Showing posts with label Tekhumis area. Show all posts
Showing posts with label Tekhumis area. Show all posts

Monday, 23 January 2012

Kaelaross and the Monster Manual

Although my intentions earlier in the blog were to keep Kaelaross clearly B/X D&D, separate and distinct from AD&D, I have decided to relax a bit. If I were to allow monsters from 1st Edition Monster Manual into Kaelaross, which ones would I use? Note that I don't expect those who read this blog to necessarily have the book, and I won't make them central to any adventures on this blog without giving them B/X D&D stats. If you do want B/X D&D stats for these, you could try Labyrinth Lord Advanced Edition Companion.

Boar, Giant - Although not as common as their lesser cousins, giant boar are known to inhabit the warmer areas of Toutus, including the Howling Forest (near the Godsblood Straits).

Brownie - These fey creatures related to sprites and pixies have been touched by the powers of Law. Although very shy and wary of bigger folk, brownies are nonetheless useful allies against Chaos. They have been known to ally with powerful lawful mages as familiars, and also found in both the Shorgan Forest and the Talloak forest.

Couatl - These agents of Law, when not on the Planes of Law, are found in warmer, tropical climates and rarely in Toutus.

Demons, all - All these demons could be found in the Planes of Chaos, and could travel to the Material Plane either through a Chaos Portal or individual summoning

Dragon, Silver - Silver dragons are as rare as gold dragons and, like them, can disguise themselves to blend in with lesser races. Silver dragons are known to be friendly with lawful clerics and deities but, unlike lammasu and shedu, are not in servitude or owe any great loyalty. Tales of silver-bearded dwarves transforming into silver dragons have occasionally been heard both in the Grulven Mountains and the Ten Peaks.

Ghast - These stinking undead are primarily found in Narvellis, in the Varreshiss Islands, but apparently some clerics of Storshin have discovered a ritual to transform normal ghouls into ghasts and are travelling from one region to another looking for ghouls to transform.

Ghoul, Lacedon  - These undead are found in the waters around the Varreshiss Islands, particularly the cursed and haunted Narvellis Island with its undead masters.

Golem, Flesh, Stone & Iron - These constructs are among the most powerful that a magic user can create.  The students of Gerontium in Maquosmouth would be most impressed if they found out how to create these.

Irish Elk - These huge majestic herbivores are found in northern climates, including the hills and plains of the Walrus Freehold, and on some of the Varreshiss Islands.

Ki-Rin - These heavenly creatures are very rarely seen except on the Planes of Law. When they do appear on the Material Plane, it is to oversee the fight against some terrible evil foe. Ignore the psionics and give them 1 clerical spell from each level from 1st to 7th

Koalinth (aquatic hobgoblin) - These creatures are believed to have come through the Chaos Portal created in the sunken city of Urdus, and now have set up bases around the Godsblood Straits. They often clash with their main rivals, the Sahuagin.

Lamia - These chaotic deceivers are found in ruined, desolate areas including the Twisted Hills and the Godsblood Hills. They are also found on the Planes of Chaos, and most of the lamias on the Material Plane came through the Chaos Portals.

Lammasu - These noble creatures of Law will sometimes be sent by Lawful deities to assist or advise their mortal followers. They are also found on the Planes of Law.

Leucrotta - These strange predators are definitely chaotic in nature, and are found near some chaos portals, including Maquosmouth and Aerisport in the Godsblood Straits.

Lurker Above - These strange ambushers dwell underground. They have evolved in the Underworld, but have adapted and thrived in deliberately created dungeons.

Morkoth - These strange underwater predators are not common, but can be found in deep waters, including off the western coast of Toutus such as around the Vareshiss Isles and Godsblood Straits. Sages believe, based on survivors accounts, that these are not natural creatures but evil monsters of Chaos.

Ogre Mage - Rather than being a separate species, on Kaelaross, Ogre mages are ogre leaders who have made a dark pact with a powerful chaos god (usually Bhael) and been transformed. They may either be on their own or else among a band of normal ogres either as leader or as lieutenant to an ogre chief.

