Saturday, 12 April 2025

Elemental and Para-Elemental Planes in this campaign

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



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

Para-Elemental Planes

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

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

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

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

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


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

Elementalist Mage

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

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

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

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


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

Spell NameSourceLevelElement
Affect Normal FiresAD&D1Fire
Burning HandsAD&D1Fire
Create WaterAD&D1Water
Dust DevilAD&D2Air
Endure Cold/HeatAD&D1Cold
Feather FallAD&D1Air
LightB/X1Lightning
Magical StoneAD&D1Earth
Predict WeatherBECMI1Air
Shocking GraspAD&D1Lightning
Continual LightB/X2Lightning
Faerie FireBECMI2Lightning
Fog CloudAD&D2Air
Fools GoldAD&D2Metal
Heat MetalAD&D2Metal
LevitateB/X2Air
Melf's Acid ArrowAD&D2Acid
Resist ColdAD&D2Cold
Resist FireAD&D2Fire
Stinking CloudAD&D2Air
Acid BallBlog Post3Acid
FireballB/X3Fire
Flame ArrowAD&D3Fire
FlyB/X3Air
Gust of WindAD&D3Air
Lightning BoltB/X3Lightning
Meld into StoneAD&D3Earth
Protection from Normal MissilesB/X3Air
Water BreathingB/X3Water
Water WalkAD&D3Water
Explosive RuneAD&D4Fire
Ice StormB/X4Cold
StoneskinAD&D4Earth
Wall of FireB/X4Fire
Wall of IceB/X4Cold
CloudkillB/X5Air
Cone of ColdAD&D5Cold
Conjure Air ElementalB/X5Air
Conjure Earth ElementalB/X5Earth
Conjure Fire ElementalB/X5Fire
Conjure Water ElementalB/X5Water
Rock-Eating SlimeBlog Post5Acid
StoneshapeAD&D5Earth
Transmute Rock to MudB/X5Earth
Wall of StoneB/X5Earth
Chain LightningAD&D6Lightning
Invisible StalkerB/X6Air
Lower WaterBECMI6Water
Wall of IronBECMI6Metal
Weather ControlBECMI6Air
Delayed Blast FireballBECMI7Fire
Otiluke's Freezing SphereAD&D7Cold
StatueBECMI7Earth
Explosive CloudBECMI8Fire
ImprisonmentAD&D9Earth
Meteor SwarmBECMI9Fire

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

Sunday, 6 April 2025

Noble Houses of the Pearl Islands

Art by TaliusDesignssource

The Great Houses

There are five great noble houses of the Pearl Islands, whose leaders are feared and respected Daimyos and who have many samurai at their command. There are also a larger number of minor houses who command fewer samurai and resources but nonetheless aspire to the same status and abide by the same rules as the five great houses. These great houses are long-lived and can trace their lineage back to before the Thyatians took over, and command great respect and honour among all Pearl Islanders. 

Each of the great houses has both an animal totem and a preferred gemstone and colour. These will feature on the banners and armour of the samurai that belong to that house, and those familiar with the houses will quickly recognise those loyal to the great houses and the more prominent lesser houses. 

The five great houses are:

  • Okami (Wolf Clan)
    • Based in Kaiko
    • Gemstone: Yellow Topaz
    • Troops: 3400 footsoldiers, 760 samurai, 8 warships
    • Notes: Supported by Order of the Mandate of Heaven, currently holds the Shogunate
  • Okotta-Tora (Tiger Clan) 
    • Based in Saba
    • Gemstone: Red Carnelian
    • Troops: 3000 footsoldiers, 800 samurai, 6 warships
    • Notes: Loose alliance with Order of the Snarling Tiger (Sohei)
  • Kumo (Spider Clan)
    • Based in Hannabira
    • Gemstone: White Pearl
    • Troops: 1200 footsoldiers, 620 samurai, 12 warships
    • Notes: Noted for its naval prowess and maritime trade connections
  • Inoshishi (Boar Clan)
    • Based in Raisukawa
    • Gemstone: Green Jade
    • Troops: 3600 footsoldiers, 660 samurai, 4 warships
    • Notes: Produces a lot of food and controls many farms. Also has a number of retained magic users (majutsu-shi)
  • Shaganda-Hyo (Leopard Clan)
    • Based in Yunohama
    • Gemstone: Blue Lapis Lazuli
    • Troops: 1100 footsoldiers, 500 samurai, 11 warships
    • Notes: Considered by some to be less honourable than other houses due to their association with both ninja and yakuza. 

These great houses are all based in major cities of the Pearl Islands and control large areas of land and the peasants and artisans who work there, gathering taxes and conscripts to maintain their power bases. The Great houses will also hold one or more castles as military bases and also the residence of the senior family members. 

