Showing posts with label Aghanz Hills. Show all posts
Showing posts with label Aghanz Hills. Show all posts

Sep 11, 2012

Shagmen - Primitive men from the Aghanz Hills

In and around the Aghanz hills there dwells a race of very, very primitive people.  They are very similar to what we, from our own Earth natural history, would term "neanderthals".  Incredibly bulky and thick, with heavy duty skeletal structure capable of supporting massive muscle structure, the Shagmen are a very strong and fierce people - which they need given the types of prey that they hunt for survival.

Each small family tribe of Shagmen is led by a Shamen, a cleric type figure of approximately 6th level (6HD), capable of casting either clerical or druidical spells, but one less per spell level than an equivalent cleric.

Shagmen women and children have 1 hit dice, and an AC of 8.  They will not attack in hand-to-hand, but will throw rocks (doing 1d4+1 damage), and are very accurate, getting +2 to hit (THAC0 18).

Sometimes larger groups will come together under a chief, who will be a 7th level fighter, he will have 1 subchief for every tribe group (approximately 10 shagmen, more or less).  A subchief is a 5th level fighter.



Shagmen Tribal Warrior
Num Appearing: 2d6 (per tribe); 2d6 tribes in a war party
Alignment: neutral
Movement: 90'/round
Armor Class: 5 (extremely tough skin, and animal hides)
Hit Dice: 3hd
Attacks: 2/round; may be Stone weapons (axe head, primitive hammer), Throwing Spear, or Bite; +2 to hit
Damage: 1d6+3 (stone axe, spear, OR bite)
Save: F4 (due to toughness)
Morale: 9


Shagmen are very adept at coordinating attacks, and will always use their numbers to surround a foe, and attack from multiple sides (enabling flank and rear attacks).

Shagmen have incredibly thick skins, and only take half damage from blunt weapons, including stones thrown by the women and children of the tribe, so while the warriors are engaged in combat with a foe, the women and children will stand back and continually pelt the combat area with thrown stones, not having any regard for striking their resistant male counterparts.

Shagmen fear no natural foe, but magical attcks, and spell use is very disconcerting to them, and they will lose two points from their morale value when facing a foe using magic that is visible (magic weapons, spell use, etc).

Shagmen are particularly dangerous because they view more modern versions of humans, as well as all demi-humans, as potential food.  They are particularly fond of small demi-humans (gnomes and halflings).

Sep 10, 2012

Darkearth Plains - Wilderness Encounter System

Taking a break from finishing the Ostigaar Web dungeon, I have decided that it is time to present the encounter charts that I have been working on for the Darkearth Plains (see map here).

 [NOTE: This has been edited, as of Sept 14]

As mentioned earlier, the region of the Darkearth Plains is one of conditions very similar to the Pleistocene era on Earth.  Many of the animals we are familiar with from the fossil record of that time are present in the Valley of the Old Ones, specifically in this region.  Also, even as far south as the Great River, the weather in the Darkearth Plains is notably cold.  These two features (the presence of the large animals we think of as Ice Age mammals; and the very cold weather) combine to provide an interesting wilderness encounter matrix.

The encounter system works like this:

Each day is divided up into four 6-hour periods.  They are called Dawn, Day, Dusk and Night.

From this rough outline of time periods, for each one that the players spend the majority of the time outside of human habitation, roll 2d6. On a basic score of 9+ there is an encounter. If the season's weather has been particularly rough, then add +1 to the roll (more of these creatures - which represent the aggressors in the food chain - will be prowling for food when the weather is tough). If the player party has any rangers or druids in it, add or subtract one each, at the player's whim.

If the score is successful, then check the following table to see what the chance for surprise is, as well as the likely range of the initial encounter.


Time of
Day
Chance of
Surprise (2d6)
Opening range
of Encounter
Day 9+ 100-600 yards
(1d6 x 100 yards)
Dawn,
Dusk
7+ 40-240 yards
(4d6 x 10 yards)
Night 5+ 20-80 yards
(2d4 x 10 yards)
  • If the dice roll for surprise is successful, then the party is unaware of the encounter, initially, and the encounter range is half of what is rolled.
  • If the encounter takes place in mountains or forest, halve the encounter range that is rolled.
  • If the encounter is primarily a flying creature, then double the encounter range that is rolled.
The rational behind this table is that most animals in the Valley of the Old Ones that are encountered in the wilderness are more active, and more mobile, early (and late) in the day, than during the middle of the day. This does not apply to underground, or planned encounters, only those random creatures encountered in the wilderness during travel or mapping.
If the surprise number is rolled, this means that the encounter is present before the party is aware of them. If the surprise roll is failed, then the party is somehow aware of the encounter at the same time as it appears. Once it appears, normal rules for surprise and perception should apply.

Once an encounter has been determined, then roll two 6 sided dice, and consult the following table. Add +1 to the Red dice if they players are within 10 miles of a sizeable human settlement/habitation (sizeable means more than 100 humans, demihumans, or humanoids living in a regular place - such as a town, castle, fortress, etc).

