At the widest point of the Lost Mare river, where the Nightwash River joins it, running deep and fast down out of the Destriel Mountains, there is a most curious formation of stoney structures. These are very tall (hundreds of feet) stony pillars, in the middle of the Lost Mare, called the Quills of Barthemius. The Lost Mare is almost a mile wide at this point, and flows much slower than the Nightwash does, when its fast flowing and frigid waters come crashing into the Lost Mare. At the base of Mount Estelle, where the Lost Mare flows out from under the Iore Glacier, there is a valley with numerous hot water springs, that not only feed into the Lost Mare, but have a warming effect on the waters, so that although it flows out of the icy heights of the Destriels, it is quite warm for a northern river.
Where the Lost Mare is met by the Nightwash, along a two mile long stretch, there are numerous of these tall stone pillars. They are often about 400-500 feet tall, and 60 or 70 feet across at the base, narrowing little in their towering heights. The pillars are thick in the river, and are too close together for all but the smallest craft to navigate through them. There are channels to the west and east of the pillars where somewhat larger craft can navigate, but the river grows shallower there, so only barges and low draft longboats are often found here. The space between the pillars is sometimes as narrow as 10 or 12 feet, sometimes as wide as 30 or 40 feet.
The tops of the pillars make for an interesting There is a breed of curious eight legged goats known as Spider Goats that dwell there. [gamer's note, these are not the monstrous fanged blood drinking Spider Goats that are found in the game, "Mutant Future", but they are interesting enough as they are]. The goats were joined, years and years ago, by a band of Satyrs that came over from the realm of Faery, through one of the many portals in the Harp hills. These were led by a Satyr druid named Balthemius. Balthemius and his brethren, taught the spider goats how to use their latent telepathic ability, and awakened an intelligence in them. The descendents of the Satyrs, as well as a number of Fawns, have taken up permanent residence on the plateau of stony islands, along with the spider goats. Northguard rangers that have visited the Satyrs report that their reason for remaining on this side of Faery is by order of King Oberon to keep an eye on the Unseely Court creatures that rise up out of the huge sinkholes to the east, along the southern banks of the Nightwash river. Balthemius himself is still alive, and it is not know just how old he is, or how long he has lived here, but he was not here in the time of the Old Ones. The Quills are named in his honor, and he performs a great number of good deeds (although, being a Satyr, he is also known to be mischievious, or certainly his brethren and their telepathic Spider goat companions, are).
It is supposed, by a large number of druids and naturalists, that whatever it is that has given the spider goats the ability to use telepathy, as well as their intelligence, is similar to the similar abilities found in the Great Horses of the Darkearth Plains.
The great sinkholes on the southern bank of the Nightwash river is where parts of the Nightwash disappear in vast waterfalls, deep into the earth. The region is riddled by layers of underground realms, many with permanent portals to the Unseely Courts. Without the diligence and watchfulness of Barthemius and his satyrs and goat allies, as well as the Great Khan of all the Horses, there would no doubt be more incursions of the darker, evil races into the surface world.
The spider goats are a curious breed, with a number of special abilities, other than their intelligence and telepathy. They have the ability to climb sheer walls, and although the Satyrs have constructed a number of bridges connecting the wider separated Quills, the goats have an incredible leaping ability, able to jump 20 or 30 feet, as an adult. The females have an uncharacteristic development, even for a magical creature. They have spinnerets, and can generate a web (same effects as the spell) that has a range of 40 feet. This web is used only for capturing prey and enemies, and not used for building webs or nests. The thick flocks of nesting black geese provide food for the spider goats, and the breeding cycle of the breed has adapted to this cycle, so that when the black geese come north from the south parts of the Lost Mare river in the early spring to nest and lay eggs in the crags on the sides of the Quills, the goats are also ready with their young, and feed on goose while nursing their young.
Other than in their natural habitat of the Quills, there is a group of Spider Goats that can be encountered abroad. A successful raid by a number of Drow elves (actual Drow, as per the AD&D race, rather than the more typical Dark Elves encountered in the Valley - proper Drow in this setting usually only occur as temporary incursions from the Unseely Realms, but this group has come over permanently, and lives in one of the underground realms in the nearby countryside) captured a number of young spider goats some decades in the past, and have been raising and multiplying them, imprinting their evil alignment and philosophy on them. These are sometimes encountered, with the members of the Aa'Lega Coven of Drow Elves, and others.
Name: Spider Goats (Drow variant)
No. Encountered: 2-12 (with a Drow hunting party, or as part of a Drow lair)
Alignment: Chaotic Evil
Movement: 90' (can jump 30'; can scale sheer surfaces)
Armor Class: 4
Hit Dice: 2
Attacks: 2 Kicks, 1Bite; or 1 charge
Damage: 1d4+1 (kick); 1-4 (bite); 1d6 (charge)
Save: MU2
Morale: 9
Hoard Class:VI (remains on dead victims)
Special: Half of all spider goats encountered can shoot out a web 30', acts as the spell was cast by a 4th level magic user (lasts for 8 turns). On a successful charge attack, victims Man sized or smaller have to make a saving throw vs. paralyzation or be knocked down. Against a knocked down opponent, a spider goat that makes a successful Bite attack, will remain attached to their victim, doing 1d6 damage automatically every round, until the spider goat is slain. The Drow version of the Spider Goat has also been trained to use a psychic shriek attack, based on their telepathy. This causes all characters below 3rd level (or creatures below 3HD) that are within 80' of a spider goat to make a save vs. magic each round that they want to act. Spell casters within 80' of a spider goat are particularly vulnerable to the psychic shriek. They may not employ any spells that requires a Verbal component.
Showing posts with label Darkearth Plains. Show all posts
Showing posts with label Darkearth Plains. Show all posts
Apr 19, 2013
Apr 10, 2013
City of Ohn Ohnan - Week of Adventures Location 6
This adventure location was first described in the write up on the River Jarl Steading of Clearwater. Clearwater Steading is built right next to the mound of the King's Highway, at the point where the Greywater River passes through a long tunnel to go under the Highway. At the mid point of this tiled tunnel, there is a side passage . . .
This was part of the Week of Adventure Locations, and it was Location number 6. It is located along the Greywater River between the Darkearth Plains and the Sildur Reaches.
Adventure Location: As the Greywater flows under the King's Highway, it goes through an impressive tunnel, burrowed out and lined with very thick slate tiles throughout it's massive arch. The interior height of the arch is nearly 160 feet, higher in some spots (the top surface of the King's Highway, in this area, stands some 300 feet up over the plains around it). The river banks go right up against the tiled walls of the tunnel. About half way through, on the western wall, there is a large opening that goes back into the mound of the King's Highway.
The opening is covered over by a massive bronze portcullis that is chained to stone pillars coming out from the tunnel walls on either side. The opening is easily wide enough and tall enough for a vessel of a modest size to enter. This sideflow of the river goes on for almost two miles, deep under the King's Highway.
The tiled ceiling and tunnel sides give away to rough rock, and eventually to stalactites. Among them lurk all manor of subterranean hunters and predators. Huge, aggressive, and hungry blind fish (of monstrous sizes, some 20 or 30 feet long) live in the almost always black river. But, if this route is traversed, the explorer/adventurers will be rewarded with the river disappearing under a stone wall, with only inches of clearance. At this point, however, there is a stone jetty, with paths and stairways down deep into the earth, and eventually ending up at a ruined, and abandoned subterranean city. The city is in a vast, huge, cavern (several miles across), with strange trees and plants growing in the subterranean light that is cast off the monstrous stalactites inside the cavern.
Legendarily known as the city of Ohn Ohnan, it is rumored to have once been a joint city of Mika-Born and the Old Ones, but it was destroyed by a crazed cult of madmen lead by an EHP of the Lord of Fire. The ghosts of the Lord of Fire worshippers are rumored to haunt the ruins. What else lives there now, is for the adventurers to discover. [This is location 6 in the Week of Adventure Locations]
This was part of the Week of Adventure Locations, and it was Location number 6. It is located along the Greywater River between the Darkearth Plains and the Sildur Reaches.
Adventure Location: As the Greywater flows under the King's Highway, it goes through an impressive tunnel, burrowed out and lined with very thick slate tiles throughout it's massive arch. The interior height of the arch is nearly 160 feet, higher in some spots (the top surface of the King's Highway, in this area, stands some 300 feet up over the plains around it). The river banks go right up against the tiled walls of the tunnel. About half way through, on the western wall, there is a large opening that goes back into the mound of the King's Highway.
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| Side passage from the Greywater River |
The tiled ceiling and tunnel sides give away to rough rock, and eventually to stalactites. Among them lurk all manor of subterranean hunters and predators. Huge, aggressive, and hungry blind fish (of monstrous sizes, some 20 or 30 feet long) live in the almost always black river. But, if this route is traversed, the explorer/adventurers will be rewarded with the river disappearing under a stone wall, with only inches of clearance. At this point, however, there is a stone jetty, with paths and stairways down deep into the earth, and eventually ending up at a ruined, and abandoned subterranean city. The city is in a vast, huge, cavern (several miles across), with strange trees and plants growing in the subterranean light that is cast off the monstrous stalactites inside the cavern.
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| Underground City of Ohn Ohnan |
Celerium of Great Truth - Week of Adventures Location 5
This adventure location, is in the Darkearth Plains region. It was originally posted as part of the article on the River Jarl Steading of Rookroost. There, it was a part of the Week of Adventures, location number 5.
Adventure Location: Just west of Rookroost, halfway to the edge of the Great Owl Forest, there stands an empty monastery. It was once built by traveling priests of the order of Brother Ian, to stand as a northern library of knowledge and information (it was to rival the great southern archivist site of Parn Tandalorn, but of course that never happened), to be called the Celerium of Great Truth. The monks and nuns that settled there, following the heirarchy of priests leading the site, helped to work the land, and prepare an impressive structure. All was going well, in the early days of the site.
And then, one winter, there was a horrible raid by Marsh Trolls from up along terrapin. It was never expected that these terrors would raid this far south, or the monks and nuns would have appealed to the Church bureaucracy for armed protection. Well, the monastery was wiped out. It stands, abandoned, now with the exception of some occasional beast men from the Great Owl Forest. Rumors abound, however, that the reason the original site was chosen was because the original Priests understood there to be a repository of magic, or knowledge, or healing, or something (the tales differ) deep underground, and the Monastery is built over that site. It certainly would be a site worthy of investigation by adventurers. [This is location 5 in the Week of Adventure Locations].
Adventure Location: Just west of Rookroost, halfway to the edge of the Great Owl Forest, there stands an empty monastery. It was once built by traveling priests of the order of Brother Ian, to stand as a northern library of knowledge and information (it was to rival the great southern archivist site of Parn Tandalorn, but of course that never happened), to be called the Celerium of Great Truth. The monks and nuns that settled there, following the heirarchy of priests leading the site, helped to work the land, and prepare an impressive structure. All was going well, in the early days of the site.
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| Inside of the Grand Dome of the Celerium |
The Glade of Time - Week of Adventures Location 4
This area is located in the Darkearth Plains region, to the west of the Greywater River. This information was originally posted, as part of the Week of Adventure Locations.The original was posted along with the description of the River Jarl steading of Hearth Home. The Glade itself is to the west of Hearth Home, past the Ice Lake, and inside the borders of the Great Owl Forest.
Adventure Location: At a point north of the tower of Belue Gorm, just inside the Great Owl Forest, there is a glade of great repute. It is difficult to find, more so since it relies on magic to keep itself hidden, but if one can locate it, at the center of the glade stands a singular tree, known as the Clock of the Great Druid. It has been surmised that this tree, and it's peculiar magical properties, are due to magical machinations of the Master of the Silver Order of Druids, located not far away (in the Darkearth Plains) at the Star Tower in the southern reaches of the Aghanz Hills. The Master of the Silver Order, however, has denied any participation in the construction of the Clock, and further maintains that the Masters and Mistresses preceding him had nothing to do with it either. Still, the name Clock of the Great Druid remains.
