light brown skin, blonde or red hair, green eyes, 5 ft. 6 in., 110 lbs., lithe to voluptuous build, typically Lawful.




ANTILLIAN

Antillians, centered on the city of Antil, are a further admixture of Alryan with more Orichalan, Tharbrian, elven, and (now extinct) Antili blood. Where Alryans are wise and wryly humorous, Antillians are cunning and disarmingly vicious. Antillians are terrifying merchants, willing and able to swindle at the drop of a copper; they are also a proud people, and they have taken the tradition of vendetta to hitherto unknown heights. Antillians are graceful, with very lithe features and slightly pointed ears, though to mistake one for a half-elf is to ask for a duel. 

Antillians wear rich, colourful clothing, the more ostentatious the better, and prefer light, quick weapons, such as rapiers and stilettos. Antillians consider women to be chattel, to be used to further political and mercantile relationships. Antillians are notorious slavers, considering other races
destined only for servitude. They despise Amazons, and believe them to be fit only for concubinage.

Description: Swarthy olive skin, black hair, brown eyes, 5 ft. 6 in., 150 lbs, light build, typically Neutral.


AVALONIAN

The Avalonians are the noblest of people, in their own minds if nowhere else. The tall, thin Avalonians dress in wealthy clothing, for all their clans are of noble blood, and all Avalonians hold a noble title, even the least citizen. They are also merchants by profession and control nearly all trade in the Uther Pentwegern Sea and southward to the Sea's Edge. 

Their city, Valon, is built right upon the sea, and consists of gold and silver tower-girt islands divided by stone-lined canals which freeze over in winter. Swimming is natural to these folk. They are also superlative sailors and shipwrights. Most Avalonians have some sort of magical training, typically cold, water, and/or ice magic. The wizards and sorcerers of this race are unsurpassed in the North, rivaled only by the wizards of distant legendary Tula.

Some claim to be descended from an ancient admixture of merfolk and an unknown extra-planar folk from the Elemental Plane of Water or Ice. Sage comparisons between the Avalonians and the green-skinned Viridians cause violence to erupt most unexpectedly from this otherwise peaceful folk. Some few Avalonians have gills and can breathe in the water as if on land, although this is a rarity outside their homeland.

Description: Commoner Avalonians have pale skin with light blue tints, hair of any color, but body hair such as eyebrows and beards are usually tinted with platinum, gray or black eyes, 6 ft, 200 lbs, sleek and muscular build, typically Neutral. Higher-ranked nobles have pale blue skin, platinum blonde hair, silver eyes, 6 ft. 4 in., 200 lbs, sleek and muscular build, typically Lawful.


DUNAEL

Dunael Woods-Folk originated in the Dearthwood, where most can still be found, locked in eternal struggle against the wild beasts of the forest, and clans of barbaric wild elves like the Purple Claw. The Dunael are descended from an ancient alliance of Orichalan, Tharbriana, Amazon, and Altanian clans, with a bit of elven blood, blended centuries ago into a single culture. Today they are few in numbers and remain hard-pressed by their enemies. The Dunael, though semi-barbaric today, once had a great culture, and claim to be descended from the ancient Orichalans that inhabited a lost city where now stands the City State. The Dunael no longer have a king, but are ruled by the Captain of the Rangers, an ally of the Invincible Overlord.

Description: Bronzed tan skin, coal black hair, blue or green eyes, 5 ft. 8 in., 170 lbs, average build, typically Chaotic or Neutral.


GHINORAN

Ghinorans are the remnants of the Ghinoran Successor States from the ancient Kelnoran Empire, which fell thousands upon thousands of years ago. They occupy the lands of the southwestern crescent of the Sea of Five Winds from Lenap to Tlan and across to Chim, as well as the regions to the south approaching the Demon Empires and north above Lenap. Though some vestige of civilization is returning to these areas (or has maintained itself over many years), the people are mostly tribal and warlike.

Description: Various skin colors ranging from bronzed near the deserts to olive in Tlan and dusky in Chim, brown or tawny hair, brown or green eyes, 5 ft. 10 in., 150 lbs, average build, typically Neutral.


