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

Friday, 29 August 2025

The Subjugation of Landfall

This post takes part of Mystara and takes it in a non-canon direction. If alternative history is considered counterfactual, this might be described as counter-canon. I have ignored canon in both Ierendi and the Pearl Islands, though this is a bit different, in that here the starting point for this event is generally within canon but then the event takes it off in a different direction. . 

Cartography by Thorfinn Tait


cartography by Thorfinn Tait

Background

The Heldannic Knights are the strict, brutal and bigotted rulers of the Heldannic Territories, formerly known as the Heldannic Freeholds - there are few free people there now. The knights' ideas of law and order look more like tyranny to many outside observers. To the north, where the Known World of southeast Brun meets Norwold in the northeast of Brun, is Landfall, a free city that has previously defied the Heldannic Order. 

There has always been tension between the two, with the chaotic Landfall contrasting with the lawful though harsh Heldannic Order. Neither side is particularly pleasant or benevolent - for its part Landfall has been rife with crime, especially piracy, its government corrupt and incompetent, unwilling to tackle the powerful lawbreakers within the city. If anything the government had to tread carefully around the crime lords and strike morally dubious deals with them to keep the peace. Rumour had it that slavery, drug smuggling and cults of Chaos could all be found within Landfall. 

The Invasion

Four weeks ago the merchant vessel The Purple Porpoise set off from Kammin, a coastal town in the northern territories. Pirates from Landfall intercepted and attacked, easily overpowering the civilian crew and taking everything onboard as plunder. In response a flotilla of two Heldannic navy ships (the Righteous Fury and the Unquestioned Command) set out from Freiburg and sighted the pirates in less than a week. The pirates fled north back to Landfall, and the Heldannic flotilla pursued. Within sight of Landfall itself the flotilla was met by both official Landfall ships and privateers in the service of Landfall, who included some mercenary battle mages with powerful spells. In the ensuing naval battle a number of ships were lost and hundreds of sailors and marines died. Commodore Augsprecht was slain and the vaunted Captain Rakksburger went down with her ship, the Righteous Fury. The remaining Heldannic Ship, the Unquestioned Command, was beaten back and returned in shame to Freiburg. But rather than keeping the Heldannic knights at bay, this was seen as an insult to be avenged and a Casus Belli. 

Two weeks ago the invasion was launched. 2 Glory of Vanya divisions  and 500 marines (2900 men) were transported by 15 naval ships of the 1st Armada, escorted by the 1st Luftflotte Division of 6 warbirds (Heldannic military skyships)  while another 2 divisions (2400 men) marched north along the coast. They met up outside the city a week later and encircled it. There was an attempt at battle as the braver members of Landfall city guards formed up into an army 600 strong along the edge of the city which did not even have a proper wall. Formal resistance did not last long. The Heldannic warbirds landed a force of 200 elite knights right in the middle of the city and they quickly sacked the governor's residence, killing Lernal the Swill and his family. While residents fled in terror, some Landfall soldiers fell back from the city outskirts to stop the knights, but that is when the main assault began, with the Heldannic forces surrounding the city advancing inwards. Official military operations ceased that evening when the City Treasurer, the most senior surviving official in Landfall, surrendered the city unconditionally. He was then dragged out to the market square and executed. It was a bloody day - anyone who resisted was killed. Anyone who looked like a pirate was killed. Anyone who looked like Landfall Army or Navy was killed. Anyone who insulted or made fun of the Heldannic Order and its knights was killed. On that day the population of Landfall fell from 10,000 to 8,500. Only about 300 fled the city and survived though others died trying. In this situation the lack of a city wall made escaping easier. 

The Current Situation in Landfall and Heldann

The Heldannic Order now rules Landfall with an iron fist and brooks no dissent. On the surface there is no resistance. However, many of Landfall’s criminal elements are not the kind to confront such a strong enemy face to face. Even before the invasion there were spies from different nations jostling for strategic position in the taverns, merchant halls, back alleys and marketplaces of Landfall, and now folks with these skills are needed more than ever. Alphatian agents in particular are closely monitoring the knights while trying to stay out of trouble. Agents' communications with their respective governments continues, and only now are the chaplains of the Heldannic Order understanding how much is going on behind closed doors. Some chaplains are advocating a no-nonsense robust approach to spies or anyone who might be a spy, but there are some who would rather take a more subtle approach, finding out what is going on and who are the spy masters before arresting and executing individual agents are. 

There is also talk about an escape route. Smugglers used to dealing with contraband, stolen loot and rustled livestock are now being asked to get people out of the city, usually people who feel particularly threatened by the Heldannic Knights and also have the means to pay the smugglers.  

The Provisional Military Government of Landfall is the name given to the new rulers. Their priority is security and control, with prosperity, trade and the happiness of citizens barely considered at all. The Heldannic Order and knights see this as a great victory, confirmation that they are favoured by Vanya. The piractical wretches of Landfall stole from and attacked the Heldannic Order, and appropriate justice was served, conveniently adding another town to the Heldannic Order's holdings. 