Within the glade, time does not function in the normal predictable way. It does not even function in any of the known magical ways that those learned in such things could predict or name. It has the effect of opening up vistas and portals into the distant past, the far future, and everything in between. Nor does it seem to be limited to the current location of the Glade. Some anti-spherist astronomers claim that this gives support to their claim that the Valley, and all its inhabitants, are somehow moving through an etheric substance, so that the location of the Glade may change, but somehow the coordinates of the magical time portal do not. This is rejected by most scholars, however.
The glade is a place where a band of adventurers can go to encounter all manner of unpredictable encounters, from all worlds and all times. It is not uncommon, as is reported by the few who return, that both past and future versions of a visitor to the glade could be encountered.
One of the curious effects of the effects within the glade, is that it makes communication with certain elder beings, and their servants, possible. As there is no way to control this, it seems unlikely that this was a desired effect, especially given the wholly damning and destructive nature of encounters with some of those beings, however it has been reported (or at least rumored). It is possible, however, due to this characteristic of the glade, that the Clock was the construct of the Old Ones, maybe even Ba'a Zarn the builder. [This is location 4 in the Week of Adventure Locations.]
Adventure Location: At a point north of the tower of Belue Gorm, just inside the Great Owl Forest, there is a glade of great repute. It is difficult to find, more so since it relies on magic to keep itself hidden, but if one can locate it, at the center of the glade stands a singular tree, known as the Clock of the Great Druid. It has been surmised that this tree, and it's peculiar magical properties, are due to magical machinations of the Master of the Silver Order of Druids, located not far away (in the Darkearth Plains) at the Star Tower in the southern reaches of the Aghanz Hills. The Master of the Silver Order, however, has denied any participation in the construction of the Clock, and further maintains that the Masters and Mistresses preceding him had nothing to do with it either. Still, the name Clock of the Great Druid remains.
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| Clock of the Great Druid - in the glade of time |
The glade is a place where a band of adventurers can go to encounter all manner of unpredictable encounters, from all worlds and all times. It is not uncommon, as is reported by the few who return, that both past and future versions of a visitor to the glade could be encountered.
One of the curious effects of the effects within the glade, is that it makes communication with certain elder beings, and their servants, possible. As there is no way to control this, it seems unlikely that this was a desired effect, especially given the wholly damning and destructive nature of encounters with some of those beings, however it has been reported (or at least rumored). It is possible, however, due to this characteristic of the glade, that the Clock was the construct of the Old Ones, maybe even Ba'a Zarn the builder. [This is location 4 in the Week of Adventure Locations.]
Dungeons of Igo Umblar - Week of Adventures Location 1
This adventure location was originally part of the writeup on Icewall, the Riverjarl Steading. This location is near the Greywater River, in the Darkearth Plains. It is located on the River Jarl map. It is adventure 1 in the Week of Adventure Locations.
Adventure Location: Several days journey, but not a journey to be undertaken by those unfamiliar with the Ice Father, across the glacial ice - there lies a series of small villages of ice people. They live in curious round houses, made of ice and snow, and live by hunting ice worms and sometimes ride ice spiders in great hunts for the white frost-yaks that live on the glacier.
Among these ice people is said to be knowledge of a hollowed out rift in the glacier, where the mouth of an ancient castle, long buried by the ice. This castle, which lies mostly underground (and almost all under ice) was perhaps built by the Old Ones. Regardless, today the ice people believe it is home to the feared four armed glacial beast. The glacial beast is a very large (12' tall) clawed creature that lives on man flesh. The glacial beast is rumored to be able to run silently, among the swirling blind driving snow of the northern blizzards, and attacks caravans of travelers who are foolish enough to be out on the ice during such storms. Among the ice people, there is a tradition of hunting the glacial beast as a mark of entry into adulthood. Both male and female members of the ice people tribe take part in this hunt, and it involves small teams of the tribe members who are coming of age each winter to go out among the fiercest of storms, carrying only spears tipped with narwhal horns, and riding the ice spiders that they are fond of . Occasionally, a small band of these villagers attempting to prove that they are worthy hunters will return with the severed claws of a glacial beast. Equally likely, however, are the years when none return.
Other than being the home of the glacial beast, however, the icy covered black stone castle entrance is likely to be the portal to one of the most mysterious locations in the north - the fabled dungeons of Igo Umblar. Igo Umblar is legendarily known among the archivists as the astral navigator who eventually led some of the Old Ones to leave after the ancient troubles with the members of the Seely Court. His underground domain would certainly be a dungeon worth exploring, and should be home to all sorts of enigmatic treasures, as well as fearsome creatures left over from the reign of the Old Ones. [This is location 1 in the Week of Adventure Locations]
Adventure Location: Several days journey, but not a journey to be undertaken by those unfamiliar with the Ice Father, across the glacial ice - there lies a series of small villages of ice people. They live in curious round houses, made of ice and snow, and live by hunting ice worms and sometimes ride ice spiders in great hunts for the white frost-yaks that live on the glacier.
Among these ice people is said to be knowledge of a hollowed out rift in the glacier, where the mouth of an ancient castle, long buried by the ice. This castle, which lies mostly underground (and almost all under ice) was perhaps built by the Old Ones. Regardless, today the ice people believe it is home to the feared four armed glacial beast. The glacial beast is a very large (12' tall) clawed creature that lives on man flesh. The glacial beast is rumored to be able to run silently, among the swirling blind driving snow of the northern blizzards, and attacks caravans of travelers who are foolish enough to be out on the ice during such storms. Among the ice people, there is a tradition of hunting the glacial beast as a mark of entry into adulthood. Both male and female members of the ice people tribe take part in this hunt, and it involves small teams of the tribe members who are coming of age each winter to go out among the fiercest of storms, carrying only spears tipped with narwhal horns, and riding the ice spiders that they are fond of . Occasionally, a small band of these villagers attempting to prove that they are worthy hunters will return with the severed claws of a glacial beast. Equally likely, however, are the years when none return.
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| Glacial entrance to the dungeons of Igo Umblar |
Other than being the home of the glacial beast, however, the icy covered black stone castle entrance is likely to be the portal to one of the most mysterious locations in the north - the fabled dungeons of Igo Umblar. Igo Umblar is legendarily known among the archivists as the astral navigator who eventually led some of the Old Ones to leave after the ancient troubles with the members of the Seely Court. His underground domain would certainly be a dungeon worth exploring, and should be home to all sorts of enigmatic treasures, as well as fearsome creatures left over from the reign of the Old Ones. [This is location 1 in the Week of Adventure Locations]
Sep 23, 2012
Floating Horror - Vile menace to man and beast
A single floating horror is similar to a gelatinous cube (similar in size, composition and mass - but round, like a jelly fish, rather than cube-shaped) that floats along, usually without apparent goal or intellect guiding its path, about 10 feet above the ground. They tend to follow the curve of the earth, sometimes slowly rising up hill sides, sometimes moving more rapidly down slope, and along river valleys. They trail a wicked assortment of stinging tentacles, however, that have the ability to paralyze, and then draw whatever they ensnare up into the jelly-like body for decomposition and digestion.
Such a beast is horrible enough, but they tend to move about in swarming flocks, sometimes as many as hundreds across, covering acres and acres of country side (they spread out, and their tentacles can cover a patch of ground some 30' x 30' underneath them, and extending 20' in each direction). The swarm will move over the land, attempting to avoid extremely rough cuts and cliffs, and also forest, but otherwise not stopping. Occasionally, a floating horror will collide with a large stone structure and become ensnared there, while it's tentacles search out inside the building looking for prey and food. Most smaller buildings, or those made of materials less dense than iron or stone, will be bumped into by the floating horror, and it will slowly bobble over the structure, damaging it with their acidic tentacles, and making a meal out of whatever living that they encounter along the way.
Electricity, fear, hold person or hold monster, paralyzation, polymorph and sleep based attacks will have no affect, the same as with gelatinous cubes (see standard reference here). Fire and heat based attacks entitle the floating horror to a saving throw vs. magic, and if failed, will do a maximum of 1d4 points of damage.
A strike by a tentacle will cause the victim to make a save vs. paralysis, or be paralyzed for 5-20 rounds. Regardless, a strike will do damage (see below). Every 5' square within the 30' x 30 area covered by the tentacles is attacked once each round. There are simply too many tentacles to effectively remove them, without killing the floating horror.
All normal weapons do damage, but thrown or missile weapons are then lost inside the floating horror, to be retrieved after combat. Wood and leather inside the floating horror takes days to be decomposed by the acidic jelly, so recovered weapons that have only been inside a short amount of time should be okay. Metal and gems are not affected, making the floating horror that has recently been near a populated area likely to contain treasures (as per the gelatinous cube, again).
The biggest danger floating horrors pose is that they are completely and utterly silent, and largely clear, making them extremely difficult to spot in anything but pure daylight. A settlement that is aware of them, can ward them off (usually) with fire and long polearms. A settlement that is overrun without warning will only react with the first horrific screams of acid burns from tentacles, and the disappearance of livestock and family members up into the floating horrors.
Floating Horror
Num Appearing: 2d6 (minor group); or 1d6x100 (mass migration - very rare)
Alignment: neutral
Movement: 30'/round
Armor Class: 7
Hit Dice: 4hd
Attacks: 1 attack per 5' square, in a 30' x 30' area - tentacle sting
Damage: 1d6+2; save vs. paralysis (if fail, then par. 5d4 rounds)
Save: F4
Morale: not applicable
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| Floating horrors getting close to a forest, and turning away. |
Such a beast is horrible enough, but they tend to move about in swarming flocks, sometimes as many as hundreds across, covering acres and acres of country side (they spread out, and their tentacles can cover a patch of ground some 30' x 30' underneath them, and extending 20' in each direction). The swarm will move over the land, attempting to avoid extremely rough cuts and cliffs, and also forest, but otherwise not stopping. Occasionally, a floating horror will collide with a large stone structure and become ensnared there, while it's tentacles search out inside the building looking for prey and food. Most smaller buildings, or those made of materials less dense than iron or stone, will be bumped into by the floating horror, and it will slowly bobble over the structure, damaging it with their acidic tentacles, and making a meal out of whatever living that they encounter along the way.
Electricity, fear, hold person or hold monster, paralyzation, polymorph and sleep based attacks will have no affect, the same as with gelatinous cubes (see standard reference here). Fire and heat based attacks entitle the floating horror to a saving throw vs. magic, and if failed, will do a maximum of 1d4 points of damage.
A strike by a tentacle will cause the victim to make a save vs. paralysis, or be paralyzed for 5-20 rounds. Regardless, a strike will do damage (see below). Every 5' square within the 30' x 30 area covered by the tentacles is attacked once each round. There are simply too many tentacles to effectively remove them, without killing the floating horror.
All normal weapons do damage, but thrown or missile weapons are then lost inside the floating horror, to be retrieved after combat. Wood and leather inside the floating horror takes days to be decomposed by the acidic jelly, so recovered weapons that have only been inside a short amount of time should be okay. Metal and gems are not affected, making the floating horror that has recently been near a populated area likely to contain treasures (as per the gelatinous cube, again).
The biggest danger floating horrors pose is that they are completely and utterly silent, and largely clear, making them extremely difficult to spot in anything but pure daylight. A settlement that is aware of them, can ward them off (usually) with fire and long polearms. A settlement that is overrun without warning will only react with the first horrific screams of acid burns from tentacles, and the disappearance of livestock and family members up into the floating horrors.
