Showing posts with label Norwold. Show all posts
Showing posts with label Norwold. Show all posts

Friday, 12 September 2025

The City of Titans and the Gifts of the Scions

 

source
Deep in the far north of Norwold amidst biting cold and rugged peaks there is the City of the Titans. Once a metropolis of the Arvorian Empire, this place is now abandoned on the surface, but still very active underneath. It is much further inland than its nearest neighbour the City of Madness


Based on original by 6inchnails, source

The Arvorians call this place M'wagthar - the name City of the Titans was given by the sole human to have visited it and returned alive, an Alphatian mage called Zelthius. In his fevered and possibly insane ramblings he said that although the Arvorians were the most numerous inhabitants, there were powerful and huge creatures trapped deep under the city that he described as titans. The exact nature of these beings is unknown but apparently the resident Arvorians both greatly respect these creatures and seek to free them - these titans have been trapped by unknown forces opposed to the Arvorians and their chaotic masters. They are big - bigger than the mammoths that roam the tundra, even bigger than the dinosaurs of Davania. And according to the bas-relief on the walls of Arvorian temples they are truly monstrous to behold. Their unleashing will usher in a new age of glory for the Arvorians as the titans smash and destroy the puny human and demihuman enemies who stand against the Arvorians and the Great Old Ones. It is fortunate for the rest of the world that the bindings that hold the titans are strong indeed, both physically and magically. 

The architecture above the ground is covered in ice and very few Arvorians are encountered on the surface. Those that are on the surface need to be well protected from the intense arctic cold. The surface structure is quite different from the City of Madness - while that city has lots of individual buildings on a relatively flat ground, the City of Titans resembles some massive ice-covered palace, with fewer but gargantuan shapes. Similar to the City of Madness, the vast majority of activity happens underground where the Arvorians have their habitation levels, their agricultural levels and the orc and kobold shanty towns where the humanoid minions are kept. There are also caverns containing fungal forests where white apes roam wild although some are captured and domesticated by the Arvorians. There is even a variant race of particularly large and ferocious white apes with six limbs called Girallons - these are tamed only by the most powerful and strong-willed Arvorians. Apart from Zelthius’ rather limited visit, the city is unexplored by humans, and there may be major features that are completely hidden. Zelthius did mention that there is a temple to the titans below the surface, and that eldritch crusaders of different patrons gathered there in apparent harmony in their common task of freeing the titans. 

While in the City of Madness the two Arvorian classes, the Eldritch Crusaders (Fighter/Clerics) and Arcane Knights (Fighter/Mages), are considered to be about equal in status, in the City of Titans the Eldritch Crusaders seem to have the upper hand - partly because at least some of them are in psychic contact with the titans deep below the city - maybe not proper conversations but certainly an awareness, perhaps amplified by powerful dreams. This is because the titans are supernatural servants of the Scions of the Outer Dark. The Eldritch Crusaders have received messages from their Scion patrons as to how to free the titans and, similarly to freeing the Scions of the Outer Dark, this involves large quantities of eldritch crystals. There are certain cults of eldritch crusaders who are particularly intent, even fanatical, about this task, and they, rather than any noble houses or arcane schools, hold the balance of power in the City of Titans. These Arvorian cults will compete with each other and any others who would seek out eldritch crystals - they have even been known to skirmish with Arvorians from the City of Madness and elsewhere over this precious resource. 

The total population of the City of the Titans is unknown but human scholars estimate it to be perhaps two thirds that of the City of Madness. The City of Madness certainly holds more authority and influence over Arvorians outside these cities though the City of Titans perhaps has more religious significance. 

Gifts of the Scions

These cults that are intent on freeing the titans beneath the city are sometimes given gifts by their terrifying patrons particularly once they have proven their loyalty and competence. Such gifts depend on the Scion they follow but they are rarely entirely beneficial - sometimes they can be as much of a curse as a boon. Some Arvorians have likened these gifts to the mutations that can occur with continued contact with certain eldritch crystals but these gifts tend to be less random and more thematic to the Scion granting them. Occasionally these gifts are granted to non-Arvorian servants of the Scions, so an orc, human or ogre who has served the Scion well may be gifted this way. Such gifted creatures are granted more respect than others of their species by the Arvorians but are still not really considered equals - Arvorians can be quite snobbish and bigoted about such things. Human scholars who have heard Zelthius’ account do not understand why these gifted followers are mainly found in the City of Titans, not the City of Madness where the same scions are followed. Maybe the presence of the titans plays a part here. 

