Showing posts with label Gaming. Show all posts
Showing posts with label Gaming. Show all posts

Monday, June 1, 2026

The Diamond

The Diamond is the world. The world is the Diamond.

There is nothing beyond the Diamond.  

Even if someone did manage to climb the walls of the Diamond, they would never come back.
And the walls of the Diamond stretch impossibly high.

The Diamond is divided into three areas: the Outer Ward, the Greensward and the Inner Ward.

The Outer Ward is a vast expanse of metallic gray wasteland where nothing made of flesh and blood can survive for long. Automata and the ghosts of the dead lurk in the Outer Ward.

The Inner Ward lies at the heart of the Diamond, a desert of poisonous yellow crystals where the Sun rises and falls each day.

The Inner Ward is utterly fatal to all creatures who enter it, even briefly. Living creatures die. Automata collapse. Spirits disintigrate.

The Sun does not cross the sky in the Diamond. It rises from the Inner Court, and then descends back into the depths of the earth. 

A day in the Diamond lasts about twelve hours.

When the Sun has disappeared, the stars begin to glow softly above the Diamond.  The Moon emerges from the Eastern Tower and rides her chariot in a circular pattern over the Diamond before returning to the Eastern Tower. 

The Moon is literally a beautiful woman who rides across the sky in a magic chariot pulled by six winged goats. 

A night in the Diamond lasts about twelve hours.

The Greensward lies between the Outer Ward and the Inner Ward and is where the Diamond's populace lives.

The Greensward contains forests and grasslands, hills and lakes, some small mountains and the rusted ruins of colossal ancient war-golems and the bleached bones of ancient giant beasts.

There are only three major population centers in the Greensward: Redfern, Metallica and Cistern.

Wild animals, malevolent spirits and rogue automata are the biggest threats in the Greensward. 

Hunters hunt wild animals.

Exorcists bind malevolent spirits.

Troubleshooters find and fix rogue automata.

People get around mostly on foot, but bicycles and sky-ponies are popular too.

There are vending machines around the Diamond. They sell everything from food and drink to magic potions, cursed items, bones, used elf panties (don't ask!) and odder things.

The vending machines are serviced by the vending gnomes.  No one knows where vending gnomes come from or why they do what they do.

Do not approach the vending gnomes! They bite!

Friday, July 29, 2022

Wizard City


 

The Magical Girl Apocalypse has come and gone and the world has been changed forever. One of the first communities to rebuild and thrive in this brave, new world became known as Wizard City, in the nation formerly known as the USA.  Approximately 99% of the local population has some kind of magical ability. Most are minor, like knowing the precise moment a bottle of milk will spoil, or being able to magically remove warts. However, one percent of the locals possess formidable magical abilities, such as reanimating the dead or changing the weather to suit themselves. And, one percent of the local population has no magical ability whatsoever.

Getting around Wizard City is pretty easy. There's a very efficient subway system that runs twenty-four hours a day. Anyone who has to travel across the city uses the subway. All the gasoline got turned into lemonade, so cars are pretty useless, and all the horses turned into centaurs and they only give rides to the really pretty people. And even then, most people don't want to pay a centaur for a lift because the resulting equinoids are just really unfortunate looking. So, most people walk, bicycle or take the train.

Here are some interesting local sites, easily available via the subway.

 LeFey Square - One of the nicer city squares with a very good statue of Wizard City founder, Marie-Ann LeFey. She died in the Great Chicken War, but her memory survives. On Founders Day, the statue comes to life and leaves its pedestal to assess the city and publicly castigate the Mayor and City Founders if things aren't up to snuff.

The Black Center - The Black Center is the city's oldest art gallery and performing arts space. The Wizard City Philharmonic Orchestra plays there seasonally, and the Wizard City One-Man Band plays there far too often. The paintings in the gallery are nice, but many are magical and more than one patron has tumbled into a painting of the ocean and drowned. We recommend staying behind the red velvet ropes.

Shadow Town - This is where most of Wizard City's Shadow People live. It's not the nicest looking area, but Shadow People don't need anything but light to survive, so you can understand the scarcity of corner stores and public amenities. That said, after sundown, it is the brightest neighborhood in Wizard City.

 Tavern Street - If you're looking for a drink, the best place to go is Tavern Street. This winding street is comprised of almost nothing but drinking establishments. Everything from dangerous dive bars to hoity-toity private drinking clubs can be found here. So can a lot of drunks. We recommend that you don't wear shoes you like.

 Edgetown - This is the home of Wizard City's PAPS (Post-Apocalyptic Punk Scene). You can't walk down a street in Edgetown without spotting someone with a Day-Glo mohawk, vulgar tattoos and multiple piercings. Leather fetish gear is the norm here, and if you're a mutant with extra limbs or a conjoined psychic twin you're at the very pinnacle of local fashion. We recommend Mad Max's Rad Body Mod Shop for all your tattooing, piercing, scarification and fashion needs. Mention this promotion and you'll get a complimentary beat-down!

 Gargoyle Hill - The Church of the Gothic Lolita dominates the hill, surrounded by graveyards and dark, slippery cobblestone streets.  As you can imagine, gargoyles are a big part of the local aesthetic. The locals are pale and unsettling and some have a weird frog-like aspect to their appearance that it's best not to comment on. We recommend the Rio Tokyo Cafe near the train station. Not for the tea, but for the lovely taxidermied cats on display at each table. Creepy, but cool.

Scotland Square - For some reason, it's always foggy and chill around Scotland Square. Even at the height of summer. The locals don't seem to mind. They cater to caledonophiles. You can buy everything from single malt whiskey to cashmere scarfs in the little shops around the square. In the evening, bagpipers take to the rooftops and play awful, mournful songs until midnight. (After midnight, anyone playing the bagpipes in Wizard City can be killed with no consequences except a heartfelt "Thank you!" and a nice commemorative ribbon.) We recommend grabbing a drink at The Phantom Bagpiper, which has the best whiskey in town!

West Valley - On the surface, there isn't much to see in West Valley unless you're into suburban decay. Old housing developments sit mostly abandoned and forlorn, slowly being eaten by the surrounding countryside, and packs of feral children run through the streets hunting the smaller packs of feral dogs. But the area has an interesting history.  Colonel Sherman West was born here and his childhood home is a museum, meticulously maintained by volunteers. West was a hero of the Great Chicken War, defeating Cockzilla in personal combat. After the war, the Colonel dabbled in necromancy and fast food, combining the two and creating the popular ZomBurger chain. We recommend checking out the Colonel West Home Museum, unless you're sensitive to hauntings, as we're told the building is quite active, paranormally speaking.

Shadow Yard - At the beginning of the Magical Girl Apocalypse, somebody dropped nukes. A lot of people died from the nukes, but a lot of people got changed into Shadow People. After the war, Shadow Yard is where many of them congregated for processing as they sought to build new lives in Wizard City. Some have compared Shadow Yard to Ellis Island, but others compare it to an internment camp. Today, Shadow Yard is the site of the Shadow Experience Museum, an immersive experience where people can relive the shock, trauma and fear of the Shadow People as they were detained in near-lightless conditions while their citizenship applications were processed. Thankfully, only eight people a year now die from going through the Shadow Experience. It used to be much higher, which had a negative impact on the local tourist industry. We recommend the Shadow Experience Museum, and also Hiroshima Josie's Light Bar & Eatery across the road from the museum. Great food in comfortable surroundings!

