Monday, December 28, 2020

Arkwood Golem

 CLIMATE/TERRAIN: Any

FREQUENCY: Very rare
INTELLIGENCE: Semi (2-4)
TREASURE: None
ALIGNMENT: None
NO. APPEARING: 1
ARMOR CLASS: 4
MOVEMENT: 6
HIT DICE: 11 (50 hp)
THAC0: 9
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3d10
SPECIAL ATTACKS: Entangle, Plant Growth
SPECIAL DEFENSES: Regeneration 3/round
MAGIC RESISTANCE: Nil
SIZE: L (7 1/2’ tall)
MORALE: Unbreakable
XP VALUE: 5,000

Arkwood Golems are a special creation of Seldarine clerics and Imperial Fleet mages; these living, growing beings are shaped carefully over fifty years from a standard aelundal tree. This requires a constant regimen of applied magic and special soil to prepare the tree for the grafting of a positive energy elemental to it. This infusion grants the thing a sort of halting life, though the elemental is, like all elementals on the Prime Material Plane, in agony during its imprisonment within the wooden frame of the golem.

Unlike other golems, the Arkwood Golem is not immune to fire, but rather takes full damage from every die of magical fire. However, Arkwood Golems can regenerate from any non-fire damage, and may even be able to send out shoots and grow themselves back into full form from their ashes unless a dispel magic spell is used to break the elemental bindings.

Necromancy has no effect on Arkwood Golems, and they can in absorb the positive energy of any healing spell within 60’ of them, redirecting the effect to themselves. Further, they can cause plant matter to grow once per day as per the priest spell plant growth, and can cause vines, brush, and grass to halt enemies three times per day as per the priest spell entangle.

Saturday, December 26, 2020

Knight of Glory

 CLIMATE/TERRAIN: Any

FREQUENCY: Very rare
INTELLIGENCE: High to Supra (14-20)
TREASURE: none
ALIGNMENT: CG
NO. APPEARING: 1
ARMOR CLASS: 0 (full plate armor)
MOVEMENT: 12
HIT DICE: 9 (10-sided dice)
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACK: by weapon +3 (typically two-handed bastard sword +3)
SPECIAL ATTACKS: Sunray
SPECIAL DEFENSES: +1 weapons or better to hit
MAGIC RESISTANCE: Nil
SIZE: M (5’ tall)
MORALE: Unbreakable
XP VALUE: 7,000

The Knights of Glory are a never-deployed weapon of the imperial elven navy; these knights were once elves who excelled at swordsmanship and tactics when they were alive. In a ceremony devoted to Corellon Larethian and attended by a clave of high-level priests, fully five hundred of these elves gave their lives to infuse their spirits into chitinous armor grown from elvish subject-insects.

They are now the shining beacons of Corellon Larethian: unstoppable knights-errant who need no food, rest, or air and who can be brought out of time storage for important missions or to serve as a powerful spine of elite troops in any action. By now it is likely there are thousands of Knights of Glory.

Among the navy, the Knights are not widely known to be undead, but rather are thought of as part of a secretive knightly order that serves the navy directly. Those who have fought alongside them never know they are anything other than fully-clad elves unless a stray blow knocks off a helm, revealing the emptiness beneath, or a ballista bolt holes the armor and the Knight continues to fight.

Combat
Once per day, a Knight of Glory may produce a sunray as per the 7th level priest spell.

Thursday, December 24, 2020

A New Spelljammer Canon

The Imperial Elvish Fleet is fascist. The Scro are the bedraggled remains of a society nearly wiped out during the First Great Unhuman War, which nevertheless survived and changed enough to begin the Second War. The Known Spheres are replete with hypocrisy disguised as virtue.

This is the new Spelljammer I'm designing (redesigning?) for my players.

The first series of adventures will begin with the PCs imprisoned for many and various crimes against elfdom (potentially including being a goblin, or membership in the anti-Seldarine organization, the Revolutionary Eire'a). The prison, however, is not a traditional brig or prison-ship, but rather the secret imperial resource-world of Highsun.

Rather than have PCs meet in a tavern and decide to go plumb the depths of some tomb together for their first adventure, they will be thrown together by crime and happenstance as the empire-shaking Revolt on Highsun begins. If they want to escape to Wildspace, they'll need to work together, and somehow fight, lie, or sneak their way through the slave-city of Elendin to the Ryledge Shipyard where goods are taken offworld.

The campaign against the Elvish Empire has begun.

Tuesday, December 22, 2020

The Elvish Imperial Armada: a fascist empire

Contemplating the fascist Elven Imperial Armada today.

HIGHSUN, THE WORLD-PRISON.

Gondrilspace, named for the Elvish Armada-Station Gondril which has been its permanent base of operations, was colonized by the Imperial Armada when it was discovered that its central planet, Highsun, was replete with mineral wealth and strong pinewood forests useful in ship construction. Highsun has served as one of a handful of sources of wood, silver, and mithril for the elvish imperial navy.
    Following the Unhuman Wars, Highsun was transformed into an elvish prison-world, and the mining and logging operations that supply the fleet in this part of the Known Spheres. Prisoners held here are divided into three groups: political prisoners from within the empire, criminals who have broken elvish law, and goblin-kin.
    Goblins, Scro, and other undesirables were deported to Highsun during the war as part of the elvish determination to completely expunge the Known Spheres of their kind. While other prisoners may serve a sentence in the mines and logging camps, the third class are never released and are worked until dead.
    The sphere boasts three suns - orbs of molten gold that hurtle erratically through the region. It is a critical nexus in the elvish cold war against the Neogi slavemasters, and serves as a resupply point for the imperial armada moving into Neogi spheres as well as a source of material to construct new ships from and repair old ones.
    The prisoner population of Highsun numbers around 1 million, while the officers of the fleet in the sphere are perhaps 1/10th or 1/5th that. The location of Gondrilspace is highly classified, and Fleet Admiral Emin Cadoc oversees it with absolute authority. He has his own branch of the Elvish Bench and Administration stationed on Gondril for hasty trials.
    Those prisoners who are particularly troublesome on the rocky surface of Highsun are sometimes dispatched in work-teams to the surface of one of the three suns under magical protection to harvest gold.

Monday, December 21, 2020

Spelljammer Returns

For the past three days I've been designing a Spelljammer introductory adventure. Second Edition is back, children. Buckle up.

Thursday, March 26, 2020

Carthagos, Jewel of Naxas

Population: 800,000
Government: The Assembly, the Council of the Wise
Military: Polemarch Archaeus Neledos
Law: Archon of the Court Olymfa Philaidos

THE CITY GOVERNMENT
The city is ruled by the Council of the Wise, which oversees the Library Assembly. The Assembly acts as a deliberative body and the Council as an executive one. Beneath these two organizations stand the Archons and the Polemarch.