The Freeholders and partizans of Heldann have sympathy for the people of Landfall but do not feel they can do much to help. There are a few townsfolk who fled westwards further inland, and those who were not caught and slain by humanoid tribes were instead taken in by the Freeholders. The Freeholders are careful not to do anything too drastic to help Landfall as they have no wish to endure the wrath of the knights again. 

The Current Situation Internationally

Emboldened by their sweeping success in taking Landsfall the Heldanic knights are now looking at Oceansend, a more difficult proposition due to its increased population, better military and further distance from the Heldann homeland. The rulers of Oceansend are horrified at what has happened to Landfall and are doing their utmost to strengthen their defences.  Similarly the Kingdom of Alpha further north has noted the invasion with alarm. There are talks of an alliance between Oceansend and Alpha. And although Oceansend does not wish to become a puppet of Alphatia, the rulers concede that Alphatia seems less terrible than the Heldannic Order. One proposal heard in Oceansend is the idea of supporting the partizans in the Heldannic hinterlands, but others are wary of linking Oceansend to those fighting the Order: it could become another casus belli. 

Many in Thyatis approve in principle of bringing Landfall into line - pirates from Landfall have attacked Thyatian merchants as well. But even then some Thyatians are a bit concerned about the level of bloodshed and how necessary all the killing was. And then there is the demonstrated military might - having a strong ally in the Heldannic Order is generally good for Thyatis. But an ally that could rival and possibly overtake Thyatis, particularly around its interests and holdings in Northern Brun, is a little concerning. The Order taking over Thyatian holdings in Norwold is currently only a worst case scenario, but if the Order is seriously eyeing up Oceansend and its defences…

Not many in Alphatia have paid much attention to the events in Landfall -  to them it is a small foreign town with little magic or anything worthwhile. And if they could not defend themselves with magic, then maybe they should have studied harder at their arcane schools. Nonetheless there are those who recognise that the Heldannic Order has links to Thyatis, and an ally of Thyatis threatening Alphatian interests in the Sea of Dawn should worry any right-thinking Alphatian. Such interested Alphatians agree that rather trying to retake Landfall, it would probably be better to help Oceansend, and perhaps reinforce Alphatia's own defences. 

The Isle of Dawn is another area close to the invasion, not yet directly affected but a ship with refugees has landed in Helskir on the northernmost tip, having set sail from Lighthall a few days after the assault on Landfall. Allies and provinces of Alphatia and Thyatis are keeping a close eye on the situation, and although they feel relatively secure that the Heldannic Order would not directly attack holdings of the two Empires, they are concerned with trade routes being threatened. Landfall may have been a troublesome and chaotic place, but it was still an important trading port. Now however, trade there has all but ceased - merchants are rightly scared of doing business there and the consequences of running afoul of the Heldannic Knights. . 


Sunday, 17 August 2025

The Dwarf Stronghold of Torrak Veig

 

source

This dwarven settlement is in the southwest quarter of Rockhome, on the hills to the west of the Larodar river. Like other dwarven strongholds it is a combination of fortification and habitation, with some industry and trade as well. 

From the southwest Rockhome entry:
Torrak Veig: This dwarf stronghold is home to the Grayquartz family who have specialised in both mining coal (very useful for smelting metals as well as cooking food and keeping homes warm) and brewing malt beer. The stronghold has 160 members and all are loyal to Syrklist Clan.

The Leadership Crisis

The most important matter that this summary does not cover is the tension over the clan leadership. The current clan chief, Drogmoor Grayquartz, is not well at all - since a run-in with a strange undead creature three years ago Drogmoor has been suffering from bouts of insanity, and clerics are baffled as to how to cure it. Drogmoor has a young son, Thilgon, who has not reached an age where he can be considered a clan chief. Thus when Drogmoor is beset by insanity and Thilgon the heir is still a dwarven child, there are three competing authorities as regent;  Vanthi (wife of Drogmoor and mother of Thilgon), Graldi (brother of Drogmoor and uncle of Thilgon) and Ordoin, younger brother of Drogmoor and another uncle of Thilgon.

 Yet half the time Drogmoor has his wits about him and rules well enough. While he is compos mentis he asserts his authority over his family and all seems to be well for several weeks or even several months. But nobody can tell when the insanity returns - last time it happened was in the middle of a feast to honour neighbouring clan chiefs. It was a terrible embarrassment for the clan and although two of the visiting stronghold chiefs took Drogmoor's rantings and ravings as insults, the other three realised their fellow chief had suddenly lost his mind. They also noted by the reactions of Grayquartz family members that this was not the first time either. 

Clerical magic has proven ineffective (although a Cure Insanity spell will stop the current episode, the insanity will return later) and there is a strong suspicion that rather than being a natural insanity, that fateful encounter with the undead creature resulted in a powerful curse being placed on Drogmoor.  