Lake LeFay - Named after the city's founder, Lake LeFay offers a pleasant respite from the hurly-burly of big city life. The lake was created during a wizards' duel and the waters are innately magical. The lake never freezes, even during the coldest winters, and is home to a number of attractive drowning spirits who attempt to lure joggers and passersby to a watery grave. Swimming and boating are prohibited, but fishing from the shore is allowed as long as one signs a waver releasing the city from any indemnity.

University Square - The site of Wizard University, University Square is a large concrete plaza containing a large iron statue of the University's founder, Doctor J. Krowling.  It is commonly agreed that the statue is very bad, but even though everyone talks about replacing it, it never seems to happen.  The University itself is a collection of old, rather drafty buildings fronting the square with tattered and faded banners hanging over the entrances. The student body is quite small as entrance to the University is achieved via magical blood-duels carried out in the Square each autumn. It is a hugely popular event and attracts thousands of spectators. The University is not open to the general public, for safety reasons, but private tours can be arranged for a hefty fee via the Bursar's Office.

Blood Valley - The apocalypse warped nature in all manner of ways and Blood Valley is an excellent example of that disruption. All the trees in the valley bleed. Blood pours from their trunks, down their limbs, staining the earth and filling the air with the distinctive coppery smell of fresh-spilt blood. Most people find it very off-putting for one reason or another, while a certain type of person finds the Valley quite to their 'taste.' Literally.

Blood Valley is home to a wide variety of hemovores, but mostly garden-variety vampires. The warped nature of the place allows them to slake their thirst for blood without actually inconveniencing anyone. In fact, an entire cottage industry has evolved in the area, akin to the maple syrup industry, wherein the locals tap the trees for fresh blood that they preserve and sell to outsiders. If you go to Blood Valley, we recommend that you visit one of the mom & pop blood bottling operations. Also, make sure to wear boots you can rinse clean!

Merlin's Gargoyle - No one knows the origin of this gigantic gargoyle statue, but it's believed to predate the Magical Girl Apocalypse.  Local lore surrounding the statue is varied and contradictory. Regardless of its origins, the statue is the largest free-standing statue in the city and attracts a great many tourists to the area. If you go, we recommend visiting late in the day when the crowds are thinner.

Maiden City - Maiden City is one of those tourist attractions that draws people because of its infamous history. The neighborhood was the sight of the Washburn Clinic for Moral Correction, a facility that offered to "correct" the memories and personalities of sexually aggressive young women. It accomplished this via a combination of neuro-electrical stimulation, surgery and extensive drug therapies. At one point, the Washburn Clinic housed 300 'patients' in various stages of 'treatment.' The clinic, and its founder, came to a messy end when the Radical Anti-Virgin Front firebombed the facility. The RAVF's leader, Ophelia Shakespeare, killed Doctor Washburn by publicly castrating him. With her teeth.  Since then, Maiden City has become a haven for those who don't conform to the sexual norm. If you go to Maiden City, we recommend checking out the Happy Rainbow Sex Museum for its collection of auto-erotic automata, and the Convent of the Virgins of St. Gwar, a cloistered nunnery whose members are easily recognizable by the grotesque masques that they wear in public.

Forest Square- Forest Square is an area, exactly one city block in size, occupied by artificial trees. They are part of a public art installation created by noted artiste, Kashmere Van Der Kant. Exactly what the installation is meant to symbolize remains unknown, as Van Der Kant died moments after overseeing the installation of the final synthetic tree.  The installation was left in place by the city and remains in good shape, although several homeless bands have made camp in the installation in recent months. If you go to Forest Square, we recommend going in the day and being reasonably well-armed.

The Black Manticore - Found at the bottom of a short flight of stairs down a narrow, dirty alleyway, the Black Manticore is the most famous bar in Wizard City. They say Colonel West got the idea for ZomBurger while at the Manticore, and that Marie-Ann LeFay killed her mirror doppelganger assassin in the ladies' room. Legend and lore collect and metastasize around the Black Manticore, and the owner, Elvis Vonnegut IV, denies none of them. The place attracts a diverse clientele, ranging from the most morally dissolute to some who could be considered saints. If you go to the Black Manticore, we recommend health insurance, body armor and a selection of lethal weapons. Also, a cast iron liver, as the drinks in the Manticore will knock you on your ass.

Opera Square - The Wizard City Opera House dominates this square. It is a grande dame of a building, a massive confection of marble, concrete and spun diamantine glass. The building was designed and built by the mad genius, Isobard Drayborn, and there are rumors that his ghost still haunts the attics. The building has an unusual history, having burned down twice, been flooded three times and ravaged by a tornado. It has always been rebuilt with miraculous alacrity thanks to the support of the Society of the Incurably Rich. There is a lively betting pool among the locals, patrons and employees as to what sort of disaster will strike the Opera House next. If you visit the Opera House we recommend wearing comfy shoes, always knowing where the nearest exit is and not playing at ghost-baiting.

South Dee -  This nondescript lane of rather shabby looking buildings is the home of most of Wizard City's enchanters and potion-brewers. Also flim-flam artists, confidence men, hoaxers, fakers, cheats and farces. The common attitudes on the street are 'Let the buyer beware' and 'There's a sucker born every minute.'  That said, if you know what you're looking for, you can find some good deals on South Dee, as well as some things that may not be entirely legal. If you go to South Dee, we recommend checking out Pratchett's, a reputable shop dealing mostly in minor enchanted items and less explosive potions.

If you decide to visit Wizard City, we recommend going between February and June, and traveling via air-whale. Although rail service has lately been established with the cities of New Genocide and Rad Island, there are still many chicken-people tribes lurking in the countryside just waiting for a chance to attack a train full of succulent, delicious non-chickens. Also, travel via air-whale is cheaper and more comfortable.

On February 14, the Love Parade makes its way around Wizard City. On this day, wizards traditionally cast random love/lust spells on the populace, to ensure that the city's population continues to grow.

May 5th is the start of the Founder's Day Celebrations. Founder's Day is actually a week-long event. During this week, laws regarding recreational substances are suspended and everybody gets blotto.

May 12th is Hangover Day. On this day, the entire city shuts down. Only the trains continue to run, operated by constructs who weren't able to get blotto during the past week.

Enjoy your trip!

Monday, June 29, 2020

Lux Tenebris: Moonhome - Part 2

Moonhome was founded two centuries ago, but has grown quickly.  At present, it has a population of approximately 8,160 citizens.  Approximately 62% (5060) of Moonhome's population is of elvish blood.  Humans comprise about 25% (2040) of the population, with halflings consisting of 5% (408) and dwarves about 2% (163). The remainder of Moonhome's population consists of other races, such as freescale dragonborn, gnomes, etc.

In the two centuries since its founding, Moonhome has grown organically. The original settlers did not have a city plan in mind when they established their first homes, rather they built where they liked and, over time, those temporary lodgings evolved into more durable and permanent structures.  Over time, well-worn pathways evolved into rough-lanes and cobblestoned streets.

This pattern of organic growth and expansion continued when the first new settlers arrived. As a result, Moonhome is not organized into metropolitan wards, like other cities, but rather functions as a series of close-knit, albeit independently run village-neighborhoods who send representatives to the City Council.