ORICHALAN

There are few of these folk left, as most people with Orichalan blood have been hunted down by the Altanians. Most that still exist either live in isolated communities (such as the Moonraker Moor Folk or the Roglo River Folk) or live in areas where they are not persecuted (such as in the city of Malikarr or in southern Oricha). Nevertheless, some remain in various regions of the Empire. Each share the same racial traits and description.

They are descended from the merchants of the long-fallen Dragon Empire. These merchants plied their trade up and down the Great Estuary of Roglaroon, as well as along the seacoast and other nearby river systems, though they maintained their homes in the cities, and mingled with other races. When the Dragon Empire fell millennia ago, their descendants remained on the waters, as it was the safest place during the terrible barbaric anarchy that followed that time.

Description: Slight purple cast to skin, some of which may also have patches of slight scales like snakeskin; dark hair, often black or with purplish highlights; amber or grey eyes; 6 ft., 180 lbs, lean build, typically Neutral.


SKANDIK

The Skandik Sea Wolves are a well-muscled water-loving race. They are ritually birthed in the water and spend most of their youth learning the ways of the sea. They build their towns only along coastlines and their longships raid the surrounding areas. They pay homage to Jarls and organize themselves into clan villages. Only true warriors are allowed to wear beards, which are a sign of manhood. They are renowned swimmers and sailors. Many, strangely, have webbed toes. They traditionally worship the gods Odin, Thor and the Norse pantheon. They inhabit the northern coast above the City State west of Warwik as well as the southern stretch of the Pagan Coast and a number of the isles in that region of the Winedark Sea.

Description: Pale skin, blonde or strawberry blonde hair, blue or green eyes, 5 ft. 9 in., 180 lbs., stocky build, typically Neutral.


THARBRIAN

Tharbrians are eternal nomads of the central Empire, having migrated from the far West. Their ancestors, the Tharbrian Wild-Men are responsible for many invasions into the lands of Viridistan and the City State. Though still primarily nomadic and warlike, some have settled into more permanent villages and have become accepted in cities throughout the region. The city of Modron was founded ages ago by less nomadic Tharbrians in honor of the goddess Modron, whom the Tharbrians freed from ancient captivity. 

Most Tharbrian nomads are men and women of honor and battle. They believe in a strict warrior code that forbids the slaughter of innocents or the murder of those that have fought valiantly. Among some, this code seems to be a disdain for all things not dealing with war. The conquered are kept as slaves to tend to the herds and perform other labor that is beneath the warriors of this society. Women are equal to men in Tharbrian society. Tharbrian smiths are renown for their sword making skills, and the Tharbrian saber is infamous in battle, more so when wielded by a Tharbrian warrior.

Description: Ruddy tan skin, tawny brown, or raven black hair, blue or green eyes, 5 ft. 7 in., 160 lbs., light build, typically Chaotic.


VIRIDIAN

The basal population of the cities, towns and villages surrounding the Emerald City of Viridistan. Their primary stock is Tharbrian, dominated for thousands of years by the True Viridians (of which the Green Emperor and his Empress-wife are thankfully the last), and intermixed with a dollop of True Viridian blood. Common Viridians make up the bulk of the farmers, artisans, craftsmen, and merchants of the Empire. The green tinge to their skin is usually looked down upon in the east, while the greener the skin, the better, in the west near Viridistan.

Description: Pale skin with varying tints of green, tawny or blonde hair, green eyes, 5 ft. 6 in., 150 lbs, average build, typically Lawful.




Sunday, 22 November 2020

[Setting] The Imperial Calendar

Balozkinar's Corrected Commoners' Calendar
(BCCC for short) has been adopted throughout the Empire.




It uses 5-day weeks and 20-day months.
The days of the week are: Airday, Waterday, Earthday, Fireday and Spiritday.