White
Dice
Red Dice
1 2 3 4 5 6 7
1 L Q S U W X N
2 L B H H D N N
3 K B F E D N N
4 K A E F C M M
5 J A G G C M M
6 J P R T V Y M


This will generate a letter. Then for each of the terrain types listed below, this will give an encounter. Many of these are already detailed with statistics inside the OSR reference document (posted here). Other creatures will be detailed in a future posting on this blog.


Encounter Plains Hills River Valley Forest Mountains
Irish Deer - A,B A,B A A,B
Mammoth A,B C C - -
Mastadon C D,E D,E - -
Giant Stag D F,G F,G - C
Sabre Tooth Tiger E H H,J,K B,C,D D
Dire Wolf F J L,P E,F,G E,F,G
Cave Bear - K,L - H,J,K J,K,L
Flightless Bird G P,Q Q - -
Axebeak H - - L -
Hammer Head
(Titanothere)
J - - - -
Humans
(see subtable)
M M M M M
Others
(see subtable)
N N N N N
Gargantua
(Baluchitherium)
K,L - - - -
Frost Moth P,Q R Q P,Q P
Ice Wyrm R - - R,S Q,R
Frost Rhino S S S - -
Ice Serpent T T - T,U S,T
Floating Horror U U T,U - -
Giant
(see subtable)
V V V V U,V
Dragon
(see subtable)
W W W W W
DemiHuman
(see subtable)
X X X X X
Special
(see subtable)
Y Y Y Y Y

There are several entries that call for consulting a subtable. These are presented below, with regional specific notes (for instance, human encounters in the Aghanz hills are likely to be Shagmen, whereas human encounters near any of the three Baronies in the region are likely to be typical medieval period humans).


Humans

Ever since the invasion of the Westroners into the Valley of the Old Ones, they have dominated the landscape, at least from the point of view of civilized beings.  The Westron Baronies (independent Kingdoms in all but name) represent the only really organized political entities within the Valley.  Before the Westroners arrived, of course, the barbarians (the Sun King tribes, the Storm King tribes, and oddities like the Shagmen) existed, but not in the same numbers.  This subtable is a way to determine what sort of band of humans are encountered, when they are.

Dice Humans
1 Warrior
2 Religious
3 Merchants
4 Craftsmen
5 Raiders
6 Elite
Warrior
A body of armed soldiery appropriate to the area encountered in.
  • In the Aghanz Hills, or nearby, these will be Shagmen (2d6 warriors; 6d6 women and children)
  • In the east, anywhere the Terrapin or Greywater rivers, they will be Storm King Barbarians (2d6 huscarls; 4d6 bondi)
  • Anywhere near the Baronies or the Great River, they will be Westroners - Baronial Armsmen (2d6 knights; 4d6 sargents; 8d6 peasants)
  • Anywhere else, it will likely be a band of Freebooters (2d6 fighters; 2d6 thieves; 4d6 thugs).  These may be looking for work, or may be looking for mayhem.
Religious
1d3 significant clerics (or druids); 2d6 lesser clergy (same order); 6d6 pilgrims, followers
Merchants
1d6 Merchants or Family members; 2d6 armed guards (missile weapons and polearms); 4d6 servants and attendants.
Craftsmen
2d6 craftsmen; 2d6 armed guards. 50% chance that an appropriate camp/settlement will be nearby to support the craft (charcoal burning camp; mine; lumber camp; fishing village; windmill; etc.
Raiders
1d6 powerful leaders; 2d6 strong lieutenants; 4d6 thugs - from some culture "somewhere else" - here for thievery and mischief
Elite
This is some sort of out of the ordinary group of Humans, met traveling through the local area. If encountered at night, they will have a nearby camp.
  1. Adventure Party
  2. Questing Paladin; or Patrolling Ranger (with a unit of Northguard)
  3. Errant Knight
  4. Shaman (primitive) on vision quest
  5. Assassin on a mission
  6. Evil High Priest (otherwise, as Religious)



Others

This entry represents intelligent beings, that may have a reasonable level (not necessarily advanced, however) of organization and structure, but that are not Humans or Demi-Humans.
In some regions of the Darkearth Plains, it is not necessary to roll on this table.
  • In the western part of the plains, near the Lost Mare River, any encounter of this type will be of the intelligent horses of the Great Herd, led by the Khan of All Horses.  
  • The area just north of the King's Highway near the Great Owl Forest is home to a federation of tribes of Broo (chaotic evil goat headed beastmen), called the Horned Ones.  
  • Along the Greywater River, in the lands of the Storm King Barbarians, there are tribal areas of the Furlingga (a particular language group of Gnolls, very advanced and organized compared to other bands of Gnolls).
  • Between the Great Owl Forest and the Terrapin River, in the Terrapin Marsh, there are the notorious Marsh Trolls.
  • In the west, where the great sinkholes near the Nightwash River are located, the influence of the Dark Elf Buccaneer kingdoms is significant.
  • At the south end of the Lost Mare River, there is the Arriott Bottom Swamp.  A very large community of Lizard Men dwell here.
In all other cases, or where random wandering humanoids are desired, roll on the following table.

