Friday, 16 September 2011

Tekhumis, the Desert Port




This was an outpost of the Bellenos Empire, far to the south-east of Toutus. Since the collapse of the Bellenos Empire, it has become an independent town, living off trade and riverside agriculture.
Tekhumis is not of Bellenosian founding - it was part of the ancient Cynidean civilization that prospered until the rise of the Bellenos Empire.
The climate is subtropical, dry and quite hot, certainly very different from the cool, wet climate of western Toutus. There are large stretches of desert and semi-desert, almost unknown to Toutus.
There are two main cultures that have settled here, and they have mixed relations. The Bellenosians are sophisticated traders, urbane, materialistic, practical and often greedy. The Shu'aa are esoteric, spiritual and honour-bound.
The Bellenosians have mostly travelled from the heart of the Bellenos Empire to Tekhumis on the outskirts. The Shu'aa have inhabited this land for at least nine centuries - in their oral traditions and legends, they tell how their ancestors broke away from the decadent and corrupt Cynidean Empire and formed their own towns free from the taint of Chaos that was infecting the Cynideans towards their end. 

Ruins of the Cynideans are found scattered through the area, and still hold treasures lost for centuries. However, they are not entirely unguarded - there are still many cunning traps, summoned guardian beings and dreaded undead. Some Shu'aa say that there are still pockets of Cynideans still surviving deep beneath the ruins, but this is not taken seriously by the Bellenosians.

Wednesday, 14 September 2011

Demons in Kaelaross

While the Planes of Chaos hold many creatures both terrifying and deadly, none of them can be described as the epitome of Chaos in the same way that demons can. They are primarily spiritual creatures that are capable of taking material form.
Demons usually represent emotions or situations that affect mortals, especially those that damage their souls. Whereas other chaotic creatures may feed on flesh and blood, demons feed on the spiritual darkness that comes from damaged souls, particularly negative emotions and mindsets, such as fear, hatred, greed, arrogance, rage and the like.
Demons are generally not created by chaotic deities (although a deity certainly could if they so wanted). They will assist and associate with deities who share a common outlook or ideas. Those scholars who risk their sanity and their souls by studying demons generally classify demons by which chaotic deity they are most closely associated with.

Demons of Havok
  Plague Demon
  Storm Demon
  Furious Demon
  Quake Demon

Demons of Bhael
  Terror Demon
  Paranoia Demon
  Darkness Demon


Demons of Slargor
  Steel Demon
  Footsoldier Demon
  Commander Demon


Demons of Hernas
  Lustful Demon
  Seductive Demon
  Bloated Demon

Demons of Pelepton
  Traitor Demon
  Avaricious Demon

Demons of Storshin
  Rotten Demon
  Plague Demon
  Animus Demon

Demons of Skreech
  Slaughter Demon
  Furious Demon
  Hallucinating Demon

Demons of Torthola
  Spiteful Demon
  Flaming Demon
  Vengence Demon

Friday, 9 September 2011

Physical Geography of the Underworld

The Underworld is a network of caves, caverns and tunnels that stretch across huge distances underneath the surface of Kaelaross. The exact size is unknown, but there are connections to the Underworld all over Toutus, from the village of Pordril in the far north to the Kaynor Islands in the west to the Steelpick Clan of the Dwarves of the Ten Peaks.
These are the known connections to the surface - there may be hundreds as yet undiscovered.
The Underworld is mostly natural caves, particularly limestone with its distinctive stalactites, stalagmites and columns. Lava formations are also found in the network. Creation or modification of new spaces either by intelligent creatures such as goblins or mindless burrowing things such as purple worms also contribute to a significant proportion - perhaps 10-15% in some densely populated areas of the Underworld will be carved by creatures rather than natural processes.
The underworld is not just a flat area - it is a three-dimensional environment, both on a small scale and on a grand scale. Sloping tunnels, chasms, sinkholes and the like mean that depth is as important as horizontal distance, particularly in relation to the surface. Mappers need to take this into account when exploring - gently sloping tunnels crisscrossing over each other can fool even the most careful cartographer. Nobody knows how deep the Underworld really goes, but some isolated clans of dwarves, who could only talk to explorers from the surface by means of magical spells, have reported that they have visited caverns 3 miles below their own homes, and their homes are at least 2 miles from the surface. Of course, accurate measurement is difficult without magical divination, but these dwarves have an uncanny perception of where they are underground.