Peryton - Bizarre stag-headed predators. They could only be a creation of Chaos, and their vicious behaviour confirms this. A few have been sighted around the Chaos Portal in Aerisport, while others are seen in the Twisted Hills south of the Walrus Freehold

Quasit - These demonic imps are often found in areas where other demons are found. Also they may ally themselves to a particularly chaotic and unpleasant magic user.

Rakshasa - Originating in Pelepton's home plane of Aegothis, these tiger-faced shapeshifters have slipped through chaos portals and have now infiltrated surviving cities around Kaelaross such as Ironmarket and Trislem.

Remorhaz - These giant polar worms are found on the icecap north of the Walrus Freehold. They are not natural creatures but are thought to have come through a portal from Noreesis Vale (change alignment from neutral to chaotic).

Roper - Sages believe that although these creatures may have started off as natural creatures in the Underworld, they have been touched by Chaos and are found in some planes of Chaos as well as dungeons and the underworld.

Sahuagin - These violent sea raiders are the bane of both other sea creatures and shore-dwelling land folk. They are thought to have originated in the Planes of Chaos, but several outposts have been established around the chaos portal in Urdus where they clash with both the Koalinths and the mermen in the area.

Satyr - these wild and unpredictable fey are notorious for their appetites for wine, music, dancing and women. They are found in small groups in the largest forests, including the Shorgan Forest, the Talloak Forest and even the Twilight Forest.

Shedu - Along with Ki-Rin, Couatls and Lammasus, these are the messengers and agents of the Lawful gods sent to assist and advise their mortal followers in their battle against the forces of Chaos. Ignore the psionics and give them spellcasting as if 7th level magic users.

Slithering Tracker - These amorphous predators may be related to less intelligent slimes and oozes. They are found in both dark dungeons and also the sprawling caverns of the Underworld.

Toad, Ice - These creatures are found in the far north, on the ice floes and icecap north of the Walrus Channel. They only come onto human lands during the bitterest winter, though there are records of a band of ice toads causing trouble among trappers and hunters north of Walrus City a few years back.

Umber Hulk - These huge monsters are creatures of chaos, placed in the Underworld by dark powers (such as Havok) to cause as much disruption and death to miners and explorers as possible.

Water Weird - These malevolent creatures are found in the Elemental Plane of Water, but have been tainted by Chaos, giving them an evil urge to kill. They rarely occur in bodies of water such as seas, rivers, lakes, underground pools or even village wells.

Winter Wolf - These chaotic predators originated from the Chaos Plane known as Noreesis Vale, but have slipped through a chaos portal and now roam the northernmost reaches of Kaelaross, including the Icemud Tundra and Twilight Forest as well as the island of Cortacus in the Walrus Freehold.

Xorn - These creatures from the Elemental Plane of Earth don't often occur on the Material Plane, but when they do it is either at the beckoning of a powerful spellcaster or else deep in the Underworld.

Others, which I have not had time to comment on, include:
Aerial Servant
Ankheg
Axebeak
Barracuda
Beetle, Giant Rhinoceros
Catoblepas
Eagle, Giant
Frog, Giant
Frog, Killer
Gar, Giant
Gargoyle, Kopoacinth
Groaning Spirit
Hippocampus
Hippopotamus
Ixitxachitl
Jackalwere
Larva
Leech, Giant
Leprechaun
Lich
Lizard, Giant Fire
Lizard, Giant Minotaur
Locathah
Mimic
Mindflayer
Naga, Spirit & Guardian
Night Hag
Nightmare
Nymph
Otyugh
Owl, Giant
Pike, Giant
Porcupine, Giant
Sea Hag
Shambling Mound
Slug, Giant
Sphinx, Andro
Sphinx, Hieraco
Triton
Will-o-Wisp
Wind Walker
Wolverine, Giant
Yeti

Monday, 9 January 2012

A Timeline for Kaelaross

This is a work in progress - as more details are added to the setting, I expect this timeline will expand. The standard timescale in use across Kaelaross is the Bursian Year (BY) reckoning. 