Different dwarves have different ideas about how to handle this. Vanthi reckons Drogmoor should remain the official chief and while sane should rule as such, and authority only temporarily passing to her while her husband is unable to make sane decisions. 
Graldi reckons Drogmoor should abdicate and Graldi should be regent until Thilgon is old enough to rule. As far is he is concerned the clan needs strong, unequivocal leadership now and the uncertainty caused by the current chief’s bouts of insanity is unacceptable. 
Ordoin realises that although he might be influential, he does not have a real chance of family leadership. Instead his proposal is that Drogmoor should abdicate, and Vanthi should be regent until  Thilgon can assume the role of chief, with him (Ordoin) in an advising and supporting role.  
When Drogmoor is not trying to cast spells like a Glantrian mage and complaining about kobolds hiding under his bed , he is trying to find a permanent solution to his insanity. When it first started after his encounter with the undead thing, he was confident he could rule most of the time, only stepping down when clearly incapable. Now he is starting to doubt his fitness to govern even when he is lucid, and the idea of abdicating in favour of either Graldi or Vanthi is a serious option. 

Other aspects of Torrak Veig

  • The stronghold may have 160 members inside its gates, but there are another 200 or so dwarves dotted around the neighbourhood of the stronghold in the mountains and river valley who consider it to be the hub of their community. 
  • In times of war or other emergency the stronghold can muster up to 80 dwarf warriors (mostly 1st level but some with more experience). They are all infantry, though about half of these can bring crossbows to the fight. 
  • There is a small shrine in the stronghold manned by a dwarf cleric (Berred Grayquartz) and his two acolytes
  • The coal mine mentioned in the previous post is an extension of the stronghold, going down in a southwest direction. The coal seam is extensive and so are the mine tunnels. Regular patrols to drive out vermin and giant rats are necessary. 
  • The brewery is in the surface structure, and the dwarves buy the hops and barley from the local farmers in nearby valleys. However, a series of ankheg attacks have now put the hops supply in jeopardy - one farmer was killed, several farm workers were injured and two whole fields of hops were destroyed by acid. 
  • The main route connecting Torrak Veig to the rest of Rockhome is a path that follows the river past Dangtheign's Post. Dwarves are distrustful of boats and river travel and tend to leave that to humans. 
  • Coal is typically transported by donkey or mule cart along the riverside path with an escort of two dwarf warriors per cart. So far this has proved sufficent in protecting trade to Dangtheign's Post and nearby strongholds. 

The Tomb of the Graven Ancestors

This catacomb is dug into a mountainside about eight miles from Torrak Veig. The upper two levels are relatively peaceful and is where Grayquartz family members have been traditionally laid to rest. Below in the third and fourth levels things become more dangerous. It is believed that deep in these lower levels Drogmoor encountered something that caused his insanity. This nameless creature, according to Drogmoor, appeared to be an undead chaotic dwarven cleric. Yet what has happened to Drogmoor does not register with any known clerical magic. This undead thing is also able to animate dead bodies, thus desecrating the dwarven dead laid to rest in the Tomb. It has been suggested that destroying this undead dwarf cleric might remove Drogmoor’s curse, but this is speculation.  

There is a helm in the depths of the Tomb that belonged to Huggorn Grayquartz, a renowned leader of the Grayquartz tribe and led them from Dengar to Torrak Veig. This helm is believed to imbue the wearer with influence and leadership, and wearing it would be seen as a symbol of authority.  The helm ended up in the tomb after acting as an unofficial crown for Torrak Veig when during a heated leadership struggle where neither side behaved with dignity or honour an angry dwarf cleric decided that neither side deserved the helm and took it back down into the Tomb to lay on the sarcophagus of its original owner. Both Graldi and Ordoin are aware of the helm’s existence and both seek to claim it to gain support their respective proposed solutions.  

Other locations near Torrak Veig

  • Scalefoot Chasm: This is a deep chasm open to the weather between two mountains. The most notable inhabitants are the Scalefoot goblins that have become very adept at climbing, and giant spiders they have domesticated which now serve as precipice-climbing steeds. Down in the chasm there are entrances into goblin warrens. There is a single well-defended set of stone stairs carved into the chasm walls but most of the time the goblins will use spiders or rope ladders to get in and out. The goblins and dwarves have skirmished but there has not yet been all-out war.  
  • The Ruined Chapel of Kagyar: This small chapel to the patron immortal of dwarves is partly on the surface, with a small church-like structure set against the mountainside, partly underground with passages going deep. Nobody at Torrak Veig knows what the tunnels lead to. Was it a mine?  An underground settlement? A subterranean place of worship? It should be investigated. 
  • Dangtheign’s Post. This surface settlement is on the west bank of the Larodar river where it turns from north-east to northwest. This is now a fortified village of 60 people, including 30 dwarves, 10 gnomes, 15 humans and strangely 5 kobolds, representatives of the Glitterbug Tribe. Traders from Torrak Veig, Torrak Sorros and Torrak Halastoron will all visit here, and occasionally merchants from further afield. As well as trade, Dangtheign’s Post is also seen as a neutral meeting ground when disputes need to be resolved peacefully. 
  • Glitterbug Tribe: This tribe of 120 kobolds seems surprisingly non-aggressive. Many dwarves simply do not trust them but the fact that they leave dwarves alone and even occasionally try trading at Dangtheign’s Post is seen as very odd. Some dwarf sages would like to investigate the Glitterbug tribe. Are they just faking it to gain the trust of naive dwarves? Or are they fundamentally different in outlook from other kobolds? The tribal lair is entirely underground, with the entrance hidden in a boulder field at the base of a steep slope. The kobolds often wear copper items and malachite jewelery, and may offer to trade these. 
  • Vunstein's Tower: This ruined tower on a hilly outcrop was an outpost for the dwarves but now has fallen into goblin hands and is a forward post for the goblins of Zugguth Peak. It sits about half way between Zugguth Peak and Torrak Veig. Recapturing it on behalf of the dwarves would be appreciated, but the goblins have hired bugbear mercenaries to defend the tower. 