Floating Horror
Num Appearing: 2d6 (minor group); or 1d6x100 (mass migration - very rare)
Alignment: neutral
Movement: 30'/round
Armor Class: 7
Hit Dice: 4hd
Attacks: 1 attack per 5' square, in a 30' x 30' area - tentacle sting
Damage: 1d6+2; save vs. paralysis (if fail, then par. 5d4 rounds)
Save: F4
Morale: not applicable
Sep 21, 2012
Ice Serpent - Giant electrified Snake
The Ice Serpent is a fearsome beast, often found burrowing, and appearing up out of the ground in an ambush, attacking humans, beasts of burden, and sometimes even armed bands and convoys.
They travel in groups of up to 6, and will coordinate their appearance from underground such that they will attempt to surround a group.
It has been conjectured that the Ice Serpent is some relative to the Remorhaz This is unknown.
The Ice Serpent will attack by biting, or by smashing. It can smash up to 2 M or 4 S size targets, provided they are all adjacent to each other. It can only bite one, but if it does, it will not let go, and will continue to do damage. Once a victim has taken half of it's total damage from biting, it means it has been swallowed, and will have 1d4+1 rounds to live, unless cut out of the Ice Serpent. Only targets of up to M size can be swallowed.
Use of magical items (including weapons that try to strike, but only including armor if the wearer was the target of a melee attack), or casting of magical spells, within 15' of an Ice Serpent will cause it to arc electricity. The electricity will arc out and strike all targets (friend or foe) within 15 feet of the Serpent, doing 5d6 (save vs. spell for half damage). There is no limit to how many times this may happen, but only once per round.
The head of the Ice Serpent is covered in thick, armored plates, but the armor is much softer. The main foe of an Ice Serpent (whomever the Serpent is trying to bite) can only attack the head (AC 2)- others can attack the body (AC 4). Other that the target fighting the head, up to 5 other M size foes can strike a serpent.
If the Ice Serpent performs a successful smashing attack, the smashed foe has been knocked down and cannot further act this round.
Ice Serpent
Num Appearing: d4 + 2
Alignment: Neutral Evil
Movement: 90' - will ambush from underground
Armor Class: 2 front (4 side and rear)
Hit dice: 10d8
Attacks: bite OR smash (vs. 2 or more foes); electrical discharge when near magic
Damage: Bite does 2d6 damage; Smash does 1d8+2; Electrical discharge does 5d6.
Save: F8
Morale: 8 (drops to 6 if faced with fire magic or heat magic)
They travel in groups of up to 6, and will coordinate their appearance from underground such that they will attempt to surround a group.
It has been conjectured that the Ice Serpent is some relative to the Remorhaz This is unknown.
The Ice Serpent will attack by biting, or by smashing. It can smash up to 2 M or 4 S size targets, provided they are all adjacent to each other. It can only bite one, but if it does, it will not let go, and will continue to do damage. Once a victim has taken half of it's total damage from biting, it means it has been swallowed, and will have 1d4+1 rounds to live, unless cut out of the Ice Serpent. Only targets of up to M size can be swallowed.
Use of magical items (including weapons that try to strike, but only including armor if the wearer was the target of a melee attack), or casting of magical spells, within 15' of an Ice Serpent will cause it to arc electricity. The electricity will arc out and strike all targets (friend or foe) within 15 feet of the Serpent, doing 5d6 (save vs. spell for half damage). There is no limit to how many times this may happen, but only once per round.
The head of the Ice Serpent is covered in thick, armored plates, but the armor is much softer. The main foe of an Ice Serpent (whomever the Serpent is trying to bite) can only attack the head (AC 2)- others can attack the body (AC 4). Other that the target fighting the head, up to 5 other M size foes can strike a serpent.
If the Ice Serpent performs a successful smashing attack, the smashed foe has been knocked down and cannot further act this round.
Ice Serpent
Num Appearing: d4 + 2
Alignment: Neutral Evil
Movement: 90' - will ambush from underground
Armor Class: 2 front (4 side and rear)
Hit dice: 10d8
Attacks: bite OR smash (vs. 2 or more foes); electrical discharge when near magic
Damage: Bite does 2d6 damage; Smash does 1d8+2; Electrical discharge does 5d6.
Save: F8
Morale: 8 (drops to 6 if faced with fire magic or heat magic)
Sep 15, 2012
Frost Rhino - Eldritch version of an Ice Age horror
The Frost Rhino appears, at first glance, to be a larger version of a wooly rhino. However, other than being much larger, it is (like a Wooly Rhino) colored between brown and nearly white, but the massive horn of a Frost Rhino is made of an incredibly dense rock/ice mixture, leading some to think it may have some of the characteristics of a gargoyle.
The creature is capable of three physical attacks - the massive horn, and two vicious front hooves. If the Rhino charges, the horn does double damage, but the hooves cannot attack that round.
Additionally the Rhino's horn is a source of powerful magic. Whenever a Frost Rhino is struck, a small band of Kobolds (1d6) will appear and begin fighting the Rhino's enemy. The Rhino itself and all Kobolds within 20' of it can only be struck by magical weapons of at least +1 magic. There is no limit to the number of Kobolds that can appear, and in fact up to 8 of them can ride on the Rhino itself flinging missiles and squeeking horrible obscenities.
The Frost Rhinos were first created by a servant of Dralizar, known as Kuuv, the master of the Blue Devils (kobolds). Kuuv intended his magical version of a wooly rhino to be the mystic mounts on which his blue devls would storm out of the Unseely Realms (where they are despised and abused by the goblinoid races), to conquer the whole valley, taking it from the Old Ones. Well, the Goblin King of the Unseely Realm had other ideas, and released the Frost Rhinos into theworld, without the blue devils.
In addition to the magical link to the Kobbolds, the Frost Rhino has a frigid breath wapon, and a magic resistance to any fire or heat based magic attacks (35%).
Frost Rhino
Num Appearing: d2
Alignment: Chaotic Evil
Movement: 120'
Armor Class: 3 front (5 side and rear)
Hit dice: 10hd
Attacks: horn, 2 hooves, cold breath (3x per day)
Damage: horn 2d12 (double on charge), hooves 1d8+2 each, cold breath 6d6, save for half
Save: F10
Morale: 9
The creature is capable of three physical attacks - the massive horn, and two vicious front hooves. If the Rhino charges, the horn does double damage, but the hooves cannot attack that round.
![]() | |
| Frost Rhino - displaying curious magical horn |
Additionally the Rhino's horn is a source of powerful magic. Whenever a Frost Rhino is struck, a small band of Kobolds (1d6) will appear and begin fighting the Rhino's enemy. The Rhino itself and all Kobolds within 20' of it can only be struck by magical weapons of at least +1 magic. There is no limit to the number of Kobolds that can appear, and in fact up to 8 of them can ride on the Rhino itself flinging missiles and squeeking horrible obscenities.
The Frost Rhinos were first created by a servant of Dralizar, known as Kuuv, the master of the Blue Devils (kobolds). Kuuv intended his magical version of a wooly rhino to be the mystic mounts on which his blue devls would storm out of the Unseely Realms (where they are despised and abused by the goblinoid races), to conquer the whole valley, taking it from the Old Ones. Well, the Goblin King of the Unseely Realm had other ideas, and released the Frost Rhinos into theworld, without the blue devils.
In addition to the magical link to the Kobbolds, the Frost Rhino has a frigid breath wapon, and a magic resistance to any fire or heat based magic attacks (35%).
Frost Rhino
Num Appearing: d2
Alignment: Chaotic Evil
Movement: 120'
Armor Class: 3 front (5 side and rear)
Hit dice: 10hd
Attacks: horn, 2 hooves, cold breath (3x per day)
Damage: horn 2d12 (double on charge), hooves 1d8+2 each, cold breath 6d6, save for half
Save: F10
Morale: 9
Sep 13, 2012
Ice Wyrm - the source of the cold
The Ice Wyrm is much smaller than it's larger, semi-mythical cousin, the Frost Worm. There are those explorers - rangers and others - who claim to have encountered Frost Worms in the far northern reaches of the Destriel Mountains. That may or may not be, but in the Darkearth Plains, in areas as far south as King's Highway, the smaller - and very dangerous - Ice Wyrm has been encountered. And where ever it is found it is a true ecological disaster.
The Ice Wyrm appears to be a large snake (approximately 8-12 feet in length, in adult form), blue in hue, and given to burrowing. It appreciates softer, less rocky, soils - and especially near waterways. Like it's larger cousin, the Frost Worm, the Ice Wyrm gives off a field of intense cold, however it is not so strong a field of cold as to cause damage. It will, however, affect physical objects in contact with the Ice Wyrm (see below).
The Ice Wyrm, where it burrows, tends to give the ground some of the characteristics of a tundra region affected by permafrost. This will cause the air layers above the ground to cool significantly, and when Ice Wyrms infest a region - say a valley, or dale - then it can even impact the local micro-weather patterns. This results in more frequent snows, longer lasting snow accumulation, rain the becomes hail, and damage to livestock and crops.
If the Ice Wyrm comes in contact with water, however, the reason for it's name becomes apparent. All but the swiftest moving bodies of water will instantly freeze, within a 100' radius of the Ice Wyrm. The Wyrm itself can then burrow through the ice as quickly as a sea snake could swim through water. This ice effect extends in all directions, including down. Such an ice impact could take days to thaw out, and of course there are other Wyrms in the area chilling down the ground around the waterway, and even the air around the region - making it even more difficult that the ice will melt. Converting a stream that is flowing out of some highlands into Ice at some point, will immediately serve as a dam, and the blackflow of water will wash over the ice, and out over the banks onto the surrounding land. That will also, of course, freeze under the influence of the Wyrms, creating vast ice fields next to waterways.
The intense cold of the Wyrm's body makes contact with it for physical objects very dangerous. Any non-magical weapon that strikes the Wyrm will shatter 50% of the time - roll 1d6, on a 4-6 the weapon shatters. The weapon still does full damage against the Wyrm for that strike, but after that it is useless.
The withering icy gaze of the Ice Wyrm is one of the things that makes it dangerous to deal with. It is a gaze that will petrify the victim (range 20'), if the victim fails a petrification saving throw. The effect will last approximately 1 hour, and at that time the victim will be completely rattled from being frozen, that it will move at half speed, and no attacks or spells, for another hour. During that second hour, the victim is blind. The defense against the icy gaze is to not look at the Ice Wyrm.
Ice Wyrm
Num Appearing: 1d6
Alignment: neutral
Movement: 60'/round (120' through ice or snow)
Armor Class: 4 (frosty blue scales)
Hit Dice: 4hd
Attacks: Bite; Cold Gaze
Damage: 1d8 per bite
Save: F2
Morale: 9
The Ice Wyrm appears to be a large snake (approximately 8-12 feet in length, in adult form), blue in hue, and given to burrowing. It appreciates softer, less rocky, soils - and especially near waterways. Like it's larger cousin, the Frost Worm, the Ice Wyrm gives off a field of intense cold, however it is not so strong a field of cold as to cause damage. It will, however, affect physical objects in contact with the Ice Wyrm (see below).
The Ice Wyrm, where it burrows, tends to give the ground some of the characteristics of a tundra region affected by permafrost. This will cause the air layers above the ground to cool significantly, and when Ice Wyrms infest a region - say a valley, or dale - then it can even impact the local micro-weather patterns. This results in more frequent snows, longer lasting snow accumulation, rain the becomes hail, and damage to livestock and crops.
If the Ice Wyrm comes in contact with water, however, the reason for it's name becomes apparent. All but the swiftest moving bodies of water will instantly freeze, within a 100' radius of the Ice Wyrm. The Wyrm itself can then burrow through the ice as quickly as a sea snake could swim through water. This ice effect extends in all directions, including down. Such an ice impact could take days to thaw out, and of course there are other Wyrms in the area chilling down the ground around the waterway, and even the air around the region - making it even more difficult that the ice will melt. Converting a stream that is flowing out of some highlands into Ice at some point, will immediately serve as a dam, and the blackflow of water will wash over the ice, and out over the banks onto the surrounding land. That will also, of course, freeze under the influence of the Wyrms, creating vast ice fields next to waterways.