BY -14,000 Rise of the Warrior Kingdoms of Kzuth
BY -6000 primitive humans colonise Toutus and spread over most of the continent
BY -1200s Rise of Cynidean empire in what would eventually become part of  Bellenos
BY -800s First city-states on eastern coast of Bursia
BY -350s "Papyri of Zoth" written in Cynidea
BY -205 City-States of Bursia become a republic
BY 1 Bursian Empire is founded as the first Bursian Emperor is crowned
BY 223 Great dust storms buries what is left of Cynidea, leaving nothing but ruins
BY 300s Human kingdoms form on south coast of Toutus continent
BY 430 In the Grulven Mountains the Dwarven kingdom of Urrugorn collapses
BY 482 Bursian civil War begins
BY 497 Bursian civil war ends, start of Age of the Tetrarchs in Bursia
BY 500s Toutian Kingdoms form an alliance 
BY 561 Start of the Tetrarch War in Bursia
BY 562 End of the Tetrarch War in Bursia, founding of the second Bursian Empire
BY 722 Toutian kingdoms are unified into the Toutus Empire in response to a humanoid threat
BY 820 Urdus Isthmus is colonised by the Toutus Empire
BY 826 Construction of Seaview Keep started
BY 830 Port at Maquosmouth formally starts to accept ships
BY 844 Zelchus takes over ownership of Seaview Keep
BY 850 Toutus Empire invades the Dwarves of the Ten Peaks
BY 860 Teiglin is incorporated into the Toutus Empire as a colony
BY 899 Dwarves of the Ten Peaks form a Confederacy
BY 1050 Dwarves of the Ten Peaks revolt against Duke of Urdus
BY 1067 Ironmarket becomes regular trading place between humans of Urdus and Dwarves of the Ten Peaks
BY 1221 Warlock Harbour built off coast of Teiglin
BY 1312 Chaos Cult on Elkhorn Island is destroyed, shrine to Adonor established on the island.
BY 1322 "The Histories of the Ancients" is written
BY 1330s Human trappers and hunters form settlement on what would become Walrus City
BY 1423 Construction of Hurin Fort begins
BY 1432 Walrus City formally established
BY 1456 "Magic Weapons I Have Known and Loved by Snorrvord the Elder" written
BY 1466 Najask City formally established
BY 1483 Walrus City governed as Imperial colony
BY 1501 Walrus City and other cities around the Walrus Channel become the Walrus Freehold
BY 1511 "The Abominable Cults of Chaos" commissioned and written
BY 1550 The Wars Between the Empires begin
BY 1551 "The Noble Families of Toutus" is written
                Vettrel Keep on Kaynor Islands abandoned by Teiglin, taken over by pirates
BY 1557 Weberin Island is sacked by Bursian Forces, resulting in anarchy
BY 1560 The Summoning - for 3 weeks Bhael roams Kaelaross on his own, for another 3 weeks Bhael does battle against Rhondus and Adonor across the face of Kaelaross. Many apocalyptic disasters happen and Chaos Portals are created. 
               Capital of Teiglin officially moves from Erkhart (now ruined) to Thaldion
                The Urdus Isthmus sinks below the sea, forming the Godsblood Straits. Other geographical changes also happen. 
BY 1561 Construction of string of forts to the west of Ironmarket begins
BY 1565 Klantorr Island officially ceases to be a Barony and becomes a Theocracy
BY 1591 A company from the Traitor Legion establish a base on the west of the Island of Lost Souls
BY 1595 Failed attempt to recapture Erkhart in Teiglin. Castellan Keep is reoccupied instead.
BY 1601 Thestor II begins his reign of Teiglin
BY 1610 Current Year


Saturday, 17 December 2011

Ruins of Cynidea

The Cynideans were a civilization that ruled a number of large, hot, dry islands in the south-east of known Kaelaross from BY-1200 to BY 223 when a great dust storm covered the remnants of the civilization with the desert. During their time, the Cynideans were great city-builders, producing temples, tombs, fortresses, palaces and other such monuments. The Cynideans worshipped strange gods alien to most clerics of Kaelaross today - Gorn, Madarura, Usamigaras and Zargon.