The Polemarch, Archaeus Neledos, is in command of the city defenses and all necessary preparations for war. Technically Archaeus is also in charge of the Carthagan fleet, but practically this job falls under the Council of the Wise and the Archon of the Market.

The Archons have the following tasks:

The Archon of the Market, Philemon Execedos, is tasked with maintaining order in the Agora, enforcing the trade laws, and keeping the trade routes to Carthagos and Naxas open. In this capacity, the Archon of the Market has broad authority to issue detentions, command the Carthagan fleet, and serve as the head of the Sworn of Carthagos Agorikon.

The Archon of the Court, Olymfia Philaidos, is the chief magistrate of the city. She oversees the court system and prepares court trials. All lawsuits are handled by means of court trial.

The Archon of the Temples, Taireseus Philaidos, is the head priest of Carthagos. This is an official position, not a mystical one. He arranges the sacrifices in each temple, ensures there are sufficient burnt offerings, and interprets the will of the gods before the Assembly. He also commands the ranks of the Sworn of Carthagos Naulikon.

The Council of the Wise is composed of Wise dating back 150-200 years to the death of Phantigor of Carthagos and the establishment of the Library. Although each could easily have founded their own powerful lineage, the Councilors have instead foresworn heirs and rule Carthagos through its library. These men and women are Nessos, Orpheos, Polikrates, Pythagoras, Antikos, Melite, Hypatia, Aspasia, and Nikarete.

THE EUPATRIDAE
There are five major lineages in Carthagos and countless minor ones. The five larges and most important are the Alchmaeonidae, the Execedai, the Megacloi, Neledes, and the Philaidae.

The Gates of Carthagos
Carthagos boasts six gates. Clockwise from the north, they are the Eliagic Gate leading to Elia and its olive groves, the Diogene Gate, leading to Diogares and its stone quarries, the Piraeon Gate and Port Gates, both leading down to the port of Piraeos, the Nekropolis Gate, which leads directly to the Nekropolitan Hill, and the Diplyon Gate, leading to the town of Diplyon.

These gates make the line of the five main streets of Carthagos, which each run toward the Agora.

GEOGRAPHY
The city of Carthagos is the chief city of Naxas and rules the other minor cities on that island. It sits in a commanding height in the valley of Koilos at the head of the Bay of Limnos.

The Acraeus is the tallest hill in Koilos. Once the site of the Temple of Nyx, it was then converted to the shrine of Lysos Acraeus. It was joined by the Palace of Phantigor, which was converted to the Temple of Bel-Amon when that Divinity descended on the city with his winged helm. Atop the old Acraen Temple there now stands the Great Library of Carthagos. Together with the Temple of Bel-Amon these two monuments can be seen for cords and cords in all directions. Even out at sea, the first that a ship can see of the city is the statue of Bel-Amon atop his Acraen temple.

Carthagos stands between the rivers Eridamnon and Menandrion, both of which provide water to the city. The Eridamnon was dammed (legendarily by Bel-Amon, but potentially by the first Lawgiver, Ptolos) and redirected beneath the city walls to provide water pressure, public fountains, and sewer drainage to the city.

The city proper is girdled by a white wall said to have been originally built by the Old Gods in the days when this was a fortress of Nyx. They are impervious to magical assault and wide enough across to mount onagers and other siege machinery. They follow the line of the nearest hills.

A flat black volcanic rock stands near the Acraeus, just to east. This is the Cyclon Stone, sacred to Nyx. It is also where public festivals that require the expenditure of holy myrrh take place. A depression in the heart of the stone is said to be a bowl carved by Nyx to spill the smoking blood of her children.

DISTRICTS AND LOCATIONS
CRAFTSMAN'S DISTRICT
The craftsman's district is somewhat tighter and more compact than the rest of the city. The buildings are smaller here, and the alleyways that run between them are often unpaved. The Street of Forges is the largest road within the district not counting the main Nekropolitan Way. All smelting activities in the city are required to place at the City Smelters on the Street of Forges.

Perakletes Ironjaw. This smith is famous throughout the city for forging bronze. He is a master weapon smith, and Carthagan bronze blades, spears, and polearms that come from Perakletes' shop are well-known throughout the Circle Sea. He is a gruff, middle-aged, black-haired, man who lost three of his teeth in the last Khian War and thus has a deep hatred for people of that race. He earned his name from his thick and brooding jawline.

Prices at Perakletes are usually half again as much as the open agora, but Perakletan weapons of bronze crit on a 19 and a 20.

Lysa the Shieldworker. Lysa makes shields from yew, bronzewood, and ash. She uses bronze to plate them, and her workshop (which employs twenty slaves) produces the distinctive hoplon of Carthagos. Her painters are always working to paint Carthagan blue and silver on armor.

MARKET DISTRICT

THE ACRAEUS

DYONIC DISTRICT

CYCLON DISTRICT

FOREIGNER'S DISTRICT


Friday, February 21, 2020

Skalag's Secret Sight

Level: 3
School/sphere: Divination
Range: Caster
Components: V, S
Duration: Inst.
Casting Time: 1 minute
Area of Effect: 10 foot radius
Saving Throw: Yes (see below)
Reverseable? No

This spell permits the caster to describe a ten-foot area and specify a single day (sunrise to sunset or sunset to sunrise) during its casting. The selected day may be up to 2 weeks prior for every experience level acquired by the wizard, for a maximum of 40 weeks in the past for a level 20 caster.

When the incantation is complete, the caster receives complete visual and auditory knowledge of the 10' region specified during that period of time; he sees every object from every angle that enters the space, hears all sounds, experiences all sources of heat, etc. It is as though the caster were present to examine each individual moment in its entirety, to move about through frozen time and get every possible view, etc. The caster may not interact with the recreation in any way.

As the spell pours this information into the caster's mind in the space of a few seconds, the caster must save vs. spell or else be rendered catatonic by the experience. This catatonia lasts for 1d4 hours.

Saturday, January 11, 2020

News of Arunia: The Betrayal at Loshil's Hollow

King Vagyr of Ambar, brother to King Aegus of Kjellos and client of that kingdom, was ambushed by his subject boyars at Loshil's Hollow on Heimerus the 14th of Yearning of this year last. King Vagyr was informed the boyars intended to broker a peace between Ambar and Opria; he and his picked guard under their captain, Sieur Cadwallon Gorr, travelled to Loshil's Hollow believing they would meet agents of that kingdom and begin secret plans to end the hostilities and turn on the Tetrarchy of Golnia.