House Okami is currently the first among equals, being both in control of the largest city and also being the house of the current Shogun who effectively governs the whole of the Pearl Islands on behalf of the Thyatian Emperor. However, both Okotta-Tora and Inoshishi are comparable in military strength and wealth. House Okami does have the advantage of the support of The Order of the Mandate of the Heavens, an order of Sohei (warrior-monks), as long as the head of the house remains the Shogun. 


The Lesser Houses

These will often ally with or pledge fealty to a great house so as to gain some deterence from attack by another great house. Thus there is a complex web of alliances, rivalries and debts of honour. Not even the Shogun's bureaucrats are entirely sure how many lesser houses there are, as these can change as lineages are destroyed, branch off, absorbed by marriage or change their names. All hold some land and often a town or two as their base. The more powerful houses may have their own castles. Some have a preferred gemstone and heraldic animal but there are so many houses that duplication does occur with at least two minor houses claiming the cobra as their animal, and three that claim purple amethyst as their gemstone. This has resulted in confusion on the battlefield as distinguishing friend from foe becomes difficult. The five most notable of the minor houses include:
  • Kyoso-Ba (Horse clan)
    • Based in Shosen
    • Gemstone: Opal (cyan)
    • Troops: 900 footsoldiers, 400 cavalry, 120 samurai
  • Sasori (Scorpion clan)
    • Based in Mototake
    • Gemstone: Amethyst (purple)
    • Troops: 600 footsoldiers, 140 samurai, 10 warships
  • Iguru (Eagle clan)
    • Based in Atsui-Yogan
    • Gemstone: Amber (golden yellow/orange)
    • Troops: 900 footsoldiers, 160 samurai
  • Tako (Octopus clan)
    • Based in Watame 
    • Gemstone: Coral (intense pink)
    • Troops: 1200 footsoldiers, 150 samurai, 20 warships
  • Shachi (Orca clan)
    • Based in Tako-Ryoshi
    • Gemstone: Banded Onyx (black & white)
    • Troops: 1200 footsoldiers, 200 samurai, 13 warships

Good Guys and Villains?

Rather than saying that a whole house or clan is particularly heroic or villainous, I shall say it comes down to individuals. However, members of a house are expected to be loyal and obedient to their Daimyo, and therefore a house will behave in accordance with the wishes of whoever is head of that house. The change of the head of the house or his adviser can prompt a dramatic shift in the policy of that house and who it views as allies or enemies. 

For example the current head of House Kyoso-Ba  has become famous for his vigorous hunting and slaying of both bandits and monsters that plagued his lands, something his predecessor, a rather indolent and decadent uncle, did not bother with. Thus House Kyoso-Ba is now seen as being an upholder of peace and justice. Those household members who show skill and courage in defending the fiefdom are feted and rewarded by the daimyo, thus encouraging them to heroism even if it is not a natural trait. Popularity among the peasants who are spared from facing monstrous raids is an additional bonus.  

As a counterpoint the now-extinct House Mamushi slid into dishonour and disgrace when the Daimyo (who inherited his title under suspicious circumstances) was shown to be a worshipper of Chaos and had brought several chaos cultists into his household. After a failed rebellion against House Kumo resulted in the death of the chaotic daimyo, the remaining members of the house either claimed ignorance of the chaos cult, or else argued that they were being loyal to their master and to do otherwise would be unacceptable disobedience - this was not enough to save them from the blades of House Kumo. 

Serious rifts within a house can and do occur, sometimes with members being expelled or fleeing. If possible these exiles may set up a new noble house, or else they may abandon nobility and become ronin (masterless samurai) or the like. The morality within these splits may be black and white,but is usually shades of grey. 


Sunday, 30 March 2025

Bandits and Warbands of Soderfjord

source
Soderfjord is not a safe or stable realm. It is split up into competing and sometimes warring jarldoms, and law and order is in short supply. The ethos of the Northern Reaches involves a warrior code of strength of arms, courage and seeking death in battle, with a certain survival of the fittest.  Combined with the stretches of forest that cover much of the lowlands, and it becomes easy for bandits, brigands and worse to lurk in hideouts to prey on villages, travellers and the like - those who cannot defend themselves and fight back are liable to swiftly fall prey to those who take whatever they want. Some of these bands seem quite mundane and will fit into the description of bandits as given in the B/X D&D rules, armed with hand weapons, leather armour and only enough basic training to be slightly better than the peasants they are trying to rob. But then there are others, with the weapons and skills of professional warriors and the attitude of predators.  

Here are the most prominent and notorious of raiders that might be encountered. 