Temples: The temples built by the Cynideans were generally above ground, but often had crypts and catacombs below ground.
Tombs: The royalty and nobility of Cynidea could afford their own personal tombs, and these were often as small pyramids, or else dug straight into a rock face. The Cynideans took burial and proper preparation of the body for the afterlife very seriously, with much thought and effort going into royal tombs, including treasured possessions, and vicious traps to protect the deceased from villainous tomb robbers.
Palaces: The kings, nobles, high priests and merchant-princes of Cynidea liked to live big - as well as places inside towns and cities, they often had their own retreats out in the countryside, guarded by a garrison of soldiers and tended by dozens, perhaps even hundreds, of servants and slaves. 


Fortresses: Cynideans often built fortresses at strategic locations, such as outside a city, on a restless frontier or at junctions on important trade routes. These fortresses were usually thick outer walls studded with towers, with buildings and rooms on the inside of the walls, surrounding a central courtyard. There were variants, including forts with central keeps or with concentric rings of walls and building. 
Cities: There were twenty five recorded cities of Cynidia from written histories, yet adventurers and explorers from Bellenos and the other recent empires only managed to find twelve of them. The ruined cities all used to have at least 5000 citizens and slaves - anything smaller was considered a town or village. Although some of the cities are disorganised masses of hovels and huts, the major ones were carefully planned and neatly laid out for maximum grandeur and magnificence. 
Pyramids: Although originally created as tombs for kings of Cynidea, pyramids evolved into more than just a single burial chamber, and often later constructed as vast complexes with dozens of storeys and hundreds of rooms in which priests, servants and soldiers worked. 


In the fifty years before its collapse, Cynidea was taken over by the emerging Empire of Bellenos, which has in turn collapsed during the Summoning. The ruins can be found dotted throughout the islands, including Valcio, the large island on which Tekhumis the Desert Port is now situated.
The ruins so far discovered close to Tekhumis are:

  • The Lost City of Abraxos
  • The Buried Pyramid (where the module B4: the Lost City is located)
  • The Tower of Indissa
  • The outposts of Huskoss, Eckragg and Yippross




p.s. If you're admiring the pictures, they were done by David Roberts of the British Royal Academy on his visits to Egypt and the Holy Land, and they are in the public domain.

Friday, 30 September 2011

Bellenosian NPCs of Tekhumis

These non-player characters are all found in Tekhumis, the Desert Port.

Estaban the Brash
13th level magic user, align Neutral, gender male
Str 8, Int 16, Wis 16, Dex 13, Con 11, Cha 14
AC 4, move 120', HP 24, THAC0 16, Att 1 staff for 1d6-1 or spell
Equipment: Bracers of Defence AC 5, Staff of Power (16 charges), Potion of Invisibility, Potion of Gaseous Form 
Notable Memorised Spells (4/4/3/3/2/1): Statue, Invisible Stalker, Anti-Magic Shell, Conjure Elemental, Hold Monster, Teleport
Estaban is the de facto ruler of Tekhumis and is loud and confident. His priorities are firstly trade, secondly acquiring new spells and magic items and thirdly the well-being of the residents of Tekhumis. Estaban knows that the Bellenos Empire has collapsed, but he sees this more as a reduced market for his goods than a humanitarian disaster - he may have to look for new customers but it's still business as usual. His arrogance, greed and occasional cynicism both offends and astounds the Shu'aa who deal with him. 