Because of this, Moonhome's neighborhood-villages all have very distinct personalities. In recent years, there has been a push for a more formal city plan to be developed, as Moonhome expands. This idea is being pushed for the sake of public sanitation and health, moreso than anything else. However, calls for centralizing authority and power in the hands of the City Council are usually met with stiff resistance from the majority of Moonhome's residents.  In their minds, less government is a good thing.

Moonhome does have a Mayor, who runs for election once every eight years.  The Mayor's job is mostly ceremonial and administrative. He sets the agenda for the City Council, supervises various public works and is responsible for city-wide services, such as the City Watch and the City Militia.

Council Members represent Moonhome's five neighborhood-villages. The Council Members are chosen from the members of the neighborhood-village councils by those councils. Council member terms vary depending on which neighborhood-village they represent. For example, Dragonhearth's Council Member is replaced once every four years, while Mountview's Council Member is replaced yearly. Because of this, the makeup and disposition of the City Council changes quite frequently.

Moonhome has five distinct neighborhood-villages: Dragonhearth, Bridges, Mountview, Solace and Checkers.

Dragonhearth is the oldest of Moonhome's neighborhoods. It was the site of the first settlement, two centuries ago. Those rough lean-to's and tents have long been replaced with sturdy wood and stone houses, the rough lanes replaced with cobblestoned streets lit by witchlights strung on wires that stretch across its streets, from building to building.  The City Council House is located in Dragonhearth, on the east side of Silver Dragon Park. Across the park, facing the City Council House, is the Temple of Rasha-of-the-Moon. The Temple was the first public works project funded by the city and is the tallest structure in Moonhome. The Temple's Tower rises three-hundred feet (about 15 stories) into the air and, at night, the blessed silver lamp at the tower's apex casts a silver-blue glow over the entirely of Dragonhearth.
Dragonhearth's most famous resident is it's namesake, the elder silver dragon, Hankatar. It is common knowledge that Hankatar has a home in Dragonhearth, and that he walks the streets of Moonhome in a humanoid guise. However, no one seems to know what the dragon's humanoid form looks like, so folk in Dragonhearth tend to be very polite to people they meet on the street or in the shops. After all, one doesn't know that the old fellow having a friendly chat with the waitress at the tea shop isn't the Silver Dragon of Moonhome. Do they?

West of Dragonhearth, just across Laughing Water Stream, is the neighborhood of Bridges.  Bridges is a very damp neighborhood. There are a myriad of streams that crisscross the area, producing some very damp ground.  Nevertheless, as Moonhome's population expanded, new residents began to move into the area. Attempts to redirect the various streams ended badly, until the residents decided to work around the flow of water.
Buildings in Bridges are built on elevated platforms that place them at least a foot above the ground. In some areas, where seasonal flooding occurs, the buildings are placed much higher. Numerous pedestrian bridges crisscross the neighborhood's streams, many of them ornately carved and decorated by local artisans. Streets in Bridges are unpaved and, during the rainy summer months, turn into muddy tracts that can bog down a laden cart.  As such, Bridge's retail and commercial businesses tend to occupy properties near the borders to Dragonhearth and Checkers.
Bridges is a fairly quiet neighborhood. Most of the residents are elves who came to Moonhome from human-dominated cities, such as Fallen Baramir and Swordhold. Many retain the styles and customs from those cities, so it isn't uncommon to encounter elves dressed in the fashions of Swordhold or humming popular songs from the streets of Darkwater on any of the neighborhood's lovely pedestrian bridges.

To the east of Dragonhearth, is the neighborhood called Mountview.  Mountview was the site of Moonhome's first expansion. The area was chosen by the Brothers of the Vine as the site of their monastery and winery. The brothers built their monastery facing the east, giving them an excellent view of the mountains that surround the valley. The monastary and the winery still stand today, at the heart of Mountview, surrounded by homes and businesses.
If Moonhome has an industrial center, Mountview is that place. This neighborhood is where the majority of Moonhome's manafactories and crafthalls are set up. There are several small guildhalls established in Mountview, as well as trade schools.
Mountview is also the site of the Street of Treasures. This street runs between Dragonhearth and Mountview, containing shops that sell fine, imported goods. There are restaurants and tea shops, wine bars and book shops, perfumeries and jewelers.
In addition to industry and commerce, Mountview is also the site of various temples. Ratava, the Goddess of Pleasure, has a fairly large temple in south Mountview, near Solace, as does Kasam, the God of Charity and Wealth, and Neka, the Goddess of Trade and Diplomacy.

North of Bridges, Dragonhearth and Mountview is Checkers. The northernmost of Moonhome's neighborhoods, and the largest, Checkers is a predominantly agrarian community. Most of the residents are halflings, who came to Moonhome with the Brothers of the Vine, and sent word to family and friends about the new city. The halflings arrival was a boon, as food production was starting to become a problem. The halflings chose to settle, initially, a little ways away from their neighbors. Initially, their settlement was called Neromil, but as time passed, the area became known as 'the Checkerboard' and, finally, just Checkers.  The name came from the checkerboard-like layout of farming fields in the neighborhood. However, many original halflings continue to refer to the neighborhood as Neromil, a Halfling word that translates, roughly, to 'New Home.'
Most of the homes and businesses in Checkers are built on the halfling scale, and integrated into the local landscape. The streets in Checkers are well maintained and the most ordererd, laid out in a pragmatic grid pattern.
Checkers and its residents provide most of Moonhome's food, and this gives the community a great deal of influence and leeway around the city. Halfling farmers are some of the wealthiest residents of the city, and most aren't shy about spending coin for creature comforts. Some halfling homes are quite ostentatious by that race's standards. However, the residents of Checkers also put money into their community. There are publicly-supported schools in the neighborhood which any child can attend, for free, and hospitals and hospices overseen by priests of Halab and Anola. There is a large communal Temple of Ralam, the God of Agriculture, at the heart of the neighborhood which doubles as the neighborhood Council House and as a venue for public events.
Checkers is so well-organized and laid out that the neighborhood has seen a large influx of newcomers, mostly human, who have brought new energy and excitement to this sleepy, northernmost part of Moonhome.

And, finally, south of Mountview and Dragonhearth is Moonhome's newest neighborhood, Solace. Initially, Solace was a refugee camp where newcomers to Moonhome, fleeing persecution and prejudice, settled and waited for permission to enter the city proper. As time passed, the tents were replaced with permanent structures and the grassy lanes became dirt and stone tracks. Many of Solace's refugees gradually integrated into the city's other neighborhoods, but some chose to make their home in the former camp. It was these people who built the neighborhood, naming it Solace and offering a welcome hand to newcomers, whether they were refugees or just visitors. Eventually, Solace was formally recognized as part of Moonhome and given a seat on the City Council.
Today, Solace continues to serve as the unofficial gateway to the rest of Moonhome. The neighborhood is dynamic, with people constantly coming and going at all times of the day and night. Solace has accomodations for everyone, from well-to-do merchants from Mountgate and Graycrown, to refugees fleeing the war. Many temples have established charitable institutions in the neighborhood, and there are more shrines, to more gods, in Solace than in any other part of Moonhome.
Solace's population is the most diverse in the city. Elves share the streets with dwarves and drow, half-ogres and humans, tieflings and gnomes. Even stranger creatures are sometimes seen in Solace, such as goliaths and tabaxi, and even freescale dragonborn. Its stores and markets reflect this diversity and you can find items and goods in Solace that can't be found anywhere else in Moonhome, not even on the Street of Treasures.
Sadly, Solace also sees a fair amount of street crime. Because of this, Solace's neighborhood Council works closely with and strongly supports the City Watch. In fact, watchmen in Solace get a generous stipend from the neighborhood Council, making duty there a popular and lucrative assignment.