Rethgar's Reivers specialise in raiding from their longship, The Reiver's Razor. They have a secret base set into the cliff of a fjord, with an illusion covering the entrance. The Reivers know this well enough that they can sail their longship in between the two dead trees that stand either side of the disguised entrance. Rethgar's Reivers are mostly exiled or renegade warriors, formerly in service to one of the Jarls or other feudal lord. Some fled after committing crimes, others grew angry and disillusioned with their former lieges. Although the reivers as a whole do not profess any particular faith or deity, some have affinity with either Hel, Loki or Chaos in general. Others simply have a strong hatred of the Jarldoms and the society that forced them into exile. Rethgar is a fugitive from Ostland, having previously been part of a Jarl’s bodyguard who had an affair with the Jarl’s wife and then tried (and failed) to kill his liege lord.  

  • Leader: Rethgar the Hated (human male, 8th level fighter, Align C, Str 16, Int 13, Wis 12, Dex 10, Con 13, Cha 14)
  • Base: The Reiver’s Razor (longship), no known fixed location
  • Members: 12 Recruits (1st level fighters), 14 Reivers (2nd level fighters), 2 lieutenants (4th level fighters)

The Bloodbeak Ravens are both bandits and mercenaries, fighting and raiding for whatever money they can get. They are consumate opportunists, and can even engage in trade if the other side seems too tough to rob. At other times they have turned to slave-trading if they think that it won't be too much trouble. They are utterly unreliable and can switch sides or turn on employers on a whim, particularly if they sense weakness or a chance for wealth. They are also wide-ranging and nomadic, they have been seen in both Ostland and Vestland and even around Landfall in southern Norwold, never settling down for long. Those who know of their reputation will avoid them if possible - only the naive or desperate would try to deal with the Bloodbeak Ravens.  

  • Leader: Skottir the Ruthless (human male,  9th level fighter, align C, Str 15, Int 10, Wis 14, Dex 16, Con12, Cha 17), Mahalvak (human female, 5th level magic user, align C, Str 8, Int 16, Wis 16, Dex 10, Con 13, Cha 14)
  • Base: None (itinerant)
  • Members: 30 footmen (1st level fighters), 20 horsemen (2nd level fighters), 3 lieutentants (4th level fighters)

File:DeathDealer.jpg
By Frank Frazetta -
frankfrazetta.net, 
Fair useLink
Hel's Horsemen are among the worst of a bad bunch. As their name suggests they are all mounted on warhorses, and many of them do indeed follow Hel, Goddess of Death. They revel in slaughter in a way that other bandits and warbands do not bother with, and will leave their victims prominently displayed as a horrible warning to others. Their leader is a terrifying figure known as the Deathdealer, who has an uncanny, perhaps supernatural, ability to sense and recruit murderers and psychopaths, even offering to spare their lives if they put up a good fight, ensuring that Hel's Horsemen are the most brutal and bloody of the warbands. He rides a huge black stallion and wields a magical battleaxe and shield. His downward horned helm is distinctive and believed to be cursed by dark powers. 

  • Leader: Deathdealer (Human male 15th level Chaos Warrior, Align C, Str 18, Int 12, Wis 10, Dex 12, Con 18, Cha 7), Agathi, Queen of Skulls (6th level cleric of Hel, align C, Str 13, Int 12, Wis 17, Dex 8, Con 11, Cha 12)
  • Base: Unknown but believed to be in the Snowvale Valley
  • Members: 10 Slayers (3rd level fighters), 5 Skull-takers (5th level fighters), 2 Spinecrackers (7th level fighters), 4 priests of Hel (3rd level clerics), all are chaotic

Garrath's Woodsmen are skilled at stealth and ambush within the forests of Soderfjord. They are aided in this by some elves who have taken a dislike to the Jarldoms as a whole and who see Garrath's Woodsmen as useful in slowing the encroachment of civilization. Garrath and his woodsmen tend to ignore the peasantry and instead focus on those who have wealth, particularly the Jarls and their households. This does not mean they are necessarily benevolent or have any sense of social justice, merely that they do not waste their time on low-value targets. Garrath will sometimes recruit common bandits from smaller gangs into his band, particularly if they prove capable of using his stealthy hit and run tactics. 

  • Leader: Garrath the Slick (human male, 6th level fighter, align N, Str 13, Int 14, Wis 14, Dex 13, Con 10, Cha 14), Sherthi the Quiet (Male Elf 5th level spellsword, align N, Str 16, Int 13, Wis 10, Dex 12, Con 10, Cha 14)
  • Base: Underground beneath the Hollow Oak, in the forest between Soderfjord City and Gudholm
  • Members: 4 Spellswords (3rd level elf spellswords), 5 scouts (2nd level elf rangers), 20 foresters (2nd level human fighters), 20 woodsmen (3rd level human fighters), 3 lieutenants (4th level human fighters).  

Ottothar's Sea Serpents are piratical raiders who are based in Ostland and will sail across the seas to plunder the coasts, fjords and rivers of Soderfjord in their longship The Brine Venom. In this respect they are similar to Rethgar's Reivers. However, they are entirely given over to the Cult of Chaos and are led by a Chaos Warrior and a chaotic cleric who somehow commands a pack of hellhounds who travel with them on the ship. 