Monday, 26 May 2025

Leaders of the Arvorians

The Hierarchy of Factions

The City of Madness is the foremost city of the Arvorians, and also the city most likely to be encountered by player characters. Although the Arvorians are chaotic in many ways, they are also intelligent and realise that they need at least some stability within their cities to survive, function and work towards their long-term goals. Thus there is some social structure among this ancient and decadent race in the form of an informal hierarchy of groups.

  • source
    The top of this pyramid is the High Council, led by the High Councillor herself. There are 13 seats on the High Council and together they resolve some (but not all) conflicts between factions or groups, and generally intervene in matters affecting the City of Madness as a whole. 
  • The Noble Houses are, as the name suggests, the aristocracy among the Arvorians and their retainers and followers. They answer only to the High Council. The size of each house varies but the larger ones can command 15-20 nobles and perhaps 200-300 Arvorian troops, plus goblinoid auxilliaries. 
  • The Temples are dedicated to both the Great Old Ones (unfathomable alien beings of utter Chaos) and their harbingers and intermediaries, the Scions of the Outer Dark. The vast majority of Arvorians associated with these temples are Eldritch Crusader cults, with clerical spells appropriate to their chosen patron. 
  • The Arcane Schools are where Arcane knights among the Arvorians are taught about magic use. Some are independent, but others are part of noble houses or associated with temples. These arcane schools, as might be expected, are repositories of spells, magic items and erudite knowledge that human mages from Glantri or Alphatia would pay any price to get hold of. 
  • The Merchant Houses are focused on trading and craftsmanship. Although most Arvorians look down on physical labour, those that do become artisans are often linked to merchant houses who can act as guilds or corporations. Merchant houses often have their own security, such as a company of mercenaries, to protect their senior staff and business interests. 
  • Arcane Knight Companies are groups of Arvorian arcane knights who train to work and fight together, either using physical weapons or magic to destroy their opponents. In the City of Madness some of these companies are raised and maintained by noble houses, while others are independent and often act as mercenaries. A few are linked to a Temple, or an Arcane School.

Below these there are the common Arvorians, who have no particular claim to authority or status. Although an individual Arvorian may become skilled in combat and magic, it is by joining one of the above groups that they can acquire status and recognition among their peers. Of course these groups are more likely to recruit common Arvorians who show talent and prowess.  

Arvorians rely heavily on slavery. Most of the time these are orcs, goblins and captured humans. However, occasionally an Arvorian is reduced to a slave - to proud Arvorians this is seen as a fate worse than death. Enslaved Arvorians can expect no better treatment than a human or orc slave, and given the Arvorian propensity for cruelty and domination this is harsh indeed. 

Non Player Characters of the High Council 

Shebbrethaa Zuun the High Councillor: Female Arvorian, Chaotic, 23rd level Eldritch Crusader
Str 10, Int 19, Wis 19, Dex 13, Con 12, Cha 16
Incredibly old but kept alive and active by dark necromancy.
She remembers the fall of Arvoria and of Blackmoor thousands of years ago.
Inscrutable, dispassionate and of few words.
All fear her and most respect her. She has had philosophical and religious disagreements with Remulon but she still keeps him on the High Council. 
As the High Councillor she has the final say in any matter and keeps other council members in line (especially Remulon). 
She only intervenes if something seriously threatens her, the running of the High Council or the City of Madness as whole. 

Murlanthia Kaelex, Duchess of House Kaelex: Female Arvorian, Chaotic, 20th level Arcane Knight
Str 16, Int 18, Wis 12, Dex 10, Con 14, Cha 16
Experienced ruler and politician who rules House Kaelex, the largest noble house in the City of Madness.
Focused on power struggles within the city and among Arvorians, particularly in keeping House Kaelex on top.
Not that bothered about the Scions of the Outer Dark or religious matters which annoys some council members
House Kaelex and her personal stronghold is deep within the bowels of the City of Madness.
In personal combat she prefers to fight with magic, only resorting to melee if desperate. 

Remulon Ustarres, Patriarch of the Temple of E'hillit: Male Arvorian, Chaotic, 19th level Eldritch Crusader  

source
Str 18, Int 13, Wis 18, Dex 8, Con 15, Cha 17
Fanatically devoted to his patron and always pushing hard to release the scions from their imprisonment. 
One of the driving forces behind Arvorians across Norwold gathering Eldritch Crystals. 
Cares nothing for mortals. Even other Arvorians are expendable tools. 
He has had serious disagreement with some other High Council members, some of whom think he is mad. Given his patron, this may be true. 
He has plans to become a Chaos Prince which will involve driving a lot of mortals mad. He is considering how to summon an avatar of his patron E'hillit in the middle of a human city such as Alpha. 