Dice Others
1 Orcs (3d6)
2 Gnolls (3d6)
3 Goblins (5d6)
4 Bugbears (3d6)
5 Yeti (2d6)
6 Forest Folk (random type)
(2d6, unless Badger, then only 1)

Notes: In all cases, these will be appropriately armed as per their type, and will likely be accompanied by a number of lesser supportive beings, or henchmen. For instance, a band of Orcs will likely have a variety of different weapons, and shards of leather and metal armor, and will likely be accompanied by as many, again, half-orcs, and perhaps half as many goblins. In all cases, if possible, these will engage first with missile weapons. Entries #1-5 will be led by an evil human (either wizard, evil high priest, thief, or fighter) 40% of the time. Entry #6 has the same chance of being accompanied by a human leader, but in some cases he will be good. If entry 6 turns out to be Badger Folk, then the human is a Questing Partner, on a vision quest together.



Demi-Humans

This subtable is a way to determine which of the several types of Demi-Humans that are present within the valley get encountered.  When encountered, Demi-Humans are almost always on their own (nearly inscrutable) business.  This table just gives the broad type that might be expected. 

In certain regions of the Darkearth Plains, there is little reason to roll the dice.  For instance, in the Harp Woods or the Great Owl Forest, almost all Demi-Human encounters will be with Elves.  In the Aghanz Hills, especially near Flintgate, they will be Gnomes.  Up in the Destriel Mountains it will be Dwarves.  Halflings mingle with human habitations, especially with the many towns that are dependent on the Baronial cities.

In other areas, or if variety is simply wished for, the following table can be consulted.

Dice Demi-Human
1 Elves (3d6)
2 Dwarves (3d6)
3 Gnomes (3d6)
4 Halflings (5d6)
5 Dark Elves (3d6)
6 Faery Folk (5d6)

Elves
Number appearing are mounted elfin knights (elven chainmail, shield, lance, longsword, barded horse), with twice as many foot warriors in attendance (chainmail, polearms).
Dwarves
Each dwarf is a professional - miner, brewer, gemcutter, etc - but also a warrior. Likely to be armed with axes and crossbows, with shield and scale mail.
Gnomes
Each gnome is wearing flexible metal armor (usually chainmail) and armed with short bow, short sword, and carrying a small round shield. 70% chance to be led by an illusionist, either gnome or human.
Halflings
Led by a Sheriff, mounted on a small pony or ass. Others likely to have leather armor, slings, throwing axes, and short spears.
Dark Elves
If encountered during daylight hours, likely to be disguised as good elves. If encountered after dark, likely (65%) to be led by some high level organizer(s) of the band (1d6 driders; mindflayer; evil high priest; vampire
Faery Folk
There are likely to be a mixture of types here - faeries, brownies, pixies, leprechauns, talking animals, and others. Likely (65%) to be led by a noble faery (male or female) mounted on a Pseudo Dragon, with 1d6 retainers similarly mounted.



Giants


Dice Giants
1 Ogres (2d6)
2 Trolls (1d6+2)
3 Firbolg (1d6)
4 Hill Giants (2d6)
5 Frost Giants (1d6)
6 Mountain Giants (1d4)

In the case of Ogres and Hill Giants, these will be led by an evil, high level human (such as an evil high priest, an evil thief, or an evil fighter). Trolls may be being followed (35%) by a band (3d6) of goblins that worship trolls. If so, these will join in any fight that the trolls themselves get involved in.


Dragons


Dice Dragons
1 Ice Wyrm (1d4+1)
2 Wyvern (1d4)
3 Roc (1)
4 White Dragon (1d2)
5 Red Dragon (1d2)
6 Green Dragon (1d2)

If there is more than 1 of these creatures in an encounter, there will be a nest somewhat nearby, that contains 1d4 young.


Special


Dice Special
1 Wildfire (1d6 x 5 miles wide)
2 Zombie Horde (5d6 zombies)
3 Single, powerful undead (lich, vampire, etc)
4 Battlefield
5 Natural Hazard (cliff, quicksand, lightning, etc)
6 Stampeding herd/tribe (roll another encounter to see what it is)

Aug 15, 2012

Developments

The past month have been a quiet one here at the Valley of the Old Ones blog, this is with good reason, however creative work on my game setting has not stopped.

First, the reason for the slow down - I have started a new position as an Assistant Professor in the School of Computer Science, at Columbus State University, in Columbus Georgia.  This involved not only a change in job locations, but also a major move (across 4 states) for my family.  But the move is done, and we are slowly getting things in our new (great) house settled.