  • Leader: Ottothar (human male, 7th level Chaos Warrior, align C, Str 16, Int 12, Wis 10, Dex 12, Con 14, Cha 12), Hallath (human male, 5th level cleric of Chaos, align C, Str 13, Int 10, Wis 15, Dex 11, Con 14, Cha 15) 
  • Base: The Brine Venom (viking longship) and also The Forsaken Keep in Sognesholm, Kalslo Island, Ostland
  • Members: 25 raiders (2nd level fighters), 3 raider bosses (4th level fighters), 4 dark adepts (2nd level clerics), 5 Hellhounds (as monster entry, 4HD each). All are chaotic

Wulfgar’s Howling Brethren are a small, select band of lycanthropes who will sometimes resort to man-eating as well as plunder and pillage. They have conducted some raids in their human form during the day but on the nights of the full moon they will attack villages in their animal or hybrid forms. They try to be careful not to let infected victims live unless they are certain they want to recruit the target. Wulfgar himself is a werewolf, and there are three other werewolves, three wereboars and a neutral-aligned werebear who is sometimes sickened by the werewolves wanton violence but does not know where else he would belong. [Although the rules could do with some revision, a DM could use my old rules for scalable werewolves here.] 

  • Leader: Wulfgar (Male Werewolf, 6th level fighter)
  • Base: Somewhere in Moderfeld, eastern Soderfjord
  • The Pack: 3 werewolves, 3 wereboars, 1 werebear (as monster entry). Wereboars are neutral with chaotic tendancies

The Swooping Hawks are a band of marauders who have tamed a number of griffons and now use them to launch aerial attacks on villages, ships and caravans. They were formed by the mage Vaargen Clawscar (named for a face that was horribly slashed by an angry griffon in an attempt to subdue it). Because their griffons cannot carry too much loot, the Swooping Hawks look for targets with high-value lightweight treasure such as gems, jewellery or sometimes valuable people for kidnapping. Unusually they are led by a woman, Kelthi the Unwanted. Vaargen tends to stay behind in the Eyrie, a lair in the Hardanger Mountains, though he occasionally comes along on raids riding his own griffon Fury. They are accompanied by a small flock of harpies known as the Sisters of Song who leave the bandits alone as long as they can feed on targets. 

  • Leader: Kelthi the Unwanted, (human female, 8th level fighter, align C, Str 16, Int 12, Wis 12, Dex 10, Con 13, Cha 16), Vaargen Clawscar (human male 12th level magic user, align C, Str 8, Int 17, Wis 12, Dex 13, Con 15, Cha 12)
  • Base: The Eyrie, a mountain base somewhere in the eastern Hardanger mountains
  • Members: 8 Skyriders (4th level fighters mounted on griffons), 6 wingriders (3rd level fighters mounted on giant hawks), 4 Sisters of Song (Harpies, as monster entry)






Sunday, 23 March 2025

Another look at Minrothad

I started this post around the time a thread on the Piazza Mystara forum about Minrothad and its gazetteer began and that thread has certainly influenced this.  I may have been overly harsh with my overview of the Minrothad Guilds. Yes there aren’t the sorts of adventures I am used to. But that does not mean the nation should be dismissed as an oversized trading post.


Should Minrothad have adventures?

This is one idea that was brought up in the Piazza by Cab that caught my attention.  

cab wrote: ?Sat Mar 15, 2025 11:54 am
Interesting that responses to this GAZ are so varied. I loved it (I mean, everything's better with pirates), because of what it adds to a campaign almost anywhere across the wider setting. I didn't view it as a setting to base my campaign in, but I wasn't looking for that.

Minrothad isn't a setting to adventure in, at least not much. But its a tremendous toolkit to adventure from, the extended maritime and trade rules are a handy toolkit.
This is a really good take. I’ve had the assumption that each nation visited in the gazetteers was expected to host its own adventures and campaign, with the themes of each campaign depending (at least partially) on the themes and character of the nation. And I think the Gazetteers make that assumption as well. But if we drop the assumption that there ought to be adventures in each nation, then it becomes a question of “What role does this nation play in a Known World campaign?” 
Minrothad then becomes a stable, lawful (maybe too lawful in its social structures?) trading nation that has neither the imperial ambitions of Thyatis nor the dangerous northern border of Darokin. As such it has fewer distractions (though there are pirates) from generating money and prosperity. In fact it could be seen as the largest trading fleet in the Sea of Dread and the second largest navy (after Thyatis). Minrothad Merchant Princes could be seen not so much as a PC class so much as powerful and wealthy patrons, like nobility but without so many airs and graces.
This is something to bear in mind - Minrothad city and its islands are not just somewhere to shoehorn adventures into but may play a quite different role in the wider campaign. 