Suggested gifts from each of the Scions are given below. Note that these do not happen all at once but one at a time as the follower of the Scion progresses in their career and their devotion to their dark masters. DMs are encouraged to come up with their own gifts suitable for each Scion. 

E’hillit (insanity)

  • Bonus to saving throws against externally inflicted insanity, fear and charm
  • Immunity to Confusion spells
  • Prolonged talking to someone (more than 10 minutes/1 turn) can cause them minor forms of insanity
  • Phobias
  • Delusions
  • Paranoia
  • Bouts of Catatonia

Vergillos (secrets & knowledge)

  • Comprehend Languages
  • Detect Magic at will
  • Detect Traps
  • Bonuses when researching new magic spells or items
  • Bat wings sprouting from back (small wings allow Feather Fall at will, medium wings fly at 120ft, large wings fly at 180ft).
  • Bat-like facial features
  • Extra-sensitive hearing (both good and bad effects)
  • Tends to overthink and overanalyse things and end up reaching very strange conclusions. 

Tallassia (undead)

  • Sense undead
  • Control undead, bonus to rolls to do so
  • Can create more powerful undead at higher levels (3rd Edition D&D Create Undead spell)
  • Allowed saving throws against level drain by undead
  • Start looking rather corpse-like
  • Smell of death surrounds them
  • Living animals will try to avoid them.

Skeereet (disease)

  • Bonuses to save vs all forms of disease
  • Can sense disease in others
  • Touch can cause disease
  • Not immune to lycanthropy but can control it much better
  • Smells bad. Can also cast Stinking Cloud 1/day
  • Appearance becomes distinctly unhealthy
  • Rat tail, mostly cosmetic, not suitable for combat
  • Can talk to rats
  • Rat-like facial features
  • Improved sense of smell

Belthag'uur (violence)

  • Bonus to hit and damage with two-handed weapons
  • Bonuses to save vs fear
  • Immune to fear
  • Aura of Animosity - creatures around you become more likely to start fighting each other
  • Empathically encourage orcs, ogres & other chaotic humanoids to attack
  • Prone to berserk rages, unable to disengage or accept surrender
  • Increasingly short temper, more prone to violence.  

Mohosskith (stealth & spiders)

  • Can see in the dark (infravision 120ft)
  • Can move silently as if a thief. If already a thief then they get +20% chance to succeed. 
  • Invisibility
  • Spider legs emerge from the side of their torsos, allowing perfect climbing up walls but making them look monstrous
  • Bite becomes mildly venomous, with spider-like pedipalps extending from their mouths. 

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 JTR based on 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. . 


Friday, 1 August 2025

Transport of the Arvorians

Art by Larry Elmore, source
https://www.pinterest.co.uk/pin/270919733825455277/


Above Ground

Ice Yacht 

These are schooner-sized vehicles with skis as well as watertight hulls. They have sails like sailing ships but are mostly magically propelled. Their skis tend to have trouble riding over obstacles over 3ft high, so ice yachts are used on relatively flat, smooth areas of ice. Ice yachts can go on water, but then the magical motivation doesn’t work, and the crew have to rely on conventional sails. Also getting back up onto the ice can prove difficult if the ice meets the water in a vertical drop. Ice yachts have a minimum crew of 4 and a typical crew of 10 and counts as a small sailing ship in terms of cargo capacity.
Movement on ice: 150ft/rnd or 90 miles/day
Movement on water: 120ft/rnd or 60 miles/day
Cargo capacity: 100,000 coins or 5 tons 

Enchanted Toboggan 

This is a magically powered sled that moves like a modern snowmobile. They are a lot smaller than ice yachts and can only hold two people or one person plus baggage. Like ice yachts they work best on relatively flat and smooth ice, and have difficulty with sharp rises of a foot or higher. They cannot go on water, and will typically sink if this happens.
Movement on ice: 150ft/rnd or 90 miles/day
Cargo capacity: 2000 coins or 200lb  