The intense cold of the Wyrm's body makes contact with it for physical objects very dangerous. Any non-magical weapon that strikes the Wyrm will shatter 50% of the time - roll 1d6, on a 4-6 the weapon shatters. The weapon still does full damage against the Wyrm for that strike, but after that it is useless.
The withering icy gaze of the Ice Wyrm is one of the things that makes it dangerous to deal with. It is a gaze that will petrify the victim (range 20'), if the victim fails a petrification saving throw. The effect will last approximately 1 hour, and at that time the victim will be completely rattled from being frozen, that it will move at half speed, and no attacks or spells, for another hour. During that second hour, the victim is blind. The defense against the icy gaze is to not look at the Ice Wyrm.
Ice Wyrm
Num Appearing: 1d6
Alignment: neutral
Movement: 60'/round (120' through ice or snow)
Armor Class: 4 (frosty blue scales)
Hit Dice: 4hd
Attacks: Bite; Cold Gaze
Damage: 1d8 per bite
Save: F2
Morale: 9
Sep 12, 2012
Frost Moth - winged terror of the Darkearth Plains
Imagine a white moth, the size of a draft horse, that can breathe a deadly cone of cold attack. Now imagine a group of 5 or 6 monstrosities attacking your herd of animals, or your family. That is the reality that rural Westroners and Storm King Barbarians have to deal with on a daily basis in the Darkearth Plains.
This monstrosity is the Frost Moth. A truly terrifying creature, but worse so because they hunt in packs. There is a type of pine tree that grows in the Darkearth Plains called the Cloudscraper Pine, which grows to truly large and impressive heights. The extremely caustic resin the trees give off make sure that not too many grow in one place, so they may appear in a forest, surrounded by smaller hardier plants, or they may appear out in the plains, or on rolling hills, as singleton trees. This is where the Frost Moth makes it's home - high in the branches of these gargantuan trees, but only where the weather is quite cold. It appears as a very large, white moth, with strange fire and flame symbols in it's wing design.
The Frost Moth is almost universally feared, and fought with extreme prejudice whenever encountered by landowners or feudal armsmen, but there are a few who actively seek it out. Both Rangers and Druids would have knowledge of how to remove the heartstones, a curious gem-like mineral deposit that gathers on the heart of the Frost Moth. A heartstone will, if carried or worn as a piece of jewelry, provide protection to the bearer against heat and fire based attacks (+2 saving throw). An adult Frost Moth will likely have 1d4-1 heartstones (not all moths have them, but most have one or more).
The larvae of the Frost Moth are about as big around as a large dog, and perhaps twice as long. They danger they pose is that they have a curious habit of wanting to DESPERATELY eat any long dead, and dried out timber. As this includes houses and wagons, they are often found wallowing in the a semi-consumed structure or vehicle, the morning after a food frenzy for the larval moth. Physically they are largely defenseless, however, their body juices are dangerous, and if a limb is coated in them for much more than a few seconds, the extremely frigid nature of the juices can render a dangerous case of frost bite to the coated limb.
Frost Moth
Num Appearing: 1d4+2
Alignment: neutral
Movement: Fly 180'/round
Armor Class: 4 (tough hide)
Hit Dice: 7hd
Attacks: Bite, Wind Blast, Cone of Cold
Damage: Bite - 1d8+2; Wind Blast - 2d6, and d20 vs. Dex to avoid falling down; Cone of Cold - 5d6, Save vs. Breath Weapon for half.
Save: F7
Morale: 9
The Bite of the moth is dangerous enough, doing 1d8 +2 points of damage. The Wind Blast, however, is powerful enough to affect everyone in a 60'x60' area. By attacking with the Wind Blast, however, the Frost Moth exposes it's weakness. The spot where the body meets the wings is only AC 8. Further, if the Frost Moth suffers 7 points or more to the underside of a wing, that wing is disabled, and the Moth cannot fly or do a Wind Blast attack until healed. The Frost Moth may perform it's Cone of Cold attack once per hour.
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| Fiery designs of the wings of a Frost Moth |
This monstrosity is the Frost Moth. A truly terrifying creature, but worse so because they hunt in packs. There is a type of pine tree that grows in the Darkearth Plains called the Cloudscraper Pine, which grows to truly large and impressive heights. The extremely caustic resin the trees give off make sure that not too many grow in one place, so they may appear in a forest, surrounded by smaller hardier plants, or they may appear out in the plains, or on rolling hills, as singleton trees. This is where the Frost Moth makes it's home - high in the branches of these gargantuan trees, but only where the weather is quite cold. It appears as a very large, white moth, with strange fire and flame symbols in it's wing design.
The Frost Moth is almost universally feared, and fought with extreme prejudice whenever encountered by landowners or feudal armsmen, but there are a few who actively seek it out. Both Rangers and Druids would have knowledge of how to remove the heartstones, a curious gem-like mineral deposit that gathers on the heart of the Frost Moth. A heartstone will, if carried or worn as a piece of jewelry, provide protection to the bearer against heat and fire based attacks (+2 saving throw). An adult Frost Moth will likely have 1d4-1 heartstones (not all moths have them, but most have one or more).
![]() | |
| Larval Frost Moth, approximately 8 feet long |
Frost Moth
Num Appearing: 1d4+2
Alignment: neutral
Movement: Fly 180'/round
Armor Class: 4 (tough hide)
Hit Dice: 7hd
Attacks: Bite, Wind Blast, Cone of Cold
Damage: Bite - 1d8+2; Wind Blast - 2d6, and d20 vs. Dex to avoid falling down; Cone of Cold - 5d6, Save vs. Breath Weapon for half.
Save: F7
Morale: 9
The Bite of the moth is dangerous enough, doing 1d8 +2 points of damage. The Wind Blast, however, is powerful enough to affect everyone in a 60'x60' area. By attacking with the Wind Blast, however, the Frost Moth exposes it's weakness. The spot where the body meets the wings is only AC 8. Further, if the Frost Moth suffers 7 points or more to the underside of a wing, that wing is disabled, and the Moth cannot fly or do a Wind Blast attack until healed. The Frost Moth may perform it's Cone of Cold attack once per hour.
Sep 10, 2012
Darkearth Plains - Wilderness Encounter System
Taking a break from finishing the Ostigaar Web dungeon, I have decided that it is time to present the encounter charts that I have been working on for the Darkearth Plains (see map here).
[NOTE: This has been edited, as of Sept 14]
As mentioned earlier, the region of the Darkearth Plains is one of conditions very similar to the Pleistocene era on Earth. Many of the animals we are familiar with from the fossil record of that time are present in the Valley of the Old Ones, specifically in this region. Also, even as far south as the Great River, the weather in the Darkearth Plains is notably cold. These two features (the presence of the large animals we think of as Ice Age mammals; and the very cold weather) combine to provide an interesting wilderness encounter matrix.
The encounter system works like this:
Each day is divided up into four 6-hour periods. They are called Dawn, Day, Dusk and Night.
From this rough outline of time periods, for each one that the players spend the majority of the time outside of human habitation, roll 2d6. On a basic score of 9+ there is an encounter. If the season's weather has been particularly rough, then add +1 to the roll (more of these creatures - which represent the aggressors in the food chain - will be prowling for food when the weather is tough). If the player party has any rangers or druids in it, add or subtract one each, at the player's whim.
If the score is successful, then check the following table to see what the chance for surprise is, as well as the likely range of the initial encounter.
If the surprise number is rolled, this means that the encounter is present before the party is aware of them. If the surprise roll is failed, then the party is somehow aware of the encounter at the same time as it appears. Once it appears, normal rules for surprise and perception should apply.
Once an encounter has been determined, then roll two 6 sided dice, and consult the following table. Add +1 to the Red dice if they players are within 10 miles of a sizeable human settlement/habitation (sizeable means more than 100 humans, demihumans, or humanoids living in a regular place - such as a town, castle, fortress, etc).
This will generate a letter. Then for each of the terrain types listed below, this will give an encounter. Many of these are already detailed with statistics inside the OSR reference document (posted here). Other creatures will be detailed in a future posting on this blog.
There are several entries that call for consulting a subtable. These are presented below, with regional specific notes (for instance, human encounters in the Aghanz hills are likely to be Shagmen, whereas human encounters near any of the three Baronies in the region are likely to be typical medieval period humans).
Humans
Ever since the invasion of the Westroners into the Valley of the Old Ones, they have dominated the landscape, at least from the point of view of civilized beings. The Westron Baronies (independent Kingdoms in all but name) represent the only really organized political entities within the Valley. Before the Westroners arrived, of course, the barbarians (the Sun King tribes, the Storm King tribes, and oddities like the Shagmen) existed, but not in the same numbers. This subtable is a way to determine what sort of band of humans are encountered, when they are.
Others
This entry represents intelligent beings, that may have a reasonable level (not necessarily advanced, however) of organization and structure, but that are not Humans or Demi-Humans.
In some regions of the Darkearth Plains, it is not necessary to roll on this table.
Demi-Humans
This subtable is a way to determine which of the several types of Demi-Humans that are present within the valley get encountered. When encountered, Demi-Humans are almost always on their own (nearly inscrutable) business. This table just gives the broad type that might be expected.
In certain regions of the Darkearth Plains, there is little reason to roll the dice. For instance, in the Harp Woods or the Great Owl Forest, almost all Demi-Human encounters will be with Elves. In the Aghanz Hills, especially near Flintgate, they will be Gnomes. Up in the Destriel Mountains it will be Dwarves. Halflings mingle with human habitations, especially with the many towns that are dependent on the Baronial cities.
In other areas, or if variety is simply wished for, the following table can be consulted.
Giants
In the case of Ogres and Hill Giants, these will be led by an evil, high level human (such as an evil high priest, an evil thief, or an evil fighter). Trolls may be being followed (35%) by a band (3d6) of goblins that worship trolls. If so, these will join in any fight that the trolls themselves get involved in.
Dragons
If there is more than 1 of these creatures in an encounter, there will be a nest somewhat nearby, that contains 1d4 young.
Special
[NOTE: This has been edited, as of Sept 14]
As mentioned earlier, the region of the Darkearth Plains is one of conditions very similar to the Pleistocene era on Earth. Many of the animals we are familiar with from the fossil record of that time are present in the Valley of the Old Ones, specifically in this region. Also, even as far south as the Great River, the weather in the Darkearth Plains is notably cold. These two features (the presence of the large animals we think of as Ice Age mammals; and the very cold weather) combine to provide an interesting wilderness encounter matrix.
The encounter system works like this:
Each day is divided up into four 6-hour periods. They are called Dawn, Day, Dusk and Night.
From this rough outline of time periods, for each one that the players spend the majority of the time outside of human habitation, roll 2d6. On a basic score of 9+ there is an encounter. If the season's weather has been particularly rough, then add +1 to the roll (more of these creatures - which represent the aggressors in the food chain - will be prowling for food when the weather is tough). If the player party has any rangers or druids in it, add or subtract one each, at the player's whim.
If the score is successful, then check the following table to see what the chance for surprise is, as well as the likely range of the initial encounter.
| Time of Day |
Chance of Surprise (2d6) |
Opening range of Encounter |
|---|---|---|
| Day | 9+ | 100-600 yards (1d6 x 100 yards) |
| Dawn, Dusk |
7+ | 40-240 yards (4d6 x 10 yards) |
| Night | 5+ | 20-80 yards (2d4 x 10 yards) |
- If the dice roll for surprise is successful, then the party is unaware of the encounter, initially, and the encounter range is half of what is rolled.