Thursday, October 3, 2019

Lux Tenebris: Somek

Somek, God of the Undead
Somek is the son of Elleru, Goddess of the Earth & the Underworld, and Rovelek, God of the Dead.
His half-sister is Arymat, Goddess of Misfortune.

Somek is the God of the Undead, the patron of necromancers and sentient undead. He is also referred to as the Defiler of the Grave and the Enemy of the Dead.

Somek's current relationship with his father is adversarial, but it was not always that way. For centuries, Somek aided his father in his duties as God of the Dead. But when the All-Fiend rose against the gods, Somek was captured and imprisoned.

The All-Fiend sent word to Rovelek that if the God of the Dead would ally with him, Somek would not be harmed and would be set free.  Rovelek refused.

As a result, the All-Fiend tortured Somek, disfiguring the left side of his face. As he tormented Somek, the All-Fiend told him, in painful detail, of the offer he had made to his father and his father's refusal.  The All-Fiend painted a picture where all of Somek's suffering could be laid at his father's feet.

Eventually, the All-Fiend was defeated and his various divine prisoners were freed. Rovelek himself broke the chains binding his son.  And although Somek understood his father's reasons for refusing to ally with the All-Fiend, he has not forgiven him for the choice that he made.

Rovelek, for his part, was unused to being judged by anyone and grew cold toward Somek. The two of them no longer worked together to guide the dead to their afterlives.  Instead, Somek chose to use his knowledge of Rovelek's domain to steal damned and damaged souls and return them to the living world as undead.

Rovelek grew incensed when he learned what Somek had done and the two came to blows, much to the horror of the other gods.  The two have opposed each other ever since.

Somek is described as a thin, sallow-skinned man with long dark hair. The left side of his face was horribly ravaged by the All-Fiend and Somek bears the scars of those wounds to this day. When he manifests on the material plane, he is always surrounded by shadows, to better conceal his disfigurement.

Somek is worshipped primarily by sentient undead, such as liches and vampires, as well as by mortals who seek to become undead.  He has no public temples and most nation-states ban his public worship, but he has a small, dedicated priesthood and many hidden shrines.

The few clerics that Somek empowers usually choose the Death Domain, while the very rare Paladin of Somek will most often take an Oath of Vengeance.

Somek's symbol is a black ouroboros, an ebon serpent eating its own tail.

Monday, September 23, 2019

Lux Tenebris: The Gray Wardens


Yrella made her way through the night, confident that there was nothing to fear in the dark. After all, there was little that could still harm her, in this world or the next, thanks to the blessings of Rovelek.
As she returned to her territory, she was aware of the lingering dead. Most were recent, slain during the Draconic Legions' march through the region. Some were older. Souls still bound to the earthly plain by pain and longing, attachments that bound them to the material world, compelling them to ignore the sweet surrender that the God of the Dead offered.
And, beyond them, as always, Yrella could sense the enemy stirring, roused by all the recent death and chaos the dragonborn had brought to this land. Yrella could sense his presence,like a fetid stink, rising around her.
Somek. Defiler of the Grave. Enemy of the Dead.
She ran her chain through her hand, spinning it expertly. Her spirit blazed and, if it had still been possible, her heart would have pounded in anticipation.
If the Defiler, or his spawn, dared appear in these lands again, she and the other Gray Wardens would be waiting, to send them to their dooms.

The Gray Wardens are priests of Rovelek, the God of the Dead, who sacrificed their mortal lives in service to the god. Their devotion was so great, their self-sacrifice so pure, that the God of the Dead resurrected them to continue their service to him as members of his Gray Wardens.

The Gray Wardens are not undead. Whereas undead are created via necromancy, the Gray Wardens are revived by the divine intent of Rovelek himself.  It is devine, radiant energy that raises them up and sustains them in service to their god.

This power leaves its mark on the Gray Wardens. Their skin and eyes possess an eerie luminosity that many other creatures find distracting or unnerving. For this reason, Gray Wardens typically wear long shroud-like robes when interacting with others.

As a symbol of their devotion to Rovelek, the Gray Wardens also wear chains. Some of these chains are purely ceremonial and decorative, but some fuction as practical weapons. For many Gray Wardens, their chains are the only physical weapon they weild.

The Gray Wardens are all Clerics of Rovelek. Players who wish to play a Gray Warden must play a cleric.  Multiclassing, however, is allowed.

The Gray Wardens have several special traits, listed below:

Blessed Nature. A Gray Warden does not require food, water, air or sleep to survive.

Necrotic Resistance.  Gray Wardens have resistance to necrotic damage.

Regeneration. A Gray Warden regain 20 hit points at the start of her turn if she has at least 1 hit point.

In addition to these special traits, Gray Wardens possess the standard cleric abilities, but a Divine Domain unique to them.

Gray Warden Domain Spells
1st Level         Charm Person, Sleep
3rd Level         Dark Vision, Invisibility
5th Level         Nondetection, Suggestion
7th Level         Greater Invisibility, Hallucinatory Terrain
9th Level         Antilife Shell, Telekinesis

Bonus Proficiency.
At 1st level, Gray Wardens gain proficiency with their chain weapon.  This weapon deals
1d4 bludgeoning damage and has the following properties: Reach, Special, Versatile(1d8), Finesse.

Death-Aware.
At 1st level, you gain the power to sense the presence of the dead and undead within one mile of you. And although you can differentiate between a restless spirit and an undead monster, you cannot identify what sort of specific undead you sense with this ability.

Channel Divinity: Death's Mercy
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level in a single individual. You cannot use this feature on an undead or a construct.

Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).  You must be conscious to grant this bonus.

Divine Strike
At 8th level, you gain the ability to infuse your melee attacks with divine energy. Once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Rovelek's Revenge
Starting at 17th level, you can use your action to project an aura of divine light around yourself that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Any undead creature or necromancer within that area has disadvantage on attacks and saving throws for the duration.

Wednesday, June 19, 2019

Lux Tenebris: Sir Hospin of Beck


SIR HOSPIN of BECK, L16 Human Knight

STR     16 (+3)                        DEX    14 (+2)                        CON   14 (+2)
INT     12 (+1)                        WIS     16 (+3)                        CHA   14 (+2)
HP       118
AC      18 (Chain mail and Shield)

Racial Traits:
Languages: Common, Elvish, Halfling

Proficiencies: +5
Armor: All armor & shields
Weapons: Simple & martial
Tools: Cards +5
Saves: Strength +8, Constitution +7
Skills: History +7, Insight +8, Perception +8, Persuasion +7

Feats:
Knightly Regard
* * *
Fighting Style: Protection
Second Wind
Action Surge (1x)
Martial Archetype: Battle Master
- Combat Superiority
- Manuevers ( Commander's Strike, Disarming Attack, Feinting Attack, Manuevering Attack, Parry, Precision Attack, Rally, Riposte)
- Superiority Die (6d10)
- Manuever Saving Throw: 16
- Student of War
- Know Your Enemy
- Improved Combat Superiority
- Relentless
Extra Attack (3x)
Indomitable (2x)

Equipment:
Elfbane. Longsword. Melee. Magic Weapon. Requires attunementf. Non-elves only. You gain a +3 bonus to attack rolls made with this magic weapon. When you hit an elf or half-elf with it, that creature takes an extra 2d10 slashing damage. When you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If an elf or half-elf attempts to wield this sword, they immediately take 2d10 slashing damage for each round they hold the weapon,and all their attacks with the weapon are at disadvantage.  +11 to hit; deals 1d8 slashing. Versatile (1d10).
Hand axes (2). Melee. +8 to hit; deals 1d6 +3 slashing. Light, Thrown (Range 20/60).
Chain mail. Defense. AC 16. Minimum STR 13. Disadvantage on Stealth.
Shield. Defense. AC +2
An explorer's pack, a set of traveler's clothes, a signet representing his rank in the order, a pouch containing 10gp.