According to rumor, the squires were the first to arrive at the hollow. They found the ten boyars there and dismounted to meet them. King Vagyr and his knights came some hours later, but by then the trap had already been sprung. Hobgoblin knights, mounted on their heavy lizards and bearing their lances, supported by bugbear archers with man-high longbows, moved to surround the grove. The slaughter began at a signal from the treacherous boyars, who fled at once. Cadwallon Gorr cut down three of the cowards before they escaped, but the grove was soon abuzz with wood and fletching.

The initial volley cut down many of the squires and stunned the knights. Hobgoblin heavy cavalry on their shoulder-high minotaur lizards swarmed into the fold. Bugbear shock-infantry in their Oprian armor attacked in wave after wave. Cadwallon piled the dead in a great swathe. Vagyr fought like a lion, but he was struck in the crown of his helmet by a hobgoblin spear. He fell, still alive, and Sieur Gorr stood astride his prince to cut down the foe.

At last, the Oprian assassins cut through the knights of Ambar and, cutting the tendons of his legs, dropped him to his knees. The plot was carried out.

Three days later, at Dorostchev, King Vagyr appeared at the gates. His own funeral procession was already ongoing as the Oprian armies swarmed over the border and the Swords of Night were at their head. Sieur Malvenus of Rol, longtime friend of the king and chapter-master of the Fortress at Rol, at once rallied the Forge Divine to carry Vagyr to safety.

As the countryside burned, the Order spirited their king out of Ambar, following the river. Weeks later, they arrived at Elborg where King Aegus received his brother and began summoning a new springtide army.

Before they set out, Ellarant Pellan, the High Lawkeeper, arrived at Elborg with his train of Schola wizards and Milean knights. Aegus received his crown on the fields before Elborg in his full armor and preparing to travel south to confront the Oprians and Golnians. Pellan pledged the full support of the Church of the Law to Kjellos in its war.

Tuesday, July 23, 2019

Heimiran Heresies: the Order of the Blessed Poor

In the year X.488 the heir to the Dragonfall, a man named Bede, stripped his fine silken tunic off and sold it in the marketplace. His brother, Penda Longsword, was horrified and his father disowned him. Bede claimed he'd had a vision from Heimir himself, and left Rickton to found a monastery in the wild. For three years he was fed only by the grace of the birds and the badgers, and he preached a radical, new, heretical branch of Heimiran doctrine. Thus began the Order of the Blessed Poor.

Bede the Beneficent was roundly condemned by the nobles of Agstowe. Even his own brother, Penda, when he became Erl, ordered him arrested. But the common folk spirited him out of Agstowe after the "Night of Embers" when he led them to burn the grand Metropolitan Temple in Longlaird. He was given shelter in the abbey of Heimirsted in Cymballar before the Convocation of the Abbots Major condemned his sect.

It was too late. Bede was put to death by the Hierians for grave crimes against the Faiths, but the Blessed Poor had taken hold.

Heimirsted was the center of this contagion, producing many mendicant monks who spoke against the unequal ways of the world. By fire and sword, they sought to introduce universal equality, universal justice, and universal poverty. There are still Bands of Peace out there, fighting for Heimir, allied from time to time with Eleians and Hashtemites. Local abbots of Heimir may be more or less tolerant of the Blessed Poor, depending on their own temperaments.

Other kits in this order: Poor Poets, Champions

REQUIREMENTS: Wisdom 12, Charisma 10
PRIME REQ: Wisdom
ALIGNMENT: CG
WEAPONS: Staff, club, sling, knife, spear, hand axe, arming sword, short bow
MAJOR SPHERES: All, Chaos, Creation, Healing, Travelers, Combat, Charm, War
MINOR SPHERES: Animal, Guardian, Plant, Protection, Wards
REQ. PROFS: Religion
BONUS PROFS: Brewing, Herbalism
VOW OF POVERTY: The priests of the blessed poor are forbidden from owning productive property, however they may purchase property in order to communalize it. The priest must dispose of all liquid wealth every 6 months for the good of the poor, keeping no more than 10gp for food. A Priest of the Blessed Poor is permitted a small number of magical items as per a Paladin. The priest may not own any armor heavier than hide. The priest may otherwise own personal arms, armor, and equipment. Priests of the Blessed Poor may select any proficiency at normal cost, as though they belonged to the appropriate class. In addition, Priests of the Blessed Poor gain thief skills as though they were bards, following the bardic progression table. They also have the ability to persuade crowds of common folk as though they were bards.

At 1st level, a Priest of the Blessed Poor may purify food or drink one time per day in addition to any other spells prayed for. Food purified this way will taste hearty and be quite filling, while drinks become a thick mead or stout ale. In this way, a small amount of trail rations or food can be made to last twice as long as normally would if this spell is cast every day upon it.

At 3rd level, the Priest gains supernatural protection. Heimir will grant Priests of the Blessed Poor barkskin 1/week in addition to any other spells prayed for.

At 5th level, a Priest of the Blessed Poor may brew semi-magical brews as per a Mystic of equivalent level (refer to Faiths and Avatars).

At 7th level, Priests of the blessed Poor may exude courage, happiness, friendship, hate, or hope (as per the 4th level wizard spell Emotion) while speaking. These continue to remain in effect as long as the Brother does nothing other than speak.

At 10th level, a Priest of the Blessed Poor may affect anyone who has eaten a piece of food or drink of liquor given to them by that brother with a suggestion spell. The target must have eaten or drunk something granted to him by the Brother within the last round for him to be a susceptible target.

At 15th level, Priests of the Blessed Poor become immune to any ingested poison. Likewise, they can subsist on mere crumbs of bread and sips of dew, though such a life is not very pleasant. Finally, a Brother of this level may create a sanctuary by spending one hour defining its borders. Within a sanctuary, all rolls to recover HP naturally are made at maximum (ie, 4hp/night) and all proficiency checks receive a +1 bonus. All saves also receive a +2 bonus while the characters remain in the sanctuary. A sanctuary may not cover more ground than 10 sq feet/level, and a Brother may only define one sanctuary at a time. Upon defining a new sanctuary, the old one is lost.

Sunday, July 21, 2019

Valastainen, the City of Shipwrights

INTRODUCTION
Valastainen (val-ah-STY-nen) is an ancient elvish city situated upon the Lake of Lamps in Tailimisia. It serves as the central hub of the administration of the Murhestinal family and, as of the death of Tywyn Leofrosin in the matter known as the Expulsion of the Night Prince (X.512) of Aita Valmindene, the house has been ruled by the Tywynne Myrialandina, daughter of Leofrosin and strong supporter of the new elvish Queen, the Gwyderia Ilisia the Historian. The city controls all tolls on the southerly branch of the rivers Lyrissen and Idabrell. Though its name translates as "Place of Lamps," in Varan the city is often called Watchway, for its massive lighted tower that guards the mouth of the River Idabrell.