Nonetheless in this post I am also considering how to make Minrothad, especially its capital city, could host adventures, even dungeons.

My Changes to Minrothad City

Let’s make it more like Ptolus or Waterdeep or even like Ravnica. It’s still more civilized and organised than the pirate ports of Ierendi such as Vlaad. There are city watch patrols at least in the nice parts of town. The upper parts are well maintained. But there is an underbelly, quite literally. 

I'm going to bump up the population of Minrothad city. Page 45 says population across all islands is 280,000, with 25,000 in Minrothad City? Make the city closer to 100,000 people and 300,000 across all the islands. Can food supply cope or do they need new sources of food? I'm going to say that Minrothad as a nation is mostly self-sufficient in food, with both Guild Corser and Guild Quickhand overseeing farming and food production on all the islands, and Guild Eshan bringing in fish. And since Minrothad is famed for its trading prowess and is well-situated to import food from Thyatis, Karameikos, the Five Shires, Ierendi and even Darokin, bringing in food from elsewhere is always an option. 

I imagine Minrothad City now having the same layout as the map in the gazetteers, but with a larger scale and therefore larger surface area. Perhaps use the existing map but double all measurements?. The majority of the city is still raised considerably above the water level, contained by a large outer wall. At the water level the city is still surrounded on all sides by the river, with the Seagate leading to an underground harbour. However, the harbour does not extend all the way under the city, but instead takes up a smaller area inside the seagate. The rocky base that Minrothad City sits on is riddled with tunnels, passages and vertical winching shafts that connect the underground docks with the city above, and of course constitute part of the Underbelly (see below). 

Minrothad is big, organised and powerful enough to act as a foil against Thyatis and its imperial ambitions, particularly with its privateer navy. Although clearly not enough to take Thyatis on in an all-out one-on-one war, Minrothad would certainly prove a major thorn in the empire's side should war break out. However, as Thyatis is a major trading partner, none of the guilds nor merchant princes want this to happen. Foreign agents, particularly from Thyatis, might seek to influence or destabilise Minrothad. Darokin might even be the bad guy here if they seek to hinder a major trading rival.

The hefty restrictions on foreigners visiting Minrothad needs to be relaxed. Quite bluntly as the gazetteer stands a typical adventuring party sailing from Specularum or  Shireton would find Minrothad City more trouble than it is worth if work is so tightly controlled by the guilds. And I really don't think there is enough going on in the Minrothad Islands to justify a campaign for Minrothad-native PCs. Perhaps this is something the current Guildmaster has changed in his recent reforms. 

Another look at the guilds.

Established Family Guilds include
  • Guild Corser (humans, dealing with various things including magic items)
  • Guild Hammer (dwarves, dealing with metal, mining & smithing)
  • Guild Verdier (Forest elves, dealing with wood)
  • Guild Quickhand (halflings, dealing with leather)
  • Guild Elshan (water elves, dealing with ships)
These family guilds will try to protect their monopolies on their various trades, but there are inevitably situations where either independent workers, craftsmen and traders or even members of other guilds will do their own work outside the guild that claims that field. Point in case: food and farming. Although Guild Corser has tried to maintain guild dominance over farming, it cannot stop others from farming. Food is just too important to depend on a single guild for it. However, some within the guilds take their monopolies very seriously and will take drastic action against anybody they see as infringing on their turf. This can seem an overreaction, even nonsensical, to outsiders who do not appreciate how protective guild members can get. 

Established Political guilds include 

  • Tutorial Guild (Wizards) This contains individual members and also orders and circles for mages with similar goals and attitudes. See Orders of mages of Karameikos and apply the same principle to Minrothad, especially those who are not so commercially minded that they would rather join a merchant trader company.   
    • Sages Branch
  • Mercenary Guild (Fighters). Split into companies, as in commercial companies not necessarily military companies. They are all authorised to act as Minrothad’s militia but some just act as mercenaries.
  • Thieves Guild (Thieves!)
    • The Privateers
    • The Assassins Branch, never officially acknowledged
  • Merchant Sailor Guild (including most Merchant-Princes)

Guilds that I have created
  • Spiritual Guild (clerics)
    • The Gravediggers branch
    • The Healers branch
  • Guild of Governance (administrators & lawyers)
None of the guilds are entirely evil but some can have their dark side with certain members using their skills and positions for evil or Chaos. These guilds are sanctioned to do certain jobs in Minrothad that need to be done (thieves act as spies, privateers act as navy, gravediggers dig graves and conduct funerals) but within each there are plenty of individuals and groups who go beyond their official remit and into criminal activity. Being in these guilds means the government has given them permission to do some things for the good of Minrothad, but not carte blanche. It is unlikely that the guild will get into so much trouble that the Guildmaster of Minrothad disbands the entire guild, but that is a threat when a guild seems to get out of hand. 