- If the encounter takes place in mountains or forest, halve the encounter range that is rolled.
- If the encounter is primarily a flying creature, then double the encounter range that is rolled.
If the surprise number is rolled, this means that the encounter is present before the party is aware of them. If the surprise roll is failed, then the party is somehow aware of the encounter at the same time as it appears. Once it appears, normal rules for surprise and perception should apply.
Once an encounter has been determined, then roll two 6 sided dice, and consult the following table. Add +1 to the Red dice if they players are within 10 miles of a sizeable human settlement/habitation (sizeable means more than 100 humans, demihumans, or humanoids living in a regular place - such as a town, castle, fortress, etc).
| White Dice |
Red Dice | ||||||
|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
| 1 | L | Q | S | U | W | X | N |
| 2 | L | B | H | H | D | N | N |
| 3 | K | B | F | E | D | N | N |
| 4 | K | A | E | F | C | M | M |
| 5 | J | A | G | G | C | M | M |
| 6 | J | P | R | T | V | Y | M |
This will generate a letter. Then for each of the terrain types listed below, this will give an encounter. Many of these are already detailed with statistics inside the OSR reference document (posted here). Other creatures will be detailed in a future posting on this blog.
| Encounter | Plains | Hills | River Valley | Forest | Mountains |
|---|---|---|---|---|---|
| Irish Deer | - | A,B | A,B | A | A,B |
| Mammoth | A,B | C | C | - | - |
| Mastadon | C | D,E | D,E | - | - |
| Giant Stag | D | F,G | F,G | - | C |
| Sabre Tooth Tiger | E | H | H,J,K | B,C,D | D |
| Dire Wolf | F | J | L,P | E,F,G | E,F,G |
| Cave Bear | - | K,L | - | H,J,K | J,K,L |
| Flightless Bird | G | P,Q | Q | - | - |
| Axebeak | H | - | - | L | - |
| Hammer Head (Titanothere) |
J | - | - | - | - |
| Humans (see subtable) |
M | M | M | M | M |
| Others (see subtable) |
N | N | N | N | N |
| Gargantua (Baluchitherium) |
K,L | - | - | - | - |
| Frost Moth | P,Q | R | Q | P,Q | P |
| Ice Wyrm | R | - | - | R,S | Q,R |
| Frost Rhino | S | S | S | - | - |
| Ice Serpent | T | T | - | T,U | S,T |
| Floating Horror | U | U | T,U | - | - |
| Giant (see subtable) |
V | V | V | V | U,V |
| Dragon (see subtable) |
W | W | W | W | W |
| DemiHuman (see subtable) |
X | X | X | X | X |
| Special (see subtable) |
Y | Y | Y | Y | Y |
There are several entries that call for consulting a subtable. These are presented below, with regional specific notes (for instance, human encounters in the Aghanz hills are likely to be Shagmen, whereas human encounters near any of the three Baronies in the region are likely to be typical medieval period humans).
Humans
Ever since the invasion of the Westroners into the Valley of the Old Ones, they have dominated the landscape, at least from the point of view of civilized beings. The Westron Baronies (independent Kingdoms in all but name) represent the only really organized political entities within the Valley. Before the Westroners arrived, of course, the barbarians (the Sun King tribes, the Storm King tribes, and oddities like the Shagmen) existed, but not in the same numbers. This subtable is a way to determine what sort of band of humans are encountered, when they are.
| Dice | Humans |
|---|---|
| 1 | Warrior |
| 2 | Religious |
| 3 | Merchants |
| 4 | Craftsmen |
| 5 | Raiders |
| 6 | Elite |
- Warrior
- A body of armed soldiery appropriate to the area encountered in.
- In the Aghanz Hills, or nearby, these will be Shagmen (2d6 warriors; 6d6 women and children)
- In the east, anywhere the Terrapin or Greywater rivers, they will be Storm King Barbarians (2d6 huscarls; 4d6 bondi)
- Anywhere near the Baronies or the Great River, they will be Westroners - Baronial Armsmen (2d6 knights; 4d6 sargents; 8d6 peasants)
- Anywhere else, it will likely be a band of Freebooters (2d6 fighters; 2d6 thieves; 4d6 thugs). These may be looking for work, or may be looking for mayhem.
- Religious
- 1d3 significant clerics (or druids); 2d6 lesser clergy (same order); 6d6 pilgrims, followers
- Merchants
- 1d6 Merchants or Family members; 2d6 armed guards (missile weapons and polearms); 4d6 servants and attendants.
- Craftsmen
- 2d6 craftsmen; 2d6 armed guards. 50% chance that an appropriate camp/settlement will be nearby to support the craft (charcoal burning camp; mine; lumber camp; fishing village; windmill; etc.
- Raiders
- 1d6 powerful leaders; 2d6 strong lieutenants; 4d6 thugs - from some culture "somewhere else" - here for thievery and mischief
- Elite
- This is some sort of out of the ordinary group of Humans, met traveling through the local area. If encountered at night, they will have a nearby camp.
- Adventure Party
- Questing Paladin; or Patrolling Ranger (with a unit of Northguard)
- Errant Knight
- Shaman (primitive) on vision quest
- Assassin on a mission
- Evil High Priest (otherwise, as Religious)
Others
This entry represents intelligent beings, that may have a reasonable level (not necessarily advanced, however) of organization and structure, but that are not Humans or Demi-Humans.
In some regions of the Darkearth Plains, it is not necessary to roll on this table.
- In the western part of the plains, near the Lost Mare River, any encounter of this type will be of the intelligent horses of the Great Herd, led by the Khan of All Horses.
- The area just north of the King's Highway near the Great Owl Forest is home to a federation of tribes of Broo (chaotic evil goat headed beastmen), called the Horned Ones.
- Along the Greywater River, in the lands of the Storm King Barbarians, there are tribal areas of the Furlingga (a particular language group of Gnolls, very advanced and organized compared to other bands of Gnolls).
- Between the Great Owl Forest and the Terrapin River, in the Terrapin Marsh, there are the notorious Marsh Trolls.
- In the west, where the great sinkholes near the Nightwash River are located, the influence of the Dark Elf Buccaneer kingdoms is significant.
- At the south end of the Lost Mare River, there is the Arriott Bottom Swamp. A very large community of Lizard Men dwell here.
| Dice | Others |
|---|---|
| 1 | Orcs (3d6) |
| 2 | Gnolls (3d6) |
| 3 | Goblins (5d6) |
| 4 | Bugbears (3d6) |
| 5 | Yeti (2d6) |
| 6 | Forest Folk (random type) (2d6, unless Badger, then only 1) |
Notes: In all cases, these will be appropriately armed as per their type, and will likely be accompanied by a number of lesser supportive beings, or henchmen. For instance, a band of Orcs will likely have a variety of different weapons, and shards of leather and metal armor, and will likely be accompanied by as many, again, half-orcs, and perhaps half as many goblins. In all cases, if possible, these will engage first with missile weapons. Entries #1-5 will be led by an evil human (either wizard, evil high priest, thief, or fighter) 40% of the time. Entry #6 has the same chance of being accompanied by a human leader, but in some cases he will be good. If entry 6 turns out to be Badger Folk, then the human is a Questing Partner, on a vision quest together.
Demi-Humans
This subtable is a way to determine which of the several types of Demi-Humans that are present within the valley get encountered. When encountered, Demi-Humans are almost always on their own (nearly inscrutable) business. This table just gives the broad type that might be expected.
In certain regions of the Darkearth Plains, there is little reason to roll the dice. For instance, in the Harp Woods or the Great Owl Forest, almost all Demi-Human encounters will be with Elves. In the Aghanz Hills, especially near Flintgate, they will be Gnomes. Up in the Destriel Mountains it will be Dwarves. Halflings mingle with human habitations, especially with the many towns that are dependent on the Baronial cities.
In other areas, or if variety is simply wished for, the following table can be consulted.
| Dice | Demi-Human |
|---|---|
| 1 | Elves (3d6) |
| 2 | Dwarves (3d6) |
| 3 | Gnomes (3d6) |
| 4 | Halflings (5d6) |
| 5 | Dark Elves (3d6) |
| 6 | Faery Folk (5d6) |
Elves
Number appearing are mounted elfin knights (elven chainmail, shield, lance, longsword, barded horse), with twice as many foot warriors in attendance (chainmail, polearms).
Dwarves
Each dwarf is a professional - miner, brewer, gemcutter, etc - but also a warrior. Likely to be armed with axes and crossbows, with shield and scale mail.
Gnomes
Each gnome is wearing flexible metal armor (usually chainmail) and armed with short bow, short sword, and carrying a small round shield. 70% chance to be led by an illusionist, either gnome or human.
Halflings
Led by a Sheriff, mounted on a small pony or ass. Others likely to have leather armor, slings, throwing axes, and short spears.
Dark Elves
If encountered during daylight hours, likely to be disguised as good elves. If encountered after dark, likely (65%) to be led by some high level organizer(s) of the band (1d6 driders; mindflayer; evil high priest; vampire
Faery Folk
There are likely to be a mixture of types here - faeries, brownies, pixies, leprechauns, talking animals, and others. Likely (65%) to be led by a noble faery (male or female) mounted on a Pseudo Dragon, with 1d6 retainers similarly mounted.
Giants
| Dice | Giants |
|---|---|
| 1 | Ogres (2d6) |
| 2 | Trolls (1d6+2) |
| 3 | Firbolg (1d6) |
| 4 | Hill Giants (2d6) |
| 5 | Frost Giants (1d6) |
| 6 | Mountain Giants (1d4) |
In the case of Ogres and Hill Giants, these will be led by an evil, high level human (such as an evil high priest, an evil thief, or an evil fighter). Trolls may be being followed (35%) by a band (3d6) of goblins that worship trolls. If so, these will join in any fight that the trolls themselves get involved in.
Dragons
| Dice | Dragons |
|---|---|
| 1 | Ice Wyrm (1d4+1) |
| 2 | Wyvern (1d4) |
| 3 | Roc (1) |
| 4 | White Dragon (1d2) |
| 5 | Red Dragon (1d2) |
| 6 | Green Dragon (1d2) |
If there is more than 1 of these creatures in an encounter, there will be a nest somewhat nearby, that contains 1d4 young.
Special
| Dice | Special |
|---|---|
| 1 | Wildfire (1d6 x 5 miles wide) |
| 2 | Zombie Horde (5d6 zombies) |
| 3 | Single, powerful undead (lich, vampire, etc) |
| 4 | Battlefield |
| 5 | Natural Hazard (cliff, quicksand, lightning, etc) |
| 6 | Stampeding herd/tribe (roll another encounter to see what it is) |
Aug 15, 2012
Developments
The past month have been a quiet one here at the Valley of the Old Ones blog, this is with good reason, however creative work on my game setting has not stopped.
First, the reason for the slow down - I have started a new position as an Assistant Professor in the School of Computer Science, at Columbus State University, in Columbus Georgia. This involved not only a change in job locations, but also a major move (across 4 states) for my family. But the move is done, and we are slowly getting things in our new (great) house settled.
Second, the creative work HAS been continuing, and I will begin posting again this week. This has been in four areas.
First, the reason for the slow down - I have started a new position as an Assistant Professor in the School of Computer Science, at Columbus State University, in Columbus Georgia. This involved not only a change in job locations, but also a major move (across 4 states) for my family. But the move is done, and we are slowly getting things in our new (great) house settled.
Second, the creative work HAS been continuing, and I will begin posting again this week. This has been in four areas.
- First, I have finished out rooms 11-41 of the Web of Ostigaar dungeon. Some great surprises there, and once I am finished I plan to gather the whole adventure into a pdf and post it as a downloadable product.
- Second, I have been gathering up the materials for the Cult of the White Shadow adventure, and am planning to enhance it somewhat (including the map and key to the estate that the dungeon is attached to, and some NPS stats), and also package it as a pdf file.