The city is famed for its canals and the closeness of its manors, for the elves of Valastainen built along the canalways to permit ships to reach the very doors of their houses. The city is lit at all hours of the day or night by many thousands of silver lamps, and a longstanding custom has it that every house must take responsibility to light the canals, or pay toward a general fund to lighting the woods about the city. Long ago, enchantments were laid on the forests all about to give light through will-o'-the-wisps that can prove both helpful and jocular.

The entire region surrounding the Lake of Lamps feeds Valastainen, the free elves of the farms bringing their goods by raft to the Mede of the Springmaiden for distribution. The entire region pays homage to Senia, Meri, and Tulia above the worship of Anunia, thanking Senia and Tulia for the fruits of the earth, and Meri for the bounty of the rivers and the lake.

HISTORY
One of the oldest elvish settlements in Tailimisia, it was built around the same time as the first towers were lain in Aita Valmindene. The oldest towers are situated on the small archipelago of islands that dot the Lake of Lamps, which are known as the Seven Sorrows. These seven ruins belonged to powerful elvish families now long extinct, and for centuries have served as magnets for adventurers.

During the War of High Sorcery Valastainen was often used as a staging ground for Harnholme dwarves moving further west. In that age, a compact was made between the then-ruling house of Deepriver and four clans of Blue Dwarves to construct a series of locks and canals to help control the flow of the lake and the river. These same dwarves assisted the elvish high sorcerer Tulimestya in the construction of the fabulous lock-and-canal works at Mount Aurisia, and they still dwell in Valastainen to this day.

Because of its situation on a large, deep, calm lake, Valastainen is the premier location of shipwrights in Tailimisia, and one of the only places within the Greatwood were deep-draft ships can be prepared and launched to the sea. For that purposes, Valastainen magicians, aided by Tulimestya the Waterwright, long ago deepened the Idabrell to permit the transit of ocean-going ships southward from Lake Valoina. This has earned Valastainen the nickname "City of the Shipwrights."

House Murhestinal and the Weeping Palace
House Murhestinal takes its arms (a weeping elf's head with long flowing hair) from the grant of the Weeping Palace to the original Murhestinai in the last age. This ancient stone structure sits at the heart of the city, and is fed and shot through with many private canals. Most of the wings of the Weeping Palace have been abandoned, as the house is not as large as the old Princes of the Lake, but they can be put to good use housing adventurers, levies, and free elf companies arriving from other regions.

The Weeping Palace boasts a large temple to Talifer, the Wounded God, and the elves who patrol the Daleadau under the Gwyderia's orders often set out from the Square of the Wounded Warrior at its gates. Murhestinal can marshal some of the largest and most powerful levies in the central forest.

The Grand Temple of Talifer is the largest of its kind in Tailimisia and one of the largest in the entire elvish culture-zone. It is tended by Curhemelian the Blade, the High Priestess of Talifer, and by a platoon of twenty Stormsword bachelors.

The Central Canals
The most densely populated region of the city is the central section, surrounding the Weeping Palace. Here, there are narrow lanes for foot traffic, but many networks of canals for ships. All mounted and wheeled traffic is forbidden from entering this region of the city, as it would clog the streets. Instead, goods are brought in through ships and barges to each of the grand homes. As a result, only the wealthiest merchants, mages, and elvish nobility in service to the Murhestinal Princess can afford homes here. The Illuminated Ones (the Valoi) also maintain their scriptorium, laboratory, and clave manor in this part of the city.

The Mede of the Springmaiden. This mere or mede is an island all its own, reached by high, slender bridges. It is here that the farmers of the Lake of Lamps come to sell their wares to the city each morning. The outlying towns each have their own days to come and bring their rafts, ensuring that the city receives a continuous supply of goods.

House of Illumination. This manorhouse, located on a side canal, behind hall walls with many tall garrets and glazed windows, is home to the Order of the Valoi, the Illuminated Ones, a powerful clave of central-Tailimisia wizards.

The House of the Silver Tree Guildhall. The House of the Silver Tree maintains its largest, most central, and most opulent guildhall in the central part of the city, opposite the mede of the Springmaiden.

Tuliameren's Arms. This inn is the largest in the city and used by elvish nobility from all over Tailimisia. When elves from the south must journey to Aita Valmindene, many make Tuliameren's Arms one of their stops on the route, for it is famed throughout the Greatwood. The inn is four stories tall, with wide-flung wings, and both owned and operated by Tuliameren Highwater, the elvish adventurer who ran the coffers for three successive adventuring parties, the last and largest being the Company of the Burning Horn, known for its jaunts into Elnuril.

The Great Light
The Tower of the Lamp, which stands at the mouth of the R. Idabrell, dominates this part of the city.

The Glazing Pits. This section of the city is constantly smoking and blazing with heat; here the great elvish furnaces produce glass from the lakesand of the Lake of Lamps. This is the largest single glassworks in Arunia, and Valastainen glass (also called lakeglass) can be found throughout Atva-Arunia.

The Hall of Ashes. Rumor insists that the Ashblade Assassins maintain a large enclave in the city. This semi-mythical foundation is known as the "Hall of Ashes," where death may be had for high prices in gold.

The Shipwright's Canals
This district is the poorest and most ramshackle section of Valastainen. Here are the many ships of elvish beechwood, highwood, and others, imported from across the elvish world, wrought, designed, and made. Sailmakers, rope-makers, weavers, and others live in close confines here to support the work of the shipwrights. Drydocks are all owned by companies of free elves, who whip together and work them; arrangements for construction of a ship must be made with these companies, which are often busy many years in advance.

The Dwarftown
Although the dwarves live all throughout the city, Dwarftown is where the four great clan-halls are located. These are the Irnval, Himril, Thangrin, and Istov clans of blue dwarves. Many dwarf sea-halls, with canals that pass beneath them and through them, entering the very walls of the home to provide hydraulic cooling or access directly to gathering rooms, stand amongst the elvish manors here.

Saturday, July 13, 2019

Silver Elves: The Silver Sparrows

The great Lorehouses of Oronia use many means to keep track of the world abroad. From their diplomats and emissaries, who represent the collective Council of Lorekeepers, to the mighty astrologers and diviners, it is known that they see much of what transpires outside the Islands of Oronia and their eternal, shroud-wrapped girdle.

What is not known abroad is the presence of the Silver Sparrows, agents of the Lorehouses who have been magically prepared to serve as their eyes and ears in the world, always hunting for the artifacts of old Sylvasil and news of the evil dragons that drove the elves from their home. Silver Sparrows are not an order or a secret society, but rather a position maintained by each of the Lorehouses.