Domino
10th level fighter, align Unaligned, gender female
Str 16, Int 12, Wis 10, Dex 16, Con 12, Cha 12
AC 2, move 120', HP 47, THAC0 10, Att 1 sword for 1d8+3
Equipment Chain Mail +1, Scimitar (sword) +1, shortbow, 20 arrows, warhorse
Domino is both Estaban's girlfriend (which the Shu'aa disapprove of) and the leader of a band of scouts (which they also disapprove of). Although influential among the Bellenosians and dangerous in a fight, she is not popular with the Shu'aa. In return she is quite wary of an Shu'aa she has to deal with, and only lets proven, trustworthy Shu'aa into her band of scouts. Among other Bellenosians she is more friendly and relaxed, but will not talk of her background except to say she does not ever want to return to the Bellenosian heartlands from which she fled.  


Horatio Firebreather
10th level magic user, align Lawful, gender male
Str 8, Int 16, Wis 12, Dex 16, Con 9, Cha 10
AC 5, move 120', HP 25, THAC0 17, Att 1 dagger for 1d4
Equipment: Robe of Protection +2, Wand of Fireballs (21 charges), dagger +1, Medallion of Thoughts
Notable Memorised Spells (3/3/3/3/2): Conjure Elemental, Wall of Stone, Polymorph Self, Dimension Door, Arcane Eye, Dispel Magic, Protection from Normal Missiles, Clairvoyance
Horatio is Estaban's right-hand man and is in charge of the security and the town watch. He is a mage rather than a military commander but has also developed covert contacts in all the notable settlements in the area. He is quite strict and rigorously upholds the law, regardless of race or nationality. This means he has earned the respect of many Shu'aa, even if some Bellenosians think the authority has gone to his head. 


Vespasia
9th level cleric, align lawful, gender female
Str 9, Int 13, Wis 16, Dex 10, Con 12, Cha 13
AC 0, move 90', HP 37, THAC0 15, Att 1 warhammer for 1d6+1
Equipment: Chain Mail +2, Shield +2, Warhammer +1 +2 vs undead, Holy Symbol, 2x vials of holy water,
Spells (4/4/3/2/1): Cure Light Wounds x2, Detect Magic, Detect Chaos, Snake Charm, Hold Person x2, Bless, Remove Curse, Dispel Magic, Cure Disease, Neutralise Poison, Detect Lie, True Seeing
Vespasia is a chaplain to the western traders and colonists, and has set up a shrine to Chelmor in Tekhumis. She does not try to preach to the Shu'aa and tries to be diplomatic with them, but is aware of underlying tensions (a lot of the Shu'aa still don't like the idea of female clerics). Vespasia recognises that some of her fellow Bellenosians are annoying and upsetting the Shu'aa, and though she tries to calm the situation down, she believes a conflict is brewing.

Tuesday, 20 September 2011

Shu'aa NPCs of Tekhumis

These NPCs are found in or around Tekhumis, the Desert Port, and are native to the area rather than Bellenosians

Al'Shaan the Serene
10th level cleric, align Lawful, gender male
Str 10, Int 12, Wis 18, Dex 10, Con 14, Cha 15
AC 7, Move 120', HP 55, THAC0 16, Att 1 staff for 1d6 or 1 spell
Equipment: Leather Armour, Staff, Holy Symbol,
Notable Prepared Spells: (5/4/3/3/2) True Seeing, Raise Dead, Cure Serious Wounds, Neutralise Poison, Detect Lie, Cure Disease, Dispel Magic, Transfusion
Al'Shaan is considered the village elder and most respected Shu'aa in town. He is concerned about the Shu'aa culture being undermined by Bellenosian dominance, and although he does not actively seek conflict, he won't put up with nonsense from them either.
Al'Shaan is often asked to cure ailments and injuries, and will do so for fellow Shu'aa without hesitation. For non-Shu'aa (such as Toutasians or Bellenosians) he will typically charge 10gp per spell level. He will only withhold healing if those asking are being borish or unjust.
Appearance: Al'Shaan is tall (6'6"), spindly and wiry (110lb), with a long white beard that reaches his chest and a well-tanned skin of someone who has lived in the desert. He has white robes wrapped around him that cover up the hyena-leather jerkin he wears underneath, and a white turban on top.