Second, the creative work HAS been continuing, and I will begin posting again this week.  This has been in four areas.
  • First, I have finished out rooms 11-41 of the Web of Ostigaar dungeon.  Some great surprises there, and once I am finished I plan to gather the whole adventure into a pdf and post it as a downloadable product.  
  • Second, I have been gathering up the materials for the Cult of the White Shadow adventure, and am planning to enhance it somewhat (including the map and key to the estate that the dungeon is attached to, and some NPS stats), and also package it as a pdf file.  
  • Third, I have been working on wilderness encounters for the whole Darkearth Plains region of the Valley, where these adventures are located.  The far eastern portion of the Darkearth Plains were developed when I discussed the various settlements of the Storm King Barbarians and their holdings, but the rest of the region have a very distinctive feel.  It is a cold region (more-so in the north, but true throughout), and the local flora are very similar to the last major ice age on Earth, especially in North America.  There are not only the typical late-Pleistocene era animals (megatherium, wooly mammoth, saber cats, wooly rhino, etc), but also some distinctive fantasy variations of these (dire sloth, frost rhinos, etc), and an approximation of fantasy neanderthals (the Shagmen of the Aghanz Hills).
  • Fourth, I have resurrected an old dungeon that I wrote up a very long time ago, the Bear Caves of the Mad Dwarf.  It features, among other things, some most excellent undead bears, a crazed dwarf jongleur, and a shrieking gargoyle.  I am writing this up, and setting it in the Valley of the Old Ones setting, and also to submit it to an online project collecting content featuring interesting skeleton encounters.  Skeletal Cave Bears will count for that, I hope.  Especially when they have the ability to phase through walls.

Jun 28, 2012

Khomaes Barony (2)

The current head of the Barony of Khomaes is Aldra Ap Iaggio.  The Iaggio family has ruled the Barony for 8 generations now, stretching back almost 200 years.  Although the family, as with most of the significant families, is only interested in politics and the situation in the city of Khomaes (simply called "The City" within the Barony, but sometimes derisively referred to as the Drop or the Rift, because of Dancer's Rift.  It is also common for poets to refer to it as the Spire or the Spike, for Dancer's Spike).

The population of the city is approximately 22,000, but it has been a while since a general census has been called for.  The local economy, which is based primarily on local agriculture for the lower classes, and on a combination of industrial trade (amberstone and other materials coming down out of the Aghanz Hills), trade with the nearby Baronies, and the pilgrim and traveler trade.  The pilgrims and travelers have ample reason to come to The City, and hence the City itself flourishes, and creates additional demand on the surrounding areas, affecting the whole Barony.  The pilgrims coming are for the two cathedrals in the city, and also for the School of Charm.  The cathedrals are Appuco Fast, and it's twin Ramee Tower.  Appuco Fast is dedicated to St. Norena.  Ramee Tower is dedicated to the followers of St. Ellain.  Both churches draw a large amount of pilgrim traffic, and the business that pilgrims draw, to the Barony.

Westron is spoken commonly in this Barony, as with most of the Baronies.  But because it is so far north, there is also a wide understanding of Destrikking.  All written transactions, however, use Westschrift.

The surrounding towns are (see the map):

A. Truend - Pop 2,200 - Walled against the large mammals of the Darkearth Plains, and also against the Shagmen out of the Aghanz Hills.  A small elite corps of the town guard are called the Truend Rangers, and they travel the local area, looking for traveling groups of Shagmen, and breaking them up before they can get too close to Truend, or local farm villages.

B. Khoben Vale - Population 1,800 - There is a small section of dense trees that grows on either side of a minor river called Bruuka Wash.  Carved out of that is enough space for Khoben Vale, all within the trees, and partially on a rocky island in the middle of Bruuka Wash, the rest on either bank.  There are sturdy stone bridges connecting the whole affair, and stone walls and towers inside the forest, to protect the town.  Outside the little forest, there are single and small groups of trees, all of which attract the giant lynx common to the area.  In fact, sometimes the lynx is called the Khoben Cat.

C. Sagio Mill - Population 2,800 - This is an open town, without a city wall.  There are, however, several concentric rings of watch towers extending out, 20 miles in all directions around the town.  Most of the farms, and other holdings, relying on the town, are within that set of rings.  The town gets it's name from a very large stone mill, built next to a rather impressive mill pond.  There is no river feeding this pond, but the water in it constantly rotates (due to magic means), providing motion for the very large grinding wheel.

D. Iffel - Population 2,200 - This is a town built around a small castle (D'Mosh Castle), with a curtain wall around the core town.  It is, however, built right next to the King's Highway.  The curtain wall of the town backs up to and connects with the mound of the King's Highway, and within the walls of the town, there is a curious large tower, that has in it's central area, four very, very large platforms (like rafts, made of large logs lashed together), big enough for a large wagon and team.  Each of these platforms are actually elevators, up to a stone connecting ramp over to the King's Highway.  The elevators are powered by partially trained Mammoths, captured from the wilds of the Darkearth Plains.  This access to the King's Highway means that Iffel is quite wealthy as a trade location.  There is a similar elevator tower - obviously built by the Old Ones - on the south side of the King's Highway at this same point, but nobody bothers to maintain or man it.