Custom dictates that the magi trained to become Silver Sparrows have their truenames recorded in the Lorehouse records, but they themselves have the memory that name magically erased from their past. Indeed, Sparrows are prepared by means many outsiders would consider dangerous or mad: polymorphed repeatedly into different races and animals, they learn to blend in with the outside world, to dull the silver sheen of their skin with custom-blended pigments, and to watch and observe quietly abroad.

Many Sparrows have the elven Infiltrator or Collector kits; all serve a Lorehouse devoutly, disguised as other elves, half-elves, humans, or, in rare instances, as beasts of the wild. Their lives are extended by use of palliative magics to purge and alter their memories but keep their skills in tact, and their bodies are tested against the most powerful alterative arts.

Silver Sparrows often wear a Sidabrinian elf-silver ring wrought in the shape of a sparrow that provides them a passive capacity to retain their personality when polymorphed, even for many years, into an animal form. This is known as the Sparrow-Ring, and Sparrows often identify each other by means of this jewelry.

Tuesday, May 28, 2019

Craftsman's Reach: News of Brynhome

The Swords of Stock (in some places being called the Brythbrigr, which can be roughly translated as Reclaimers in Orthr) have hammered home their claim to old Rothrshal, which has been refounded and christened Brynhome in honor of the dwarven armorer-god who gave his blessing to the forces making the assault.

A combined army of men of the Order of the Forge Divine, dwarves marching out of Aella's Hall, and the Swords of Stock's personal company led a three-pronged assault on the captured dwarven hold, ending with a general route of the goblins dwelling within and a slaughter of the Eye Tyrant that occupied its highest level.

Urist of Brynjar, the leader of this ragtag assemblage of dwarves and men, has declared Bryjnhome a haven for all dwarves and smallfolk who would settle there. In the following weeks, those dwarves descended from the former colonists, led by Tavaldar of Oldhome, have flocked to the Bryjnhome banner and begun a thorough cleansing of the old hall.

Rumors persist of Prince Rognvald's involvement in the capture of the fortress: some say he extracted a pledge of fealty from Urist and the Brynjarites before the conquest, others that he has a dire oath that will be broken unless the Brythbrigri venture forth to complete it, and still others that he hopes they will open the Dwarf-Road running beneath the Silverlode Mountains and permit trade to flow directly to Tailimisia as it did in days of old.

There have been some sightings of dvergrinn on the old Deep Roads again, and whispers that they have heard of Rothrshal's recapture, and seek alliance at their deep citadel of Last Hall on the road to Waysend.

Only time will confirm which of these whispers out of the Reach is true.

Wednesday, April 17, 2019

Silent City: The Thousand Saints

Lesser God, LN
Pantheon: City Gods
Portfolio: labor, sacrifice, sorrow, memory
Allies: ???
Foes: ???
Symbol: A golden hand with two fingers raised in beatific salute
Worshiper Alignment: Any

Worship of the Thousand Saints was common throughout the city, both among those devoted to other gods, and those who chose the Saints because they felt close to them. The Saints are not a unitary god, but rather an amalgam of ever-increasing size. Those specially devoted to the Saints might choose a Saint from a local district, or someone they knew, or admired in particular, or shared traits with.

The Thousand Saints do not have individual cults or temples, but were administered by a single order of city-appointed priests. More about the Cult of Saints below. Admission to the ranks of the Thousand Saints was made by popular acclaim, brought before the City Assembly, and ratified by the Council of Mages.

In this way, the Thousand Saints serve as a sort of general amalgamated faith into which anyone can be inducted, if their sacrifice for the City was well-known and their person beloved enough to be shepherded through the long process of canonization.

The Cult of Saints
Clergy: Specialty priests, fighters
Clergy’s Alignment: Any lawful
Turn Undead: No 
Command Undead: Yes

The Cult of Saints no longer exists in any meaningful sense. It was run by appointed priests who received their positions as a sort of method of income. Lower order priests generally tended the City shrines, and the Surface shrines were tended by the Necromanter's pilgrims.

Dogma: Serve. Obey. Thrive.

Day-to-Day Activities: Provide healing, care, and tending for the sick and encouragement for the downhearted. Provide meals for the very poor, feasts for the common districts, and supplement guard patrols in the City.

Holy Days/Important Ceremonies: The Feasts of each Saint were once remembered throughout the City and celebrated by the temple. They have long been forgotten.

Priestly Vestments: Iron and gold are the chosen metals of the Cult, and they were often supplemented by Necromanter's Guild magic.

Adventuring Garb: Priests of the Cult rarely adventured.

SPECIALTY PRIEST NOT UNLOCKED

REQUIREMENTS: ???
PRIME REQ: ???
ALIGNMENT: ???
WEAPONS: ???
MAJOR SPHERES: ???
MINOR SPHERES: ???
MAGICAL ITEMS: ???
REQ. PROFS: ???
BONUS PROFS: ???

Tuesday, April 9, 2019

The Silent City: Sylvanin

Ability Score Adjustments: Sylvanin, as slender, fragile creatures have a -2 penalty to Constitution. However, they receive +2 Dexterity.

Ability Score Range
Strength  3/18
Dexterity  8/20
Constitution 2/16
Intelligence 6/18
Wisdom 3/18
Charisma 6/18

Class Restrictions
Warrior
Fighter 12

Wizard
Mage 15
Specialists (not unlocked)
Kits (not unlocked)

Priest
Cleric 6
Specialty Priest (Lorim) 12

Rogue
Thief 12

Hit Dice. Player character Sylvanin receive hit dice by class.

Alignment. Sylvanin tend toward chaotic good, but may be of any type.

Natural Armor Class. Sylvanin have tough sealed ribcages and hard chitinous armor plating just below the surface of their skin. This provides them with a natural AC of 6.

Languages. Sylvanin speak the local common and Elotic.

Special Advantages. All sylvanin are also born with a pair of semi-functional gliding wings which allows them to feather fall whenever they drop more than 10 feet. These wings are usually tucked back, and if they are wearing anything on their backs they cannot be used.

Sylvanin are adept at finding secret doors, and can utilize the elvish power in the PHB. They also have 90' infravision when they are in low- or no-light conditions. They receive the elvish ambushing ability from the PHB, and Sylvanin thieves have a +20% bonus to their move silently rating if their wings are free, as they can use them to help propel themselves and keep a light step. This correspondingly grants a 30% Hide penalty while their wings are unfurled.

Special Disadvantages. Sylvanin have no special disadvantages.