One idea is that I don’t need a complete list of guilds and branches. I intend to keep and use established ones but smaller ones can always be invented. In fact one step further, the exact structure of each of the guilds is not that important in most cases. Whether net-makers are part of Guild Elsan or part of their own small guild is not important to most adventurers, unless net-makers become an integral part of an adventure or mystery.  
Also it is not necessary to come up with adventure hooks for every guild. Cabinet makers, large shell workers and barding-makers (all found under various family guilds in the gazetteer) are unlikely to be involved in activities that threaten other citizens or involve lootable treasure in way that attract adventurers. 

There are also NPC good guys. The White Pennants are part of the mercenary guild and act as the police in Minrothad city. Many of the members of the Spiritual Guild (the Minrothad Church of Law) and  Governance Guild are interested in keeping the peace and serving justice. Much of Minrothad City and the surrounding islands are lawful and peaceful because of decent folk like these. In fact most of Minrothad is in stark contrast to the unbridled lawlessness of the pirate ports of Ierendi just over the sea to the west. 

I imagine most adventures will occur within the city itself. It simply requires suitable bad guys. These include battling against criminals who will often be members of guilds. They will be vying for political control, money, resources, vengeance and the like. There might be merchant houses and companies that have become centres of chaos worship. In fact chaos cults infiltrating the city at various levels (hiding down in the dungeon-like cellars, pulling strings as guild-masters) could be a major threat to the city. Clashes between guilds over control of trades, territory and sources of income could pull the PCs in. 
The Cobra Cabal from my previous Minrothad post is still a thing, not a guild in itself but an organisation or network that infiltrates and corrupts established guilds. Even within the dark guilds the Cobra Cabal has its recruits and agents. 

The Underbelly of Minrothad City

There are now dungeons beneath Minrothad city. Like beneath Ptolus or maybe Necromunda or the process of Ditlana in Empire of the Petal Throne. Not so much specifically excavated as dungeons so much as old levels of the city that have been built over enough times to become buried by newer layers. The Underbelly is the network of sewers, cellars, tunnels, ancient ruins and the like that have gradually expanded over Minrothad's history. And of couse it connects to the underground docks that ships load and offload cargo in. There are a few well-patrolled stairwells that lead directly between the city surface and the docks, but there are also passages leading off these safe routes into far less maintained and far more risky areas.

According to the gazetteer the city of Minrothad was founded about 500 years ago. Actually the gazetteer suggests that it is on the site of "New Alphatia". I'm going with the idea of a blend or patchwork of different cultures, including elven, Nithian, Alphatian and Thyatian, all contributing to the Underbelly's architecture. Like Rome, Athens or Istanbul, the city has been inhabited for a long time and has accumulated a lot of odd architecture. 

Although I suppose all sorts of monsters could be found in the Underbelly, I am inclined to imagine it being more human-oriented, with gangs of thieves, bandits, cultists, slavers, evil mages and the like more common than gnolls, hill giants or harpies. It's not exactly impossible for such fantastic monsters to appear, but it does raise questions in my mind "How did it get here underneath a major city on an island?". Creatures that are sometimes found underneath other cities, such as giant rats, carrion crawlers, otyughs and similar scavengers are known to lurk in the Underbelly. Similarly undead and rogue constructs abandoned by their makers are occasionally encountered. 

Adventure Hooks in Minrothad

A merchant prince has been feeding information about his rivals to pirates. The PCs are hired to escort one of the rivals ships from Specularum when it is attacked by tipped-off pirates. This could lead back to the merchant prince. The pirate ship actually comes from Vlaad in Ierendi, where the pirates will fence their stolen goods and the merchant prince will sometimes visit to pick up such wares at a reasonable price.  

Unscrupulous members of the gravediggers have been passing corpses to a necromancer who has been animating them in his laboratory in the Underbelly. However, some of these have wandered out and attacked sailors and dock workers in the underground harbour. Both merchant princes and the dock-workers branch want this investigated before people die. 

A mercenary company is guarding a Chaos cult based down in the Underbelly that has been kidnapping and sacrificing innocent victims from Minrothad City.The cult is led by a senior member of the Guild of Governance. This has come to the attention of some merchant princes but they are not equipped to deal with these situations, and given the cult leader, reporting it to the authorities is unlikely to resolve the problem. As well as the mercenaries the cult has summoned several demons. 

A scion of a powerful merchant prince has run away from an arranged marriage into the Underbelly. His father wants him to return to complete the marriage. His mother is okay if he just makes it out of the underbelly alive, and maybe escape to Thyatis or Specularum. 

A merchant prince has sponsored an art exhibition in one of the smart areas of the city. As well as attracting a lot of attention from wealthy art collectors, it has been targeted by several gangs of thieves. However, the patron expects this and wants to set a trap to capture the thieves who stole a valuable heirloom and either punish them or retrieve the heirloom. 