E. Cyclot - Population 2,400 - This town has a massive wooden great hall at the center of it, lots of professional buildings (mostly of a half timber variety), and massive palisade walls made of very large shaped logs driven into the earth.  There are two concentric walls, one only 2 miles across, in a rough oval, only 1 mile across the narrow axis.  The second concentric wall is all of five miles across, roughly circular.  Inside the first wall is the "inner town" - which is for the wealthiest families, and prestigious buildings.  The second wall contains the "outer town" which are most of the minor nobility, lesser professionals, and more important land owners, who own grazing and planting estates outside the town.  Outside the walls exists a small community of Elves, mostly Wood Elves (about 400), but a few traveling Gray Elves are always present, also.  The residents of Cyclot, and the Elves, refer to this community as Duar Village.   These Wood Elves have strong ties to the Harp Woods. Much of the industry in the town is either from the surrounding forest products (charcoal burning, and carpentry rate very highly), but also a very strong wool market is present.  The sheep, a curious three horned variety, called the Odelle Sheep, produces very valuable wool.  The flocks that graze in open pasture outside the city are protected by shepherds.  Cyclot shepherds are known to be very competent, and dangerous, mostly due to the high number of dire wolves in the area.

F. Nowak - Population 2,200 - Another woodland related town, this one with a nearby Gnome community, of about 600 Gnomes, mostly underground.  The community is called Cheddom Tower, but the tower is a minor part of the underground Gnome village.  Together, the carpenters and craftsmen of Nowak and the Gnomes of Cheddom build some of the most intricate, and fabulous working artifacts (such as cuckoo clocks).  There is  a strong tradition of hunting amongst the wealthy and young from Nowak, in the Harp Woods.

G. Acron Trade - Population 2,400 - This is another walled town, built around a core of a castle (Bekno Keep), and surrounded by stone palisade walls.  It is built next to the King's Highway, and the Old Ones had constructed a curious platform settlement right next to the mound.  The platform is large enough for multiple buildings, and serves as a location for the main market of Acron Trade.  Approaches to the platform were built with a very long, shallowly sloping ramp up, so that animal and walking traffic have no trouble climbing it.  Stairs have been constructed, that are much steeper, but provide quicker access up out of the walled town of Acron Trade.  There is not a similar platform, nor an access ramp, on the south side of the King's Highway.  Although there is a thriving agricultural community of farms and villages surrounding Acron Trade, it is from trade that it makes its economy.

Note, this is part two of a two part article on the Barony of Khomaes.  Part 1 is located here.







Jun 27, 2012

Khomaes Barony (1)

So far the postings on Khomaes have been about the city itself, and some of the peculiar encounters that lurk in the darker areas of the very unique city.  An adventure (the Cult of the White Shadow) and some other details have come out.

This is the information about the barony itself.  The city of Khomaes stands in the northwestern part of the Darkearth Plains, between the Lost Mare River and the Greywater River.  It is between the Aghanz Hills to the north, and the King's Highway to the south.

The city itself has a population of 22,000.  There are a number of towns (on the map, as A-G), with an additional "urban" population of about 16,000.  In the open farmland in between these areas, which are dotted with countless unknown and nameless villages, the population reaches approximately 100,000.  Like most of the Westroner Baronies, Khomaes is very much a rural, agricultural setting.


Next postings will include the remainder of the encounters for the Cult of the White Shadow adventure will be posted, and then on to the next of the Darkearth Baronies - Werms.

This is part one of a two part article on the Khomaes Barony.  Part two is located here.

Jun 9, 2012

Hearth Home - River Jarl Steading (4)

Hearth Home is the ancestral home of the White Wolf, a very long lived warlock (self-styled) that rules with an iron claw, but is also very protective of his people.  The steading itself is a series of stone mead halls, with a central "great hall" that is actually a multilevel towering affair, with lots of balconies and towers.  It stands atop a great dungeon complex, built years ago by the original followers of the White Wolf.
Great Hall of the White Wolf

The palisade-circled city that surrounds the mead halls overlooks a curious feature of the land.  There was once a lake, with a number of streams and a single river (the Moonharp lake, fed by the Shining River) that ran down into the Great Owl Forest.  Many, many years ago there was a fight in this are between Helgor and the Storm Lady, Othero.  In the battle, Othero fired her bow, Icefinger, three times at Helgor.  All three times, Helgor deftly dodged the frozen missiles fired by the Storm Lady.  But all three of them fell into the Moonharp Lake.  The lake itself was instantly frozen by the first, and the ice made thicker and deeper with the two successive shots.  To this day it stands frozen solid, even in the bright sun of the short, but warm, northern summer.