Sir Hospin of Beck is a senior member of the Knights of the Phoenix Crown, but he began life as the son of a poor farmer. As a child, he dreamed of becoming a knight and, when he was old enough, presented himself at the Bastion in Fairhill. Hospin was accepted as a squire-candidate and began several years of intense training and study.  He was eventually made a squire, and served Sir Alycier of Harrowtongue for a number of years. Hospin was knighted in a formal ceremony at the Bastion, welcomed into the Knights of the Phoenix Crown.  It was the proudest moment of Sir Hospin's life.
Since that day, Sir Hospin of Beck has served the order well and faithfully. He exemplifies the best qualities of a knight: courage, honor, chivalry.  His duty has taken him all over the Southlands and beyond. On one such adventure he came into possession of his magic longsword, Elfbane.  Sir Hospin has only told that story once, to the Knight-General of the order. He refuses to speak of it to anyone else.
When the Draconic Legions marched through the Southlands, Sir Hospin was called upon by his order to coordinate a group of irregular vollunteers. Sir Hospin would have preferred to confront the legionaires directly, in personal combat, but understood the necessity of using guerilla tactics against the foe.
Since the destruction of the Draconic Legions, Sir Hospin has made his way back to the Bastion in Fairhill. He has spoken with the Knight-General and other senior members of the order regarding recent events. Sir Hospin believes the Compact should be adjusted, so that the Southlands have a formal standing army to repell any future invasions. Alas, his arguments have mostly fallen on deaf ears, leaving Sir Hospin feeling quite vexed.

Thursday, May 30, 2019

Lux Tenebris: Iliana Greenlane


ILIANA GREENLANE - L12 Strongarm Halfling Assassin


STR     12 (+1)
DEX    15 (+2)                                   
CON   10 (+0)
INT     10 (+0)
WIS     12 (+1)
CHA   10 (+0)
HP       60
AC      13 (Leather Armor)

Racial Traits:
Size: Small
Speed: 25 ft.
Luck
Brave
Halfling Nimbleness
Strongarm Weapon Training
Languages: Common, Halfling, Thieves' cant

Proficiencies: +4
Armor: Light
Weapons: Simple weapons, Hand x-bows, Longswords, Rapiers, Shortswords, Battleaxe
Tools: Thieves' tools, Dice set, Land vehicles, Disguise kit, Poisoners kit
Saves: Dexterity +6, Intelligence +4
Skills: Acrobatics +6, Athletics +5, Insight +9, Intimidation +8, Perception +9, Stealth +10

Feats:
Military Rank
* * *
Expertise
Sneak Attack  (6d6)
Cunning Action
Roguish Archetype: Assassin
- Bonus Proficiencies
- Assassinate
- Infiltration Expertise
Uncanny Dodge
Evasion
Reliable Talent

Equipment:
Daggers(3). Melee. +6 to hit; deals 1d4 +2 piercing; Finesse, light, thrown (range 20/60).
Crossbow,Light. Ranged. +6 to hit; deals 1d8 +2 piercing; Ammo (range 80/320), loading, 2-handed.
Battleaxe. Melee. +5 to hit; deals 1d8 +1 slashing; Versatile (1d10).
Leather Armor. AC 11 + Dex Mod.
An explorer's pack, a disguise kit, a poisoner's kit, a set of thieves' tools, a set of common clothes, a set of traveler's clothes, a dice set, a purse containing 17g.

Iliana Greenlane grew up in the halfling village of Gold Meadow. Most of her friends were Stout or Lightfoot halflings, but Iliana's family were Strongarms. Because of this, she was always a little out of step with her peers. While they were fishing or picking apples, Iliana was undergoing weapon training with her father.  Her preferred weapon was the battleaxe and she became quite good with it.
Upon reaching her age of majority, Iliana joined a reputable mercenary company and left Gold Meadow to see the world. She was gone for ten years and when she returned she was much changed. Reserved and taciturn, she refused to speak of her time away from Gold Moon, and became quite cold to anyone who pressed her on the issue.
Iliana joined the village militia where she soon distinguished herself as a deadly marksman with a crossbow. Over time, she thawed a little, and even participated in local archery contests where she won several prizes.
However, when the draconic legions passed through the area, Iliana's warmth vanished. She became frighteningly cold and pragmatic. Her quick thinking to evacuate Gold Meadow probably saved lives, and her neighbors were thankful, even if they did return to decimated homes.
When the compact was invoked, Iliana led her village militia to Fairhill where they joined the forces that would harangue the dragonborn legionnaires. Because of her skills, she was asked to join a group of individuals who would focus on high-risk targets, such as dragonborn officers, clerics and spellcasters.
Iliana agreed, even though she was unsettled by the presence of a Gray Warden among the group. During the campaign Iliana removed a number of high-ranking dragonborn officers, and was credited with slaying the last dragonborn soldier.
Iliana has since returned to Gold Meadow, to help her village rebuild. Her actions in the conflict have earned her quite a reputation, which she finds annoying. She has been appointed commander of the village militia, and begins and ends each day with weapon training on the village green. Inspired by their grim-eyed leader, many of the Gold Meadow militia now take their duties far more seriously than before.

Tuesday, May 28, 2019

Lux Tenebris: Strongarm Halflings


LUX TENEBRIS: STRONGARM HALFLINGS

Strongarm halflings are a halfling subrace found exclusively in the Southlands of Nur. Although they possess the traits common to all halflings (as outlined on p. 28 of the 5e Player's Handbook), they also possess unique traits.

Strongarm halflings tend to be more serious than other halflings, and slower to warm up to strangers in their midst.  They also tend to be more clannish than other halflings, preferring to associate mostly with their own kith and kin.  Strongarms are not unfriendly, per se, just more reserved and cautious than other halflings.

Strongarms appeared after the fall of the Phoenix Kingdom, when Southland halflings had to become more self-reliant re their own protection.  Halfling communities could no longer rely on the protection of knights or soldiers of the crown, so individuals within those communities began to take it upon themselves to defend their communities. Naturally, these likeminded individuals married each other, beginning a tradition of physical conditioning and martial study.

More martial than most other halflings, Strongarms spend a portion of their free time practicing with a weapon of their choice.  Many choose the hand crossbow, preferring to strike from a distance, but others choose traditional melee weapons such as the battleaxe or warhammer.

Strongarm halflings often surprise Northland fighters with their physical strength and martial ability.

Ability Score Increase. Your Strength score increases by 1.

Strongarm Weapon Training. You have proficiency with either the battleaxe, longsword, shortsword, warhammer or hand crossbow.

Thursday, April 11, 2019

Atela: The Devil & The Queen of Shadows

There are two Big Bads in the Last Kingdom: the Devil and the Queen of Shadows.