Maedrix Shadrinn, Duke of House Shadrinn: Male Arvorian, Chaotic, 19th level Arcane Knight
Str 15, Int 19, Wis 13, Dex 12, Con 10, Cha 17
Something of an Arvorian nationalist and wants the Arvorian Empire to rise again, Perhaps with him at its head? 
Has made diplomatic efforts towards other houses within the City of Madness and even houses in other Arvorian Cities. He wants Arvorians to be united against other races, especially humans. 
He is skeptical about releasing the Scions of the Outer Dark, and will not help Remulon. This has caused tensions., 
A very capable strategist and tactician, he has led Arvorian forces to many victories. 
He sees Murlanthia Kaelex as a worthy rival and peer. 
House Shadrinn is generally considered the third most powerful noble house in the city, after House Kaelex and House Norgolreen. 

Darnisaide Kruth, Patriarch of the Temple of Tallassia: Male Arvorian, Chaotic, 21st level Eldritch Crusader
Str 10, Int 14, Wis 19, Dex 12, Con 18, Cha 18
More pragmatic than Remulon. He sees the Scions as a source of personal and political power. 
He is head of the Temple of Tallassia in the City of Madness and wants to expand its influence. 
Darnisaide is also interested in the outside world beyond the City of Madness and even beyond Norwold and the ruins of old Arvoria. 
He has sent a number of spies and scouts out and is always open to reports from Arvorian outposts and expeditions who have encountered humans, elves and the like. 
One of his spies, Akranthis, has infiltrated nearby Agthand's Bastion. Darnisaide sees the bastion itself as of little consequence, and is confident it could be destroyed with ease but he is intrigued by this Alphatia that the human wizards speak of. 

Voldenni Scarramos, Mistress of House Tashael: Female Arvorian, Chaotic, 19th level Eldritch Crusader
Str 15, Int 17, Wis 16, Dex 12, Con 10, Cha 16
Head of Merchant House Tashael, the most powerful merchant house in the City of Madness. 
She has made her fortune primarily in slavery, the main stock in trade for House Tashael.
Voldenni took over House Tashael after the unfortunate death of Master Tashael from a brief but violent illness that some say was poisoning. 
Voldenni can be horribly sadistic with slaves under her control, particularly humans. The main reason she does not cripple and kill more slaves is they then cease to be saleable. 

Nicodellios Astrollos, Master of Jade Skull School:  Lich (former male Arvorian), Chaotic, 22nd level Arcane Knight
Str 15, Int 19, Wis 14, Dex 10, Con -, Cha 12
One of several Arvorian liches to openly walk in the City of Madness. Feared by nearly all Arvorians. 
Nicodellios is believed to be about 1000 years old and he talks about the fall of Nithia as if he remembers it clearly. He will concede he is not as old as the High Councillor and she is the one council member he truly respects. 
Nicodellios is the head wizard and researcher at the Jade Skull School, an Arcane School that has stayed independent although it maintains friendly ties to House Shadrinn The school has about 80 members, including researchers, tutors and senior students. 
Nicodellios himself is a skilled alchemist and when not at the High Council or dealing with running the Jade Skull School he will spend time in his extensive alchemical laboratory deep inside the City of Madness.
The experiments he conducts in the name of research are often lethal or painful for the test subjects, of whom he requires a steady supply. He thus has an arrangement with Voldenni Scarramos for slaves to use in his experiments. 


Sunday, 11 May 2025

Agthand’s Bastion

art by Andreas Rocha, source

 This stronghold in the north of Norwold is a collaboration between two people who would not normally work together: an Alphatian mage and a dwarf from Rockhome. Agthand's bastion is the closest haven to the legendary City of Madness. It was established 50 years ago when Agthand Nickelhelm, a dwarven prospector, found mithril bars in the possession of a barbarian from much further north than the Great Bay of Norwold. Further investigation led him north close to the City of Madness, where he found both a series of ancient mines first excavated by the Arvorians and their humanoid slaves and then Ulliza, an Alphatian mage who had come to this forsaken place to investigate the Arvorians. After an initial tense stand-off the dwarf and mage realised that neither was aggressive and that they could pool their resources. They established a temporary base inside what they named as Black Yeti Mine, clearing out the top level. Ulliza found evidence of the Arvorians civilization and Agthand found already-mined mithril ore in minecarts and some mithril scraps in the smelters. Ulliza sent magical messages to both her apprentices in Alphatia and Agthand’s colleagues in Rockhome and they gathered in Black Yeti Mine. Then construction of the bastion began on an icy hilltop not far from the mine, using both magic (Stone Shape and Wall of Stone) and dwarven craftsmanship.  

Frost giants, white dragons and other wandering monsters of the Everwinter Lands are constant threats and although the mages and dwarves can deal with such creatures when prepared, it does mean that vigilance must be constant. It was only 10 years ago that a pair of Remorhazes attacked the bastion, killing several defenders. The weather is at least as brutal as the monsters, and all residents of the bastion have to be careful not to be caught out in a blizzard or get lost while wandering the Everwinter Lands. The bastion has adequate insulation so those inside can stay warm, assisted by coal dug locally by the dwarves. 