The months of the BCCC Calendar are:


Month
DaySeason Begins
Thawmist1-20
Dewsnap21-40Spring
Flowerbloom41-60
Sweetrain61-80
Meadowlark81-100
Longrass101-120Summer
Warmshade121-140
Sunstrong141-160
Thistleburn161-180
Harvestime181-200
Goodgrove201-220Fall
Blackmoon221-240
Willowind241-260
Redleaves261-280
Maggotfeast281-300Winter
Coldrain301-320
Shadowrath321-340
Gloomfrost341-360
Year's End361-365\366
Because Year's End is a 5- or 6-day month, the days of the week are the same every year (ie. Thawmist 1 is an Airday, Coldrain 19 is a Fireday, etc)


Holy Days:
Every religion has its own holy days, and some have more than one. With 137 Imperial gods, at least a minor festival or celebration is happening somewhere in Viridistan every day. There are far too many to list!


History:

A small selection of notable events throughout the years:

4433 - Today

4431 - The Deepwater Rebellion - towns & cities around Trident Gulf revolted. Ruthlessly put down by Viridian troops (including some PCs if they were in the Legion - fighters, rangers, spies, etc)

4284 - The Great Slaughter of Pain - massacre of the Mycretian religion, Viridian garrison placed in the Holy Cities in the desert.

4283 - Hautulin Seheitt becomes the current Green Emperor

4105 - An Imperial army destroys a rebel host from the City-State of the Invincible Overlord

3075 - City-State of the Invincible Overlord founded

2400 - The Holy Cities achieve independence from Viridistan

120 - City of Valon founded

101 - Viridistan founded

0 - "Corrected" Creation Date adopted to harmonise various calendar systems. Not everyone agrees on this.

-8603 - Creation Date of many religions

Thursday, 8 October 2020

[NWI] Rooms in the Night Wolf Inn

Here is a list of the various rooms available for rent and their prices. Not all these rooms will be available at the same time.
Interested parties should enquire with Mr. Everbleed to see what vacancies are currently available.

[click to enlarge]



Sunday, 26 July 2020

[NWI] A Letter from the Concierge


Esteemed Member,

Please consider the Inn your home. Feel free to enter any room or door you are able to access. You will not be trespassing! Do remember that the Inn cannot be held responsible for injuries or death caused by such expeditions. 

Also: 

1. Rooms rented are safe so long as you stay with the furniture. 

2. Any valuables you discover are yours to keep free of disclosure. Note that certain objects may prove difficult to remove from the Inn. 

3. Your last will and testament is honoured for one year. Should the beneficiary not be found in such time, your estate becomes the property of the Guild Master. 

4. The Inn offers unique combat training to interested companies. Inquire with James. 

5. The Inn will recognize your new tattoo and allow you to use the entrances on the East Porch, the Tavern Portico and the Servant’s Door in the west. Feel free to open windows, but be advised that doing so may expose you. All non-members are restricted to the entrance on the south veranda. 

6. Do not be slighted if the Guild Master fails to greet you. 

7. Please bring any inquiries or requests to the concierge or the carriage master. Welcome to the Night Wolf Inn! 

—James Everbleed



Guild Membership

First House: Black Wolf
Dues: 250 silver after one year
Tattoo: black wolf's head
Tattoo Effects: +1 AC
Perks: 50% off inn rooms
50% off personal equipment
food & drink on the house
Obligation: Up to one quest per year, not to exceed a two-week commitment



Saturday, 18 July 2020

Friday, 13 March 2020

[Rules] Spellcasters and Familiars

Many people assume that familiars are animals that a spellcaster has empowered to be servants and allies. Nothing could be further from the truth.

The Holy Inquisition teach that familiars are demons, sent to corrupt sorcerers with power. Others say that they are the ancient spirits that originally taught mankind magic, or spells that have slipped away from their masters and now meddle in the affairs of men. Whatever is true, magic-users and elves may obtain familiars by casting the spell known as Call to Familiar Spirit.



Dealing with a familiar is not a simple master-and-servant affair, but a relationship between equals. 

Once a familiar has agreed to work with you, it can be summoned to your side. But familiars are fickle. Whenever you attempt to summon your familiar, make a Charisma check (equal to or less on 1d20). Success means that the familiar arrives immediately. Failure indicates it arrives in 1d20 hours. If you have annoyed your familiar you automatically fail this test, while familiars that are extremely pleased will always arrive promptly.