The PCs are hired by the Cabinet-Maker branch of Guild Verdier to retrieve stolen furniture from a warehouse of a merchant prince. In fact the goods are not stolen but have been crafted in Minrothad but outside of the guild. Therefore as far as Guild Verdier is concerned the furniture is illegal. The merchant prince strongly disagrees and so do his mercenary guards. [this one is to see if I could create an adventure involving Cabinet-makers!]




Sunday, 16 March 2025

Some more Geomorphs

In a previous post I talked about geomorphs in general and introduced the start of a set of square 190ft x 190ft geomorph tiles. This post is here to expand that set, to give map-makers using the geomorphs more options. As previously, no room contents are given - these are for the DM to fill in. 







Fitting it all together

As a sort of proof of concept, I have put these geomorphs together with the 1st level central hub for the Temple of Chaos Divided. I managed to fit all but one together on this map, though it has highlighted the need to have a range of different connection combinations (note to self - need more T-junctions and four-way junctions). I also realised it is not a good idea to use the same geomorph twice in one dungeon level because identifying the rooms then becomes more complicated. For example here I can say in Geo07 room 1 there is a water elemental. You can look at the map below, find Geo07 (second one down on the rightmost column) and room 1 within it - this should not be a problem. Had I reused Geo07 on the same map/level then it would be more confusing. 
Another idea (which has probably occurred to others), is that each geomorph tile could contain their own connected group of encounters. Perhaps one particular faction has taken over that geomorph or one powerful NPC or monster there affects the other residents, either dominating them or striking bargains with them or scaring them away. In a previous post on megadungeons I mentioned how I struggle to fill dungeons with over 50 rooms, but smaller dungeons, or dungeon sections, with up to 20 rooms, is a manageable chunk that I can deal with. Geomorphs do that, splitting megadungeons into sections that I can get my head around. 


Although I will leave the geomorphs alone for a while, I could produce more if readers express an interest. 

Thursday, 13 March 2025

The Wilderness around Ozurfold Jarldom

 The village of Whiteheart  in the Soderfjord Jardloms is beset by many threats, so adventurers willing to investigate and confront these are cautiously welcome. 

The village has stretches of wilderness in all directions bar north, along the river towards Soderfjord City. To the south and east are the hills of Gnollheim. To the west is the Great Marsh and to the north away from the river is the forested Whiteheart Valley.

based on cartography first by Thorfinn Tait and also 
Patrick Sullivan, source

Gnoll Tribes of Gnollheim. 

The map of the region here has been changed by Patrick Sullivan to show his gnoll tribes. He has also written a series of posts detailing these gnoll tribes in this thread.  Although I don't necessarily take literally everything he has written, I think this is a good starting point: what he has written about the gnoll tribes can be assumed to be true unless I change it. 

According to the Basic Rules, gnolls in the wilderness are encountered in groups of 3-18. This is what I consider to be a patrol or hunting party. Actual clan lairs usually have 20-80 individuals (2d4 x 10) , and may be based above ground in a crude fort, or underground in caves. Some clans are nomadic, living in tents and wagons. Between half and two thirds of a clan will be warriors capable of joining a hunting party. The fifteen tribes of gnolls shown on the map consist of a network of eight or more of these clans. Each tribe is capable of gathering its clans into a great gnoll horde under the command of the tribal chieftain. The tribal chieftain is an exceptionally tough and cunning gnoll whose lair usually has double the usual gnolls (40-160, 4d4 x10) and is suitably imposing and well-defended. Shamans and mercenary monsters (ogres, trolls and the like) are more likely to be found in the tribal chieftain's stronghold than lesser lairs, as well as giant hyenas (sometimes known as hyaenodons or dire hyenas) that are used as both hunting animals and cavalry mounts by the strongest and bravest gnoll warriors. 

In Gaz7 p31 it mentions two gnoll personalities, Kaberu of the Mountain Wolf Clan and Suant of the Black Cliffs Clan. The Mountain Wolf clan is the most powerful clan of the Rubble Chiefdoms, although not strong enough to unite them to the same level of cohesion as the other fourteen great clans of Gnollheim. The Black Cliffs clan is the largest clan of the Scarp Empire. 