Another threat is that the Arvorians of the City of Madness have become aware of the Bastion, and although most are not interested in the nearby presence of humans and dwarves, there are some that have started investigating whether the bastion represents a threat to Arvorian superiority over the region. 

There are now 25 dwarves and 10 mages in the bastion, and they have formed two distinct social groups. They are not yet rival factions, and most of the time get on fine, but there has been friction. 

Food is an important matter, and there are three main sources of sustenance: Firstly Ulliza has created a portal back to her home town of Sanaz north of Shiell. There are almost daily mule-loads of food travelling through this portal. Secondly the dwarves have become quite good at hunting the local wildlife including reindeer and muskoxen. This is risky on account of both the vicious weather and also other creatures that might be encountered - winter wolves are known to follow the herds on the tundra. Thirdly an enterprising dwarf has set up a fungus farm in a disused chamber in Black Yeti Mine. The dwarves are quite used to this sort of mushroom diet but the mages have not yet acquired the taste, and instead wait for the mule to come through the portal. It is worth noting that the portal to Sanaz can only be used twice per day, once in and once out, therefore it is not used frivilously. 

Trade in such an isolated outpost is limited unless one wishes to trade with Alphatians, in which case the portal to Sanaz is ideal. This leaves the dwarves in a bit of a quandary - many of the miners would like to sell the mithril and other precious minerals back to their fellow dwarves back in Rockhome, but that means a risky two month voyage by sea along the Sea of Dawn and overland through Soderfjord to Rockhome, and then back again to north-most Norwold. The less patriotic dwarves have travelled through the portal and sold their product in Sanaz, deciding that these wizards are not nearly as bad as the ones in Glantri. although all wizards are a bit peculiar and should be treated with caution. The inhabitants of Sanaz likewise appreciate this new source of precious metals. 

There is spare accomodation in the bastion, and adventurers wanting to stay here are welcome as long as they both pay for bed and board (10gp per person per night), and pull their weight when there are urgent tasks to be done or threats to be fended off. Similarly a basic level of good behaviour and respect is expected from any guests. Nonetheless, if adventurers heed these requirements, then Agthand's Bastion is an excellent base from which to venture out to explore Arvorian ruins. 

There are three known mines that the dwarves have discovered:

Black Yeti Mine is safe on the upper two levels, and has been in use since Agthand and Ulliza arrived here. There are known to be at least two more levels, both with infestation problems, particularly slimes and oozes on the fourth level and a band of orcs on the third, who may have a passage into a deeper network of caves. Nonetheless, there are profitable veins of both mithril and silver that the dwarves work, 

Odragg's Delve is another mine of Arvorian origin.  It has veins of silver and a coal seam that is useful to the bastion for staying warm, cooking food and smelting some of the easier metals. The first level is now safe but the second and lower levels are not, with both kobolds and giant rats pestering the miners. There also seem to be various items abandoned by the Arvorians, which the mages in the bastion find intriguing, 

Minotaur Maw is considered very dangerous, although the mithril found there still makes it tempting. A band of white-furred minotaurs attack anyone else who ventures in here and have killed two dwarf prospectors. Interestingly the dwarves have reported the severed heads of Arvorians mounted outside the entrance to the mine, so even the Arvorians occasionally fall prey to the minotaurs. 

NPCs of Agthand's Bastion

Agthand Nickelhelm: Dwarf leader and entrepreneur. Male dwarf Warrior 7th level, align Neutral, Str 15, Int 13, Wis 10, Dex 10, Con 16, Cha 14. Equipment: Banded armour +1, Shield +1 +2 vs normal missiles, Cloak of Cold Protection, Hand axe +2, Pick Axe of Speed (doubles rate of excavation of non-living matter). Agthand is the co-founder of Agthand’s Bastion and leader of the dwarves there. He is also the head of business and the treasurer, paying, hiring and firing the dwarves in his employment and also arranging business deals selling the metals and minerals extracted by his team. 

Ulliza of Sanaz: Alphatian mage leader, chief researcher, female human Magic User 16th level, align Neutral, Str 7, Int 17, Wis 12, Con 10, Cha 13, Equipment: Staff of Wizardry, Crystal Ball, Dagger +2, Ring of Spell Storing, Broom of Flying. Whereas Agthand views this situation as a business opportunity, Ulliza sees it as a research project. She became aware of the Arvorians after talking to some lupins outside of Barathmir and has had several encounters with the ancient race, none of which were friendly. She is putting together information about the history of the Arvorians and their current plans. To this end she has gathered a team of research assistants (Alphatian mages) to help her. She feels responsible for her team and will try to make sure they do not upset the dwarves or get into danger. Ulliza is the creator of the magic portal to Alphatia that has proved a lifeline and important trading route - one thing she has not told anyone else is that she has the ability to destroy the portal. She would only do this if the bastion was overrun and the enemy threatened to pour into Alphatia. 

Borddrad Marblehall: chief engineer. Male dwarf warrior 6th level, align Lawful, Str 14, Int 14, Wis 13, Dex 10, Con 13, Cha 10. Equipment: Chain mail +2, Warhammer +1 +2 vs goblinoids. Borddrad supervises all manner of engineering matters, including the construction of the Bastion, the safe  excavation of the mines and the forges and smelters that turn ore into metal. He is well respected by Agthand and the other dwarves and the mages certainly view him as an expert in his field.  One personal connection is that he is friends with  Orrinor Whitebeard of Ragnadir’s Air Transport Company. He has suggested to Agthand that the Rockhome based skyships could be used for either trade or emergency transport though this has not been acted on yet. 