Arctic Yak

These large herbivores are relatives of domestic cattle, and are found wandering the hills and tundra of Norwold. Arvorians have domesticated these animals and have used them for meat, wool, leather and as beasts of burden. They are a bit more grumpy than domestic cows, and the bulls can be difficult. They also require some sort of grazing, even if it is moss, lichen and similar small hardy plants found where grass is stunted by the cold. They use the same game stats as 3HD herd animals from the Expert Rules (doing 1d6 damage with their horns) but with the carrying capacity of mules. They can be ridden although the experience is not comfortable for either yak or rider. 
Movement on land or ice: 120ft/rnd or 16 miles/day
Carrying Capacity:2000 coins normal speed, 4000 coins at half speed


Sabretooth Tiger

These animals (stats given in the Basic Rules) are the mounts of the elite  arvorians, and are considered status symbols of both wealth and animal mastery. They are not suitable for heavy burdens and are nearly always used as steeds, not beasts of burden. If well treated they are loyal and fierce companions and capable of great stealth. If neglected or treated badly, Arvorians have found sabretooth tigers are quite capable of turning on their supposed masters. 
Movement on land or ice: 180ft/rnd or 24 miles/day
Carrying Capacity: 2000 coins normal speed, 3000 coins half speed.

War Mammoth

These huge pachyderms have the same stats as Mastodons (Expert rules). They are typically used in battle on the surface (they are of course far too large to take into most underground passages and cannot see in the dark). Along with sabretooth tigers they are symbols of prestige and wealth. War mammoths can endure considerable cold, and like arctic yaks can survive off low-quality vegetation found on the tundra. They are large enough to carry up to four riders, although getting on and off the mammoth’s back may require assistance (some mammoth harnesses include rope ladders). Those intended for peaceful duties will have their tusks shortened (only 2d4 damage per tusk) but those intended for battle will have extra blades attached to their tusks (3d6 damage per tusk). 
Movement on land or ice: 150ft/rnd or 24 miles/day
Carrying capacity: 6000 coins normal speed or 10,000 coins at half speed

The Ice Roads 

These are not exactly transport in themselves but are a select few routes on the surface of the Everwinter Lands between Arvorian cities. These are kept in relatively good condition so that ice yachts and enchanted toboggans can follow them easily and without much risk of accidents. Work crews of humanoids supervised by Arvorians sometimes fix problems and remove obstacles. These ice roads are more likely to have encounters than the rest of the Everwinter lands because of the Arvorians travelling along them. 

Underground 

Proposed Tunnels between Cities

Although occasionally put forward as a grand project, there are currently no tunnels between Arvorian cities. There are two aborted attempts, one is a tunnel stretching from the City of Nightmares southwest towards the City of Madness, but only for three miles after which it stops abruptly. . 

Permanent Magical Portals between Cities

There are a few select permanent portals between the cities. They are for the use of powerful and influential Arvorians, including the highest ranking nobles and the heads of the temples and arcane colleges. Access at both ends is tightly restricted. Typically within a city there is one portal for each other city to travel to, and it is in a secure location, such as inside the inner sanctum of an Arcane College. There is the understanding that should a city (or major faction of a city) want to raid or invade another city then these portals are ideal invasion routes. Thus there are protocols for either temporarily closing or even completely destroying the portals in such an event. 

Magical transport within cities

Hovering Carpets 

These are a lower-grade version of flying carpets. They are about 4ft wide and 6ft long, can carry 2 people or 1 person plus up to 3000 coins in cargo, and always stay about 2ft above the ground. They can move at 150ft/turn (50ft/rnd). They are typically made of a patterned weave of arctic yak wool, and cost about 5000gp, so are quite rare. They can conveniently be rolled up into a 4ft long tube 9” diameter when not in use. Common Arvorians cannot afford them so owning one is considered a minor status symbol. 

Chariot of Shadows

This is a two-wheeled chariot that can carry two people. It is made of a bronze-like metal (some say Orichalcum), and can move at 240ft/turn. Apparently the chariot is pulled by two shadowy creatures vaguely like deer or antelope, but this is an illusion. The real motive force is the enchantment on the chassis. The shadowy creatures are really there for show. The chariot of shadows is rare even among Arvorians and are usually only in the hands of the most powerful and prestigious Arvorians.  