Mullaman the Quiet
9th level dwarf warrior, align Neutral, gender male
Str 16, Int 14, Wis 12, Dex 11, Con 14, Cha 10
AC 4, Move 90', HP 49, THAC0 10 melee, 13 missile, Att 1 scimitar for 1d8+3 or 1 crossbow bolt for 1d6
Equipment: Scale Mail +2, Scimitar+1 +2 vs goblins & orcs, Light Crossbow, 20 bolts, Potion of Healing X2
Mullaman is a Shu'aa dwarf from the hills to the northwest. He is a merchant and a dwarf noble. He is happy doing business with all sorts as long as they don't try to swindle or rob him, and may ask adventurers for help. Mullaman has his epithet because of his low, soft voice that some folks find hard to make out in a busy marketplace. Mullaman makes it a point of politeness and principle never to raise his voice.
Mullaman, along with the rest of his people, are Shu'aa dwarves, native to this land. They have a similar culture to the human Shu'aa.
Appearance: Mullaman has dark grey skin, normal for Shu'aa dwarves. He has pitch black hair and long beard but no mustache. Mullaman dresses in the white robes and turban of his people, but also wears a suit of bronze scale armour over the top, especially when expecting trouble.

Khamaal Sarrif
9th level fighter, align Neutral, gender male,
Str 16, Int 12, Wis 10, Dex 14, Con 14, Cha 14
AC 1, Move 90', HP 53, THAC0 9, Att 1 sword for 1d8+4
Equipment: Scimitar +2, Scale mail +1, Shield +2, Lance, light warhorse
Khamaal is the leader of a band of nomads who wander the wastelands with their sheep, goats and camels. Khamaal can be found sometimes at Drasden's Camp. He just about tolerates Bellenosians but gets angry and resentful with them quickly, particularly if he sees them being bossy or arrogant. Khamaal is a useful person to talk to if one is interested in the Cynidean ruins around the area, as his band of nomads know which ones are completely deserted and which have monstrous denizens.
Appearance: Khamaal is 6'3" and muscular (170lb) with a handsome but scowling face with a short goatee beard. Unlike many of his town-dwelling compatriots, Khamaal prefers to dress in black robes. Given that he has dark tanned skin, black hair, dark eyes and big bushy eyebrows this makes him both imposing and scary.

Djilli Ashan
5th level thief, align Unaligned, gender female
Str 10, Int 12, Wis 14, Dex 17,  Con 11, Cha 14
AC 5, Move 120', HP 14, THAC0 18 melee, 16 missile, Att 1 dagger for 1d4 (melee or thrown)
Equipment: leather armour, 4 daggers, ring of Spider Climbing (usable 1/day for 1 turn)
Djilli is a pickpocketting and burgling thief who grew up on the streets of Tekhumis. Although her mother was Shu'aa (she never knew her father), she prefers the Bellenosian way of life, without honour, social castes or other oppressive traditions. However, she has fended off enough lecherous Bellenosian men to distrust anyone but herself. Her prized posession is a magical ring that allows her to climb sheer walls and even overhangs and ceilings once a day. She has used this to pull off otherwise impossible thefts from noble and merchant houses.
Although she will quite happily steal from the PCs, if befriended she is an unparalleled guide to the town of Tekhumis. She knows all the houses, shops, people and quite a few of the dirty secrets. 
Appearance: Djilli is 5'2", slim (100lb) and has short dark hair and olive skin. She deliberately tries to look boyish and non-descript so she can blend in with the crowd and wears brown and grey Bellenosian-style breeches, shirt and waistcoat (under which she has a leather cuirass and hidden daggers). If she tries to beautify herself, she could look very pretty with good bone structure and golden-brown eyes.

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.