The Devil is the ruler of Hell a.k.a. the Underworld. According to the Church, the Devil was created by God to test humanity by tempting them.  However, as the Devil spent more time with humans and saw how easily they were corrupted, he himself became corrupt. God saw the Devil's failings and exiled him from the Heavenly Realm. Furious, the Devil retreated to the Underworld, where the souls of sinners languished. There, the Devil declared himself the nemesis of God's plans. He still corrupted humans, by seducing them away from God with promises of power or wealth or pleasure, but now he did it to expand his own power. So great was the Devil's corrupting aura that other angels refuted God, abandoning the Heavenly Realm and joining the Devil in Hell. These angels became devils and, over time, some of them became so debased that they 'devolved' into demons.

The Queen of Shadows is one of the Devil's consorts. Church doctrine is hazy on her origins. Some say she was an angel who followed the Devil into exile. However, others claim that she was born a mortal woman, who gave up her soul for immortality.  She is, literally, the Mother of the Elves, and that soulless race lives in abject fear and awe of her. According to lore, the Queen appealed to the Devil for aid when men turned on her soulless spawn. He agreed to help her for her eternal loyalty to him and she accepted his offer. The Devil gave the Queen of Shadows the Feywold, the unchanging realm where the elves live to this day. 
Where the Devil sees humanity as a resource to be used, or a tool to be wielded against God, the Queen of Shadows views them as nothing less than her most hated enemy. It is her hatred of them that infuses her children and compels them to wage war upon mankind.

PCs probably shouldn't meet either the Devil or the Queen of Shadows. Both characters are ferociously powerful, and should decimate any mortal that dares attack them. If the PCs do encounter either of these figures, their best bet to overcome them is through a battle of wits.  If the PCs can extract a promise from either villain, they will be compelled to obey their promise. However, neither figure should make promises lightly.

Tuesday, March 12, 2019

Atela: NPC Enemy Races

            In the Last Kingdom, human existence is threatened by a number of enemies.

Dwarves.
            In Atela, dwarves are not a hardy, roistering race of adventurers. In Atela, dwarves are small creatures, their minds as twisted as their bodies.  To humans, dwarves resemble gnarled old men with gleaming black eyes and scraggly beards.  No human has ever encountered a female dwarf and it is widely speculated that there are none, that dwarves emerge from the ground through some diabolical form of reproduction.
            Unlike elves, dwarves do have souls, but they are shriveled things consumed by greed. Dwarves love wealth, particularly gold, more than anything else in the world and they spend their lives accumulating great hordes of treasure. They are hesitant to part with so much as a single coin and it is common knowledge in Atela that one never steals from a dwarf. The dwarf will hunt down the thief, retrieve their missing wealth and interest, usually in the form of the thief's hands.
            Dwarves live in Atela, far beneath the ground, in secret burrows. They live alone and their burrows are defended by lethal traps. The only time they venture to the surface is on nights when the moon is dark. Then they travel and meet with each other to haggle and deal before returning to their miserable homes.
            Dwarves are excellent craftsmen and they are willing to work for humans, but their prices are exorbitant. They will drive a hard bargain, but once it is made the dwarf will follow the agreement to the letter.  It's very rare for a human to get the better of a dwarf.
            Dwarves are not a martial threat to humans, but their presence is felt to be corrupting. The Church is aware that dwarves have souls and that they worship God even though they have no priests among them. Paying for a priest to pray for their dead is one of the few times a dwarf will reluctantly part with coin.
            Dwarves loathe elves and will not ally with them. They do not trust giants and fear the undead as much as humans.
            When creating a dwarf, GMs should remember that Atelan dwarves are Small. They have a walking speed of 25 ft. They should have a high DEX and WIS, but low STR and CHA. Atelan dwarves have Superior Darkvision identical to the drow in the 5e Player's Handbook.  They also suffer from Light Sensitivity, giving them disadvantage on attack rolls and visual perception checks when their subject is in any sort of bright light.  They also cannot be charmed or put to sleep with magic.  Dwarves speak Atelan and Dwarvish. Some might speak Giant and Elvish.

Elves
            The elves are the ancient enemy of humanity. They are beautiful immortals who slink out of the Feywold on the nights of the full moon, to make mischief and murder.
            Elves in Atela are immortal. They do not age once they reach adulthood. This is because they do not have souls.  All elves are related to one another, as their ruler, the Queen of Shadows, is also their mother.  The elves have no desire to reproduce, but are legendary for their lusts. Elven raiding parties have been known to ravish entire villages before putting their victims to the sword.
            No one knows why elves hate humans so much. It is widely believed that the hatred is their legacy from the Queen of Shadows. What is known is that elves cannot be trusted. When a human spots an elf there is an overwhelming urge to fight or flee. 
            Thankfully, elves rarely remain in Atela. The impermanence of the mortal world disturbs them. Most slink back to the Feywold on the last night of the full moon to sharpen their blades and plot new atrocities for the next month.
            Thankfully, elves have weaknesses that humans have learned to exploit. Elves cannot enter hallowed ground, such as churches and most graveyards, without harm.  The sound of bells is a strong deterant to elves, and ringing church bells are particularly effective in repelling them.  Weirdly, an elf's greatest weakness may be their inability to break their word. When an elf makes a promise he must keep it to the best of his ability until the conditions are met or the person who extracted the promise from him releases him from the obligation.
            Elves are disgusted by dwarves and will not ally with them. Nor will they ally with giants, as giants consider elf-flesh a great delicacy.  Elves will work, reluctantly, with warlocks if their Queen commands it.
            In game terms, Atelan elves are similar to their usual D&D counterpart. They should have high DEX and good CHA. They have darkvision and  fey ancestry as described in the 5e Player's Handbook. However, elves do not go into trance. They sleep like other creatures. Some Atelan elves are Sorcerers; they do not get any of the Sorcerer feats aside from Spellcasting. Atelan elves also have unique weaknesses. The ringing of bells is anethema to Atelan elves and they must succeed on a DC 15 WIS save or be forced to flee from the source as their next action. If the bells are church bells they must succeed on a DC 20 WIS save or be forced to flee. Also, elves cannot enter hallowed ground without taking damage. Each round they spend on hallowed ground costs them half their Hit Points.
            Elves speak Elvish and Atelan. Some speak Dwarvish and Giant.

Giants
            Giants are twelve-foot tall humanoids who descend from the Icewall Mountains, to raid human settelents in an attempt to assuage their terrible hunger.  The giants came into being when angels lay with human women. Initially, their angelic natures were strong and giants were a force for good in the world, but with each successive generation their angelic natures have faded. Modern giants are a shadow of their ancestor's greatness.  Driven by hunger, they venture into Atela, to be met by shield and spear and divine spells. Thankfully, giants work alone or with a trusted mate. They devour each other as readily as they do humans, making trust among them difficult.
            Although giants have souls, the Church considers them a lost cause, beyond salvation. They are met with shield and spear and divine spells.  Sadly, only the strongest and canniest of fighters have a chance against a giant.
            Giants have no living allies as their cannibalistic natures are very well known. They loathe the undead with a passion.
            Atelan Giants are huge creatures with a walking speed of 40 feet. They should have, at a minimum,  STR 20 and CON 20. All other stats should be generated as normal. HP should be about 100.  Giants get to attack twice per round with a greatsword or a greatclub. Some might carry a shield, or wear armor, but most should be unarmored.  They have advantage on WIS (Perception) checks involving smell and can automatically differentiate between humans, elves and dwarves by scent alone. Also, Atelan giants can eat almost anything and survive. This manifests as a Resistance to Poison. 
            Atelan giants speak Giant. Some speak Atelan and Dwarvish.