Animal transport within cities

Camptosaurs 

These herbivorous dinosaurs are used as mounts within the City of Madness. Believed to have been captured and brought to Norwold from the tropical continent of Davinia, they are much more vulnerable to cold than yaks or mammoths and as such are only used underground. They are relatively docile, only attacking if cornered. Adults are about the size of a large horse and can be broken, saddled and ridden similar to horses, with the same carrying capacity as draft horses (4500cn full speed, 9000cn half speed).  
Camptosaur: AC 7, HD 3 (14hp), Move 180ft, THAC0 19, Att 1 bite or 1 tail slap for 1d3 or 1d4, Save F1, Ml 5, Align N, Int 1, XP 20


White Ape 

These large primates are detailed in the Basic D&D rules. They can be saddled and ridden and are generally considered a step up from camptosaurs although they do not carry quite the same loads (3000 coins normal speed, 6000 coins half speed).   

Routes within cities 

Although the cities of the Arvorians are mostly only accessible on foot (passages 10ft high & 10ft wide), they all have certain arterial routes, large passages typically 30ft wide and 20ft tall that allow for the passage of chariots, wagons and beasts of burden. A bit like main roads in human cities, these either form a ring or else provide quick travel from one end of the city to another.   


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. 






Sunday, 27 April 2025

New Undead Monsters

Slavering-tongue ghoul

Slavering-Tongue Ghoul

Armour Class

6

Hit Dice

4+4*

Avg. Hit Points

22

Movement

120ft

THAC0

15

Attacks

2 claws + 1 tongue

Damage

1d6/1d6/2d4

No Appearing

1d6

Morale

12

Save As

F4

Alignment

Chaotic

Intelligence

10 (Average)

Size & Type

Medium Undead

XP Value

200


These undead creatures resemble regular ghouls, but for their obviously enlarged tentacle-like tongues that drool with horrific slime. In combat they attack with their two claws and their tongues. Their claws do normal slashing damage but if their tongues hit a creature of ogre size (large) or smaller their target must save vs paralysis or the tongue will wrap around them and grip them. Any hit by the tongue does 2d4 acid damage and if the tongue has gripped their opponent then no further roll to hit is needed - the tongue both holds the target close to the ghoul and automatically inflicts 2d4 acid damage per round. Claw attacks against the gripped target are at +2 to hit. 
Slavering-tongue ghouls are only hit by magic, fire and silvered or magic weapons. They are immune to acid, normal weapons, cold, poison and disease. As they are undead they are also immune to Sleep and Charm spells. Anyone slain by a slavering-tongue ghoul will become one in 2d6 nights after death. Slavering-tongue ghouls can be turned by clerics as if wraiths. 
These horrible creatures are usually found in Norwold, near or in Arvorian ruins, so the few sages that know of them speculate that they have been created by Arvorian chaos magic or perhaps one of the Scions of the Outer Dark.  

Ancient Heretic

 art by Inkary source

Ancient Heretic

Armour Class

5

Hit Dice

8*

Avg. Hit Points

36

Movement

90ft

THAC0

12

Attacks

2 fists

Damage

2d6/2d6

No Appearing

1

Morale

12

Save As

C8

Alignment

Chaotic

Intelligence

14 (Exceptional)

Size & Type

Medium Undead

XP Value

1200


Ancient Heretics appear as mummified high priests of Nithia and may be mistaken for normal mummies. These were once priests of the Nithian gods who turned from their patrons towards Chaos. This betrayal brought the curse of Undeath onto them. They hate anyone who worships conventional immortals and despise followers of Law. 

In combat an ancient heretic will attack with its fists, each of which will inflict 1d6 bludgeoning and 1d6 necrotic (negative energy) damage. They are immune to non-magical weapons, requiring +1 or better enchantments to hit. As they are undead they are immune to disease, poison, Sleep and Charm spells and the like. 

Once per day an ancient heretic may use Animate Dead to create animated skeletons or zombies from corpses, which they can then command. An ancient heretic may thus command up to 16HD of animated undead at a time. Although more intelligent undead such as wights, wraiths and mummies are not compelled to obey an ancient heretic, they may still ally themselves to this monster. In combat an ancient heretic will try to make full use of its minions and allies. 

Any cleric, druid, shaman or other divine magic spellcaster within 60ft of an Ancient Heretic must make a Wisdom check in order to cast any spells for each spell attempted. Failure means that the ancient heretic’s aura of Apostasy has temporarily disrupted the cleric’s connection with their deity. Ancient Heretics are immune to turning by clerics and any attempt to do so requires the cleric to save vs spells or be stunned by the Aura of Apostasy for 1d4 rounds as doubt and despair suddenly rush into the cleric’s soul. 