- Third, I have been working on wilderness encounters for the whole Darkearth Plains region of the Valley, where these adventures are located. The far eastern portion of the Darkearth Plains were developed when I discussed the various settlements of the Storm King Barbarians and their holdings, but the rest of the region have a very distinctive feel. It is a cold region (more-so in the north, but true throughout), and the local flora are very similar to the last major ice age on Earth, especially in North America. There are not only the typical late-Pleistocene era animals (megatherium, wooly mammoth, saber cats, wooly rhino, etc), but also some distinctive fantasy variations of these (dire sloth, frost rhinos, etc), and an approximation of fantasy neanderthals (the Shagmen of the Aghanz Hills).
- Fourth, I have resurrected an old dungeon that I wrote up a very long time ago, the Bear Caves of the Mad Dwarf. It features, among other things, some most excellent undead bears, a crazed dwarf jongleur, and a shrieking gargoyle. I am writing this up, and setting it in the Valley of the Old Ones setting, and also to submit it to an online project collecting content featuring interesting skeleton encounters. Skeletal Cave Bears will count for that, I hope. Especially when they have the ability to phase through walls.
Jul 7, 2012
Cloud Pillars of Werms
If you have visited the city, then you know that the pillars that rise up out of the Cambio Delve - those that the city of Werms is built upon - are constantly enshrouded in banks and banks of fluffy white clouds.
This, alchemists will tell us, has to do with the difference between the temperature and conditions of the airs that blow down out of the Destriel Mountains across the opening of the Delve, and the conditions of the rising airs that come up out of the abyssal depths of the Delve. An explanation that only matters to an alchemist, I know, but that is what it is.
Each pillar has its own name, of long tradition in the history of the ancient city, and some are known for certain structures that mark them as landscapes. Common features among many of the pillars are the irregular shape of their topmost tips - although the Westron builders have tamed that through building up stone structures in different layers, and at different heights, still the streets among those structures are very "hilly" in nature. On almost all of the pillars (the only exceptions being The Spire and Ancro Pillar) there is some natural water source. Some of these were natural, and others have been created through the centuries, by magical means. Much of the foodstuffs of the city, however, are grown in the pastoral lands in the rolling hills surrounding the Delve. Below are some brief descriptions of the different pillars.
A. Eindar Pillar - Eindar Pillar suffers somewhat in beauty and spendor because it is right next to the Mound of Etro. It is home to several notable sectors of town, including some noble villas, a number of highly skilled smiths (silver smiths, gold smiths, etc), and houses the main Aery of the City Guard Gryphons. Eindar Pillar has stone bridges connecting it to Learan Rock (B) and also the Mound of Etro (G). The abandoned lower city structure on Eindar Pillar is some of the oldest in the city, barring the Globe Keep on the Mound of Etro, and there are layers and layers of city buried underneath some. Much of the original layer consisted of villas owned by the leading equestrian families that served Baron Ap Etro. Among them was the famous Harmalan family. The ruined Harmalan villa is the location of the web-lair of Ostigaar.
B. Learan Rock - Learan Rock is home to many wealthy residences. Few businesses are here, other than personal service businesses (tailors, haberdashers, furriers, bath houses, and similar, but fewer than supposed because many households have their own skilled servants).
C. Pili Ronser - Pili Ronser is one of the few stone abutments that were originally settled by the Lass Indol people that traveled with Baron Ap Etro when they settled the city. They strong influence of these people is the reason for the Cathedral of Frigia Nor being here in Werms, and it is located on Pili Ronser. Pili, by the way, is a Lass Indol word meaning speartip. Pili Ronser is connected by stone bridges to Morning Glow (F) and Learan Rock (B). The Cathedral, is called Skyhome, and features a number of high soaring towers, with bronze exteriors, that shine brightly in the sun, when it fingers between the clouds.
D. Pili Timro - The two civic institutions that the Baron is most proud of are located here, along with much housing for artisans and craftsmen. The first institution is a school for the children of the "middle classes". In a Westron style city, that means the children of skilled labor, guild members, and merchants. It is simply called the Academy. Outside the Barony, it is referred to as the Werms Academy. It is one of a few such in the whole Valley, but a few hundred years back, Baron Hio Ap Yelton ("The Scribbling Baron") thought the Barony would benefit from widespread literacy.
The second such institution is the Baronial Preserve. This is a sort of public park, where all sorts of exotic animals and captured monsters and odd foreign people are kept on display.
E. Avin Rock - This is the location of many of the professional guilds (other than the Alchemists Guild, which in Werms is rather small, but is also isolated on Aster Height). One of the more notable guilds is the Fellowship of the Shield (a fighters and mercenaries guild). The horses, servants,and squires of the Baron's knights are also found here, and there is a rivalry between the royal men at arms and the sell-swords and bravos of the Fellowship. The Baronial knights maintain a very large stable compound across the stone bridges on the surrounding countryside. Only the horses of senior knights are permitted on the Rock. Needless to say, other than frequent (but rarely deadly) duels between the royal knights and the sell-swords, there are also ongoing rivalries with the city guard, and especially the gryphon riders. The knights consider them common soldiery.
F. Morning Glow - Location of many of the wealthiest villas and estates. The private residence of many professionals is located on Morning Glow. The name comes from the veins of exposed metal in the stone of the pillar (dwarves believe it is a form of "goblyn gold" that shines but is worthless) that shine so brightly in the sunrise.
G. Mound of Etro - This is the location of the Globe Keep - the capital building of the city, and also the seat of power for the Barony of Werms. Bridges exist between the Mound of Etro and Eindar Pillar (A), Pili Ontoom (H), the Pillar of E'Dlum (L) and The Spire (M).
H. Pili Ontoom - In addition to many artisans and craftsmen making their home on Pili Ontoom, it is also the location of a small Monastery. It is a mixed gender monastery dedicated to St. Gianna.
K. Toan Rock - The Hospital of Allumes is located on Toan Rock, as are a number of herb and spice merchants. Many of the herb merchants own walled villas here, and the smells of their herb gardens fill the air of the whole Rock. Allumes Hospital is run by an order of sisters of St. Lilliane, and Paladins of the Brotherhood of the Sword (Sword Brothers, as no other titles or rank is recognized in that order). The Sword Brothers are not permanently attached to the hospital, but in their questing across the North of the Darkearth Plains, they check in at the hospital at least annually when possible.
L. Pillar of E'Dlum - This is the location of the Cloudhome Cathedral (the main cathedral of the Order of St. Leiathar, of the Nadene branch of the Westron church), as well as a number of private villas, and some very high end specialist businesses (poetry tutors, specialist jewelers, etc). There are stone bridges connecting the Pillar of E'Dlum with the Mound of Etro (G), Toan Rock (K), and Tuvril Quarry (P). Some of the wealthier and more selectives of E'Dlum work very hard to keep the market on the Tuvril Quarry bridge shut down as much as possible, and they discourage visitors from that pillar, since they have a dim memory of when it was a working rock quarry.
M. The Spire - The Spire is named not so much for the pillar itself, but for the curious structure that arises from it's top surface. It is a very tall (180') very large (60' diameter) pillar of marble. Approximately every 30' or so, moving up the pillar, are large porticos wrapping around (always exactly) half of the pillar, and extending out 60' into space with no visible means of support, but apparently of the same marble as the pillar. There are no stairs or carved ladders between these layers, but there are stone railings around the outer edge of each porch. The top is topped with a massive platform, a full 180' across and surrounded by the same 4' high railing as the other layers. It existed when the city was formed, and space on the 'spire' quickly became a very prestigious premium. Today it serves as home to visiting dignitaries from other cities, churches, and magical schools.
N. Stomal Rock - Any visitor to Stomal is completely aware of two things immediately.
First are the artificial platforms surrounding the outskirts of the pillar. These house row after row of giant bee hives, tended by a number of stone golems. The walls of the pillar, reaching down as far as light can travel, are covered with a family of differing flowering vines called "The flowers of the Moons". The do blossom in three distinct types - white, red, and golden - correlating to the three moon Goddesses, daughters of Magenta. All three produce blossoms of a gargantuan size, and enough to satisfy the giant bees. The golems are controlled by a number of magic using merchants who sell the products of the bees (honey and wax).
The second noticeable item immediately apparent on visiting Stomal rock are the number of layers of city that have been covered over. And from exposed vents and shafts from the older parts, trails of smoke indicate that they are still occupied by hundreds of peasant families.
P. Tuvril Quarry - The quarry is so named because it is made of several types of very hard stone, including granite and marble, that were exposed on the top surface of the pillar when the city was settled, and for hundreds of years lay open as a baronial quarry. Eventually, the space was needed, and the mining and quarrying operations began to dig deep down shafts into the pillar, as layers of stone city structure was built overhead. In digging down, the miners uncovered veins of rich metals and also several cave systems, some inhabited.
Q. Den Kar Pillar - The second highest pillar, after the Mound of Etro, Den Kar is a home for wealthy residents on the surface, and progressively poorer laborers and peasants in the lower levels. A number of those residences belong to wizards and sorcerers, and feature tall towers rising up above the walled residences themselves.
R. Ditro Pillar - Other than the many market stalls and open bazaars that line the stone bridges between pillars, the open market at Ditro is the largest area given over to trade and mercantilism in the city. Located because of the Western Gate, all other stone bridges leading from Ditro (to Den Kar) are heavily guarded and feature stout gate houses. Outsiders from the surrounding countryside are frequently seen in Ditro. The lower levels of this part of the city are full of all manner of criminals, even though they make practice their crimes throughout the city. In fact, the thieves and assassins guild pretty much make sure no crimes are committed in Ditro against citizens of Werms, as sort of an unspoken truce with the city guard.
S. Aster Height - This isolated pillar is the home of the small, but active guild of Alchemists. The Alchemists and their guests travel back and forth to the heights via means of potion and other magical devices. There is an uneasy peace between the Alchemists and the city guard, as the guild maintains a colony of pseudo dragons here on the pillar, and occasionally the gryphons belonging to the city guard will eat an unsuspecting young pseudo dragon just learning to fly. Repercussions are frequently out of proportion, but the guild members are fond of their little draconian pets.
T. Usal Rock - While this pillar is mostly uninhabited, and undeveloped, it is used as a training field for the city guard, especially the gryphon riders. There are some crude barracks and stables constructed here, but almost all consumable needs (water, food, etc) need to be brought by the troops when they come for periods of training.
U. Ancro Pillar - This pillar sat empty for the first 200 years of the city's history, but eventually Ancro the Summoner came and established the magical school of conjuration and summoning, called the "Demesne of Planar Knowledge and Magical Petitioning". This pillar, and the school, in contrast to the remainder of the city, are always surrounding by swirling black clouds. The remainder of the pillar, aside from the school of magic, is given over to feudal peasants that serve the school, tending little patches of gardens and penned animals. The small number of craftsmen that are required to support the activities of the school are also here.
This, alchemists will tell us, has to do with the difference between the temperature and conditions of the airs that blow down out of the Destriel Mountains across the opening of the Delve, and the conditions of the rising airs that come up out of the abyssal depths of the Delve. An explanation that only matters to an alchemist, I know, but that is what it is.
Each pillar has its own name, of long tradition in the history of the ancient city, and some are known for certain structures that mark them as landscapes. Common features among many of the pillars are the irregular shape of their topmost tips - although the Westron builders have tamed that through building up stone structures in different layers, and at different heights, still the streets among those structures are very "hilly" in nature. On almost all of the pillars (the only exceptions being The Spire and Ancro Pillar) there is some natural water source. Some of these were natural, and others have been created through the centuries, by magical means. Much of the foodstuffs of the city, however, are grown in the pastoral lands in the rolling hills surrounding the Delve. Below are some brief descriptions of the different pillars.