There are certain habitats within the Underworld that will attract different creatures.

Underworld seas - These large bodies of water may be fresh or salty, and may be of any size though most folk agree that an underworld lake becomes an underworld sea when it stretches more than a mile in width and length. Such underworld seas can contain many different creatures - some may be variations of creatures from the surface oceans (albino octopi and blind fish), while others are completely alien and bizarre. On the shores of some of these underworld seas there are seaweedlike fungi that support other life forms. There are even stories from the deep dwarves of islands in the middle of underworld seas with their own creatures and cultures.

Fungal Forests are often found in large caverns with adequate moisture, possibly a stream or a river flowing through. Here the fungi are not restricted by cavern height, and can grow to the size of surface trees. These fungal forests can support a rich variety of living creatures that feed off the fungi. These in turn provide food for many predators, many of which are dangerous to human explorers. Intelligent living creatures often live near to Fungal Forests as they too need food.

Volcanic tunnels and chambers technically need not be active, but most folk think of golden-hot magma in pools and streams, of sulphuric vents and rocks too hot to walk on in boots let alone touch. These volcanic areas are generally inhospitable to organic life. Creatures from other planes, and those with a magical connection to fire will enjoy such places. Human and dwarf explorers with magical protection against fire have encountered fire salamanders, clans of fire giants, red dragons and even an outpost of efreet in an obsidian citadel on an island in the middle of a lava lake.

Crystal Gardens are weird and so far inexplicable. They are areas where crystals have grown to unusually large sizes and strange shapes. Nearly all the time the crystals are of relatively common minerals - star bursts of quartz the size of barrels, gypsum "flowers" bigger than cabbages, columns of malachite towering for several yards upwards. It is, of course, the adventurer's dream to hit the jackpot and find a massive precious gem though if anyone has done so they have not lived to tell the tale. The inhabitants of these crystal gardens are peculiar - sometimes organic (fungi sometimes grow inbetween the crystals), sometimes elemental and rarely a strange fusion of the two types.


Chaos-Tainted regions are considerably worse than other areas. Such regions are populated by chaotic monsters, and there may be a chaos portal in the vicinity, linking the location from the Underworld to one of the Planes of Chaos. Some chaos-tainted regions are inhospitable to normal life - not even fungi will grow. In these dead areas undead of various types can be found. In other chaos-tainted regions, strange magical effects warp the very surrounding rock and turn underworld creatures into monstrous mockeries of their former selves.

Subterranean Cities are areas created by (relatively) intelligent beings, the four most common races being goblins, dwarves, snakemen and troglodytes. They may be conventional buildings constructed within a large enough cavern, or they may be a network of rooms, tunnels and chambers dug straight into the rock. Sometimes these subterranean cities are still inhabited by those who built them but often they have either been abandoned or changed hands. Current subterranean cities will have basic supplies available - food and water are the most important. Abandoned cities are usually not entirely devoid of creatures, but there may also be treasure left behind by the previous inhabitants.

Wednesday, 7 September 2011

The Nagpas of Kaelaross

Note that the nagpas are not my own creation but are adapted from the module X4 Master of the Desert Nomads. 

Name         Lesser Nagpa    Nagpa 
No. Enc.     1d3             1
Alignment    Chaotic         Chaotic
Movement     120'            120'
Armor Class  5               3       
Hit Dice     6** (27 hp)     9** (40hp)
Attack       1 bite or spell 1 bite or spell
THAC0        14              12
Damage       1d6 or special  1d8 or special
Save As      MU6             MU9
Morale       7               7
Hoard Class  XIV x0.5        XIV
Size         Medium          Medium
Type         humanoid        humanoid
Intelligence 14 (high)       15 (high)
XP           820xp           2400xp