In the middle of the Ice Lake, which itself is 5 miles across, there stands a rough concentric wall and tower, both made of ice.  These have been constructed by the surviving members of a tribe of Fish Men (Ichor Lang) that lived in the lake at one time. There is a rough truce between the Fish Men and the men of Hearth Home, but that truce does not extend to travelers, or others on the eastern shores of the lake.  The culture and practices of the Fish Men has been described as "vile and disgusting - cursed by the gods" by some skalds and rangers that have encountered them.

Ice Castle of the Ichor Lang (Fish Men)

The Shining River has dried up, for the most part, but the lands in and around it are a sort of marshy territory.  The amount of moisture, and free standing water, in the marsh varies widely during the year, and it serves as a hunting ground for some of the far-ranging Fish Men, as well as other beings that live there, and even more that wander up in search of prey, out of the Great Owl Forest.

South of the steading, almost on the border of the Great Owl Forest, stands a curious tower, nicknamed by wanderers from Hearth Home as the "tower of the world's ending".  It is not known where this nickname comes from, but it could be that the rolling hills that the Hearth Home is part of, finally flatten out, and give way to the very dense Great Owl Forest, and the lands of the tower are at the point where they meet.  Or it could have to do with the sorcerer Belue Gorm who built the tower.  Belue Gorm was obsessed with the long forgotten (by sane men) elder beings that the Old Ones worshiped, especially the Lord of Fire.  The sorcerer felt that the world, since the Old Ones had departed, had fallen into corruption and misuse, and that it was the duty of those who remembered the elder beings from the beginning of time (and before) should seek to recall them to this domain.  In order to do that, at least with the Lord of Fire, Belue Gorm was seeking about a way to bring about the end of most of life within the Valley (and else where) by means of magical fire.  How far he got in his studies, and how successful he might have been, it will never be known, for a war party of Elfin warriors came and laid waste to the tower, and threw down the dead body of Belue Gorm.  It is rumored that the White Wolf was asked by the Fey war party for assistance, and refused.  This story is used to explain the curious rift between the men of Hearth Home and any and all representatives of the Seely court.
Tower of Belue Gorm

In spite of what the Elfin warriors wrought against Belue Gorm, the "tower of the world's ending" still stands, and the dungeons underneath it are unplumbed to this day.


During the Week of Adventure Locations, the writeup of The Glade of Time was originally part of this article on Hearth Home.  This was location 4.

Jun 5, 2012

River Jarls of the Greywater (Map)

The area of the River Jarls, around the Greywater River, is an interesting place.  Here is a basic map of the region, with some items of interested noted on the map (details coming soon).
  1. Icewall
  2. Seawyrm
  3. Bright Iron Fastness
  4. Hearthhome of the White Wolf
  5. Rookroost - Daughters of the River Raven
  6. Clearwater
  7. Mead Hall
  8. Northwind Steading
  9. Furlingga Tribes (Gnolls)
  10. Rockhome Kingdom (Dwarves)
  11. Marsh Trolls
  12. Orc Clans
  13. Great Bear Kingdom
A. Great Crystal
B. Ice Lake
C. Witches Three
D. Stonehouses
E. Plain of Fire
F. The Sword People
G. Tower of Belue Gorm
H. The Great Tree

Apr 27, 2012

Darkearth Plains Map

First map of the Darkearth Plains.  This is lifted from the most detailed overall valley map (done in autorealm).  I am also thinking of doing a version of this in hexographer, and they populating it as a sort of sandbox area, just for giggles.

Not all of the sites mentioned in the previous writeup (which was an intro sketch to the area, just collating what I already knew about it, and had captured elsewhere), but it is a good start - more coming.


Regions of the Valley (3) - Darkearth Plains


The Darkearth Plains is a region in the northern part of the valley, slightly west of the central point.  It is bordered on the north, by the Destriel Mountains, and along the southern edge by the Great River.  The western boundary for the region is the Lost Mare river, and along the east edge the boundary is the Greywater River.  The other major waterways in the region are the Nightwash River, and the Terrapin River.

The region takes its name from the rich, dark black soil that is common throughout the region, with the exception of two areas - the Great Owl Forest (the ground of which is covered by thick, thick layers of decaying leaves, over a more generally sandy loam undersurface), and the Aghanz Hills, which feature a dry dusty and sandy soil, very rocky.

I am working up maps now, using Hexographer, and Autorealm, and should release some very soon.

The peoples of Darkearth include three cities of Westron humans (Khomaes, Werms and Huygen).  There are, in addition, a number of tribes of Storm King barbarians in the region, especially in the north east, up along the very broad Greywater River, and in and around the Riven Moor, on both sides of the Terrapin River.

There are several portals that frequently appear to the Seely Court in the Great Owl Forest, and also in the Harp Woods.  This means that Wood Elves, as well as other Faery races, are not uncommon.