A. Eindar Pillar - Eindar Pillar suffers somewhat in beauty and spendor because it is right next to the Mound of Etro. It is home to several notable sectors of town, including some noble villas, a number of highly skilled smiths (silver smiths, gold smiths, etc), and houses the main Aery of the City Guard Gryphons. Eindar Pillar has stone bridges connecting it to Learan Rock (B) and also the Mound of Etro (G). The abandoned lower city structure on Eindar Pillar is some of the oldest in the city, barring the Globe Keep on the Mound of Etro, and there are layers and layers of city buried underneath some. Much of the original layer consisted of villas owned by the leading equestrian families that served Baron Ap Etro. Among them was the famous Harmalan family. The ruined Harmalan villa is the location of the web-lair of Ostigaar.
B. Learan Rock - Learan Rock is home to many wealthy residences. Few businesses are here, other than personal service businesses (tailors, haberdashers, furriers, bath houses, and similar, but fewer than supposed because many households have their own skilled servants).
C. Pili Ronser - Pili Ronser is one of the few stone abutments that were originally settled by the Lass Indol people that traveled with Baron Ap Etro when they settled the city. They strong influence of these people is the reason for the Cathedral of Frigia Nor being here in Werms, and it is located on Pili Ronser. Pili, by the way, is a Lass Indol word meaning speartip. Pili Ronser is connected by stone bridges to Morning Glow (F) and Learan Rock (B). The Cathedral, is called Skyhome, and features a number of high soaring towers, with bronze exteriors, that shine brightly in the sun, when it fingers between the clouds.
D. Pili Timro - The two civic institutions that the Baron is most proud of are located here, along with much housing for artisans and craftsmen. The first institution is a school for the children of the "middle classes". In a Westron style city, that means the children of skilled labor, guild members, and merchants. It is simply called the Academy. Outside the Barony, it is referred to as the Werms Academy. It is one of a few such in the whole Valley, but a few hundred years back, Baron Hio Ap Yelton ("The Scribbling Baron") thought the Barony would benefit from widespread literacy.
The second such institution is the Baronial Preserve. This is a sort of public park, where all sorts of exotic animals and captured monsters and odd foreign people are kept on display.
E. Avin Rock - This is the location of many of the professional guilds (other than the Alchemists Guild, which in Werms is rather small, but is also isolated on Aster Height). One of the more notable guilds is the Fellowship of the Shield (a fighters and mercenaries guild). The horses, servants,and squires of the Baron's knights are also found here, and there is a rivalry between the royal men at arms and the sell-swords and bravos of the Fellowship. The Baronial knights maintain a very large stable compound across the stone bridges on the surrounding countryside. Only the horses of senior knights are permitted on the Rock. Needless to say, other than frequent (but rarely deadly) duels between the royal knights and the sell-swords, there are also ongoing rivalries with the city guard, and especially the gryphon riders. The knights consider them common soldiery.
F. Morning Glow - Location of many of the wealthiest villas and estates. The private residence of many professionals is located on Morning Glow. The name comes from the veins of exposed metal in the stone of the pillar (dwarves believe it is a form of "goblyn gold" that shines but is worthless) that shine so brightly in the sunrise.
G. Mound of Etro - This is the location of the Globe Keep - the capital building of the city, and also the seat of power for the Barony of Werms. Bridges exist between the Mound of Etro and Eindar Pillar (A), Pili Ontoom (H), the Pillar of E'Dlum (L) and The Spire (M).
H. Pili Ontoom - In addition to many artisans and craftsmen making their home on Pili Ontoom, it is also the location of a small Monastery. It is a mixed gender monastery dedicated to St. Gianna.
K. Toan Rock - The Hospital of Allumes is located on Toan Rock, as are a number of herb and spice merchants. Many of the herb merchants own walled villas here, and the smells of their herb gardens fill the air of the whole Rock. Allumes Hospital is run by an order of sisters of St. Lilliane, and Paladins of the Brotherhood of the Sword (Sword Brothers, as no other titles or rank is recognized in that order). The Sword Brothers are not permanently attached to the hospital, but in their questing across the North of the Darkearth Plains, they check in at the hospital at least annually when possible.
L. Pillar of E'Dlum - This is the location of the Cloudhome Cathedral (the main cathedral of the Order of St. Leiathar, of the Nadene branch of the Westron church), as well as a number of private villas, and some very high end specialist businesses (poetry tutors, specialist jewelers, etc). There are stone bridges connecting the Pillar of E'Dlum with the Mound of Etro (G), Toan Rock (K), and Tuvril Quarry (P). Some of the wealthier and more selectives of E'Dlum work very hard to keep the market on the Tuvril Quarry bridge shut down as much as possible, and they discourage visitors from that pillar, since they have a dim memory of when it was a working rock quarry.
M. The Spire - The Spire is named not so much for the pillar itself, but for the curious structure that arises from it's top surface. It is a very tall (180') very large (60' diameter) pillar of marble. Approximately every 30' or so, moving up the pillar, are large porticos wrapping around (always exactly) half of the pillar, and extending out 60' into space with no visible means of support, but apparently of the same marble as the pillar. There are no stairs or carved ladders between these layers, but there are stone railings around the outer edge of each porch. The top is topped with a massive platform, a full 180' across and surrounded by the same 4' high railing as the other layers. It existed when the city was formed, and space on the 'spire' quickly became a very prestigious premium. Today it serves as home to visiting dignitaries from other cities, churches, and magical schools.
N. Stomal Rock - Any visitor to Stomal is completely aware of two things immediately.
First are the artificial platforms surrounding the outskirts of the pillar. These house row after row of giant bee hives, tended by a number of stone golems. The walls of the pillar, reaching down as far as light can travel, are covered with a family of differing flowering vines called "The flowers of the Moons". The do blossom in three distinct types - white, red, and golden - correlating to the three moon Goddesses, daughters of Magenta. All three produce blossoms of a gargantuan size, and enough to satisfy the giant bees. The golems are controlled by a number of magic using merchants who sell the products of the bees (honey and wax).
The second noticeable item immediately apparent on visiting Stomal rock are the number of layers of city that have been covered over. And from exposed vents and shafts from the older parts, trails of smoke indicate that they are still occupied by hundreds of peasant families.
P. Tuvril Quarry - The quarry is so named because it is made of several types of very hard stone, including granite and marble, that were exposed on the top surface of the pillar when the city was settled, and for hundreds of years lay open as a baronial quarry. Eventually, the space was needed, and the mining and quarrying operations began to dig deep down shafts into the pillar, as layers of stone city structure was built overhead. In digging down, the miners uncovered veins of rich metals and also several cave systems, some inhabited.
Q. Den Kar Pillar - The second highest pillar, after the Mound of Etro, Den Kar is a home for wealthy residents on the surface, and progressively poorer laborers and peasants in the lower levels. A number of those residences belong to wizards and sorcerers, and feature tall towers rising up above the walled residences themselves.
R. Ditro Pillar - Other than the many market stalls and open bazaars that line the stone bridges between pillars, the open market at Ditro is the largest area given over to trade and mercantilism in the city. Located because of the Western Gate, all other stone bridges leading from Ditro (to Den Kar) are heavily guarded and feature stout gate houses. Outsiders from the surrounding countryside are frequently seen in Ditro. The lower levels of this part of the city are full of all manner of criminals, even though they make practice their crimes throughout the city. In fact, the thieves and assassins guild pretty much make sure no crimes are committed in Ditro against citizens of Werms, as sort of an unspoken truce with the city guard.
S. Aster Height - This isolated pillar is the home of the small, but active guild of Alchemists. The Alchemists and their guests travel back and forth to the heights via means of potion and other magical devices. There is an uneasy peace between the Alchemists and the city guard, as the guild maintains a colony of pseudo dragons here on the pillar, and occasionally the gryphons belonging to the city guard will eat an unsuspecting young pseudo dragon just learning to fly. Repercussions are frequently out of proportion, but the guild members are fond of their little draconian pets.
T. Usal Rock - While this pillar is mostly uninhabited, and undeveloped, it is used as a training field for the city guard, especially the gryphon riders. There are some crude barracks and stables constructed here, but almost all consumable needs (water, food, etc) need to be brought by the troops when they come for periods of training.
U. Ancro Pillar - This pillar sat empty for the first 200 years of the city's history, but eventually Ancro the Summoner came and established the magical school of conjuration and summoning, called the "Demesne of Planar Knowledge and Magical Petitioning". This pillar, and the school, in contrast to the remainder of the city, are always surrounding by swirling black clouds. The remainder of the pillar, aside from the school of magic, is given over to feudal peasants that serve the school, tending little patches of gardens and penned animals. The small number of craftsmen that are required to support the activities of the school are also here.
Jul 6, 2012
Geography of the City of Werms
The city, as mentioned, is built on top of stone pillars rising up out of a seemingly bottomless hole in the ground known as Cambio's Delve.
The pillars appear to be natural formations, due to the irregular nature of their shapes and heights. These extend up, in differing heights, above the surface of the edge of the delve by heights ranging from approximatedly 20', up to the tallest pillar (that is the current home of Globe Keep) which sticks up approximately 100' above the edge of the Delve.
The structures of the city, as described previously, consists of stone buildings, layers and layers of stone buildings. The oldes layers of the city, built when it was first constructed, are now burried under as many (in some spots) as 10 layers of more modern growth and development above the original layers. One of the few exceptions is the royal area around Globe Keep, which has not been replaced or buried over since founding, but has grown by building up (so that original layers are still buried under ground, but successive layers were not replacements, but augmentations, so that six layers down from the current structure of Globe Keep, there exists much earlier construction that is (at least partially) still in use.
As can be seen in the picture, there are 18 different pillars that rise up out of the Delve. Three of these ('E', 'F', and 'R') all have stone bridges over to the surrounding land. Those bridges allow travelers to enter and leave the city, along trade roads. The roads pass through great curtain wall surrounded gates, consisting of multiple portcullises, and sandwiched between narrow, but tall, towers. Large towers, hugging the edge of the Delve, provide for the end points of the curtain wall - it does not extend all the way around the delve. The Delve itself is about four miles from north to south, and about three and a half, from east to west.
The tallest pillar, and the oldest established, is 'G', which rises about 100' above the surrounding country side. The lowest pillar, and one that was not settled for a long, long time, is pillar 'P', which extends only about 20' above the surrounding country side. It was, long after settlement and construction began on the others, used as a quarry, and there were great amounts of stone removed from the top - with the refuse dumped into the Delve, and the useful stone cut into the shapes and sizes needed.
Three of the pillars ('S', 'T', and 'U') are not connected to others, nor to the main country side. They are in isolation, from ground traffic, from every else. All of the other pillars are connected to one or more neighbors, and some ('E', 'F', and 'R') to the country around them. There are multiple stone bridges at just about every point where a pillar is close enough to a neighbor to afford a crossing. Many of these, between adjacent pillars, are at differing levels - some connecting the tops of the pillars to each other (arching stone bridges, reaching up or down, as height differences dictate), and some connecting either the building layers built on top of the pillars, or the dug out dungeon levels burrowed down into the pillars.
Due to a curious tax law, no city sales tax is exacted from sales transactions that don't take place on a pillar. Because of this, twice a week there are very large sprawling market days that take place - all on the broadest of bridges between pillars. They started out as impromptu affairs, but grew to daily nuisances, and finally the city had to regulate how frequently they occur, and how much throughway they have to leave on the bridges. It can get quite clogged on the main bridges between pillars on a market day.
The pillars appear to be natural formations, due to the irregular nature of their shapes and heights. These extend up, in differing heights, above the surface of the edge of the delve by heights ranging from approximatedly 20', up to the tallest pillar (that is the current home of Globe Keep) which sticks up approximately 100' above the edge of the Delve.