Wednesday, March 6, 2019

Atela: Player Characters & Classes


PLAYER CHARACTERS

All of the Player Characters(PCs) in Atela are human. Players roll 3d6s seven times and discard the lowest roll. They may assign the remaining numbers as they please to their attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

When creating their characters, players should choose their social class: peasant, clergy or noble.

Peasants are the largest social class in Atela. The majority of peasants are illiterate and will not venture far from their place of birth. Some peasants try to improve their lot in life by joining the Church or the Royal Army. Others turn to crime. Most toil in the fields or the forests or the mines.

Nobles are the smallest social class in Atela, but wield enormous power. Nobles are created by the Kingpriest (who can also strip them of their noble privileges), charged with overseeing vast tracts of land and governing the people who inhabit their domains. Noblemen act as secular judges in cases that don't directly involve them. Most nobles are literate, but few are truly educated. Eldest sons inherit everything from their father, while younger sons must scramble to find their place in the world, and most noble daughters can only hope for a good marriage.

The clergy consists of priests, monks, nuns, accolytes and anyone else who serves the Church and the Kingpriest. No one is born into the clergy; people chose to join. When they do they are no longer considered peasants or nobles. They occupy a unique social stratum, traveling between the others with great lattitude, restricted only by their duty to the Church. The majority of the clergy are literate and many are highly educated.

In social circumstances, peasants defer to clergy and nobles. Nobles will defer to clergy on matters of religious law. Clergy defer to the nobility on matters of secular law. Everyone defers to the Kingpriest or they could face hanging, burning or both.

All the PCs speak Atelan.  Scholars may know Old Atelan and some foreign tongues, but no one else will be able to speak them. Some folk might study Elvish or Dwarvish or Giant, but no one can claim to speak them or read them.


PLAYER CLASSES
Players may choose from one of the following Classes: Fighter, Paladin, Priest, Ranger, Rogue.

The Fighter
Fighter is the most common class in Atela. They run the gamut from soldiers in the Royal Army to back alley thugs and highwaymen. Use the Fighter feats as laid out in the 5e D&D Players Handbook, unless noted elsewhere.

Fighters have 1d10 Hit Dice per level.

Their Hit Points at 1st level equal 10 + their CON modifier.  At higher levels, HP equals 6 + CON Modifier per fighter level.

Fighters are proficient with all weapons and armors. They have proficiency with STR and CON saving throws. At their creation they choose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival.

At 1st level, Fighters gain a Fighting Style(FS): Archery, Defense, Great Weapon Fighting, Protection or Two-Weapon Fighting.

At 2nd level, they gain the Second Wind feature.

At 3rd level, fighters gain the Action Surge feature.

At 5th level, fighters gain the Extra Attack feature.

Fighters improve a chosen Ability Score by 2 every time they level up, or they can improve two Ability Scores by 1 each time they level up.

The Paladin
Paladins are divinely-empowered warriors, chosen by God. Most paladins are associated with the Church, but not all. Use the Paladin feats as laid out in the 5e D&D Players Handbook, except where noted.

Paladins have 1d10 Hit Dice per paladin level.

At 1st level, Paladins have HP equal to 10 + their CON Modifier. At higher levels, they gain HP equal to 6 + their CON modifier.

Paladins are proficient with all armor, shields and weapons.  They have proficiency on all WIS and CHA saving throws.  At their creation, Paladins choose two Skills from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion.

At 1st level, Paladins gain the Divine Sense feature.

At 2nd level, Paladins gain the Lay On Hands feature.

At 3rd level, Paladins gain the Divine Smite feature. Paladins deal 2d8 Radiant damage every time they succeed on a melee weapon attack.

At 5th level, Paladins gain the Divine Health feature.

Paladins can improve one Ability Score by 2 each time they level up, or two Ability Scores by 1 every time they level up.

The Priest
In Atela priests are the only sanctioned magic-users and the only magic-using class available as a PC. Use the Cleric feats as described in the 5e D&D Players Handbook, except where noted.

Priests have 1d8 Hit Dice per level.

Their Hit Points(HP) at 1st Level equal 8 + CON modifier.  At higher levels their HP equals 5 + CON Modifier per level.

Priests are proficient with light armor, medium armor, shields and all simple weapons. They have proficiency with WIS and CHA saving throws.  At their creation they choose two Skills from History, Insight, Medicine, Persuasion and Religion.

At 1st level, Priests gain the Divine Spellcasting feature. Priests don't get a Divine Domain; they just choose spells from the Cleric spell list.

At 2nd level, Priests gain the ability to Turn Undead.

At 3rd level, Priests gain the ability to Destroy Undead.

At 5th level, Priests gain the Divine Intervention ability.

Priests are the only PCs capable of casting spells. They know a number of spells equal to their WIS modifier plus their priest level. 

Their Spell Save DC is equal to 8 + their proficiency bonus + their WIS modifier.

Their Spell Attack Modifier is equal to their proficiency bonus + their WIS modifier.

Priests improve a chosen Ability Score by 2 every time they level up, or they can improve two Ability Scores by 1 every time they level up.

The number of Priest spells that a Priest can cast per Priest level is displayed below:
L1:       2 1st Level Spells
L2:       3 1st Level Spells
L3:       4 1st Level Spells, 2 2nd Level Spells
L4:       4 1st Level Spells, 3 2nd Level Spells
L5:       4 1st Level Spells, 3 2nd Level Spells, 2 3rd Level Spells
L6:       4 1st Level Spells, 3 2nd Level Spells, 3 3rd Level Spells

The Ranger
Rangers defend the borders of human settlements, serving as fighters and scouts. Use the Ranger feats as described in the 5e D&D Players Handbook, except where noted.

Rangers have 1d10 Hit Dice per ranger level.

At 1st level, Rangers have HP equal to 10 + their CON modifier. At higher levels, they acquire HP equal to 6 + their CON level.

Rangers are proficient with light and medium armors, shields, simple and martial weapons. They have proficiency on STR and DEX saving throws. At their creation, they choose three Skills from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival.

At 1st level, Rangers get the Natural Explorer feature.

At 2nd level, Rangers get the Favored Enemy feature.

At 3rd level, Rangers get the Fighting Style feature.

At 5th level, Rangers get the Primeval Awareness feature. Rangers can use Primeval Awareness a number of times equal to 1 plus their Wisdom Modifier. Once they exhaust this number, they cannot use this feat again until they finish a short or long rest.

Rangers improve a chosen Ability Score by 2 every time they level up, or they can improve two Ability Scores by 1 each time they gain a level.

The Rogue
Rogues don't play by the rules, they'd rather break them to make their way in the world. Some are straight-up criminals, while others are more subtle.  All rogues are dangerous. Use the Rogue feats as described in the 5e D&D Players Handbook, except where noted.

Rogues have 1d8 Hit Dice per rogue level.

At 1st level, a Rogue's HP equals 8 plus their CON modifier. At subsequent levels, they gain HP equal to 5 plus their CON Modifier.

Rogues are proficient with light armor, simple weapons, hand crossbows, longswords, rapiers and shortswords. They are also proficient with thieves' tools. Rogue have proficiency with DEX and INT saving throws. When created, Rogues choose four Skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand and Stealth.