Name         Greater Nagpa    Nagpa Lord
No. Enc      1                1
Alignment    Chaotic          Chaotic
Movement     120'             120'
Armor Class  1                -1
Hit Dice     12** (54 hp)     15** (68 hp)
Att          1 bite or spell  1 bite or spell
THAC0        10               9
Damage       1d8 or special   1d10 or special
Save As      MU12             MU15
Morale       8                8
Hoard Class  XIV              XIV x2
Size         Medium           Medium
Type         Humanoid         Humanoid
Intelligence 16 (exceptional) 17 (exceptional)
XP           2800xp           3300xp

Nagpas are the degenerate and mutated survivors of an order of magic users who dabbled in chaotic powers beyond their ability to control. They resemble withered, ancient humans with the heads of vultures, and are often dressed in decaying robes that they wore as mages. Nagpas are hateful and malevolent, and seek to use their ill-found powers to dominate or destroy other intelligent beings as well as seeking out more magical power. They are rare, and are found as small groups dotted around the most desolate and barren parts of Kaelaross, far from humanity and civilization.

Lesser Nagpas can use the power of Create Flames, causing a burnable object (such as clothes or knapsack) to burst into flames, causing 2d6 damage per round of contact with a creature. They can also use Darkness and Phantasmal Force as spell-like powers, and one magic user spell from each spell level 1 to 3.

Nagpas can use Paralysis (all lawful creatures within 10' of the nagpa must save vs Spells or be paralyzed for 1d4 rounds) as well as Create Flames, Darkness and Phantasmal Force. They may also cast one magic user spell from each spell level from 1-5.

Greater Nagpas can cause Corruption - this will cause a single non-living item within 60' to decay into uselessness. Magic items are allowed a saving throw vs spells as the character using them. They can also use Paralysis, Create Flames, Darkness and Phantasmal Force. They may also cast one magic user spell from each spell level from 1-6.


Nagpa Lords can use the powers available to all other nagpas, as well as the power of Charm Monster as the spell. They may also cast one magic user spell from each spell level from 1-7.  

The unspecified magic user spells are all castable once per day and must be memorised as if the nagpa was a magic user. The spell-like powers do not require memorisation and can be cast 3 times per day.

Monday, 5 September 2011

The Villages of Pordril and Balkint

These two villages sit outside Walrus City in the Walrus Freehold, and rely on the city for trade, communication with the outside world and military support when there is trouble.

The Village of Pordril is a mining village of 800 people located east of Balkint and southwest of Walrus City. It sits around a pond that is used for keeping ducks and geese by the villagers, and it has a series of large sinkholes right next to it, leading to a network of caverns. These caverns hold the mineral wealth that the miners are after. Unfortunately, the caverns also connect to the Underworld, and so monsters will occasionally wander into the mining caverns and cause havoc among the miners.
Above two of the sink holes, the villagers have constructed winching mechanisms with large crossbars, effectively acting like the winch for the bucket of other villages wells, except that instead of bringing up water, it brings up miners and ore, and sends down equipment.
The caverns hold a number of different minerals including copper ore, malachite (some of which is quite pretty), tin ore and various sorts of quartz, including blue quartz and crystal clear quartz. These are all exported to Walrus City and though the 
Although there is some herding (sheep and goats) and hunting, Pordril imports a lot of food especially flour and dairy products, so keeping the road to Walrus City is important.
The village is not heavily defended - there is a wooden palisade and a single gate. The village militia is usually 20 strong at any one time, but it can be raised to 120 in times of real emergency.

Balkint is a fishing village on the shore of the Walrus Channel, southwest of Walrus City. It is an uninteresting village, with a population of 650. There is some barley grown on the long strip fields just outside the village, and inside the palisade on the south side there are a number of enclosures for farm animals including cattle, sheep and horses so they can be protected from predators.
One feature of interest is the large rectangular building on the north side of the village next to the beach - this is the Library of Khazep. During the wars between the Empires, a number of priests and clerics of Khazep realised that their precious books were vulnerable in the event of enemies sacking the cities around Toutus where their books were held. They therefore decided to take a number of key books from the main cities and move them to this small, isolated village which was unlikely to be attacked, while still keeping them relatively accessible to those who wish to read them.
The library of Khazep includes great works of art and literature, as well as theological and arcane tomes that could be used for personal power. As such, the library could become the target of theft or even outright looting should people realise just what sort of books the Library of Khazep holds.