The Aghanz Hills are home to both the Star Tower (seat of power and learning for the Silver order of druids), as well as the gnome stronghold at Flintgate.  These areas are both well patrolled and guarded by their own interests, but much of the rest of the Aghanz remains rough, open, hilly and rocky country.  There is a presence, of a curious group of tribes of large, primitive men that do not have a spoken language, and do not work with or use metal of any sort.  They are called, simply, the hillmen by the druids of Star Tower, and the shagmen by the gnomes of Flintgate.  It is reported that they are vicious cannibals.

Dwarves have some strongholds throughout the Destriel mountains.  In some of the deeper delvings and cave systems, there are permanent portals to the Unseely Realms (mostly goblins and their related filth, as usual).

Roaming the region to the west, near the Lost Mare River, are the intelligent horses of the Great Herd.  A single herd in name only, roaming groups of these very large, very intelligent horses do all seem to answer to the leadership of the Great Khan of All Horses.

Splitting the region, from west to east, is the King's Highway, as always providing a huge barrier between the north and south part of the Darkearth Plains.  The Lost Mare river flows under the highway, in a broad and fabulous lock system, built by the Old Ones, and lined in marble.  That part of the highway is patrolled by, and made safe by, companies of spearmen from Khomaes.  Further east, however, especially as the highway draws near to the Great Owl Forest, the area just north of the highway is known as the Horned Run.  It is home to tribes of broo, known as the Horned Ones.  Wicked, unsociable creatures, they have a heartless and sadistic culture, and seek to prey on all who wander into the region.

The point where the Nightwash River leaves the Destriel Mountains, down into the plains (just west of the Aghanz Hills), there is a cliffwall at the edge of the mountains, the Nightwash forming a mighty waterfall (Nightwash Falls).  Along that cliff edge, a curious and very valuable marble-like stone is found, called Amberstone.  A group of human and dwarven miners operate a mining operation here, cutting out huge blocks of Amberstone.  It is then floated south to various trading concerns south of the King's Highway, by air travel.  The air travel is accomplished by having a curious breed of giant snail that lives on the cliff face near the Nightwash Falls.  Called the great blue skysnail, this creature has a shell with magical (levitating) properties.  The miners have methods of luring the snails to cover a block of amberstone, and a "blockrider" will ride the floating block of stone south, towards the various destinations.

Where the Nightwash (a broad and fast flowing river) finally reaches the Lost Mare River (in the middle of the grazing lands of the Great Herd), there are vast openings into the earth, along the edge of the Nightwash.  Splinter flows of the vast river flow down into those openings, and form free-fall waterfalls down into the underearth.  Deep, deep below the water falls into the vast underearth sea that is home to the Dark Elf buccaneer kingdoms.  The openings are watched after by warrior horses of the Great Khan.

Along the southern end of the Lost Mare River, as it broadens to eventually join the Great River, it opens up into a flooded basin, known as the Arriott Bottom swamp.  Curious tribes of lizard men, and other related saurial races, are found here.

Dec 26, 2010

Druids in the Valley of the Old Ones

The class of Druids in the Valley of the Old Ones, as one would expect, are very similar to the concept as presented in the first and second editions of AD&D.  They are mystics who venerate nature, and draw their power from nature and affiliated deities.

Amongst the Druids to be found in the Westron Baronies, there are three orders of druids.  The first, the Brown Order is affiliated with Kyclos - the demigod of the cycle of life.  He is affiliated with the Church by being observed by followers of the goddess Nadene as being her consort.  The Brown Order of Druids is so named because of the brown mantles and belts that they wear on their all white robes.  There's is an order that is dedicated to the circle of life - things all have a place in nature, and Man would do best to fit in with that heirarchy.  The order has its learning and heirarchy centered at the Druid Hall at Kavaman, in the eastern end of the Nell Nod Forest.  Druids of the Brown Order are often traveling companions of Priests of Kyclos, and occasionally with Priests from the Order of St. Horace (patron saint of animals).  Druids of the Brown Order are often found in agricultural communities, or not far away.  Equally, however, they will be found in places of learning.

The Green Order of druids is also affiliated with the Church.  It is very much involved in the communing with plants and trees, and as such is affiliated with the worship of the Green Man (the demigod of plants and the wild who is the seasonal husband of the goddess Corrise).  While Druids of the Green Order are every bit as much interested in scholarly learning about nature, and knowledge of the world around them, they do not have a great center of their worship, but rather tend to congregate their hierarchy around a series of groves, the oldest and largest of which is Mamblir in the Deeper Forest.  Druids of the Green Order rarely settle, and often spend years traveling abroad away from their home grove.  The Green Order often go abroad wearing some sort of green - robes, cloak, or mantle.