At 1st level, Rogues gain the Expertise feature.

At 2nd level, Rogues gain the Sneak Attack feature.

At 3rd level, Rogues gain the Cunning Action feature.

At 5th level, Rogues gain the Uncanny Dodge feature.

Rogues can improve one Ability Score by 2 every time they level up, or two Ability Scores by 1 each time they level up.

PROFICIENCY LEVEL
All PCs have a Proficiency equal to their Character Level. So a PC at level 3 will have a Proficiency of +3.

LEVEL ADVANCEMENT
All PCs begin as level 1 characters in this setting. When the PCs reach level 6 they are maxed out.

MULTICLASSING
Players have the option to choose a second Class when they reach Level 4. When they choose a second Class they acquire proficiency with one Tool and may select one Skill from the second Class's list. They also gain the second Class's feats. In the case of Fighting Styles, a PC cannot choose a Fighting Style that they already possess.

EQUIPMENT
Characters don't start with any equipment other than a dagger and a suit of clothes. They must buy their starting equipment with gold.
Fighters, Paladins and Rangers start with 1d10 x 10 gold to purchase their equipment.
Priests and Rogues start with 1d8 x 10 gold to purchase their equipment.
Nobles get 1d10 gold coins. Clergy get 1d10 silver coins. Peasants get 1d10 copper coins.


Monday, February 18, 2019

Atela, The Last Kingdom

Atela is a grim land. Bound by mountains and oceans, the kingdom is besieged by dark forces. Starving giants lumber out of the Icewall Mountains in the west.  During the nights of the full moon, the elves emerge from their world to make mischief and murder.  On dark nights, sinister dwarves crawl out of the ground and go about their own business. Witches and warlocks  make pacts with the Devil for power, terrible beasts prowl the Dark Wood, while angry ghosts rise from unhallowed graves to wage war against the living.


But Atela's people are not defenseless. The Church and Crown defend the people with strength of arms and divine magics.  They hunt giants and beasts and elves, battle warlocks and heretics and exorcise demons and devils.

But there is little the Church or Crown can do against the endless cold that lays siege to the entire world. Winters in Atela are long, while summers are short.  The lands to the north and east, beyond the Icewall Mountains, have fallen to cold and snow. It has been more than ten years since a foreign ship arrived on Atela's shores.  Many people believe that Atela is the last bastion of humanity, on a world growing colder and darker with each passing year.




Monday, December 31, 2018

Lux Tenebris: Moontree - Part One

          
Seal of Moontree
 
Moontree is one of the oldest cities in Nur and it is the oldest city on the continent's west coast. It was established over twelve centuries ago by human refugees from the continent of V'resh.  When the humans arrived, they met the gnome clans who had lived in the region for millennia. It is highly doubtful the first settlement would have survived without the assistance of the gnomes.  However, relations between the two races would sour as the humans began to expand their colony into gnomish territories. Eventually, the gnomes would declare war on the humans and thus would begin a protracted conflict that became known as the Gnomeblood Wars.

            The Gnomeblood Wars lasted for almost forty years. Although the gnomes had superior numbers on land, and laid siege to Moontree for years, they had no naval power at all. The humans survived off of trade with V'resh and the Phoenix Kingdom and what they could harvest from the sea. Eventually, the war ground to an end. The humans, led by a battlemage named H'rin Sevov, allied with a dragon called Whitescale, to overpower the gnomes. In the end, only a single gnome tribe survived. Knowing they had lost the war, the gnomes invoked Redethal, the God of Destruction.

            Redethal answered their petition, laying waste to the entire region, killing everyone present. When travelers and traders returned to the area, they discovered the blasted ruins of the city and a countryside haunted by the tormented ghosts of those who had been killed by the God of Destruction. 

            Remarkably, a minor son of the Moontree family survived and pledged to rebuild the city.  Lanor Moontree and his heirs dedicated themselves to the task, which involved placating the restless dead as well as convincing folk to settle in the god-blasted region. It took centuries but Moontree was eventually restored to its former prominence and stature.

            However, as Moontree's material wealth and influence increased, there were concerns that the city's history would repeat itself. Lord Sarrel Moontree was aware of these concerns and whispers and worked to counter them, turning his attention away from the economic growth of the city, and toward more civic and diplomatic matters.  Lord Sarrel instituted sweeping legal reforms, guaranteeing the same rights and responsibilities to all citizens of Moontree, regardless of race or gender.  He invited paladins of Abasha, Goddess of Justice, to oversee the courts and empowered them to ensure that justice and fairness were observed at all levels of the legal system.

            It is Lord Sarrel who is widely credited with ensuring that Moontree did not remain as insular and closeminded as most of its neighboring communities. Indeed, Moontree became a haven for individuals who did not fit in with their families, clans and communities. The city established a reputation for tolerance and inclusion that no other city along the Gulf of Promises could match, and it became a haven for artists, poets and writers, as well as philosophers, radicals, heretics and revolutionaries.  And although Moontree never developed a significant college or university, its Artists Quarter became famous, and infamous, across Nur and V'resh.

            Moontree enjoyed a long history of prosperity and peace. And although the city maintained a strong navy, to defend against pirates and other nautical threats, its land-based defenses were not maintained as stringently.  As such, when the Draconic Invasion began, Moontree was caught by surprise as much as all the other cities in western Nur. They assumed that if the Draconic Empire was going to attack the city, it would be by water and so fortified their defenses facing Silver Moon Bay.  Their neglect of their terrestrial fortifications would have deadly consequences when the Empire attacked, not by sea, but by land.

            Led by General Akor Korkiri, the Draconic Legions marched across Nur and laid siege to Moontree with spell and sword.  The city's neglected fortifications were overwhelmed. The western fortifications fell and the dragonborn soldiers swarmed into the city. Lord Baris Moontree led the city's militia in a defensive battle, to give his subjects a chance to flee. His nobility cost him his life, but hundreds of Moontree's citizens escaped with their lives. Many fled by boat into the bay, while others ran south, seeking refuge in Krake.  General Korkiri set Moontree alight, then gathered his soldiers and their spoils and led them back east.

            It is widely speculated that General Korkiri's actions were not part of the Empire's formal battle plans, that his forces were dispatched with general instructions to harry local communities, to disrupt the morale of local populations.  The Draconic Empire never intended to hold Moontree, but attacked it as part of a larger strategy to destabilize the region.  If so, their efforts may have backfired.

            Moontree's survivors returned and began the process of rebuilding. Assistance and resources were provided from the neighboring communities of Krake and Astordo. With the death of Lord Baris, the only surviving son of the Moontree family is the youngest, Lavic Moontree, who currently resides in Darkwater and has no strong desire to return to the city. Needing leadership, the citizenry turned to Raul Sybrow, a paladin of Rasha, to govern them. He is aided by his wife, Lilah.

            Under the Sybrows leadership, Moontree has recovered far more quickly than anyone expected.  Also, unexpectedly, the city has adopted a war-footing, reaching out to its allies and trade-partners across the Gulf of Promises, hiring mercenary companies from V'resh to reinforce the city militia and contracting with dwarven engineers to repair and upgrade the city's defenses. The attack on Moontree has also had unexpected diplomatic and economic repercussions for the Draconic Empire.  Moontree's allies have invoked trade sanctions against the Draconic Empire and some, observing the Empire's actions in Western Nur, have expelled Imperial embassies from their own territories.