Friday, 2 September 2011

Dragons in Kaelaross

Most dragons have been around in Kaelaross for eons - since elves can remember, at least. These dragons are
There are six main species:
White Dragons live in arctic and high mountains where there is snow and ice.
Black Dragons live in swamps and also underground
Green Dragons live in forests and jungles
Blue Dragons live in deserts and wide open plains
Red Dragons live in mountains and hills
Gold Dragons live in any habitat, including among humans.

All species have three main stages of growth - small, large and huge. These are generally a matter of age, not lineage. If you have the Rules Cyclopedia or Companion rules, then use the stats there. Otherwise small dragons use normal hit dice and damage, large dragons have 1.5 x normal hit dice and damage and -2 bonus to AC, while huge dragons have double the normal hit dice and damage and -4 bonus to AC. Obviously DMs are encouraged to adjust stats as they see fit.

Small dragons are relatively young (less than a century old), while large dragons are between one and five centuries old. Huge dragons are more than just big monsters - they are powerful forces that shape nations and landscapes, and can destroy populations. While small dragons are often unintelligent and animalistic, large dragons are cunning enough to acquire followers, guards and servants. Huge dragons are intelligent enough to either dominate hundreds of lesser creatures or else form alliances with powerful groups. As they acquire treasure, they may use this treasure to bribe or hire agents of other species, and fear and awe are also powerful motives - an ancient dragon who is wary of adventurers trying to steal his treasure may well have one or more spies in towns near his lair where adventurers would gather before an expedition. The same dragon may well have an agreement with tribes in the wilderness near its lair, while Charm Monster is a very useful spell if the dragon can learn it.

There is also considerable variation within each species, and were it not for a combination of academic study and certain subtle similar features, one might suppose there were far more species than there actually are. As it is, crossbreeding among these variants produces the base type. Cerulean dragons can breed with Ultramarine dragons to produce "normal" blue dragons, and Crimson dragons can breed with Sanguine dragons to produce "normal" red dragons.

Variants of red dragons are discussed here
Variants of blue dragons are discussed here
Variants of green dragons are discussed here
Variants of white dragons are discussed here
Variants of black dragons are discussed here

Some dragons have emerged from the Chaos Portals created during the Summoning, and as such can be found near, or even as part of, the armies of Chaos. Such creatures, regardless of their species or variant, are always chaotic and malevolent towards lesser creatures.

Known dragons of Kaelaross include:
Jadefury of the Talloak Forest and her family
Red Dragons (presumably small ones) are rarely found in the Godsblood Hills
Green Dragons (again small ones) are occasionally sighted in the Shorgan Forest
Small and large red and blue dragons are found in the Twisted Hills

Thursday, 1 September 2011

Adventure Seeds around Teiglin 2

Rescue from the Queen Havok's Revenge: Pirates from the Kaynor Islands have raided the south coast of Thaldion, attacking both Waydown and Greenport, taking valuable items, money and enslaving village folk. The Queen Havok's Revenge (the pirates' ship) has anchored offshore close to Elfmeet both to launch an attack and to repair damage sustained from submerged rocks.
The PCs are asked to take a smaller vessel, find the Queen Havok's Revenge, resuce as many prisoners as they can and scuttle the pirate ship. The Queen Havok's Revenge, as well as being big and full of vicious pirates, is also home to a cult of Havok who intend to sacrifice at least a few villagers.

Invasion!: The PCs are in the town of Bauglir when an army of Chaos suddenly attacks the town. Before the PCs know what's going on there are breaches in the pallisades with gnolls and hobgoblins pouring through. What the PCs do next is up to them:
Get to Thaldion to raise the alarm and bring help with the Royal Army?
Stay and join the human defenders to repel the chaotic humanoids?
Take the fight to the enemy and try to find and kill the chaotic leader?
Save themselves and leave the town to its fate?
The attack is unlikely to succeed as there are certain powerful heroes in Bauglir who can turn the tide, but joining in the defence will speed things up and prevent more damage and killing.
The leader is a powerful and cunning hobgoblin who managed to bring the army north of Firebright Keep and Castellan Keep without being detected. If he survives the battle he will bring his remaining forces back to the ruined monastary next to Semendia (B5 the Horror on the Hill).