Your familiar doesn't really exist before it's summoned. It crawls out of your hair, or scrabbles out of the wall, and leaves in similarly dramatic fashion. It can only be hurt by magic.


Services and Favours

Familiars can perform services for you, but no more than once per day
For every service your familiar performs, you owe a favour.

0. Familiars can use the detect magic spell at will, and even share the results with you if you ask nicely (this is so trivial that it doesn't demand a favour in exchange). 

1. Familiars can teach you spells, which you can then add to your spell book immediately and at no cost. The DM will pick &/or roll for the spells your familiar knows. It cannot teach you what you cannot understand. The first spell is free.

2. Familiars can grant you an extra spell slot of your highest level spell for one day.

3. Familiars can give you +2 to your caster level for one day.

4. Familiars can save you from a violent death—but only once, and only if the familiar answers your summons immediately (you make that Charisma check mentioned above). The details of how this actually happens are left to the DM. Once your familiar has performed this favour for you, you become bound to it body and soul. You will never be rid of it. You owe it a favour every time you level up, or every time you gain a negative level.

5. Pretty much anything else you can dream up. Want it to scout out the next room? No problem. That counts as a favour, though.

Each favour is something that the familiar can call in immediately or at a later date. It's up to the DM, and depends on the familiar's goals. If the spellcaster performs the favour that the familiar requests, that's the end of it. If the character refuses, that is a violation the contract with the familiar and the DM will roll on the Breach of Covenant table for the consequences (may include random curses, debuffs, mutations and other punishments). As long as you can convince your familiar that you still have a chance to fulfil your destiny it will not abandon you, although it might get grumpy. It has a contract after all.


Player Character Familiars

Lord Glaumr is a ferret with golden fur and glittering purple eyes. (Getorix)

Saturday, 28 December 2019

Session 1 Clues


The party found a few curious texts during their adventure in Drydale. Here are the relevant details:


Blake's Diary

A few brown dog-eared pages remain from his days in the Legion. During the Deepwater Rebellion, Blake was drafted into a special unit sent to bring VIPs out of enemy-controlled zones all over Trident Gulf. Many were loyal Viridians fleeing persecution from the rebels, or at least that's what Blake was told; he seemed skeptical. Each had an identifying mark in common. A circling snake tattoo on the left forearm. It was never explained, but he assumed they were part of a gang of thieves.

He describes a rebel attack on their safehouse that went terribly wrong - they barely escaped and the man Blake was guarding died of his injuries soon after. He carried a copy of The Great Devourer which Blake kept and read. After these events he left the Legion and vowed to stay away from the oceans. He implies much in the diary but seems afraid to state things openly.

Several pages in the middle have been carefully cut out. After this gap there is only dull reportage about Blake's retirement, his farm, raising his daughter, etc.


The Great Devourer

A well-worn leather book with its title in flaking gilt scrollwork. Most of the text is flowery and morbid poetry describing the great worm Ouroboros sleeping in the ocean, waiting to swallow the whole world at the end of time. Cryptic metaphors and references abound and the poem's final resolution is unclear. Is Ouroboros supposed to be a monster, demon, god or something else entirely?

The second half seems to be a magical or occult treatise written in an ancient language or perhaps code. Any spellcasting character can attempt to decipher its contents, but it will take time and there is no predicting what mind-bending revelations or occult dangers might be concealed in the text.

[Any M-U, elementalist, cleric or elf who wishes to study the book closely: roll a d20 modified by your INT score (use the same progression as for STR or CON: 9-12 = no bonus, 13-15 = +1, 16-17 = +2, 18 = +3) and tell me the result. Alternatively it could be brought to someone's mentor, a sage or some other scholar if you want help.]


Satchel of Messenger's Papers

Found on Sir Karavon's corpse. A few crumpled papers, spotted with unknown brown stains. They mention two individuals of interest:

Lan Gaspar was relocated to the hamlet of Yakin Ley in the Brotbuckle Briars and has lived there ever since. He appears to be the local priest! What do we need him for anyway? Please advise.