Delzarrion of Shiell: head of security. Human male magic user 12th level, align Neutral, Str 10, Int 17, Wis 13, Dex 7, Con 7, Cha 12. Equipment: Robe of Protection +2, Amulet of ESP, Wand of Lightning, Wand of Illusion. Delzarrion has been placed by Ulliza as the head of security for the Bastion, which has not sat well with some dwarves who do not entirely trust Alphatian wizards. Nonetheless he has helped keep the bastion safe over the years. He is primarily focused on external threats such as frost giants and humanoid war bands and tends not to think about trouble from within the bastion. This means he has not paid much attention to Durth Heavyhammer. 

Thelmai Whiteshield: Chaplain & medic. Female Dwarf cleric 7th level, align Lawful, Str 13, Int 10, Wis 16, Dex 10, Con 16, Cha 12. Equipment: Warhammer +2, Shield +1, Banded Armour +1, Holy Symbol. Thelmai looks after the health and wellbeing of all within the Bastion, providing healing magic and spiritual solace. Thelmai does not know much about the Arvorians but from what she gathers from Ulliza and the other mages she has decided the Arvorians are trouble and should be dealt with.

Durth Heavyhammer/Akranthis. Spy. Male Arvorian Arcane Knight 5th level, align Chaotic, Str 12, Int 15, Wis 10, Dex 13, Con 10, Cha 12. Equipment: Ring of Disguise, banded armour, hand axe, Shortsword +2, Durth Heavyhammer is apparently a dwarf miner who prefers not to sleep in the bastion but in Black Yeti Mine instead. He is considered an odd fellow by the other dwarves but they accept that he is just like that. In actuality Durth Heavyhammer is a cover used by an Arvorian called Akranthis, a spy who is finding out about the bastion and its dwarves and mages. He has been tasked with finding out about the bastion’s defences and combat capabilities. However, Akranthis has become quite distracted by Alphatian magic and on various occasions has spent time talking to Alphatian mages about their spellcasting and magic items in a way that is quite unusual for a dwarf. Akranthis’s Ring of Disguise allows him to appear as Durth Heavyhammer for up to eight hours at a time, or for 10 minutes per day to appear as any small or medium humanoid as a Change Self spell. Akranthis has been infiltrating the Bastion for just over a year. 






Saturday, 12 April 2025

Elemental and Para-Elemental Planes in this campaign

In this Mystara campaign I am writing, the Ethereal and Elemental planes are still there beyond the Material Plane, and can be accessed by either powerful spells or interplanar wormholes. The four elements are of course Fire, Air, Water and Earth. This metaphysical map illustrates the inner planes as I am using them here.  It is a modified version of my old one posted back here



My previous descriptions of the elemental planes still stand:
The Elemental Plane of Earth is nearly solid stone and earth, with only a few pockets of air, water and lava found. Finding an air (or maybe water) pocket is essential if a human visitor is to avoid being crushed and suffocated. However, if a pocket of air can be found, the plane is tolerable in temperature and not many dangerous inhabitants. A few valuable minerals can also be picked out by those with skill in prospecting and mining. 
The Elemental Plane of Water is like a vast, dimly lit ocean without a surface. There are pockets of air and earth (but no fire pockets). Any visitor who can cope with breathing underwater should be able to stay on this plane for a while. Creatures of seas and oceans of the Material Plane are occasionally encountered here, adding weight to sages' theories of gates between the Elemental Plane of Water and deep abysses in the oceans of Kaelaross. 
The Elemental Plane of Fire has two major problems - firstly the intolerable temperature will kill any mortal creature without some sort of protection. Anyone travelling to this plane must be able to tolerate hot flames, or their death will be a quick one, with cremation rather than burial. Secondly the Plane of Fire is home to some quite dangerous and volatile creatures - Fire salamanders and efreet. Being able to either negotiate or else fight off these creatures is necessary for any extended stay where encounters are inevitable. There are some pockets of clear air, while lumps of rock from the plane of earth either melt into pools of lava or else glow like burning coals. 
The Elemental Plane of Air is in many ways the safest of the elemental planes. The biggest problem is the electrical storms. This plane has no gravity, so everything - clouds, natives and visitors, float around. There are occasional spheres of earth and fire that float around. Any water here tends to evaporate and turn into clouds within a matter of hours, and visitors are recommended to bring water as they are likely to get thirsty. The djinn are found here, but they can be tempermental and fickle in dealing with those who intrude on their domain.

Para-Elemental Planes

As well as bordering the ethereal plane, the elemental planes also touch or overlap with some of each other. This is closer to AD&D elemental planes than BECMI's version, so bear with me.  Although I do not have the stats for para-elementals that might be summoned to the material plane, I believe they were given stats in AD&D 1st edition Monster Manual II. 