Other Creatures of Gnollheim

The gnolls are certainly the dominant race of the Gnollheim hills though not the only ones. Just to the south the Hardanger mountains are home to a wide range of creatures, some of which will wander down into the hills and then Soderfjord and maybe Ozurfold. These include:

  • Kobolds (who have taken over numerous ruined gnome settlements around both Hardanger and Gnollheim)
  • Trolls (small wandering bands, though in the Hardanger mountains there are larger tribes including troll hags, troll leaders and cave trolls)
  • Hill Giants
  • Stone Giants
  • Griffons (a particular threat to the livestock of human farmers)
  • Wyverns
  • Red Dragons (rare but at least three have made their lairs in the Hardanger mountains)
    • Grugnir is a small male red dragon found close to the coast near the gnollish Scarp Empire with a retinue of kobolds and orcs. He occasionally roams the coast, extorting merchant ships then burning them anyway once he has their treasure.
    • Eldodla is large female red dragon  deep in the Hardanger mountains due south of Whiteheart. Although often asleep, when she wakes she is a menace to the whole region
    • Brinnandeljus is a small female red dragon not far from Castellan and the road south to the Emirates. She has occassionally extorted or simply raided caravans travelling the road. She is served by a band of gnolls formerly of New Graakhalia.
  • Dwarves, both normal (hill) dwarves and molder dwarves (modrigswerg). The former are gruff and cautious (often settlers or prospectors) but not hostile. The Modrigswerg are much rarer (and usually below ground) but also a lot more tricky and unpredictable, with a tendency towards treachery. 
Normal animals in the Gnollheim hills include:
  • Wild Boar
  • Brown Bear
  • Cave Bear
  • Wolf
  • Dire Wolf
  • Mountain Lion
  • Giant Elk
  • Giant Boar
  • Great Ram
  • Giant Hawk
  • Herd Animal (1HD wild goats, 2HD hill ibexes)
  • Driver Ant
  • Killer Bee


The Great Marsh

This huge stretch of wetlands is populated by both wildlife and weird monsters. There are some human settlements but they tend to be on the northern and eastern edges, close to established towns and Jarldoms. 

Wildlife include 

  • Giant Toads
  • Giant Frogs (borrowed from AD&D)
  • Giant Hawks
  • Wild Boar
  • Black Bear
  • Auroch
  • Herd Animal (2HD Marsh Deer, 4HD Moose)
  • Giant Otter (stats as giant weasel but without blood-sucking)
  • Giant Catfish
  • Pit Vipers (known here as Water Vipers, can swim well)
  • Giant robber fly
  • Giant swamp termite
Monsters of the Great Marsh include:
  • Bullywugs
  • Eblis (Heron-men, avian humanoids with long legs and magical powers)
  • Lizardmen (possibly degenerate descendents of the Mogreth civilization)
  • Black Dragons, particularly Frätandedregla, large male black dragon, self-styled King of the Swamp. Smaller black dragons in the marsh are believed to be his offspring.
  • Nekrozon/Catoblepas - only one of these deadly creatures is thought to dwell here. 
  • Kobolds - a few tribes have become competent boaters, rowing and punting rafts and canoes around the swamp. 
  • Trolls: at least four large tribes of trolls, each with a troll leader and a troll hag, have their lairs in the marsh. There are of course smaller bands of normal trolls. 
  • Various fel sorcerers and witches have found dark sanctuary within the Great Marsh, particularly Carrah the Witch-Queen of Hel (Gaz7 p22) and Shamir Al'Menoo (MU15, human male, chaotic, formerly of Cinsa-Men-Noo but expelled for studying dark magic) both of whom are known to practice necromancy and have undead servants. 
  • Some bands of brigands have established bases here from which to raid the farms and villages of southern Soderfjord, or sometimes waylay travellers on the Marsh Road. At least one band of brigands is under the leadership of a Chaos Warrior. 

The Forests of Soderfjord

Although claimed by various Jarls, and therefore borderlands rather than true wilderness, the forests that cover much of the Soderfjord Jarldoms are by no means safe or civilized. There are plenty of fey creatures in these woods and village folk sometimes tell of being enchanted or tricked by magical beings. Lycanthropy is also a significant problem, though the conflict between the werebears (who are usually not violent to humans) and the werewolves seem to mitigate this. 

Natural animals include:

  • Hawks & Giant Hawks
  • Herd Animals (1HD fallow deer, 2HD red deer, 4HD Moose)
  • Wild Boar
  • Giant Elk
  • Giant Boar
  • Auroch
  • Wolf
  • Dire Wolf
  • Brown Bear
  • Giant Weasel
  • Giant Ferret
Monsters include:
  • Sprites
  • Pixies
  • Dryads
  • Elves (though often more mischievous than benevolent)
  • Treants
  • Werewolf
  • Werebear
  • Wereboar
  • Gnolls, often infiltrating from Gnollheim as small raiding parties
  • Trolls maurauding from out of the Hardanger Mountains or the Great Marsh
  • Kobolds sometimes establish hidden lairs under the forest floor. 
  • Human bandits and brigands, sometimes led by worshippers of Chaos. 

Specific Locations

In future posts I intend to add to the map above and add locations of interest and adventure to the areas around Ozurfold and Whiteheart. It should also be noted that although Whiteheart is the largest and primary settlement in Ozurfold, it is by no means the only one, which is something I intend to address later.