I found Alekto. It would seem unbelievable, but he lives right under our noses! He is a leech and alchymist right here in Viridistan and owns a small country home near Midwall. His business is administered by his assistant Zhrana, and he rarely appears in public. He has taken pains to conceal his old identity and goes by the name Hooktong Ash now. I'll bet he would pay any sum so the Black Adders don't learn that an old rebel lives in their city!


Mysterious Blackened Tome

It seems to have awakened somehow, when Eric got blood on it. Words have appeared on the pages in bright crimson script:

Greetings. Whom do I have the pleasure of addressing?

[Should you wish to answer the book, well... let me know what you'd like to do.]
[Lothos answered the book. It goes by the name of Pheldrazash and seems to know many secrets, including some magic spells it is willing to teach.]




Some rumours are circulating about shady goings-on that might be profitable in the port of Targnol, a small city about a week's march from Viridistan. It might be worth detouring to investigate one or both on the way back to the capital, at your option:

- A minor thieving crew called the Tenebrous Hand have stolen an ancient artifact of no small value. Well-placed bribes have kept the authorities out of it, but the original owners - a rich merchant consortium from Midwall - want their piece back and would probably pay generously. Hand members are often seen drinking in a dive bar called The Dog & Bastard.

- The rich merchant Philotheos Sten hasn't been around lately. His large estate lies on the edge of town, and nobody has been seen coming or going for several days. Some fear the worst while others remark on the man's riches, accumulated through a lifetime of trading. A few thugs are going to case his place soon. You might be able to beat them to it and see what kind of loot is lying around!
[The group visited Philotheos' home in Session 2.]


Monday, 18 November 2019

Welcome To The Viridian Empire




Welcome to the Emerald City!

Once the pinnacle of social progress and development, the Imperium has fallen into oppressive decadence. This is the price of peace: no more kingdoms to conquer or wars to wage. The paranoid Emperor grows increasingly out of touch with reality while his stranglehold on the Imperial tributaries begins to weaken. The Inquisition rules all aspects of social life. Deviation, unrest and ‘strangeness’ are not tolerated. Magic is viewed with suspicion at best. Nonhumans, alternative religions and those born ‘different’ are repressed or forced to the very fringes of civilization.

The capital is VIRIDISTAN - City of Spices, The Immortal City, tarnished Emerald of the Empire. This millennia-old sprawl built by a forgotten people stretches across the cliffs above Trident Gulf, its glittering jeweled towers and crystal domes visible for miles. Who would dare this crumbling, treacherous bureaucracy? Your characters: disillusioned war veterans, cutthroat mercenaries, repressed sorcerers and feared holy men - a generation of lost warriors, the empire’s last hope for a cynical age.

Fight on the side of Law against enemies of the state and the rising tide of Chaos! Accomplish your goals, amass wealth and rise through the ranks, but watch your back - traitors and heretics are everywhere and it’s not easy to know who to trust. See to it that you don’t fall victim to their plots - or burn alongside them!


A Message from the DM

Welcome to the game! Let me emphasize this is a drop-in game. We are all busy adults. Show up when you can, it’s okay if you can’t. The goal is to play with whoever shows up on game day. As long as we have at least four people, we can game.

Thematically, this campaign might be a bit unfamiliar: I’m drawing from swords & sorcery fiction (Fafhrd & the Gray Mouser for example), history, the weird tales of H.P. Lovecraft and Clark Ashton Smith, Conan the Barbarian (the books, not the movies), Dark Souls, Warhammer, horror movies and heavy metal. This isn’t the mythic or heroic fantasy of Lord of the Rings. Sometimes harsh shit goes down - on par with any Game of Thrones episode (with less tits).

There is no grand destiny that dictates victory. Adversity and tragedy will plague your characters every step of the way, and some will die! Adventuring requires teamwork, observation, luck, and bold action to succeed. Nobody knows who will be triumphant until the campaign’s end, but those who win through the coming days may call themselves mighty heroes indeed...



Rules:

Core Rules - Labyrinth Lord rulebook (free no-art version)

Expanded Classes & Spells - Advanced Edition Companion.



Players' Reference Spreadsheet - Equipment, Combat, Rules, Abilities & Magic - helpful reference!