Around The Southern Cape: A merchant in Greenport wants to launch an expedition to sail around the south of Teiglin, stopping off at Haven, Delvia's Harbour, White Stag Keep and Quasqueton. He does not intend to stay in any dangerous places, but simply see if they are open to trade. He asks the PCs to come along, primarily as bodyguards as he is not sure what sort of reception he will get. This could be an opportunity to drop in on classic adventure locations (B3 Palace of the Silver Princess, B1 In Search of the Unknown) but the merchant is unlikely to stay around one area too long unless he thinks there is money to be made there.

Tuesday, 30 August 2011

Creatures of the Underworld

The realms under the surface of Kaelaross are the disputed territories of two great factions - the cold-bloods and the grey goblins.

The Coldbloods include lizardmen, troglodytes and the enigmatic snakemen of whom there are several subraces. including Rattlers.
They have many reptilian animals used as beast of burden, attack beasts and mounts, such as different lizards and some dinosaurs where the size of cavern permits. 

The Grey Goblins are vicious and evil but also surprisingly well organised subrace related to the normal goblins found closer to the surface. They are noted for powerful shamans and warriors who can lead legions of goblin soldiers.
The Grey Goblin shamans are adept at using powerful chaotic magic to shape life forms into new hideous species. 

There are both unintelligent animals and also intelligent creatures that are either solitary or form small bands.
Minotaurs, trolls and ogres are found underneath, and although all three races can be hired as mercenaries by both main factions, they tend to be used more by the grey goblins.
Dwarves and gnomes can both be found in the Underworld but do not parley with either faction - they have ample reasons to hate both the grey goblins and the cold-bloods. They have intermittent contact with civilization on the surface, but some gnome colonies remain isolated for decades.

The Underworld has its own ecosystem, at the base of which there are the fungi. There are many types of fungi, most of which are harmless but difficult for humanoids to digest. Some of them are poisonous if eaten, while a rare few are dangerous to even approach. The most well-known to adventurers is the shrieker, which makes a terrible noise when it senses approaching creatures, and the dreaded yellow mold, which emits deadly spores when disturbed. Fungi can be found throughout the Underworld, and in some large damp caverns they can form their own fungal forests.

The herbivores are not normally mammals - the creatures that feed on the fungi include cave locusts, giant fire beetles and subterranean iguanas.
The predators that feed on the herbivores are wide-ranging and usually dangerous to adventurers. They include the humanoids mentioned above, as well as many types of monsters and giant arthropods.

Saturday, 27 August 2011

NPCs of Ironmarket

Hiffleworth Shortshanks
3rd level Halfling Scout, align Lawful, gender male
Str 10, Int 12, Wis 12, Dex 16, Con 13, Cha 13
AC 3, Move 90',  HP 11, THAC0 18, 16 with crossbow Att 1 axe for 1d6 or 1 bolt for 1d6
Equipment: chain mail, hand axe, light crossbow, 20 bolts
Hiffleworth is the innkeeper of the Iron Eagle Inn at Ironmarket. He deals with a wide range of customers including adventurers, nobility, merchants, officials and criminals. As such he is an unofficial information broker and social networker. He still has the town's best interests at heart and will report any serious crimes to Rellifern Sharpstoat. He is a retired adventurer, having seen action around Maquosmouth and the Salty Forest, so he is willing to cut other adventurers a little more slack than he would other troublemakers.
Appearance: Hiffleworth is 3'3" and still quite athletic despite his innkeeper lifestyle. He has dark brown curly hair, weathered tanned skin and big sideburns that meet up with a large bushy moustache.