Aging and physical features. Sylvanin use the PHB elf charts for aging and height/weight.

Proficiency unlocks. Once the Sylvanin are introduced into a settlement, they unlock the craftsmanship of chime-harms, the playing of same; also, sylvanin generally can learn engineering, hunting/trapping, set snares, and various forms of black-, white-, weapon-, and armorsmithing. Sylvanin communities also have information on astrology, and usually some knowledge of the surrounding geographical area.

Culture and History
The sylvanin were the first race to join the great coalition of the High Mages of the City. They claim to have always lived in the high places, and to be natural suppliants of Lorim of the Heights. They have a preference for mountain-valleys, elevated streams, treetops, and other such places. They supposedly taught the Men Below to write and carve in exchange for other, deeper secrets.

As the City expanded its influence to the heights, more and more sylvanin lands came under their sway. Eventually, they were reduced, little by little, to wonder-workers under the Guild system. They competed heavily with the extra-planar Voidborn for city favors, but, like the Chasmous, always stood high in City esteem. Many famous generals, sorcerers, Guildmages, and even Assembly-men and Councillors were sylvanin.

They are soft-spoken and lyrical, having a great love of the beauty of things half-made or half-destroyed. Their handicrafts are always asymmetrical, and they find symmetry in art to represent stasis, death, and a failure in the mind of the artist.

The sylvanin have a natural aptitude for magic and fencing. All sylvanic communities prefer the rapier, epee, and falchion to other, heavier, weapons. Some say the sylvanin once had the gift of flight, but traded it for the power of magic; be that as it may, the infamous spell-beads that dot the surface likely have their origin in sylvanic rituals to please Lorim.

Thursday, March 28, 2019

Silent City: Balbus Catfather

(Catfather, Dusklord, the Laughing, the Mighty)




Intermediate God, CG
Pantheon: city cat gods
Portfolio: dusk, cats
Allies: Triest Dawnmother, Avos the Tumbler, Chirrus the Speaker
Foes: ???
Symbol: A leaping cat
Worshiper Alignment: Any

Worship of Balbus Catfather began in the dark ages before the erection of the City. It is said when cats first lived amongst humans, they brought with them the praise of Balbus and Triest, and the other Hundred Gods. These, of course, were not the eldest of the deities, those being the stern and serene figures of Surface and City, but they were the most playful.

The Catfather encourages drunkness, hooliganism, vandalism, and all other expressions of joyous riot and chaos. He is alternately depicted as an enormous Dusk Cat, a fat and laughing man, or as an armor-clad Dusk Monk of power.

The Temple of Balbus
Clergy: Specialty priests, thieves, fighters
Clergy’s Alignment: Any chaotic
Turn Undead: No 
Command Undead: Yes (control cats, does not work on undead)

The temple of the Catfather has nearly been wiped out. Between the City's proscription and collapse, there are only a handful of shrines devoted to the Catfather left. They mostly depend on surfacer patronage, for mendicants from below never arrive. Because they are badly scattered, they have no effective overall leadership. Not being particularly dedicated to or keen on the art of writing or record-keeping, the Catfather temples often have incomplete and spotty knowledge of their own faith.

The thing they have in common is their universal love of joy, laughter, and general happiness. The Dusk Monks of the Dusklord are required by their faith to spread their god's own jovial happiness.

Dogma: Joy is transgression against injustice, and joy is our highest calling.

Day-to-Day Activities: Dusk Monks spend most of their time tending their temples, the grounds, and going forth into the nearby countryside to do good works (mostly drink with people).

Holy Days/Important Ceremonies: Being crepuscular gods, Balbus is the master of Dusk, and that time is his sacred hour. Dusk Monks prepare their spells at this time.

Priestly Vestments: Purple robes with gold filigree and gold belts.

Adventuring Garb: Purple plate armor, cat-helms, and massive maces.

Dusk Monk

REQUIREMENTS: Dexterity 14
PRIME REQ: Dexterity, Wisdom
ALIGNMENT: CG
WEAPONS: mace (normal and sledge), karambit, meteor hammer, katar
MAJOR SPHERES: All, Chaos, Charm, Divination, Guardian, Plant, Time
MINOR SPHERES: Animal, Elemental (fire), Elemental (air), Healing
MAGICAL ITEMS: Normal priestly magical items and any animal-based magical items
REQ. PROFS: Religion (Cat Gods)
BONUS PROFS: Artistic Talent, one martial art

At 1st level, the Dusk Monk may converse with cats.

At 3rd level, the Dusk Monk may jump once per day, as per the spell.

At 5th level, the Dusk Monk may dimension door once per day, as per the spell.

At 7th level, the Dusk Monk's dexterity increases by 2 points to a maximum of 19.

At 10th level, the Dusk Monk gets a +1 bonus to all stats during dusk, to a maximum of 20.

At 15th level, the Dusk Monk may resurrect any slain character who has fallen within 10 minutes of being tended by the Monk. This process takes 9 uninterrupted hours of praying, fasting, and ritual feasting.

Tuesday, March 19, 2019

Silent City: Arabelle

(the Lady of Dreams, the Lady of Silence, the Silent, the Dreamer)

Lesser God, CN(G)
Portfolio: dreams, health, silence
Allies: ???
Foes: ???
Symbol: A bell
Worshiper Alignment: Any

The Lady of Dreams is a mysterious surfacer goddess. Her worship is found primarily in the Dunwater Valley and its surrounding environs. Her temples are primal places of roughly worked stone. She appears only in fogs and mists, accompanied by the sounds of her bells, or the rolling silences that the Bell of Quietude brings.

Small bell-eikons are made and buried in fields or the doorways of houses devoted to her worship. She is a strange and mysterious benefactress, whose power holds sway mostly above the earth, and in the midnight hours.

The Bell Shrine
Clergy: Specialty priests
Clergy’s Alignment: Any neutral
Turn Undead: Yes
Command Undead: Yes

The nearest gathering of the servants of the Lady of Dreams is at the Bell Shrine, south of Dunhill, but there is a rumor of a larger and much more elaborate system of natural caves inhabited by her priests, where the center of her worship can be found, somewhere in the Brass Mountains, known as the Cathedral of Silence.

Dogma: Truth is revealed in silence, and in silence dreams may come.

Day-to-Day Activities: Bell-priests spend their days praying for the intercession of the Lady, and tending the fields that feed their shrines.

Holy Days/Important Ceremonies: Night is holy to Arabelle. She has no holy days.

Priestly Vestments: Solemn and somber colors are preferred. Simple cord belts, sandals, and long robes of white or black.

Adventuring Garb: The rough surface-make armor of surfacer cities is often worn by Bell-Priests, and they prefer to use staves, clubs, and maces, all worked with the sign of the Bell.