Finally, the third order is the mysterious group of Druids known as the Silver Order of druids.  These are not affiliated with the Church in any way, and are chiefly interested in the grander universe - how things work, how they work together, the effect on the stars by the endless world, how fire works, and why it doesn't - these are the sorts of questions often asked by Silver Order Druids.  The master of the order is a mysterious individual who lives high atop his Star Tower, in the Aghanz Hills.  Members of the order often travel abroad, seeking places of deep mystery and meaning in which to make their homes of contemplation of nature.  They are very fond of the various sites of the Old Ones, and seek to understand their peculiar relationship with nature.

Dec 1, 2010

Week of Encounters Day 6: Horrors of the Red Swordsmen

[Okay, I've gotten off schedule from my original planned "one week" of encounters, however I will still post encounters #6 and #7.]
This encounter takes place in the Darkearth Plains region, near a small village up where the Aghanz Hills meet the Destriel Mountains.  It is an area populated mainly by Storm King Barbarians.  The evil priests who venerate Torgin of the Void are an exception.

There are evil priests who venerate 'Torgin of the Void' - the dark god of chaotic magic. These foul practitioners who prey on the innocent in order to spread their brand of fear and chaotic discord. Once a priest of the coven of Torgin reaches 9th level, he/she is able to cast the spell "Cursed of Torgin". This spell transforms human victims into abominations - the red swordsmen of the void!

Cursed of Torgin (spell)
Level: 5
Duration: Permanent
Range: 30'
By casting this spell, the priest of the Coven of Torgin is able to convert a number of human victims, who must all be within 30' of the caster, and must be disabled. The victims are converted into mindless, soulless abominations who will now blindly follow the orders and will of any Torgin priest or magic user of level 5 or higher. Priests and clerics of a good alignment may attempt to "turn" the red swordsmen, however they are treated as if 2 levels higher than they are, and if they are "turned" then they will just be at abeyance for 2d6 rounds.
The number of victims affected per casting is 2d4 plus the caster's level.
Each red swordsmen thus created receives a random "red tattoo" on their face. See the writeup of the red swordsmen for details on the tattoos and their conferred powers.
This spell may only be cast once per day, and only on a moonless night.

The evil spellcaster who is in command of a group of red swordsmen will no doubt waste no time in putting them to a use designed to forward the spell caster's plans.

The plot of this encounter is simple: the player characters are traveling in the north, near the Destriel Mountains, when they encounter a runner from the local tribe of Storm King barbarians. The local tribe is ruled by a chieftain named Hetman Magdor. The runner was sent to a holding in the nearby hills, which was defended by a troop of warriors from Magdor's tribe, and led by his brother Otto. The runner has reported that all 12 warriors, and their riding buffalo, as well Otto have been slain. The runner further mentions that his lord, Magdor will be only too glad to hire the likes of the adventurers for a task most urgent. It seems that the local evil magician, a sickly, perverse old man named Eggulet has dispatched a marauding band of Red Swordsmen to terrorize the neighborhood. The Hetman Magdor is interested in both putting a stop to Eggulet and his swordsmen, but also (very much) in seeing his daughter back alive. She disappeared a fortnight back, coincidentally with an attack by the Red Swordsmen on the the village of Magdor, 'Briney Tor'.


Cursed Red Swordsmen of Torgin
Num Appearing: 2+1d4 (always in groups, or as their 'creator' instructs them)
Alignment: Chaotic evil
Movement: 120'
Armor Class: 6 (or better, as with worn armor)
Hit Dice: 1d-8d
Attacks: 1 (weapon, usually sword)
Damage: As weapon (plus 2)
Save: F- variable
Morale: Special
Each Red Swordsman of Torgin will also have a special tatoo that imparts some magical quality. These are the most common:
  1. Body covered in rot grubs, each melee round 1d4 will leap onto the swordsman's opponent.
  2. Ability to breathe poisoned gas 3x per day in a 10' cloud. The gas is weak so the save is +2, but if not made then the victim begins wretching uncontrollably for 1d6 rounds (during which time they are -4 to hit, and +4 to be hit).
  3. Fast. As per Haste spell.
  4. Flaming skin - does 1d4+1 damage per melee round to anyone not immune to heat and fire attacks. Also has a chance (25%) per round of catching something of their foe's (clothing, equipment) on fire.
  5. Screaming Skin. Each strike against the swordsman that does damage releases a screaming, hissing escape of some steam like substance. The sound it makes on escape is horrible (all within 40', except other swordsmen, must make an intelligence test or be stunned for 1 round).
  6. Rusting Blood. Each strike that scores damage against this swordsman with a metal weapon, will have that weapon corroded as if by a rust monster.

The DM should prepare a minor wilderness campaign with several encounters as the players track the trail of the Red Swordsmen to the tower of Eggulet. Once there, it will be revealed that Eggulet has been murdered - his tower is poor disrepair, but it should be full of treasures (enough to warrant the Player's giving it a look around). The dungeons beneath the tower, however, are a different story. They are populated by several types of magical creations, not to mention traps and tricks. If the Red Swordsmen are survived, the players should be able to score a major haul of treasure.