Thembia Stonebright
4th level dwarven cleric, align lawful, gender female
Str 13, Int 10, Wis 16, Dex 10, Con 16, Cha 10
AC 1, Move 60', THAC0 17 Att 1 warhamer for 1d6+1 or spell
Equipment: plate mail, warhammer, shield +1, holy symbol
Spells: Detect Magic, Detect Evil, Cure Light Wounds, Hold Person, Speak with Animal
Thembia is in town officially as a trader from the Confederacy of the Ten Peaks. Although she does promote trade and talk to merchants, her real reason is to keep an eye on Ironmarket in case any trouble occurs between the city and the Confederacy.
Appearance: Thembia is 4'6" tall, is 130lb and has dark brown hair kept in a ponytail and a plain, unfriendly face. She keeps herself smart and dresses in town clothes most of the time. However, she will put on her plate mail if she is expecting problems.

Rellifern Sharpstoat
4th level elven spellsword, align lawful, gender male
Str 13, Int 16, Wis 13, Dex 10, Con 9, Cha 10
AC 3, Move 120', HP 22, THAC0 16, Att 1 sword for 1d8+1 or spell
Equipment: Chain Mail +2, Sword, Dagger, 2 x Potion of Healing
Spells Prepared; Sleep, Hold Portal, Web, Invisibility
Rellifern is the council's most trusted investigator - he acts as part detective, part spymaster. He answers to Drubbal Hestick, the Chief Judge who sits on the town council but is also friendly with the Mayor (Thandris Geddarris)and the Colonel of the Town Guard (Pendrall Dragonslayer). Rellifern is discrete and diplomatic, and will usually try more subtle ways of deterring or correcting offenders. In dealing with serious trouble or recalcitrant criminals he is quite capable of bringing in the town guard to arrest them and bring them to trial.
Appearance: Rellifern is a sprightly young elf, 120lb and with shoulder length blond hair. Like other elves he is clean shaven and  with thin refined features. Unusually he has violet eyes - a sign of the favor of Caralax, lawful goddess of truth and honesty. He often wears his chain mail underneath a loose dark green cloak that he wears wherever he goes.

Wednesday, 24 August 2011

The City of Stalim and Hurin Castle

Stalim is the easternmost city of the Walrus Freehold, sitting on the banks of the Salmoning River. Stalim (population 10,500) gained a lot of residents during the wars as raiders from the coast did not reach this far inland and so it was seen as a safe haven. Since the wars they have mostly integrated, but there is quite a large underclass of first generation refugees.
Among the 550-strong militia are Grundil’s Quarrellers, 150 dwarf crossbowmen originally from the Grulven Mountains who now act as mercenary guards.
Stalim has numerous small farms dotted nearby, particularly along the river. These are the region’s only significant population of halflings (about 1500 within a 30 mile radius of Stalim).
Stalim is the only city in the Walrus Freehold to have a hereditary ruler, the Duke of Stalim. Before the wars, his family were only barons, but since the collapse of the Empires his father promoted himself and nobody has dared to argue.
Politically Stalim is independent, but the duke maintains good relations with the other three cities of the Freehold. Relations with Trislem are particularly important as Trislem sits astride the mouth of the vitally important Salmoning river that connects most of the cities and towns in the southeast of the region.
Stalim has a problem with chaos cultists. Despite several attempted purges, there are still crimes associated with chaos worship - bodies of human sacrifices are occasionally found, while chaos graffiti is often scrawled on the walls of public buildings. The authorities believe that the cultists have support, maybe secret bases, outside Stalim in either the Twilight Forest or Grulven Mountains so they can escape any purges.
Hurin Castle has been the eastmost frontier for the Walrus Freehold for centuries. It holds 110 officers, soliders and 45 civilian castle staff within the actual castle walls, but the village that has grown up between the castle and the river holds another 220 villagers.  Although primarily a fortress for the Duke of Stalim, Hurin Castle also serves as a frontier outpost for many foresters, hunters and herdsmen. It also serves as a trading post for dealing with human barbarians, elves (particularly the Orchunter Clan) and civilized merchants and traders travelling upstream from Stalim or Trislem on barges or riverboats on the Salmoning River. 
There is some ongoing clerical trouble in Hurin Castle - clerics of Sturnornel have long maintained a shrine at the castle ever since it was founded. However, in the last four years, clerics of both Haaken and Adonor have set up their own shrines. Tensions are simmering as competition for followers, donations and influence have increased.