The structures of the city, as described previously, consists of stone buildings, layers and layers of stone buildings. The oldes layers of the city, built when it was first constructed, are now burried under as many (in some spots) as 10 layers of more modern growth and development above the original layers. One of the few exceptions is the royal area around Globe Keep, which has not been replaced or buried over since founding, but has grown by building up (so that original layers are still buried under ground, but successive layers were not replacements, but augmentations, so that six layers down from the current structure of Globe Keep, there exists much earlier construction that is (at least partially) still in use.
As can be seen in the picture, there are 18 different pillars that rise up out of the Delve. Three of these ('E', 'F', and 'R') all have stone bridges over to the surrounding land. Those bridges allow travelers to enter and leave the city, along trade roads. The roads pass through great curtain wall surrounded gates, consisting of multiple portcullises, and sandwiched between narrow, but tall, towers. Large towers, hugging the edge of the Delve, provide for the end points of the curtain wall - it does not extend all the way around the delve. The Delve itself is about four miles from north to south, and about three and a half, from east to west.
The tallest pillar, and the oldest established, is 'G', which rises about 100' above the surrounding country side. The lowest pillar, and one that was not settled for a long, long time, is pillar 'P', which extends only about 20' above the surrounding country side. It was, long after settlement and construction began on the others, used as a quarry, and there were great amounts of stone removed from the top - with the refuse dumped into the Delve, and the useful stone cut into the shapes and sizes needed.
Three of the pillars ('S', 'T', and 'U') are not connected to others, nor to the main country side. They are in isolation, from ground traffic, from every else. All of the other pillars are connected to one or more neighbors, and some ('E', 'F', and 'R') to the country around them. There are multiple stone bridges at just about every point where a pillar is close enough to a neighbor to afford a crossing. Many of these, between adjacent pillars, are at differing levels - some connecting the tops of the pillars to each other (arching stone bridges, reaching up or down, as height differences dictate), and some connecting either the building layers built on top of the pillars, or the dug out dungeon levels burrowed down into the pillars.
Due to a curious tax law, no city sales tax is exacted from sales transactions that don't take place on a pillar. Because of this, twice a week there are very large sprawling market days that take place - all on the broadest of bridges between pillars. They started out as impromptu affairs, but grew to daily nuisances, and finally the city had to regulate how frequently they occur, and how much throughway they have to leave on the bridges. It can get quite clogged on the main bridges between pillars on a market day.
Jul 3, 2012
Werms - Northern City in the Clouds
Okay, Khomaes is done (for now). There is (of course) Loads more stuff that can be done, not least of all would be relying on the excellent Midkemia Press product, "Cities" to flesh out lists of businesses etc that populate the city, and maybe do some custom encounter tables. But perhaps later.
The next city to get the "Valley of the Old Ones" treatment is the second city in the Darkearth Plains region to be discussed - the city of Werms.
Werms is nicknamed the "Northern City in the Clouds". It is the northernmost Westroner city in the Valley. The other part of the nickname - "City in the Clouds" - comes from the fact that it is built on an irregular set of stony buttes, coming up out of a deep chasm called the Cambio Delve. The main part of the city is built around a very old castle called the Globe Keep. The central part of the castle, which is a keep with a curious rounded brass plated roof, is built over the highest point of the central abutment rising up out of Cambio Delve.
Many centuries past, when the Westroner pilgrimage band under the Baron Olberi Ap Etro were exploring in the region, they came to the curiously attractive plains in the triangle of land between the Great Owl Forest, the eastern edge of the Aghanz Hills, and the Destriel Mountains. But this area is the heart of Storm King barbarian country, so if the Westroners wished to settle, they would need a location that was quite defensible. Cambio, a dwarf traveling with Ap Etro's band, found the immense (and seemingly bottomless) pit that was named after him, the Cambio Delve. It was observed that there were this series of rocky abutments that appeared up out of it, in its northern edges. These were all large enough to build great structures on, and were also close enough to each other that stone arch bridges could be constructed to connect them one to another. It was decided that the Etro family would begin work at once on a castle on the central abutment. That castle grew and grew, and developed a whole urban ecosystem around it - thus forming the core of the city. The Etro family controlled the castle - now known as Globe Keep - but the Magistrate of the City, a curious sorcerer named Nova Werms, controlled the city. The city became named for him, first the "City of Werms" then simply Werms, long after Nova died out.
The system of having a descendent of the Etro Family (long since abandoned, however successive claimants have tried to prove some link to the ancient bloodline) be master (or mistress) of the Castle, and then to have a Magistrate of the city, has served well. The surrounding territory became known as the Barony of Etro for many centuries, but eventually became to be called the Barony of Werms (which is it's current name, at least of wide usage).
The curious air currents that form from the cold winds blowing down out of the Destriel Mountains, and the curious effect of the updraft up out of the Delve, form the conditions for nearly constant formation of white clouds around and above the city. As the city grew in size, over the centuries, to its current population of 18,000 inhabitants, it covered more and more of the stone abutments in the area around the central one of the Globe Keep. After all of these were covered over, but not wanting to expand outside the area of the defended stone arch bridges to the main land past the border of the Delve, the city began to grow up. Each stone abutment is covered in buildings, castles, towers, and other structures of the strongest stone (which is mined, by curious practice of the dwarf Cambio's descendents, of building platforms and carved mines, down deep into the Delve, out of the sides of the abutments). These have gotten higher and higher, until now while the brass roofed Globe Keep is still a brilliant feature at the center of the city, there are other stone towers and ramparts that rise higher still, all around it.
One of the curious features of Werms is that it is home to the magical school of conjuration and summoning. Under the current grand master tutelage of "Yazeed the Traveler", this magical school is in the form of a tall, slender, black castle, with 14 high turreted towers, on its own abutment, some way to the south of the main parts of the city, and not connected to any other abutment or the main land by stone bridge. It is always surrounded by dark, black clouds, which seem to swirl around, and among, the tall towers. The school is properly named the "Demesne of Planar Knowledge and Magical Petitioning".
Another feature worth commenting on is that Werms is the location of Cloudhome Cathedral, the center of worship for St. Leiathar, the patron saint of weather and the clouds. This powerful saint, part of the branch of the Westroner Church dedicated to the goddess Nadene, would seem a natural to be venerated within a city known as the City of Clouds. Cloudhome is an interesting cathedral, it is built on its own abutment, and consists of tall slender towers, and chambers, all made of metal, and connected to each other with thin spanning flying bridges. It was once suggested that the structure be finished in gleaming brass, in honor of the legendary city of brass (itself said to be located among the clouds), however in honor of the brass roof of Globe Keep, the outside of Cloudhome was instead covered in electrum.
In addition to Cloudhome Cathedral, however, there is also another cathedral in (or above) the city, known as the Sky Cathedral of Frigia Nor. Frigia Nor is the demigoddess of Winter and Feasting, and the priesthood enjoys a wonderful location, floating high above the city of Werms, in the form of a magical stone block, the top of which is covered in airy towers and chambers - full of feasting halls, musical chambers, and open observation flats to observe the winds and clouds coming down from the Destriel Mountains. Swirling clouds of ice and snow often blow all around Sky Cathedral, but the feasting halls, and even the open observation flats, remain comfortable to all who visit. One of the duties of the junior acolytes of the order of Frigia Nor (which is a part of the branch of the church dedicated to the goddess Corrise), is to maintain the herd of hippogriffs that the Cathedral houses, and to use these as transport and courier animals to communicate with the rest of the city. Feast days in the city the houses the cathedral of the Demigoddess of Feasting are a wonderful occasion, and quite common - which is always greeted with thanks by all members of the city (even the members of the hierarchy of St Leiathar's cathedral).
The next city to get the "Valley of the Old Ones" treatment is the second city in the Darkearth Plains region to be discussed - the city of Werms.
| Globe Keep - at the center of Werms |
Werms is nicknamed the "Northern City in the Clouds". It is the northernmost Westroner city in the Valley. The other part of the nickname - "City in the Clouds" - comes from the fact that it is built on an irregular set of stony buttes, coming up out of a deep chasm called the Cambio Delve. The main part of the city is built around a very old castle called the Globe Keep. The central part of the castle, which is a keep with a curious rounded brass plated roof, is built over the highest point of the central abutment rising up out of Cambio Delve.
Many centuries past, when the Westroner pilgrimage band under the Baron Olberi Ap Etro were exploring in the region, they came to the curiously attractive plains in the triangle of land between the Great Owl Forest, the eastern edge of the Aghanz Hills, and the Destriel Mountains. But this area is the heart of Storm King barbarian country, so if the Westroners wished to settle, they would need a location that was quite defensible. Cambio, a dwarf traveling with Ap Etro's band, found the immense (and seemingly bottomless) pit that was named after him, the Cambio Delve. It was observed that there were this series of rocky abutments that appeared up out of it, in its northern edges. These were all large enough to build great structures on, and were also close enough to each other that stone arch bridges could be constructed to connect them one to another. It was decided that the Etro family would begin work at once on a castle on the central abutment. That castle grew and grew, and developed a whole urban ecosystem around it - thus forming the core of the city. The Etro family controlled the castle - now known as Globe Keep - but the Magistrate of the City, a curious sorcerer named Nova Werms, controlled the city. The city became named for him, first the "City of Werms" then simply Werms, long after Nova died out.
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| View of Werms, as approached from the surrounding Baronial lands. |
The system of having a descendent of the Etro Family (long since abandoned, however successive claimants have tried to prove some link to the ancient bloodline) be master (or mistress) of the Castle, and then to have a Magistrate of the city, has served well. The surrounding territory became known as the Barony of Etro for many centuries, but eventually became to be called the Barony of Werms (which is it's current name, at least of wide usage).
The curious air currents that form from the cold winds blowing down out of the Destriel Mountains, and the curious effect of the updraft up out of the Delve, form the conditions for nearly constant formation of white clouds around and above the city. As the city grew in size, over the centuries, to its current population of 18,000 inhabitants, it covered more and more of the stone abutments in the area around the central one of the Globe Keep. After all of these were covered over, but not wanting to expand outside the area of the defended stone arch bridges to the main land past the border of the Delve, the city began to grow up. Each stone abutment is covered in buildings, castles, towers, and other structures of the strongest stone (which is mined, by curious practice of the dwarf Cambio's descendents, of building platforms and carved mines, down deep into the Delve, out of the sides of the abutments). These have gotten higher and higher, until now while the brass roofed Globe Keep is still a brilliant feature at the center of the city, there are other stone towers and ramparts that rise higher still, all around it.
![]() | |
| Stone Buildings of Werms - connected by Stone Bridges |
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| Demesne of Planer Knowledge and Magical Petitioning |
![]() |
| Cloudhome - Electrum towers of the Cathedral of St. Leithar |
In addition to Cloudhome Cathedral, however, there is also another cathedral in (or above) the city, known as the Sky Cathedral of Frigia Nor. Frigia Nor is the demigoddess of Winter and Feasting, and the priesthood enjoys a wonderful location, floating high above the city of Werms, in the form of a magical stone block, the top of which is covered in airy towers and chambers - full of feasting halls, musical chambers, and open observation flats to observe the winds and clouds coming down from the Destriel Mountains. Swirling clouds of ice and snow often blow all around Sky Cathedral, but the feasting halls, and even the open observation flats, remain comfortable to all who visit. One of the duties of the junior acolytes of the order of Frigia Nor (which is a part of the branch of the church dedicated to the goddess Corrise), is to maintain the herd of hippogriffs that the Cathedral houses, and to use these as transport and courier animals to communicate with the rest of the city. Feast days in the city the houses the cathedral of the Demigoddess of Feasting are a wonderful occasion, and quite common - which is always greeted with thanks by all members of the city (even the members of the hierarchy of St Leiathar's cathedral).
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