Spectral Ronin 

Spectral Ronin

Armour Class

2

Hit Dice

6*

Avg. Hit Points

27

Movement

90ft

THAC0

13

Attacks

1 bastard sword

Damage

2d6+2

No. Appearing

1d8

Morale

10

Save As

F6

Alignment

Chaotic

Intelligence

10 (Average)

Size & Type

Medium Undead

XP Value

500


Spectral Ronin are undead found in the Pearl Islands. They are formed from the hateful spirits of disgraced samurai, unable to find peace after death. Many of them died in a state of cowardice, trying to flee the field of battle to save their lives and failing to even do that. 

A spectral Ronin can scream once per day. Any living creature within 120ft who hears the scream must save vs spells or be affected as if by a Fear spell, attempting to flee for 2d4 turns as they are seized by the same terror and panic as the ronin was in its last living moments. After its scream the spectral ronin will rush into melee wielding its ghostly katana that can inflict wounds just as a solid sword would. 

Spectral Ronin can be turned by clerics (and Sohei) as if they were mummies. They are immune to normal weapons but can be hit by magic weapons of +1 or better enchantment. As they are undead they are immune to disease, poison and sleep and charm spells. 

Unlike most undead, spectral ronin do occasionally need to check morale in combat. If they fail they will flee for 2d6 rounds before regaining their composure and returning to combat, ashamed that their cowardice in life is still there in undeath and fighting with even greater ferocity (+2 to hit and damage due to rage). 


Mogreth Lizard-Zombie
source

Mogreth Lizard-Zombie
Armour Class6
Hit Dice3+1
Avg. Hit Points15
Movement60ft/Swim 60ft
THAC016
Attacks2 claws/1 bite
Damage1d3/1d3/1d6

No. Appearing

2d10

Morale12
Save AsF3
AlignmentChaotic
Intelligence0 (Non-)
Size & TypeMedium Undead
XP Value50

First mentioned in Gaz2 The Emirates of Ylaruam, these undead reptiles are the remains of the inhabitants of the pre-human Mogreth civilization that occupied what is now Ylaruam long before even the Nithian empire ruled the area. They were the footsoldiers and general population of the ruling serpent folk, and were often entombed with their masters. The humans who inhabit Ylaruam generally do not know of the Mogreth civilization but occasionally encounter these zombies when digging down into Mogreth burial chambers. These have been found in both the town of Kirkuk as described in the Gazetteer, and also in Cinsa-Men-Noo. Both of these towns have been built over the top of Mogreth sites that contain these lizard-zombies. 

As well as using their claws and teeth in close combat, about half of any encountered will also be carrying 1d6 javelins that they can throw (range 20ft/40ft/80ft, dam 1d6+1). Mogreth lizard-zombies can be turned as if they were ghouls. As undead they are immune to poison, disease and Sleep and Charm spells. 


Vermin-Vomiter

Vermin-Vomiter

Armour Class

5

Hit Dice

8*

Avg. Hit Points

36

Movement

90ft

THAC0

12

Attacks

2 fists

Damage

1d6+2/1d6+2

No. Appearing

1

Morale

12

Save As

F8

Alignment

Chaotic

Intelligence

3 (Semi-)

Size & Type

Large Undead

XP Value

650 + 5 per skeletal rat


Vermin-Vomiters are created from reanimated ogres and giant rats. They appear as zombie ogres though often with bloated, distended torsos that seem to writhe. They are barely aware of anything except their urge to kill and destroy living things but have slightly more intelligence than most zombies. When encountered there is a 50% chance they will already have 2d4 skeletal rats skittering around their feet. 

In combat the vermin-vomiter will lash out with its fists that will smash any foes within reach. Perhaps more disturbingly though is that once per round a skeletal rat will emerge from the vermin-vomiter’s mouth and attack its foes. If a Vermin-vomiter is slain, then its final retribution is its belly bursting open and 2d6 skeletal rats rushing out to attack anyone in the vicinity. Vermin-vomiters can be turned by clerics as if they were mummies. However, any skeletal rats in their vicinity are targeted by the cleric’s turning attempt before the vermin-vomiter. As undead, vermin-vomiters are immune to sleep, charm, poison and disease.  Unlike many greater undead, vermin-vomiters can be harmed by non-magic weapons, though this does hasten their unleashing the rats within.