Bell-Priest

REQUIREMENTS: Wisdom 9
PRIME REQ: Wisdom
ALIGNMENT: Any neutral
WEAPONS: Staff, mace, flail, war hammer, three-part-rod
MAJOR SPHERES: All, Astral, Chaos, Charm, Creation, Divination, Elemental (air), Healing
MINOR SPHERES: Elemental (fire), Guardian, Protection, Thought, Time, Weather
MAGICAL ITEMS: Normal priestly magical items and all sound-based magical items.
REQ. PROFS: Religion (surface)
BONUS PROFS: Religion (Arabelle)

At 1st level, the Bell-Priest is immune to charms and sleep spells.

At 3rd level, the Bell-Priest may play a musical countersong as per the bardic ability by ringing his bells and chimes.

At 5th level, the Bell-Priest may cast Silence 3 times per day by ringing his bell and gesturing the area to be silenced.

At 7th level, the Bell-Priest is immune to mind-altering magic.

At 10th level, the Bell-Priest may cast shatter at will by ringing his bell.

At 15th level, the Bell-Priest may substitute the ringing of his bell for all spell components, reducing the speed of all spells to 1 and requiring nothing but somatic components and the bell.

Thursday, February 28, 2019

Silent City: Myconidia

Eons ago, in the City's youth, the people of the city encountered the Fruit. They named these creatures Myconidia in the City tongue of Lemmic, and they offered them a contract: the Myconidia could enter the City, as citizens, but they would have to undergo some changes and swear to a pact. Some of the Myconidia did this, while others refused. Those that swore the Pact were changed; they grew mouths, and turned russet red. Those who did not retreated to the wild caverns and became known as the Free Myconids.

Myconid culture is deeply communal; the fruiting, the mobile creature that is seen above ground is merely the mycnoid's sporing. It can wither and die without affecting the true myconid: the mycelium growing below the earth. Myconids communicate amongst each other by emitting spores or, if they grow in the same village, by mingling neural connectors in their mycelium.

However, the fact that they are not mobile also greatly effects their culture -- they do not travel far from their mycelia, they have no gender differentiation, and they reproduce by causing their fruitings to die and form a new mycelic colony. They are immortal in lifespan, though over many centuries they become forgetful, and the destruction of fruitings and degradation of mycelia also causes them to lose their oldest memories. They have no understanding of faith and religion, and cannot therefore be priests.

Myconid names are descriptive and always in Lemmic; for example, Guardian, Proprietor, Walker.



Myconids have the following stat adjustments: -2 Str, -1 Cha, +1 Int, +2 Con.

Stat maximums and minimums (before adjustment):
Str 6/18, Dex 3/15, Con 8/18, Int 3/16, Wis 6/18, Cha 3/18

Classes: thief (merchant) 12, fighter 9, Ranger 12, fighter/thief, maybe others (unlockable)
Movement: 12

Special Abilities: The Mycelium. The fruit tend to have titles instead of names. The ambulatory mushroom one sees is not the actual house of the thing's personality; rather, this is a mesh of fungus in the earth called the Mycelium. Whenever a Fruiting character dies, they may make a resurrection survival roll during each successive season until they regenerate. If they succeed, their next Fruit loses 1 Con, but regenerates over the next month at their mycelium. If their Con ever drops to 0, it requires 100 years for the mycelium to recover and issue new fruit. If the mycelium is destroyed or dies, this ability is lost.

Mushroom Speak. If a myconid PC stops and roots for 10 minutes, they can use a special version of speak with plants that affects all fungi. They can do this any number of times per day.

Regeneration. If a myconid stands in water for 6 hours, they may regenerate an additional 1d4 hit point per day.

Planting. A myconid may allow their fruiting to perish if left in safety for 1 month to "reproduce" and plant a new mycelium.

Weapon Proficiencies. Merchant-myconids may select one of three unique starting items and be proficient in their use and repair: repeating crossbow (40 bolts), bullseye lantern, or potion belt (with 5+1d6 random grenade-like potions on it)

Culture and History
In the youngest period of the City, after the discovery and integration of the Chasmous but before the construction of the first Serpentine Gates, the Myconidia were contacted in the upper reaches. City ambassadors spent many years with them.

Myconidia were by no means united, and generally made war for territory, resources, and cultural reasons. There were as many Myconid cultures as there were caverns, and each varied widely. Myconid coloring was sometimes useful as a way to determine allegiance, because the diet of a mycelium when producing its Fruiting would, in part, determine what color Fruit was produced.

The Myconidia had a religion focused on a single world-spanning fungus they called Sorl, the original Mycelium. Some claimed that prior to the coming of the City and the Pacts, all Myconidia were part of Sorl the Silent; others, that they fractured long ago, well before the City came, and that their sporings all made war.

The City, little by little, expanded its influence in the upper reaches, particularly where the temperate and tropical regions permitted year-round habitation of the upper caverns. Trade with the surfacers was important, and a rumor has been passed in myconid culture for centuries and centuries that the first City-dwellers were men that followed a Wanderer-guide into the depths of the earth to begin with. Whether this is true is a matter for debate (though myconidia have a very vague concept of "truth"; much more important is a malleable concept of mythic truth -- things that are true not because they literally happened, but because they make sense and explain something vital).

The City made allies with various sporings (as the myconidia colonies are known), eventually leading to the Pact. This was sealed at the Great Sporing (myconid legend tells this to be the origin of all the Myconidia from a single lonesome Fruit, but this is unlikely) by the admission of all Wanderers and allied Settlers into the Pact.

Imparting the Pact began a long period of internecine warfare between Wild and Settled Myconidia. Their languages diverged. In some regions there was uneasy peace between them, but in others there was outright warfare. However, the City never became involved in the fighting, except to outfit their proxies, the Settled Myconids, with weaponry and magics. Myconid rumor persists that there are Fruit who were taught to use magic and become mighty wizards, but again, they are more interested in metaphorical than literal history. As it stands, no myconid has been able to master the necessary skills to use magic.

The Myconidia are therefore divided into three rough groups: the Wild, the Settled, and the Wanderers. Wanderers are most likely to become adventurers and gain class levels. They provide the necessary interlink between Settled societies and the Wild, and were once a frequent sight in the grand bazaars of the city.

Wednesday, February 20, 2019

The Silent City: Settlements

In the Silent City, the players, while nominally playing their individual PCs during any given adventure or delve, are actually playing the collective will of their surface settlement. This little camp will hopefully grow and thrive, supported by the delving of the players as they dredge up magic and devices from the Silent City.