Between Fire and Earth is the para-elemental plane of Magma.  It is a land of volcanic eruption and lakes of lava. There are some metals found here - the more easily melted ones (gold and lead) are found in molten pools while the less volatile ones (iron and tungsten) are usually still solid though often glowing with heat. The Efreet’s City of Brass is on the border between the Plane of Fire and Plane of Magma. 

Between Water and Air is the para-elemental plane of Ice and is an arctic wasteland of glaciers, crevasses, ice caves and constant snow. Ice-related creatures such as Frost Salamanders are now associated with the para-elemental plane of Ice not Earth (a change from the BECMI rules). Other cold-based creatures such as white dragons and frost giants are also capable of surviving here even if they are not truly native. The air is so cold as to freeze the lungs of an unprotected human but anyone who can survive the intense cold can 

Between Water and Earth is the para-elemental plane of Ooze which is seems to be a vast and bottomless quagmire with few plants on the surface, filled with sticky, slimy mud and pools of acid. Many ooze creatures are found here, including black puddings, ochre jellies and green slimes.

Between Air and Fire is the para-elemental plane of Smoke. It is a very mysterious plane, and very few creatures live or visit here because of its poisonous fumes. Various levels of toxicity, from mildly irritating to silently lethal carbon monoxide. Sages have no idea what sort of native inhabitants if any are found here as any expedition by mages to investigate have either had difficulty seeing anything or else simply not returned. 


Other quasi-elements may be found on the elemental planes although these quasi-elements do not have their own planes. 
  • Lightning is closely associated with air
  • Acid is closely associated with Ooze but also to some extent with both Earth and Water
  • Metal is closely associated with Earth but also to some extent with magma and fire

Elementalist Mage

Elementalist Mages are magic users, nearly always human, who tap into the powers of these elemental planes. Many spells already use the elements in one form or another, from Fireballs to Ice Storms to conjuring elementals themselves to fight for and serve the caster. Elementalists take this one stage further and specialise in elemental magic. 
This usually means ignoring spells that do not involve the elements - enchantments, illusions and mind-affecting spells are rarely learnt by elementalists. Most elementalists will take a general approach and treat all the elements equally, though some focus on just one element. Most famously there was an ancient rivalry between the Air Elementalists of Alphatia and the Fire Elementalists of Glantri. 
In terms of game rules the Elementalist mages are magic users with the same saving throws, hit points and spell memorisation. They have access to a different spell list that accentuates spells that involve the elements and elemental planes, while ignoring spells that do not. 

Specialists in one element will usually also use spells from one of the neighbouring para-elemental planes. So a Water Elementalist may use spells that involve Water (obviously!) and either acid or ice but not both. Focusing on just one element may seem overly restrictive but any creature targeted by an one-element elementalist will suffer -2 to saving throws against any spell the elementalist cast that belongs to their favoured element. So when a Fire elementalist casts a fireball spell, any creature in the area of effect who needs to make a saving throw suffers -2 penalty on their saves. 

Elementalists who don’t specialise will happily use spells that draw from any of the elemental or para-elemental planes but saving throws against their spells are at normal difficulty. They are often known as pan-elementalists. 

Specialist elementalists require plenty of spells in their selected element in order to function effectively. Low level spells that use either earth or water are really not found in the standard spells of the magical colleges, i.e. the 12 spells per spell level listed in the B/X rules or 13 per spell level in the Rules Cyclopedia. Therefore elementalists tend to work best when they have access to lots of non-standard spells from magical research, i.e. places with large magical institutions and lots of mages such as Glantri and Alphatia. 


BECMI Rules Cyclopedia and AD&D 1st Edition PHB Magic User spells by associated element

From BECMI Rules
LevelFireAirWaterEarth
2Levitate
3FireballFlyWater Breathing
3Lightning Bolt
4Wall of FireWall of Ice/Ice Storm
5Conjure ElementalConjure ElementalConjure ElementalConjure Elemental
5CloudkillWall of Stone
5Transmute Rock to Mud
6Control WeatherLower WaterMove Earth
6Invisible StalkerStone to Flesh
6Wall of Iron
6Stoneform
7Delayed Blast FireballStatue
7Ironform
8Explosive CloudSteelform
9Meteor Swarm
From 1st Ed AD&D Player's Handbook
LevelFireAirWaterEarth
1Burning HandsShocking Grasp
1Affect Normal FiresFeather Fall
2PyrotechnicsStinking Cloud
3Flame ArrowGust of Wind
3Explosive Runes
4Fire CharmDig
4Fire Shield
5Airy WaterCone of ColdStoneshape
6Part Water
6
Otiluke's Freezing Sphere
8Glassteel
9Imprisonment

Note that this list is by no means exhaustive and there are many other spells out there in official, third-party and fan-made sources that could fit into this table. For example my Slimy Spells of the Arvorians would suit a Water mage or an Earth mage.
More spells could be added if the in-world description for the effects is given an elemental twist. For example Protection from Normal Missiles is generally considered to involve a magical barrier. But what if it is the air around the caster that solidifies and catches missiles that try to pass through it? This change in flavour would make it suitable for Air elementalists. Similarly there could be elemental variations on Magic Missile (Icy Missile, Flaming Missile, Stony Missile) with a bit of reskinning.