The randomized starting settlement is given a rating; this is known as Settlement Quality, or SQ. SQ is an abstract number that represents, among other things, size and ability to survive adverse events. SQ is rated on a scale of 1-100, with 1 representing little more than an armed camp of a few farmers and adventurers, and 100 representing a thriving city. Most settlements begin play with an SQ in the 2-8 range.

SQ can be lowered by random events during the Development Phase, by actions taken by the characters, or by the communal will of the settlement to spend its SQ on various temporary boosts and boons.

Player-triggered SQ Drops
Players can choose to take any of the following actions at the commensurate cost of SQ.

2 SQ: Players may create a generation of adventurers using either the 4D6 Droplow, Order or 3D6, Arrange, methods.

4 SQ: Players may create a generation of adventurers using 4D6 Droplow, Arrange.

1 SQ: A single player may dispatch a recovery adventurer from the surface directly to the nearest Haven or Safe Place to the current delve. This recovery adventurer will arrive in 1d4 hours per layer between the player and the surface. They will recover the lost belongings of the dead adventurer, if at all possible, and will be half the level of the dead adventurer.

SQ Levels: Every 10 points of SQ is another advancement level for the town. Settlements receive a +1 bonus on all defense checks for each bracket they have reached (for a maximum of +10 at SQ 100).

Settlement Actions. Each season, the settlement can be directed to perform an action (harvest a certain type of resource, for example) with effects up to the DM.

Building Slots. At every SQ level, the settlement unlocks 5 building slots. A building takes 1 season to build, and then provides a permanent benefit to the settlement.

Development Phase
Spring
Migrants. Roll a 1d10 and add +1 for every SQ level, and every point of Fame the Settlement has. If the roll is equal to or higher than the current SQ, increase the SQ by one.
Random event on a 1-3.

Summer
Random event on a 1-4.

Fall
Roll 1d6 for crop yield. On a 1, decrease the SQ by 1. On a 6, increase the SQ by 1.
Random event on a 1-3.
If your settlement is on a trade route, a merchant comes by every fall in addition to whatever other random event you have.

Winter
Roll 1d6 for winter severity. On a 6 (5-6 in a cold environment) reduce the SQ by 1.
Random event on a 1.

Random Events
Roll a d10 each season to determine if there is a random event. If there is, consult the table below:

1. Accident! Someone important has died. SQ drops by 1.
2-4. Merchant; a merchant carrying a gold limit of goods equal to 100xSQ arrives to trade.
5-6. Monster attack.
7. Monster hold discovered.
8. New ruin discovered.
9. Severe weather damages crops; add +1 to the next winter severity roll.
10. Good weather boon to crops, add +1 to the next crop yield roll.

Tuesday, February 19, 2019

The Silent City: Furnace Golem

Furnace Golems are constructs built by the old masters of the Silent City that were used to do menial labor in places requiring light and heat. They are enormous, animate statues that blaze with a red light in their mouths and eyes: this is the glow of the fire elemental that gives them animate force. Unlike standard elementals and golems, there is no chance a furnace golem will break free.

Ability Scores. Furnace Golems never have an intelligence greater than 1. They suffer a -2 penalty to dexterity, gain a +4 bonus to Strength (with each point above 18 moving into exceptional strength), and cannot have a strength of less than 3.

Hit Points. Furnace golems can only be fighters. They receive 1d10+5 hp per level.

Class. Furnace golems must be fighters. They can only attain level 8 in this class.

Movement. Furnace golems move at a rate of 6 but never tire.

Class Restrictions. Furnace golems can only be fighters. They cannot ever use weapons effectively.

Height and Weight. 9 feet, 500 pounds.

Alignment. N/A.

Armor Class. Furnace Golems have an armor class of 0. It cannot be improved.

Special Benefits. Furnace golems  have 5% magic resistance.

Hindrances. They cannot use any magical weapons or items. They cannot be raised, reincarnated, or resurrected. They are susceptible to items and spells designed to be used against golems.

The Silent City: Founding a New Settlement

When a new Silent City campaign begins, your DM should generate some basics about your settlement and about the regions of the city directly below that settlement.

Settlement Quality is a number ranging from 0 (destroyed) to 100 (city). It determines many things, such as how many outsiders the settlement draws in every season, as well as the kinds of characters and buildings available to the PCs when they return home.

Terrain Type
This table determines what the general surroundings of the settlement look like. All settlements, regardless of terrain type, should have access to some arable land and a good water source, whether wells or a river.

1-3. Plain*
4-5. Hills**
6. Mountains**
7-8. Forest*
9-10. Swamp or marsh*
11. Desert**
12. Tundra**

* +1 settlement quality
** one extra settlement quirk roll

Settlement Quirks
roll once on this table, twice if your settlement is in a difficult region

1. Furnace Golem. This enormous stone construct was taken from the City and ensorcelled by a local wizard. It performs manual labor around the settlement, unless taken down below as a PC. (+5 quality, players can play the Furnace Golem)
2. Potion Warehouse. This storehouse remains from the times of the City. It is occasionally refreshed by means of a subterranean tube. As a result, villagers tend to be much healthier. (+2 quality, PCs can roll 4D6 droplow)
3. Purewater Hotspring. The water source of this settlement wells up from the ancient purification systems of the Silent City sewers. It has healing properties. PCs may each begin play with 1 health potion. These potions do not match the health potions found below. (+2 quality)
4. Ore Vein. The settlement is built near an ore vein that can be exploited. Metal weapons cost half their normal cost.
5. Wardstones. The settlement was built in the protection of some old City standing stones. These activate when the settlement is in danger. +1 quality, if the settlement would be destroyed by any invasion event, it survives... once. After that, the stones are destroyed.
6. Good land. The crops grow twice as well around the settlement. Every development season, roll twice and take the better of the two results.
7. Treasured Item. The settlement begins play with a single magical item from the City.
8. Trade Route. Each season, double the gold value of merchants that come to visit the settlement.


Potion Charts
Determine what potions look like in the region of the Silent City adjoining the settlement by rolling on the following tables for each type of potion. Notation should look like this: Healing Potion (A1.B5.C3.D8) (a red, stinking, metallic, powder)

Table A: Color
1. Red
2. Blue
3. Green
4. Yellow
5. Orange
6. Clear
7. Purple
8. Black
9. Brown
10. Turqoise

Table B: Smell
1. Odorless
2. Verdant
3. Sweet-smelling
4. Toothsome
5. Stinking
6. Astringent

Table C: Taste
1. Tangy
2. Sweet
3. Metallic
4. Sour
5. Savory
6. Curdled

Table D: Quality
1. Thick
2. Gooey
3. Fizzing
4. Oily
5. Thin
6. Chunky
7. Glowing
8. Crystallized